mirror of
https://github.com/DrBeef/Raze.git
synced 2025-04-01 21:50:51 +00:00
- another batch of wrapper replacements
This commit is contained in:
parent
f13d9892dc
commit
d9397b3b5d
5 changed files with 14 additions and 14 deletions
|
@ -1062,12 +1062,12 @@ void DoSector(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
if (!bSet) SetGameVarID(lVar2, sectp->wallnum, sActor, sPlayer);
|
||||
break;
|
||||
case SECTOR_CEILINGZ:
|
||||
if (bSet) sectp->set_int_ceilingz(lValue);
|
||||
else SetGameVarID(lVar2, sectp->int_ceilingz(), sActor, sPlayer);
|
||||
if (bSet) sectp->setceilingz(lValue * zmaptoworld);
|
||||
else SetGameVarID(lVar2, (int)(sectp->ceilingz / zmaptoworld), sActor, sPlayer);
|
||||
break;
|
||||
case SECTOR_FLOORZ:
|
||||
if (bSet) sectp->set_int_floorz(lValue);
|
||||
else SetGameVarID(lVar2, sectp->int_floorz(), sActor, sPlayer);
|
||||
if (bSet) sectp->setfloorz(lValue * zmaptoworld);
|
||||
else SetGameVarID(lVar2, (int)(sectp->floorz / zmaptoworld), sActor, sPlayer);
|
||||
break;
|
||||
case SECTOR_CEILINGSTAT:
|
||||
if (bSet) sectp->ceilingstat = ESectorFlags::FromInt(lValue);
|
||||
|
@ -2277,10 +2277,10 @@ int ParseState::parse(void)
|
|||
parseifelse(ud.coop || numplayers > 2);
|
||||
break;
|
||||
case concmd_ifonmud:
|
||||
parseifelse(abs(g_ac->int_pos().Z - g_ac->sector()->int_floorz()) < (32 << 8) && g_ac->sector()->floorpicnum == 3073); // eew, hard coded tile numbers.. :?
|
||||
parseifelse(abs(g_ac->spr.pos.Z - g_ac->sector()->floorz) < 32 && g_ac->sector()->floorpicnum == 3073); // eew, hard coded tile numbers.. :?
|
||||
break;
|
||||
case concmd_ifonwater:
|
||||
parseifelse( abs(g_ac->int_pos().Z-g_ac->sector()->int_floorz()) < (32<<8) && g_ac->sector()->lotag == ST_1_ABOVE_WATER);
|
||||
parseifelse( abs(g_ac->spr.pos.Z-g_ac->sector()->floorz) < 32 && g_ac->sector()->lotag == ST_1_ABOVE_WATER);
|
||||
break;
|
||||
case concmd_ifmotofast:
|
||||
parseifelse(ps[g_p].MotoSpeed > 60);
|
||||
|
@ -2489,7 +2489,7 @@ int ParseState::parse(void)
|
|||
if (sectp)
|
||||
{
|
||||
if (isanearoperator(sectp->lotag))
|
||||
if ((sectp->lotag & 0xff) == ST_23_SWINGING_DOOR || sectp->int_floorz() == sectp->int_ceilingz())
|
||||
if ((sectp->lotag & 0xff) == ST_23_SWINGING_DOOR || sectp->floorz == sectp->ceilingz)
|
||||
if ((sectp->lotag & 16384) == 0 && (sectp->lotag & 32768) == 0)
|
||||
{
|
||||
DukeSectIterator it(sectp);
|
||||
|
|
|
@ -1032,7 +1032,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
|
|||
((hit.hitWall->twoSided() && hit.hitSector != nullptr &&
|
||||
hit.hitWall->nextSector()->lotag == 0 &&
|
||||
hit.hitSector->lotag == 0 &&
|
||||
(hit.hitSector->int_floorz() - hit.hitWall->nextSector()->int_floorz()) > (16 << 8)) ||
|
||||
(hit.hitSector->floorz - hit.hitWall->nextSector()->floorz) > 16) ||
|
||||
(!hit.hitWall->twoSided() && hit.hitSector->lotag == 0)))
|
||||
{
|
||||
if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0)
|
||||
|
|
|
@ -278,7 +278,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
|
|||
{
|
||||
if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
|
||||
if (hit.hitWall->twoSided())
|
||||
if (hit.int_hitpos().Z >= (hit.hitWall->nextSector()->int_floorz()))
|
||||
if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
|
||||
hit.hitWall =hit.hitWall->nextWall();
|
||||
|
||||
if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2)
|
||||
|
@ -522,7 +522,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
|
|||
|
||||
if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
|
||||
if (hit.hitWall->twoSided())
|
||||
if (hit.int_hitpos().Z >= (hit.hitWall->nextSector()->int_floorz()))
|
||||
if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
|
||||
hit.hitWall = hit.hitWall->nextWall();
|
||||
|
||||
fi.checkhitwall(spark, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, SHOTSPARK1);
|
||||
|
|
|
@ -170,7 +170,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa,
|
|||
{
|
||||
if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
|
||||
if (hit.hitWall->twoSided())
|
||||
if (hit.int_hitpos().Z >= (hit.hitWall->nextSector()->int_floorz()))
|
||||
if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
|
||||
hit.hitWall = hit.hitWall->nextWall();
|
||||
|
||||
if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2)
|
||||
|
@ -421,7 +421,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
|
|||
|
||||
if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP)
|
||||
if (hit.hitWall->twoSided())
|
||||
if (hit.int_hitpos().Z >= (hit.hitWall->nextSector()->int_floorz()))
|
||||
if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
|
||||
hit.hitWall = hit.hitWall->nextWall();
|
||||
|
||||
fi.checkhitwall(spark, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, SHOTSPARK1);
|
||||
|
@ -3956,7 +3956,7 @@ HORIZONLY:
|
|||
break;
|
||||
}
|
||||
|
||||
if (ud.clipping == 0 && (!p->cursector || (p->cursector && p->cursector->int_ceilingz() > (p->cursector->int_floorz() - (12 << 8)))))
|
||||
if (ud.clipping == 0 && (!p->cursector || (p->cursector && p->cursector->ceilingz > (p->cursector->floorz - 12))))
|
||||
{
|
||||
quickkill(p);
|
||||
return;
|
||||
|
|
|
@ -724,7 +724,7 @@ void prelevel_common(int g)
|
|||
{
|
||||
case 20:
|
||||
case 22:
|
||||
if (sectp->int_floorz() > sectp->int_ceilingz())
|
||||
if (sectp->floorz > sectp->ceilingz)
|
||||
sectp->lotag |= 32768;
|
||||
continue;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue