mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-20 16:10:52 +00:00
- KeepActorOnFloor
This commit is contained in:
parent
2ba98dc03c
commit
ad0ed0c377
16 changed files with 54 additions and 54 deletions
|
@ -520,11 +520,11 @@ int DoGenerateSewerDebris(DSWActor* actor)
|
||||||
|
|
||||||
// !AIC - Tries to keep actors correctly on the floor. More that a bit messy.
|
// !AIC - Tries to keep actors correctly on the floor. More that a bit messy.
|
||||||
|
|
||||||
void
|
void KeepActorOnFloor(DSWActor* actor)
|
||||||
KeepActorOnFloor(short SpriteNum)
|
|
||||||
{
|
{
|
||||||
USERp u = User[SpriteNum].Data();
|
USERp u = actor->u();
|
||||||
SPRITEp sp = User[SpriteNum]->SpriteP;
|
SPRITEp sp = &actor->s();
|
||||||
|
int SpriteNum = actor->GetSpriteIndex();
|
||||||
SECTORp sectp;
|
SECTORp sectp;
|
||||||
int depth;
|
int depth;
|
||||||
|
|
||||||
|
|
|
@ -1114,7 +1114,7 @@ NullBunny(DSWActor* actor)
|
||||||
|
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if (TEST(u->Flags,SPR_SLIDING))
|
if (TEST(u->Flags,SPR_SLIDING))
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
@ -1364,7 +1364,7 @@ DoBunnyMove(DSWActor* actor)
|
||||||
|
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
|
@ -1433,7 +1433,7 @@ DoBunnyEat(DSWActor* actor)
|
||||||
|
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
|
@ -1479,7 +1479,7 @@ DoBunnyScrew(DSWActor* actor)
|
||||||
|
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
|
|
|
@ -468,7 +468,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
|
||||||
|
|
||||||
DoActorZrange(SpriteNum);
|
DoActorZrange(SpriteNum);
|
||||||
|
|
||||||
//KeepActorOnFloor(SpriteNum); // for swimming actors
|
//KeepActorOnFloor(actor); // for swimming actors
|
||||||
|
|
||||||
// make sure we start in the water if thats where we are
|
// make sure we start in the water if thats where we are
|
||||||
if (u->lo_sectp) // && SectUser[u->lo_sectp - sector])
|
if (u->lo_sectp) // && SectUser[u->lo_sectp - sector])
|
||||||
|
@ -585,7 +585,7 @@ int CooliePain(DSWActor* actor)
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
|
@ -604,7 +604,7 @@ int NullCoolie(DSWActor* actor)
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
|
@ -625,7 +625,7 @@ int DoCoolieMove(DSWActor* actor)
|
||||||
else
|
else
|
||||||
(*u->ActorActionFunc)(actor);
|
(*u->ActorActionFunc)(actor);
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if (DoActorSectorDamage(actor))
|
if (DoActorSectorDamage(actor))
|
||||||
{
|
{
|
||||||
|
|
|
@ -779,7 +779,7 @@ DoGirlNinjaMove(DSWActor* actor)
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
||||||
{
|
{
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// take damage from environment
|
// take damage from environment
|
||||||
|
@ -826,7 +826,7 @@ NullGirlNinja(DSWActor* actor)
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
|
||||||
if (!TEST(u->Flags, SPR_CLIMBING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
|
if (!TEST(u->Flags, SPR_CLIMBING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
|
|
|
@ -521,7 +521,7 @@ int NullGoro(DSWActor* actor)
|
||||||
if (TEST(u->Flags,SPR_SLIDING))
|
if (TEST(u->Flags,SPR_SLIDING))
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -553,7 +553,7 @@ int DoGoroMove(DSWActor* actor)
|
||||||
|
|
||||||
ASSERT(User[SpriteNum].Data());
|
ASSERT(User[SpriteNum].Data());
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
return 0;
|
return 0;
|
||||||
|
|
|
@ -493,7 +493,7 @@ int NullLava(DSWActor* actor)
|
||||||
if (TEST(u->Flags,SPR_SLIDING))
|
if (TEST(u->Flags,SPR_SLIDING))
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -512,7 +512,7 @@ int DoLavaMove(DSWActor* actor)
|
||||||
else
|
else
|
||||||
(*u->ActorActionFunc)(actor);
|
(*u->ActorActionFunc)(actor);
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
return 0;
|
return 0;
|
||||||
|
|
|
@ -84,7 +84,7 @@ int DoBeginJump(short SpriteNum);
|
||||||
int DoJump(short SpriteNum);
|
int DoJump(short SpriteNum);
|
||||||
int DoBeginFall(short SpriteNum);
|
int DoBeginFall(short SpriteNum);
|
||||||
int DoFall(short SpriteNum);
|
int DoFall(short SpriteNum);
|
||||||
void KeepActorOnFloor(short SpriteNum);
|
void KeepActorOnFloor(DSWActor* actor);
|
||||||
int DoActorSlide(DSWActor* actor);
|
int DoActorSlide(DSWActor* actor);
|
||||||
int DoActorSectorDamage(DSWActor* actor);
|
int DoActorSectorDamage(DSWActor* actor);
|
||||||
int DoScaleSprite(DSWActor* actor);
|
int DoScaleSprite(DSWActor* actor);
|
||||||
|
|
|
@ -198,7 +198,7 @@ int DoToiletGirl(DSWActor* actor)
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
||||||
{
|
{
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// take damage from environment
|
// take damage from environment
|
||||||
|
@ -219,7 +219,7 @@ int NullToiletGirl(DSWActor* actor)
|
||||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if (u->FlagOwner != 1)
|
if (u->FlagOwner != 1)
|
||||||
{
|
{
|
||||||
|
@ -247,7 +247,7 @@ int ToiletGirlUzi(DSWActor* actor)
|
||||||
int SpriteNum = u->SpriteNum;
|
int SpriteNum = u->SpriteNum;
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||||
{
|
{
|
||||||
|
@ -447,7 +447,7 @@ int DoWashGirl(DSWActor* actor)
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
||||||
{
|
{
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// take damage from environment
|
// take damage from environment
|
||||||
|
@ -468,7 +468,7 @@ int NullWashGirl(DSWActor* actor)
|
||||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if (u->FlagOwner != 1)
|
if (u->FlagOwner != 1)
|
||||||
{
|
{
|
||||||
|
@ -496,7 +496,7 @@ int WashGirlUzi(DSWActor* actor)
|
||||||
int SpriteNum = u->SpriteNum;
|
int SpriteNum = u->SpriteNum;
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||||
{
|
{
|
||||||
|
@ -618,7 +618,7 @@ int DoTrashCan(DSWActor* actor)
|
||||||
|
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
||||||
{
|
{
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
sp->xvel = sp->yvel = sp->zvel = 0;
|
sp->xvel = sp->yvel = sp->zvel = 0;
|
||||||
|
@ -635,7 +635,7 @@ int TrashCanPain(DSWActor* actor)
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||||
ChangeState(SpriteNum,s_TrashCanStand);
|
ChangeState(SpriteNum,s_TrashCanStand);
|
||||||
|
@ -1312,7 +1312,7 @@ int DoCarGirl(DSWActor* actor)
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
||||||
{
|
{
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// take damage from environment
|
// take damage from environment
|
||||||
|
@ -1333,7 +1333,7 @@ int NullCarGirl(DSWActor* actor)
|
||||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if (u->FlagOwner != 1)
|
if (u->FlagOwner != 1)
|
||||||
{
|
{
|
||||||
|
@ -1368,7 +1368,7 @@ int CarGirlUzi(DSWActor* actor)
|
||||||
int SpriteNum = u->SpriteNum;
|
int SpriteNum = u->SpriteNum;
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||||
{
|
{
|
||||||
|
@ -1534,7 +1534,7 @@ int DoMechanicGirl(DSWActor* actor)
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
||||||
{
|
{
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// take damage from environment
|
// take damage from environment
|
||||||
|
@ -1555,7 +1555,7 @@ int NullMechanicGirl(DSWActor* actor)
|
||||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if (u->FlagOwner != 1)
|
if (u->FlagOwner != 1)
|
||||||
{
|
{
|
||||||
|
@ -1589,7 +1589,7 @@ int MechanicGirlDrill(DSWActor* actor)
|
||||||
USER* u = actor->u();
|
USER* u = actor->u();
|
||||||
int SpriteNum = u->SpriteNum;
|
int SpriteNum = u->SpriteNum;
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||||
{
|
{
|
||||||
|
@ -1761,7 +1761,7 @@ int DoSailorGirl(DSWActor* actor)
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
||||||
{
|
{
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// take damage from environment
|
// take damage from environment
|
||||||
|
@ -1783,7 +1783,7 @@ int NullSailorGirl(DSWActor* actor)
|
||||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if (u->FlagOwner != 1)
|
if (u->FlagOwner != 1)
|
||||||
{
|
{
|
||||||
|
@ -1822,7 +1822,7 @@ int SailorGirlThrow(DSWActor* actor)
|
||||||
int SpriteNum = u->SpriteNum;
|
int SpriteNum = u->SpriteNum;
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||||
{
|
{
|
||||||
|
@ -1988,7 +1988,7 @@ int DoPruneGirl(DSWActor* actor)
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
||||||
{
|
{
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// take damage from environment
|
// take damage from environment
|
||||||
|
@ -2009,7 +2009,7 @@ int NullPruneGirl(DSWActor* actor)
|
||||||
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp->x,u->tgt_sp->y,u->tgt_sp->z,u->tgt_sp->sectnum);
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if (u->FlagOwner != 1)
|
if (u->FlagOwner != 1)
|
||||||
{
|
{
|
||||||
|
@ -2043,7 +2043,7 @@ int PruneGirlUzi(DSWActor* actor)
|
||||||
int SpriteNum = u->SpriteNum;
|
int SpriteNum = u->SpriteNum;
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||||
{
|
{
|
||||||
|
|
|
@ -2049,7 +2049,7 @@ DoNinjaMove(DSWActor* actor)
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
|
||||||
{
|
{
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// take damage from environment
|
// take damage from environment
|
||||||
|
@ -2103,7 +2103,7 @@ NullNinja(DSWActor* actor)
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
|
||||||
if (!TEST(u->Flags, SPR_CLIMBING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
|
if (!TEST(u->Flags, SPR_CLIMBING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
|
|
|
@ -1313,7 +1313,7 @@ DoRipperMove(DSWActor* actor)
|
||||||
if (DoRipperQuickJump(actor))
|
if (DoRipperQuickJump(actor))
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (TEST(u->Flags, SPR_SLIDING))
|
if (TEST(u->Flags, SPR_SLIDING))
|
||||||
|
|
|
@ -1331,7 +1331,7 @@ DoRipper2Move(DSWActor* actor)
|
||||||
if (DoRipper2QuickJump(actor))
|
if (DoRipper2QuickJump(actor))
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (TEST(u->Flags, SPR_SLIDING))
|
if (TEST(u->Flags, SPR_SLIDING))
|
||||||
|
|
|
@ -761,7 +761,7 @@ int NullSerp(DSWActor* actor)
|
||||||
if (TEST(u->Flags,SPR_SLIDING))
|
if (TEST(u->Flags,SPR_SLIDING))
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
//DoActorSectorDamage(actor);
|
//DoActorSectorDamage(actor);
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -804,7 +804,7 @@ int DoSerpMove(DSWActor* actor)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
//DoActorSectorDamage(actor);
|
//DoActorSectorDamage(actor);
|
||||||
return 0;
|
return 0;
|
||||||
|
|
|
@ -599,7 +599,7 @@ int NullSkel(DSWActor* actor)
|
||||||
if (TEST(u->Flags,SPR_SLIDING))
|
if (TEST(u->Flags,SPR_SLIDING))
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -631,7 +631,7 @@ int DoSkelMove(DSWActor* actor)
|
||||||
else
|
else
|
||||||
(*u->ActorActionFunc)(actor);
|
(*u->ActorActionFunc)(actor);
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
|
|
|
@ -685,7 +685,7 @@ int NullSumo(DSWActor* actor)
|
||||||
//DoActorSlide(actor);
|
//DoActorSlide(actor);
|
||||||
|
|
||||||
if (!TEST(u->Flags,SPR_CLIMBING))
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
|
@ -705,7 +705,7 @@ int DoSumoMove(DSWActor* actor)
|
||||||
else
|
else
|
||||||
(*u->ActorActionFunc)(actor);
|
(*u->ActorActionFunc)(actor);
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if (DoActorSectorDamage(actor))
|
if (DoActorSectorDamage(actor))
|
||||||
{
|
{
|
||||||
|
|
|
@ -698,7 +698,7 @@ int NullZilla(DSWActor* actor)
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
//if (!TEST(u->Flags,SPR_CLIMBING))
|
//if (!TEST(u->Flags,SPR_CLIMBING))
|
||||||
// KeepActorOnFloor(SpriteNum);
|
// KeepActorOnFloor(actor);
|
||||||
getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz);
|
getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz);
|
||||||
u->lo_sectp = §or[sp->sectnum];
|
u->lo_sectp = §or[sp->sectnum];
|
||||||
u->hi_sectp = §or[sp->sectnum];
|
u->hi_sectp = §or[sp->sectnum];
|
||||||
|
@ -741,7 +741,7 @@ int DoZillaMove(DSWActor* actor)
|
||||||
else
|
else
|
||||||
(*u->ActorActionFunc)(actor);
|
(*u->ActorActionFunc)(actor);
|
||||||
|
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
if (DoActorSectorDamage(actor))
|
if (DoActorSectorDamage(actor))
|
||||||
{
|
{
|
||||||
|
@ -783,7 +783,7 @@ int DoZillaDeathMelt(DSWActor* actor)
|
||||||
PlaySong(currentLevel->music, currentLevel->cdSongId);
|
PlaySong(currentLevel->music, currentLevel->cdSongId);
|
||||||
}
|
}
|
||||||
|
|
||||||
//KeepActorOnFloor(SpriteNum);
|
//KeepActorOnFloor(actor);
|
||||||
getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz);
|
getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz);
|
||||||
u->lo_sectp = §or[sp->sectnum];
|
u->lo_sectp = §or[sp->sectnum];
|
||||||
u->hi_sectp = §or[sp->sectnum];
|
u->hi_sectp = §or[sp->sectnum];
|
||||||
|
|
|
@ -921,7 +921,7 @@ DoZombieMove(DSWActor* actor)
|
||||||
// stay on floor unless doing certain things
|
// stay on floor unless doing certain things
|
||||||
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
|
||||||
{
|
{
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// take damage from environment
|
// take damage from environment
|
||||||
|
@ -955,7 +955,7 @@ NullZombie(DSWActor* actor)
|
||||||
DoActorSlide(actor);
|
DoActorSlide(actor);
|
||||||
|
|
||||||
if (!TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
|
if (!TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
|
||||||
KeepActorOnFloor(SpriteNum);
|
KeepActorOnFloor(actor);
|
||||||
|
|
||||||
DoActorSectorDamage(actor);
|
DoActorSectorDamage(actor);
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue