mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-20 18:52:43 +00:00
- route all remaining calls to evPost and evKill through type specific variants.
This commit is contained in:
parent
b64aede68e
commit
efc791ee00
7 changed files with 120 additions and 97 deletions
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@ -551,6 +551,12 @@ void evPostSector(int index, unsigned int nDelta, CALLBACK_ID callback)
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evPost_(index, OBJ_SECTOR, nDelta, callback);
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}
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void evPostWall(int index, unsigned int nDelta, COMMAND_ID command)
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{
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evPost_(index, OBJ_WALL, nDelta, command);
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -585,6 +591,17 @@ void evKillActor(DBloodActor* actor, CALLBACK_ID cb)
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evKill_(actor->s().index, 3, cb);
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}
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void evKillWall(int wal)
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{
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evKill_(wal, OBJ_WALL);
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}
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void evKillSector(int sec)
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{
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evKill_(sec, OBJ_SECTOR);
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -150,7 +150,7 @@ inline bool channelRangeIsFine(int channel) {
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struct EVENT
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{
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DBloodActor* actor;
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int16_t index_;
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int index_;
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int8_t type;
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int8_t cmd;
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int16_t funcID;
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@ -1309,7 +1309,7 @@ void nnExtProcessSuperSprites() {
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pXDebris->goalAng = getangle(xvel[idx], yvel[idx]) & 2047;
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int ang = pDebris->ang & 2047;
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if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKill_(idx, 3, kCallbackEnemeyBubble);
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if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKillActor(debrisactor, kCallbackEnemeyBubble);
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else if (Chance(0x1000 - mass)) {
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if (zvel[idx] > 0x100) debrisBubble(idx);
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@ -1532,7 +1532,7 @@ void debrisBubble(int nSprite)
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}
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if (Chance(0x2000))
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evPost_(nSprite, 3, 0, kCallbackEnemeyBubble);
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evPostActor(&bloodActors[nSprite], 0, kCallbackEnemeyBubble);
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}
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void debrisMove(int listIndex)
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@ -1652,12 +1652,12 @@ void debrisMove(int listIndex)
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int pitch = (150000 - (actor->spriteMass.mass << 9)) + Random3(8192);
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sfxPlay3DSoundCP(pSprite, 720, -1, 0, pitch, 75 - Random(40));
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if (!spriteIsUnderwater(actor)) {
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evKill_(pSprite->index, 3, kCallbackEnemeyBubble);
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evKillActor(actor, kCallbackEnemeyBubble);
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} else {
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evPost_(pSprite->index, 3, 0, kCallbackEnemeyBubble);
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evPostActor(actor, 0, kCallbackEnemeyBubble);
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for (int i = 2; i <= 5; i++) {
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if (Chance(0x5000 * i))
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evPost_(pSprite->index, 3, Random(5), kCallbackEnemeyBubble);
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evPostActor(actor, Random(5), kCallbackEnemeyBubble);
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}
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}
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break;
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@ -2247,7 +2247,7 @@ void useObjResizer(XSPRITE* pXSource, short objType, int objIndex) {
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gGenDudeExtra[objIndex].updReq[kGenDudePropertyAttack] = true;
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gGenDudeExtra[objIndex].updReq[kGenDudePropertyMass] = true;
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gGenDudeExtra[objIndex].updReq[kGenDudePropertyDmgScale] = true;
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evPost_(objIndex, 3, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
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evPostActor(&bloodActors[objIndex], kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
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}
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@ -2784,6 +2784,7 @@ void useEffectGen(XSPRITE* pXSource, spritetype* pSprite) {
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spritetype* pSource = &sprite[pXSource->reference];
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if (pSprite == NULL)
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pSprite = pSource;
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auto actor = &bloodActors[pSprite->index];
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if (!xspriRangeIsFine(pSprite->extra)) return;
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@ -2793,8 +2794,8 @@ void useEffectGen(XSPRITE* pXSource, spritetype* pSprite) {
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if (fxId < kEffectGenCallbackBase + length) {
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fxId = gEffectGenCallbacks[fxId - kEffectGenCallbackBase];
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evKill_(pSprite->index, OBJ_SPRITE, (CALLBACK_ID)fxId);
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evPost_(pSprite->index, OBJ_SPRITE, 0, (CALLBACK_ID)fxId);
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evKillActor(actor, (CALLBACK_ID)fxId);
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evPostActor(actor, 0, (CALLBACK_ID)fxId);
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}
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@ -3223,7 +3224,7 @@ void useSeqSpawnerGen(XSPRITE* pXSource, int objType, int index) {
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}
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// should be: the more is seqs, the shorter is timer
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evPost_(nSprite, OBJ_SPRITE, 1000, kCallbackRemove);
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evPostActor(&bloodActors[nSprite], 1000, kCallbackRemove);
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}
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} else {
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@ -4146,15 +4147,16 @@ bool valueIsBetween(int val, int min, int max) {
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}
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char modernTypeSetSpriteState(int nSprite, XSPRITE* pXSprite, int nState) {
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auto actor = &bloodActors[nSprite];
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if ((pXSprite->busy & 0xffff) == 0 && pXSprite->state == nState)
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return 0;
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pXSprite->busy = IntToFixed(nState);
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pXSprite->state = nState;
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evKill_(nSprite, 3);
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evKillActor(actor);
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if (pXSprite->restState != nState && pXSprite->waitTime > 0)
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evPost_(nSprite, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
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evPostActor(actor, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
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if (pXSprite->txID != 0 && ((pXSprite->triggerOn && pXSprite->state) || (pXSprite->triggerOff && !pXSprite->state)))
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modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command);
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@ -4602,7 +4604,7 @@ void sectorPauseMotion(int nSector) {
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XSECTOR* pXSector = &xsector[sector[nSector].extra];
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pXSector->unused1 = 1;
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evKill_(nSector, OBJ_SECTOR);
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evKillSector(nSector);
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sectorKillSounds(nSector);
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if ((pXSector->busy == 0 && !pXSector->state) || (pXSector->busy == 65536 && pXSector->state))
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@ -4647,7 +4649,7 @@ void sectorContinueMotion(int nSector, EVENT event) {
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switch (event.cmd) {
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case kCmdOff:
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if (pXSector->busy == 0) {
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if (pXSector->reTriggerB && waitTimeB) evPost_(nSector, OBJ_SECTOR, (waitTimeB * 120) / 10, kCmdOff);
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if (pXSector->reTriggerB && waitTimeB) evPostSector(nSector, (waitTimeB * 120) / 10, kCmdOff);
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return;
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}
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pXSector->state = 1;
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@ -4655,7 +4657,7 @@ void sectorContinueMotion(int nSector, EVENT event) {
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break;
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case kCmdOn:
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if (pXSector->busy == 65536) {
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if (pXSector->reTriggerA && waitTimeA) evPost_(nSector, OBJ_SECTOR, (waitTimeA * 120) / 10, kCmdOn);
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if (pXSector->reTriggerA && waitTimeA) evPostSector(nSector, (waitTimeA * 120) / 10, kCmdOn);
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return;
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}
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pXSector->state = 0;
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@ -4725,7 +4727,7 @@ bool modernTypeOperateSector(int nSector, sectortype* pSector, XSECTOR* pXSector
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case kSectorCounter:
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if (pXSector->locked != 1) break;
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SetSectorState(nSector, pXSector, 0);
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evPost_(nSector, 6, 0, kCallbackCounterCheck);
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evPostSector(nSector, 0, kCallbackCounterCheck);
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break;
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}
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@ -4833,8 +4835,8 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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else aiPatrolFlagsMgr(&sprite[event.index_], &xsprite[sprite[event.index_].extra], pSprite, pXSprite, false, true); // initialize patrol dude with possible new flags
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break;
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default:
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if (!pXSprite->state) evPost_(nSprite, OBJ_SPRITE, 0, kCmdOn);
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else evPost_(nSprite, OBJ_SPRITE, 0, kCmdOff);
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if (!pXSprite->state) evPostActor(actor, 0, kCmdOn);
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else evPostActor(actor, 0, kCmdOff);
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break;
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}
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@ -4887,7 +4889,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
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break;
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case kCmdOn:
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evKill_(nSprite, 3); // queue overflow protect
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evKillActor(actor); // queue overflow protect
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if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
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fallthrough__;
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case kCmdRepeat:
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@ -4902,11 +4904,11 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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}
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if (pXSprite->busyTime > 0)
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evPost_(nSprite, 3, pXSprite->busyTime, kCmdRepeat);
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evPostActor(actor, pXSprite->busyTime, kCmdRepeat);
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break;
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default:
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if (pXSprite->state == 0) evPost_(nSprite, 3, 0, kCmdOn);
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else evPost_(nSprite, 3, 0, kCmdOff);
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if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
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else evPostActor(actor, 0, kCmdOff);
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break;
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}
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return true;
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@ -4940,7 +4942,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
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break;
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case kCmdOn:
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evKill_(nSprite, 3); // queue overflow protect
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evKillActor(actor); // queue overflow protect
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if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
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if (pSprite->type == kModernSeqSpawner) seqSpawnerOffSameTx(pXSprite);
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fallthrough__;
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@ -4950,11 +4952,11 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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else useEffectGen(pXSprite, NULL);
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if (pXSprite->busyTime > 0)
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evPost_(nSprite, 3, ClipLow((int(pXSprite->busyTime) + Random2(pXSprite->data1)) * 120 / 10, 0), kCmdRepeat);
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evPostActor(actor, ClipLow((int(pXSprite->busyTime) + Random2(pXSprite->data1)) * 120 / 10, 0), kCmdRepeat);
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break;
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default:
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if (pXSprite->state == 0) evPost_(nSprite, 3, 0, kCmdOn);
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else evPost_(nSprite, 3, 0, kCmdOff);
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if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
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else evPostActor(actor, 0, kCmdOff);
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break;
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}
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return true;
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@ -4965,18 +4967,18 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
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break;
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case kCmdOn:
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evKill_(nSprite, 3); // queue overflow protect
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evKillActor(actor); // queue overflow protect
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if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
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fallthrough__;
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case kCmdRepeat:
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if (pXSprite->txID > 0) modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command);
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else useSectorWindGen(pXSprite, NULL);
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if (pXSprite->busyTime > 0) evPost_(nSprite, 3, pXSprite->busyTime, kCmdRepeat);
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if (pXSprite->busyTime > 0) evPostActor(actor, pXSprite->busyTime, kCmdRepeat);
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break;
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default:
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if (pXSprite->state == 0) evPost_(nSprite, 3, 0, kCmdOn);
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else evPost_(nSprite, 3, 0, kCmdOff);
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if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
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else evPostActor(actor, 0, kCmdOff);
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break;
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}
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return true;
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@ -4993,23 +4995,23 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
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break;
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case kCmdOn:
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evKill_(nSprite, 3); // queue overflow protect
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evKillActor(actor); // queue overflow protect
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if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
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fallthrough__;
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case kCmdRepeat:
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if (pXSprite->txID <= 0 || !aiFightGetDudesForBattle(pXSprite)) {
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aiFightFreeAllTargets(pXSprite);
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evPost_(nSprite, 3, 0, kCmdOff);
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evPostActor(actor, 0, kCmdOff);
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break;
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} else {
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modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command);
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}
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if (pXSprite->busyTime > 0) evPost_(nSprite, 3, pXSprite->busyTime, kCmdRepeat);
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if (pXSprite->busyTime > 0) evPostActor(actor, pXSprite->busyTime, kCmdRepeat);
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break;
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default:
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if (pXSprite->state == 0) evPost_(nSprite, 3, 0, kCmdOn);
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else evPost_(nSprite, 3, 0, kCmdOff);
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if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
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else evPostActor(actor, 0, kCmdOff);
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break;
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}
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pXSprite->dropMsg = uint8_t(pXSprite->data4);
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@ -5020,22 +5022,22 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
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break;
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case kCmdOn:
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evKill_(nSprite, 3); // queue overflow protect
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evKillActor(actor); // queue overflow protect
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if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
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fallthrough__;
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case kCmdRepeat:
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// force OFF after *all* TX objects reach the goal value
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if (pSprite->flags == kModernTypeFlag0 && incDecGoalValueIsReached(pXSprite)) {
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evPost_(nSprite, 3, 0, kCmdOff);
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evPostActor(actor, 0, kCmdOff);
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break;
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}
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modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command);
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if (pXSprite->busyTime > 0) evPost_(nSprite, 3, pXSprite->busyTime, kCmdRepeat);
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if (pXSprite->busyTime > 0) evPostActor(actor, pXSprite->busyTime, kCmdRepeat);
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break;
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default:
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if (pXSprite->state == 0) evPost_(nSprite, 3, 0, kCmdOn);
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else evPost_(nSprite, 3, 0, kCmdOff);
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if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
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else evPostActor(actor, 0, kCmdOff);
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break;
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}
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return true;
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@ -5046,17 +5048,17 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
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break;
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case kCmdOn:
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evKill_(nSprite, 3); // queue overflow protect
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evKillActor(actor); // queue overflow protect
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if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
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fallthrough__;
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case kCmdRepeat:
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useRandomItemGen(pSprite, pXSprite);
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if (pXSprite->busyTime > 0)
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evPost_(nSprite, 3, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
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evPostActor(actor, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
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break;
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default:
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if (pXSprite->state == 0) evPost_(nSprite, 3, 0, kCmdOn);
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else evPost_(nSprite, 3, 0, kCmdOff);
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if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
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else evPostActor(actor, 0, kCmdOff);
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break;
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}
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return true;
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@ -5066,7 +5068,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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case kCmdSpriteProximity:
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if (pXSprite->state) break;
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sfxPlay3DSound(pSprite, 452, 0, 0);
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evPost_(nSprite, 3, 30, kCmdOff);
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evPostActor(actor, 30, kCmdOff);
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pXSprite->state = 1;
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fallthrough__;
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case kCmdOn:
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@ -5186,7 +5188,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
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break;
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case kCmdOn:
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evKill_(nSprite, 3); // queue overflow protect
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evKillActor(actor); // queue overflow protect
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if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
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fallthrough__;
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case kCmdRepeat:
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@ -5194,11 +5196,11 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
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else useSoundGen(pXSprite, pSprite);
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if (pXSprite->busyTime > 0)
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evPost_(nSprite, 3, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
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evPostActor(actor, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
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break;
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default:
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if (pXSprite->state == 0) evPost_(nSprite, 3, 0, kCmdOn);
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else evPost_(nSprite, 3, 0, kCmdOff);
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if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
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else evPostActor(actor, 0, kCmdOff);
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
|
@ -5208,7 +5210,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
|
|||
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
|
||||
break;
|
||||
case kCmdOn:
|
||||
evKill_(nSprite, 3); // queue overflow protect
|
||||
evKillActor(actor); // queue overflow protect
|
||||
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
|
||||
fallthrough__;
|
||||
case kCmdRepeat:
|
||||
|
@ -5216,12 +5218,12 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
|
|||
else useUniMissileGen(pXSprite, pSprite);
|
||||
|
||||
if (pXSprite->busyTime > 0)
|
||||
evPost_(nSprite, 3, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
|
||||
evPostActor(actor, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
|
||||
|
||||
break;
|
||||
default:
|
||||
if (pXSprite->state == 0) evPost_(nSprite, 3, 0, kCmdOn);
|
||||
else evPost_(nSprite, 3, 0, kCmdOff);
|
||||
if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
|
||||
else evPostActor(actor, 0, kCmdOff);
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
|
@ -5367,6 +5369,8 @@ void useSequentialTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState) {
|
|||
|
||||
int useCondition(spritetype* pSource, XSPRITE* pXSource, EVENT event) {
|
||||
|
||||
auto sourceactor = &bloodActors[pSource->index];
|
||||
|
||||
int objType = event.type; int objIndex = event.index_;
|
||||
bool srcIsCondition = false;
|
||||
if (objType == OBJ_SPRITE && objIndex != pSource->index)
|
||||
|
@ -5406,8 +5410,8 @@ int useCondition(spritetype* pSource, XSPRITE* pXSource, EVENT event) {
|
|||
if (pXSource->waitTime > 0 && pXSource->state > 0) {
|
||||
|
||||
pXSource->restState = 1;
|
||||
evKill_(pSource->index, OBJ_SPRITE);
|
||||
evPost_(pSource->index, OBJ_SPRITE, (pXSource->waitTime * 120) / 10, kCmdRepeat);
|
||||
evKillActor(sourceactor);
|
||||
evPostActor(sourceactor, (pXSource->waitTime * 120) / 10, kCmdRepeat);
|
||||
return -1;
|
||||
|
||||
}
|
||||
|
@ -5573,7 +5577,7 @@ void useUniMissileGen(XSPRITE* pXSource, spritetype* pSprite) {
|
|||
|
||||
// add bursting for missiles
|
||||
if (pMissile->type != kMissileFlareAlt && pXSource->data4 > 0)
|
||||
evPost_(pMissile->index, 3, ClipHigh(pXSource->data4, 500), kCallbackMissileBurst);
|
||||
evPostActor(&bloodActors[pMissile->index], ClipHigh(pXSource->data4, 500), kCallbackMissileBurst);
|
||||
|
||||
}
|
||||
|
||||
|
@ -6435,7 +6439,7 @@ bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value) {
|
|||
case kDudeModernCustomBurning:
|
||||
gGenDudeExtra[objIndex].updReq[kGenDudePropertyWeapon] = true;
|
||||
gGenDudeExtra[objIndex].updReq[kGenDudePropertyDmgScale] = true;
|
||||
evPost_(objIndex, 3, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
|
||||
evPostActor(&bloodActors[objIndex], kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
|
@ -6449,7 +6453,7 @@ bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value) {
|
|||
gGenDudeExtra[objIndex].updReq[kGenDudePropertyDmgScale] = true;
|
||||
gGenDudeExtra[objIndex].updReq[kGenDudePropertyStates] = true;
|
||||
gGenDudeExtra[objIndex].updReq[kGenDudePropertyAttack] = true;
|
||||
evPost_(objIndex, 3, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
|
||||
evPostActor(&bloodActors[objIndex], kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
|
@ -7829,7 +7833,7 @@ void seqSpawnerOffSameTx(XSPRITE* pXSource) {
|
|||
if (pXSprite->reference != pXSource->reference && spriRangeIsFine(pXSprite->reference)) {
|
||||
if (sprite[pXSprite->reference].type != kModernSeqSpawner) continue;
|
||||
else if (pXSprite->txID == pXSource->txID && pXSprite->state == 1) {
|
||||
evKill_(pXSprite->reference, OBJ_SPRITE);
|
||||
evKillActor(&bloodActors[pXSprite->reference]);
|
||||
pXSprite->state = 0;
|
||||
}
|
||||
}
|
||||
|
@ -7864,7 +7868,7 @@ void callbackUniMissileBurst(DBloodActor* actor, int) // 22
|
|||
pBurst->cstat = pSprite->cstat;
|
||||
if ((pBurst->cstat & CSTAT_SPRITE_BLOCK)) {
|
||||
pBurst->cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other
|
||||
evPost_(pBurst->index, 3, 100, kCallbackMissileSpriteBlock); // so set blocking flag a bit later
|
||||
evPostActor(&bloodActors[pBurst->index], 100, kCallbackMissileSpriteBlock); // so set blocking flag a bit later
|
||||
}
|
||||
|
||||
pBurst->pal = pSprite->pal;
|
||||
|
@ -7890,7 +7894,7 @@ void callbackUniMissileBurst(DBloodActor* actor, int) // 22
|
|||
xvel[pBurst->index] += dx;
|
||||
yvel[pBurst->index] += dy;
|
||||
zvel[pBurst->index] += dz;
|
||||
evPost_(pBurst->index, 3, 960, kCallbackRemove);
|
||||
evPostActor(&bloodActors[pBurst->index], 960, kCallbackRemove);
|
||||
}
|
||||
evPostActor(actor, 0, kCallbackRemove);
|
||||
}
|
||||
|
|
|
@ -870,6 +870,7 @@ char findDroppedLeech(PLAYER *a1, spritetype *a2)
|
|||
|
||||
char PickupItem(PLAYER *pPlayer, spritetype *pItem) {
|
||||
|
||||
auto itemactor = &bloodActors[pItem->index];
|
||||
spritetype *pSprite = pPlayer->pSprite; XSPRITE *pXSprite = pPlayer->pXSprite;
|
||||
char buffer[80]; int pickupSnd = 775; int nType = pItem->type - kItemBase;
|
||||
|
||||
|
@ -2042,7 +2043,7 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage
|
|||
nKneelingPlayer = nPlayerKneelClient;
|
||||
powerupActivate(pPlayer, kPwUpDeliriumShroom);
|
||||
pXSprite->target_i = nSource;
|
||||
evPost_(pSprite->index, 3, 15, kCallbackFinishHim);
|
||||
evPostActor(&bloodActors[pSprite->index], 15, kCallbackFinishHim);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -661,9 +661,9 @@ void seqProcess(int nTicks)
|
|||
int nSprite = xsprite[index].reference;
|
||||
if (nSprite >= 0 && nSprite < kMaxSprites)
|
||||
{
|
||||
evKill_(nSprite, SS_SPRITE);
|
||||
evKillActor(&bloodActors[nSprite]);
|
||||
if ((sprite[nSprite].hitag & kAttrRespawn) != 0 && (sprite[nSprite].inittype >= kDudeBase && sprite[nSprite].inittype < kDudeMax))
|
||||
evPost_(nSprite, 3, gGameOptions.nMonsterRespawnTime, kCallbackRespawn);
|
||||
evPostActor(&bloodActors[nSprite], gGameOptions.nMonsterRespawnTime, kCallbackRespawn);
|
||||
else deletesprite(nSprite); // safe to not use actPostSprite here
|
||||
}
|
||||
}
|
||||
|
|
|
@ -58,15 +58,15 @@ char SetSpriteState(int nSprite, XSPRITE* pXSprite, int nState)
|
|||
return 0;
|
||||
pXSprite->busy = IntToFixed(nState);
|
||||
pXSprite->state = nState;
|
||||
evKill_(nSprite, 3);
|
||||
evKillActor(&bloodActors[nSprite]);
|
||||
if ((sprite[nSprite].flags & kHitagRespawn) != 0 && sprite[nSprite].inittype >= kDudeBase && sprite[nSprite].inittype < kDudeMax)
|
||||
{
|
||||
pXSprite->respawnPending = 3;
|
||||
evPost_(nSprite, 3, gGameOptions.nMonsterRespawnTime, kCallbackRespawn);
|
||||
evPostActor(&bloodActors[nSprite], gGameOptions.nMonsterRespawnTime, kCallbackRespawn);
|
||||
return 1;
|
||||
}
|
||||
if (pXSprite->restState != nState && pXSprite->waitTime > 0)
|
||||
evPost_(nSprite, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
|
||||
evPostActor(&bloodActors[nSprite], (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
|
||||
if (pXSprite->txID)
|
||||
{
|
||||
if (pXSprite->command != kCmdLink && pXSprite->triggerOn && pXSprite->state)
|
||||
|
@ -85,9 +85,9 @@ char SetWallState(int nWall, XWALL *pXWall, int nState)
|
|||
return 0;
|
||||
pXWall->busy = IntToFixed(nState);
|
||||
pXWall->state = nState;
|
||||
evKill_(nWall, 0);
|
||||
evKillWall(nWall);
|
||||
if (pXWall->restState != nState && pXWall->waitTime > 0)
|
||||
evPost_(nWall, 0, (pXWall->waitTime*120) / 10, pXWall->restState ? kCmdOn : kCmdOff);
|
||||
evPostWall(nWall, (pXWall->waitTime*120) / 10, pXWall->restState ? kCmdOn : kCmdOff);
|
||||
if (pXWall->txID)
|
||||
{
|
||||
if (pXWall->command != kCmdLink && pXWall->triggerOn && pXWall->state)
|
||||
|
@ -104,7 +104,7 @@ char SetSectorState(int nSector, XSECTOR *pXSector, int nState)
|
|||
return 0;
|
||||
pXSector->busy = IntToFixed(nState);
|
||||
pXSector->state = nState;
|
||||
evKill_(nSector, 6);
|
||||
evKillSector(nSector);
|
||||
if (nState == 1)
|
||||
{
|
||||
if (pXSector->command != kCmdLink && pXSector->triggerOn && pXSector->txID)
|
||||
|
@ -115,7 +115,7 @@ char SetSectorState(int nSector, XSECTOR *pXSector, int nState)
|
|||
pXSector->stopOff = 0;
|
||||
}
|
||||
else if (pXSector->reTriggerA)
|
||||
evPost_(nSector, 6, (pXSector->waitTimeA * 120) / 10, kCmdOff);
|
||||
evPostSector(nSector, (pXSector->waitTimeA * 120) / 10, kCmdOff);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -127,7 +127,7 @@ char SetSectorState(int nSector, XSECTOR *pXSector, int nState)
|
|||
pXSector->stopOff = 0;
|
||||
}
|
||||
else if (pXSector->reTriggerB)
|
||||
evPost_(nSector, 6, (pXSector->waitTimeB * 120) / 10, kCmdOn);
|
||||
evPostSector(nSector, (pXSector->waitTimeB * 120) / 10, kCmdOn);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
@ -264,7 +264,7 @@ void LifeLeechOperate(spritetype *pSprite, XSPRITE *pXSprite, EVENT event)
|
|||
{
|
||||
missile->SetOwner(actor);
|
||||
pXSprite->stateTimer = 1;
|
||||
evPost_(pSprite->index, 3, t2, kCallbackLeechStateTimer);
|
||||
evPostActor(&bloodActors[pSprite->index], t2, kCallbackLeechStateTimer);
|
||||
pXSprite->data3 = ClipLow(pXSprite->data3-1, 0);
|
||||
}
|
||||
pSprite->ang = angBak;
|
||||
|
@ -282,6 +282,7 @@ void ActivateGenerator(int);
|
|||
|
||||
void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT event)
|
||||
{
|
||||
auto actor = &bloodActors[nSprite];
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
|
||||
#ifdef NOONE_EXTENSIONS
|
||||
|
@ -520,7 +521,7 @@ void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT event)
|
|||
if (event.cmd != kCmdOn) actExplodeSprite(&bloodActors[pSprite->index]);
|
||||
else {
|
||||
sfxPlay3DSound(pSprite, 454, 0, 0);
|
||||
evPost_(nSprite, 3, 18, kCmdOff);
|
||||
evPostActor(actor, 18, kCmdOff);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
@ -530,7 +531,7 @@ void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT event)
|
|||
case kCmdSpriteProximity:
|
||||
if (pXSprite->state) break;
|
||||
sfxPlay3DSound(pSprite, 452, 0, 0);
|
||||
evPost_(nSprite, 3, 30, kCmdOff);
|
||||
evPostActor(actor, 30, kCmdOff);
|
||||
pXSprite->state = 1;
|
||||
fallthrough__;
|
||||
case kCmdOn:
|
||||
|
@ -564,13 +565,13 @@ void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT event)
|
|||
if (pXSprite->txID) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
|
||||
if (pXSprite->busyTime > 0) {
|
||||
int nRand = Random2(pXSprite->data1);
|
||||
evPost_(nSprite, 3, 120*(nRand+pXSprite->busyTime) / 10, kCmdRepeat);
|
||||
evPostActor(actor, 120*(nRand+pXSprite->busyTime) / 10, kCmdRepeat);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if (!pXSprite->state) {
|
||||
SetSpriteState(nSprite, pXSprite, 1);
|
||||
evPost_(nSprite, 3, 0, kCmdRepeat);
|
||||
evPostActor(actor, 0, kCmdRepeat);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -1365,7 +1366,7 @@ int PathBusy(unsigned int nSector, unsigned int a2)
|
|||
pXSector->busy = a2;
|
||||
if ((a2&0xffff) == 0)
|
||||
{
|
||||
evPost_(nSector, 6, (120*pXSprite2->waitTime)/10, kCmdOn);
|
||||
evPostSector(nSector, (120*pXSprite2->waitTime)/10, kCmdOn);
|
||||
pXSector->state = 0;
|
||||
pXSector->busy = 0;
|
||||
if (pXSprite1->data4)
|
||||
|
@ -1657,7 +1658,7 @@ void InitPath(unsigned int nSector, XSECTOR *pXSector)
|
|||
pXSector->marker0 = nSprite;
|
||||
basePath[nSector] = nSprite;
|
||||
if (pXSector->state)
|
||||
evPost_(nSector, 6, 0, kCmdOn);
|
||||
evPostSector(nSector, 0, kCmdOn);
|
||||
}
|
||||
|
||||
void LinkSector(int nSector, XSECTOR *pXSector, EVENT event)
|
||||
|
@ -2054,7 +2055,7 @@ void trInit(void)
|
|||
else
|
||||
#endif
|
||||
pXSector->triggerOnce = 1;
|
||||
evPost_(i, 6, 0, kCallbackCounterCheck);
|
||||
evPostSector(i, 0, kCallbackCounterCheck);
|
||||
break;
|
||||
case kSectorZMotion:
|
||||
case kSectorZMotionSprite:
|
||||
|
@ -2130,9 +2131,9 @@ void trInit(void)
|
|||
case kModernRandom:
|
||||
case kModernRandom2:
|
||||
if (!gModernMap || pXSprite->state == pXSprite->restState) break;
|
||||
evPost_(i, 3, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
|
||||
evPostActor(&bloodActors[i], (120 * pXSprite->busyTime) / 10, kCmdRepeat);
|
||||
if (pXSprite->waitTime > 0)
|
||||
evPost_(i, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
|
||||
evPostActor(&bloodActors[i], (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
|
||||
break;
|
||||
case kModernSeqSpawner:
|
||||
case kModernObjDataAccumulator:
|
||||
|
@ -2140,9 +2141,9 @@ void trInit(void)
|
|||
case kModernEffectSpawner:
|
||||
case kModernWindGenerator:
|
||||
if (pXSprite->state == pXSprite->restState) break;
|
||||
evPost_(i, 3, 0, kCmdRepeat);
|
||||
evPostActor(&bloodActors[i], 0, kCmdRepeat);
|
||||
if (pXSprite->waitTime > 0)
|
||||
evPost_(i, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
|
||||
evPostActor(&bloodActors[i], (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
|
||||
break;
|
||||
#endif
|
||||
case kGenTrigger:
|
||||
|
@ -2206,7 +2207,7 @@ void InitGenerator(int nSprite)
|
|||
break;
|
||||
}
|
||||
if (pXSprite->state != pXSprite->restState && pXSprite->busyTime > 0)
|
||||
evPost_(nSprite, 3, (120*(pXSprite->busyTime+Random2(pXSprite->data1)))/10, kCmdRepeat);
|
||||
evPostActor(&bloodActors[nSprite], (120*(pXSprite->busyTime+Random2(pXSprite->data1)))/10, kCmdRepeat);
|
||||
}
|
||||
|
||||
void ActivateGenerator(int nSprite)
|
||||
|
@ -2273,7 +2274,7 @@ void MGunFireSeqCallback(int, DBloodActor* actor)
|
|||
{
|
||||
pXSprite->data2--;
|
||||
if (pXSprite->data2 == 0)
|
||||
evPost_(pXSprite->reference, 3, 1, kCmdOff);
|
||||
evPostActor(&bloodActors[pXSprite->reference], 1, kCmdOff);
|
||||
}
|
||||
int dx = CosScale16(pSprite->ang)+Random2(1000);
|
||||
int dy = SinScale16(pSprite->ang)+Random2(1000);
|
||||
|
|
|
@ -1086,7 +1086,7 @@ void ThrowCan(int, PLAYER *pPlayer)
|
|||
if (pSprite)
|
||||
{
|
||||
sfxPlay3DSound(pSprite, 441, 0, 0);
|
||||
evPost_(pSprite->index, 3, pPlayer->fuseTime, kCmdOn);
|
||||
evPostActor(&bloodActors[pSprite->index], pPlayer->fuseTime, kCmdOn);
|
||||
int nXSprite = pSprite->extra;
|
||||
XSPRITE *pXSprite = &xsprite[nXSprite];
|
||||
pXSprite->Impact = 1;
|
||||
|
@ -1101,7 +1101,7 @@ void DropCan(int, PLAYER *pPlayer)
|
|||
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0);
|
||||
if (pSprite)
|
||||
{
|
||||
evPost_(pSprite->index, 3, pPlayer->fuseTime, kCmdOn);
|
||||
evPostActor(&bloodActors[pSprite->index], pPlayer->fuseTime, kCmdOn);
|
||||
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
|
||||
}
|
||||
}
|
||||
|
@ -1110,7 +1110,7 @@ void ExplodeCan(int, PLAYER *pPlayer)
|
|||
{
|
||||
sfxKill3DSound(pPlayer->pSprite, -1, 441);
|
||||
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0);
|
||||
evPost_(pSprite->index, 3, 0, kCmdOn);
|
||||
evPostActor(&bloodActors[pSprite->index], 0, kCmdOn);
|
||||
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
|
||||
StartQAV(pPlayer, kQAVCANBOOM);
|
||||
pPlayer->curWeapon = kWeapNone;
|
||||
|
@ -1128,7 +1128,7 @@ void ThrowBundle(int, PLAYER *pPlayer)
|
|||
if (pPlayer->fuseTime < 0)
|
||||
pXSprite->Impact = 1;
|
||||
else
|
||||
evPost_(pSprite->index, 3, pPlayer->fuseTime, kCmdOn);
|
||||
evPostActor(&bloodActors[pSprite->index], pPlayer->fuseTime, kCmdOn);
|
||||
UseAmmo(pPlayer, 5, 1);
|
||||
pPlayer->throwPower = 0;
|
||||
}
|
||||
|
@ -1137,7 +1137,7 @@ void DropBundle(int, PLAYER *pPlayer)
|
|||
{
|
||||
sfxKill3DSound(pPlayer->pSprite, 16, -1);
|
||||
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0);
|
||||
evPost_(pSprite->index, 3, pPlayer->fuseTime, kCmdOn);
|
||||
evPostActor(&bloodActors[pSprite->index], pPlayer->fuseTime, kCmdOn);
|
||||
UseAmmo(pPlayer, 5, 1);
|
||||
}
|
||||
|
||||
|
@ -1145,7 +1145,7 @@ void ExplodeBundle(int, PLAYER *pPlayer)
|
|||
{
|
||||
sfxKill3DSound(pPlayer->pSprite, 16, -1);
|
||||
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0);
|
||||
evPost_(pSprite->index, 3, 0, kCmdOn);
|
||||
evPostActor(&bloodActors[pSprite->index], 0, kCmdOn);
|
||||
UseAmmo(pPlayer, 5, 1);
|
||||
StartQAV(pPlayer, kQAVDYNEXPLO);
|
||||
pPlayer->curWeapon = kWeapNone;
|
||||
|
@ -1157,7 +1157,7 @@ void ThrowProx(int, PLAYER *pPlayer)
|
|||
int nSpeed = MulScale(pPlayer->throwPower, 0x177777, 16)+0x66666;
|
||||
sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0);
|
||||
spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedProxBomb, nSpeed);
|
||||
evPost_(pSprite->index, 3, 240, kCmdOn);
|
||||
evPostActor(&bloodActors[pSprite->index], 240, kCmdOn);
|
||||
UseAmmo(pPlayer, 10, 1);
|
||||
pPlayer->throwPower = 0;
|
||||
}
|
||||
|
@ -1165,7 +1165,7 @@ void ThrowProx(int, PLAYER *pPlayer)
|
|||
void DropProx(int, PLAYER *pPlayer)
|
||||
{
|
||||
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedProxBomb, 0);
|
||||
evPost_(pSprite->index, 3, 240, kCmdOn);
|
||||
evPostActor(&bloodActors[pSprite->index], 240, kCmdOn);
|
||||
UseAmmo(pPlayer, 10, 1);
|
||||
}
|
||||
|
||||
|
@ -1577,7 +1577,7 @@ void DropVoodoo(int , PLAYER *pPlayer)
|
|||
int nXSprite = pSprite->extra;
|
||||
XSPRITE *pXSprite = &xsprite[nXSprite];
|
||||
pXSprite->data1 = pPlayer->ammoCount[9];
|
||||
evPost_(pSprite->index, 3, 90, kCallbackDropVoodoo);
|
||||
evPostActor(&bloodActors[pSprite->index], 90, kCallbackDropVoodoo);
|
||||
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
|
||||
UseAmmo(pPlayer, 9, pPlayer->ammoCount[9]);
|
||||
pPlayer->hasWeapon[10] = 0;
|
||||
|
@ -1679,7 +1679,7 @@ void AltFireNapalm(int , PLAYER *pPlayer)
|
|||
UseAmmo(pPlayer, 4, pXSprite->data4);
|
||||
seqSpawn(22, 3, pMissile->extra, -1);
|
||||
actBurnSprite(pPlayer->pSprite->index, pXSprite, 600);
|
||||
evPost_(pMissile->index, 3, 0, kCallbackFXFlameLick);
|
||||
evPostActor(&bloodActors[pMissile->index], 0, kCallbackFXFlameLick);
|
||||
sfxPlay3DSound(pMissile, 480, 2, 0);
|
||||
pPlayer->visibility = 30;
|
||||
pPlayer->flashEffect = 1;
|
||||
|
@ -1722,7 +1722,7 @@ void AltFireLifeLeech(int , PLAYER *pPlayer)
|
|||
pXSprite->DudeLockout = 1;
|
||||
pXSprite->data4 = ClipHigh(pPlayer->ammoCount[4], 12);
|
||||
pXSprite->stateTimer = 1;
|
||||
evPost_(pMissile->index, 3, 120, kCallbackLeechStateTimer);
|
||||
evPostActor(&bloodActors[pMissile->index], 120, kCallbackLeechStateTimer);
|
||||
if (gGameOptions.nGameType <= 1)
|
||||
{
|
||||
int nAmmo = pPlayer->ammoCount[8];
|
||||
|
|
Loading…
Reference in a new issue