mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-20 18:52:43 +00:00
- function separators again
This commit is contained in:
parent
327161de9f
commit
b03f3bbc1e
1 changed files with 289 additions and 2 deletions
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@ -582,6 +582,12 @@ STATE s_IconFlag[] =
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{ICON_FLAG + 2, 32, DoGet, &s_IconFlag[0]}
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SetOwner(DSWActor* ownr, DSWActor* child, bool flag)
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{
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if (flag && ownr != nullptr && ownr->hasU())
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@ -611,6 +617,12 @@ void SetAttach(DSWActor* ownr, DSWActor* child)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void KillActor(DSWActor* actor)
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{
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int i;
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@ -764,6 +776,12 @@ void KillActor(DSWActor* actor)
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actor->Destroy();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void ChangeState(DSWActor* actor, STATE* statep)
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{
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if (!actor->hasU())
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@ -775,6 +793,12 @@ void ChangeState(DSWActor* actor, STATE* statep)
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PicAnimOff(actor->user.State->Pic);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void change_actor_stat(DSWActor* actor, int stat, bool quick)
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{
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@ -820,6 +844,12 @@ void change_actor_stat(DSWActor* actor, int stat, bool quick)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SpawnUser(DSWActor* actor, short id, STATE* state)
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{
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ASSERT(!Prediction);
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@ -871,6 +901,12 @@ void SpawnUser(DSWActor* actor, short id, STATE* state)
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actor->user.hi_sectp = actor->sector();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DSWActor* SpawnActor(int stat, int id, STATE* state, sectortype* sect, const DVector3& pos, DAngle init_ang, int vel)
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{
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if (sect == nullptr)
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@ -899,6 +935,12 @@ DSWActor* SpawnActor(int stat, int id, STATE* state, sectortype* sect, const DVe
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return spawnedActor;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void PicAnimOff(short picnum)
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{
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short anim_type = (picanm[picnum].sf & PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT;
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@ -911,6 +953,12 @@ void PicAnimOff(short picnum)
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picanm[picnum].sf &= ~(PICANM_ANIMTYPE_MASK);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool IconSpawn(DSWActor* actor)
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{
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// if multi item and not a modem game
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@ -923,6 +971,12 @@ bool IconSpawn(DSWActor* actor)
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return true;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool ActorTestSpawn(DSWActor* actor)
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{
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if (actor->spr.statnum == STAT_DEFAULT && actor->spr.lotag == TAG_SPAWN_ACTOR)
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@ -979,6 +1033,11 @@ bool ActorTestSpawn(DSWActor* actor)
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return true;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int EnemyCheckSkill()
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{
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@ -1016,6 +1075,12 @@ int EnemyCheckSkill()
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return maxskill;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool ActorSpawn(DSWActor* actor)
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{
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bool ret = true;
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@ -1385,6 +1450,11 @@ bool ActorSpawn(DSWActor* actor)
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return ret;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void IconDefault(DSWActor* actor)
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{
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@ -1396,6 +1466,12 @@ void IconDefault(DSWActor* actor)
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DoActorZrange(actor);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void PreMapCombineFloors(void)
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{
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const int MAX_FLOORS = 32;
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@ -1484,6 +1560,11 @@ void PreMapCombineFloors(void)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SpriteSetupPost(void)
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{
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@ -1524,6 +1605,11 @@ void SpriteSetupPost(void)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SpriteSetup(void)
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{
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@ -3445,6 +3531,12 @@ NUKE_REPLACEMENT:
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool ItemSpotClear(DSWActor* actor, short statnum, short id)
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{
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bool found = false;
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@ -3466,6 +3558,12 @@ bool ItemSpotClear(DSWActor* actor, short statnum, short id)
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return !found;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SetupItemForJump(DSWActor* spawner, DSWActor* actor)
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{
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// setup item for jumping
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@ -3483,6 +3581,12 @@ void SetupItemForJump(DSWActor* spawner, DSWActor* actor)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int ActorCoughItem(DSWActor* actor)
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{
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short choose;
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@ -3754,6 +3858,12 @@ int ActorCoughItem(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int SpawnItemsMatch(short match)
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{
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DSWActor* spawnedActor = nullptr;
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@ -4211,6 +4321,12 @@ int SpawnItemsMatch(short match)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int NewStateGroup(DSWActor* actor, STATE* StateGroup[])
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{
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if (!StateGroup)
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@ -4234,6 +4350,11 @@ int NewStateGroup(DSWActor* actor, STATE* StateGroup[])
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool SpriteOverlap(DSWActor* actor_a, DSWActor* actor_b)
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{
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@ -4267,6 +4388,12 @@ bool SpriteOverlap(DSWActor* actor_a, DSWActor* actor_b)
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool SpriteOverlapZ(DSWActor* actor_a, DSWActor* actor_b, double z_overlap)
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{
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double spa_tos = ActorZOfTop(actor_a);
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@ -4291,6 +4418,12 @@ bool SpriteOverlapZ(DSWActor* actor_a, DSWActor* actor_b, double z_overlap)
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void getzrangepoint(int x, int y, int z, sectortype* sect,
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int32_t* ceilz, Collision* ceilhit, int32_t* florz, Collision* florhit)
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{
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@ -4415,6 +4548,11 @@ void getzrangepoint(int x, int y, int z, sectortype* sect,
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DoActorZrange(DSWActor* actor)
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{
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@ -4458,8 +4596,12 @@ void DoActorZrange(DSWActor* actor)
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}
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}
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//---------------------------------------------------------------------------
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//
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// !AIC - puts getzrange results into USER varaible actor->user.loz. actor->user.hiz, actor->user.lo_sectp, actor->user.hi_sectp, etc.
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// The loz and hiz are used a lot.
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//
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//---------------------------------------------------------------------------
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int DoActorGlobZ(DSWActor* actor)
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{
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@ -4494,6 +4636,12 @@ int DoActorGlobZ(DSWActor* actor)
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool ActorDrop(DSWActor* actor, const DVector3& pos, sectortype* new_sector, double min_height)
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{
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double hiz, loz;
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@ -4543,7 +4691,12 @@ bool ActorDrop(DSWActor* actor, const DVector3& pos, sectortype* new_sector, dou
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return true;
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}
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//---------------------------------------------------------------------------
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//
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// Primarily used in ai.c for now - need to get rid of
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//
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//---------------------------------------------------------------------------
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bool DropAhead(DSWActor* actor, double min_height)
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{
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auto vect = actor->spr.pos + actor->spr.angle.ToVector() * 16;
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@ -4558,6 +4711,12 @@ bool DropAhead(DSWActor* actor, double min_height)
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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/*
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!AIC KEY - Called by ai.c routines. Calls move_sprite which calls clipmove.
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@ -4651,12 +4810,24 @@ int move_actor(DSWActor* actor, const DVector3& change)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoStayOnFloor(DSWActor* actor)
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{
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actor->spr.pos.Z = actor->sector()->floorz;
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoGrating(DSWActor* actor)
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{
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int dir;
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@ -4696,7 +4867,11 @@ int DoGrating(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoKey(DSWActor* actor)
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{
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@ -4706,6 +4881,12 @@ int DoKey(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoCoin(DSWActor* actor)
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{
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int offset;
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@ -4740,6 +4921,12 @@ int DoCoin(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int KillGet(DSWActor* actor)
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{
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switch (gNet.MultiGameType)
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@ -4774,6 +4961,12 @@ int KillGet(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int KillGetAmmo(DSWActor* actor)
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{
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switch (gNet.MultiGameType)
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@ -4816,6 +5009,12 @@ int KillGetAmmo(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int KillGetWeapon(DSWActor* actor)
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{
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switch (gNet.MultiGameType)
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@ -4866,6 +5065,12 @@ int KillGetWeapon(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoSpawnItemTeleporterEffect(DSWActor* actor)
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{
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extern STATE s_TeleportEffect[];
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@ -4879,6 +5084,12 @@ int DoSpawnItemTeleporterEffect(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void ChoosePlayerGetSound(PLAYER* pp)
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{
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int choose_snd=0;
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@ -4890,6 +5101,12 @@ void ChoosePlayerGetSound(PLAYER* pp)
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PlayerSound(PlayerGetItemVocs[choose_snd], v3df_follow|v3df_dontpan,pp);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool CanGetWeapon(PLAYER* pp, DSWActor* actor, int WPN)
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{
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switch (gNet.MultiGameType)
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@ -4922,6 +5139,12 @@ bool CanGetWeapon(PLAYER* pp, DSWActor* actor, int WPN)
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return true;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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struct InventoryDecl_t InventoryDecls[InvDecl_TOTAL] =
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{
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{50 },
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@ -5812,7 +6035,11 @@ KeyMain:
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// This function mostly only adjust the active_range field
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//
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//---------------------------------------------------------------------------
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void ProcessActiveVars(DSWActor* actor)
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{
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@ -5834,6 +6061,12 @@ void ProcessActiveVars(DSWActor* actor)
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actor->user.wait_active_check += ACTORMOVETICS;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AdjustActiveRange(PLAYER* pp, DSWActor* actor, int dist)
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{
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DSWActor* plActor = pp->actor;
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@ -5871,6 +6104,11 @@ void AdjustActiveRange(PLAYER* pp, DSWActor* actor, int dist)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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/*
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|
@ -5967,7 +6205,11 @@ int StateControl(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SpriteControl(void)
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{
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|
@ -6156,9 +6398,11 @@ void SpriteControl(void)
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}
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//---------------------------------------------------------------------------
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//
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// This moves an actor about with FAFgetzrange clip adjustment
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//
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//---------------------------------------------------------------------------
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/*
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|
@ -6281,6 +6525,12 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
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return retval;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void MissileWarpUpdatePos(DSWActor* actor, sectortype* sect)
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{
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actor->backuppos();
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|
@ -6297,6 +6547,12 @@ void ActorWarpUpdatePos(DSWActor* actor, sectortype* sect)
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DoActorZrange(actor);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void MissileWarpType(DSWActor* actor, DSWActor* act_warp)
|
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{
|
||||
switch (SP_TAG1(act_warp))
|
||||
|
@ -6317,6 +6573,12 @@ void MissileWarpType(DSWActor* actor, DSWActor* act_warp)
|
|||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void ActorWarpType(DSWActor* actor, DSWActor* act_warp)
|
||||
{
|
||||
switch (SP_TAG3(act_warp))
|
||||
|
@ -6330,9 +6592,11 @@ void ActorWarpType(DSWActor* actor, DSWActor* act_warp)
|
|||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// This moves a small projectile with FAFgetzrangepoint
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int MissileWaterAdjust(DSWActor* actor)
|
||||
{
|
||||
|
@ -6345,6 +6609,12 @@ int MissileWaterAdjust(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int MissileZrange(DSWActor* actor)
|
||||
{
|
||||
// Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick
|
||||
|
@ -6360,6 +6630,11 @@ int MissileZrange(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
Collision move_missile(DSWActor* actor, const DVector3& change, double ceil_dist, double flor_dist, uint32_t cliptype, int numtics)
|
||||
{
|
||||
|
@ -6486,6 +6761,11 @@ Collision move_missile(DSWActor* actor, const DVector3& change, double ceil_dist
|
|||
return retval;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
Collision move_ground_missile(DSWActor* actor, const DVector2& change, double ceildist, double flordist, uint32_t cliptype, int numtics)
|
||||
{
|
||||
|
@ -6600,6 +6880,13 @@ Collision move_ground_missile(DSWActor* actor, const DVector2& change, double ce
|
|||
return retval;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
|
||||
#include "saveable.h"
|
||||
|
||||
static saveable_code saveable_sprite_code[] =
|
||||
|
|
Loading…
Reference in a new issue