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Rename ZOFFSET1 to ACTOR_FLOOR_OFFSET and use ACTOR_MAXFALLINGZVEL in several places where it should have been used
git-svn-id: https://svn.eduke32.com/eduke32@8637 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # source/duke3d/src/player.cpp
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5 changed files with 23 additions and 23 deletions
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@ -1656,11 +1656,11 @@ ACTOR_STATIC void G_MoveFallers(void)
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else if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
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spriteGravity = g_spriteGravity / 6;
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if (pSprite->z < (sector[sectNum].floorz-ZOFFSET))
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if (pSprite->z < (sector[sectNum].floorz-ACTOR_FLOOR_OFFSET))
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{
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pSprite->zvel += spriteGravity;
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if (pSprite->zvel > 6144)
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pSprite->zvel = 6144;
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if (pSprite->zvel > ACTOR_MAXFALLINGZVEL)
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pSprite->zvel = ACTOR_MAXFALLINGZVEL;
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pSprite->z += pSprite->zvel;
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}
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@ -2898,7 +2898,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
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pSprite->zvel -= pProj->drop;
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if (pProj->workslike & PROJECTILE_SPIT && pSprite->zvel < 6144)
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if (pProj->workslike & PROJECTILE_SPIT && pSprite->zvel < ACTOR_MAXFALLINGZVEL)
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pSprite->zvel += g_spriteGravity - 112;
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A_GetZLimits(spriteNum);
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@ -3227,7 +3227,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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}
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}
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else if (pSprite->picnum == SPIT)
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if (pSprite->zvel < 6144)
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if (pSprite->zvel < ACTOR_MAXFALLINGZVEL)
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pSprite->zvel += g_spriteGravity - 112;
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if (moveSprite != 0)
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@ -4121,7 +4121,7 @@ ACTOR_STATIC void G_MoveActors(void)
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if (pData[3] > 0)
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{
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if (pSprite->zvel < 6144)
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if (pSprite->zvel < ACTOR_MAXFALLINGZVEL)
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pSprite->zvel += 192;
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pSprite->z += pSprite->zvel;
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@ -4815,7 +4815,7 @@ ACTOR_STATIC void G_MoveActors(void)
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{
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A_Fall(spriteNum);
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if ((sector[sectNum].lotag != ST_1_ABOVE_WATER || actor[spriteNum].floorz != sector[sectNum].floorz) && pSprite->z >= actor[spriteNum].floorz-(ZOFFSET) && pSprite->yvel < 3)
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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)
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{
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if (pSprite->yvel > 0 || (pSprite->yvel == 0 && actor[spriteNum].floorz == sector[sectNum].floorz))
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A_PlaySound(PIPEBOMB_BOUNCE,spriteNum);
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@ -5467,7 +5467,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
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}
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}
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if (pSprite->zvel < 6144)
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if (pSprite->zvel < ACTOR_MAXFALLINGZVEL)
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{
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if (sector[sectNum].lotag == ST_2_UNDERWATER)
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{
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@ -5648,7 +5648,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
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if (sectNum < 0)
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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if (pSprite->z == actor[spriteNum].floorz-(ZOFFSET) && pData[0] < 3)
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if (pSprite->z == actor[spriteNum].floorz-(ACTOR_FLOOR_OFFSET) && pData[0] < 3)
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{
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pSprite->zvel = -((3-pData[0])<<8)-(krand()&511);
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if (sector[sectNum].lotag == ST_2_UNDERWATER)
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@ -30,7 +30,7 @@ BEGIN_DUKE_NS
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#define MAXSLEEPDIST 16384
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#define SLEEPTIME 1536
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#define ZOFFSET (1<<8)
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#define ACTOR_FLOOR_OFFSET (1<<8)
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#define ZOFFSET2 (16<<8)
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#define ZOFFSET3 (8<<8)
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#define ZOFFSET4 (12<<8)
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@ -56,7 +56,7 @@ BEGIN_DUKE_NS
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#define STAT_FALLER 12
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#define STAT_DUMMYPLAYER 13
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#define STAT_LIGHT 14
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#define STAT_NETALLOC MAXSTATUS-1
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#define STAT_NETALLOC (MAXSTATUS-1)
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// Defines the motion characteristics of an actor
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@ -403,11 +403,11 @@ void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const
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int const ocstat = pSprite->cstat;
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pSprite->cstat = 0;
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pSprite->z -= ZOFFSET;
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pSprite->z -= ACTOR_FLOOR_OFFSET;
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getzrange(&pSprite->pos, pSprite->sectnum, &actor[spriteNum].ceilingz, ceilhit, &actor[spriteNum].floorz, florhit, wallDist, CLIPMASK0);
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pSprite->z += ZOFFSET;
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pSprite->z += ACTOR_FLOOR_OFFSET;
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pSprite->cstat = ocstat;
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}
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@ -469,7 +469,7 @@ void A_Fall(int const spriteNum)
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int fbunch = (sector[pSprite->sectnum].floorstat&512) ? -1 : yax_getbunch(pSprite->sectnum, YAX_FLOOR);
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#endif
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if (pSprite->z < actor[spriteNum].floorz-ZOFFSET
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if (pSprite->z < actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET
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#ifdef YAX_ENABLE
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|| fbunch >= 0
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#endif
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@ -477,7 +477,7 @@ void A_Fall(int const spriteNum)
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{
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if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && pSprite->zvel > 3122)
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pSprite->zvel = 3144;
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pSprite->z += pSprite->zvel = min(6144, pSprite->zvel+spriteGravity);
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pSprite->z += pSprite->zvel = min(ACTOR_MAXFALLINGZVEL, pSprite->zvel+spriteGravity);
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}
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#ifdef YAX_ENABLE
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@ -485,9 +485,9 @@ void A_Fall(int const spriteNum)
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setspritez(spriteNum, &pSprite->pos);
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else
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#endif
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if (pSprite->z >= actor[spriteNum].floorz-ZOFFSET)
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if (pSprite->z >= actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET)
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{
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pSprite->z = actor[spriteNum].floorz-ZOFFSET;
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pSprite->z = actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET;
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pSprite->zvel = 0;
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}
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}
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@ -1019,7 +1019,7 @@ static void VM_Fall(int const spriteNum, spritetype * const pSprite)
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A_GetZLimits(spriteNum);
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if (pSprite->z < actor[spriteNum].floorz-ZOFFSET)
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if (pSprite->z < actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET)
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{
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// Free fall.
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pSprite->zvel = min(pSprite->zvel+spriteGravity, ACTOR_MAXFALLINGZVEL);
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@ -1030,15 +1030,15 @@ static void VM_Fall(int const spriteNum, spritetype * const pSprite)
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setspritez(spriteNum, &pSprite->pos);
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else
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#endif
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if (newZ > actor[spriteNum].floorz - ZOFFSET)
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newZ = actor[spriteNum].floorz - ZOFFSET;
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if (newZ > actor[spriteNum].floorz - ACTOR_FLOOR_OFFSET)
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newZ = actor[spriteNum].floorz - ACTOR_FLOOR_OFFSET;
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pSprite->z = newZ;
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return;
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}
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// Preliminary new z position of the actor.
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int newZ = actor[spriteNum].floorz - ZOFFSET;
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int newZ = actor[spriteNum].floorz - ACTOR_FLOOR_OFFSET;
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if (A_CheckEnemySprite(pSprite) || (pSprite->picnum == APLAYER && pSprite->owner >= 0))
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{
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@ -5076,7 +5076,7 @@ void P_ProcessInput(int playerNum)
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S_StopEnvSound(-1, pPlayer->i, CHAN_VOICE);
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if ((sectorLotag != ST_1_ABOVE_WATER && sectorLotag != ST_2_UNDERWATER) &&
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(pPlayer->on_ground == 0 && pPlayer->vel.z > (6144 >> 1)))
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(pPlayer->on_ground == 0 && pPlayer->vel.z > (ACTOR_MAXFALLINGZVEL >> 1)))
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pPlayer->hard_landing = pPlayer->vel.z>>10;
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pPlayer->on_ground = 1;
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@ -40,7 +40,7 @@ extern int32_t g_mostConcurrentPlayers;
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#define HORIZ_MAX 299
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#define AUTO_AIM_ANGLE 48
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#define PHEIGHT (38<<8)
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#define PCROUCHHEIGHT ZOFFSET2
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#define PCROUCHHEIGHT (16<<8)
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#define PCROUCHINCREMENT (2048+768)
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#define PMINHEIGHT (2048)
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