mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- spawn functions.
This commit is contained in:
parent
40ae38c173
commit
f09e7ed32f
18 changed files with 62 additions and 63 deletions
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@ -38,7 +38,7 @@ void BuildSplash(DExhumedActor* actor, sectortype* nSector);
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// anubis
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// anubis
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void BuildAnubis(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer);
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void BuildAnubis(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, uint8_t bIsDrummer);
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void FuncAnubis(int, int a, int b, int c);
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void FuncAnubis(int, int a, int b, int c);
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// bubbles
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// bubbles
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@ -86,7 +86,7 @@ void BackUpBullet(int *x, int *y, int nAngle);
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// fish
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// fish
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void BuildFish(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
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void BuildFish(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle);
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void FuncFish(int, int, int, int);
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void FuncFish(int, int, int, int);
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void FuncFishLimb(int a, int b, int c);
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void FuncFishLimb(int a, int b, int c);
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@ -190,7 +190,7 @@ void AddFlicker(sectortype* nSector, int nVal);
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// lion
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// lion
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void BuildLion(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
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void BuildLion(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle);
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void FuncLion(int, int, int, int);
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void FuncLion(int, int, int, int);
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// move
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// move
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@ -246,7 +246,7 @@ void SetQuake(DExhumedActor* nSprite, int nVal);
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enum { kMaxMummies = 150 };
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enum { kMaxMummies = 150 };
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void BuildMummy(DExhumedActor* val, int x, int y, int z, int nSector, int nAngle);
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void BuildMummy(DExhumedActor* val, int x, int y, int z, sectortype* nSector, int nAngle);
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void FuncMummy(int nSector, int edx, int nRun);
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void FuncMummy(int nSector, int edx, int nRun);
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// object
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// object
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@ -303,7 +303,7 @@ int BuildSlide(int nChannel, walltype* edx, walltype* ebx, walltype* ecx, wallty
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// queen
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// queen
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void InitQueens();
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void InitQueens();
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void BuildQueen(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nVal);
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void BuildQueen(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nVal);
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void FuncQueenEgg(int, int, int, int);
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void FuncQueenEgg(int, int, int, int);
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void FuncQueenHead(int, int, int, int);
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void FuncQueenHead(int, int, int, int);
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void FuncQueen(int, int, int, int);
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void FuncQueen(int, int, int, int);
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@ -334,17 +334,17 @@ void FuncRa(int, int, int, int);
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// rat
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// rat
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void InitRats();
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void InitRats();
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void BuildRat(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
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void BuildRat(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle);
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void FuncRat(int a, int, int b, int nRun);
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void FuncRat(int a, int, int b, int nRun);
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// rex
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// rex
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void BuildRex(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
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void BuildRex(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel);
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void FuncRex(int, int, int, int);
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void FuncRex(int, int, int, int);
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// roach
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// roach
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void BuildRoach(int nType, DExhumedActor* nSprite, int x, int y, int z, int nSector, int angle);
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void BuildRoach(int nType, DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int angle);
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void FuncRoach(int a, int, int nDamage, int nRun);
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void FuncRoach(int a, int, int nDamage, int nRun);
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// runlist
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// runlist
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@ -706,12 +706,12 @@ void runlist_ExecObjects();
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// scorp
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// scorp
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void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
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void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel);
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void FuncScorp(int, int, int, int);
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void FuncScorp(int, int, int, int);
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// set
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// set
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void BuildSet(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
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void BuildSet(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel);
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void FuncSoul(int, int, int, int);
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void FuncSoul(int, int, int, int);
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void FuncSet(int, int, int, int);
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void FuncSet(int, int, int, int);
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@ -744,7 +744,7 @@ void FuncSnake(int, int, int, int);
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// spider
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// spider
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DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
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DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle);
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void FuncSpider(int a, int, int b, int nRun);
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void FuncSpider(int a, int, int b, int nRun);
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// switch
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// switch
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@ -770,7 +770,7 @@ std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, walltype* pWall);
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// wasp
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// wasp
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DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, bool bEggWasp);
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DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, bool bEggWasp);
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void FuncWasp(int eax, int, int edx, int nRun);
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void FuncWasp(int eax, int, int edx, int nRun);
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@ -43,12 +43,12 @@ static const actionSeq AnubisSeq[] = {
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{ 43, 1 },
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{ 43, 1 },
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};
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};
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void BuildAnubis(DExhumedActor* ap, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
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void BuildAnubis(DExhumedActor* ap, int x, int y, int z, sectortype* pSector, int nAngle, uint8_t bIsDrummer)
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{
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{
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spritetype* sp;
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spritetype* sp;
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if (ap == nullptr)
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if (ap == nullptr)
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{
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{
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ap = insertActor(nSector, 101);
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ap = insertActor(pSector, 101);
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sp = &ap->s();
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sp = &ap->s();
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}
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}
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else
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else
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@ -145,7 +145,7 @@ void AIFishLimb::Draw(RunListEvent* ev)
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}
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}
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void BuildFish(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle)
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void BuildFish(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle)
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{
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{
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spritetype* pSprite;
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spritetype* pSprite;
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@ -410,7 +410,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildAnubis(pActor, 0, 0, 0, 0, 0, 1);
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BuildAnubis(pActor, 0, 0, 0, nullptr, 0, 1);
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return;
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return;
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}
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}
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case 117:
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case 117:
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@ -420,27 +420,27 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildWasp(pActor, 0, 0, 0, 0, 0, false);
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BuildWasp(pActor, 0, 0, 0, nullptr, 0, false);
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return;
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return;
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}
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}
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case 116:
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case 116:
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{
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{
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BuildRat(pActor, 0, 0, 0, 0, -1);
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BuildRat(pActor, 0, 0, 0, nullptr, -1);
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return;
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return;
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}
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}
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case 115: // Rat (eating)
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case 115: // Rat (eating)
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{
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{
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BuildRat(pActor, 0, 0, 0, 0, 0);
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BuildRat(pActor, 0, 0, 0, nullptr, 0);
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return;
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return;
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}
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}
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case 113:
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case 113:
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{
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{
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BuildQueen(pActor, 0, 0, 0, 0, 0, nChannel);
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BuildQueen(pActor, 0, 0, 0, nullptr, 0, nChannel);
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return;
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return;
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}
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}
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case 112:
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case 112:
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{
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{
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BuildScorp(pActor, 0, 0, 0, 0, 0, nChannel);
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BuildScorp(pActor, 0, 0, 0, nullptr, 0, nChannel);
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return;
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return;
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}
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}
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case 111:
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case 111:
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@ -450,7 +450,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildSet(pActor, 0, 0, 0, 0, 0, nChannel);
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BuildSet(pActor, 0, 0, 0, nullptr, 0, nChannel);
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return;
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return;
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}
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}
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case 108:
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case 108:
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@ -470,7 +470,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildRex(pActor, 0, 0, 0, 0, 0, nChannel);
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BuildRex(pActor, 0, 0, 0, nullptr, 0, nChannel);
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return;
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return;
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}
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}
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case 106:
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case 106:
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@ -480,7 +480,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildFish(pActor, 0, 0, 0, 0, 0);
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BuildFish(pActor, 0, 0, 0, nullptr, 0);
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return;
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return;
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}
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}
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case 105:
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case 105:
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@ -490,7 +490,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildSpider(pActor, 0, 0, 0, 0, 0);
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BuildSpider(pActor, 0, 0, 0, nullptr, 0);
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return;
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return;
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}
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}
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case 104:
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case 104:
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@ -500,7 +500,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildRoach(1, pActor, 0, 0, 0, 0, 0);
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BuildRoach(1, pActor, 0, 0, 0, nullptr, 0);
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return;
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return;
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}
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}
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case 103:
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case 103:
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@ -510,7 +510,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildRoach(0, pActor, 0, 0, 0, 0, 0);
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BuildRoach(0, pActor, 0, 0, 0, nullptr, 0);
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return;
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return;
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}
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}
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case 102:
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case 102:
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@ -520,7 +520,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildLion(pActor, 0, 0, 0, 0, 0);
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BuildLion(pActor, 0, 0, 0, nullptr, 0);
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return;
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return;
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}
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}
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case 101:
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case 101:
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@ -530,7 +530,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildMummy(pActor, 0, 0, 0, 0, 0);
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BuildMummy(pActor, 0, 0, 0, nullptr, 0);
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return;
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return;
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}
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}
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case 100:
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case 100:
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@ -540,7 +540,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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return;
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return;
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}
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}
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BuildAnubis(pActor, 0, 0, 0, 0, 0, 0);
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BuildAnubis(pActor, 0, 0, 0, nullptr, 0, 0);
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return;
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return;
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}
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}
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case 99: // underwater type 2
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case 99: // underwater type 2
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@ -41,7 +41,7 @@ static actionSeq LionSeq[] = {
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};
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};
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void BuildLion(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle)
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void BuildLion(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle)
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{
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{
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spritetype* pSprite;
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spritetype* pSprite;
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if (pActor == nullptr)
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if (pActor == nullptr)
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@ -37,7 +37,7 @@ static actionSeq MummySeq[] = {
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};
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};
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void BuildMummy(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle)
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void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle)
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{
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{
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spritetype* pSprite;
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spritetype* pSprite;
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if (pActor == nullptr)
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if (pActor == nullptr)
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@ -73,20 +73,20 @@ static int osdcmd_spawn(CCmdFuncPtr parm)
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if (parm->numparms != 1) return CCMD_SHOWHELP;
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if (parm->numparms != 1) return CCMD_SHOWHELP;
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auto c = parm->parms[0];
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auto c = parm->parms[0];
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auto sectp = §or[initsect];
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auto sectp = §or[initsect];
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if (!stricmp(c, "anubis")) BuildAnubis(nullptr, initx, inity, sectp->floorz, initsect, inita, false);
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if (!stricmp(c, "anubis")) BuildAnubis(nullptr, initx, inity, sectp->floorz, sectp, inita, false);
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else if (!stricmp(c, "spider")) BuildSpider(nullptr, initx, inity, sectp->floorz, initsect, inita);
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else if (!stricmp(c, "spider")) BuildSpider(nullptr, initx, inity, sectp->floorz, sectp, inita);
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else if (!stricmp(c, "mummy")) BuildMummy(nullptr, initx, inity, sectp->floorz, initsect, inita);
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else if (!stricmp(c, "mummy")) BuildMummy(nullptr, initx, inity, sectp->floorz, sectp, inita);
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else if (!stricmp(c, "fish")) BuildFish(nullptr, initx, inity, initz + PlayerList[nLocalPlayer].eyelevel, initsect, inita);
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else if (!stricmp(c, "fish")) BuildFish(nullptr, initx, inity, initz + PlayerList[nLocalPlayer].eyelevel, sectp, inita);
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else if (!stricmp(c, "lion")) BuildLion(nullptr, initx, inity, sectp->floorz, initsect, inita);
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else if (!stricmp(c, "lion")) BuildLion(nullptr, initx, inity, sectp->floorz, sectp, inita);
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else if (!stricmp(c, "lava")) BuildLava(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount);
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else if (!stricmp(c, "lava")) BuildLava(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount);
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else if (!stricmp(c, "rex")) BuildRex(nullptr, initx, inity, sectp->floorz, initsect, inita, nNetPlayerCount);
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else if (!stricmp(c, "rex")) BuildRex(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount);
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else if (!stricmp(c, "set")) BuildSet(nullptr, initx, inity, sectp->floorz, initsect, inita, nNetPlayerCount);
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else if (!stricmp(c, "set")) BuildSet(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount);
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else if (!stricmp(c, "queen")) BuildQueen(nullptr, initx, inity, sectp->floorz, initsect, inita, nNetPlayerCount);
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else if (!stricmp(c, "queen")) BuildQueen(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount);
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else if (!stricmp(c, "roach")) BuildRoach(0, nullptr, initx, inity, sectp->floorz, initsect, inita);
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else if (!stricmp(c, "roach")) BuildRoach(0, nullptr, initx, inity, sectp->floorz, sectp, inita);
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else if (!stricmp(c, "roach2")) BuildRoach(1, nullptr, initx, inity, sectp->floorz, initsect, inita);
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else if (!stricmp(c, "roach2")) BuildRoach(1, nullptr, initx, inity, sectp->floorz, sectp, inita);
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else if (!stricmp(c, "wasp")) BuildWasp(nullptr, initx, inity, sectp->floorz - 25600, initsect, inita, false);
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else if (!stricmp(c, "wasp")) BuildWasp(nullptr, initx, inity, sectp->floorz - 25600, sectp, inita, false);
|
||||||
else if (!stricmp(c, "scorp")) BuildScorp(nullptr, initx, inity, sectp->floorz, initsect, inita, nNetPlayerCount);
|
else if (!stricmp(c, "scorp")) BuildScorp(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount);
|
||||||
else if (!stricmp(c, "rat")) BuildRat(nullptr, initx, inity, sectp->floorz, initsect, inita);
|
else if (!stricmp(c, "rat")) BuildRat(nullptr, initx, inity, sectp->floorz, sectp, inita);
|
||||||
else Printf("Unknown creature type %s\n", c);
|
else Printf("Unknown creature type %s\n", c);
|
||||||
return CCMD_OK;
|
return CCMD_OK;
|
||||||
}
|
}
|
||||||
|
|
|
@ -2497,8 +2497,8 @@ sectdone:
|
||||||
// loc_1C201:
|
// loc_1C201:
|
||||||
if (nLocalPlayer == nPlayer)
|
if (nLocalPlayer == nPlayer)
|
||||||
{
|
{
|
||||||
nLocalEyeSect = sectnum(PlayerList[nLocalPlayer].pPlayerViewSect);
|
pLocalEyeSect = PlayerList[nLocalPlayer].pPlayerViewSect;
|
||||||
CheckAmbience(nLocalEyeSect);
|
CheckAmbience(pLocalEyeSect);
|
||||||
}
|
}
|
||||||
|
|
||||||
int var_AC = SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a;
|
int var_AC = SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a;
|
||||||
|
|
|
@ -641,7 +641,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
|
||||||
pEgg->nCounter--;
|
pEgg->nCounter--;
|
||||||
if (pEgg->nCounter <= 0)
|
if (pEgg->nCounter <= 0)
|
||||||
{
|
{
|
||||||
auto pWaspSprite = BuildWasp(nullptr, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->ang, true);
|
auto pWaspSprite = BuildWasp(nullptr, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), pSprite->ang, true);
|
||||||
pSprite->z = pWaspSprite->s().z;
|
pSprite->z = pWaspSprite->s().z;
|
||||||
|
|
||||||
DestroyEgg(nEgg);
|
DestroyEgg(nEgg);
|
||||||
|
@ -1100,7 +1100,7 @@ void AIQueenHead::Draw(RunListEvent* ev)
|
||||||
seq_PlotSequence(ev->nParam, nSeq, QueenHead.nFrame, edx);
|
seq_PlotSequence(ev->nParam, nSeq, QueenHead.nFrame, edx);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BuildQueen(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
|
void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel)
|
||||||
{
|
{
|
||||||
QueenCount--;
|
QueenCount--;
|
||||||
|
|
||||||
|
|
|
@ -73,7 +73,7 @@ void SetRatVel(spritetype* pSprite)
|
||||||
pSprite->yvel = bsin(pSprite->ang, -2);
|
pSprite->yvel = bsin(pSprite->ang, -2);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BuildRat(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle)
|
void BuildRat(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
if (pActor == nullptr)
|
if (pActor == nullptr)
|
||||||
|
|
|
@ -37,7 +37,7 @@ static actionSeq RexSeq[] = {
|
||||||
{28, 1}
|
{28, 1}
|
||||||
};
|
};
|
||||||
|
|
||||||
void BuildRex(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
|
void BuildRex(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
if (pActor == nullptr)
|
if (pActor == nullptr)
|
||||||
|
|
|
@ -35,7 +35,7 @@ static actionSeq RoachSeq[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
// TODO - make nType a bool?
|
// TODO - make nType a bool?
|
||||||
void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, int nSector, int angle)
|
void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int angle)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
if (pActor == nullptr)
|
if (pActor == nullptr)
|
||||||
|
|
|
@ -38,7 +38,7 @@ static actionSeq ScorpSeq[] = {
|
||||||
{53, 1}
|
{53, 1}
|
||||||
};
|
};
|
||||||
|
|
||||||
void BuildScorp(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
|
void BuildScorp(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
|
|
||||||
|
@ -379,7 +379,7 @@ void AIScorp::Tick(RunListEvent* ev)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto pSpiderActor = BuildSpider(nullptr, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->ang);
|
auto pSpiderActor = BuildSpider(nullptr, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), pSprite->ang);
|
||||||
if (pSpiderActor)
|
if (pSpiderActor)
|
||||||
{
|
{
|
||||||
auto pSpiderSprite = &pSpiderActor->s();
|
auto pSpiderSprite = &pSpiderActor->s();
|
||||||
|
|
|
@ -39,7 +39,7 @@ static actionSeq SetSeq[] = {
|
||||||
{74, 1}
|
{74, 1}
|
||||||
};
|
};
|
||||||
|
|
||||||
void BuildSet(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
|
void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
if (pActor == nullptr)
|
if (pActor == nullptr)
|
||||||
|
|
|
@ -115,7 +115,7 @@ const char *SoundFiles[kMaxSoundFiles] =
|
||||||
int nStopSound;
|
int nStopSound;
|
||||||
int nStoneSound;
|
int nStoneSound;
|
||||||
int nSwitchSound;
|
int nSwitchSound;
|
||||||
int nLocalEyeSect;
|
sectortype* pLocalEyeSect;
|
||||||
int nElevSound;
|
int nElevSound;
|
||||||
int nCreepyTimer;
|
int nCreepyTimer;
|
||||||
|
|
||||||
|
@ -668,10 +668,9 @@ void PlayFXAtXYZ(unsigned int ax, int x, int y, int z, EChanFlags chanflags, int
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
void CheckAmbience(int nSector)
|
void CheckAmbience(sectortype* sect)
|
||||||
{
|
{
|
||||||
if (!SoundEnabled()) return;
|
if (!SoundEnabled()) return;
|
||||||
auto sect = §or[nSector];
|
|
||||||
if (sect->Sound != -1)
|
if (sect->Sound != -1)
|
||||||
{
|
{
|
||||||
auto pSector2 = sect->pSoundSect;
|
auto pSector2 = sect->pSoundSect;
|
||||||
|
|
|
@ -108,7 +108,7 @@ extern int gFXVolume;
|
||||||
extern int nStopSound;
|
extern int nStopSound;
|
||||||
extern int nStoneSound;
|
extern int nStoneSound;
|
||||||
extern int nSwitchSound;
|
extern int nSwitchSound;
|
||||||
extern int nLocalEyeSect;
|
extern sectortype* pLocalEyeSect;
|
||||||
extern int nElevSound;
|
extern int nElevSound;
|
||||||
extern int nCreepyTimer;
|
extern int nCreepyTimer;
|
||||||
|
|
||||||
|
@ -128,7 +128,7 @@ void PlayLocalSound(int nSound, int val, bool unattached = false, EChanFlags cfl
|
||||||
int LoadSound(const char* sound);
|
int LoadSound(const char* sound);
|
||||||
|
|
||||||
void BendAmbientSound();
|
void BendAmbientSound();
|
||||||
void CheckAmbience(int nSector);
|
void CheckAmbience(sectortype* nSector);
|
||||||
|
|
||||||
void PlayFX2(unsigned int nSound, DExhumedActor* nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE, int sprflags = 0);
|
void PlayFX2(unsigned int nSound, DExhumedActor* nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE, int sprflags = 0);
|
||||||
|
|
||||||
|
|
|
@ -36,12 +36,12 @@ static actionSeq SpiderSeq[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
DExhumedActor* BuildSpider(DExhumedActor* spp, int x, int y, int z, int nSector, int nAngle)
|
DExhumedActor* BuildSpider(DExhumedActor* spp, int x, int y, int z, sectortype* pSector, int nAngle)
|
||||||
{
|
{
|
||||||
spritetype* sp;
|
spritetype* sp;
|
||||||
if (spp == nullptr)
|
if (spp == nullptr)
|
||||||
{
|
{
|
||||||
spp = insertActor(nSector, 99);
|
spp = insertActor(pSector, 99);
|
||||||
sp = &spp->s();
|
sp = &spp->s();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
|
@ -40,7 +40,7 @@ void SetWaspVel(spritetype* pSprite)
|
||||||
pSprite->yvel = bsin(pSprite->ang);
|
pSprite->yvel = bsin(pSprite->ang);
|
||||||
}
|
}
|
||||||
|
|
||||||
DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, bool bEggWasp)
|
DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, bool bEggWasp)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
if (pActor == nullptr)
|
if (pActor == nullptr)
|
||||||
|
|
Loading…
Reference in a new issue