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- used static constant arrays to shorten some code.
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parent
5951a9449c
commit
159f09105e
2 changed files with 8 additions and 22 deletions
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@ -282,21 +282,11 @@ class Actor : Thinker native
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void SpawnDirt (double radius)
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{
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class<Actor> dtype;
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switch (random[Dirt](0, 5))
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{
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case 0: dtype = "Dirt1"; break;
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case 1: dtype = "Dirt2"; break;
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case 2: dtype = "Dirt3"; break;
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case 3: dtype = "Dirt4"; break;
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case 4: dtype = "Dirt5"; break;
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default: dtype = "Dirt6"; break;
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}
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static const class<Actor> chunks[] = { "Dirt1", "Dirt2", "Dirt3", "Dirt4", "Dirt5", "Dirt6" };
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double zo = random[Dirt]() / 128. + 1;
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Vector3 pos = Vec3Angle(radius, random[Dirt]() * (360./256), zo);
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Actor mo = Spawn (dtype, pos, ALLOW_REPLACE);
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Actor mo = Spawn (chunks[random[Dirt](0, 5)], pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.Vel.Z = random[Dirt]() / 64.;
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@ -58,11 +58,9 @@ class Demon1 : Actor
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DEMN H 6;
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DEMN I 6
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{
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A_SpawnItemEx("Demon1Chunk1", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags);
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A_SpawnItemEx("Demon1Chunk2", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags);
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A_SpawnItemEx("Demon1Chunk3", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags);
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A_SpawnItemEx("Demon1Chunk4", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags);
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A_SpawnItemEx("Demon1Chunk5", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags);
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static const class<Actor> chunks[] = { "Demon1Chunk1", "Demon1Chunk2", "Demon1Chunk3", "Demon1Chunk4", "Demon1Chunk5" };
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for(int i = 0; i < 5; i++)
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A_SpawnItemEx(chunks[i], 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags);
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}
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Goto Death+2;
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Ice:
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@ -266,11 +264,9 @@ class Demon2 : Demon1
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DEM2 H 6;
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DEM2 I 6
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{
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A_SpawnItemEx("Demon2Chunk1", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags);
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A_SpawnItemEx("Demon2Chunk2", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags);
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A_SpawnItemEx("Demon2Chunk3", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags);
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A_SpawnItemEx("Demon2Chunk4", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags);
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A_SpawnItemEx("Demon2Chunk5", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags);
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static const class<Actor> chunks[] = { "Demon2Chunk1", "Demon2Chunk2", "Demon2Chunk3", "Demon2Chunk4", "Demon2Chunk5" };
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for(int i = 0; i < 5; i++)
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A_SpawnItemEx(chunks[i], 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags);
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}
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Goto Death+2;
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}
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