Blood: rename Ummune to Immune

This commit is contained in:
CommonLoon102 2020-02-15 22:53:21 +01:00 committed by Christoph Oelckers
parent dcad616030
commit 1105d52677
4 changed files with 7 additions and 7 deletions

View file

@ -121,7 +121,7 @@ void aiNewState(spritetype *pSprite, XSPRITE *pXSprite, AISTATE *pAIState)
pAIState->enterFunc(pSprite, pXSprite); pAIState->enterFunc(pSprite, pXSprite);
} }
bool isUmmune(spritetype* pSprite, int dmgType, int minScale) { bool isImmune(spritetype* pSprite, int dmgType, int minScale) {
if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1) { if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1) {
if (pSprite->type >= kThingBase && pSprite->type < kThingMax) if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
@ -212,7 +212,7 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange)
// It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like // It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like
// in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as // in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as
// i don't think it will broke something in game. // i don't think it will broke something in game.
if (!VanillaMode() && Crusher && isUmmune(pSprite, pXSector->damageType, 16)) return true; if (!VanillaMode() && Crusher && isImmune(pSprite, pXSector->damageType, 16)) return true;
fallthrough__; fallthrough__;
case kDudeZombieButcher: case kDudeZombieButcher:
case kDudeSpiderBrown: case kDudeSpiderBrown:
@ -232,7 +232,7 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange)
#ifdef NOONE_EXTENSIONS #ifdef NOONE_EXTENSIONS
case kDudeModernCustom: case kDudeModernCustom:
case kDudeModernCustomBurning: case kDudeModernCustomBurning:
if ((Crusher && !nnExtIsUmmune(pSprite, pXSector->damageType)) || ((Water || Underwater) && !canSwim(pSprite))) return false; if ((Crusher && !nnExtIsImmune(pSprite, pXSector->damageType)) || ((Water || Underwater) && !canSwim(pSprite))) return false;
return true; return true;
fallthrough__; fallthrough__;
#endif #endif

View file

@ -767,7 +767,7 @@ static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite ) {
VectorScan(pSprite, 0, 0, Cos(pSprite->ang) >> 16, Sin(pSprite->ang) >> 16, gDudeSlope[pSprite->extra], dist, 1); VectorScan(pSprite, 0, 0, Cos(pSprite->ang) >> 16, Sin(pSprite->ang) >> 16, gDudeSlope[pSprite->extra], dist, 1);
if (pXSprite->target == gHitInfo.hitsprite) break; if (pXSprite->target == gHitInfo.hitsprite) break;
bool immune = nnExtIsUmmune(pHSprite, gVectorData[curWeapon].dmgType); bool immune = nnExtIsImmune(pHSprite, gVectorData[curWeapon].dmgType);
if (!(pXHSprite != NULL && (!immune || (immune && pHSprite->statnum == kStatThing && pXHSprite->Vector)) && !pXHSprite->locked)) { if (!(pXHSprite != NULL && (!immune || (immune && pHSprite->statnum == kStatThing && pXHSprite->Vector)) && !pXHSprite->locked)) {
if ((approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) <= 1500 && !blck) if ((approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) <= 1500 && !blck)
@ -853,7 +853,7 @@ static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite ) {
else if (hit == 3 && (failed = (pHSprite->statnum != kStatThing || pXHSprite == NULL || pXHSprite->locked)) == false) { else if (hit == 3 && (failed = (pHSprite->statnum != kStatThing || pXHSprite == NULL || pXHSprite->locked)) == false) {
// check also for damage resistance (all possible damages missile can use) // check also for damage resistance (all possible damages missile can use)
for (int i = 0; i < kDmgMax; i++) { for (int i = 0; i < kDmgMax; i++) {
if (gMissileInfoExtra[curWeapon - kMissileBase].dmgType[i] && (failed = nnExtIsUmmune(pHSprite, i)) == false) if (gMissileInfoExtra[curWeapon - kMissileBase].dmgType[i] && (failed = nnExtIsImmune(pHSprite, i)) == false)
break; break;
} }
} }

View file

@ -108,7 +108,7 @@ THINGINFO_EXTRA gThingInfoExtra[] = {
// for actor.cpp // for actor.cpp
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
bool nnExtIsUmmune(spritetype* pSprite, int dmgType, int minScale) { bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale) {
if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1) { if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1) {
if (pSprite->type >= kThingBase && pSprite->type < kThingMax) if (pSprite->type >= kThingBase && pSprite->type < kThingMax)

View file

@ -162,7 +162,7 @@ extern short gPhysSpritesCount;
bool nnExtEraseModernStuff(spritetype* pSprite, XSPRITE* pXSprite); bool nnExtEraseModernStuff(spritetype* pSprite, XSPRITE* pXSprite);
void nnExtInitModernStuff(bool bSaveLoad); void nnExtInitModernStuff(bool bSaveLoad);
void nnExtProcessSuperSprites(void); void nnExtProcessSuperSprites(void);
bool nnExtIsUmmune(spritetype* pSprite, int dmgType, int minScale = 16); bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale = 16);
int nnExtRandom(int a, int b); int nnExtRandom(int a, int b);
// ------------------------------------------------------------------------- // // ------------------------------------------------------------------------- //
spritetype* randomDropPickupObject(spritetype* pSprite, short prevItem); spritetype* randomDropPickupObject(spritetype* pSprite, short prevItem);