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https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- rename GetActorHeightF
(no edits here, just one replace.)
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parent
c65c317665
commit
b5c315978c
16 changed files with 35 additions and 35 deletions
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@ -214,7 +214,7 @@ DExhumedActor* UpdateEnemy(DExhumedActor** ppEnemy);
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Collision MoveCreature(DExhumedActor* nSprite);
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Collision MoveCreatureWithCaution(DExhumedActor* actor);
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DVector3 WheresMyMouth(int nPlayer, sectortype** sectnum);
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double GetActorHeightF(DExhumedActor* nSprite);
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double GetActorHeight(DExhumedActor* nSprite);
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DExhumedActor* insertActor(sectortype* s, int st);
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DExhumedActor* GrabBody();
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DExhumedActor* GrabBodyGunSprite();
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@ -207,8 +207,8 @@ void AIAnubis::Tick(RunListEvent* ev)
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if (pTarget != nullptr) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
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{
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if (cansee(ap->spr.pos.plusZ(-GetActorHeightF(ap)), ap->sector(),
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pTarget->spr.pos.plusZ(-GetActorHeightF(pTarget)), pTarget->sector()))
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if (cansee(ap->spr.pos.plusZ(-GetActorHeight(ap)), ap->sector(),
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pTarget->spr.pos.plusZ(-GetActorHeight(pTarget)), pTarget->sector()))
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{
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ap->vel.X = 0;
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ap->vel.Y = 0;
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@ -398,7 +398,7 @@ MOVEEND:
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if (BulletList[nBullet].pEnemy)
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{
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hitactor = BulletList[nBullet].pEnemy;
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pos = hitactor->spr.pos.plusZ(-GetActorHeightF(hitactor) * 0.5);
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pos = hitactor->spr.pos.plusZ(-GetActorHeight(hitactor) * 0.5);
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pHitSect = hitactor->sector();
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}
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else
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@ -535,7 +535,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, double fZOffset, DA
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sBullet.pActor = insertActor(pActor->sector(), 200);
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sBullet.pActor->spr.angle = nAngle;
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double nHeight = GetActorHeightF(pTarget);
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double nHeight = GetActorHeight(pTarget);
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assert(pTarget->sector());
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@ -567,7 +567,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, double fZOffset, DA
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}
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auto pBulletActor = insertActor(pSector, 200);
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double fHeight = GetActorHeightF(pActor) * 0.75;
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double fHeight = GetActorHeight(pActor) * 0.75;
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if (fZOffset == INT_MAX) {
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fZOffset = -fHeight;
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@ -674,7 +674,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, double fZOffset, DA
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}
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else
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{
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fHeight = GetActorHeightF(pTarget);
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fHeight = GetActorHeight(pTarget);
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if (pTarget->spr.statnum == 100)
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{
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@ -367,7 +367,7 @@ void AIFish::Tick(RunListEvent* ev)
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else
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{
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PlotCourseToSprite(pActor, pTargetActor);
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double nHeight = GetActorHeightF(pActor) * 0.5;
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double nHeight = GetActorHeight(pActor) * 0.5;
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double z = fabs(pTargetActor->spr.pos.Z - pActor->spr.pos.Z);
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if (z <= nHeight)
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@ -651,7 +651,7 @@ loc_flag:
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ebx += angle.Sin() * (1 << 3) * ecx;
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}
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double nHeight = GetActorHeightF(pPlayerActor) * -0.5;
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double nHeight = GetActorHeight(pPlayerActor) * -0.5;
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if (nAction < 6)
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{
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@ -380,7 +380,7 @@ void AILion::Tick(RunListEvent* ev)
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{
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HitInfo hit{};
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hitscan(pActor->spr.pos.plusZ(-GetActorHeightF(pActor) * 0.5), pActor->sector(), DVector3(nScanAngle.ToVector() * 1024, 0), hit, CLIPMASK1);
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hitscan(pActor->spr.pos.plusZ(-GetActorHeight(pActor) * 0.5), pActor->sector(), DVector3(nScanAngle.ToVector() * 1024, 0), hit, CLIPMASK1);
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if (hit.hitWall)
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{
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@ -382,7 +382,7 @@ Collision movespritez(DExhumedActor* pActor, double z, double height, int clipdi
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return nRet;
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}
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double GetActorHeightF(DExhumedActor* actor)
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double GetActorHeight(DExhumedActor* actor)
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{
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return tileHeight(actor->spr.picnum) * actor->spr.yrepeat * REPEAT_SCALE;
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}
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@ -400,7 +400,7 @@ Collision movesprite(DExhumedActor* pActor, int dx, int dy, int dz, int ceildist
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bTouchFloor = false;
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auto spos = pActor->spr.pos;
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double nSpriteHeight = GetActorHeightF(pActor);
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double nSpriteHeight = GetActorHeight(pActor);
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int nClipDist = pActor->int_clipdist();
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auto pSector = pActor->sector();
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assert(pSector);
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@ -592,7 +592,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage)
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{
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int v10 = abs(pPlayerActor->spr.pos.Y - pActor->spr.pos.Y);
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if (v10 < nDistance && cansee(pPlayerActor->spr.pos.plusZ(-30), pPlayerActor->sector(), pActor->spr.pos.plusZ(-GetActorHeightF(pActor)), pSector))
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if (v10 < nDistance && cansee(pPlayerActor->spr.pos.plusZ(-30), pPlayerActor->sector(), pActor->spr.pos.plusZ(-GetActorHeight(pActor)), pSector))
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{
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break;
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}
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@ -913,7 +913,7 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int threshol
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}
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else
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{
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double nHeight = GetActorHeightF(pActor2) / 2;
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double nHeight = GetActorHeight(pActor2) / 2;
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auto vect = pActor2->spr.pos.XY() - pActor->spr.pos.XY();
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DAngle nMyAngle = VecToAngle(vect);
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double nSqrt = vect.Length();
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@ -957,7 +957,7 @@ DAngle GetWallNormal(walltype* pWall)
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DVector3 WheresMyMouth(int nPlayer, sectortype **sectnum)
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{
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auto pActor = PlayerList[nPlayer].pActor;
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double height = GetActorHeightF(pActor) * 0.5;
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double height = GetActorHeight(pActor) * 0.5;
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*sectnum = pActor->sector();
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auto pos = pActor->spr.pos.plusZ(-height);
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@ -200,8 +200,8 @@ void AIMummy::Tick(RunListEvent* ev)
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{
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if (RandomBit() && pTarget)
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{
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if (cansee(pActor->spr.pos.plusZ(-GetActorHeightF(pActor)), pActor->sector(),
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pTarget->spr.pos.plusZ(-GetActorHeightF(pTarget)), pTarget->sector()))
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if (cansee(pActor->spr.pos.plusZ(-GetActorHeight(pActor)), pActor->sector(),
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pTarget->spr.pos.plusZ(-GetActorHeight(pTarget)), pTarget->sector()))
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{
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pActor->nAction = 3;
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pActor->nFrame = 0;
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@ -565,7 +565,7 @@ int CheckSectorSprites(sectortype* pSector, int nVal)
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ExhumedSectIterator it(pSector);
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while (auto pActor= it.Next())
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{
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if ((pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) && (nZDiff < GetActorHeightF(pActor)))
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if ((pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) && (nZDiff < GetActorHeight(pActor)))
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{
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if (nVal != 1) {
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return 1;
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@ -1776,7 +1776,7 @@ DExhumedActor* BuildObject(DExhumedActor* pActor, int nOjectType, int nHitag)
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// in-game destructable wall mounted screen
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void ExplodeScreen(DExhumedActor* pActor)
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{
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pActor->spr.pos.Z -= GetActorHeightF(pActor) * 0.5;
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pActor->spr.pos.Z -= GetActorHeight(pActor) * 0.5;
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for (int i = 0; i < 30; i++) {
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BuildSpark(pActor, 0); // shoot out blue orbs
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@ -293,7 +293,7 @@ void RestartPlayer(int nPlayer)
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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nStandHeight = GetActorHeightF(pActor);
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nStandHeight = GetActorHeight(pActor);
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pActor->spr.hitag = 0;
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pActor->spr.extra = -1;
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@ -294,7 +294,7 @@ Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int thr
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{
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auto vect = pActor2->spr.pos.XY() - pActor->spr.pos.XY();
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double nTileY = GetActorHeightF(pActor2) / 2;
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double nTileY = GetActorHeight(pActor2) / 2;
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double edx = ((pActor2->spr.pos.Z - nTileY) - pActor->spr.pos.Z);
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double nSqrt = vect.Length();
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@ -349,7 +349,7 @@ int DestroyTailPart()
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for (int i = 0; i < 5; i++)
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{
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double nHeight = GetActorHeightF(pActor);
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double nHeight = GetActorHeight(pActor);
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BuildLavaLimb(pActor, i, nHeight);
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}
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@ -945,7 +945,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
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if (QueenHead.nIndex2 < 10) {
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for (int i = (10 - QueenHead.nIndex2) * 2; i > 0; i--)
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{
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BuildLavaLimb(pActor, i, GetActorHeightF(pActor));
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BuildLavaLimb(pActor, i, GetActorHeight(pActor));
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}
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}
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}
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@ -963,7 +963,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
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for (i = 0; i < 20; i++)
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{
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BuildLavaLimb(pActor, i, GetActorHeightF(pActor));
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BuildLavaLimb(pActor, i, GetActorHeight(pActor));
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}
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runlist_SubRunRec(pActor->spr.intowner);
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@ -163,7 +163,7 @@ void MoveRaToEnemy(int nPlayer)
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pTarget = PlayerList[nPlayer].pActor;
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}
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pActor->spr.pos = pTarget->spr.pos.plusZ(-GetActorHeightF(pTarget));
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pActor->spr.pos = pTarget->spr.pos.plusZ(-GetActorHeight(pTarget));
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if (pActor->sector() != pTarget->sector()) {
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ChangeActorSect(pActor, pTarget->sector());
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@ -419,8 +419,8 @@ void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode)
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{
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pActor->nCount = 45;
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if (cansee(pActor->spr.pos.plusZ(-GetActorHeightF(pActor)), pActor->sector(),
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pTarget->spr.pos.plusZ(-GetActorHeightF(pTarget)), pTarget->sector()))
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if (cansee(pActor->spr.pos.plusZ(-GetActorHeight(pActor)), pActor->sector(),
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pTarget->spr.pos.plusZ(-GetActorHeight(pTarget)), pTarget->sector()))
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{
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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@ -108,7 +108,7 @@ void BuildSoul(DExhumedActor* pSet)
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = -1 - RandomSize(10) / 256.;
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pActor->spr.pos = DVector3(pSet->spr.pos.XY(), RandomSize(8) + 32 + pActor->sector()->ceilingz - GetActorHeightF(pActor));
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pActor->spr.pos = DVector3(pSet->spr.pos.XY(), RandomSize(8) + 32 + pActor->sector()->ceilingz - GetActorHeight(pActor));
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//pActor->spr.hitag = nSet;
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pActor->pTarget = pSet;
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@ -149,7 +149,7 @@ void AISoul::Tick(RunListEvent* ev)
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pActor->spr.cstat = 0;
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pActor->spr.yrepeat = 1;
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pActor->spr.xrepeat = 1;
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pActor->spr.pos = pSet->spr.pos.plusZ(-GetActorHeightF(pSet) * 0.5);
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pActor->spr.pos = pSet->spr.pos.plusZ(-GetActorHeight(pSet) * 0.5);
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ChangeActorSect(pActor, pSet->sector());
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return;
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}
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@ -566,9 +566,9 @@ void AISet::Tick(RunListEvent* ev)
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{
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if (nFlag & 0x80)
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{
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pActor->spr.pos.Z -= GetActorHeightF(pActor);
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pActor->spr.pos.Z -= GetActorHeight(pActor);
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BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqSet, 76, 0));
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pActor->spr.pos.Z += GetActorHeightF(pActor);
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pActor->spr.pos.Z += GetActorHeight(pActor);
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}
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if (bVal)
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@ -98,7 +98,7 @@ void AISpider::Tick(RunListEvent* ev)
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{
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if (spp->spr.cstat & CSTAT_SPRITE_YFLIP)
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{
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spp->spr.pos.Z = spp->sector()->ceilingz + GetActorHeightF(spp);
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spp->spr.pos.Z = spp->sector()->ceilingz + GetActorHeight(spp);
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}
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else
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{
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@ -206,7 +206,7 @@ void AISpider::Tick(RunListEvent* ev)
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{
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spp->spr.cstat ^= CSTAT_SPRITE_YFLIP;
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spp->vel.Z = 1./256.;
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spp->spr.pos.Z = spp->sector()->ceilingz+ GetActorHeightF(spp);
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spp->spr.pos.Z = spp->sector()->ceilingz+ GetActorHeight(spp);
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}
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else
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{
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@ -284,7 +284,7 @@ void AISpider::Tick(RunListEvent* ev)
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&& !((spp->sector()->ceilingstat) & CSTAT_SECTOR_SKY))
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{
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spp->spr.cstat |= CSTAT_SPRITE_YFLIP;
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spp->spr.pos.Z = spp->sector()->ceilingz + GetActorHeightF(spp);
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spp->spr.pos.Z = spp->sector()->ceilingz + GetActorHeight(spp);
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spp->vel.Z = 0;
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spp->nAction = 1;
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@ -151,7 +151,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& view, double
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{
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nCreepyTimer = kCreepyCount;
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if (!cansee(view, pSector, targ->spr.pos.plusZ(-GetActorHeightF(targ)), targ->sector()))
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if (!cansee(view, pSector, targ->spr.pos.plusZ(-GetActorHeight(targ)), targ->sector()))
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{
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bestTarget = nullptr;
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}
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