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EDUKE32_STANDALONE guard some HoloDuke behavior in CON_IFCANSEE and remove a branch from GAMEARRAY_BITMAP processing in CON_SETARRAY
git-svn-id: https://svn.eduke32.com/eduke32@6818 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 9 additions and 7 deletions
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@ -1453,6 +1453,7 @@ skip_check:
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// select sprite for monster to target
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// select sprite for monster to target
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// if holoduke is on, let them target holoduke first.
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// if holoduke is on, let them target holoduke first.
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//
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//
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#ifndef EDUKE32_STANDALONE
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if (pPlayer->holoduke_on >= 0)
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if (pPlayer->holoduke_on >= 0)
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{
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{
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pSprite = (uspritetype *)&sprite[pPlayer->holoduke_on];
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pSprite = (uspritetype *)&sprite[pPlayer->holoduke_on];
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@ -1466,7 +1467,7 @@ skip_check:
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pSprite = (uspritetype *)&sprite[pPlayer->i];
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pSprite = (uspritetype *)&sprite[pPlayer->i];
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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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// can they see player, (or player's holoduke)
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// can they see player, (or player's holoduke)
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tw = cansee(vm.pSprite->x,vm.pSprite->y,vm.pSprite->z-(krand()&((47<<8))),vm.pSprite->sectnum,
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tw = cansee(vm.pSprite->x,vm.pSprite->y,vm.pSprite->z-(krand()&((47<<8))),vm.pSprite->sectnum,
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pSprite->x,pSprite->y,pSprite->z-(24<<8),pSprite->sectnum);
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pSprite->x,pSprite->y,pSprite->z-(24<<8),pSprite->sectnum);
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@ -4520,12 +4521,13 @@ finish_qsprintf:
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case GAMEARRAY_UINT16: ((uint16_t *) aGameArrays[tw].pValues)[arrayIndex] = newValue; break;
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case GAMEARRAY_UINT16: ((uint16_t *) aGameArrays[tw].pValues)[arrayIndex] = newValue; break;
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case GAMEARRAY_UINT8: ((int8_t *) aGameArrays[tw].pValues)[arrayIndex] = newValue; break;
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case GAMEARRAY_UINT8: ((int8_t *) aGameArrays[tw].pValues)[arrayIndex] = newValue; break;
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case GAMEARRAY_BITMAP:
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case GAMEARRAY_BITMAP:
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if (newValue)
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{
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((uint8_t *)aGameArrays[tw].pValues)[arrayIndex >> 3] |= (1 << (arrayIndex & 7));
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uint32_t const mask = (1 << (arrayIndex & 7));
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else
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uint8_t & value = ((uint8_t *)aGameArrays[tw].pValues)[arrayIndex >> 3];
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((uint8_t *)aGameArrays[tw].pValues)[arrayIndex >> 3] &= ~(1 << (arrayIndex & 7));
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value = (value & ~mask) | (-!!newValue & mask);
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break;
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break;
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}
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}
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}
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continue;
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continue;
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}
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}
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