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https://github.com/ZDoom/qzdoom.git
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- handled most level references in actorinlines.h and p_mobj.cpp.
This commit is contained in:
parent
c94f0f47a2
commit
73696e2781
6 changed files with 76 additions and 69 deletions
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@ -8,22 +8,22 @@
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inline DVector3 AActor::PosRelative(int portalgroup) const
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{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, portalgroup);
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return Pos() + Level->Displacements.getOffset(Sector->PortalGroup, portalgroup);
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}
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inline DVector3 AActor::PosRelative(const AActor *other) const
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{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
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return Pos() + Level->Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
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}
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inline DVector3 AActor::PosRelative(sector_t *sec) const
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{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
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return Pos() + Level->Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
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}
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inline DVector3 AActor::PosRelative(const line_t *line) const
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{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
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return Pos() + Level->Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
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}
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inline DVector3 PosRelative(const DVector3 &pos, line_t *line, sector_t *refsec = NULL)
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@ -61,7 +61,7 @@ inline double AActor::GetBobOffset(double ticfrac) const
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{
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return 0;
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}
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return BobSin(FloatBobPhase + level.maptime + ticfrac) * FloatBobStrength;
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return BobSin(FloatBobPhase + Level->maptime + ticfrac) * FloatBobStrength;
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}
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inline double AActor::GetCameraHeight() const
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@ -78,7 +78,7 @@ inline FDropItem *AActor::GetDropItems() const
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inline double AActor::GetGravity() const
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{
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if (flags & MF_NOGRAVITY) return 0;
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return level.gravity * Sector->gravity * Gravity * 0.00125;
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return Level->gravity * Sector->gravity * Gravity * 0.00125;
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}
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inline double AActor::AttackOffset(double offset)
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@ -102,7 +102,7 @@ inline DVector2 AActor::Vec2Offset(double dx, double dy, bool absolute)
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}
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else
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{
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return level.GetPortalOffsetPosition(X(), Y(), dx, dy);
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return Level->GetPortalOffsetPosition(X(), Y(), dx, dy);
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}
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}
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@ -115,7 +115,7 @@ inline DVector3 AActor::Vec2OffsetZ(double dx, double dy, double atz, bool absol
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}
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else
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{
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DVector2 v = level.GetPortalOffsetPosition(X(), Y(), dx, dy);
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DVector2 v = Level->GetPortalOffsetPosition(X(), Y(), dx, dy);
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return DVector3(v, atz);
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}
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}
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@ -128,7 +128,7 @@ inline DVector2 AActor::Vec2Angle(double length, DAngle angle, bool absolute)
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}
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else
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{
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return level.GetPortalOffsetPosition(X(), Y(), length*angle.Cos(), length*angle.Sin());
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return Level->GetPortalOffsetPosition(X(), Y(), length*angle.Cos(), length*angle.Sin());
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}
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}
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@ -140,7 +140,7 @@ inline DVector3 AActor::Vec3Offset(double dx, double dy, double dz, bool absolut
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}
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else
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{
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DVector2 v = level.GetPortalOffsetPosition(X(), Y(), dx, dy);
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DVector2 v = Level->GetPortalOffsetPosition(X(), Y(), dx, dy);
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return DVector3(v, Z() + dz);
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}
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}
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@ -158,7 +158,7 @@ inline DVector3 AActor::Vec3Angle(double length, DAngle angle, double dz, bool a
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}
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else
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{
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DVector2 v = level.GetPortalOffsetPosition(X(), Y(), length*angle.Cos(), length*angle.Sin());
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DVector2 v = Level->GetPortalOffsetPosition(X(), Y(), length*angle.Cos(), length*angle.Sin());
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return DVector3(v, Z() + dz);
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}
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}
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@ -204,6 +204,9 @@ public:
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void DoDeferedScripts();
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void AdjustPusher(int tag, int magnitude, int angle, bool wind);
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int Massacre(bool baddies = false, FName cls = NAME_None);
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AActor *SpawnMapThing(FMapThing *mthing, int position);
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AActor *SpawnMapThing(int index, FMapThing *mt, int position);
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AActor *SpawnPlayer(FPlayerStart *mthing, int playernum, int flags);
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bool EV_DoPlat(int tag, line_t *line, DPlat::EPlatType type, double height, double speed, int delay, int lip, int change);
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void EV_StopPlat(int tag, bool remove);
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@ -592,3 +595,9 @@ inline bool line_t::hitSkyWall(AActor* mo) const
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backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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mo->Z() >= backsector->ceilingplane.ZatPoint(mo->PosRelative(this));
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}
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// Work for later.
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inline AActor *P_SpawnPlayer(FPlayerStart *mthing, int playernum, int flags = 0)
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{
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return level.SpawnPlayer(mthing, playernum, flags);
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}
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@ -111,7 +111,6 @@ void BloodCrypt (void *data, int key, int len);
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void P_ClearUDMFKeys();
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void InitRenderInfo();
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extern AActor *SpawnMapThing (int index, FMapThing *mthing, int position);
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EXTERN_CVAR(Bool, am_textured)
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@ -1448,7 +1447,7 @@ void MapLoader::SpawnThings (int position)
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for (int i=0; i < numthings; i++)
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{
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AActor *actor = SpawnMapThing (i, &MapThingsConverted[i], position);
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AActor *actor = Level->SpawnMapThing (i, &MapThingsConverted[i], position);
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unsigned *udi = MapThingsUserDataIndex.CheckKey((unsigned)i);
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if (udi != nullptr)
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{
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@ -97,8 +97,6 @@ void P_PredictionLerpReset();
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#define SPF_TEMPPLAYER 1 // spawning a short-lived dummy player
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#define SPF_WEAPONFULLYUP 2 // spawn with weapon already raised
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AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags=0);
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int P_FaceMobj (AActor *source, AActor *target, DAngle *delta);
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bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise = false, bool usecurspeed=false);
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105
src/p_mobj.cpp
105
src/p_mobj.cpp
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@ -774,7 +774,7 @@ void AActor::ClearInventory()
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void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealth)
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{
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level.total_monsters -= CountsAsKill();
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Level->total_monsters -= CountsAsKill();
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TIDtoHate = other->TIDtoHate;
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LastLookActor = other->LastLookActor;
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LastLookPlayerNumber = other->LastLookPlayerNumber;
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@ -789,7 +789,7 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealt
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LastHeard = target = other->target;
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}
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if (resetHealth) health = SpawnHealth();
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level.total_monsters += CountsAsKill();
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Level->total_monsters += CountsAsKill();
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}
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DEFINE_ACTION_FUNCTION(AActor, CopyFriendliness)
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@ -2215,15 +2215,16 @@ explode:
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(!(mo->flags2 & MF2_FLY) || !(mo->flags & MF_NOGRAVITY)) &&
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!mo->waterlevel)
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{ // [RH] Friction when falling is available for larger aircontrols
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if (player != NULL && level.airfriction != 1.)
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auto airfriction = mo->Level->airfriction;
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if (player != NULL && airfriction != 1.)
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{
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mo->Vel.X *= level.airfriction;
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mo->Vel.Y *= level.airfriction;
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mo->Vel.X *= airfriction;
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mo->Vel.Y *= airfriction;
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if (player->mo == mo) // Not voodoo dolls
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{
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player->Vel.X *= level.airfriction;
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player->Vel.Y *= level.airfriction;
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player->Vel.X *= airfriction;
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player->Vel.Y *= airfriction;
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}
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}
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return Oldfloorz;
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@ -2326,7 +2327,7 @@ void P_MonsterFallingDamage (AActor *mo)
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int damage;
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double vel;
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if (!(level.flags2 & LEVEL2_MONSTERFALLINGDAMAGE))
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if (!(mo->Level->flags2 & LEVEL2_MONSTERFALLINGDAMAGE))
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return;
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if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE)
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return;
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@ -2474,7 +2475,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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{
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if (!mo->IsNoClip2())
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{
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mo->AddZ(DAngle(360 / 80.f * level.maptime).Sin() / 8);
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mo->AddZ(DAngle(360 / 80.f * mo->Level->maptime).Sin() / 8);
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}
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if (!(mo->flags8 & MF8_NOFRICTION))
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@ -2903,7 +2904,7 @@ void AActor::AddToHash ()
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else
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{
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int hash = TIDHASH (tid);
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auto &slot = level.TIDHash[hash];
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auto &slot = Level->TIDHash[hash];
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inext = slot;
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iprev = &slot;
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@ -3504,7 +3505,7 @@ void AActor::Tick ()
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if (!(flags5 & MF5_NOTIMEFREEZE))
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{
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//Added by MC: Freeze mode.
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if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
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if (bglobal.freeze || Level->flags2 & LEVEL2_FROZEN)
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{
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// Boss cubes shouldn't be accelerated by timefreeze
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if (flags6 & MF6_BOSSCUBE)
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@ -3565,7 +3566,7 @@ void AActor::Tick ()
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}
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// Apply freeze mode.
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if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
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if ((Level->flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
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{
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return;
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}
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@ -3682,7 +3683,7 @@ void AActor::Tick ()
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// [RH] Consider carrying sectors here
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DVector2 cumm(0, 0);
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if ((((flags8 & MF8_INSCROLLSEC) && level.Scrolls.Size() > 0) || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
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if ((((flags8 & MF8_INSCROLLSEC) && Level->Scrolls.Size() > 0) || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
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{
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double height, waterheight; // killough 4/4/98: add waterheight
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const msecnode_t *node;
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@ -3706,9 +3707,9 @@ void AActor::Tick ()
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sector_t *sec = node->m_sector;
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DVector2 scrollv;
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if (level.Scrolls.Size() > unsigned(sec->Index()))
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if (Level->Scrolls.Size() > unsigned(sec->Index()))
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{
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scrollv = level.Scrolls[sec->Index()];
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scrollv = Level->Scrolls[sec->Index()];
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}
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else
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{
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@ -3764,7 +3765,7 @@ void AActor::Tick ()
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}
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else if (scrolltype == Scroll_StrifeCurrent)
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{ // Strife scroll special
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int anglespeed = level.GetFirstSectorTag(sec) - 100;
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int anglespeed = Level->GetFirstSectorTag(sec) - 100;
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double carryspeed = (anglespeed % 10) / (16 * CARRYFACTOR);
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DAngle angle = ((anglespeed / 10) * 45.);
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scrollv += angle.ToVector(carryspeed);
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@ -3909,7 +3910,7 @@ void AActor::Tick ()
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{
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if (player)
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{
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if (Vel.Z < level.gravity * Sector->gravity * (-1./100)// -655.36f)
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if (Vel.Z < Level->gravity * Sector->gravity * (-1./100)// -655.36f)
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&& !(flags&MF_NOGRAVITY))
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{
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PlayerLandedOnThing (this, onmo);
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@ -3937,12 +3938,12 @@ void AActor::Tick ()
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if ((onmo->flags6 & MF6_BUMPSPECIAL) && ((player != NULL)
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|| ((onmo->activationtype & THINGSPEC_MonsterTrigger) && (flags3 & MF3_ISMONSTER))
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|| ((onmo->activationtype & THINGSPEC_MissileTrigger) && (flags & MF_MISSILE))
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) && (level.maptime > onmo->lastbump)) // Leave the bumper enough time to go away
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) && (Level->maptime > onmo->lastbump)) // Leave the bumper enough time to go away
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{
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if (player == NULL || !(player->cheats & CF_PREDICTING))
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{
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if (P_ActivateThingSpecial(onmo, this))
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onmo->lastbump = level.maptime + TICRATE;
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onmo->lastbump = Level->maptime + TICRATE;
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}
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}
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if (Vel.Z != 0 && (BounceFlags & BOUNCE_Actors))
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@ -3983,7 +3984,7 @@ void AActor::Tick ()
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}
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// Check for poison damage, but only once per PoisonPeriod tics (or once per second if none).
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if (PoisonDurationReceived && (level.time % (PoisonPeriodReceived ? PoisonPeriodReceived : TICRATE) == 0))
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if (PoisonDurationReceived && (Level->time % (PoisonPeriodReceived ? PoisonPeriodReceived : TICRATE) == 0))
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{
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P_DamageMobj(this, NULL, Poisoner, PoisonDamageReceived, PoisonDamageTypeReceived ? PoisonDamageTypeReceived : (FName)NAME_Poison, 0);
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@ -4037,7 +4038,7 @@ void AActor::Tick ()
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if (movecount < respawn_monsters)
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return;
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if (level.time & 31)
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if (Level->time & 31)
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return;
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if (pr_nightmarerespawn() > 4)
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@ -4883,7 +4884,7 @@ EXTERN_CVAR(Float, fov)
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extern bool demonew;
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AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{
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player_t *p;
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AActor *mobj, *oldactor;
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@ -4969,7 +4970,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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mobj = Spawn (p->cls, spawn, NO_REPLACE);
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if (level.flags & LEVEL_USEPLAYERSTARTZ)
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if (flags & LEVEL_USEPLAYERSTARTZ)
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{
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if (spawn.Z == ONFLOORZ)
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mobj->AddZ(mthing->pos.Z);
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@ -4995,7 +4996,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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VMValue params[] = { mobj, oldactor };
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VMCall(func, params, 2, nullptr, 0);
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}
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level.Behaviors.StopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
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Behaviors.StopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
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}
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// [GRB] Reset skin
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@ -5078,7 +5079,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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VMCall(func, params, 1, nullptr, 0);
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}
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}
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn ||
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else if ((multiplayer || (flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn ||
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!!G_SkillProperty(SKILLP_PlayerRespawn)) && state == PST_REBORN && oldactor != NULL)
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{ // Special inventory handling for respawning in coop
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IFVM(PlayerPawn, FilterCoopRespawnInventory)
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@ -5124,7 +5125,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{
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if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
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{
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level.Behaviors.StartTypedScripts (SCRIPT_Enter, p->mo, true);
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Behaviors.StartTypedScripts (SCRIPT_Enter, p->mo, true);
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}
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else if (state == PST_REBORN)
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{
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@ -5140,7 +5141,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{
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if (th->LastHeard == oldactor) th->LastHeard = nullptr;
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}
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for(auto &sec : level.sectors)
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for(auto &sec : sectors)
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{
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if (sec.SoundTarget == oldactor) sec.SoundTarget = nullptr;
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}
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@ -5148,7 +5149,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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DObject::StaticPointerSubstitution (oldactor, p->mo);
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E_PlayerRespawned(int(p - players));
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level.Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);
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Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);
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}
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}
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return mobj;
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@ -5161,7 +5162,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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// already be in host byte order.
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//
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// [RH] position is used to weed out unwanted start spots
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AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
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{
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PClassActor *i;
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int mask;
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@ -5207,7 +5208,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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{
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// count deathmatch start positions
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FPlayerStart start(mthing, 0);
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level.deathmatchstarts.Push(start);
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deathmatchstarts.Push(start);
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return NULL;
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}
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@ -5235,7 +5236,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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}
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}
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if (pnum == -1 || (level.flags & LEVEL_FILTERSTARTS))
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if (pnum == -1 || (flags & LEVEL_FILTERSTARTS))
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{
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// check for appropriate game type
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if (deathmatch)
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||||
|
@ -5300,10 +5301,10 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
|
||||
// save spots for respawning in network games
|
||||
FPlayerStart start(mthing, pnum+1);
|
||||
level.playerstarts[pnum] = start;
|
||||
if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
|
||||
playerstarts[pnum] = start;
|
||||
if (flags2 & LEVEL2_RANDOMPLAYERSTARTS)
|
||||
{ // When using random player starts, all starts count
|
||||
level.AllPlayerStarts.Push(start);
|
||||
AllPlayerStarts.Push(start);
|
||||
}
|
||||
else
|
||||
{ // When not using random player starts, later single player
|
||||
|
@ -5311,22 +5312,22 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
// ones are for voodoo dolls and not likely to be ideal for
|
||||
// spawning regular players.
|
||||
unsigned i;
|
||||
for (i = 0; i < level.AllPlayerStarts.Size(); ++i)
|
||||
for (i = 0; i < AllPlayerStarts.Size(); ++i)
|
||||
{
|
||||
if (level.AllPlayerStarts[i].type == pnum+1)
|
||||
if (AllPlayerStarts[i].type == pnum+1)
|
||||
{
|
||||
level.AllPlayerStarts[i] = start;
|
||||
AllPlayerStarts[i] = start;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (i == level.AllPlayerStarts.Size())
|
||||
if (i == AllPlayerStarts.Size())
|
||||
{
|
||||
level.AllPlayerStarts.Push(start);
|
||||
AllPlayerStarts.Push(start);
|
||||
}
|
||||
}
|
||||
if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
|
||||
if (!deathmatch && !(flags2 & LEVEL2_RANDOMPLAYERSTARTS))
|
||||
{
|
||||
return P_SpawnPlayer(&start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
|
||||
return P_SpawnPlayer(&start, pnum, (flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
@ -5386,7 +5387,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
}
|
||||
|
||||
// don't spawn any monsters if -nomonsters
|
||||
if (((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
|
||||
if (((flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
@ -5462,11 +5463,11 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
if (mthing->Conversation > 0)
|
||||
{
|
||||
// Make sure that this does not partially overwrite the default dialogue settings.
|
||||
int root = level.GetConversation(mthing->Conversation);
|
||||
int root = GetConversation(mthing->Conversation);
|
||||
if (root != -1)
|
||||
{
|
||||
mobj->ConversationRoot = root;
|
||||
mobj->Conversation = level.StrifeDialogues[mobj->ConversationRoot];
|
||||
mobj->Conversation = StrifeDialogues[mobj->ConversationRoot];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5538,16 +5539,16 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
//===========================================================================
|
||||
CVAR(Bool, dumpspawnedthings, false, 0)
|
||||
|
||||
AActor *SpawnMapThing(int index, FMapThing *mt, int position)
|
||||
AActor *FLevelLocals::SpawnMapThing(int index, FMapThing *mt, int position)
|
||||
{
|
||||
AActor *spawned = P_SpawnMapThing(mt, position);
|
||||
AActor *spawned = SpawnMapThing(mt, position);
|
||||
if (dumpspawnedthings)
|
||||
{
|
||||
Printf("%5d: (%5f, %5f, %5f), doomednum = %5d, flags = %04x, type = %s\n",
|
||||
index, mt->pos.X, mt->pos.Y, mt->pos.Z, mt->EdNum, mt->flags,
|
||||
spawned ? spawned->GetClass()->TypeName.GetChars() : "(none)");
|
||||
}
|
||||
T_AddSpawnedThing(&level, spawned);
|
||||
T_AddSpawnedThing(this, spawned);
|
||||
return spawned;
|
||||
}
|
||||
|
||||
|
@ -6667,7 +6668,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
|
|||
|
||||
if (source->player != NULL &&
|
||||
!nofreeaim &&
|
||||
level.IsFreelookAllowed() &&
|
||||
source->Level->IsFreelookAllowed() &&
|
||||
source->player->userinfo.GetAimDist() <= 0.5)
|
||||
{
|
||||
break;
|
||||
|
@ -6677,7 +6678,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
|
|||
if (pLineTarget->linetarget == NULL)
|
||||
{
|
||||
an = angle;
|
||||
if (nofreeaim || !level.IsFreelookAllowed())
|
||||
if (nofreeaim || !source->Level->IsFreelookAllowed())
|
||||
{
|
||||
pitch = 0.;
|
||||
}
|
||||
|
@ -7188,19 +7189,19 @@ void AActor::ClearCounters()
|
|||
{
|
||||
if (CountsAsKill() && health > 0)
|
||||
{
|
||||
level.total_monsters--;
|
||||
Level->total_monsters--;
|
||||
flags &= ~MF_COUNTKILL;
|
||||
}
|
||||
// Same, for items
|
||||
if (flags & MF_COUNTITEM)
|
||||
{
|
||||
level.total_items--;
|
||||
Level->total_items--;
|
||||
flags &= ~MF_COUNTITEM;
|
||||
}
|
||||
// And finally for secrets
|
||||
if (flags5 & MF5_COUNTSECRET)
|
||||
{
|
||||
level.total_secrets--;
|
||||
Level->total_secrets--;
|
||||
flags5 &= ~MF5_COUNTSECRET;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -965,8 +965,8 @@ DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimfla
|
|||
an = mo->Angles.Yaw + angdiff[i];
|
||||
pitch = P_AimLineAttack (mo, an, 16.*64, pLineTarget, 0., aimflags);
|
||||
|
||||
if (mo->player != NULL &&
|
||||
level.IsFreelookAllowed() &&
|
||||
if (mo->player != nullptr &&
|
||||
mo->Level->IsFreelookAllowed() &&
|
||||
mo->player->userinfo.GetAimDist() <= 0.5)
|
||||
{
|
||||
break;
|
||||
|
|
Loading…
Reference in a new issue