- renamed all wp in jweapon.cpp and weapon.cpp

This commit is contained in:
Christoph Oelckers 2021-12-24 20:17:29 +01:00
parent cd7f13c4ba
commit cc3c477992
2 changed files with 700 additions and 700 deletions

View file

@ -1306,28 +1306,28 @@ int PlayerInitChemBomb(PLAYERp pp)
// don't throw it as far if crawling
if (TEST(pp->Flags, PF_CRAWLING))
{
wp->xvel -= (wp->xvel >> 2);
actorNew->spr.xvel -= (actorNew->spr.xvel >> 2);
}
// wu->RotNum = 5;
SET(wu->Flags, SPR_XFLIP_TOGGLE);
SetOwner(pp->Actor(), actorNew);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
actorNew->spr.yrepeat = 32;
actorNew->spr.xrepeat = 32;
actorNew->spr.shade = -15;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
SET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
// //DSPRINTF(ds,"horiz %d, ho %d, ho+ho %d", pp->horizon.horiz.asbuild(), pp->horizon.horizoff.asbuild(),
// pp->horizon.horizoff.asbuild() + pp->horizon.horiz.asbuild());
@ -1336,20 +1336,20 @@ int PlayerInitChemBomb(PLAYERp pp)
auto psp = &pp->Actor()->s();
oclipdist = psp->clipdist;
psp->clipdist = 0;
wp->clipdist = 0;
actorNew->spr.clipdist = 0;
// wp->ang = NORM_ANGLE(wp->ang - 512);
// actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - 512);
// HelpMissileLateral(actorNew, 800);
// wp->ang = NORM_ANGLE(wp->ang + 512);
// actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + 512);
MissileSetPos(actorNew, DoChemBomb, 1000);
psp->clipdist = uint8_t(oclipdist);
wp->clipdist = 80L >> 2;
actorNew->spr.clipdist = 80L >> 2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel >> 1;
wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
wu->zchange = actorNew->spr.zvel >> 1;
// adjust xvel according to player velocity
wu->xchange += pp->xvect >> 14;
@ -1385,24 +1385,24 @@ int InitSpriteChemBomb(DSWActor* actor)
SET(wu->Flags, SPR_XFLIP_TOGGLE);
SetOwner(actor, actorNew);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
actorNew->spr.yrepeat = 32;
actorNew->spr.xrepeat = 32;
actorNew->spr.shade = -15;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
SET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK);
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
wp->clipdist = 80L >> 2;
actorNew->spr.clipdist = 80L >> 2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel >> 1;
wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
wu->zchange = actorNew->spr.zvel >> 1;
// Smoke will come out for this many seconds
wu->WaitTics = CHEMTICS;
@ -1437,37 +1437,37 @@ int InitChemBomb(DSWActor* actor)
SET(wu->Flags, SPR_XFLIP_TOGGLE);
SetOwner(GetOwner(actor), actorNew);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
actorNew->spr.yrepeat = 32;
actorNew->spr.xrepeat = 32;
actorNew->spr.shade = -15;
wu->Radius = 200;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
// invis.
RESET(wp->cstat, CSTAT_SPRITE_BLOCK);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK);
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
wp->clipdist = 0;
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
actorNew->spr.clipdist = 0;
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121 || u->ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
{
wu->xchange = 0;
wu->ychange = 0;
wu->zchange = 0;
wp->xvel = wp->yvel = wp->zvel = 0;
actorNew->spr.xvel = actorNew->spr.yvel = actorNew->spr.zvel = 0;
// Smoke will come out for this many seconds
wu->WaitTics = 40*120;
}
else
{
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel >> 1;
wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
wu->zchange = actorNew->spr.zvel >> 1;
// Smoke will come out for this many seconds
wu->WaitTics = 3*120;
}
@ -1835,32 +1835,32 @@ int InitPhosphorus(DSWActor* actor)
wp = &actorNew->s();
wu = actorNew->u();
wp->hitag = LUMINOUS; // Always full brightness
actorNew->spr.hitag = LUMINOUS; // Always full brightness
SET(wu->Flags, SPR_XFLIP_TOGGLE);
// !Frank - don't do translucent
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
// SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
wp->shade = -128;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
// SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
actorNew->spr.shade = -128;
wp->yrepeat = 64;
wp->xrepeat = 64;
wp->shade = -15;
actorNew->spr.yrepeat = 64;
actorNew->spr.xrepeat = 64;
actorNew->spr.shade = -15;
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
if (actor->spr.clipdist > 0)
wp->clipdist = actor->spr.clipdist-1;
actorNew->spr.clipdist = actor->spr.clipdist-1;
else
wp->clipdist = actor->spr.clipdist;
actorNew->spr.clipdist = actor->spr.clipdist;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 600;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = (wp->zvel >> 1);
wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
wu->zchange = (actorNew->spr.zvel >> 1);
return 0;
}
@ -1919,27 +1919,27 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
SET(wu->Flags, SPR_XFLIP_TOGGLE);
if (dogib)
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
else
SET(wp->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
wp->shade = -12;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
actorNew->spr.shade = -12;
SetOwner(actor, actorNew);
wp->yrepeat = 64-RandomRange(35);
wp->xrepeat = 64-RandomRange(35);
wp->shade = -15;
wp->clipdist = actor->spr.clipdist;
actorNew->spr.yrepeat = 64-RandomRange(35);
actorNew->spr.xrepeat = 64-RandomRange(35);
actorNew->spr.shade = -15;
actorNew->spr.clipdist = actor->spr.clipdist;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 600;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
wp->zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
actorNew->spr.zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel >> 1;
wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
wu->zchange = actorNew->spr.zvel >> 1;
if (!GlobalSkipZrange)
DoActorZrange(actorNew);
@ -2319,69 +2319,69 @@ int SpawnShell(DSWActor* actor, int ShellNum)
wp = &actorNew->s();
wu = actorNew->u();
wp->zvel = -(velocity);
actorNew->spr.zvel = -(velocity);
if (u->PlayerP)
{
wp->pos.Z += xs_CRoundToInt(-MulScaleF(u->PlayerP->horizon.horiz.asq16(), HORIZ_MULT / 3., 16));
actorNew->spr.pos.Z += xs_CRoundToInt(-MulScaleF(u->PlayerP->horizon.horiz.asq16(), HORIZ_MULT / 3., 16));
}
switch (wu->ID)
{
case UZI_SHELL:
wp->pos.Z -= Z(13);
actorNew->spr.pos.Z -= Z(13);
if (ShellNum == -3)
{
wp->ang = actor->spr.ang;
actorNew->spr.ang = actor->spr.ang;
HelpMissileLateral(actorNew,2500);
wp->ang = NORM_ANGLE(wp->ang-512);
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang-512);
HelpMissileLateral(actorNew,1000); // Was 1500
wp->ang = NORM_ANGLE(wp->ang+712);
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang+712);
}
else
{
wp->ang = actor->spr.ang;
actorNew->spr.ang = actor->spr.ang;
HelpMissileLateral(actorNew,2500);
wp->ang = NORM_ANGLE(wp->ang+512);
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang+512);
HelpMissileLateral(actorNew,1500);
wp->ang = NORM_ANGLE(wp->ang-128);
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang-128);
}
wp->ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
wp->ang = NORM_ANGLE(wp->ang);
actorNew->spr.ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang);
// Set the shell number
wu->ShellNum = ShellCount;
wp->yrepeat = wp->xrepeat = 13;
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 13;
break;
case SHOT_SHELL:
wp->pos.Z -= Z(13);
wp->ang = actor->spr.ang;
actorNew->spr.pos.Z -= Z(13);
actorNew->spr.ang = actor->spr.ang;
HelpMissileLateral(actorNew,2500);
wp->ang = NORM_ANGLE(wp->ang+512);
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang+512);
HelpMissileLateral(actorNew,1300);
wp->ang = NORM_ANGLE(wp->ang-128-64);
wp->ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
wp->ang = NORM_ANGLE(wp->ang);
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang-128-64);
actorNew->spr.ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang);
// Set the shell number
wu->ShellNum = ShellCount;
wp->yrepeat = wp->xrepeat = 18;
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 18;
break;
}
SetOwner(actor, actorNew);
wp->shade = -15;
actorNew->spr.shade = -15;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
RESET(wp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
RESET(wu->Flags, SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
wu->zchange = actorNew->spr.zvel;
//if (TEST(u->PlayerP->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
// SET(wu->Flags, SPR_UNDERWATER);
wu->jump_speed = 200;

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