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- beautification of A_BFGSpray.
Reordered checks so that only one 'spray != NULL' is needed, removed redundant thingToHit variable and reformatted slightly.
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66c3c93529
commit
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1 changed files with 31 additions and 32 deletions
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@ -584,7 +584,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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int j;
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int damage;
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angle_t an;
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AActor *thingToHit;
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AActor *linetarget;
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ACTION_PARAM_START(7);
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@ -615,42 +614,42 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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// self->target is the originator (player) of the missile
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P_AimLineAttack(self->target, an, distance, &linetarget, vrange);
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if (!linetarget)
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continue;
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AActor *spray = Spawn(spraytype, linetarget->x, linetarget->y,
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linetarget->z + (linetarget->height >> 2), ALLOW_REPLACE);
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if (spray)
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if (linetarget != NULL)
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{
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if (spray->flags6 & MF6_MTHRUSPECIES && spray->GetSpecies() == linetarget->GetSpecies())
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AActor *spray = Spawn(spraytype, linetarget->x, linetarget->y,
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linetarget->z + (linetarget->height >> 2), ALLOW_REPLACE);
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int dmgFlags = 0;
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FName dmgType = NAME_BFGSplash;
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if (spray != NULL)
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{
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spray->Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them.
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continue;
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if (spray->flags6 & MF6_MTHRUSPECIES && spray->GetSpecies() == linetarget->GetSpecies())
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{
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spray->Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them.
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continue;
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}
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if (spray->flags5 & MF5_PUFFGETSOWNER) spray->target = self->target;
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if (spray->flags3 & MF3_FOILINVUL) dmgFlags |= DMG_FOILINVUL;
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if (spray->flags7 & MF7_FOILBUDDHA) dmgFlags |= DMG_FOILBUDDHA;
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dmgType = spray->DamageType;
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}
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if (spray->flags5 & MF5_PUFFGETSOWNER)
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spray->target = self->target;
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}
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if (defdamage == 0)
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{
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damage = 0;
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for (j = 0; j < damagecnt; ++j)
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damage += (pr_bfgspray() & 7) + 1;
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}
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else
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{
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// if this is used, damagecnt will be ignored
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damage = defdamage;
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}
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if (defdamage == 0)
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{
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damage = 0;
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for (j = 0; j < damagecnt; ++j)
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damage += (pr_bfgspray() & 7) + 1;
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}
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else
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{
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// if this is used, damagecnt will be ignored
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damage = defdamage;
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}
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int dmgFlagPass = 0;
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dmgFlagPass += (spray != NULL && (spray->flags3 & MF3_FOILINVUL)) ? DMG_FOILINVUL : 0; //[MC]Because the original foilinvul wasn't working.
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dmgFlagPass += (spray != NULL && (spray->flags7 & MF7_FOILBUDDHA)) ? DMG_FOILBUDDHA : 0;
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thingToHit = linetarget;
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash),
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dmgFlagPass);
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P_TraceBleed (newdam > 0 ? newdam : damage, thingToHit, self->target);
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int newdam = P_DamageMobj(linetarget, self->target, self->target, damage, dmgType, dmgFlags);
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P_TraceBleed(newdam > 0 ? newdam : damage, linetarget, self->target);
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}
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}
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}
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