- FAF_Sector + SpawnQuake

This commit is contained in:
Christoph Oelckers 2021-11-25 18:53:40 +01:00
parent 98c3d57b73
commit db95dc95d1
5 changed files with 10 additions and 31 deletions

View file

@ -41,7 +41,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
ANIMATOR InitActorRunToward;
bool FAF_Sector(int sectnum);
bool DropAhead(DSWActor* actor, int min_height);
ANIMATORp ChooseAction(DECISION decision[]);

View file

@ -2059,7 +2059,6 @@ void computergetinput(int snum,InputPacket *syn); // jplayer.c
void DrawOverlapRoom(int tx,int ty,int tz,fixed_t tq16ang,fixed_t tq16horiz,short tsectnum); // rooms.c
void SetupMirrorTiles(void); // rooms.c
bool FAF_Sector(int sectnum); // rooms.c
bool FAF_Sector(sectortype* sectnum); // rooms.c
int GetZadjustment(sectortype* sectnum,short hitag); // rooms.c

View file

@ -462,7 +462,7 @@ int DoBloodSpray(DSWActor* actor)
else
{
auto bsp = &bldActor->s();
if (FAF_Sector(bsp->sectnum) || FAF_ConnectArea(bsp->sector()))
if (FAF_Sector(bsp->sector()) || FAF_ConnectArea(bsp->sector()))
{
KillActor(actor);
return 0;

View file

@ -233,11 +233,11 @@ void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *a
}
}
void SpawnQuake(short sectnum, int x, int y, int z,
void SpawnQuake(sectortype* sect, int x, int y, int z,
short tics, short amt, int radius)
{
auto actorNew = InsertActor(sectnum, STAT_QUAKE_ON);
auto actorNew = InsertActor(sect, STAT_QUAKE_ON);
auto sp = &actorNew->s();
sp->x = x;
@ -259,7 +259,7 @@ void SpawnQuake(short sectnum, int x, int y, int z,
bool
SetQuake(PLAYERp pp, short tics, short amt)
{
SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, tics, amt, 30000);
SpawnQuake(pp->cursector(), pp->posx, pp->posy, pp->posz, tics, amt, 30000);
return false;
}
@ -268,7 +268,7 @@ SetExpQuake(DSWActor* actor)
{
SPRITEp sp = &actor->s();
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 40, 4, 20000); // !JIM! was 8, 40000
SpawnQuake(sp->sector(), sp->x, sp->y, sp->z, 40, 4, 20000); // !JIM! was 8, 40000
return 0;
}
@ -277,7 +277,7 @@ SetGunQuake(DSWActor* actor)
{
SPRITEp sp = &actor->s();
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 40, 8, 40000);
SpawnQuake(sp->sector(), sp->x, sp->y, sp->z, 40, 8, 40000);
return 0;
}
@ -285,7 +285,7 @@ SetGunQuake(DSWActor* actor)
int
SetPlayerQuake(PLAYERp pp)
{
SpawnQuake(pp->cursectnum, pp->posx, pp->posy, pp->posz, 40, 8, 40000);
SpawnQuake(pp->cursector(), pp->posx, pp->posy, pp->posz, 40, 8, 40000);
return 0;
}
@ -295,7 +295,7 @@ SetNuclearQuake(DSWActor* actor)
{
SPRITEp sp = &actor->s();
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 400, 8, 64000);
SpawnQuake(sp->sector(), sp->x, sp->y, sp->z, 400, 8, 64000);
return 0;
}
@ -303,7 +303,7 @@ int SetSumoQuake(DSWActor* actor)
{
SPRITEp sp = &actor->s();
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 120, 4, 20000);
SpawnQuake(sp->sector(), sp->x, sp->y, sp->z, 120, 4, 20000);
return 0;
}
@ -311,7 +311,7 @@ int SetSumoFartQuake(DSWActor* actor)
{
SPRITEp sp = &actor->s();
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 60, 4, 4000);
SpawnQuake(sp->sector(), sp->x, sp->y, sp->z, 60, 4, 4000);
return 0;
}

View file

@ -81,25 +81,6 @@ DSWActor* InsertActor(int sectnum, int stat)
return pActor;
}
bool FAF_Sector(int sectnum)
{
SPRITEp sp;
SWSectIterator it(sectnum);
while (auto actor = it.Next())
{
sp = &actor->s();
if (sp->statnum == STAT_FAF &&
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6))
{
return true;
}
}
return false;
}
bool FAF_Sector(sectortype* sectnum)
{
SPRITEp sp;