mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
More changes similar to the previous commit
git-svn-id: https://svn.eduke32.com/eduke32@5795 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
dd1d02a0e7
commit
0562de125f
9 changed files with 56 additions and 58 deletions
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@ -1178,7 +1178,7 @@ FORCE_INLINE void getzsofslope(int16_t sectnum, int32_t dax, int32_t day, int32_
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// Is <wal> a red wall in a safe fashion, i.e. only if consistency invariant
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// ".nextsector >= 0 iff .nextwall >= 0" holds.
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FORCE_INLINE int32_t redwallp(const walltype *wal)
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FORCE_INLINE int32_t redwallp(const twalltype *wal)
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{
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return (wal->nextwall >= 0 && wal->nextsector >= 0);
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}
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@ -99,7 +99,7 @@ void G_ClearCameraView(DukePlayer_t *ps)
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}
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// Manhattan distance between wall-point and sprite.
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static inline int32_t G_WallSpriteDist(const twalltype *wal, const spritetype *spr)
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static inline int32_t G_WallSpriteDist(const twalltype * const wal, const tspritetype * const spr)
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{
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return klabs(wal->x - spr->x) + klabs(wal->y - spr->y);
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}
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@ -107,7 +107,7 @@ static inline int32_t G_WallSpriteDist(const twalltype *wal, const spritetype *s
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void A_RadiusDamage(int32_t i, int32_t r, int32_t hp1, int32_t hp2, int32_t hp3, int32_t hp4)
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{
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int32_t d, q, stati;
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const spritetype *const s = &sprite[i];
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tspritetype const *const s = (tspritetype *)&sprite[i];
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static const int32_t statlist[] = {
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STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE,
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@ -205,12 +205,12 @@ SKIPWALLCHECK:
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if (s->picnum != SHRINKSPARK || (sj->cstat&257))
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if (dist(s, sj) < r)
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{
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if (A_CheckEnemySprite(sj) && !cansee(sj->x, sj->y,sj->z+q, sj->sectnum, s->x, s->y, s->z+q, s->sectnum))
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if (A_CheckEnemySprite((tspritetype *)sj) && !cansee(sj->x, sj->y,sj->z+q, sj->sectnum, s->x, s->y, s->z+q, s->sectnum))
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goto BOLT;
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A_DamageObject(j, i);
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}
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}
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else if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || A_CheckEnemySprite(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat&257) || sj->picnum == DUKELYINGDEAD))
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else if (sj->extra >= 0 && (tspritetype *)sj != s && (sj->picnum == TRIPBOMB || A_CheckEnemySprite((tspritetype *)sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat&257) || sj->picnum == DUKELYINGDEAD))
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{
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if (s->picnum == SHRINKSPARK && sj->picnum != SHARK && (j == s->owner || sj->xrepeat < 24))
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{
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@ -401,7 +401,7 @@ static int32_t A_CheckNeedZUpdate(int32_t spritenum, int32_t changez, int32_t *d
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int32_t A_MoveSpriteClipdist(int32_t spritenum, const vec3_t *change, uint32_t cliptype, int32_t clipdist)
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{
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spritetype *const spr = &sprite[spritenum];
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const int32_t badguy = A_CheckEnemySprite(spr);
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const int32_t badguy = A_CheckEnemySprite((tspritetype *)spr);
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const int32_t oldx = spr->x, oldy = spr->y;
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if (spr->statnum == STAT_MISC || (badguy && spr->xrepeat < 4))
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@ -641,7 +641,7 @@ void A_DoGuts(int32_t sp, int32_t gtype, int32_t n)
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int32_t gutz,floorz;
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int32_t i,a,j,sx = 32,sy = 32;
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const spritetype *const s = &sprite[sp];
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tspritetype const * const s = (tspritetype *)&sprite[sp];
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if (A_CheckEnemySprite(s) && s->xrepeat < 16)
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sx = sy = 8;
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@ -673,7 +673,7 @@ void A_DoGutsDir(int32_t sp, int32_t gtype, int32_t n)
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{
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int32_t gutz,floorz;
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int32_t i,a,j,sx = 32,sy = 32;
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const spritetype *const s = &sprite[sp];
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tspritetype const * const s = (tspritetype *)&sprite[sp];
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if (A_CheckEnemySprite(s) && s->xrepeat < 16)
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sx = sy = 8;
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@ -876,7 +876,7 @@ ACTOR_STATIC void G_MoveZombieActors(void)
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actor[i].timetosleep++;
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if (actor[i].timetosleep >= (x>>8))
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{
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if (A_CheckEnemySprite(s))
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if (A_CheckEnemySprite((tspritetype *)s))
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{
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const int32_t px = g_player[p].ps->opos.x+64-(krand()&127);
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const int32_t py = g_player[p].ps->opos.y+64-(krand()&127);
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@ -947,7 +947,7 @@ ACTOR_STATIC void G_MoveZombieActors(void)
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}
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}
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if (A_CheckEnemySprite(s) && A_CheckSpriteFlags(i,SFLAG_NOSHADE) == 0)
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if (A_CheckEnemySprite((tspritetype *)s) && A_CheckSpriteFlags(i,SFLAG_NOSHADE) == 0)
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{
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if (sector[s->sectnum].ceilingstat&1)
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s->shade = sector[s->sectnum].ceilingshade;
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@ -3064,7 +3064,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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j &= (MAXSPRITES-1);
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if (s->picnum == FREEZEBLAST && sprite[j].pal == 1)
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if (A_CheckEnemySprite(&sprite[j]) || sprite[j].picnum == APLAYER)
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if (A_CheckEnemySprite((tspritetype *)&sprite[j]) || sprite[j].picnum == APLAYER)
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{
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j = A_Spawn(i, TRANSPORTERSTAR);
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sprite[j].pal = 1;
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@ -4913,7 +4913,7 @@ DETONATEB:
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goto BOLT;
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}
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if (!g_netServer && ud.multimode < 2 && A_CheckEnemySprite(s))
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if (!g_netServer && ud.multimode < 2 && A_CheckEnemySprite((tspritetype *)s))
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{
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if (g_noEnemies == 1)
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{
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@ -5598,7 +5598,7 @@ static void MaybeTrainKillEnemies(int32_t i, int32_t numguts)
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{
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const int32_t nextj = nextspritesect[j];
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if (sprite[j].extra >= 0 && sprite[j].statnum == STAT_ACTOR && A_CheckEnemySprite(&sprite[j]))
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if (sprite[j].extra >= 0 && sprite[j].statnum == STAT_ACTOR && A_CheckEnemySprite((tspritetype *)&sprite[j]))
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{
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int16_t k = sprite[j].sectnum;
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@ -6564,7 +6564,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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{
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for (SPRITES_OF(STAT_ACTOR, k))
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{
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if (sprite[k].extra > 0 && A_CheckEnemySprite(&sprite[k])
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if (sprite[k].extra > 0 && A_CheckEnemySprite((tspritetype *)&sprite[k])
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&& clipinsidebox((vec2_t *)&sprite[k], j, 256) == 1)
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goto BOLT;
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}
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@ -7756,7 +7756,7 @@ BOLT:
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if (s->lotag == SE_29_WAVES)
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{
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sectortype *const sc = §or[s->sectnum];
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tsectortype const *const sc = (tsectortype *)§or[s->sectnum];
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if (sc->wallnum == 4)
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{
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@ -347,7 +347,7 @@ ACTOR_INLINE_HEADER int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change
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EXTERN_INLINE_HEADER int32_t G_CheckForSpaceCeiling(int32_t sectnum);
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EXTERN_INLINE_HEADER int32_t G_CheckForSpaceFloor(int32_t sectnum);
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EXTERN_INLINE_HEADER int32_t A_CheckEnemySprite(const spritetype *s);
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EXTERN_INLINE_HEADER int32_t A_CheckEnemySprite(tspritetype const * const s);
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#ifdef __cplusplus
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}
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@ -392,7 +392,7 @@ EXTERN_INLINE int32_t G_CheckForSpaceFloor(int32_t sectnum)
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(sector[sectnum].floorpicnum==MOONSKY1 || sector[sectnum].floorpicnum==BIGORBIT1));
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}
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EXTERN_INLINE int32_t A_CheckEnemySprite(const spritetype *s)
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EXTERN_INLINE int32_t A_CheckEnemySprite(tspritetype const * const s)
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{
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return A_CheckEnemyTile(s->picnum);
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}
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@ -1633,7 +1633,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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{
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sp->xrepeat = 48;
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sp->yrepeat = 64;
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if (sprite[j].statnum == STAT_PLAYER || A_CheckEnemySprite(&sprite[j]))
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if (sprite[j].statnum == STAT_PLAYER || A_CheckEnemySprite((tspritetype *)&sprite[j]))
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sp->z -= (32<<8);
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}
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}
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@ -3576,7 +3576,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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continue;
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default:
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// NOTE: wall-aligned sprites will never take on ceiling/floor shade...
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if ((t->cstat&16) || (A_CheckEnemySprite((const spritetype *)t) &&
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if ((t->cstat&16) || (A_CheckEnemySprite((tspritetype *)t) &&
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(unsigned)t->owner < MAXSPRITES && sprite[t->owner].extra > 0) || t->statnum == STAT_PLAYER)
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continue;
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}
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@ -4126,14 +4126,14 @@ skip:
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// player has nightvision on. We should pass stuff like "from which player is this view
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// supposed to be" as parameters ("drawing context") instead of relying on globals.
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if (g_player[screenpeek].ps->inv_amount[GET_HEATS] > 0 && g_player[screenpeek].ps->heat_on &&
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(A_CheckEnemySprite((const spritetype *)s) || A_CheckSpriteFlags(t->owner,SFLAG_NVG) || s->picnum == APLAYER || s->statnum == STAT_DUMMYPLAYER))
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(A_CheckEnemySprite((tspritetype *)s) || A_CheckSpriteFlags(t->owner,SFLAG_NVG) || s->picnum == APLAYER || s->statnum == STAT_DUMMYPLAYER))
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{
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t->pal = 6;
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t->shade = 0;
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}
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// Fake floor shadow, implemented by inserting a new tsprite.
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if (s->statnum == STAT_DUMMYPLAYER || A_CheckEnemySprite((const spritetype *)s) || A_CheckSpriteFlags(t->owner,SFLAG_SHADOW) || (s->picnum == APLAYER && s->owner >= 0))
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if (s->statnum == STAT_DUMMYPLAYER || A_CheckEnemySprite((tspritetype *)s) || A_CheckSpriteFlags(t->owner,SFLAG_SHADOW) || (s->picnum == APLAYER && s->owner >= 0))
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if (t->statnum != TSPR_TEMP && s->picnum != EXPLOSION2 && s->picnum != HANGLIGHT && s->picnum != DOMELITE && s->picnum != HOTMEAT)
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{
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if (actor[i].dispicnum < 0)
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@ -260,7 +260,7 @@ static int32_t VM_CheckSquished(void)
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P_DoQuote(QUOTE_SQUISHED, vm.g_pp);
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if (A_CheckEnemySprite(vm.g_sp))
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if (A_CheckEnemySprite((tspritetype *)vm.g_sp))
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vm.g_sp->xvel = 0;
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if (EDUKE32_PREDICT_FALSE(vm.g_sp->pal == 1)) // frozen
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@ -290,7 +290,7 @@ int32_t A_Dodge(spritetype *s)
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const int32_t mxvect = sintable[(s->ang+512)&2047];
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const int32_t myvect = sintable[s->ang&2047];
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if (A_CheckEnemySprite(s) && s->extra <= 0) // hack
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if (A_CheckEnemySprite((tspritetype *)s) && s->extra <= 0) // hack
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return 0;
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for (int32_t i=headspritestat[STAT_PROJECTILE]; i>=0; i=nextspritestat[i]) //weapons list
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@ -417,13 +417,13 @@ void A_GetZLimits(int32_t iActor)
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if ((florhit&49152) == 49152 && (sprite[florhit&(MAXSPRITES-1)].cstat&48) == 0)
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{
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const spritetype *hitspr = &sprite[florhit&(MAXSPRITES-1)];
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tspritetype const * const hitspr = (tspritetype *)&sprite[florhit&(MAXSPRITES-1)];
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florhit &= (MAXSPRITES-1);
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// If a non-projectile would fall onto non-frozen enemy OR an enemy onto a player...
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if ((A_CheckEnemySprite(hitspr) && hitspr->pal != 1 && s->statnum != STAT_PROJECTILE)
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|| (hitspr->picnum == APLAYER && A_CheckEnemySprite(s)))
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|| (hitspr->picnum == APLAYER && A_CheckEnemySprite((tspritetype *)s)))
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{
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actor[iActor].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors
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s->xvel = -256; // SLIDE_ABOVE_ENEMY
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@ -528,7 +528,7 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t movflags)
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vm.g_sp->zvel += ((actor[vm.g_i].mv.vvel<<4) - vm.g_sp->zvel)/5;
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#endif
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if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
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if (A_CheckEnemySprite((tspritetype *)vm.g_sp) && vm.g_sp->extra <= 0) // hack
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return;
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if (movflags&seekplayer)
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@ -653,7 +653,7 @@ GAMEEXEC_STATIC void VM_Move(void)
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// XXX: Does it break anything? Where are movflags with all bits set created?
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const uint16_t *movflagsptr = &AC_MOVFLAGS(vm.g_sp, &actor[vm.g_i]);
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const int32_t movflags = /*(*movflagsptr==-1) ? 0 :*/ *movflagsptr;
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const int32_t deadflag = (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0);
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const int32_t deadflag = (A_CheckEnemySprite((tspritetype *)vm.g_sp) && vm.g_sp->extra <= 0);
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AC_COUNT(vm.g_t)++;
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@ -721,7 +721,7 @@ dead:
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if (vm.g_sp->xvel > -6 && vm.g_sp->xvel < 6)
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vm.g_sp->xvel = 0;
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int badguyp = A_CheckEnemySprite(vm.g_sp);
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int badguyp = A_CheckEnemySprite((tspritetype *)vm.g_sp);
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if (vm.g_sp->xvel || vm.g_sp->zvel)
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{
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@ -983,7 +983,7 @@ static void VM_Fall(int32_t g_i, spritetype *g_sp)
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// Preliminary new z position of the actor.
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int32_t z = actor[g_i].floorz - ZOFFSET;
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if (A_CheckEnemySprite(g_sp) || (g_sp->picnum == APLAYER && g_sp->owner >= 0))
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if (A_CheckEnemySprite((tspritetype *)g_sp) || (g_sp->picnum == APLAYER && g_sp->owner >= 0))
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{
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if (g_sp->zvel > 3084 && g_sp->extra <= 1)
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{
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@ -1292,7 +1292,7 @@ skip_check:
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int32_t sclip = 768, angdif = 16;
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if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->xrepeat > 56)
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if (A_CheckEnemySprite((tspritetype *)vm.g_sp) && vm.g_sp->xrepeat > 56)
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{
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sclip = 3084;
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angdif = 48;
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@ -1413,7 +1413,7 @@ skip_check:
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AC_COUNT(vm.g_t) = AC_ACTION_COUNT(vm.g_t) = AC_CURFRAME(vm.g_t) = 0;
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if (!A_CheckEnemySprite(vm.g_sp) || vm.g_sp->extra > 0) // hack
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if (!A_CheckEnemySprite((tspritetype *)vm.g_sp) || vm.g_sp->extra > 0) // hack
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if (vm.g_sp->hitag&random_angle)
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vm.g_sp->ang = krand()&2047;
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continue;
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@ -1813,7 +1813,7 @@ skip_check:
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AC_COUNT(vm.g_t) = 0;
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AC_MOVE_ID(vm.g_t) = *insptr++;
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vm.g_sp->hitag = *insptr++;
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if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
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if (A_CheckEnemySprite((tspritetype *)vm.g_sp) && vm.g_sp->extra <= 0) // hack
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continue;
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if (vm.g_sp->hitag&random_angle)
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vm.g_sp->ang = krand()&2047;
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@ -3725,7 +3725,7 @@ nullquote:
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continue;
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case CON_IFRESPAWN:
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if (A_CheckEnemySprite(vm.g_sp)) VM_CONDITIONAL(ud.respawn_monsters)
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if (A_CheckEnemySprite((tspritetype *)vm.g_sp)) VM_CONDITIONAL(ud.respawn_monsters)
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else if (A_CheckInventorySprite(vm.g_sp)) VM_CONDITIONAL(ud.respawn_inventory)
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else VM_CONDITIONAL(ud.respawn_items)
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continue;
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@ -5701,7 +5701,7 @@ void A_Execute(int32_t iActor, int32_t iPlayer, int32_t lDist)
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if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_sp->sectnum >= MAXSECTORS))
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{
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if (A_CheckEnemySprite(vm.g_sp))
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if (A_CheckEnemySprite((tspritetype *)vm.g_sp))
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vm.g_pp->actors_killed++;
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A_DeleteSprite(vm.g_i);
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@ -5798,7 +5798,7 @@ void A_Execute(int32_t iActor, int32_t iPlayer, int32_t lDist)
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return;
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}
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if (A_CheckEnemySprite(vm.g_sp))
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if (A_CheckEnemySprite((tspritetype *)vm.g_sp))
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{
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if (vm.g_sp->xrepeat > 60 || (ud.respawn_monsters == 1 && vm.g_sp->extra <= 0))
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return;
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@ -258,9 +258,9 @@ static int32_t A_FindTargetSprite(const spritetype *s, int32_t aang, int32_t atw
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break;
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for (i=headspritestat[aimstats[k]]; i >= 0; i=nextspritestat[i])
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if (sprite[i].xrepeat > 0 && sprite[i].extra >= 0 && (sprite[i].cstat&(257+32768)) == 257)
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if (A_CheckEnemySprite(&sprite[i]) || k < 2)
|
||||
if (A_CheckEnemySprite((tspritetype *)&sprite[i]) || k < 2)
|
||||
{
|
||||
if (A_CheckEnemySprite(&sprite[i]) || PN == APLAYER || PN == SHARK)
|
||||
if (A_CheckEnemySprite((tspritetype *)&sprite[i]) || PN == APLAYER || PN == SHARK)
|
||||
{
|
||||
if (PN == APLAYER && s->picnum == APLAYER && s != &sprite[i] &&
|
||||
// ud.ffire == 0 &&
|
||||
|
@ -602,7 +602,7 @@ static int32_t SectorContainsSE13(int32_t sectnum)
|
|||
// (in that case walltype *hitwal may be stale)
|
||||
static inline void HandleHitWall(hitdata_t *hit)
|
||||
{
|
||||
const walltype *const hitwal = &wall[hit->wall];
|
||||
twalltype const * const hitwal = (twalltype *)&wall[hit->wall];
|
||||
|
||||
if ((hitwal->cstat&2) && redwallp(hitwal))
|
||||
if (hit->pos.z >= sector[hitwal->nextsector].floorz)
|
||||
|
@ -692,7 +692,7 @@ static int32_t P_PostFireHitscan(int32_t p, int32_t k, hitdata_t *hit, int32_t i
|
|||
}
|
||||
else if (hit->wall >= 0)
|
||||
{
|
||||
const walltype *const hitwal = &wall[hit->wall];
|
||||
twalltype const * const hitwal = (twalltype *)&wall[hit->wall];
|
||||
|
||||
Proj_MaybeSpawn(k, spawnatimpacttile, hit);
|
||||
|
||||
|
@ -797,12 +797,10 @@ static int32_t A_PostFireHitscan(const hitdata_t *hit, int32_t i, int32_t atwith
|
|||
static int32_t Proj_CheckBlood(const vec3_t *srcvect, const hitdata_t *hit,
|
||||
int32_t projrange, int32_t minzdiff)
|
||||
{
|
||||
const walltype * hitwal;
|
||||
|
||||
if (hit->wall < 0 || hit->sect < 0)
|
||||
return 0;
|
||||
|
||||
hitwal = &wall[hit->wall];
|
||||
twalltype const * const hitwal = (twalltype *)&wall[hit->wall];
|
||||
|
||||
if (FindDistance2D(srcvect->x-hit->pos.x, srcvect->y-hit->pos.y) < projrange)
|
||||
if (hitwal->overpicnum != BIGFORCE && (hitwal->cstat&16) == 0)
|
||||
|
@ -980,7 +978,7 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
|
|||
l = safeldist(g_player[j].ps->i, s);
|
||||
zvel = tabledivide32_noinline((g_player[j].ps->opos.z - srcvect->z)*vel, l);
|
||||
|
||||
if (A_CheckEnemySprite(s) && (AC_MOVFLAGS(s, &actor[i]) & face_player_smart))
|
||||
if (A_CheckEnemySprite((tspritetype *)s) && (AC_MOVFLAGS(s, &actor[i]) & face_player_smart))
|
||||
sa = s->ang + (krand() & 31) - 16;
|
||||
}
|
||||
}
|
||||
|
@ -1069,7 +1067,7 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
|
|||
if (Proj_CheckBlood(srcvect, &hit, proj->range,
|
||||
mulscale3(proj->yrepeat, tilesiz[proj->decal].y) << 8))
|
||||
{
|
||||
const walltype *const hitwal = &wall[hit.wall];
|
||||
const twalltype *const hitwal = (twalltype *)&wall[hit.wall];
|
||||
|
||||
if (FindDistance2D(hitwal->x - wall[hitwal->point2].x, hitwal->y - wall[hitwal->point2].y) >
|
||||
(mulscale3(proj->xrepeat + 8, tilesiz[proj->decal].x)))
|
||||
|
@ -1164,7 +1162,7 @@ static int32_t A_ShootHardcoded(int32_t i, int32_t atwith, int16_t sa, vec3_t sr
|
|||
{
|
||||
if (Proj_CheckBlood(&srcvect, &hit, 1024, 16<<8))
|
||||
{
|
||||
const walltype *const hitwal = &wall[hit.wall];
|
||||
const twalltype *const hitwal = (twalltype *)&wall[hit.wall];
|
||||
|
||||
if (SectorContainsSE13(hitwal->nextsector))
|
||||
return -1;
|
||||
|
@ -1388,7 +1386,7 @@ static int32_t A_ShootHardcoded(int32_t i, int32_t atwith, int16_t sa, vec3_t sr
|
|||
l = safeldist(g_player[j].ps->i, s);
|
||||
zvel = tabledivide32_noinline((g_player[j].ps->opos.z - srcvect.z)*vel, l);
|
||||
|
||||
if (A_CheckEnemySprite(s) && (AC_MOVFLAGS(s, &actor[i]) & face_player_smart))
|
||||
if (A_CheckEnemySprite((tspritetype *)s) && (AC_MOVFLAGS(s, &actor[i]) & face_player_smart))
|
||||
sa = s->ang+(krand()&31)-16;
|
||||
}
|
||||
|
||||
|
@ -1638,7 +1636,7 @@ int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
|
|||
{
|
||||
srcvect.z -= (7<<8);
|
||||
|
||||
if (A_CheckEnemySprite(s) && PN != COMMANDER)
|
||||
if (A_CheckEnemySprite((tspritetype *)s) && PN != COMMANDER)
|
||||
{
|
||||
srcvect.x += (sintable[(sa+1024+96)&2047]>>7);
|
||||
srcvect.y += (sintable[(sa+512+96)&2047]>>7);
|
||||
|
@ -4589,7 +4587,7 @@ void P_ProcessInput(int32_t snum)
|
|||
p->sbs = j;
|
||||
}
|
||||
}
|
||||
else if (A_CheckEnemySprite(&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8))
|
||||
else if (A_CheckEnemySprite((tspritetype *)&sprite[j]) && sprite[j].xrepeat > 24 && klabs(s->z-sprite[j].z) < (84<<8))
|
||||
{
|
||||
// TX: I think this is what makes the player slide off enemies... might
|
||||
// be a good sprite flag to add later.
|
||||
|
@ -5569,7 +5567,7 @@ HORIZONLY:
|
|||
break;
|
||||
}
|
||||
default:
|
||||
if (A_CheckEnemySprite(&sprite[p->actorsqu]))
|
||||
if (A_CheckEnemySprite((tspritetype *)&sprite[p->actorsqu]))
|
||||
p->actors_killed++;
|
||||
A_DeleteSprite(p->actorsqu);
|
||||
break;
|
||||
|
|
|
@ -71,7 +71,7 @@ static void G_CacheSpriteNum(int32_t i)
|
|||
char maxc;
|
||||
int32_t j;
|
||||
|
||||
if (ud.monsters_off && A_CheckEnemySprite(&sprite[i])) return;
|
||||
if (ud.monsters_off && A_CheckEnemySprite((tspritetype *)&sprite[i])) return;
|
||||
|
||||
maxc = 1;
|
||||
|
||||
|
|
|
@ -315,7 +315,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16
|
|||
int32_t xvect, yvect, xvect2, yvect2;
|
||||
int16_t p;
|
||||
char col;
|
||||
walltype *wal, *wal2;
|
||||
twalltype *wal, *wal2;
|
||||
spritetype *spr;
|
||||
|
||||
int32_t tmpydim = (xdim*5)/8;
|
||||
|
@ -340,7 +340,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16
|
|||
z1 = sector[i].ceilingz;
|
||||
z2 = sector[i].floorz;
|
||||
|
||||
for (j=startwall, wal=&wall[startwall]; j<endwall; j++, wal++)
|
||||
for (j=startwall, wal=(twalltype *)&wall[startwall]; j<endwall; j++, wal++)
|
||||
{
|
||||
k = wal->nextwall;
|
||||
if (k < 0) continue;
|
||||
|
@ -361,7 +361,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16
|
|||
x1 = dmulscale16(ox, xvect, -oy, yvect)+(xdim<<11);
|
||||
y1 = dmulscale16(oy, xvect2, ox, yvect2)+(ydim<<11);
|
||||
|
||||
wal2 = &wall[wal->point2];
|
||||
wal2 = (twalltype *)&wall[wal->point2];
|
||||
ox = wal2->x-cposx;
|
||||
oy = wal2->y-cposy;
|
||||
x2 = dmulscale16(ox, xvect, -oy, yvect)+(xdim<<11);
|
||||
|
@ -529,7 +529,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16
|
|||
endwall = sector[i].wallptr + sector[i].wallnum;
|
||||
|
||||
k = -1;
|
||||
for (j=startwall, wal=&wall[startwall]; j<endwall; j++, wal++)
|
||||
for (j=startwall, wal=(twalltype *)&wall[startwall]; j<endwall; j++, wal++)
|
||||
{
|
||||
if (wal->nextwall >= 0) continue;
|
||||
|
||||
|
@ -550,7 +550,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16
|
|||
}
|
||||
|
||||
k = wal->point2;
|
||||
wal2 = &wall[k];
|
||||
wal2 = (twalltype *)&wall[k];
|
||||
ox = wal2->x-cposx;
|
||||
oy = wal2->y-cposy;
|
||||
x2 = dmulscale16(ox, xvect, -oy, yvect)+(xdim<<11);
|
||||
|
|
|
@ -2260,7 +2260,7 @@ void A_DamageObject(int32_t i,int32_t sn)
|
|||
|
||||
if ((sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i) && sprite[i].statnum != STAT_PROJECTILE)
|
||||
{
|
||||
if (A_CheckEnemySprite(&sprite[i]) == 1)
|
||||
if (A_CheckEnemySprite((tspritetype *)&sprite[i]) == 1)
|
||||
{
|
||||
if (sprite[sn].picnum == RPG)
|
||||
sprite[sn].extra <<= 1;
|
||||
|
@ -2877,7 +2877,7 @@ int32_t A_CheckHitSprite(int32_t i, int16_t *hitsp)
|
|||
hitdata_t hit;
|
||||
int32_t zoff = 0;
|
||||
|
||||
if (A_CheckEnemySprite(&sprite[i]))
|
||||
if (A_CheckEnemySprite((tspritetype *) &sprite[i]))
|
||||
zoff = (42<<8);
|
||||
else if (PN == APLAYER)
|
||||
zoff = (39<<8);
|
||||
|
@ -2892,7 +2892,7 @@ int32_t A_CheckHitSprite(int32_t i, int16_t *hitsp)
|
|||
if (hitsp)
|
||||
*hitsp = hit.sprite;
|
||||
|
||||
if (hit.wall >= 0 && (wall[hit.wall].cstat&16) && A_CheckEnemySprite(&sprite[i]))
|
||||
if (hit.wall >= 0 && (wall[hit.wall].cstat&16) && A_CheckEnemySprite((tspritetype *) &sprite[i]))
|
||||
return 1<<30;
|
||||
|
||||
return FindDistance2D(hit.pos.x-SX,hit.pos.y-SY);
|
||||
|
|
Loading…
Reference in a new issue