- function separators plus one last change in coolg.cpp

This commit is contained in:
Christoph Oelckers 2022-09-05 00:11:43 +02:00
parent 3dcf7399cf
commit e42267f246
2 changed files with 120 additions and 2 deletions

View file

@ -499,6 +499,12 @@ ACTOR_ACTION_SET CoolgActionSet =
int DoCoolgMatchPlayerZ(DSWActor* actor);
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void CoolgCommon(DSWActor* actor)
{
actor->spr.clipdist = (200) >> 2;
@ -512,6 +518,12 @@ void CoolgCommon(DSWActor* actor)
actor->spr.extra |= (SPRX_PLAYER_OR_ENEMY);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SetupCoolg(DSWActor* actor)
{
ANIMATOR DoActorDecide;
@ -537,6 +549,12 @@ int SetupCoolg(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int NewCoolg(DSWActor* actor)
{
ANIMATOR DoActorDecide;
@ -562,6 +580,12 @@ int NewCoolg(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolgBirth(DSWActor* actor)
{
ANIMATOR DoActorDecide;
@ -584,6 +608,12 @@ int DoCoolgBirth(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int NullCoolg(DSWActor* actor)
{
actor->user.ShellNum -= ACTORMOVETICS;
@ -597,6 +627,12 @@ int NullCoolg(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolgMatchPlayerZ(DSWActor* actor)
{
// If blocking bits get unset, just die
@ -670,6 +706,12 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitCoolgCircle(DSWActor* actor)
{
actor->user.ActorActionFunc = DoCoolgCircle;
@ -699,11 +741,17 @@ int InitCoolgCircle(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolgCircle(DSWActor* actor)
{
double bound;
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + actor->user.Counter2));
actor->spr.angle += DAngle::fromBuild(actor->user.Counter2);
if (!move_actor(actor, DVector3(actor->spr.angle.ToVector() * actor->vel.X, 0)))
{
@ -735,6 +783,12 @@ int DoCoolgCircle(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolgDeath(DSWActor* actor)
{
actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
@ -774,6 +828,11 @@ int DoCoolgDeath(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolgMove(DSWActor* actor)
{
@ -858,6 +917,12 @@ int DoCoolgMove(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolgPain(DSWActor* actor)
{
NullCoolg(actor);
@ -869,6 +934,12 @@ int DoCoolgPain(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#include "saveable.h"
static saveable_code saveable_coolg_code[] =

View file

@ -369,7 +369,12 @@ ACTOR_ACTION_SET CoolieActionSet =
nullptr
};
// later. This is used by multiple enemies.
//---------------------------------------------------------------------------
//
// This is used by multiple enemies.
//
//---------------------------------------------------------------------------
void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* person)
{
unsigned int wpn;
@ -508,6 +513,12 @@ int SetupCoolie(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int NewCoolg(DSWActor*);
int SpawnCoolg(DSWActor* actor)
{
@ -523,6 +534,12 @@ int SpawnCoolg(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int CooliePain(DSWActor* actor)
{
if (actor->user.Flags & (SPR_SLIDING))
@ -539,6 +556,12 @@ int CooliePain(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int NullCoolie(DSWActor* actor)
{
if (actor->user.Flags & (SPR_SLIDING))
@ -552,6 +575,12 @@ int NullCoolie(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolieMove(DSWActor* actor)
{
if (actor->user.Flags & (SPR_SLIDING))
@ -579,6 +608,12 @@ int DoCoolieMove(DSWActor* actor)
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitCoolieCharge(DSWActor* actor)
{
if (RANDOM_P2(1024) > 950)
@ -594,6 +629,12 @@ int InitCoolieCharge(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolieWaitBirth(DSWActor* actor)
{
if ((actor->user.Counter -= ACTORMOVETICS) <= 0)
@ -605,6 +646,12 @@ int DoCoolieWaitBirth(DSWActor* actor)
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#include "saveable.h"
static saveable_code saveable_coolie_code[] =