mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
Replace some literal numbers denoting SEs/STs by symbolic enumeration values.
git-svn-id: https://svn.eduke32.com/eduke32@2970 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
41f2535e91
commit
2b58c6de4c
7 changed files with 122 additions and 94 deletions
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@ -2041,7 +2041,7 @@ DETONATE:
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if (actor[j].t_data[0] == 0)
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actor[j].t_data[0] = 1;
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}
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else if (sprite[j].lotag == 21)
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else if (sprite[j].lotag == SE_21_DROP_FLOOR)
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actor[j].t_data[0] = 1;
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}
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j = nextspritestat[j];
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@ -2083,10 +2083,10 @@ DETONATE:
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switch (sprite[j].lotag)
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{
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case 2:
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case 21:
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case 31:
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case 32:
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case 36:
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case SE_21_DROP_FLOOR:
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case SE_31_FLOOR_RISE_FALL:
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case SE_32_CEILING_RISE_FALL:
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case SE_36_PROJ_SHOOTER:
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actor[j].t_data[0] = 1;
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break;
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case 3:
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@ -5577,7 +5577,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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q = sc->extra>>3;
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l = 0;
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if (sc->lotag == 30)
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if (sc->lotag == ST_30_ROTATE_RISE_BRIDGE)
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{
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q >>= 2;
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@ -5990,7 +5990,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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case 30:
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case SE_30_TWO_WAY_TRAIN:
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if (s->owner == -1)
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{
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t[3] = !t[3];
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@ -6458,7 +6458,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if ((sc->lotag&0xff) != 27)
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for (TRAVERSE_CONNECT(p))
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if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0)
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if (sc->lotag != ST_30_ROTATE_RISE_BRIDGE && sc->lotag != ST_31_TWO_WAY_TRAIN && sc->lotag != 0)
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if (s->sectnum == sprite[g_player[p].ps->i].sectnum)
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j = 0;
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@ -6467,10 +6467,10 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if (t[0] > sh)
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switch (sector[s->sectnum].lotag)
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{
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case 20:
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case 21:
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case 22:
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case 26:
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case ST_20_CEILING_DOOR:
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case ST_21_FLOOR_DOOR:
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case ST_22_SPLITTING_DOOR:
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case ST_26_SPLITTING_ST_DOOR:
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if (GetAnimationGoal(§or[s->sectnum].ceilingz) >= 0)
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break;
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default:
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@ -6729,7 +6729,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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break;
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case 16: //Reactor
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case SE_16_REACTOR: //Reactor
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t[2]+=32;
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if (sc->floorz<sc->ceilingz) s->shade=0;
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@ -6764,7 +6764,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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case 17:
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case SE_17_WARP_ELEVATOR:
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{
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q = t[0]*(SP<<2);
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@ -6820,7 +6820,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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j = headspritestat[STAT_EFFECTOR];
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while (j >= 0)
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{
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if (i != j && (sprite[j].lotag) == 17)
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if (i != j && (sprite[j].lotag) == SE_17_WARP_ELEVATOR)
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if ((sc->hitag-t[0]) ==
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(sector[sprite[j].sectnum].hitag)
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&& sh == (sprite[j].hitag))
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@ -7125,7 +7125,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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case 21: // Cascading effect
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case SE_21_DROP_FLOOR: // Cascading effect
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{
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int32_t *zptr;
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@ -7165,7 +7165,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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break;
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case 24:
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case SE_24_CONVEYOR:
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case 34:
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{
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int32_t p;
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@ -7291,7 +7291,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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break;
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case 25: //PISTONS
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case SE_25_PISTON: //PISTONS
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if (t[4] == 0) break;
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if (sc->floorz <= sc->ceilingz)
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@ -7314,7 +7314,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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case 26:
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case SE_26:
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{
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int32_t p;
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@ -7368,7 +7368,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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}
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case 27:
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case SE_27_DEMO_CAM:
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{
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int32_t p;
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DukePlayer_t *ps;
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@ -7425,7 +7425,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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}
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case 28:
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case SE_28_LIGHTNING:
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{
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if (t[5] > 0)
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{
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@ -7513,13 +7513,13 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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}
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case 29:
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case SE_29_WAVES:
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s->hitag += 64;
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l = mulscale12((int32_t)s->yvel,sintable[s->hitag&2047]);
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sc->floorz = s->z + l;
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break;
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case 31: // True Drop Floor
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case SE_31_FLOOR_RISE_FALL: // True Drop Floor
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if (t[0] == 1)
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{
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// Choose dir
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@ -7551,7 +7551,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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break;
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case 32: // True Drop Ceiling
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case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
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if (t[0] == 1)
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{
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// Choose dir
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@ -7612,12 +7612,12 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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break;
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case 33:
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case SE_33_QUAKE_DEBRIS:
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if (g_earthquakeTime > 0 && (krand()&7) == 0)
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RANDOMSCRAP;
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break;
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case 36:
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case SE_36_PROJ_SHOOTER:
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if (t[0])
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{
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if (t[0] == 1)
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@ -7710,7 +7710,7 @@ BOLT:
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const spritetype *s = &sprite[i];
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sectortype *sc;
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if (s->lotag != 29) continue;
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if (s->lotag != SE_29_WAVES) continue;
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sc = §or[s->sectnum];
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if (sc->wallnum != 4) continue;
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wal = &wall[sc->wallptr+2];
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@ -5391,7 +5391,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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switch (sp->lotag)
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{
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case 28:
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case SE_28_LIGHTNING:
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T6 = 65;// Delay for lightning
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break;
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case 7: // Transporters!!!!
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@ -5437,7 +5437,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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case 19:
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sp->owner = -1;
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break;
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case 25: // Pistons
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case SE_25_PISTON: // Pistons
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T4 = sector[sect].ceilingz;
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T5 = 1;
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sector[sect].ceilingz = sp->z;
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@ -5446,7 +5446,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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case 35:
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sector[sect].ceilingz = sp->z;
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break;
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case 27:
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case SE_27_DEMO_CAM:
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if (ud.recstat == 1)
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{
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sp->xrepeat=sp->yrepeat=64;
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@ -5536,7 +5536,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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break;
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case 17:
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case SE_17_WARP_ELEVATOR:
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T3 = sector[sect].floorz; //Stopping loc
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@ -5554,9 +5554,9 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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break;
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case 24:
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case SE_24_CONVEYOR:
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sp->yvel <<= 1;
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case 36:
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case SE_36_PROJ_SHOOTER:
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break;
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case 20:
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@ -5628,7 +5628,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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}
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break;
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case 31:
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case SE_31_FLOOR_RISE_FALL:
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{
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T2 = sector[sect].floorz;
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// T3 = sp->hitag;
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@ -5649,7 +5649,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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}
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break;
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case 32:
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case SE_32_CEILING_RISE_FALL:
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{
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T2 = sector[sect].ceilingz;
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T3 = sp->hitag;
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@ -5716,12 +5716,12 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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case 6://Subway
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case 14://Caboos
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case 15://Subwaytype sliding door
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case 16://That rotating blocker reactor thing
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case 26://ESCELATOR
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case 30://No rotational subways
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case SE_16_REACTOR://That rotating blocker reactor thing
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case SE_26://ESCELATOR
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case SE_30_TWO_WAY_TRAIN://No rotational subways
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if (sp->lotag == 0)
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{
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if (sector[sect].lotag == 30)
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if (sector[sect].lotag == ST_30_ROTATE_RISE_BRIDGE)
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{
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if (sp->pal) sprite[i].clipdist = 1;
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else sprite[i].clipdist = 0;
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@ -5774,7 +5774,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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}
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}
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if (sp->lotag == 30 || sp->lotag == 6 || sp->lotag == 14 || sp->lotag == 5)
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if (sp->lotag == SE_30_TWO_WAY_TRAIN || sp->lotag == 6 || sp->lotag == 14 || sp->lotag == 5)
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{
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#ifdef YAX_ENABLE
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int32_t outerwall=-1;
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@ -5834,14 +5834,14 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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sp->owner = -1;
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T1 = s;
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if (sp->lotag != 30)
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if (sp->lotag != SE_30_TWO_WAY_TRAIN)
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T4 = sp->hitag;
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}
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else if (sp->lotag == 16)
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else if (sp->lotag == SE_16_REACTOR)
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T4 = sector[sect].ceilingz;
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else if (sp->lotag == 26)
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else if (sp->lotag == SE_26)
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{
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T4 = sp->x;
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T5 = sp->y;
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@ -5866,15 +5866,15 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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j = A_CallSound(sect,i);
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if (j == -1) j = SUBWAY;
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actor[i].lastvx = j;
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case 30:
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case SE_30_TWO_WAY_TRAIN:
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if (g_netServer || numplayers > 1) break;
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case 0:
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case 1:
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case 5:
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case 11:
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case 15:
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case 16:
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case 26:
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case SE_16_REACTOR:
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case SE_26:
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Sect_SetInterpolation(sprite[i].sectnum);
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break;
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}
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@ -6154,7 +6154,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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if (ror_sprite == -1) ror_sprite = i;
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}
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if (t->lotag == 27 && ud.recstat == 1)
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if (t->lotag == SE_27_DEMO_CAM && ud.recstat == 1)
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{
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t->picnum = 11+((totalclock>>3)&1);
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t->cstat |= 128;
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@ -336,4 +336,35 @@ extern char forcegl;
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#define Net_EnterText(x, y, t, dalen, c) _EnterText(1,x,y,t,dalen,c)
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#define S_StopSound(num) S_StopEnvSound(num, -1)
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// sector effector lotags
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enum {
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SE_16_REACTOR = 16,
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SE_17_WARP_ELEVATOR = 17,
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SE_21_DROP_FLOOR = 21,
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SE_24_CONVEYOR = 24,
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SE_25_PISTON = 25,
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SE_26 = 26,
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SE_27_DEMO_CAM = 27,
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SE_28_LIGHTNING = 28,
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SE_29_WAVES = 29,
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SE_30_TWO_WAY_TRAIN = 30,
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SE_31_FLOOR_RISE_FALL = 31,
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SE_32_CEILING_RISE_FALL = 32,
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SE_33_QUAKE_DEBRIS = 33,
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SE_36_PROJ_SHOOTER = 36,
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};
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// sector lotags
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enum {
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ST_15_WARP_ELEVATOR = 15,
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ST_20_CEILING_DOOR = 20,
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ST_21_FLOOR_DOOR = 21,
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ST_22_SPLITTING_DOOR = 22,
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ST_26_SPLITTING_ST_DOOR = 26,
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ST_28_DROP_FLOOR = 28,
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ST_29_TEETH_DOOR = 29,
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ST_30_ROTATE_RISE_BRIDGE = 30,
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ST_31_TWO_WAY_TRAIN = 31,
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};
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#endif
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@ -5361,7 +5361,7 @@ HORIZONLY:
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{
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// p->cursectnum = s->sectnum;
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if (!ud.noclip && sector[p->cursectnum].lotag == 31)
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if (!ud.noclip && sector[p->cursectnum].lotag == ST_31_TWO_WAY_TRAIN)
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{
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if (sprite[sector[p->cursectnum].hitag].xvel && actor[sector[p->cursectnum].hitag].t_data[0] == 0)
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{
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@ -1116,8 +1116,8 @@ static inline void prelevel(char g)
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switch (sector[i].lotag)
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{
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case 20:
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case 22:
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case ST_20_CEILING_DOOR:
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case ST_22_SPLITTING_DOOR:
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if (sector[i].floorz > sector[i].ceilingz)
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sector[i].lotag |= 32768;
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continue;
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@ -71,17 +71,14 @@ void G_ResetInterpolations(void)
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{
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switch (sprite[k].lotag)
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{
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case 31:
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case SE_31_FLOOR_RISE_FALL:
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G_SetInterpolation(§or[sprite[k].sectnum].floorz);
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break;
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case 32:
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case SE_32_CEILING_RISE_FALL:
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G_SetInterpolation(§or[sprite[k].sectnum].ceilingz);
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break;
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case 25:
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G_SetInterpolation(§or[sprite[k].sectnum].floorz);
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G_SetInterpolation(§or[sprite[k].sectnum].ceilingz);
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break;
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case 17:
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case SE_17_WARP_ELEVATOR:
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case SE_25_PISTON:
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G_SetInterpolation(§or[sprite[k].sectnum].floorz);
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G_SetInterpolation(§or[sprite[k].sectnum].ceilingz);
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break;
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@ -91,9 +88,9 @@ void G_ResetInterpolations(void)
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case 11:
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case 14:
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case 15:
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case 16:
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case 26:
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case 30:
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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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Sect_SetInterpolation(sprite[k].sectnum);
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break;
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}
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@ -62,7 +62,7 @@ int32_t A_CallSound(int32_t sn,int32_t whatsprite)
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T6 = whatsprite;
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}
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if ((sector[SECT].lotag&0xff) != 22)
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if ((sector[SECT].lotag&0xff) != ST_22_SPLITTING_DOOR)
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T1 = 1;
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}
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}
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@ -102,13 +102,13 @@ int32_t G_CheckActivatorMotion(int32_t lotag)
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switch (sprite[j].lotag)
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{
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case 11:
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||||
case 30:
|
||||
case SE_30_TWO_WAY_TRAIN:
|
||||
if (actor[j].t_data[4])
|
||||
return(1);
|
||||
break;
|
||||
case 20:
|
||||
case 31:
|
||||
case 32:
|
||||
case SE_31_FLOOR_RISE_FALL:
|
||||
case SE_32_CEILING_RISE_FALL:
|
||||
case 18:
|
||||
if (actor[j].t_data[0])
|
||||
return(1);
|
||||
|
@ -163,8 +163,8 @@ int32_t isanunderoperator(int32_t lotag)
|
|||
case 17:
|
||||
case 18:
|
||||
case 19:
|
||||
case 22:
|
||||
case 26:
|
||||
case ST_22_SPLITTING_DOOR:
|
||||
case ST_26_SPLITTING_ST_DOOR:
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
|
@ -180,13 +180,13 @@ int32_t isanearoperator(int32_t lotag)
|
|||
case 17:
|
||||
case 18:
|
||||
case 19:
|
||||
case 20:
|
||||
case 21:
|
||||
case 22:
|
||||
case ST_20_CEILING_DOOR:
|
||||
case ST_21_FLOOR_DOOR:
|
||||
case ST_22_SPLITTING_DOOR:
|
||||
case 23:
|
||||
case 25:
|
||||
case 26:
|
||||
case 29://Toothed door
|
||||
case ST_26_SPLITTING_ST_DOOR:
|
||||
case ST_29_TEETH_DOOR://Toothed door
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
|
@ -290,7 +290,7 @@ void G_DoSectorAnimations(void)
|
|||
if (animateptr[i] == §or[animatesect[i]].ceilingz)
|
||||
continue;
|
||||
|
||||
if ((sector[dasect].lotag&0xff) != 22)
|
||||
if ((sector[dasect].lotag&0xff) != ST_22_SPLITTING_DOOR)
|
||||
A_CallSound(dasect,-1);
|
||||
|
||||
continue;
|
||||
|
@ -532,7 +532,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
|
|||
switch (sptr->lotag&(0xffff-49152))
|
||||
{
|
||||
|
||||
case 30:
|
||||
case ST_30_ROTATE_RISE_BRIDGE:
|
||||
j = sector[sn].hitag;
|
||||
if (actor[j].tempang == 0 || actor[j].tempang == 256)
|
||||
A_CallSound(sn,ii);
|
||||
|
@ -541,7 +541,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
|
|||
else sprite[j].extra = 1;
|
||||
break;
|
||||
|
||||
case 31:
|
||||
case ST_31_TWO_WAY_TRAIN:
|
||||
|
||||
j = sector[sn].hitag;
|
||||
if (actor[j].t_data[4] == 0)
|
||||
|
@ -550,18 +550,18 @@ void G_OperateSectors(int32_t sn, int32_t ii)
|
|||
A_CallSound(sn,ii);
|
||||
break;
|
||||
|
||||
case 26: //The split doors
|
||||
case ST_26_SPLITTING_ST_DOOR: //The split doors
|
||||
if (GetAnimationGoal(&sptr->ceilingz) == -1) //if the door has stopped
|
||||
{
|
||||
g_haltSoundHack = 1;
|
||||
sptr->lotag &= 0xff00;
|
||||
sptr->lotag |= 22;
|
||||
sptr->lotag |= 22; // ST_22_SPLITTING_DOOR?
|
||||
G_OperateSectors(sn,ii);
|
||||
sptr->lotag &= 0xff00;
|
||||
sptr->lotag |= 9;
|
||||
G_OperateSectors(sn,ii);
|
||||
sptr->lotag &= 0xff00;
|
||||
sptr->lotag |= 26;
|
||||
sptr->lotag |= 26; // ST_26_SPLITTING_ST_DOOR?
|
||||
}
|
||||
return;
|
||||
|
||||
|
@ -652,7 +652,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
|
|||
}
|
||||
return;
|
||||
|
||||
case 15://Warping elevators
|
||||
case ST_15_WARP_ELEVATOR://Warping elevators
|
||||
|
||||
if (sprite[ii].picnum != APLAYER) return;
|
||||
// if(ps[sprite[ii].yvel].select_dir == 1) return;
|
||||
|
@ -726,7 +726,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
|
|||
}
|
||||
return;
|
||||
|
||||
case 29:
|
||||
case ST_29_TEETH_DOOR:
|
||||
|
||||
i = headspritestat[STAT_EFFECTOR]; //Effectors
|
||||
while (i >= 0)
|
||||
|
@ -773,7 +773,7 @@ void G_OperateSectors(int32_t sn, int32_t ii)
|
|||
|
||||
return;
|
||||
|
||||
case 20:
|
||||
case ST_20_CEILING_DOOR:
|
||||
|
||||
REDODOOR:
|
||||
|
||||
|
@ -811,7 +811,7 @@ REDODOOR:
|
|||
|
||||
return;
|
||||
|
||||
case 21:
|
||||
case ST_21_FLOOR_DOOR:
|
||||
i = GetAnimationGoal(&sptr->floorz);
|
||||
if (i >= 0)
|
||||
{
|
||||
|
@ -833,7 +833,7 @@ REDODOOR:
|
|||
}
|
||||
return;
|
||||
|
||||
case 22:
|
||||
case ST_22_SPLITTING_DOOR:
|
||||
|
||||
// REDODOOR22:
|
||||
|
||||
|
@ -963,13 +963,13 @@ REDODOOR:
|
|||
return;
|
||||
|
||||
|
||||
case 28:
|
||||
case ST_28_DROP_FLOOR:
|
||||
//activate the rest of them
|
||||
|
||||
j = headspritesect[sn];
|
||||
while (j >= 0)
|
||||
{
|
||||
if (sprite[j].statnum==STAT_EFFECTOR && (sprite[j].lotag&0xff)==21)
|
||||
if (sprite[j].statnum==STAT_EFFECTOR && (sprite[j].lotag&0xff)==SE_21_DROP_FLOOR)
|
||||
break; //Found it
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
|
@ -981,7 +981,7 @@ REDODOOR:
|
|||
l = headspritestat[STAT_EFFECTOR];
|
||||
while (l >= 0)
|
||||
{
|
||||
if ((sprite[l].lotag&0xff)==21 && !actor[l].t_data[0] &&
|
||||
if ((sprite[l].lotag&0xff)==SE_21_DROP_FLOOR && !actor[l].t_data[0] &&
|
||||
(sprite[l].hitag) == j)
|
||||
actor[l].t_data[0] = 1;
|
||||
l = nextspritestat[l];
|
||||
|
@ -1085,9 +1085,9 @@ void G_OperateActivators(int32_t low,int32_t snum)
|
|||
{
|
||||
if (sprite[j].statnum == 3) switch (sprite[j].lotag)
|
||||
{
|
||||
case 36:
|
||||
case 31:
|
||||
case 32:
|
||||
case SE_36_PROJ_SHOOTER:
|
||||
case SE_31_FLOOR_RISE_FALL:
|
||||
case SE_32_CEILING_RISE_FALL:
|
||||
case 18:
|
||||
actor[j].t_data[0] = 1-actor[j].t_data[0];
|
||||
A_CallSound(SECT,j);
|
||||
|
@ -1097,7 +1097,7 @@ void G_OperateActivators(int32_t low,int32_t snum)
|
|||
}
|
||||
}
|
||||
|
||||
if (k == -1 && (sector[SECT].lotag&0xff) == 22)
|
||||
if (k == -1 && (sector[SECT].lotag&0xff) == ST_22_SPLITTING_DOOR)
|
||||
k = A_CallSound(SECT,i);
|
||||
|
||||
G_OperateSectors(SECT,i);
|
||||
|
@ -1138,7 +1138,7 @@ void G_OperateForceFields(int32_t s, int32_t low)
|
|||
{
|
||||
wall[i].cstat = 0;
|
||||
|
||||
if (s >= 0 && sprite[s].picnum == SECTOREFFECTOR && sprite[s].lotag == 30)
|
||||
if (s >= 0 && sprite[s].picnum == SECTOREFFECTOR && sprite[s].lotag == SE_30_TWO_WAY_TRAIN)
|
||||
wall[i].lotag = 0;
|
||||
}
|
||||
else
|
||||
|
@ -1567,15 +1567,15 @@ int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchissprite)
|
|||
actor[x].t_data[0]++;
|
||||
|
||||
break;
|
||||
case 24:
|
||||
case SE_24_CONVEYOR:
|
||||
case 34:
|
||||
case 25:
|
||||
case SE_25_PISTON:
|
||||
actor[x].t_data[4] = !actor[x].t_data[4];
|
||||
if (actor[x].t_data[4])
|
||||
P_DoQuote(QUOTE_DEACTIVATED,g_player[snum].ps);
|
||||
else P_DoQuote(QUOTE_ACTIVATED,g_player[snum].ps);
|
||||
break;
|
||||
case 21:
|
||||
case SE_21_DROP_FLOOR:
|
||||
P_DoQuote(QUOTE_ACTIVATED,g_player[screenpeek].ps);
|
||||
break;
|
||||
}
|
||||
|
@ -2443,7 +2443,7 @@ void allignwarpelevators(void)
|
|||
j = headspritestat[STAT_EFFECTOR];
|
||||
while (j >= 0)
|
||||
{
|
||||
if ((sprite[j].lotag) == 17 && i != j &&
|
||||
if ((sprite[j].lotag) == SE_17_WARP_ELEVATOR && i != j &&
|
||||
(SHT) == (sprite[j].hitag))
|
||||
{
|
||||
sector[sprite[j].sectnum].floorz =
|
||||
|
|
Loading…
Reference in a new issue