mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-03-13 12:11:57 +00:00
- genDudeUpdate handled.
This commit is contained in:
parent
49f75e6f51
commit
05571de93a
3 changed files with 14 additions and 12 deletions
|
@ -178,15 +178,17 @@ static bool genDudeAdjustSlope(DBloodActor* actor, int dist, int weaponType, int
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GENDUDEEXTRA* genDudeExtra(spritetype* pGenDude) {
|
//---------------------------------------------------------------------------
|
||||||
return &gGenDudeExtra[pGenDude->index];
|
//
|
||||||
}
|
//
|
||||||
|
//
|
||||||
|
//---------------------------------------------------------------------------
|
||||||
|
|
||||||
void genDudeUpdate(spritetype* pSprite) {
|
void genDudeUpdate(DBloodActor* actor)
|
||||||
auto actor = &bloodActors[pSprite->index];
|
{
|
||||||
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
|
GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
|
||||||
for (int i = 0; i < kGenDudePropertyMax; i++) {
|
for (int i = 0; i < kGenDudePropertyMax; i++) {
|
||||||
if (pExtra->updReq[i]) genDudePrepare(pSprite, i);
|
if (pExtra->updReq[i]) genDudePrepare(&actor->s(), i);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -477,10 +479,10 @@ static void unicultThinkChase(DBloodActor* actor)
|
||||||
if(spriteIsUnderwater(pSprite,false)) aiGenDudeNewState(actor, &genDudeGotoW);
|
if(spriteIsUnderwater(pSprite,false)) aiGenDudeNewState(actor, &genDudeGotoW);
|
||||||
else aiGenDudeNewState(actor, &genDudeGotoL);
|
else aiGenDudeNewState(actor, &genDudeGotoL);
|
||||||
return;
|
return;
|
||||||
} else {
|
}
|
||||||
|
else
|
||||||
genDudeUpdate(pSprite);
|
{
|
||||||
|
genDudeUpdate(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
XSPRITE* pXTarget = !targetactor || !targetactor->IsDudeActor() || !targetactor->hasX() ? nullptr : &targetactor->x();
|
XSPRITE* pXTarget = !targetactor || !targetactor->IsDudeActor() || !targetactor->hasX() ? nullptr : &targetactor->x();
|
||||||
|
|
|
@ -230,7 +230,7 @@ int getRangeAttackDist(spritetype* pSprite, int minDist = 3000, int maxDist = 80
|
||||||
int getDispersionModifier(spritetype* pSprite, int minDisp, int maxDisp);
|
int getDispersionModifier(spritetype* pSprite, int minDisp, int maxDisp);
|
||||||
void scaleDamage(XSPRITE* pXSprite);
|
void scaleDamage(XSPRITE* pXSprite);
|
||||||
bool genDudePrepare(spritetype* pSprite, int propId);
|
bool genDudePrepare(spritetype* pSprite, int propId);
|
||||||
void genDudeUpdate(spritetype* pSprite);
|
void genDudeUpdate(DBloodActor* pSprite);
|
||||||
void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage);
|
void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage);
|
||||||
void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite);
|
void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite);
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -7865,7 +7865,7 @@ void callbackMakeMissileBlocking(int nSprite) // 23
|
||||||
void callbackGenDudeUpdate(int nSprite) // 24
|
void callbackGenDudeUpdate(int nSprite) // 24
|
||||||
{
|
{
|
||||||
if (spriRangeIsFine(nSprite))
|
if (spriRangeIsFine(nSprite))
|
||||||
genDudeUpdate(&sprite[nSprite]);
|
genDudeUpdate(&bloodActors[nSprite]);
|
||||||
}
|
}
|
||||||
|
|
||||||
void clampSprite(spritetype* pSprite, int which) {
|
void clampSprite(spritetype* pSprite, int which) {
|
||||||
|
|
Loading…
Reference in a new issue