mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-31 13:10:39 +00:00
- more simple SetScale replacements.
This commit is contained in:
parent
86d6ba43d4
commit
d8fac32459
20 changed files with 65 additions and 117 deletions
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@ -56,8 +56,7 @@ tspritetype* viewInsertTSprite(tspriteArray& tsprites, sectortype* pSector, int
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tspritetype* pTSprite = tsprites.newTSprite();
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memset(pTSprite, 0, sizeof(tspritetype));
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pTSprite->cstat = CSTAT_SPRITE_YCENTER;
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pTSprite->xrepeat = 64;
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pTSprite->yrepeat = 64;
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pTSprite->SetScale(1, 1);
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pTSprite->ownerActor = nullptr;
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pTSprite->type = -int(tsprites.Size() - 1);
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pTSprite->statnum = nStatnum;
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@ -181,7 +180,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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if (nViewEffect == kViewEffectFlag)
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pNSprite->xrepeat = pNSprite->yrepeat = 24;
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else
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pNSprite->xrepeat = pNSprite->yrepeat = 64;
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pNSprite->SetScale(1, 1);
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pNSprite->picnum = 3558;
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return pNSprite;
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}
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@ -207,7 +206,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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pNSprite->shade = -128;
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pNSprite->pal = 0;
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pNSprite->xrepeat = pNSprite->yrepeat = 64;
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pNSprite->SetScale(1, 1);
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pNSprite->picnum = 2605;
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return pNSprite;
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}
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@ -220,7 +219,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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pNSprite->shade = 26;
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pNSprite->pal = 0;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->xrepeat = pNSprite->yrepeat = 64;
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pNSprite->SetScale(1, 1);
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pNSprite->picnum = 2089;
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break;
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}
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@ -421,7 +420,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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pNSprite->picnum = 624;
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pNSprite->shade = int(pTSprite->pos.Z - pSector->ceilingz) - 64;
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pNSprite->pal = 2;
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pNSprite->xrepeat = pNSprite->yrepeat = 64;
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pNSprite->SetScale(1, 1);
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pNSprite->cstat |= CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YFLIP | CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->angle = pTSprite->angle;
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pNSprite->ownerActor = pTSprite->ownerActor;
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@ -706,15 +705,14 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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pTSprite->shade = ClipRange(nShade, -128, 127);
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if ((pTSprite->flags & kHitagRespawn) && pTSprite->ownerActor->spr.intowner == 3 && owneractor->hasX()) // Where does this 3 come from? Nothing sets it.
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{
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pTSprite->xrepeat = 48;
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pTSprite->yrepeat = 48;
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pTSprite->SetScale(0.75, 0.75);
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pTSprite->shade = -128;
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pTSprite->picnum = 2272 + 2 * owneractor->xspr.respawnPending;
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pTSprite->cstat &= ~(CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP);
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if (((IsItemSprite(pTSprite) || IsAmmoSprite(pTSprite)) && gGameOptions.nItemSettings == 2)
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|| (IsWeaponSprite(pTSprite) && gGameOptions.nWeaponSettings == 3))
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{
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pTSprite->xrepeat = pTSprite->yrepeat = 48;
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pTSprite->SetScale(0.75, 0.75);
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}
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else
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{
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@ -2281,8 +2281,7 @@ static void greenslime(DDukeActor *actor)
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if (actor->spr.yrepeat > 16) actor->spr.yrepeat -= krand() & 7;
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else
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{
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actor->spr.xrepeat = 40;
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actor->spr.yrepeat = 16;
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actor->spr.SetScale(0.625, 0.25);
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actor->temp_actor = nullptr;
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actor->temp_data[0] = 0;
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}
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@ -356,8 +356,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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}
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else
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{
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newtspr->xrepeat = 16;
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newtspr->yrepeat = 16;
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newtspr->SetScale(0.25, 0.25);
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}
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newtspr->pal = 0;
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}
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@ -396,13 +396,11 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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}
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else if (ps[p].OnMotorcycle || ps[p].OnBoat)
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{
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newtspr->xrepeat = 0;
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newtspr->yrepeat = 0;
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newtspr->SetScale(0, 0);
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}
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else
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{
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newtspr->xrepeat = 16;
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newtspr->yrepeat = 16;
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newtspr->SetScale(0.25, 0.25);
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}
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newtspr->pal = 0;
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}
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@ -299,8 +299,7 @@ void spawntransporter(DDukeActor *actj, DDukeActor* act, bool beam)
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}
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else
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{
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act->spr.xrepeat = 48;
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act->spr.yrepeat = 64;
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act->spr.SetScale(0.75, 1);
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if (actj->spr.statnum == 10 || badguy(actj))
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act->spr.pos.Z -= 32;
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}
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@ -624,7 +623,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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case SE_27_DEMO_CAM:
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if (ud.recstat == 1)
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{
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actor->spr.xrepeat = actor->spr.yrepeat = 64;
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actor->spr.SetScale(1, 1);
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actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
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}
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break;
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@ -108,8 +108,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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case FIREFLYFLYINGEFFECT:
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act->SetOwner(actj);
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ChangeActorStat(act, STAT_MISC);
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act->spr.xrepeat = 16;
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act->spr.yrepeat = 16;
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act->spr.SetScale(0.25, 0.25);
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return act;
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case LAVAPOOLBUBBLE:
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if (actj->spr.xrepeat < 30)
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@ -118,8 +117,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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ChangeActorStat(act, STAT_MISC);
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act->spr.pos.X += krandf(32) - 16;
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act->spr.pos.Y += krandf(32) - 16;
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act->spr.xrepeat = 16;
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act->spr.yrepeat = 16;
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act->spr.SetScale(0.25, 0.25);
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return act;
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case WHISPYSMOKE:
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ChangeActorStat(act, STAT_MISC);
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@ -610,8 +608,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (act->spr.picnum == EXPLOSION2 || act->spr.picnum == EXPLOSION2BOT)
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{
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act->spr.xrepeat = 48;
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act->spr.yrepeat = 48;
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act->spr.SetScale(0.75, 0.75);
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act->spr.shade = -127;
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act->spr.cstat |= CSTAT_SPRITE_YCENTER;
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}
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@ -874,7 +871,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (act->spr.picnum == RAT)
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{
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act->spr.angle = randomAngle();
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act->spr.xrepeat = act->spr.yrepeat = 48;
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act->spr.SetScale(0.75, 0.75);
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act->spr.cstat = 0;
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}
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else
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@ -67,16 +67,14 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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case RRTILE8450:
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if (!isRRRA()) goto default_case;
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act->spr.xrepeat = 64;
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act->spr.yrepeat = 64;
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act->spr.SetScale(1, 1);
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act->spr.extra = act->spr.lotag;
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act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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ChangeActorStat(act, 116);
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break;
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case PIG + 11:
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if (!isRRRA()) goto default_case;
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act->spr.xrepeat = 16;
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act->spr.yrepeat = 16;
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act->spr.SetScale(0.25, 0.25);
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act->clipdist = 0;
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act->spr.extra = 0;
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act->spr.cstat = 0;
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@ -474,8 +472,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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case RRTILE296:
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case RRTILE297:
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act->spr.xrepeat = 64;
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act->spr.yrepeat = 64;
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act->spr.SetScale(1, 1);
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act->clipdist = 16;
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ChangeActorStat(act, 108);
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break;
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@ -621,15 +618,13 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (act->spr.picnum == EXPLOSION2)
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{
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act->spr.xrepeat = 48;
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act->spr.yrepeat = 48;
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act->spr.SetScale(0.75, 0.75);
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act->spr.shade = -127;
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act->spr.cstat |= CSTAT_SPRITE_YCENTER;
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}
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else if (act->spr.picnum == EXPLOSION3)
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{
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act->spr.xrepeat = 128;
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act->spr.yrepeat = 128;
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act->spr.SetScale(2, 2);
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act->spr.shade = -127;
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act->spr.cstat |= CSTAT_SPRITE_YCENTER;
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}
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@ -878,16 +873,14 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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case MINION:
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case MINIONSTAYPUT:
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act->spr.xrepeat = 16;
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act->spr.yrepeat = 16;
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act->spr.SetScale(0.25, 0.25);
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act->setClipDistFromTile();
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if (isRRRA() && ufospawnsminion)
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act->spr.pal = 8;
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break;
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case DOGRUN:
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case PIG:
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act->spr.xrepeat = 16;
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act->spr.yrepeat = 16;
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act->spr.SetScale(0.25, 0.25);
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act->setClipDistFromTile();
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break;
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case RABBIT:
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@ -896,8 +889,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->setClipDistFromTile();
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break;
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case MAMACLOUD:
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act->spr.xrepeat = 64;
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act->spr.yrepeat = 64;
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act->spr.SetScale(1, 1);
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act->spr.cstat = CSTAT_SPRITE_TRANSLUCENT;
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act->spr.cstat |= CSTAT_SPRITE_TRANS_FLIP;
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act->spr.pos.X += krandf(128) - 64;
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@ -962,13 +954,11 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->setClipDistFromTile();
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break;
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case MINIONBOAT:
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act->spr.xrepeat = 16;
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act->spr.yrepeat = 16;
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act->spr.SetScale(0.25, 0.25);
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act->setClipDistFromTile();
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break;
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case HULKBOAT:
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act->spr.xrepeat = 48;
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act->spr.yrepeat = 48;
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act->spr.SetScale(0.75, 0.75);
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act->setClipDistFromTile();
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break;
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case CHEERBOAT:
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@ -990,8 +980,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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case ROCK:
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case ROCK2:
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act->spr.xrepeat = 64;
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act->spr.yrepeat = 64;
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act->spr.SetScale(1, 1);
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act->setClipDistFromTile();
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break;
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@ -1006,8 +995,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.extra = 50;
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break;
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case SBMOVE:
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act->spr.xrepeat = 48;
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act->spr.yrepeat = 48;
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act->spr.SetScale(0.75, 0.75);
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act->setClipDistFromTile();
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break;
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@ -1030,7 +1018,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (act->spr.picnum == RAT)
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{
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act->spr.angle = randomAngle();
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act->spr.xrepeat = act->spr.yrepeat = 48;
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act->spr.SetScale(0.75, 0.75);
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act->spr.cstat = 0;
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}
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else
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@ -1205,8 +1193,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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switch (act->spr.picnum)
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{
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case FIRSTGUNSPRITE:
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act->spr.xrepeat = 16;
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act->spr.yrepeat = 16;
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act->spr.SetScale(0.25, 0.25);
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break;
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case SHOTGUNAMMO:
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act->spr.xrepeat = 18;
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@ -1237,8 +1224,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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case BOATAMMO:
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if (!isRRRA()) goto default_case;
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act->spr.xrepeat = 16;
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act->spr.yrepeat = 16;
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act->spr.SetScale(0.25, 0.25);
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break;
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case COWPIE:
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act->spr.xrepeat = 8;
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@ -58,8 +58,7 @@ void BuildFishLimb(DExhumedActor* pActor, int anim)
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pChunkActor->spr.pal = 0;
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pChunkActor->vel.X = ((RandomSize(5) - 16) << 4);
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pChunkActor->vel.Y = ((RandomSize(5) - 16) << 4);
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pChunkActor->spr.xrepeat = 64;
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pChunkActor->spr.yrepeat = 64;
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pChunkActor->spr.SetScale(1, 1);
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pChunkActor->spr.xoffset = 0;
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pChunkActor->spr.yoffset = 0;
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pChunkActor->vel.Z = ((-(RandomByte() + 512)) * 2) / 256.;
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@ -1216,8 +1216,7 @@ DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial)
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pActor->vel.Z *= 2;
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}
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pActor->spr.xrepeat = 64;
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pActor->spr.yrepeat = 64;
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pActor->spr.SetScale(1, 1);
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = nPic;
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@ -299,8 +299,7 @@ void RestartPlayer(int nPlayer)
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floorsprt = insertActor(pActor->sector(), 0);
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floorsprt->spr.pos = pActor->spr.pos;
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floorsprt->spr.yrepeat = 64;
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floorsprt->spr.xrepeat = 64;
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floorsprt->spr.SetScale(1, 1);
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floorsprt->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
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floorsprt->spr.picnum = nPlayer + kTile3571;
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}
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@ -122,8 +122,7 @@ void BuildRa(int nPlayer)
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pActor->spr.hitag = 0;
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pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, nPlayer, 0x210000);
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pActor->spr.pal = 1;
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pActor->spr.xrepeat = 64;
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pActor->spr.yrepeat = 64;
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pActor->spr.SetScale(1, 1);
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pActor->spr.pos = pPlayerActor->spr.pos;
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// GrabTimeSlot(3);
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@ -60,8 +60,7 @@ void BuildRex(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->clipdist = 20;
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pActor->spr.shade = -12;
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pActor->spr.xrepeat = 64;
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pActor->spr.yrepeat = 64;
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pActor->spr.SetScale(1, 1);
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pActor->spr.picnum = 1;
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->spr.xoffset = 0;
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@ -604,7 +604,7 @@ int AutoBreakWall(walltype* wallp, const DVector3& hit_pos, DAngle ang, int type
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breakActor->spr.extra = 0;
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breakActor->spr.angle = ang;
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breakActor->spr.picnum = ST1;
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breakActor->spr.xrepeat = breakActor->spr.yrepeat = 64;
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breakActor->spr.SetScale(1, 1);
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SetActorZ(breakActor, hit_pos);
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SpawnShrap(breakActor, nullptr, -1, break_info);
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KillActor(breakActor);
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@ -1237,7 +1237,7 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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if (TEST_BOOL3(actor))
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{
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PickJumpMaxSpeed(actorNew, -600-RandomRange(600));
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
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actorNew->spr.SetScale(1, 1);
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actorNew->vel.X = 9.375 + RandomRangeF(62.5);
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actorNew->user.Health = 1; // Easy to pop. Like shootn' skeet.
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actorNew->spr.angle += RandomAngle(22.5) - RandomAngle(22.5);
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@ -1593,8 +1593,7 @@ void SpawnFlashBombOnActor(DSWActor* actor)
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if (actor != nullptr)
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actor->user.flameActor = actorNew;
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actorNew->spr.xrepeat = 16;
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actorNew->spr.yrepeat = 16;
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actorNew->spr.SetScale(0.25, 0.25);
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||||
|
||||
if (actor->user.flameActor != nullptr)
|
||||
{
|
||||
|
@ -1645,8 +1644,7 @@ int PlayerInitCaltrops(PLAYER* pp)
|
|||
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
SetOwner(pp->actor, actorNew);
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->spr.shade = -15;
|
||||
actorNew->user.WeaponNum = plActor->user.WeaponNum;
|
||||
actorNew->user.Radius = 200;
|
||||
|
@ -1696,8 +1694,7 @@ int InitCaltrops(DSWActor* actor)
|
|||
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->spr.shade = -15;
|
||||
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
|
||||
actorNew->copy_clipdist(actor);
|
||||
|
@ -1736,8 +1733,7 @@ int InitPhosphorus(DSWActor* actor)
|
|||
// actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.shade = -128;
|
||||
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->spr.shade = -15;
|
||||
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
|
||||
if (actor->clipdist > 0)
|
||||
|
|
|
@ -5950,8 +5950,7 @@ void DoPlayerBeginDie(PLAYER* pp)
|
|||
plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
NewStateGroup(pp->actor, sg_PlayerHeadFly);
|
||||
plActor->user.ID = NINJA_Head_R0;
|
||||
plActor->spr.xrepeat = 48;
|
||||
plActor->spr.yrepeat = 48;
|
||||
plActor->spr.SetScale(0.75, 0.75);
|
||||
// Blood fountains
|
||||
InitBloodSpray(pp->actor,true,105);
|
||||
break;
|
||||
|
@ -5965,8 +5964,7 @@ void DoPlayerBeginDie(PLAYER* pp)
|
|||
plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
NewStateGroup(pp->actor, sg_PlayerHeadFly);
|
||||
plActor->user.ID = NINJA_Head_R0;
|
||||
plActor->spr.xrepeat = 48;
|
||||
plActor->spr.yrepeat = 48;
|
||||
plActor->spr.SetScale(0.75, 0.75);
|
||||
// Blood fountains
|
||||
InitBloodSpray(pp->actor,true,-1);
|
||||
InitBloodSpray(pp->actor,true,-1);
|
||||
|
@ -5983,8 +5981,7 @@ void DoPlayerBeginDie(PLAYER* pp)
|
|||
plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
NewStateGroup(pp->actor, sg_PlayerHeadFly);
|
||||
plActor->user.ID = NINJA_Head_R0;
|
||||
plActor->spr.xrepeat = 48;
|
||||
plActor->spr.yrepeat = 48;
|
||||
plActor->spr.SetScale(0.75, 0.75);
|
||||
// Blood fountains
|
||||
InitBloodSpray(pp->actor,true,105);
|
||||
break;
|
||||
|
|
|
@ -835,8 +835,7 @@ int SetupRipper(DSWActor* actor)
|
|||
DoActorSetSpeed(actor, FAST_SPEED);
|
||||
actor->user.StateEnd = s_RipperDie;
|
||||
actor->user.Rot = sg_RipperRun;
|
||||
actor->spr.xrepeat = 64;
|
||||
actor->spr.yrepeat = 64;
|
||||
actor->spr.SetScale(1, 1);
|
||||
|
||||
if (actor->spr.pal == PALETTE_BROWN_RIPPER)
|
||||
{
|
||||
|
@ -1235,7 +1234,7 @@ void RipperHatch(DSWActor* actor)
|
|||
auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
|
||||
ClearOwner(actorNew);
|
||||
actorNew->spr.pos = actor->spr.pos;
|
||||
actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->spr.angle = RandomAngle();
|
||||
actorNew->spr.pal = 0;
|
||||
SetupRipper(actorNew);
|
||||
|
|
|
@ -1242,7 +1242,7 @@ void Ripper2Hatch(DSWActor* actor)
|
|||
ClearOwner(actorNew);
|
||||
actorNew->spr.pos = actor->spr.pos;
|
||||
|
||||
actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->spr.angle = RandomAngle();
|
||||
actorNew->spr.pal = 0;
|
||||
actorNew->spr.shade = -10;
|
||||
|
|
|
@ -927,8 +927,7 @@ DSWActor* SpawnActor(int stat, int id, STATE* state, sectortype* sect, const DVe
|
|||
PicAnimOff(spawnedActor->spr.picnum);
|
||||
}
|
||||
|
||||
spawnedActor->spr.xrepeat = 64;
|
||||
spawnedActor->spr.yrepeat = 64;
|
||||
spawnedActor->spr.SetScale(1, 1);
|
||||
spawnedActor->spr.angle = init_ang;
|
||||
spawnedActor->vel.X = vel;
|
||||
|
||||
|
|
|
@ -9402,8 +9402,7 @@ int DoLaser(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_LaserPuff, actor->sector(), actor->spr.pos, actor->spr.angle, 0);
|
||||
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.xrepeat = 16;
|
||||
actorNew->spr.yrepeat = 16;
|
||||
actorNew->spr.SetScale(0.25, 0.25);
|
||||
actorNew->spr.pal = actorNew->user.spal = PALETTE_RED_LIGHTING;
|
||||
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
@ -10056,8 +10055,7 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
|
|||
if (enemyActor != nullptr)
|
||||
enemyActor->user.flameActor = actorNew;
|
||||
|
||||
actorNew->spr.xrepeat = 16;
|
||||
actorNew->spr.yrepeat = 16;
|
||||
actorNew->spr.SetScale(0.25, 0.25);
|
||||
if (enemyActor != nullptr)
|
||||
{
|
||||
// large flame for trees and such
|
||||
|
@ -10120,8 +10118,7 @@ int SpawnBreakFlames(DSWActor* actor)
|
|||
|
||||
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
||||
|
||||
actorNew->spr.xrepeat = 16;
|
||||
actorNew->spr.yrepeat = 16;
|
||||
actorNew->spr.SetScale(0.25, 0.25);
|
||||
actorNew->user.Counter = 48; // max flame size
|
||||
|
||||
actorNew->spr.shade = -40;
|
||||
|
@ -10230,8 +10227,7 @@ void SpawnGoroFireballExp(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_FireballExp, actor->sector(), actor->spr.pos, actor->spr.angle, 0);
|
||||
|
||||
actorNew->spr.hitag = LUMINOUS; //Always full brightness
|
||||
actorNew->spr.xrepeat = 16;
|
||||
actorNew->spr.yrepeat = 16;
|
||||
actorNew->spr.SetScale(0.25, 0.25);
|
||||
SetOwner(GetOwner(actor), actorNew);
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.pal = actorNew->user.spal = actor->user.spal;
|
||||
|
@ -10929,14 +10925,12 @@ void SpawnMeteorExp(DSWActor* actor)
|
|||
if (actor->spr.yrepeat < 64)
|
||||
{
|
||||
// small
|
||||
expActor->spr.xrepeat = 64;
|
||||
expActor->spr.yrepeat = 64;
|
||||
expActor->spr.SetScale(1, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
// large - boss
|
||||
expActor->spr.xrepeat = 80;
|
||||
expActor->spr.yrepeat = 80;
|
||||
expActor->spr.SetScale(1.25, 1.25);
|
||||
}
|
||||
|
||||
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
@ -11209,8 +11203,7 @@ int DoNapalm(DSWActor* actor)
|
|||
SetOwner(actor, expActor);
|
||||
expActor->spr.shade = -40;
|
||||
expActor->spr.cstat = actor->spr.cstat;
|
||||
expActor->spr.xrepeat = 48;
|
||||
expActor->spr.yrepeat = 64;
|
||||
expActor->spr.SetScale(0.75, 1);
|
||||
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
if (RANDOM_P2(1024) < 512)
|
||||
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
|
||||
|
@ -11969,8 +11962,7 @@ int InitSerpRing(DSWActor* actor)
|
|||
actorNew->vel.X = 31.25;
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.shade = -20;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->spr.yint = 2*RINGMOVETICS;
|
||||
actorNew->vel.Z = 3;
|
||||
actorNew->spr.pal = 0;
|
||||
|
@ -12698,8 +12690,7 @@ int InitSumoSkull(DSWActor* actor)
|
|||
actorNew->vel.X = 31.25;
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.shade = -20;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->spr.pal = 0;
|
||||
|
||||
// randomize the head turning angle
|
||||
|
@ -13834,8 +13825,7 @@ int InitBunnyRocket(PLAYER* pp)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector, pos, pp->angle.ang, ROCKET_VELOCITY);
|
||||
|
||||
SetOwner(pp->actor, actorNew);
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->spr.shade = -15;
|
||||
zvel = pp->horizon.horiz.Tan() * ((HORIZ_MULT + 35) * 0.5);
|
||||
|
||||
|
@ -14543,8 +14533,7 @@ int InitSerpSpell(DSWActor* actor)
|
|||
actorNew->spr.shade = -40;
|
||||
PlaySound(DIGI_SERPMAGICLAUNCH, actor, v3df_none);
|
||||
actorNew->user.spal = actorNew->spr.pal = 27; // Bright Green
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->clipdist = 2;
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
@ -14920,8 +14909,7 @@ int InitEnemyStar(DSWActor* actor)
|
|||
ActorVectOfMiddle(actor), actor->user.targetActor->spr.angle, NINJA_STAR_VELOCITY);
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.yrepeat = 16;
|
||||
actorNew->spr.xrepeat = 16;
|
||||
actorNew->spr.SetScale(0.25, 0.25);
|
||||
actorNew->spr.shade = -25;
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.angle = actor->spr.angle;
|
||||
|
@ -17644,8 +17632,7 @@ int SpawnVehicleSmoke(DSWActor* actor)
|
|||
|
||||
actorNew->user.WaitTics = 1*120;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
|
@ -17674,8 +17661,7 @@ int SpawnSmokePuff(DSWActor* actor)
|
|||
|
||||
actorNew->user.WaitTics = 1*120;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.SetScale(1, 1);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
|
@ -17934,7 +17920,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos)
|
|||
|
||||
HoleQueueHead = (HoleQueueHead+1) & (MAX_HOLE_QUEUE-1);
|
||||
|
||||
spawnedActor->spr.xrepeat = spawnedActor->spr.yrepeat = 16;
|
||||
spawnedActor->spr.SetScale(0.25, 0.25);
|
||||
spawnedActor->spr.cstat = 0;
|
||||
spawnedActor->spr.pal = 0;
|
||||
spawnedActor->spr.shade = 0;
|
||||
|
|
Loading…
Reference in a new issue