game: use defines for DOOR_ANIMATED and DOOR_ANIMATED_FAST

Based on:
 * https://github.com/id-Software/quake2-rerelease-dll/blob/main/rerelease/g_func.cpp
This commit is contained in:
Denis Pauk 2024-05-11 18:34:17 +03:00
parent d08500643d
commit 75b05838a1

View file

@ -43,10 +43,13 @@
#define DOOR_REVERSE 2
#define DOOR_CRUSHER 4
#define DOOR_NOMONSTER 8
#define DOOR_ANIMATED 16
#define DOOR_TOGGLE 32
#define DOOR_ANIMATED_FAST 64
#define DOOR_X_AXIS 64
#define DOOR_Y_AXIS 128
#define DOOR_INACTIVE 8192
#define DOOR_SAFE_OPEN 0x20000
#define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2)
@ -1715,7 +1718,7 @@ SP_func_rotating(edict_t *ent)
ent->use(ent, NULL, NULL);
}
if (ent->spawnflags & 64)
if (ent->spawnflags & DOOR_ANIMATED_FAST)
{
ent->s.effects |= EF_ANIM_ALL;
}
@ -2709,12 +2712,12 @@ SP_func_door(edict_t *ent)
VectorCopy(ent->pos2, ent->moveinfo.end_origin);
VectorCopy(ent->s.angles, ent->moveinfo.end_angles);
if (ent->spawnflags & 16)
if (ent->spawnflags & DOOR_ANIMATED)
{
ent->s.effects |= EF_ANIM_ALL;
}
if (ent->spawnflags & 64)
if (ent->spawnflags & DOOR_ANIMATED_FAST)
{
ent->s.effects |= EF_ANIM_ALLFAST;
}
@ -2916,7 +2919,7 @@ SP_func_door_rotating(edict_t *ent)
VectorCopy(ent->s.origin, ent->moveinfo.end_origin);
VectorCopy(ent->pos2, ent->moveinfo.end_angles);
if (ent->spawnflags & 16)
if (ent->spawnflags & DOOR_ANIMATED)
{
ent->s.effects |= EF_ANIM_ALL;
}