diff --git a/source/duke3d/src/actors.cpp b/source/duke3d/src/actors.cpp index 379d8c425..e45bd9267 100644 --- a/source/duke3d/src/actors.cpp +++ b/source/duke3d/src/actors.cpp @@ -1656,11 +1656,11 @@ ACTOR_STATIC void G_MoveFallers(void) else if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum))) spriteGravity = g_spriteGravity / 6; - if (pSprite->z < (sector[sectNum].floorz-ZOFFSET)) + if (pSprite->z < (sector[sectNum].floorz-ACTOR_FLOOR_OFFSET)) { pSprite->zvel += spriteGravity; - if (pSprite->zvel > 6144) - pSprite->zvel = 6144; + if (pSprite->zvel > ACTOR_MAXFALLINGZVEL) + pSprite->zvel = ACTOR_MAXFALLINGZVEL; pSprite->z += pSprite->zvel; } @@ -2898,7 +2898,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum) pSprite->zvel -= pProj->drop; - if (pProj->workslike & PROJECTILE_SPIT && pSprite->zvel < 6144) + if (pProj->workslike & PROJECTILE_SPIT && pSprite->zvel < ACTOR_MAXFALLINGZVEL) pSprite->zvel += g_spriteGravity - 112; A_GetZLimits(spriteNum); @@ -3227,7 +3227,7 @@ ACTOR_STATIC void G_MoveWeapons(void) } } else if (pSprite->picnum == SPIT) - if (pSprite->zvel < 6144) + if (pSprite->zvel < ACTOR_MAXFALLINGZVEL) pSprite->zvel += g_spriteGravity - 112; if (moveSprite != 0) @@ -4121,7 +4121,7 @@ ACTOR_STATIC void G_MoveActors(void) if (pData[3] > 0) { - if (pSprite->zvel < 6144) + if (pSprite->zvel < ACTOR_MAXFALLINGZVEL) pSprite->zvel += 192; pSprite->z += pSprite->zvel; @@ -4815,7 +4815,7 @@ ACTOR_STATIC void G_MoveActors(void) { A_Fall(spriteNum); - if ((sector[sectNum].lotag != ST_1_ABOVE_WATER || actor[spriteNum].floorz != sector[sectNum].floorz) && pSprite->z >= actor[spriteNum].floorz-(ZOFFSET) && pSprite->yvel < 3) + if ((sector[sectNum].lotag != ST_1_ABOVE_WATER || actor[spriteNum].floorz != sector[sectNum].floorz) && pSprite->z >= actor[spriteNum].floorz-(ACTOR_FLOOR_OFFSET) && pSprite->yvel < 3) { if (pSprite->yvel > 0 || (pSprite->yvel == 0 && actor[spriteNum].floorz == sector[sectNum].floorz)) A_PlaySound(PIPEBOMB_BOUNCE,spriteNum); @@ -5467,7 +5467,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 } } - if (pSprite->zvel < 6144) + if (pSprite->zvel < ACTOR_MAXFALLINGZVEL) { if (sector[sectNum].lotag == ST_2_UNDERWATER) { @@ -5648,7 +5648,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 if (sectNum < 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); - if (pSprite->z == actor[spriteNum].floorz-(ZOFFSET) && pData[0] < 3) + if (pSprite->z == actor[spriteNum].floorz-(ACTOR_FLOOR_OFFSET) && pData[0] < 3) { pSprite->zvel = -((3-pData[0])<<8)-(krand()&511); if (sector[sectNum].lotag == ST_2_UNDERWATER) diff --git a/source/duke3d/src/actors.h b/source/duke3d/src/actors.h index 312aa01b5..c648fe411 100644 --- a/source/duke3d/src/actors.h +++ b/source/duke3d/src/actors.h @@ -30,7 +30,7 @@ BEGIN_DUKE_NS #define MAXSLEEPDIST 16384 #define SLEEPTIME 1536 -#define ZOFFSET (1<<8) +#define ACTOR_FLOOR_OFFSET (1<<8) #define ZOFFSET2 (16<<8) #define ZOFFSET3 (8<<8) #define ZOFFSET4 (12<<8) @@ -56,7 +56,7 @@ BEGIN_DUKE_NS #define STAT_FALLER 12 #define STAT_DUMMYPLAYER 13 #define STAT_LIGHT 14 -#define STAT_NETALLOC MAXSTATUS-1 +#define STAT_NETALLOC (MAXSTATUS-1) // Defines the motion characteristics of an actor diff --git a/source/duke3d/src/gameexec.cpp b/source/duke3d/src/gameexec.cpp index 388c4afe9..b6127e610 100644 --- a/source/duke3d/src/gameexec.cpp +++ b/source/duke3d/src/gameexec.cpp @@ -403,11 +403,11 @@ void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const int const ocstat = pSprite->cstat; pSprite->cstat = 0; - pSprite->z -= ZOFFSET; + pSprite->z -= ACTOR_FLOOR_OFFSET; getzrange(&pSprite->pos, pSprite->sectnum, &actor[spriteNum].ceilingz, ceilhit, &actor[spriteNum].floorz, florhit, wallDist, CLIPMASK0); - pSprite->z += ZOFFSET; + pSprite->z += ACTOR_FLOOR_OFFSET; pSprite->cstat = ocstat; } @@ -469,7 +469,7 @@ void A_Fall(int const spriteNum) int fbunch = (sector[pSprite->sectnum].floorstat&512) ? -1 : yax_getbunch(pSprite->sectnum, YAX_FLOOR); #endif - if (pSprite->z < actor[spriteNum].floorz-ZOFFSET + if (pSprite->z < actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET #ifdef YAX_ENABLE || fbunch >= 0 #endif @@ -477,7 +477,7 @@ void A_Fall(int const spriteNum) { if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && pSprite->zvel > 3122) pSprite->zvel = 3144; - pSprite->z += pSprite->zvel = min(6144, pSprite->zvel+spriteGravity); + pSprite->z += pSprite->zvel = min(ACTOR_MAXFALLINGZVEL, pSprite->zvel+spriteGravity); } #ifdef YAX_ENABLE @@ -485,9 +485,9 @@ void A_Fall(int const spriteNum) setspritez(spriteNum, &pSprite->pos); else #endif - if (pSprite->z >= actor[spriteNum].floorz-ZOFFSET) + if (pSprite->z >= actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET) { - pSprite->z = actor[spriteNum].floorz-ZOFFSET; + pSprite->z = actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET; pSprite->zvel = 0; } } @@ -1019,7 +1019,7 @@ static void VM_Fall(int const spriteNum, spritetype * const pSprite) A_GetZLimits(spriteNum); - if (pSprite->z < actor[spriteNum].floorz-ZOFFSET) + if (pSprite->z < actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET) { // Free fall. pSprite->zvel = min(pSprite->zvel+spriteGravity, ACTOR_MAXFALLINGZVEL); @@ -1030,15 +1030,15 @@ static void VM_Fall(int const spriteNum, spritetype * const pSprite) setspritez(spriteNum, &pSprite->pos); else #endif - if (newZ > actor[spriteNum].floorz - ZOFFSET) - newZ = actor[spriteNum].floorz - ZOFFSET; + if (newZ > actor[spriteNum].floorz - ACTOR_FLOOR_OFFSET) + newZ = actor[spriteNum].floorz - ACTOR_FLOOR_OFFSET; pSprite->z = newZ; return; } // Preliminary new z position of the actor. - int newZ = actor[spriteNum].floorz - ZOFFSET; + int newZ = actor[spriteNum].floorz - ACTOR_FLOOR_OFFSET; if (A_CheckEnemySprite(pSprite) || (pSprite->picnum == APLAYER && pSprite->owner >= 0)) { diff --git a/source/duke3d/src/player.cpp b/source/duke3d/src/player.cpp index ee6ee1576..f67078c0e 100644 --- a/source/duke3d/src/player.cpp +++ b/source/duke3d/src/player.cpp @@ -5076,7 +5076,7 @@ void P_ProcessInput(int playerNum) S_StopEnvSound(-1, pPlayer->i, CHAN_VOICE); if ((sectorLotag != ST_1_ABOVE_WATER && sectorLotag != ST_2_UNDERWATER) && - (pPlayer->on_ground == 0 && pPlayer->vel.z > (6144 >> 1))) + (pPlayer->on_ground == 0 && pPlayer->vel.z > (ACTOR_MAXFALLINGZVEL >> 1))) pPlayer->hard_landing = pPlayer->vel.z>>10; pPlayer->on_ground = 1; diff --git a/source/duke3d/src/player.h b/source/duke3d/src/player.h index 670b4364b..4e3f54b73 100644 --- a/source/duke3d/src/player.h +++ b/source/duke3d/src/player.h @@ -40,7 +40,7 @@ extern int32_t g_mostConcurrentPlayers; #define HORIZ_MAX 299 #define AUTO_AIM_ANGLE 48 #define PHEIGHT (38<<8) -#define PCROUCHHEIGHT ZOFFSET2 +#define PCROUCHHEIGHT (16<<8) #define PCROUCHINCREMENT (2048+768) #define PMINHEIGHT (2048)