mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-31 13:10:39 +00:00
- use isPlayer function where possible.
This commit is contained in:
parent
dbb7965550
commit
b485d7a450
10 changed files with 69 additions and 69 deletions
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@ -179,7 +179,7 @@ bool ifsquished(DDukeActor* actor, int p)
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if (isRR()) return false; // this function is a no-op in RR's source.
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bool squishme = false;
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if (actor->spr.picnum == APLAYER && ud.clipping)
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if (actor->isPlayer() && ud.clipping)
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return false;
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auto sectp = actor->sector();
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@ -273,7 +273,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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{
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if (isWorldTour() && Owner)
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{
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if (Owner->spr.picnum == APLAYER && act2->spr.picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && Owner != act2)
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if (Owner->isPlayer() && act2->isPlayer() && ud.coop != 0 && ud.ffire == 0 && Owner != act2)
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{
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continue;
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}
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@ -323,7 +323,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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{
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if (actor->spr.picnum == SHRINKSPARK || actor->spr.picnum == FLAMETHROWERFLAME)
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act2-> attackertype = actor->spr.picnum;
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else if (actor->spr.picnum != FIREBALL || !Owner || Owner->spr.picnum != APLAYER)
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else if (actor->spr.picnum != FIREBALL || !Owner || !Owner->isPlayer())
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{
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if (actor->spr.picnum == LAVAPOOL)
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act2->attackertype = FLAMETHROWERFLAME;
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@ -365,11 +365,11 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (act2->spr.picnum != RADIUSEXPLOSION && Owner && Owner->spr.statnum < MAXSTATUS)
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{
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if (act2->spr.picnum == APLAYER)
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if (act2->isPlayer())
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{
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int p = act2->spr.yint;
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if (isWorldTour() && act2->attackertype == FLAMETHROWERFLAME && Owner->spr.picnum == APLAYER)
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if (isWorldTour() && act2->attackertype == FLAMETHROWERFLAME && Owner->isPlayer())
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{
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ps[p].numloogs = -1 - actor->spr.yint;
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}
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@ -503,14 +503,14 @@ int ifhitbyweapon_d(DDukeActor *actor)
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{
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if (actor->spr.extra >= 0)
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{
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if (actor->spr.picnum == APLAYER)
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if (actor->isPlayer())
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{
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if (ud.god && actor->attackertype != SHRINKSPARK) return -1;
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p = actor->PlayerIndex();
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if (hitowner &&
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hitowner->spr.picnum == APLAYER &&
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hitowner->isPlayer() &&
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ud.coop == 1 &&
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ud.ffire == 0)
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return -1;
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@ -525,7 +525,7 @@ int ifhitbyweapon_d(DDukeActor *actor)
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ps[p].wackedbyactor = hitowner;
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if (hitowner->spr.picnum == APLAYER && p != hitowner->PlayerIndex())
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if (hitowner->isPlayer() && p != hitowner->PlayerIndex())
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{
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ps[p].frag_ps = hitowner->PlayerIndex();
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}
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@ -570,7 +570,7 @@ int ifhitbyweapon_d(DDukeActor *actor)
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|| actor->attackertype != FLAMETHROWERFLAME
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|| actor->hitextra >= 0
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|| actor->spr.extra > 0
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|| actor->spr.picnum != APLAYER
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|| !actor->isPlayer()
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|| ps[actor->PlayerIndex()].numloogs > 0
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|| hitowner == nullptr)
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{
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@ -583,7 +583,7 @@ int ifhitbyweapon_d(DDukeActor *actor)
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actor->spr.extra = 0;
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ps[p].wackedbyactor = hitowner;
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if (hitowner->spr.picnum == APLAYER && hitowner != ps[p].GetActor())
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if (hitowner->isPlayer() && hitowner != ps[p].GetActor())
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ps[p].frag_ps = hitowner->PlayerIndex(); // set the proper player index here - this previously set the sprite index...
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actor->SetHitOwner(ps[p].GetActor());
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@ -804,7 +804,7 @@ static bool movefireball(DDukeActor* actor)
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static bool weaponhitsprite(DDukeActor* proj, DDukeActor *targ, bool fireball)
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{
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if (proj->spr.picnum == FREEZEBLAST && targ->spr.pal == 1)
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if (badguy(targ) || targ->spr.picnum == APLAYER)
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if (badguy(targ) || targ->isPlayer())
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{
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auto spawned = spawn(targ, TRANSPORTERSTAR);
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if (spawned)
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@ -820,12 +820,12 @@ static bool weaponhitsprite(DDukeActor* proj, DDukeActor *targ, bool fireball)
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if (!isWorldTour() || proj->spr.picnum != FIREBALL || fireball)
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fi.checkhitsprite(targ, proj);
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if (targ->spr.picnum == APLAYER)
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if (targ->isPlayer())
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{
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int p = targ->spr.yint;
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auto Owner = proj->GetOwner();
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if (ud.multimode >= 2 && fireball && Owner && Owner->spr.picnum == APLAYER)
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if (ud.multimode >= 2 && fireball && Owner && Owner->isPlayer())
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{
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ps[p].numloogs = -1 - proj->spr.yint;
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}
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@ -1040,7 +1040,7 @@ static void weaponcommon_d(DDukeActor* proj)
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{
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if (proj->spr.picnum == COOLEXPLOSION1)
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{
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if (coll.type == kHitSprite && coll.actor()->spr.picnum != APLAYER)
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if (coll.type == kHitSprite && !coll.actor()->isPlayer())
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{
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return;
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}
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@ -1964,7 +1964,7 @@ static void flamethrowerflame(DDukeActor *actor)
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if (coll.type == kHitSprite)
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{
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fi.checkhitsprite(coll.actor(), actor);
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if (coll.actor()->spr.picnum == APLAYER)
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if (coll.actor()->isPlayer())
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S_PlayActorSound(PISTOL_BODYHIT, coll.actor());
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}
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else if (coll.type == kHitWall)
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@ -2078,7 +2078,7 @@ static void heavyhbomb(DDukeActor *actor)
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goto DETONATEB;
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}
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if ( Owner && Owner->spr.picnum == APLAYER)
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if ( Owner && Owner->isPlayer())
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l = Owner->PlayerIndex();
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else l = -1;
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@ -2180,7 +2180,7 @@ DETONATEB:
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if (ps[p].gotweapon[HANDBOMB_WEAPON] == 0 || Owner == ps[p].GetActor())
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fi.addweapon(&ps[p], HANDBOMB_WEAPON, true);
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if (!Owner || Owner->spr.picnum != APLAYER)
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if (!Owner || !Owner->isPlayer())
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{
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SetPlayerPal(&ps[p], PalEntry(32, 0, 32, 0));
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}
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@ -2956,7 +2956,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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{
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if ((badguy(actor) && actor->spr.extra <= 0) || (actor->opos.X != actor->spr.pos.X) || (actor->opos.Y != actor->spr.pos.Y))
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{
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if (actor->spr.picnum != APLAYER) actor->backupvec2();
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if (!actor->isPlayer()) actor->backupvec2();
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SetActor(actor, actor->spr.pos);
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}
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return;
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@ -2975,7 +2975,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (a & dodgebullet)
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dodge(actor);
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if (actor->spr.picnum != APLAYER)
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if (!actor->isPlayer())
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alterang(a, actor, playernum);
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if (abs(actor->vel.X) < 6 / 16.) actor->vel.X = 0;
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@ -297,7 +297,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (act2->spr.picnum != RADIUSEXPLOSION &&
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Owner && Owner->spr.statnum < MAXSTATUS)
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{
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if (act2->spr.picnum == APLAYER)
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if (act2->isPlayer())
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{
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int p = act2->PlayerIndex();
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if (ps[p].newOwner != nullptr)
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@ -405,14 +405,14 @@ int ifhitbyweapon_r(DDukeActor *actor)
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{
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if (actor->spr.extra >= 0)
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{
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if (actor->spr.picnum == APLAYER)
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if (actor->isPlayer())
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{
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if (ud.god) return -1;
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p = actor->PlayerIndex();
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if (hitowner &&
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hitowner->spr.picnum == APLAYER &&
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hitowner->isPlayer() &&
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ud.coop == 1 &&
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ud.ffire == 0)
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return -1;
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@ -427,7 +427,7 @@ int ifhitbyweapon_r(DDukeActor *actor)
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ps[p].wackedbyactor = hitowner;
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if (hitowner->spr.picnum == APLAYER && p != hitowner->PlayerIndex())
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if (hitowner->isPlayer() && p != hitowner->PlayerIndex())
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{
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ps[p].frag_ps = hitowner->PlayerIndex();
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}
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@ -678,7 +678,7 @@ static bool weaponhitsprite(DDukeActor *proj, DDukeActor *targ, const DVector3 &
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}
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}
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else if (proj->spr.picnum == FREEZEBLAST && targ->spr.pal == 1)
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if (badguy(targ) || targ->spr.picnum == APLAYER)
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if (badguy(targ) || targ->isPlayer())
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{
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auto star = spawn(proj, TRANSPORTERSTAR);
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if (star)
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@ -693,7 +693,7 @@ static bool weaponhitsprite(DDukeActor *proj, DDukeActor *targ, const DVector3 &
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fi.checkhitsprite(targ, proj);
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if (targ->spr.picnum == APLAYER)
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if (targ->isPlayer())
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{
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int p = targ->PlayerIndex();
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S_PlayActorSound(PISTOL_BODYHIT, targ);
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@ -893,7 +893,7 @@ static void weaponcommon_r(DDukeActor *proj)
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chickenarrow(proj);
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break;
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case RRTILE1790:
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case BOATGRENADE:
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if (!isRRRA()) break;
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if (proj->spr.extra)
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{
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@ -913,7 +913,7 @@ static void weaponcommon_r(DDukeActor *proj)
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Collision coll;
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movesprite_ex(proj, DVector3(proj->spr.Angles.Yaw.ToVector() * vel, velz), CLIPMASK1, coll);
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if ((proj->spr.picnum == RPG || (isRRRA() && isIn(proj->spr.picnum, RPG2, RRTILE1790))) && proj->temp_actor != nullptr)
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if ((proj->spr.picnum == RPG || (isRRRA() && isIn(proj->spr.picnum, RPG2, BOATGRENADE))) && proj->temp_actor != nullptr)
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if ((proj->spr.pos.XY() - proj->temp_actor->spr.pos.XY()).Length() < 16)
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coll.setSprite(proj->temp_actor);
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@ -977,7 +977,7 @@ static void weaponcommon_r(DDukeActor *proj)
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{
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if (proj->spr.picnum == RPG) rpgexplode(proj, coll.type, oldpos, EXPLOSION2, -1, -1, RPG_EXPLODE);
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else if (isRRRA() && proj->spr.picnum == RPG2) rpgexplode(proj, coll.type, oldpos, EXPLOSION2, -1, 150, 247);
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else if (isRRRA() && proj->spr.picnum == RRTILE1790) rpgexplode(proj, coll.type, oldpos, EXPLOSION2, -1, 160, RPG_EXPLODE);
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else if (isRRRA() && proj->spr.picnum == BOATGRENADE) rpgexplode(proj, coll.type, oldpos, EXPLOSION2, -1, 160, RPG_EXPLODE);
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else if (proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != FIRELASER && proj->spr.picnum != SHRINKSPARK)
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{
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auto spawned = spawn(proj, 1441);
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@ -1043,7 +1043,7 @@ void moveweapons_r(void)
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}
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[[fallthrough]];
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case RPG2:
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case RRTILE1790:
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case BOATGRENADE:
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if (!isRRRA()) continue;
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[[fallthrough]];
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case SHRINKSPARK:
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@ -1785,7 +1785,7 @@ static void heavyhbomb(DDukeActor *actor)
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goto DETONATEB;
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}
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if (Owner && Owner->spr.picnum == APLAYER)
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if (Owner && Owner->isPlayer())
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l = Owner->PlayerIndex();
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else l = -1;
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@ -1889,14 +1889,14 @@ DETONATEB:
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if (ps[p].gotweapon[DYNAMITE_WEAPON] == 0 || Owner == ps[p].GetActor())
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fi.addweapon(&ps[p], DYNAMITE_WEAPON, true);
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if (!Owner || Owner->spr.picnum != APLAYER)
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if (!Owner || !Owner->isPlayer())
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{
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SetPlayerPal(&ps[p], PalEntry(32, 0, 32, 0));
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}
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if (Owner && (Owner->attackertype != DYNAMITE || ud.respawn_items == 0 || Owner->spr.picnum == APLAYER))
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if (Owner && (Owner->attackertype != DYNAMITE || ud.respawn_items == 0 || Owner->isPlayer()))
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{
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if (actor->spr.picnum == DYNAMITE && Owner->spr.picnum != APLAYER && ud.coop)
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if (actor->spr.picnum == DYNAMITE && !Owner->isPlayer() && ud.coop)
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return;
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actor->Destroy();
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return;
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@ -2781,7 +2781,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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{
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if ((badguy(actor) && actor->spr.extra <= 0) || (actor->opos.X != actor->spr.pos.X) || (actor->opos.Y != actor->spr.pos.Y))
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{
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if (actor->spr.picnum != APLAYER) actor->backupvec2();
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if (!actor->isPlayer()) actor->backupvec2();
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SetActor(actor, actor->spr.pos);
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}
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if (badguy(actor) && actor->spr.extra <= 0)
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@ -2813,7 +2813,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (a & dodgebullet)
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dodge(actor);
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if (actor->spr.picnum != APLAYER)
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if (!actor->isPlayer())
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alterang(a, actor, pnum);
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if (abs(actor->vel.X) < 6 / 16.) actor->vel.X = 0;
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@ -2994,7 +2994,7 @@ static int fallspecial(DDukeActor *actor, int playernum)
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}
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else if (actor->sector()->lotag == 802)
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{
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if (actor->spr.picnum != APLAYER && badguy(actor) && actor->spr.pos.Z == actor->floorz - FOURSLEIGHT_F)
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if (!actor->isPlayer() && badguy(actor) && actor->spr.pos.Z == actor->floorz - FOURSLEIGHT_F)
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{
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spawnguts(actor, PClass::FindActor("DukeJibs6"), 5);
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S_PlayActorSound(SQUISHED, actor);
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@ -3016,7 +3016,7 @@ static int fallspecial(DDukeActor *actor, int playernum)
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addspritetodelete();
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return 0;
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}
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if (actor->spr.picnum != APLAYER && (badguy(actor) || actor->spr.picnum == HEN || actor->spr.picnum == COW || actor->spr.picnum == PIG || actor->spr.picnum == DOGRUN || actor->spr.picnum == RABBIT) && (!isRRRA() || actor->spriteextra < 128))
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if (!actor->isPlayer() && (badguy(actor) || actor->spr.picnum == HEN || actor->spr.picnum == COW || actor->spr.picnum == PIG || actor->spr.picnum == DOGRUN || actor->spr.picnum == RABBIT) && (!isRRRA() || actor->spriteextra < 128))
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{
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actor->spr.pos.Z = actor->floorz - FOURSLEIGHT_F;
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actor->vel.Z = 8000 / 256.;
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@ -3024,7 +3024,7 @@ static int fallspecial(DDukeActor *actor, int playernum)
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actor->spriteextra++;
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sphit = 1;
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}
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else if (actor->spr.picnum != APLAYER)
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else if (!actor->isPlayer())
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{
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if (!actor->spriteextra)
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addspritetodelete();
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@ -163,7 +163,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (t->statnum == 99) continue;
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auto pp = &ps[h->PlayerIndex()];
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
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if (h->spr.statnum != STAT_ACTOR && h->isPlayer() && pp->newOwner == nullptr && h->GetOwner())
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{
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t->pos = h->interpolatedpos(interpfrac);
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}
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@ -507,7 +507,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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t->cstat |= CSTAT_SPRITE_XFLIP;
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}
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if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->spr.picnum == APLAYER && h->GetOwner()))
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if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->isPlayer() && h->GetOwner()))
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{
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if (t->statnum != 99 && h->spr.picnum != EXPLOSION2 && h->spr.picnum != HANGLIGHT && h->spr.picnum != DOMELITE)
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{
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@ -637,7 +637,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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case FRAMEEFFECT1:
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if (OwnerAc && OwnerAc->spr.statnum < MAXSTATUS)
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{
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if (OwnerAc->spr.picnum == APLAYER)
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if (OwnerAc->isPlayer())
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if (ud.cameraactor == nullptr)
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if (screenpeek == OwnerAc->PlayerIndex() && display_mirror == 0)
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{
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@ -142,7 +142,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (t->statnum == 99) continue;
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auto pp = &ps[h->PlayerIndex()];
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
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if (h->spr.statnum != STAT_ACTOR && h->isPlayer() && pp->newOwner == nullptr && h->GetOwner())
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{
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t->pos = h->interpolatedpos(interpfrac);
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h->spr.scale = DVector2(0.375, 0.265625);
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@ -636,7 +636,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (!isRRRA() && h->spr.picnum == SBMOVE)
|
||||
t->shade = -127;
|
||||
|
||||
if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->spr.picnum == APLAYER && h->GetOwner()))
|
||||
if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->isPlayer() && h->GetOwner()))
|
||||
{
|
||||
if ((h->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0 && t->statnum != 99)
|
||||
{
|
||||
|
@ -691,7 +691,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
|
|||
switch (h->spr.picnum)
|
||||
{
|
||||
case RPG2:
|
||||
case RRTILE1790:
|
||||
case BOATGRENADE:
|
||||
if (!isRRRA()) break;
|
||||
[[fallthrough]];
|
||||
case EXPLOSION2:
|
||||
|
@ -838,7 +838,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
|
|||
case FRAMEEFFECT1:
|
||||
if (OwnerAc && OwnerAc->spr.statnum < MAXSTATUS)
|
||||
{
|
||||
if (OwnerAc->spr.picnum == APLAYER)
|
||||
if (OwnerAc->isPlayer())
|
||||
if (ud.cameraactor == nullptr)
|
||||
if (screenpeek == OwnerAc->PlayerIndex() && display_mirror == 0)
|
||||
{
|
||||
|
@ -847,7 +847,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
|
|||
}
|
||||
if ((OwnerAc->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0)
|
||||
{
|
||||
if (OwnerAc->spr.picnum == APLAYER)
|
||||
if (OwnerAc->isPlayer())
|
||||
t->picnum = 1554;
|
||||
else
|
||||
t->picnum = OwnerAc->dispicnum;
|
||||
|
|
|
@ -190,7 +190,7 @@ double hitasprite(DDukeActor* actor, DDukeActor** hitsp)
|
|||
|
||||
if (badguy(actor))
|
||||
zoff = 42;
|
||||
else if (actor->spr.picnum == TILE_APLAYER) zoff = gs.playerheight;
|
||||
else if (actor->isPlayer()) zoff = gs.playerheight;
|
||||
else zoff = 0;
|
||||
|
||||
auto pos = actor->spr.pos;
|
||||
|
|
|
@ -604,7 +604,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
|
|||
{
|
||||
if (atwith == RPG2)
|
||||
S_PlayActorSound(244, actor);
|
||||
else if (atwith == RRTILE1790)
|
||||
else if (atwith == BOATGRENADE)
|
||||
S_PlayActorSound(94, actor);
|
||||
}
|
||||
|
||||
|
@ -631,7 +631,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
|
|||
|
||||
if (p < 0) aimed = nullptr;
|
||||
|
||||
if (isRRRA() && atwith == RRTILE1790)
|
||||
if (isRRRA() && atwith == BOATGRENADE)
|
||||
{
|
||||
zvel = -10;
|
||||
vel *= 2;
|
||||
|
@ -643,7 +643,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
|
|||
if (!spawned) return;
|
||||
if (isRRRA())
|
||||
{
|
||||
if (atwith == RRTILE1790)
|
||||
if (atwith == BOATGRENADE)
|
||||
{
|
||||
spawned->spr.extra = 10;
|
||||
spawned->vel.Z = -10;
|
||||
|
@ -904,7 +904,7 @@ void shoot_r(DDukeActor* actor, int atwith)
|
|||
return;
|
||||
|
||||
case RPG2:
|
||||
case RRTILE1790:
|
||||
case BOATGRENADE:
|
||||
if (isRRRA()) goto rrra_rpg2;
|
||||
else break;
|
||||
|
||||
|
@ -2426,9 +2426,9 @@ void onBoatMove(int snum, int psectlotag, walltype* wal)
|
|||
void onMotorcycleHit(int snum, DDukeActor* victim)
|
||||
{
|
||||
auto p = &ps[snum];
|
||||
if (badguy(victim) || victim->spr.picnum == APLAYER)
|
||||
if (badguy(victim) || victim->isPlayer())
|
||||
{
|
||||
if (victim->spr.picnum != APLAYER)
|
||||
if (!victim->isPlayer())
|
||||
{
|
||||
if (numplayers == 1)
|
||||
{
|
||||
|
@ -2460,9 +2460,9 @@ void onBoatHit(int snum, DDukeActor* victim)
|
|||
{
|
||||
auto p = &ps[snum];
|
||||
|
||||
if (badguy(victim) || victim->spr.picnum == APLAYER)
|
||||
if (badguy(victim) || victim->isPlayer())
|
||||
{
|
||||
if (victim->spr.picnum != APLAYER)
|
||||
if (!victim->isPlayer())
|
||||
{
|
||||
if (numplayers == 1)
|
||||
{
|
||||
|
@ -3031,7 +3031,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
|
|||
{
|
||||
p->MotoSpeed -= 20;
|
||||
p->ammo_amount[BOAT_WEAPON]--;
|
||||
fi.shoot(pact, RRTILE1790);
|
||||
fi.shoot(pact, BOATGRENADE);
|
||||
}
|
||||
p->kickback_pic++;
|
||||
if (p->kickback_pic > 20)
|
||||
|
|
|
@ -966,7 +966,7 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
|
|||
|
||||
auto Owner = proj->GetOwner();
|
||||
|
||||
if (Owner && Owner->spr.picnum == APLAYER && targ->spr.picnum != ROTATEGUN && targ->spr.picnum != DRONE)
|
||||
if (Owner && Owner->isPlayer() && targ->spr.picnum != ROTATEGUN && targ->spr.picnum != DRONE)
|
||||
if (ps[Owner->PlayerIndex()].curr_weapon == SHOTGUN_WEAPON)
|
||||
{
|
||||
fi.shoot(targ, BLOODSPLAT3);
|
||||
|
@ -997,14 +997,14 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
|
|||
|
||||
if (targ->spr.statnum != STAT_ZOMBIEACTOR)
|
||||
{
|
||||
if (proj->spr.picnum == FREEZEBLAST && ((targ->spr.picnum == APLAYER && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ)))
|
||||
if (proj->spr.picnum == FREEZEBLAST && ((targ->isPlayer() && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ)))
|
||||
return;
|
||||
|
||||
int hitpic = proj->spr.picnum;
|
||||
auto Owner = proj->GetOwner();
|
||||
if (Owner && Owner->spr.picnum == APLAYER)
|
||||
if (Owner && Owner->isPlayer())
|
||||
{
|
||||
if (targ->spr.picnum == APLAYER && ud.coop != 0 && ud.ffire == 0)
|
||||
if (targ->isPlayer() && ud.coop != 0 && ud.ffire == 0)
|
||||
return;
|
||||
|
||||
auto tOwner = targ->GetOwner();
|
||||
|
@ -1039,7 +1039,7 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
|
|||
return;
|
||||
|
||||
auto hitowner = targ->GetHitOwner();
|
||||
if (!hitowner || hitowner->spr.picnum != APLAYER)
|
||||
if (!hitowner || !hitowner->isPlayer())
|
||||
if (ud.player_skill >= 3)
|
||||
proj->spr.extra += (proj->spr.extra >> 1);
|
||||
}
|
||||
|
|
|
@ -1330,7 +1330,7 @@ void checkhitdefault_r(DDukeActor* targ, DDukeActor* proj)
|
|||
|
||||
auto Owner = proj->GetOwner();
|
||||
|
||||
if (Owner && Owner->spr.picnum == APLAYER && targ->spr.picnum != DRONE)
|
||||
if (Owner && Owner->isPlayer() && targ->spr.picnum != DRONE)
|
||||
if (ps[Owner->PlayerIndex()].curr_weapon == SHOTGUN_WEAPON)
|
||||
{
|
||||
fi.shoot(targ, BLOODSPLAT3);
|
||||
|
@ -1348,7 +1348,7 @@ void checkhitdefault_r(DDukeActor* targ, DDukeActor* proj)
|
|||
|
||||
if (targ->spr.statnum != 2)
|
||||
{
|
||||
if (proj->spr.picnum == FREEZEBLAST && ((targ->spr.picnum == APLAYER && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ)))
|
||||
if (proj->spr.picnum == FREEZEBLAST && ((targ->isPlayer() && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ)))
|
||||
return;
|
||||
|
||||
targ->attackertype = proj->spr.picnum;
|
||||
|
@ -1375,7 +1375,7 @@ void checkhitdefault_r(DDukeActor* targ, DDukeActor* proj)
|
|||
}
|
||||
}
|
||||
auto Owner = targ->GetHitOwner();
|
||||
if (!Owner || Owner->spr.picnum != APLAYER)
|
||||
if (!Owner || !Owner->isPlayer())
|
||||
if (ud.player_skill >= 3)
|
||||
proj->spr.extra += (proj->spr.extra >> 1);
|
||||
}
|
||||
|
|
|
@ -420,7 +420,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
break;
|
||||
|
||||
case DUKELYINGDEAD:
|
||||
if (actj && actj->spr.picnum == APLAYER)
|
||||
if (actj && actj->isPlayer())
|
||||
{
|
||||
act->spr.scale = actj->spr.scale;
|
||||
act->spr.shade = actj->spr.shade;
|
||||
|
@ -564,7 +564,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
break;
|
||||
}
|
||||
case WATERBUBBLE:
|
||||
if (actj && actj->spr.picnum == APLAYER)
|
||||
if (actj && actj->isPlayer())
|
||||
act->spr.pos.Z -= 16;
|
||||
if (act->spr.picnum == WATERBUBBLE)
|
||||
{
|
||||
|
|
|
@ -168,7 +168,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
if (actj)
|
||||
{
|
||||
act->spr.scale = actj->spr.scale;
|
||||
if (actj->spr.picnum == APLAYER)
|
||||
if (actj->isPlayer())
|
||||
act->temp_data[1] = SMALLSMOKE;
|
||||
else
|
||||
act->temp_data[1] = actj->spr.picnum;
|
||||
|
@ -333,7 +333,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
ChangeActorStat(act, STAT_ZOMBIEACTOR);
|
||||
break;
|
||||
case DUKELYINGDEAD:
|
||||
if (actj && actj->spr.picnum == APLAYER)
|
||||
if (actj && actj->isPlayer())
|
||||
{
|
||||
act->spr.scale = actj->spr.scale;
|
||||
act->spr.shade = actj->spr.shade;
|
||||
|
@ -451,7 +451,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
break;
|
||||
}
|
||||
case WATERBUBBLE:
|
||||
if (actj && actj->spr.picnum == APLAYER)
|
||||
if (actj && actj->isPlayer())
|
||||
act->spr.pos.Z -= 16;
|
||||
if (act->spr.picnum == WATERBUBBLE)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue