- SpawnTracerExp + SpawnMicroExp.

This commit is contained in:
Christoph Oelckers 2021-11-05 00:24:23 +01:00
parent a40fca5398
commit a96cffc4ef
2 changed files with 27 additions and 44 deletions

View file

@ -115,7 +115,7 @@ int QueueStar(DSWActor*);
int DoBlurExtend(int16_t Weapon,int16_t interval,int16_t blur_num);
int SpawnDemonFist(DSWActor*);
int SpawnTankShellExp(int16_t Weapon);
int SpawnMicroExp(int16_t Weapon);
void SpawnMicroExp(DSWActor*);
void SpawnExpZadjust(short Weapon, SPRITEp exp, int upper_zsize, int lower_zsize);
int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, int hit_x, int hit_y, int hit_z, short ID);
int SpawnSplashXY(int hit_x,int hit_y,int hit_z,int);
@ -6612,7 +6612,7 @@ DoDamage(short SpriteNum, short Weapon)
}
wu->ID = 0; // No more damage
SpawnTracerExp(Weapon);
SpawnTracerExp(weapActor);
SetSuicide(weapActor);
break;
@ -9971,7 +9971,7 @@ DoRail(DSWActor* actor)
}
else
{
SpawnTracerExp(Weapon);
SpawnTracerExp(actor);
SpawnShrapX(actor);
KillActor(actor);
return true;
@ -9979,7 +9979,7 @@ DoRail(DSWActor* actor)
}
else
{
SpawnTracerExp(Weapon);
SpawnTracerExp(actor);
SpawnShrapX(actor);
KillActor(actor);
return true;
@ -10039,7 +10039,7 @@ DoRailStart(DSWActor* actor)
{
if (WeaponMoveHit(Weapon))
{
SpawnTracerExp(Weapon);
SpawnTracerExp(actor);
SpawnShrapX(actor);
KillActor(actor);
return true;
@ -10155,7 +10155,7 @@ DoMicroMini(DSWActor* actor)
{
if (WeaponMoveHit(Weapon))
{
SpawnMicroExp(Weapon);
SpawnMicroExp(actor);
KillActor(actor);
return true;
}
@ -10271,7 +10271,7 @@ DoMicro(DSWActor* actor)
{
if (WeaponMoveHit(Weapon))
{
SpawnMicroExp(Weapon);
SpawnMicroExp(actor);
KillActor(actor);
return true;
}
@ -11120,12 +11120,6 @@ SpawnNuclearExp(int16_t Weapon)
// Nuclear effects
SetNuclearQuake(explosion);
// if (pp->NightVision)
// {
// SetFadeAmt(pp, -300, 1); // Idiot had night vision on in nuke flash
// PlayerUpdateHealth(pp,-25); // Just burned your eyes out of their sockets!
// }
// else
SetFadeAmt(pp, -80, 1); // Nuclear flash
// Secondary blasts
@ -11141,32 +11135,30 @@ SpawnNuclearExp(int16_t Weapon)
return explosion;
}
int
SpawnTracerExp(int16_t Weapon)
void SpawnTracerExp(DSWActor* actor)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp exp;
USERp eu;
short explosion;
DSWActor* expActor;
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
return ;
if (u->ID == BOLT_THINMAN_R1)
explosion = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R1, s_TracerExp, sp->sectnum,
expActor = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, s_TracerExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
else
explosion = SpawnSprite(STAT_MISSILE, TRACER_EXP, s_TracerExp, sp->sectnum,
expActor = SpawnActor(STAT_MISSILE, TRACER_EXP, s_TracerExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp = &expActor->s();
eu = expActor->u();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
SetOwner(GetOwner(actor), expActor);
exp->shade = -40;
exp->xrepeat = 4;
exp->yrepeat = 4;
@ -11183,33 +11175,26 @@ SpawnTracerExp(int16_t Weapon)
}
else
eu->Radius = DamageData[DMG_BOLT_EXP].radius;
return explosion;
}
int
SpawnMicroExp(int16_t Weapon)
void SpawnMicroExp(DSWActor* actor)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
return ;
// PlaySound(DIGI_MISSLEXP, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, MICRO_EXP, s_MicroExp, sp->sectnum,
auto expActor = SpawnActor(STAT_MISSILE, MICRO_EXP, s_MicroExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp = &expActor->s();
eu = expActor->u();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
SetOwner(GetOwner(actor), expActor);
exp->shade = -40;
exp->xrepeat = 32;
exp->yrepeat = 32;
@ -11226,10 +11211,8 @@ SpawnMicroExp(int16_t Weapon)
// ceilings
//
SpawnExpZadjust(Weapon, exp, Z(20), Z(20));
SpawnExpZadjust(actor->GetSpriteIndex(), exp, Z(20), Z(20));
SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
return explosion;
}
void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)

View file

@ -243,7 +243,7 @@ void SpawnLittleExp(DSWActor*);
DSWActor* SpawnLargeExp(DSWActor*);
int SpawnNuclearExp(int16_t Weapon);
int SpawnBoltExp(int16_t Weapon);
int SpawnTracerExp(int16_t Weapon);
void SpawnTracerExp(DSWActor* Weapon);
int SpawnGoroFireballExp(int16_t Weapon);
bool MissileHitMatch(short Weapon,short WeaponNum,short hit_sprite);
int DoItemFly(DSWActor*);