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- renaming things in StompSeqCallback
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0ed4b8b01a
commit
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1 changed files with 14 additions and 15 deletions
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@ -82,16 +82,15 @@ void SlashSeqCallback(int, DBloodActor* actor)
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void StompSeqCallback(int, DBloodActor* actor)
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void StompSeqCallback(int, DBloodActor* actor)
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{
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{
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int angx = bcos(actor->int_ang());
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int angy = bsin(actor->int_ang());
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auto pos = actor->spr.pos;
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auto pos = actor->spr.pos;
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const int vc = 400;
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const int nDist = 400;
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auto pSector = actor->sector();
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auto pSector = actor->sector();
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int v1c = 5 + 2 * gGameOptions.nDifficulty;
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int nBaseDamage = 5 + 2 * gGameOptions.nDifficulty;
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int v10 = 25 + 30 * gGameOptions.nDifficulty;
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int nBaseDamage2 = 25 + 30 * gGameOptions.nDifficulty;
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const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
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const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
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auto sectorMap = GetClosestSpriteSectors(pSector, actor->spr.pos.XY(), vc, nullptr, newSectCheckMethod);
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auto sectorMap = GetClosestSpriteSectors(pSector, actor->spr.pos.XY(), nDist, nullptr, newSectCheckMethod);
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int hit = HitScan(actor, actor->spr.pos.Z, angx, angy, 0, CLIPMASK1, 0);
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector() * 1024, 0), CLIPMASK1, 0);
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DBloodActor* actorh = nullptr;
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DBloodActor* actorh = nullptr;
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actHitcodeToData(hit, &gHitInfo, &actorh);
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actHitcodeToData(hit, &gHitInfo, &actorh);
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@ -106,20 +105,20 @@ void StompSeqCallback(int, DBloodActor* actor)
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continue;
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continue;
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if (actor2->spr.flags & 32)
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if (actor2->spr.flags & 32)
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continue;
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continue;
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, pos, pSector, vc << 4))
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, pos, pSector, nDist << 4))
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{
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{
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double top, bottom;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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GetActorExtents(actor, &top, &bottom);
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if (abs(bottom - pSector->floorz) == 0)
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if (abs(bottom - pSector->floorz) == 0)
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{
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{
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double nDist2 = (actor->spr.pos.XY() - actor2->spr.pos.XY()).Length();
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double nDist2 = (actor->spr.pos.XY() - actor2->spr.pos.XY()).Length();
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if (nDist2 <= vc)
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if (nDist2 <= nDist)
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{
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{
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int nDamage;
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int nDamage;
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if (nDist2 <= 0)
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if (nDist2 <= 0)
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nDamage = v1c + v10;
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nDamage = nBaseDamage + nBaseDamage2;
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else
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else
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nDamage = v1c + v10 * ((vc - nDist2) / vc);
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nDamage = nBaseDamage + nBaseDamage2 * ((nDist - nDist2) / nDist);
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if (actor2->IsPlayerActor())
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if (actor2->IsPlayerActor())
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gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4;
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gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4;
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actDamageSprite(actor, actor2, kDamageFall, nDamage << 4);
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actDamageSprite(actor, actor2, kDamageFall, nDamage << 4);
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@ -134,19 +133,19 @@ void StompSeqCallback(int, DBloodActor* actor)
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{
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{
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if (actor2->spr.flags & 32)
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if (actor2->spr.flags & 32)
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continue;
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continue;
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, pos, pSector, vc << 4))
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, pos, pSector, nDist << 4))
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{
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{
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if (actor2->xspr.locked)
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if (actor2->xspr.locked)
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continue;
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continue;
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double nDist2 = (actor->spr.pos.XY() - actor2->spr.pos.XY()).Length();
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double nDist2 = (actor->spr.pos.XY() - actor2->spr.pos.XY()).Length();
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if (nDist2 <= vc)
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if (nDist2 <= nDist)
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{
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{
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int nDamage;
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int nDamage;
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if (nDist2 <= 0)
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if (nDist2 <= 0)
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nDamage = v1c + v10;
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nDamage = nBaseDamage + nBaseDamage2;
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else
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else
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nDamage = v1c + v10 * ((vc - nDist2) / vc);
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nDamage = nBaseDamage + nBaseDamage2 * ((nDist - nDist2) / nDist);
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if (actor2->IsPlayerActor())
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if (actor2->IsPlayerActor())
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gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4;
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gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4;
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