mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 11:10:47 +00:00
Don't spawn hardcoded Duke3D debris/guts/glass sprites when compiled as EDUKE32_STANDALONE
git-svn-id: https://svn.eduke32.com/eduke32@6911 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
9c313158e8
commit
0dd623a7fe
6 changed files with 64 additions and 12 deletions
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@ -659,6 +659,7 @@ void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt)
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}
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}
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}
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}
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#ifndef EDUKE32_STANDALONE
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void A_DoGuts(int spriteNum, int tileNum, int spawnCnt)
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void A_DoGuts(int spriteNum, int tileNum, int spawnCnt)
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{
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{
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uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum];
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uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum];
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@ -716,6 +717,7 @@ void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt)
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sprite[i].pal = s->pal;
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sprite[i].pal = s->pal;
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}
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}
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}
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}
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#endif
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LUNATIC_EXTERN int32_t G_ToggleWallInterpolation(int32_t wallNum, int32_t setInterpolation)
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LUNATIC_EXTERN int32_t G_ToggleWallInterpolation(int32_t wallNum, int32_t setInterpolation)
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{
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{
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@ -1587,8 +1589,10 @@ ACTOR_STATIC void G_MoveFallers(void)
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if ((sector[sectNum].floorz-pSprite->z) < ZOFFSET2)
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if ((sector[sectNum].floorz-pSprite->z) < ZOFFSET2)
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{
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{
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#ifndef EDUKE32_STANDALONE
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for (size_t x = 0, x_end = 1+(krand()&7); x < x_end; ++x)
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for (size_t x = 0, x_end = 1+(krand()&7); x < x_end; ++x)
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RANDOMSCRAP(pSprite, spriteNum);
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RANDOMSCRAP(pSprite, spriteNum);
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#endif
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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}
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}
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}
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}
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@ -2217,9 +2221,11 @@ DETONATE:
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pSprite->z -= ZOFFSET5;
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pSprite->z -= ZOFFSET5;
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#ifndef EDUKE32_STANDALONE
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if (pSprite->xrepeat)
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if (pSprite->xrepeat)
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for (bsize_t x=0; x<8; x++)
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for (bsize_t x=0; x<8; x++)
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RANDOMSCRAP(pSprite, spriteNum);
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RANDOMSCRAP(pSprite, spriteNum);
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#endif
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if ((pData[3] == 1 && pSprite->xrepeat) || (int16_t)pSprite->lotag == -99)
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if ((pData[3] == 1 && pSprite->xrepeat) || (int16_t)pSprite->lotag == -99)
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{
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{
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@ -4987,9 +4993,10 @@ DETONATEB:
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pData[0] = 1; // static
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pData[0] = 1; // static
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pSprite->cstat = 32768;
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pSprite->cstat = 32768;
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#ifndef EDUKE32_STANDALONE
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for (bssize_t x = 0; x < 5; x++)
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for (bssize_t x = 0; x < 5; x++)
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RANDOMSCRAP(pSprite, spriteNum);
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RANDOMSCRAP(pSprite, spriteNum);
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#endif
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goto next_sprite;
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goto next_sprite;
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}
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}
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}
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}
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@ -6833,10 +6840,10 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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}
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}
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#ifndef EDUKE32_STANDALONE
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if (pData[2] == 4 && pSprite->ang != 512)
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if (pData[2] == 4 && pSprite->ang != 512)
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for (x=0; x<7; x++) RANDOMSCRAP(pSprite, spriteNum);
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for (x=0; x<7; x++) RANDOMSCRAP(pSprite, spriteNum);
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#endif
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break;
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break;
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@ -7751,11 +7758,12 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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}
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break;
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break;
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#ifndef EDUKE32_STANDALONE
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case SE_33_QUAKE_DEBRIS:
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case SE_33_QUAKE_DEBRIS:
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if (g_earthquakeTime > 0 && (krand()&7) == 0)
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if (g_earthquakeTime > 0 && (krand()&7) == 0)
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RANDOMSCRAP(pSprite, spriteNum);
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RANDOMSCRAP(pSprite, spriteNum);
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break;
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break;
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#endif
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case SE_36_PROJ_SHOOTER:
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case SE_36_PROJ_SHOOTER:
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if (pData[0])
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if (pData[0])
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{
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{
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@ -7036,6 +7036,7 @@ int G_DoMoveThings(void)
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return 0;
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return 0;
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}
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}
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#ifndef EDUKE32_STANDALONE
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void A_SpawnWallGlass(int spriteNum, int wallNum, int glassCnt)
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void A_SpawnWallGlass(int spriteNum, int wallNum, int glassCnt)
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{
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{
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if (wallNum < 0)
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if (wallNum < 0)
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@ -7147,6 +7148,7 @@ void A_SpawnRandomGlass(int spriteNum, int wallNum, int glassCnt)
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sprite[k].pal = krand() & 7;
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sprite[k].pal = krand() & 7;
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}
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}
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}
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}
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#endif
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static void G_SetupGameButtons(void)
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static void G_SetupGameButtons(void)
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{
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{
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@ -1036,13 +1036,14 @@ static void VM_Fall(int const spriteNum, spritetype * const pSprite)
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{
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{
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// I'm guessing this DRONE check is from a beta version of the game
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// I'm guessing this DRONE check is from a beta version of the game
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// where they crashed into the ground when killed
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// where they crashed into the ground when killed
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#ifndef EDUKE32_STANDALONE
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if (!(pSprite->picnum == APLAYER && pSprite->extra > 0) && pSprite->pal != 1 && pSprite->picnum != DRONE)
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if (!(pSprite->picnum == APLAYER && pSprite->extra > 0) && pSprite->pal != 1 && pSprite->picnum != DRONE)
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{
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{
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A_DoGuts(spriteNum,JIBS6,15);
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A_DoGuts(spriteNum,JIBS6,15);
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A_PlaySound(SQUISHED,spriteNum);
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A_PlaySound(SQUISHED,spriteNum);
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A_Spawn(spriteNum,BLOODPOOL);
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A_Spawn(spriteNum,BLOODPOOL);
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}
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}
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#endif
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actor[spriteNum].picnum = SHOTSPARK1;
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actor[spriteNum].picnum = SHOTSPARK1;
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actor[spriteNum].extra = 1;
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actor[spriteNum].extra = 1;
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pSprite->zvel = 0;
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pSprite->zvel = 0;
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@ -2187,33 +2188,52 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
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case CON_LOTSOFGLASS:
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case CON_LOTSOFGLASS:
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insptr++;
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insptr++;
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#ifndef EDUKE32_STANDALONE
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A_SpawnGlass(vm.spriteNum, *insptr++);
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A_SpawnGlass(vm.spriteNum, *insptr++);
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#else
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insptr++;
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#endif
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continue;
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continue;
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case CON_SPAWNWALLGLASS:
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case CON_SPAWNWALLGLASS:
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insptr++;
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insptr++;
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{
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{
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#ifndef EDUKE32_STANDALONE
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int const wallNum = Gv_GetVarX(*insptr++);
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int const wallNum = Gv_GetVarX(*insptr++);
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int const numShards = Gv_GetVarX(*insptr++);
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int const numShards = Gv_GetVarX(*insptr++);
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A_SpawnWallGlass(vm.spriteNum, wallNum, numShards);
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A_SpawnWallGlass(vm.spriteNum, wallNum, numShards);
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#else
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Gv_GetVarX(*insptr++);
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Gv_GetVarX(*insptr++);
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#endif
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}
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}
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continue;
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continue;
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case CON_SPAWNWALLSTAINEDGLASS:
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case CON_SPAWNWALLSTAINEDGLASS:
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insptr++;
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insptr++;
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{
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{
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#ifndef EDUKE32_STANDALONE
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int const wallNum = Gv_GetVarX(*insptr++);
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int const wallNum = Gv_GetVarX(*insptr++);
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int const numShards = Gv_GetVarX(*insptr++);
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int const numShards = Gv_GetVarX(*insptr++);
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A_SpawnRandomGlass(vm.spriteNum, wallNum, numShards);
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A_SpawnRandomGlass(vm.spriteNum, wallNum, numShards);
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#else
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Gv_GetVarX(*insptr++);
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Gv_GetVarX(*insptr++);
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#endif
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}
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}
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continue;
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continue;
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case CON_SPAWNCEILINGGLASS:
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case CON_SPAWNCEILINGGLASS:
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insptr++;
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insptr++;
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{
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{
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#ifndef EDUKE32_STANDALONE
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int const sectNum = Gv_GetVarX(*insptr++);
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int const sectNum = Gv_GetVarX(*insptr++);
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int const numShards = Gv_GetVarX(*insptr++);
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int const numShards = Gv_GetVarX(*insptr++);
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A_SpawnCeilingGlass(vm.spriteNum, sectNum, numShards);
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A_SpawnCeilingGlass(vm.spriteNum, sectNum, numShards);
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#else
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Gv_GetVarX(*insptr++);
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Gv_GetVarX(*insptr++);
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#endif
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}
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}
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continue;
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continue;
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@ -4019,7 +4039,9 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
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continue;
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continue;
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case CON_GUTS:
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case CON_GUTS:
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#ifndef EDUKE32_STANDALONE
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A_DoGuts(vm.spriteNum, *(insptr + 1), *(insptr + 2));
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A_DoGuts(vm.spriteNum, *(insptr + 1), *(insptr + 2));
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#endif
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insptr += 3;
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insptr += 3;
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continue;
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continue;
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@ -30,8 +30,11 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#define WIN_IS_PRESSED ( KB_KeyPressed( sc_RightWin ) || KB_KeyPressed( sc_LeftWin ) )
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#define WIN_IS_PRESSED ( KB_KeyPressed( sc_RightWin ) || KB_KeyPressed( sc_LeftWin ) )
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#define ALT_IS_PRESSED ( KB_KeyPressed( sc_RightAlt ) || KB_KeyPressed( sc_LeftAlt ) )
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#define ALT_IS_PRESSED ( KB_KeyPressed( sc_RightAlt ) || KB_KeyPressed( sc_LeftAlt ) )
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#define SHIFTS_IS_PRESSED ( KB_KeyPressed( sc_RightShift ) || KB_KeyPressed( sc_LeftShift ) )
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#define SHIFTS_IS_PRESSED ( KB_KeyPressed( sc_RightShift ) || KB_KeyPressed( sc_LeftShift ) )
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#ifndef EDUKE32_STANDALONE
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#define RANDOMSCRAP(s, i) A_InsertSprite(s->sectnum,s->x+(krand()&255)-128,s->y+(krand()&255)-128,s->z-ZOFFSET3-(krand()&8191),\
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#define RANDOMSCRAP(s, i) A_InsertSprite(s->sectnum,s->x+(krand()&255)-128,s->y+(krand()&255)-128,s->z-ZOFFSET3-(krand()&8191),\
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SCRAP6+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-512-(krand()&2047),i,5)
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SCRAP6+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-512-(krand()&2047),i,5)
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#endif
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#define GTFLAGS(x) (g_gametypeFlags[ud.coop] & x)
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#define GTFLAGS(x) (g_gametypeFlags[ud.coop] & x)
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@ -113,8 +113,10 @@ void P_QuickKill(DukePlayer_t * const pPlayer)
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sprite[pPlayer->i].extra = 0;
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sprite[pPlayer->i].extra = 0;
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sprite[pPlayer->i].cstat |= 32768;
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sprite[pPlayer->i].cstat |= 32768;
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#ifndef EDUKE32_STANDALONE
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if (ud.god == 0)
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if (ud.god == 0)
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A_DoGuts(pPlayer->i,JIBS6,8);
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A_DoGuts(pPlayer->i,JIBS6,8);
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#endif
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}
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}
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static void A_DoWaterTracers(vec3_t startPos, vec3_t const *endPos, int n, int16_t sectNum)
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static void A_DoWaterTracers(vec3_t startPos, vec3_t const *endPos, int n, int16_t sectNum)
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@ -5418,6 +5420,7 @@ HORIZONLY:;
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}
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}
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}
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}
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#ifndef EDUKE32_STANDALONE
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if (pPlayer->knee_incs > 0)
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if (pPlayer->knee_incs > 0)
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{
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{
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pPlayer->q16horiz -= F16(48);
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pPlayer->q16horiz -= F16(48);
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@ -5435,7 +5438,6 @@ HORIZONLY:;
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A_DoGuts(pPlayer->actorsqu, JIBS6, 7);
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A_DoGuts(pPlayer->actorsqu, JIBS6, 7);
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A_Spawn(pPlayer->actorsqu, BLOODPOOL);
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A_Spawn(pPlayer->actorsqu, BLOODPOOL);
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A_PlaySound(SQUISHED, pPlayer->actorsqu);
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A_PlaySound(SQUISHED, pPlayer->actorsqu);
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switch (DYNAMICTILEMAP(sprite[pPlayer->actorsqu].picnum))
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switch (DYNAMICTILEMAP(sprite[pPlayer->actorsqu].picnum))
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{
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{
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case FEM1__STATIC:
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case FEM1__STATIC:
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@ -5477,6 +5479,7 @@ HORIZONLY:;
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getangle(sprite[pPlayer->actorsqu].x - pPlayer->pos.x, sprite[pPlayer->actorsqu].y - pPlayer->pos.y))
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getangle(sprite[pPlayer->actorsqu].x - pPlayer->pos.x, sprite[pPlayer->actorsqu].y - pPlayer->pos.y))
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>> 2);
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>> 2);
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}
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}
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#endif
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if (P_DoCounters(playerNum))
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if (P_DoCounters(playerNum))
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return;
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return;
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@ -1478,9 +1478,13 @@ void G_ActivateBySector(int sectNum, int spriteNum)
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static void G_BreakWall(int tileNum, int spriteNum, int wallNum)
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static void G_BreakWall(int tileNum, int spriteNum, int wallNum)
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{
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{
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wall[wallNum].picnum = tileNum;
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wall[wallNum].picnum = tileNum;
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#ifndef EDUKE32_STANDALONE
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A_PlaySound(VENT_BUST,spriteNum);
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A_PlaySound(VENT_BUST,spriteNum);
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A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
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A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
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A_SpawnWallGlass(spriteNum,wallNum,10);
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A_SpawnWallGlass(spriteNum,wallNum,10);
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#else
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UNREFERENCED_PARAMETER(spriteNum);
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#endif
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}
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}
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void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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@ -1500,10 +1504,12 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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{
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{
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if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
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if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
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{
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{
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#ifndef EDUKE32_STANDALONE
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A_SpawnWallGlass(spriteNum, wallNum, 70);
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A_SpawnWallGlass(spriteNum, wallNum, 70);
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A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
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#endif
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pWall->cstat &= ~16;
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pWall->cstat &= ~16;
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pWall->overpicnum = MIRRORBROKE;
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pWall->overpicnum = MIRRORBROKE;
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A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
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return;
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return;
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}
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}
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}
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}
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@ -1523,10 +1529,12 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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#endif
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#endif
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if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
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if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
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{
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{
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#ifndef EDUKE32_STANDALONE
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A_SpawnWallGlass(spriteNum, wallNum, 70);
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A_SpawnWallGlass(spriteNum, wallNum, 70);
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A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
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#endif
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pWall->cstat &= ~16;
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pWall->cstat &= ~16;
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pWall->overpicnum = MIRRORBROKE;
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pWall->overpicnum = MIRRORBROKE;
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A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
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return;
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return;
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}
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}
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}
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}
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@ -1653,9 +1661,11 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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||||||
case SCREENBREAK18__STATIC:
|
case SCREENBREAK18__STATIC:
|
||||||
case SCREENBREAK19__STATIC:
|
case SCREENBREAK19__STATIC:
|
||||||
case BORNTOBEWILDSCREEN__STATIC:
|
case BORNTOBEWILDSCREEN__STATIC:
|
||||||
|
#ifndef EDUKE32_STANDALONE
|
||||||
A_SpawnWallGlass(spriteNum, wallNum, 30);
|
A_SpawnWallGlass(spriteNum, wallNum, 30);
|
||||||
pWall->picnum = W_SCREENBREAK + (krand() % 3);
|
|
||||||
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
|
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
|
||||||
|
#endif
|
||||||
|
pWall->picnum = W_SCREENBREAK + (krand() % 3);
|
||||||
return;
|
return;
|
||||||
|
|
||||||
case W_TECHWALL5__STATIC:
|
case W_TECHWALL5__STATIC:
|
||||||
|
@ -1715,8 +1725,10 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
|
||||||
case TECHLIGHT2__STATIC:
|
case TECHLIGHT2__STATIC:
|
||||||
case TECHLIGHT4__STATIC:
|
case TECHLIGHT4__STATIC:
|
||||||
{
|
{
|
||||||
|
#ifndef EDUKE32_STANDALONE
|
||||||
A_PlaySound(rnd(128) ? GLASS_HEAVYBREAK : GLASS_BREAKING, spriteNum);
|
A_PlaySound(rnd(128) ? GLASS_HEAVYBREAK : GLASS_BREAKING, spriteNum);
|
||||||
A_SpawnWallGlass(spriteNum, wallNum, 30);
|
A_SpawnWallGlass(spriteNum, wallNum, 30);
|
||||||
|
#endif
|
||||||
|
|
||||||
if (pWall->picnum == WALLLIGHT1)
|
if (pWall->picnum == WALLLIGHT1)
|
||||||
pWall->picnum = WALLLIGHTBUST1;
|
pWall->picnum = WALLLIGHTBUST1;
|
||||||
|
@ -1840,9 +1852,10 @@ void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum)
|
||||||
{
|
{
|
||||||
#endif
|
#endif
|
||||||
GLASSBREAK_CODE:
|
GLASSBREAK_CODE:
|
||||||
|
#ifndef EDUKE32_STANDALONE
|
||||||
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i, sectNum, 10);
|
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i, sectNum, 10);
|
||||||
A_PlaySound(GLASS_BREAKING, g_player[screenpeek].ps->i);
|
A_PlaySound(GLASS_BREAKING, g_player[screenpeek].ps->i);
|
||||||
|
#endif
|
||||||
if (sector[sectNum].hitag == 0)
|
if (sector[sectNum].hitag == 0)
|
||||||
{
|
{
|
||||||
for (bssize_t SPRITES_OF_SECT(sectNum, i))
|
for (bssize_t SPRITES_OF_SECT(sectNum, i))
|
||||||
|
@ -1913,6 +1926,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
|
||||||
if (sector[SECT(spriteNum)].floorpicnum == FANSHADOW)
|
if (sector[SECT(spriteNum)].floorpicnum == FANSHADOW)
|
||||||
sector[SECT(spriteNum)].floorpicnum = FANSHADOWBROKE;
|
sector[SECT(spriteNum)].floorpicnum = FANSHADOWBROKE;
|
||||||
|
|
||||||
|
#ifndef EDUKE32_STANDALONE
|
||||||
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
|
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
|
||||||
|
|
||||||
for (bssize_t j=16; j>0; j--)
|
for (bssize_t j=16; j>0; j--)
|
||||||
|
@ -1920,7 +1934,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
|
||||||
spritetype * const pSprite = &sprite[spriteNum];
|
spritetype * const pSprite = &sprite[spriteNum];
|
||||||
RANDOMSCRAP(pSprite, spriteNum);
|
RANDOMSCRAP(pSprite, spriteNum);
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
break;
|
break;
|
||||||
|
|
||||||
#ifndef EDUKE32_STANDALONE
|
#ifndef EDUKE32_STANDALONE
|
||||||
|
|
Loading…
Reference in a new issue