- moved dudeSlope fully into DBloodActor.

This commit is contained in:
Christoph Oelckers 2020-11-07 16:26:14 +01:00
parent 99c0b77cf2
commit aba3539275
14 changed files with 66 additions and 41 deletions

View file

@ -52,7 +52,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_BLD_NS BEGIN_BLD_NS
int cumulDamage[kMaxXSprites]; int cumulDamage[kMaxXSprites];
int gDudeSlope[kMaxXSprites];
DUDEEXTRA gDudeExtra[kMaxXSprites]; DUDEEXTRA gDudeExtra[kMaxXSprites];
AISTATE genIdle = {kAiStateGenIdle, 0, -1, 0, NULL, NULL, NULL, NULL }; AISTATE genIdle = {kAiStateGenIdle, 0, -1, 0, NULL, NULL, NULL, NULL };
@ -1793,8 +1792,7 @@ void SerializeAI(FSerializer& arc)
{ {
if (arc.BeginObject("ai")) if (arc.BeginObject("ai"))
{ {
arc.SparseArray("dudeslope", gDudeSlope, kMaxSprites, activeXSprites) arc.SparseArray("dudeextra", gDudeExtra, kMaxSprites, activeXSprites)
.SparseArray("dudeextra", gDudeExtra, kMaxSprites, activeXSprites)
.EndObject(); .EndObject();
} }
} }

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@ -89,7 +89,6 @@ struct TARGETTRACK {
extern const int dword_138BB0[5]; extern const int dword_138BB0[5];
extern DUDEEXTRA gDudeExtra[]; extern DUDEEXTRA gDudeExtra[];
extern int gDudeSlope[]; extern int gDudeSlope[];
extern int cumulDamage[];
bool dudeIsPlayingSeq(spritetype *pSprite, int nSeq); bool dudeIsPlayingSeq(spritetype *pSprite, int nSeq);
void aiPlay3DSound(spritetype *pSprite, int a2, AI_SFX_PRIORITY a3, int a4); void aiPlay3DSound(spritetype *pSprite, int a2, AI_SFX_PRIORITY a3, int a4);

View file

@ -293,7 +293,7 @@ static void beastThinkChase(DBloodActor* actor)
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{ {
aiSetTarget(pXSprite, pXSprite->target); aiSetTarget(pXSprite, pXSprite->target);
actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10); actor->dudeSlope = divscale(pTarget->z-pSprite->z, nDist, 10);
if (nDist < 0x1400 && nDist > 0xa00 && klabs(nDeltaAngle) < 85 && (pTarget->flags&2) if (nDist < 0x1400 && nDist > 0xa00 && klabs(nDeltaAngle) < 85 && (pTarget->flags&2)
&& IsPlayerSprite(pTarget) && Chance(0x8000)) && IsPlayerSprite(pTarget) && Chance(0x8000))
{ {

View file

@ -75,7 +75,7 @@ void SeqAttackCallback(int, DBloodActor* actor)
spritetype *pSprite = &actor->s(); spritetype *pSprite = &actor->s();
int dx = CosScale16(pSprite->ang); int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang); int dy = SinScale16(pSprite->ang);
int dz = actor->dudeSlope(); int dz = actor->dudeSlope;
dx += Random2(1500); dx += Random2(1500);
dy += Random2(1500); dy += Random2(1500);
dz += Random2(1500); dz += Random2(1500);
@ -196,7 +196,7 @@ static void calebThinkChase(DBloodActor* actor)
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{ {
aiSetTarget(pXSprite, pXSprite->target); aiSetTarget(pXSprite, pXSprite->target);
actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10); actor->dudeSlope = divscale(pTarget->z-pSprite->z, nDist, 10);
if (nDist < 0x599 && klabs(nDeltaAngle) < 28) if (nDist < 0x599 && klabs(nDeltaAngle) < 28)
{ {
XSECTOR *pXSector; XSECTOR *pXSector;

View file

@ -109,7 +109,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
Aim aim; Aim aim;
aim.dx = CosScale16(pSprite->ang); aim.dx = CosScale16(pSprite->ang);
aim.dy = SinScale16(pSprite->ang); aim.dy = SinScale16(pSprite->ang);
aim.dz = actor->dudeSlope(); aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff; int nClosest = 0x7fffffff;
int nSprite2; int nSprite2;
StatIterator it(kStatDude); StatIterator it(kStatDude);
@ -133,7 +133,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
} }
int tx = x+mulscale30(Cos(pSprite->ang), nDist); int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist); int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10); int tz = z+mulscale(actor->dudeSlope, nDist, 10);
int tsr = mulscale(9460, nDist, 10); int tsr = mulscale(9460, nDist, 10);
int top, bottom; int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom); GetSpriteExtents(pSprite2, &top, &bottom);
@ -193,7 +193,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
int ax, ay, az; int ax, ay, az;
aim.dx = ax = CosScale16(pSprite->ang); aim.dx = ax = CosScale16(pSprite->ang);
aim.dy = ay = SinScale16(pSprite->ang); aim.dy = ay = SinScale16(pSprite->ang);
aim.dz = actor->dudeSlope(); aim.dz = actor->dudeSlope;
az = 0; az = 0;
int nClosest = 0x7fffffff; int nClosest = 0x7fffffff;
int nSprite2; int nSprite2;
@ -218,7 +218,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
} }
int tx = x+mulscale30(Cos(pSprite->ang), nDist); int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist); int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10); int tz = z+mulscale(actor->dudeSlope, nDist, 10);
int tsr = mulscale(9460, nDist, 10); int tsr = mulscale(9460, nDist, 10);
int top, bottom; int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom); GetSpriteExtents(pSprite2, &top, &bottom);

View file

@ -93,7 +93,7 @@ void TommySeqCallback(int, DBloodActor* actor)
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang); int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang); int dy = SinScale16(pSprite->ang);
int dz = actor->dudeSlope(); int dz = actor->dudeSlope;
dx += Random3((5-gGameOptions.nDifficulty)*1000); dx += Random3((5-gGameOptions.nDifficulty)*1000);
dy += Random3((5-gGameOptions.nDifficulty)*1000); dy += Random3((5-gGameOptions.nDifficulty)*1000);
dz += Random3((5-gGameOptions.nDifficulty)*500); dz += Random3((5-gGameOptions.nDifficulty)*500);
@ -109,7 +109,7 @@ void TeslaSeqCallback(int, DBloodActor* actor)
{ {
int dx = CosScale16(pSprite->ang); int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang); int dy = SinScale16(pSprite->ang);
int dz = actor->dudeSlope(); int dz = actor->dudeSlope;
dx += Random3((5-gGameOptions.nDifficulty)*1000); dx += Random3((5-gGameOptions.nDifficulty)*1000);
dy += Random3((5-gGameOptions.nDifficulty)*1000); dy += Random3((5-gGameOptions.nDifficulty)*1000);
dz += Random3((5-gGameOptions.nDifficulty)*500); dz += Random3((5-gGameOptions.nDifficulty)*500);
@ -124,7 +124,7 @@ void ShotSeqCallback(int, DBloodActor* actor)
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang); int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang); int dy = SinScale16(pSprite->ang);
int dz = actor->dudeSlope(); int dz = actor->dudeSlope;
dx += Random2((5-gGameOptions.nDifficulty)*1000-500); dx += Random2((5-gGameOptions.nDifficulty)*1000-500);
dy += Random2((5-gGameOptions.nDifficulty)*1000-500); dy += Random2((5-gGameOptions.nDifficulty)*1000-500);
dz += Random2((5-gGameOptions.nDifficulty)*500); dz += Random2((5-gGameOptions.nDifficulty)*500);
@ -175,7 +175,7 @@ void sub_68170(int, DBloodActor* actor)
if (gGameOptions.nDifficulty > 2) if (gGameOptions.nDifficulty > 2)
nMissile = kThingArmedTNTBundle; nMissile = kThingArmedTNTBundle;
sfxPlay3DSound(pSprite, 455, -1, 0); sfxPlay3DSound(pSprite, 455, -1, 0);
spritetype* pMissile = actFireThing(pSprite, 0, 0, actor->dudeSlope() - 9460, nMissile, 0x133333); spritetype* pMissile = actFireThing(pSprite, 0, 0, actor->dudeSlope - 9460, nMissile, 0x133333);
evPost(pMissile->index, 3, 120*(2+Random(2)), kCmdOn); evPost(pMissile->index, 3, 120*(2+Random(2)), kCmdOn);
} }
@ -314,7 +314,7 @@ static void cultThinkChase(DBloodActor* actor)
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{ {
aiSetTarget(pXSprite, pXSprite->target); aiSetTarget(pXSprite, pXSprite->target);
actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10); actor->dudeSlope = divscale(pTarget->z-pSprite->z, nDist, 10);
switch (pSprite->type) { switch (pSprite->type) {
case kDudeCultistTommy: case kDudeCultistTommy:
if (nDist < 0x1e00 && nDist > 0xe00 && klabs(nDeltaAngle) < 85 && !TargetNearExplosion(pTarget) if (nDist < 0x1e00 && nDist > 0xe00 && klabs(nDeltaAngle) < 85 && !TargetNearExplosion(pTarget)

View file

@ -117,7 +117,7 @@ void ThrowFSeqCallback(int, DBloodActor* actor)
{ {
XSPRITE* pXSprite = &actor->x(); XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
actFireThing(&actor->s(), 0, 0, actor->dudeSlope()-7500, kThingBone, 0xeeeee); actFireThing(&actor->s(), 0, 0, actor->dudeSlope-7500, kThingBone, 0xeeeee);
} }
void BlastSSeqCallback(int, DBloodActor* actor) void BlastSSeqCallback(int, DBloodActor* actor)
@ -136,7 +136,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
Aim aim; Aim aim;
aim.dx = CosScale16(pSprite->ang); aim.dx = CosScale16(pSprite->ang);
aim.dy = SinScale16(pSprite->ang); aim.dy = SinScale16(pSprite->ang);
aim.dz = actor->dudeSlope(); aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff; int nClosest = 0x7fffffff;
int nSprite2; int nSprite2;
StatIterator it(kStatDude); StatIterator it(kStatDude);
@ -160,7 +160,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
} }
int tx = x+mulscale30(Cos(pSprite->ang), nDist); int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist); int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10); int tz = z+mulscale(actor->dudeSlope, nDist, 10);
int tsr = mulscale(9460, nDist, 10); int tsr = mulscale(9460, nDist, 10);
int top, bottom; int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom); GetSpriteExtents(pSprite2, &top, &bottom);
@ -217,7 +217,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
void ThrowSSeqCallback(int, DBloodActor* actor) void ThrowSSeqCallback(int, DBloodActor* actor)
{ {
spritetype* pSprite = &actor->s(); spritetype* pSprite = &actor->s();
actFireThing(pSprite, 0, 0, actor->dudeSlope() - 7500, kThingBone, Chance(0x6000) ? 0x133333 : 0x111111); actFireThing(pSprite, 0, 0, actor->dudeSlope - 7500, kThingBone, Chance(0x6000) ? 0x133333 : 0x111111);
} }
static void gargThinkTarget(DBloodActor* actor) static void gargThinkTarget(DBloodActor* actor)

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@ -100,7 +100,7 @@ void ghostSlashSeqCallback(int, DBloodActor* actor)
void ghostThrowSeqCallback(int, DBloodActor* actor) void ghostThrowSeqCallback(int, DBloodActor* actor)
{ {
actFireThing(&actor->s(), 0, 0, actor->dudeSlope() - 7500, kThingBone, 0xeeeee); actFireThing(&actor->s(), 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee);
} }
void ghostBlastSeqCallback(int, DBloodActor* actor) void ghostBlastSeqCallback(int, DBloodActor* actor)
@ -119,7 +119,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
Aim aim; Aim aim;
aim.dx = CosScale16(pSprite->ang); aim.dx = CosScale16(pSprite->ang);
aim.dy = SinScale16(pSprite->ang); aim.dy = SinScale16(pSprite->ang);
aim.dz = actor->dudeSlope(); aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff; int nClosest = 0x7fffffff;
int nSprite2; int nSprite2;
StatIterator it(kStatDude); StatIterator it(kStatDude);
@ -143,7 +143,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
} }
int tx = x+mulscale30(Cos(pSprite->ang), nDist); int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist); int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10); int tz = z+mulscale(actor->dudeSlope, nDist, 10);
int tsr = mulscale(9460, nDist, 10); int tsr = mulscale(9460, nDist, 10);
int top, bottom; int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom); GetSpriteExtents(pSprite2, &top, &bottom);

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@ -185,7 +185,7 @@ static void gillThinkChase(DBloodActor* actor)
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
{ {
aiSetTarget(pXSprite, pXSprite->target); aiSetTarget(pXSprite, pXSprite->target);
actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10); actor->dudeSlope = divscale(pTarget->z-pSprite->z, nDist, 10);
if (nDist < 921 && klabs(nDeltaAngle) < 28) if (nDist < 921 && klabs(nDeltaAngle) < 28)
{ {
XSECTOR *pXSector; XSECTOR *pXSector;

View file

@ -93,7 +93,7 @@ void sub_71BD4(int, DBloodActor* actor)
Aim aim; Aim aim;
aim.dx = CosScale16(pSprite->ang); aim.dx = CosScale16(pSprite->ang);
aim.dy = SinScale16(pSprite->ang); aim.dy = SinScale16(pSprite->ang);
aim.dz = actor->dudeSlope(); aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff; int nClosest = 0x7fffffff;
int nSprite2; int nSprite2;
StatIterator it(kStatDude); StatIterator it(kStatDude);
@ -117,7 +117,7 @@ void sub_71BD4(int, DBloodActor* actor)
} }
int tx = x+mulscale30(Cos(pSprite->ang), nDist); int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist); int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10); int tz = z+mulscale(actor->dudeSlope, nDist, 10);
int tsr = mulscale(9460, nDist, 10); int tsr = mulscale(9460, nDist, 10);
int top, bottom; int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom); GetSpriteExtents(pSprite2, &top, &bottom);
@ -171,7 +171,7 @@ void sub_720AC(int, DBloodActor* actor)
Aim aim; Aim aim;
aim.dx = ax; aim.dx = ax;
aim.dy = ay; aim.dy = ay;
aim.dz = actor->dudeSlope(); aim.dz = actor->dudeSlope;
int nClosest = 0x7fffffff; int nClosest = 0x7fffffff;
az = 0; az = 0;
int nSprite2; int nSprite2;
@ -196,7 +196,7 @@ void sub_720AC(int, DBloodActor* actor)
} }
int tx = x+mulscale30(Cos(pSprite->ang), nDist); int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist); int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10); int tz = z+mulscale(actor->dudeSlope, nDist, 10);
int tsr = mulscale(9460, nDist, 10); int tsr = mulscale(9460, nDist, 10);
int top, bottom; int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom); GetSpriteExtents(pSprite2, &top, &bottom);

View file

@ -166,12 +166,12 @@ static bool genDudeAdjustSlope(DBloodActor* actor, int dist, int weaponType, int
{ {
if (weaponType == kGenDudeWeaponHitscan) if (weaponType == kGenDudeWeaponHitscan)
{ {
actor->dudeSlope() = fStart - ((fStart - fEnd) >> 2); actor->dudeSlope = fStart - ((fStart - fEnd) >> 2);
} }
else if (weaponType == kGenDudeWeaponMissile) else if (weaponType == kGenDudeWeaponMissile)
{ {
const MissileType* pMissile = &missileInfo[pExtra->curWeapon - kMissileBase]; const MissileType* pMissile = &missileInfo[pExtra->curWeapon - kMissileBase];
actor->dudeSlope() = (fStart - ((fStart - fEnd) >> 2)) - (pMissile->clipDist << 1); actor->dudeSlope = (fStart - ((fStart - fEnd) >> 2)) - (pMissile->clipDist << 1);
} }
return true; return true;
@ -234,7 +234,7 @@ void genDudeAttack1(int, DBloodActor* actor)
if (pExtra->weaponType == kGenDudeWeaponHitscan) { if (pExtra->weaponType == kGenDudeWeaponHitscan) {
dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope(); dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope;
// dispersal modifiers here in case if non-melee enemy // dispersal modifiers here in case if non-melee enemy
if (!dudeIsMelee(pXSprite)) { if (!dudeIsMelee(pXSprite)) {
dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion); dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion);
@ -266,7 +266,7 @@ void genDudeAttack1(int, DBloodActor* actor)
} else if (pExtra->weaponType == kGenDudeWeaponMissile) { } else if (pExtra->weaponType == kGenDudeWeaponMissile) {
dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope(); dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope;
// dispersal modifiers here // dispersal modifiers here
dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion >> 1); dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion >> 1);
@ -513,7 +513,7 @@ static void unicultThinkChase(DBloodActor* actor)
if ((gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false)) if ((gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false))
playGenDudeSound(pSprite, kGenDudeSndChasing); playGenDudeSound(pSprite, kGenDudeSndChasing);
actor->dudeSlope() = divscale(pTarget->z - pSprite->z, dist, 10); actor->dudeSlope = divscale(pTarget->z - pSprite->z, dist, 10);
short curWeapon = gGenDudeExtra[pSprite->index].curWeapon; short weaponType = gGenDudeExtra[pSprite->index].weaponType; short curWeapon = gGenDudeExtra[pSprite->index].curWeapon; short weaponType = gGenDudeExtra[pSprite->index].weaponType;
spritetype* pLeech = leechIsDropped(pSprite); const VECTORDATA* meleeVector = &gVectorData[22]; spritetype* pLeech = leechIsDropped(pSprite); const VECTORDATA* meleeVector = &gVectorData[22];
@ -682,9 +682,9 @@ static void unicultThinkChase(DBloodActor* actor)
if (pExtra->canWalk) { if (pExtra->canWalk) {
int objDist = -1; int targetDist = -1; int hit = -1; int objDist = -1; int targetDist = -1; int hit = -1;
if (weaponType == kGenDudeWeaponHitscan) if (weaponType == kGenDudeWeaponHitscan)
hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), CLIPMASK1, dist); hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, CLIPMASK1, dist);
else if (weaponType == kGenDudeWeaponMissile) else if (weaponType == kGenDudeWeaponMissile)
hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), CLIPMASK0, dist); hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, CLIPMASK0, dist);
if (hit >= 0) { if (hit >= 0) {
targetDist = dist - (pTarget->clipdist << 2); targetDist = dist - (pTarget->clipdist << 2);
@ -787,7 +787,7 @@ static void unicultThinkChase(DBloodActor* actor)
else if (weaponType == kGenDudeWeaponHitscan && hscn) else if (weaponType == kGenDudeWeaponHitscan && hscn)
{ {
if (genDudeAdjustSlope(actor, dist, weaponType)) break; if (genDudeAdjustSlope(actor, dist, weaponType)) break;
VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), dist, 1); VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, dist, 1);
if (pXSprite->target == gHitInfo.hitsprite) break; if (pXSprite->target == gHitInfo.hitsprite) break;
bool immune = nnExtIsImmune(pHSprite, gVectorData[curWeapon].dmgType); bool immune = nnExtIsImmune(pHSprite, gVectorData[curWeapon].dmgType);
@ -839,7 +839,7 @@ static void unicultThinkChase(DBloodActor* actor)
case 4: case 4:
if (hit == 4 && weaponType == kGenDudeWeaponHitscan && hscn) { if (hit == 4 && weaponType == kGenDudeWeaponHitscan && hscn) {
bool masked = (pHWall->cstat & CSTAT_WALL_MASKED); bool masked = (pHWall->cstat & CSTAT_WALL_MASKED);
if (masked) VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), dist, 1); if (masked) VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, dist, 1);
//viewSetSystemMessage("WALL VHIT: %d", gHitInfo.hitwall); //viewSetSystemMessage("WALL VHIT: %d", gHitInfo.hitwall);
if ((pXSprite->target != gHitInfo.hitsprite) && (pHWall->type != kWallGib || !masked || pXHWall == NULL || !pXHWall->triggerVector || pXHWall->locked)) { if ((pXSprite->target != gHitInfo.hitsprite) && (pHWall->type != kWallGib || !masked || pXHWall == NULL || !pXHWall->triggerVector || pXHWall->locked)) {

View file

@ -10,15 +10,20 @@
BEGIN_BLD_NS BEGIN_BLD_NS
extern int cumulDamage[kMaxXSprites];
// Due to the messed up array storage of all the game data we cannot do any direct references here yet. We have to access everything via wrapper functions for now. // Due to the messed up array storage of all the game data we cannot do any direct references here yet. We have to access everything via wrapper functions for now.
// Note that the indexing is very inconsistent - partially by sprite index, partially by xsprite index. // Note that the indexing is very inconsistent - partially by sprite index, partially by xsprite index.
class DBloodActor class DBloodActor
{ {
const int index; int index;
DBloodActor* base(); DBloodActor* base();
public: public:
DBloodActor() :index(int(this - base())) { assert(index >= 0 && index < kMaxSprites); } int dudeSlope;
DBloodActor() :index(int(this - base())) { /*assert(index >= 0 && index < kMaxSprites);*/ }
DBloodActor& operator=(const DBloodActor& other) = default;
bool hasX() { return sprite[index].extra > 0; } bool hasX() { return sprite[index].extra > 0; }
spritetype& s() { return sprite[index]; } spritetype& s() { return sprite[index]; }
@ -29,7 +34,6 @@ public:
int& zvel() { return Blood::zvel[index]; } int& zvel() { return Blood::zvel[index]; }
int& cumulDamage() { return Blood::cumulDamage[sprite[index].extra]; } int& cumulDamage() { return Blood::cumulDamage[sprite[index].extra]; }
int& dudeSlope() { return Blood::gDudeSlope[sprite[index].extra]; }
DUDEEXTRA& dudeExtra() { return gDudeExtra[sprite[index].extra]; } DUDEEXTRA& dudeExtra() { return gDudeExtra[sprite[index].extra]; }
SPRITEMASS& spriteMass() { return gSpriteMass[sprite[index].extra]; } SPRITEMASS& spriteMass() { return gSpriteMass[sprite[index].extra]; }
GENDUDEEXTRA& genDudeExtra() { return Blood::gGenDudeExtra[index]; } GENDUDEEXTRA& genDudeExtra() { return Blood::gGenDudeExtra[index]; }

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@ -43,6 +43,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "mapinfo.h" #include "mapinfo.h"
#include "gamestate.h" #include "gamestate.h"
#include "d_net.h" #include "d_net.h"
#include "bloodactor.h"
#include "aistate.h" #include "aistate.h"
#include "aiunicult.h" #include "aiunicult.h"
@ -436,6 +437,28 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA
return arc; return arc;
} }
FSerializer& Serialize(FSerializer& arc, const char* keyname, DBloodActor& w, DBloodActor* def)
{
static DBloodActor nul;
if (!def)
{
def = &nul;
if (arc.isReading()) w = {};
}
if (arc.BeginObject(keyname))
{
// The rest is only relevant if the actor has an xsprite.
if (w.s().extra > 0)
{
arc("dudeslope", w.dudeSlope, def->dudeSlope);
}
arc.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, XWALL& w, XWALL* def) FSerializer& Serialize(FSerializer& arc, const char* keyname, XWALL& w, XWALL* def)
{ {
static XWALL nul; static XWALL nul;
@ -646,6 +669,7 @@ void SerializeState(FSerializer& arc)
.SparseArray("xvel", xvel, kMaxSprites, activeSprites) .SparseArray("xvel", xvel, kMaxSprites, activeSprites)
.SparseArray("yvel", yvel, kMaxSprites, activeSprites) .SparseArray("yvel", yvel, kMaxSprites, activeSprites)
.SparseArray("zvel", zvel, kMaxSprites, activeSprites) .SparseArray("zvel", zvel, kMaxSprites, activeSprites)
.SparseArray("actors", bloodActors, kMaxSprites, activeSprites)
.EndObject(); .EndObject();
} }
} }

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@ -3094,7 +3094,7 @@ bool condCheckSprite(XSPRITE* pXCond, int cmpOp, bool PUSH) {
if ((pPlayer = getPlayerById(pSpr->type)) != NULL) if ((pPlayer = getPlayerById(pSpr->type)) != NULL)
var = HitScan(pSpr, pPlayer->zWeapon - pSpr->z, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, arg1, arg3 << 1); var = HitScan(pSpr, pPlayer->zWeapon - pSpr->z, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, arg1, arg3 << 1);
else if (IsDudeSprite(pSpr)) else if (IsDudeSprite(pSpr))
var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), actor->dudeSlope(), arg1, arg3 << 1); var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), actor->dudeSlope, arg1, arg3 << 1);
else else
var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), 0, arg1, arg3 << 1); var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), 0, arg1, arg3 << 1);