mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-20 18:52:43 +00:00
- shorts replaced in Exhumed
only a small part, the easy stuff
This commit is contained in:
parent
d63b6cda37
commit
b9b4f1e037
6 changed files with 87 additions and 87 deletions
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@ -57,12 +57,12 @@ struct bulletInfo
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int16_t nDamage; // 0
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int16_t field_2; // 2
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int field_4; // 4
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short field_8; // 8
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short nSeq; // 10
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short field_C; // 12
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short nFlags;
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short nRadius; // damage radius
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short xyRepeat;
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int16_t field_8; // 8
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int16_t nSeq; // 10
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int16_t field_C; // 12
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int16_t nFlags;
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int16_t nRadius; // damage radius
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int16_t xyRepeat;
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};
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extern bulletInfo BulletInfo[];
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@ -161,9 +161,9 @@ extern short nItemMagic[];
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void BuildItemAnim(DExhumedActor* nSprite);
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void ItemFlash();
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void FillItems(short nPlayer);
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void UseItem(short nPlayer, short nItem);
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void UseItem(short nPlayer, int nItem);
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void UseCurItem(short nPlayer);
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int GrabItem(short nPlayer, short nItem);
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int GrabItem(short nPlayer, int nItem);
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void DropMagic(DExhumedActor* actor);
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void InitItems();
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void StartRegenerate(DExhumedActor* nSprite);
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@ -766,9 +766,9 @@ std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, int nSector, int
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int BuildLink(int nCount, ...);
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std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, int nSector, int ecx);
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std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, int nSector);
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std::pair<int, int> BuildSwReady(int nChannel, short nLink);
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std::pair<int, int> BuildSwReady(int nChannel, int nLink);
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std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, int nWall);
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std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, int nWall);
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// wasp
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@ -803,8 +803,8 @@ void ExamineSprites()
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int nStatus = pSprite->statnum;
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if (!nStatus)
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{
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short lotag = pSprite->lotag;
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short hitag = pSprite->hitag;
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int lotag = pSprite->lotag;
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int hitag = pSprite->hitag;
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if ((nStatus < kMaxStatus) && lotag)
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{
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@ -849,8 +849,8 @@ void LoadObjects()
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for (int nSector = 0; nSector < numsectors; nSector++)
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{
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auto sectp = §or[nSector];
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short hitag = sectp->hitag;
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short lotag = sectp->lotag;
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int hitag = sectp->hitag;
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int lotag = sectp->lotag;
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sectp->hitag = 0;
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sectp->lotag = 0;
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@ -869,8 +869,8 @@ void LoadObjects()
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{
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wall[nWall].extra = -1;
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short lotag = wall[nWall].lotag;
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short hitag = wall[nWall].hitag;
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int lotag = wall[nWall].lotag;
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int hitag = wall[nWall].hitag;
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wall[nWall].lotag = 0;
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@ -261,7 +261,7 @@ static bool UseHand(short nPlayer)
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return true;
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}
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void UseItem(short nPlayer, short nItem)
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void UseItem(short nPlayer, int nItem)
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{
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bool didit = false;
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switch (nItem)
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@ -313,7 +313,7 @@ void UseItem(short nPlayer, short nItem)
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}
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// TODO - bool return type?
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int GrabItem(short nPlayer, short nItem)
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int GrabItem(short nPlayer, int nItem)
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{
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if (PlayerList[nPlayer].items[nItem] >= 5) {
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return 0;
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@ -1972,7 +1972,7 @@ void AIObject::Tick(RunListEvent* ev)
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if (!pActor) return;
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auto pSprite = &pActor->s();
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short nStat = pSprite->statnum;
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short bx = pActor->nIndex;
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int bx = pActor->nIndex;
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if (nStat == 97 || (!(pSprite->cstat & 0x101))) {
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return;
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@ -2088,7 +2088,7 @@ void AIObject::Damage(RunListEvent* ev)
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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auto pSprite = &pActor->s();
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short nStat = pSprite->statnum;
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int nStat = pSprite->statnum;
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if (nStat >= 150 || pActor->nHealth <= 0) {
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return;
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@ -2119,7 +2119,7 @@ void AIObject::Draw(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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short bx = pActor->nIndex;
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int bx = pActor->nIndex;
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if (bx > -1)
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{
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@ -60,23 +60,23 @@ struct Player
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{
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DExhumedActor* Actor() { return pActor; }
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DExhumedActor* pActor;
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short nHealth;
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short nLives;
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short nDouble;
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short nInvisible;
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short nTorch;
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short field_2;
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short nAction;
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short bIsMummified;
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short invincibility;
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short nAir;
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short nSeq;
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short nMaskAmount;
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int16_t nHealth;
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int16_t nLives;
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int16_t nDouble;
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int16_t nInvisible;
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int16_t nTorch;
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int16_t field_2;
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int16_t nAction;
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int16_t bIsMummified;
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int16_t invincibility;
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int16_t nAir;
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int16_t nSeq;
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int16_t nMaskAmount;
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uint16_t keys;
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short nMagic;
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short nItem;
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int16_t nMagic;
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int16_t nItem;
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uint8_t items[8];
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short nAmmo[7]; // TODO - kMaxWeapons?
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int16_t nAmmo[7]; // TODO - kMaxWeapons?
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short nCurrentWeapon;
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short field_3FOUR;
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@ -91,21 +91,21 @@ struct Player
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PlayerHorizon horizon;
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PlayerAngle angle;
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short nBreathTimer;
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short nPlayerSwear;
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short nPlayerPushSect;
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short nDeathType;
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short nPlayerScore;
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short nPlayerColor;
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int16_t nBreathTimer;
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int16_t nPlayerSwear;
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int nPlayerPushSect;
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int16_t nDeathType;
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int16_t nPlayerScore;
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int16_t nPlayerColor;
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int16_t nPistolClip;
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int nPlayerDY;
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int nPlayerDX;
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short nPistolClip;
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int nXDamage;
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int nYDamage;
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short nPlayerOldWeapon;
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short nPlayerClip;
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short nPlayerPushSound;
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short nTauntTimer;
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int16_t nPlayerOldWeapon;
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int16_t nPlayerClip;
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int16_t nPlayerPushSound;
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int16_t nTauntTimer;
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uint16_t nPlayerWeapons; // each set bit represents a weapon the player has
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short nPlayerViewSect;
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PlayerSave sPlayerSave;
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@ -39,8 +39,8 @@ struct Switch
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{
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short nWaitTimer;
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short nWait;
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short nChannel;
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short nLink;
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int nChannel;
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int nLink;
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short nRunPtr;
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int nSector;
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short nRun2;
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@ -122,7 +122,7 @@ void InitSwitch()
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memset(SwitchData, 0, sizeof(SwitchData));
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}
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std::pair<int, int> BuildSwReady(int nChannel, short nLink)
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std::pair<int, int> BuildSwReady(int nChannel, int nLink)
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{
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if (SwitchCount <= 0 || nLink < 0) {
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I_Error("Too many switch readys!\n");
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@ -137,11 +137,11 @@ std::pair<int, int> BuildSwReady(int nChannel, short nLink)
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void AISWReady::Process(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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assert(sRunChannels[nChannel].c < 8);
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int8_t nVal = LinkMap[nLink].v[sRunChannels[nChannel].c];
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@ -175,7 +175,7 @@ std::pair<int, int> BuildSwPause(int nChannel, int nLink, int ebx)
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void AISWPause::ProcessChannel(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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if (SwitchData[nSwitch].nRunPtr >= 0)
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{
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runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
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@ -185,9 +185,9 @@ void AISWPause::ProcessChannel(RunListEvent* ev)
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void AISWPause::Tick(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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SwitchData[nSwitch].nWaitTimer--;
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if (SwitchData[nSwitch].nWaitTimer <= 0)
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@ -204,9 +204,9 @@ void AISWPause::Tick(RunListEvent* ev)
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void AISWPause::Process(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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assert(sRunChannels[nChannel].c < 8);
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if (LinkMap[nLink].v[sRunChannels[nChannel].c] < 0) {
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@ -250,11 +250,11 @@ std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, int nSector)
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void AISWStepOn::ProcessChannel(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nLink = SwitchData[nSwitch].nLink;
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short nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nSector =SwitchData[nSwitch].nSector;
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assert(sRunChannels[nChannel].c < 8);
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@ -275,11 +275,11 @@ void AISWStepOn::ProcessChannel(RunListEvent* ev)
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void AISWStepOn::TouchFloor(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nLink = SwitchData[nSwitch].nLink;
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short nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nSector =SwitchData[nSwitch].nSector;
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assert(sRunChannels[nChannel].c < 8);
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@ -316,7 +316,7 @@ std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, int nSector, int
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void AISWNotOnPause::ProcessChannel(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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if (SwitchData[nSwitch].nRun2 >= 0)
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@ -336,11 +336,11 @@ void AISWNotOnPause::ProcessChannel(RunListEvent* ev)
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void AISWNotOnPause::Tick(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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SwitchData[nSwitch].nWaitTimer -= 4;
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if (SwitchData[nSwitch].nWaitTimer <= 0)
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@ -353,11 +353,11 @@ void AISWNotOnPause::Tick(RunListEvent* ev)
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void AISWNotOnPause::Process(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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assert(sRunChannels[nChannel].c < 8);
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@ -377,7 +377,7 @@ void AISWNotOnPause::Process(RunListEvent* ev)
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void AISWNotOnPause::TouchFloor(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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SwitchData[nSwitch].nWaitTimer = SwitchData[nSwitch].nWait;
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return;
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@ -401,11 +401,11 @@ std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, int nSector, int
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void AISWPressSector::ProcessChannel(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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if (SwitchData[nSwitch].nRun2 >= 0)
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{
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@ -426,11 +426,11 @@ void AISWPressSector::ProcessChannel(RunListEvent* ev)
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void AISWPressSector::Use(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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int nPlayer = ev->nParam;
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if ((PlayerList[nPlayer].keys & SwitchData[nSwitch].nKeyMask) == SwitchData[nSwitch].nKeyMask)
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@ -450,7 +450,7 @@ void AISWPressSector::Use(RunListEvent* ev)
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}
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std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, int nWall)
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std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, int nWall)
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{
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if (SwitchCount <= 0 || nLink < 0 || nWall < 0) {
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I_Error("Too many switches!\n");
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@ -468,11 +468,11 @@ std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, int nWall)
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void AISWPressWall::Process(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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if (SwitchData[nSwitch].nRun3 >= 0)
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{
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@ -489,11 +489,11 @@ void AISWPressWall::Process(RunListEvent* ev)
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void AISWPressWall::Use(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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int nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int nChannel = SwitchData[nSwitch].nChannel;
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int nLink = SwitchData[nSwitch].nLink;
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int8_t cx = LinkMap[nLink].v[sRunChannels[nChannel].c];
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