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- use a dedicated variable to store the vehicle ammo for RRRA's bike and boat.
owner should be reserved for pointers.
This commit is contained in:
parent
803cf4aece
commit
10d4f92232
3 changed files with 15 additions and 14 deletions
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@ -1491,7 +1491,7 @@ void checkweapons_r(struct player_struct* p)
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{
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auto j = spawn(p->GetActor(), 7220);
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j->s.ang = p->angle.ang.asbuild();
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j->s.owner = p->ammo_amount[MOTORCYCLE_WEAPON]; // hijack!
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j->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
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p->OnMotorcycle = 0;
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p->gotweapon.Clear(MOTORCYCLE_WEAPON);
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p->horizon.horiz = q16horiz(0);
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@ -1507,7 +1507,7 @@ void checkweapons_r(struct player_struct* p)
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{
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auto j = spawn(p->GetActor(), 7233);
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j->s.ang = p->angle.ang.asbuild();
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j->s.owner = p->ammo_amount[BOAT_WEAPON]; // hijack!
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j->saved_ammo = p->ammo_amount[BOAT_WEAPON];
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p->OnBoat = 0;
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p->gotweapon.Clear(BOAT_WEAPON);
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p->horizon.horiz = q16horiz(0);
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@ -2384,7 +2384,6 @@ static void movement(int snum, ESyncBits actions, int psect, int fz, int cz, int
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static void underwater(int snum, ESyncBits actions, int psect, int fz, int cz)
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{
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int j;
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auto p = &ps[snum];
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auto pact = p->GetActor();
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int psectlotag = sector[psect].lotag;
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@ -4186,7 +4185,7 @@ void OnMotorcycle(struct player_struct *p, DDukeActor* motosprite)
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p->posx = motosprite->s.x;
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p->posy = motosprite->s.y;
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p->angle.ang = buildang(motosprite->s.ang);
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p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->s.owner; // hijack
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p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo;
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deletesprite(motosprite);
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}
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p->over_shoulder_on = 0;
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@ -4243,7 +4242,7 @@ void OffMotorcycle(struct player_struct *p)
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spawned->s.ang = p->angle.ang.asbuild();
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spawned->s.xvel += sintable[(p->angle.ang.asbuild()+512)&2047]<<7;
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spawned->s.yvel += sintable[p->angle.ang.asbuild()&2047]<<7;
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spawned->s.owner = p->ammo_amount[MOTORCYCLE_WEAPON];
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spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
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}
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}
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@ -4262,7 +4261,7 @@ void OnBoat(struct player_struct *p, DDukeActor* boat)
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p->posx = boat->s.x;
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p->posy = boat->s.y;
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p->angle.ang = buildang(boat->s.ang);
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p->ammo_amount[BOAT_WEAPON] = boat->s.owner;
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p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo;
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deletesprite(boat);
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}
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p->over_shoulder_on = 0;
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@ -4307,7 +4306,7 @@ void OffBoat(struct player_struct *p)
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spawned->s.ang = p->angle.ang.asbuild();
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spawned->s.xvel += sintable[(p->angle.ang.asbuild()+512)&2047]<<7;
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spawned->s.yvel += sintable[p->angle.ang.asbuild()&2047]<<7;
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spawned->s.owner = p->ammo_amount[BOAT_WEAPON];
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spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON];
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}
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}
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@ -64,18 +64,19 @@ static void recreateinterpolations()
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StatIterator it(STAT_EFFECTOR);
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while ((k = it.NextIndex()) >= 0)
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{
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auto sectnum = sprite[k].sectnum;
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switch (sprite[k].lotag)
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{
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case SE_31_FLOOR_RISE_FALL:
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setinterpolation(§or[sprite[k].sectnum].floorz);
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setinterpolation(§or[sectnum].floorz);
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break;
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case SE_32_CEILING_RISE_FALL:
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setinterpolation(§or[sprite[k].sectnum].ceilingz);
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setinterpolation(§or[sectnum].ceilingz);
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break;
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case SE_17_WARP_ELEVATOR:
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case SE_25_PISTON:
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setinterpolation(§or[sprite[k].sectnum].floorz);
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setinterpolation(§or[sprite[k].sectnum].ceilingz);
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setinterpolation(§or[sectnum].floorz);
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setinterpolation(§or[sectnum].ceilingz);
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break;
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case SE_0_ROTATING_SECTOR:
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case SE_5_BOSS:
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@ -86,7 +87,7 @@ static void recreateinterpolations()
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case SE_16_REACTOR:
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case SE_26:
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case SE_30_TWO_WAY_TRAIN:
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setsectinterpolate(sprite[k].sectnum);
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setsectinterpolate(sectnum);
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break;
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}
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}
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@ -335,6 +336,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, weaponhit& w, weap
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("bposy", w.bposy, def->bposy)
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("bposz", w.bposz, def->bposz)
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("aflags", w.aflags, def->aflags)
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("saved_ammo", w.saved_ammo, def->saved_ammo)
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("temp_actor", w.temp_actor, def->temp_actor)
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("seek_actor", w.seek_actor, def->seek_actor)
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.Array("temp_data", w.temp_data, def->temp_data, 6)
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@ -28,7 +28,7 @@ struct weaponhit
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short picnum, ang, extra, owner, movflag;
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short tempang, actorstayput, dispicnum;
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short timetosleep;
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int floorz, ceilingz, lastvx, lastvy, bposx, bposy, bposz, aflags;
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int floorz, ceilingz, lastvx, lastvy, bposx, bposy, bposz, aflags, saved_ammo;
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int temp_data[6];
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weaponhit* temp_actor, *seek_actor;
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spritetype& s; // direct reference to the corresponding sprite.
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@ -42,7 +42,7 @@ struct weaponhit
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{
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cgg = spriteextra = 0;
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picnum = ang = extra = owner = movflag = tempang = actorstayput = dispicnum = timetosleep = 0;
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floorz = ceilingz = lastvx = lastvy = bposx = bposy = bposz = aflags = 0;
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floorz = ceilingz = lastvx = lastvy = bposx = bposy = bposz = aflags = saved_ammo = 0;
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memset(temp_data, 0, sizeof(temp_data));
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}
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int GetIndex() const { return this - array(); }
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