mirror of
https://github.com/DrBeef/Raze.git
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762 lines
17 KiB
C++
762 lines
17 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "prediction.h"
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#include "names_d.h"
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#include "dukeactor.h"
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#include "gamefuncs.h"
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EXTERN_CVAR(Bool, wt_commentary)
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BEGIN_DUKE_NS
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void animatesprites_d(spritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio)
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{
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int i, j, k, p;
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int l, t1, t3, t4;
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spritetype* s;
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tspritetype* t;
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DDukeActor* h;
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for (j = 0; j < spritesortcnt; j++)
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{
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t = &tsprite[j];
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i = t->owner;
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h = &hittype[i];
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s = h->s;
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switch (t->picnum)
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{
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case DEVELOPERCOMMENTARY:
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case DEVELOPERCOMMENTARY + 1:
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if (isWorldTour() && !wt_commentary)
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t->xrepeat = t->yrepeat = 0;
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break;
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case BLOODPOOL:
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case PUKE:
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case FOOTPRINTS:
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case FOOTPRINTS2:
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case FOOTPRINTS3:
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case FOOTPRINTS4:
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if (t->shade == 127) continue;
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break;
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case RESPAWNMARKERRED:
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case RESPAWNMARKERYELLOW:
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case RESPAWNMARKERGREEN:
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if (ud.marker == 0)
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t->xrepeat = t->yrepeat = 0;
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continue;
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case CHAIR3:
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if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
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{
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t->cstat &= ~4;
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break;
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}
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k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
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if (k > 4)
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{
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k = 8 - k;
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t->cstat |= 4;
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}
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else t->cstat &= ~4;
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t->picnum = s->picnum + k;
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break;
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case BLOODSPLAT1:
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case BLOODSPLAT2:
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case BLOODSPLAT3:
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case BLOODSPLAT4:
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if (t->pal == 6)
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{
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t->shade = -127;
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continue;
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}
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[[fallthrough]];
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case BULLETHOLE:
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case CRACK1:
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case CRACK2:
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case CRACK3:
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case CRACK4:
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t->shade = 16;
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continue;
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case NEON1:
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case NEON2:
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case NEON3:
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case NEON4:
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case NEON5:
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case NEON6:
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continue;
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case GREENSLIME:
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case GREENSLIME + 1:
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case GREENSLIME + 2:
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case GREENSLIME + 3:
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case GREENSLIME + 4:
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case GREENSLIME + 5:
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case GREENSLIME + 6:
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case GREENSLIME + 7:
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break;
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default:
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if (((t->cstat & 16)) || (badguy(t) && t->extra > 0) || t->statnum == 10)
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continue;
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}
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if (t->sector()->ceilingstat & 1)
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l = t->sector()->ceilingshade;
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else
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l = t->sector()->floorshade;
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if (l < -127) l = -127;
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if (l > 128) l = 127;
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t->shade = l;
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}
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//Between drawrooms() and drawmasks() is the perfect time to animate sprites
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for (j = 0; j < spritesortcnt; j++)
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{
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t = &tsprite[j];
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i = t->owner;
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h = &hittype[i];
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s = h->s;
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auto OwnerAc = h->GetOwner();
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auto Owner = OwnerAc ? OwnerAc->s : nullptr;
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switch (s->picnum)
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{
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case SECTOREFFECTOR:
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if (t->lotag == 27 && ud.recstat == 1)
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{
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t->picnum = 11 + ((PlayClock >> 3) & 1);
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t->cstat |= 128;
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}
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else
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t->xrepeat = t->yrepeat = 0;
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break;
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case NATURALLIGHTNING:
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t->shade = -127;
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break;
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default:
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break;
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}
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if (t->statnum == 99) continue;
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if (s->statnum != STAT_ACTOR && s->picnum == APLAYER && ps[s->yvel].newOwner == nullptr && h->GetOwner())
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{
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t->x -= MulScale(MaxSmoothRatio - smoothratio, ps[s->yvel].pos.x - ps[s->yvel].oposx, 16);
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t->y -= MulScale(MaxSmoothRatio - smoothratio, ps[s->yvel].pos.y - ps[s->yvel].oposy, 16);
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t->z = interpolatedvalue(ps[s->yvel].oposz, ps[s->yvel].pos.z, smoothratio);
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t->z += PHEIGHT_DUKE;
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}
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else if (s->picnum != CRANEPOLE)
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{
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t->pos = s->interpolatedvec3(smoothratio);
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}
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auto sectp = s->sector();
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t1 = h->temp_data[1];
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t3 = h->temp_data[3];
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t4 = h->temp_data[4];
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switch (s->picnum)
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{
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case DUKELYINGDEAD:
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t->z += (24 << 8);
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break;
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case BLOODPOOL:
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case FOOTPRINTS:
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case FOOTPRINTS2:
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case FOOTPRINTS3:
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case FOOTPRINTS4:
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if (t->pal == 6)
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t->shade = -127;
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case PUKE:
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case MONEY:
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case MONEY + 1:
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case MAIL:
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case MAIL + 1:
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case PAPER:
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case PAPER + 1:
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break;
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case TRIPBOMB:
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continue;
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case FORCESPHERE:
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if (t->statnum == STAT_MISC && Owner)
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{
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int sqa =
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getangle(
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Owner->x - ps[screenpeek].pos.x,
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Owner->y - ps[screenpeek].pos.y);
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int sqb =
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getangle(
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Owner->x - t->x,
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Owner->y - t->y);
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if (abs(getincangle(sqa, sqb)) > 512)
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if (ldist(Owner, t) < ldist(ps[screenpeek].GetActor()->s, Owner))
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t->xrepeat = t->yrepeat = 0;
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}
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continue;
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case BURNING:
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case BURNING2:
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if (Owner && Owner->statnum == STAT_PLAYER)
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{
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if (display_mirror == 0 && Owner->yvel == screenpeek && ps[screenpeek].over_shoulder_on == 0)
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t->xrepeat = 0;
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else
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{
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t->ang = getangle(x - t->x, y - t->y);
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t->x = Owner->x;
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t->y = Owner->y;
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t->x += bcos(t->ang, -10);
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t->y += bsin(t->ang, -10);
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}
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}
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break;
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case ATOMICHEALTH:
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t->z -= (4 << 8);
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break;
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case CRYSTALAMMO:
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t->shade = bsin(PlayClock << 4, -10);
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continue;
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case VIEWSCREEN:
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case VIEWSCREEN2:
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if (camsprite != nullptr && h->GetHitOwner()->temp_data[0] == 1)
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{
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t->picnum = STATIC;
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t->cstat |= (rand() & 12);
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t->xrepeat += 8;
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t->yrepeat += 8;
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}
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else if (camsprite == h->GetHitOwner())
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{
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t->picnum = TILE_VIEWSCR;
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}
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break;
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case SHRINKSPARK:
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t->picnum = SHRINKSPARK + ((PlayClock >> 4) & 3);
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break;
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case GROWSPARK:
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t->picnum = GROWSPARK + ((PlayClock >> 4) & 3);
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break;
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case RPG:
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if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
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{
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t->cstat &= ~4;
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break;
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}
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k = getangle(s->x - x, s->y - y);
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k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
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if (k > 6)
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{
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k = 12 - k;
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t->cstat |= 4;
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}
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else t->cstat &= ~4;
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t->picnum = RPG + k;
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break;
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case RECON:
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if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
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{
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t->cstat &= ~4;
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break;
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}
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k = getangle(s->x - x, s->y - y);
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if (h->temp_data[0] < 4)
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k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
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else k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
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if (k > 6)
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{
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k = 12 - k;
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t->cstat |= 4;
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}
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else t->cstat &= ~4;
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if (abs(t3) > 64) k += 7;
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t->picnum = RECON + k;
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break;
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case APLAYER:
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p = s->yvel;
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if (t->pal == 1) t->z -= (18 << 8);
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if (ps[p].over_shoulder_on > 0 && ps[p].newOwner == nullptr)
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{
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t->cstat |= 2;
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if (screenpeek == myconnectindex && numplayers >= 2)
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{
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t->x = interpolatedvalue(omyx, myx, smoothratio);
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t->y = interpolatedvalue(omyy, myy, smoothratio);
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t->z = interpolatedvalue(omyz, myz, smoothratio) + PHEIGHT_DUKE;
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t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild();
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t->sectnum = mycursectnum;
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}
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}
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if ((display_mirror == 1 || screenpeek != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && ps[p].GetActor()->s->extra > 0 && ps[p].curr_weapon > 0)
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{
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auto newtspr = &tsprite[spritesortcnt];
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memcpy(newtspr, t, sizeof(spritetype));
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newtspr->statnum = 99;
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newtspr->yrepeat = (t->yrepeat >> 3);
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if (t->yrepeat < 4) t->yrepeat = 4;
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newtspr->shade = t->shade;
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newtspr->cstat = 0;
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switch (ps[p].curr_weapon)
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{
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case PISTOL_WEAPON: newtspr->picnum = FIRSTGUNSPRITE; break;
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case SHOTGUN_WEAPON: newtspr->picnum = SHOTGUNSPRITE; break;
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case CHAINGUN_WEAPON: newtspr->picnum = CHAINGUNSPRITE; break;
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case RPG_WEAPON: newtspr->picnum = RPGSPRITE; break;
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case HANDREMOTE_WEAPON:
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case HANDBOMB_WEAPON: newtspr->picnum = HEAVYHBOMB; break;
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case TRIPBOMB_WEAPON: newtspr->picnum = TRIPBOMBSPRITE; break;
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case GROW_WEAPON: newtspr->picnum = GROWSPRITEICON; break;
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case SHRINKER_WEAPON: newtspr->picnum = SHRINKERSPRITE; break;
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case FREEZE_WEAPON: newtspr->picnum = FREEZESPRITE; break;
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case FLAMETHROWER_WEAPON: //Twentieth Anniversary World Tour
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if (isWorldTour())
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newtspr->picnum = FLAMETHROWERSPRITE;
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break;
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case DEVISTATOR_WEAPON: newtspr->picnum = DEVISTATORSPRITE; break;
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}
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if (h->GetOwner())
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newtspr->z = ps[p].pos.z - (12 << 8);
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else newtspr->z = s->z - (51 << 8);
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if (ps[p].curr_weapon == HANDBOMB_WEAPON)
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{
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newtspr->xrepeat = 10;
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newtspr->yrepeat = 10;
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}
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else
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{
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newtspr->xrepeat = 16;
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newtspr->yrepeat = 16;
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}
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newtspr->pal = 0;
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spritesortcnt++;
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}
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if (!h->GetOwner())
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{
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if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
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{
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k = 0;
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t->cstat &= ~4;
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}
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else
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{
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k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
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if (k > 4)
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{
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k = 8 - k;
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t->cstat |= 4;
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}
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else t->cstat &= ~4;
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}
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if (t->sector()->lotag == 2) k += 1795 - 1405;
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else if ((h->floorz - s->z) > (64 << 8)) k += 60;
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t->picnum += k;
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t->pal = ps[p].palookup;
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goto PALONLY;
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}
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if (ps[p].on_crane == nullptr && (s->sector()->lotag & 0x7ff) != 1)
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{
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l = s->z - ps[p].GetActor()->floorz + (3 << 8);
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if (l > 1024 && s->yrepeat > 32 && s->extra > 0)
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s->yoffset = (int8_t)(l / (s->yrepeat << 2));
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else s->yoffset = 0;
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}
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if (ps[p].newOwner != nullptr)
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{
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t4 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 1];
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t3 = 0;
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t1 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 2];
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}
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if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr)
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if (h->GetOwner() && display_mirror == 0 && ps[p].over_shoulder_on == 0)
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if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
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{
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t->owner = -1;
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t->xrepeat = t->yrepeat = 0;
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continue;
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}
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PALONLY:
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if (sectp->floorpal)
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copyfloorpal(t, sectp);
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if (!h->GetOwner()) continue;
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if (t->z > h->floorz && t->xrepeat < 32)
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t->z = h->floorz;
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break;
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case JIBS1:
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case JIBS2:
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case JIBS3:
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case JIBS4:
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case JIBS5:
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case JIBS6:
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case HEADJIB1:
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case LEGJIB1:
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case ARMJIB1:
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case LIZMANHEAD1:
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case LIZMANARM1:
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case LIZMANLEG1:
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case DUKELEG:
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case DUKEGUN:
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case DUKETORSO:
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if (t->pal == 6) t->shade = -120;
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[[fallthrough]];
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case SCRAP1:
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case SCRAP2:
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case SCRAP3:
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case SCRAP4:
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case SCRAP5:
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case SCRAP6:
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case SCRAP6 + 1:
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case SCRAP6 + 2:
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case SCRAP6 + 3:
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case SCRAP6 + 4:
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case SCRAP6 + 5:
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case SCRAP6 + 6:
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case SCRAP6 + 7:
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if (h->picnum == BLIMP && t->picnum == SCRAP1 && s->yvel >= 0)
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t->picnum = s->yvel;
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else t->picnum += h->temp_data[0];
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t->shade -= 6;
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if (sectp->floorpal)
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copyfloorpal(t, sectp);
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break;
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case WATERBUBBLE:
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if (t->sector()->floorpicnum == FLOORSLIME)
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{
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t->pal = 7;
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break;
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}
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[[fallthrough]];
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default:
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if (sectp->floorpal)
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copyfloorpal(t, sectp);
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break;
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}
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if (gs.actorinfo[s->picnum].scriptaddress)
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{
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if (t4)
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{
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l = ScriptCode[t4 + 2];
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if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
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{
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k = 0;
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t->cstat &= ~4;
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}
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else switch (l)
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{
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case 2:
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k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 1;
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break;
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case 3:
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case 4:
|
|
k = (((s->ang + 3072 + 128 - a) & 2047) >> 7) & 7;
|
|
if (k > 3)
|
|
{
|
|
t->cstat |= 4;
|
|
k = 7 - k;
|
|
}
|
|
else t->cstat &= ~4;
|
|
break;
|
|
|
|
case 5:
|
|
k = getangle(s->x - x, s->y - y);
|
|
k = (((s->ang + 3072 + 128 - k) & 2047) >> 8) & 7;
|
|
if (k > 4)
|
|
{
|
|
k = 8 - k;
|
|
t->cstat |= 4;
|
|
}
|
|
else t->cstat &= ~4;
|
|
break;
|
|
case 7:
|
|
k = getangle(s->x - x, s->y - y);
|
|
k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
|
|
if (k > 6)
|
|
{
|
|
k = 12 - k;
|
|
t->cstat |= 4;
|
|
}
|
|
else t->cstat &= ~4;
|
|
break;
|
|
case 8:
|
|
k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
|
|
t->cstat &= ~4;
|
|
break;
|
|
default:
|
|
k = 0;
|
|
break;
|
|
}
|
|
|
|
t->picnum += k + ScriptCode[t4] + l * t3;
|
|
|
|
if (l > 0)
|
|
while (!tileGetTexture(t->picnum)->isValid() && t->picnum > 0)
|
|
t->picnum -= l; //Hack, for actors
|
|
|
|
if (h->dispicnum >= 0)
|
|
h->dispicnum = t->picnum;
|
|
}
|
|
else if (display_mirror == 1)
|
|
t->cstat |= 4;
|
|
}
|
|
|
|
if (s->statnum == STAT_DUMMYPLAYER || badguy(s) || (s->picnum == APLAYER && h->GetOwner()))
|
|
if (t->statnum != 99 && s->picnum != EXPLOSION2 && s->picnum != HANGLIGHT && s->picnum != DOMELITE)
|
|
if (s->picnum != HOTMEAT)
|
|
{
|
|
if (h->dispicnum < 0)
|
|
{
|
|
h->dispicnum++;
|
|
continue;
|
|
}
|
|
else if (r_shadows && spritesortcnt < (MAXSPRITESONSCREEN - 2))
|
|
{
|
|
int daz;
|
|
|
|
if ((sectp->lotag & 0xff) > 2 || s->statnum == 4 || s->statnum == 5 || s->picnum == DRONE || s->picnum == COMMANDER)
|
|
daz = sectp->floorz;
|
|
else
|
|
daz = h->floorz;
|
|
|
|
|
|
if ((s->z - daz) < (8 << 8) && ps[screenpeek].pos.z < daz)
|
|
{
|
|
auto shadowspr = &tsprite[spritesortcnt];
|
|
*shadowspr = *t;
|
|
|
|
shadowspr->statnum = 99;
|
|
|
|
shadowspr->yrepeat = (t->yrepeat >> 3);
|
|
if (t->yrepeat < 4) t->yrepeat = 4;
|
|
shadowspr->shade = 127;
|
|
shadowspr->cstat |= 2;
|
|
|
|
shadowspr->z = daz;
|
|
shadowspr->pal = 4;
|
|
|
|
if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
|
|
{
|
|
shadowspr->yrepeat = 0;
|
|
// 512:trans reverse
|
|
//1024:tell MD2SPRITE.C to use Z-buffer hacks to hide overdraw issues
|
|
shadowspr->clipdist |= TSPR_FLAGS_MDHACK;
|
|
shadowspr->cstat |= 512;
|
|
}
|
|
else
|
|
{
|
|
// Alter the shadow's position so that it appears behind the sprite itself.
|
|
int look = getangle(shadowspr->x - ps[screenpeek].pos.x, shadowspr->y - ps[screenpeek].pos.y);
|
|
shadowspr->x += bcos(look, -9);
|
|
shadowspr->y += bsin(look, -9);
|
|
}
|
|
spritesortcnt++;
|
|
}
|
|
}
|
|
|
|
if (ps[screenpeek].heat_amount > 0 && ps[screenpeek].heat_on)
|
|
{
|
|
t->pal = 6;
|
|
t->shade = 0;
|
|
}
|
|
}
|
|
|
|
|
|
switch (s->picnum)
|
|
{
|
|
case LASERLINE:
|
|
if (!Owner) break;
|
|
if (t->sector()->lotag == 2) t->pal = 8;
|
|
t->z = Owner->z - (3 << 8);
|
|
if (gs.lasermode == 2 && ps[screenpeek].heat_on == 0)
|
|
t->yrepeat = 0;
|
|
[[fallthrough]];
|
|
case EXPLOSION2:
|
|
case EXPLOSION2BOT:
|
|
case FREEZEBLAST:
|
|
case ATOMICHEALTH:
|
|
case FIRELASER:
|
|
case SHRINKSPARK:
|
|
case GROWSPARK:
|
|
case CHAINGUN:
|
|
case SHRINKEREXPLOSION:
|
|
case RPG:
|
|
case FLOORFLAME:
|
|
if (t->picnum == EXPLOSION2)
|
|
{
|
|
ps[screenpeek].visibility = -127;
|
|
lastvisinc = PlayClock + 32;
|
|
}
|
|
t->shade = -127;
|
|
break;
|
|
case FIRE:
|
|
case FIRE2:
|
|
t->cstat |= 128;
|
|
[[fallthrough]];
|
|
case BURNING:
|
|
case BURNING2:
|
|
if (!Owner) break;
|
|
if (Owner->picnum != TREE1 && Owner->picnum != TREE2)
|
|
t->z = t->sector()->floorz;
|
|
t->shade = -127;
|
|
break;
|
|
case COOLEXPLOSION1:
|
|
t->shade = -127;
|
|
t->picnum += (s->shade >> 1);
|
|
break;
|
|
case PLAYERONWATER:
|
|
if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
|
|
{
|
|
k = 0;
|
|
t->cstat &= ~4;
|
|
}
|
|
else
|
|
{
|
|
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
|
|
if (k > 4)
|
|
{
|
|
k = 8 - k;
|
|
t->cstat |= 4;
|
|
}
|
|
else t->cstat &= ~4;
|
|
}
|
|
|
|
t->picnum = s->picnum + k + ((h->temp_data[0] < 4) * 5);
|
|
if (Owner) t->shade = Owner->shade;
|
|
|
|
break;
|
|
|
|
case WATERSPLASH2:
|
|
t->picnum = WATERSPLASH2 + t1;
|
|
break;
|
|
case REACTOR2:
|
|
t->picnum = s->picnum + h->temp_data[2];
|
|
break;
|
|
case SHELL:
|
|
t->picnum = s->picnum + (h->temp_data[0] & 1);
|
|
[[fallthrough]];
|
|
case SHOTGUNSHELL:
|
|
t->cstat |= 12;
|
|
if (h->temp_data[0] > 1) t->cstat &= ~4;
|
|
if (h->temp_data[0] > 2) t->cstat &= ~12;
|
|
break;
|
|
case FRAMEEFFECT1:
|
|
if (Owner && Owner->statnum < MAXSTATUS)
|
|
{
|
|
if (Owner->picnum == APLAYER)
|
|
if (ud.cameraactor == nullptr)
|
|
if (screenpeek == Owner->yvel && display_mirror == 0)
|
|
{
|
|
t->owner = -1;
|
|
break;
|
|
}
|
|
if ((Owner->cstat & 32768) == 0)
|
|
{
|
|
t->picnum = OwnerAc->dispicnum;
|
|
t->pal = Owner->pal;
|
|
t->shade = Owner->shade;
|
|
t->ang = Owner->ang;
|
|
t->cstat = 2 | Owner->cstat;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CAMERA1:
|
|
case RAT:
|
|
if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
|
|
{
|
|
t->cstat &= ~4;
|
|
break;
|
|
}
|
|
|
|
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
|
|
if (k > 4)
|
|
{
|
|
k = 8 - k;
|
|
t->cstat |= 4;
|
|
}
|
|
else t->cstat &= ~4;
|
|
t->picnum = s->picnum + k;
|
|
break;
|
|
}
|
|
|
|
h->dispicnum = t->picnum;
|
|
if (t->sector()->floorpicnum == MIRROR)
|
|
t->xrepeat = t->yrepeat = 0;
|
|
}
|
|
}
|
|
|
|
|
|
END_DUKE_NS
|