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- moveweapons.
This commit is contained in:
parent
00b12c5fd6
commit
3aaf2e80a9
6 changed files with 116 additions and 121 deletions
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@ -1764,17 +1764,16 @@ static bool weaponhitsector(DDukeActor* proj, const vec3_t& oldpos, bool firebal
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//
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//---------------------------------------------------------------------------
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static void weaponcommon_d(int i)
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static void weaponcommon_d(DDukeActor* proj)
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{
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auto s = &sprite[i];
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auto s = &proj->s;
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if (s->picnum == COOLEXPLOSION1)
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if (!S_CheckSoundPlaying(i, WIERDSHOT_FLY))
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S_PlayActorSound(WIERDSHOT_FLY, i);
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if (!S_CheckSoundPlaying(proj->GetIndex(), WIERDSHOT_FLY))
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S_PlayActorSound(WIERDSHOT_FLY, proj);
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int p = -1;
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int k, ll;
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auto oldpos = s->pos;
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vec3_t oldpos = s->pos;
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if (s->picnum == RPG && sector[s->sectnum].lotag == 2)
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{
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@ -1787,47 +1786,47 @@ static void weaponcommon_d(int i)
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ll = s->zvel;
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}
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getglobalz(i);
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getglobalz(proj);
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switch (s->picnum)
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{
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case RPG:
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if (hittype[i].picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
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if (proj->picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
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{
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int j = fi.spawn(i, SMALLSMOKE);
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sprite[j].z += (1 << 8);
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auto spawned = spawn(proj, SMALLSMOKE);
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spawned->s.z += (1 << 8);
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}
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break;
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case FIREBALL:
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if (movefireball(&hittype[i])) return;
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if (movefireball(proj)) return;
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break;
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}
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int j = fi.movesprite(i,
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int j = fi.movesprite(proj->GetIndex(),
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(k * (sintable[(s->ang + 512) & 2047])) >> 14,
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(k * (sintable[s->ang & 2047])) >> 14, ll, CLIPMASK1);
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if (s->picnum == RPG && s->yvel >= 0)
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if (FindDistance2D(s->x - sprite[s->yvel].x, s->y - sprite[s->yvel].y) < 256)
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if (s->picnum == RPG && proj->temp_actor != nullptr)
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if (FindDistance2D(s->x - proj->temp_actor->s.x, s->y - proj->temp_actor->s.y) < 256)
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j = kHitSprite | s->yvel;
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if (s->sectnum < 0)
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{
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deletesprite(i);
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deletesprite(proj);
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return;
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}
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if ((j & kHitTypeMask) != kHitSprite && s->picnum != FREEZEBLAST)
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{
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if (s->z < hittype[i].ceilingz)
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if (s->z < proj->ceilingz)
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{
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j = kHitSector | (s->sectnum);
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s->zvel = -1;
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}
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else
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if ((s->z > hittype[i].floorz && sector[s->sectnum].lotag != 1) ||
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(s->z > hittype[i].floorz + (16 << 8) && sector[s->sectnum].lotag == 1))
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if ((s->z > proj->floorz && sector[s->sectnum].lotag != 1) ||
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(s->z > proj->floorz + (16 << 8) && sector[s->sectnum].lotag == 1))
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{
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j = kHitSector | (s->sectnum);
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if (sector[s->sectnum].lotag != 1)
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@ -1839,14 +1838,14 @@ static void weaponcommon_d(int i)
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{
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for (k = -3; k < 2; k++)
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{
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int x = EGS(s->sectnum,
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auto spawned = EGS(s->sectnum,
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s->x + ((k * sintable[(s->ang + 512) & 2047]) >> 9),
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s->y + ((k * sintable[s->ang & 2047]) >> 9),
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s->z + ((k * ksgn(s->zvel)) * abs(s->zvel / 24)), FIRELASER, -40 + (k << 2),
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s->xrepeat, s->yrepeat, 0, 0, 0, s->owner, 5);
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s->xrepeat, s->yrepeat, 0, 0, 0, proj->GetOwner(), 5);
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sprite[x].cstat = 128;
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sprite[x].pal = s->pal;
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spawned->s.cstat = 128;
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spawned->s.pal = s->pal;
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}
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}
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else if (s->picnum == SPIT) if (s->zvel < 6144)
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@ -1856,7 +1855,7 @@ static void weaponcommon_d(int i)
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{
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if (s->picnum == COOLEXPLOSION1)
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{
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if ((j & kHitTypeMask) == kHitSprite && sprite[j & kHitIndexMask].picnum != APLAYER)
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if ((j & kHitTypeMask) == kHitSprite && hittype[j & kHitIndexMask].s.picnum != APLAYER)
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{
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return;
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}
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@ -1864,21 +1863,21 @@ static void weaponcommon_d(int i)
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s->zvel = 0;
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}
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bool fireball = (isWorldTour() && s->picnum == FIREBALL && sprite[s->owner].picnum != FIREBALL);
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bool fireball = (isWorldTour() && s->picnum == FIREBALL && (!proj->GetOwner() || proj->GetOwner()->s.picnum != FIREBALL));
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if ((j & kHitTypeMask) == kHitSprite)
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{
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j &= kHitIndexMask;
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if (weaponhitsprite(&hittype[i], &hittype[j], fireball)) return;
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if (weaponhitsprite(proj, &hittype[j], fireball)) return;
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}
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else if ((j & kHitTypeMask) == kHitWall)
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{
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j &= kHitIndexMask;
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if (weaponhitwall(&hittype[i], j, oldpos)) return;
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if (weaponhitwall(proj, j, oldpos)) return;
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}
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else if ((j & kHitTypeMask) == kHitSector)
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{
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if (weaponhitsector(&hittype[i], oldpos, fireball)) return;
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if (weaponhitsector(proj, oldpos, fireball)) return;
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}
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if (s->picnum != SPIT)
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@ -1886,35 +1885,35 @@ static void weaponcommon_d(int i)
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if (s->picnum == RPG)
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{
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// j is only needed for the hit type mask.
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rpgexplode(&hittype[i], j, oldpos, EXPLOSION2, EXPLOSION2BOT, -1, RPG_EXPLODE);
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rpgexplode(proj, j, oldpos, EXPLOSION2, EXPLOSION2BOT, -1, RPG_EXPLODE);
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}
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else if (s->picnum == SHRINKSPARK)
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{
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fi.spawn(i, SHRINKEREXPLOSION);
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S_PlayActorSound(SHRINKER_HIT, i);
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fi.hitradius(&hittype[i], shrinkerblastradius, 0, 0, 0, 0);
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spawn(proj, SHRINKEREXPLOSION);
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S_PlayActorSound(SHRINKER_HIT, proj);
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fi.hitradius(proj, shrinkerblastradius, 0, 0, 0, 0);
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}
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else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER && (!isWorldTour() || s->picnum != FIREBALL))
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{
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k = fi.spawn(i, EXPLOSION2);
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sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat >> 1;
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auto k = spawn(proj, EXPLOSION2);
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k->s.xrepeat = k->s.yrepeat = s->xrepeat >> 1;
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if ((j & kHitTypeMask) == kHitSector)
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{
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if (s->zvel < 0)
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{
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sprite[k].cstat |= 8; sprite[k].z += (72 << 8);
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k->s.cstat |= 8; k->s.z += (72 << 8);
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}
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}
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}
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if (fireball)
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{
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j = fi.spawn(i, EXPLOSION2);
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sprite[j].xrepeat = sprite[j].yrepeat = (short)(s->xrepeat >> 1);
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auto spawned = spawn(proj, EXPLOSION2);
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spawned->s.xrepeat = spawned->s.yrepeat = (short)(s->xrepeat >> 1);
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}
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}
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if (s->picnum != COOLEXPLOSION1)
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{
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deletesprite(i);
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deletesprite(proj);
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return;
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}
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}
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@ -1923,12 +1922,12 @@ static void weaponcommon_d(int i)
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s->shade++;
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if (s->shade >= 40)
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{
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deletesprite(i);
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deletesprite(proj);
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return;
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}
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}
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else if (s->picnum == RPG && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(140))
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fi.spawn(i, WATERBUBBLE);
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spawn(proj, WATERBUBBLE);
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}
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//---------------------------------------------------------------------------
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@ -1939,58 +1938,55 @@ static void weaponcommon_d(int i)
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void moveweapons_d(void)
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{
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StatIterator it(STAT_PROJECTILE);
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int i;
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while ((i = it.NextIndex()) >= 0)
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DukeStatIterator it(STAT_PROJECTILE);
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while (auto act = it.Next())
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{
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auto s = &sprite[i];
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if (s->sectnum < 0)
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if (act->s.sectnum < 0)
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{
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deletesprite(i);
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deletesprite(act);
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continue;
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}
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hittype[i].bposx = s->x;
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hittype[i].bposy = s->y;
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hittype[i].bposz = s->z;
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act->bposx = act->s.x;
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act->bposy = act->s.y;
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act->bposz = act->s.z;
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switch(s->picnum)
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switch(act->s.picnum)
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{
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case RADIUSEXPLOSION:
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case KNEE:
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deletesprite(i);
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deletesprite(act);
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continue;
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case TONGUE:
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movetongue(&hittype[i], TONGUE, INNERJAW);
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movetongue(act, TONGUE, INNERJAW);
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continue;
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case FREEZEBLAST:
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if (s->yvel < 1 || s->extra < 2 || (s->xvel|s->zvel) == 0)
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if (act->s.yvel < 1 || act->s.extra < 2 || (act->s.xvel|act->s.zvel) == 0)
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{
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int j = fi.spawn(i,TRANSPORTERSTAR);
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sprite[j].pal = 1;
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sprite[j].xrepeat = 32;
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sprite[j].yrepeat = 32;
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deletesprite(i);
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auto spawned = spawn(act,TRANSPORTERSTAR);
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spawned->s.pal = 1;
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spawned->s.xrepeat = 32;
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spawned->s.yrepeat = 32;
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deletesprite(act);
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continue;
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}
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case FIREBALL:
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// Twentieth Anniversary World Tour
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if (s->picnum == FIREBALL && !isWorldTour()) break;
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if (act->s.picnum == FIREBALL && !isWorldTour()) break;
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case SHRINKSPARK:
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case RPG:
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case FIRELASER:
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case SPIT:
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case COOLEXPLOSION1:
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weaponcommon_d(i);
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weaponcommon_d(act);
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break;
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case SHOTSPARK1:
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{
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int x;
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int p = findplayer(s, &x);
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execute(i, p, x);
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int p = findplayer(&act->s, &x);
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execute(act, p, x);
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break;
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}
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}
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@ -1359,12 +1359,12 @@ bool weaponhitsector(DDukeActor *proj, const vec3_t& oldpos)
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//
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//---------------------------------------------------------------------------
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static void weaponcommon_r(int i)
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static void weaponcommon_r(DDukeActor *proj)
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{
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int j, k, p;
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int x, ll;
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auto s = &proj->s;
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int k, p;
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int ll;
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auto s = &sprite[i];
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p = -1;
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if (s->picnum == RPG && sector[s->sectnum].lotag == 2)
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@ -1385,20 +1385,19 @@ static void weaponcommon_r(int i)
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auto oldpos = s->pos;
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getglobalz(i);
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getglobalz(proj);
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switch (s->picnum)
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{
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case RPG:
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if (hittype[i].picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
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if (proj->picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
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{
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j = fi.spawn(i, SMALLSMOKE);
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sprite[j].z += (1 << 8);
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spawn(proj, SMALLSMOKE)->s.z += (1 << 8);
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}
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break;
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case RPG2:
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if (!isRRRA()) break;
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chickenarrow(&hittype[i]);
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chickenarrow(proj);
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break;
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case RRTILE1790:
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@ -1409,38 +1408,37 @@ static void weaponcommon_r(int i)
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s->extra--;
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}
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else
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makeitfall(i);
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makeitfall(proj);
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if (s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
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{
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j = fi.spawn(i, SMALLSMOKE);
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sprite[j].z += (1 << 8);
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spawn(proj, SMALLSMOKE)->s.z += (1 << 8);
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}
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break;
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}
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j = movesprite_r(i,
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int j = fi.movesprite(proj->GetIndex(),
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(k * (sintable[(s->ang + 512) & 2047])) >> 14,
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(k * (sintable[s->ang & 2047])) >> 14, ll, CLIPMASK1);
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if ((s->picnum == RPG || (isRRRA() && isIn(s->picnum, RPG2, RRTILE1790))) && s->yvel >= 0)
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if (FindDistance2D(s->x - sprite[s->yvel].x, s->y - sprite[s->yvel].y) < 256)
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j = 49152 | s->yvel;
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if ((s->picnum == RPG || (isRRRA() && isIn(s->picnum, RPG2, RRTILE1790))) && proj->temp_actor != nullptr)
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if (FindDistance2D(s->x - proj->temp_actor->s.x, s->y - proj->temp_actor->s.y) < 256)
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j = kHitSprite | s->yvel;
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if (s->sectnum < 0) // || (isRR() && sector[s->sectnum].filler == 800))
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{
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deletesprite(i);
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deletesprite(proj);
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return;
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}
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if ((j & kHitTypeMask) != kHitSprite && s->picnum != FREEZEBLAST)
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{
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if (s->z < hittype[i].ceilingz)
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if (s->z < proj->ceilingz)
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{
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j = kHitSector | (s->sectnum);
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s->zvel = -1;
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}
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else
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if (s->z > hittype[i].floorz)
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if (s->z > proj->floorz)
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{
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j = kHitSector | (s->sectnum);
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if (sector[s->sectnum].lotag != 1)
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@ -1452,14 +1450,14 @@ static void weaponcommon_r(int i)
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{
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for (k = -3; k < 2; k++)
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{
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x = EGS(s->sectnum,
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auto x = EGS(s->sectnum,
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s->x + ((k * sintable[(s->ang + 512) & 2047]) >> 9),
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s->y + ((k * sintable[s->ang & 2047]) >> 9),
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s->z + ((k * ksgn(s->zvel)) * abs(s->zvel / 24)), FIRELASER, -40 + (k << 2),
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s->xrepeat, s->yrepeat, 0, 0, 0, s->owner, 5);
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s->xrepeat, s->yrepeat, 0, 0, 0, proj->GetOwner(), 5);
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sprite[x].cstat = 128;
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sprite[x].pal = s->pal;
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x->s.cstat = 128;
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x->s.pal = s->pal;
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}
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}
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else if (s->picnum == SPIT) if (s->zvel < 6144)
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@ -1470,41 +1468,43 @@ static void weaponcommon_r(int i)
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if ((j & kHitTypeMask) == kHitSprite)
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{
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j &= kHitIndexMask;
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if (weaponhitsprite(&hittype[i], &hittype[j], oldpos)) return;
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if (weaponhitsprite(proj, &hittype[j], oldpos)) return;
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}
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else if ((j & kHitTypeMask) == kHitWall)
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{
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j &= kHitIndexMask;
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if (weaponhitwall(&hittype[i], j, oldpos)) return;
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if (weaponhitwall(proj, j, oldpos)) return;
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}
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else if ((j & 49152) == 16384)
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else if ((j & kHitTypeMask) == kHitSector)
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{
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if (weaponhitsector(&hittype[i], oldpos)) return;
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if (weaponhitsector(proj, oldpos)) return;
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}
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if (s->picnum != SPIT)
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{
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if (s->picnum == RPG) rpgexplode(&hittype[i], j, oldpos, EXPLOSION2, -1, -1, RPG_EXPLODE);
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else if (isRRRA() && s->picnum == RPG2) rpgexplode(&hittype[i], j, oldpos, EXPLOSION2, -1, 150, 247);
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else if (isRRRA() && s->picnum == RRTILE1790) rpgexplode(&hittype[i], j, oldpos, EXPLOSION2, -1, 160, RPG_EXPLODE);
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if (s->picnum == RPG) rpgexplode(proj, j, oldpos, EXPLOSION2, -1, -1, RPG_EXPLODE);
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else if (isRRRA() && s->picnum == RPG2) rpgexplode(proj, j, oldpos, EXPLOSION2, -1, 150, 247);
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else if (isRRRA() && s->picnum == RRTILE1790) rpgexplode(proj, j, oldpos, EXPLOSION2, -1, 160, RPG_EXPLODE);
|
||||
else if (s->picnum != FREEZEBLAST && s->picnum != FIRELASER && s->picnum != SHRINKSPARK)
|
||||
{
|
||||
k = fi.spawn(i, 1441);
|
||||
sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat >> 1;
|
||||
auto k = spawn(proj, 1441);
|
||||
k->s.xrepeat = k->s.yrepeat = s->xrepeat >> 1;
|
||||
if ((j & kHitTypeMask) == kHitSector)
|
||||
{
|
||||
if (s->zvel < 0)
|
||||
{
|
||||
sprite[k].cstat |= 8; sprite[k].z += (72 << 8);
|
||||
k->s.cstat |= 8;
|
||||
k->s.z += (72 << 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
deletesprite(i);
|
||||
deletesprite(proj);
|
||||
return;
|
||||
}
|
||||
if ((s->picnum == RPG || (isRRRA() && s->picnum == RPG2)) && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(184))
|
||||
fi.spawn(i, WATERBUBBLE);
|
||||
spawn(proj, WATERBUBBLE);
|
||||
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -1515,39 +1515,36 @@ static void weaponcommon_r(int i)
|
|||
|
||||
void moveweapons_r(void)
|
||||
{
|
||||
StatIterator it(STAT_PROJECTILE);
|
||||
int i;
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
DukeStatIterator it(STAT_PROJECTILE);
|
||||
while (auto proj = it.Next())
|
||||
{
|
||||
auto s = &sprite[i];
|
||||
|
||||
if (s->sectnum < 0)
|
||||
if (proj->s.sectnum < 0)
|
||||
{
|
||||
deletesprite(i);
|
||||
deletesprite(proj);
|
||||
continue;
|
||||
}
|
||||
|
||||
hittype[i].bposx = s->x;
|
||||
hittype[i].bposy = s->y;
|
||||
hittype[i].bposz = s->z;
|
||||
proj->bposx = proj->s.x;
|
||||
proj->bposy = proj->s.y;
|
||||
proj->bposz = proj->s.z;
|
||||
|
||||
switch (s->picnum)
|
||||
switch (proj->s.picnum)
|
||||
{
|
||||
case RADIUSEXPLOSION:
|
||||
deletesprite(i);
|
||||
deletesprite(proj);
|
||||
continue;
|
||||
case TONGUE:
|
||||
movetongue(&hittype[i], TONGUE, INNERJAW);
|
||||
movetongue(proj, TONGUE, INNERJAW);
|
||||
continue;
|
||||
|
||||
case FREEZEBLAST:
|
||||
if (s->yvel < 1 || s->extra < 2 || (s->xvel | s->zvel) == 0)
|
||||
if (proj->s.yvel < 1 || proj->s.extra < 2 || (proj->s.xvel | proj->s.zvel) == 0)
|
||||
{
|
||||
int j = fi.spawn(i, TRANSPORTERSTAR);
|
||||
sprite[j].pal = 1;
|
||||
sprite[j].xrepeat = 32;
|
||||
sprite[j].yrepeat = 32;
|
||||
deletesprite(i);
|
||||
auto star = spawn(proj, TRANSPORTERSTAR);
|
||||
star->s.pal = 1;
|
||||
star->s.xrepeat = 32;
|
||||
star->s.yrepeat = 32;
|
||||
deletesprite(proj);
|
||||
continue;
|
||||
}
|
||||
case RPG2:
|
||||
|
@ -1560,15 +1557,15 @@ void moveweapons_r(void)
|
|||
case COOLEXPLOSION1:
|
||||
case OWHIP:
|
||||
case UWHIP:
|
||||
weaponcommon_r(i);
|
||||
weaponcommon_r(proj);
|
||||
continue;
|
||||
|
||||
|
||||
case SHOTSPARK1:
|
||||
{
|
||||
int x;
|
||||
int p = findplayer(s, &x);
|
||||
execute(i, p, x);
|
||||
int p = findplayer(&proj->s, &x);
|
||||
execute(proj, p, x);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -733,7 +733,7 @@ static void shootrpg(int i, int p, int sx, int sy, int sz, int sa, int atwith)
|
|||
auto spj = &sprite[j];
|
||||
spj->extra += (krand() & 7);
|
||||
if (atwith != FREEZEBLAST)
|
||||
spj->yvel = l;
|
||||
hittype[j].temp_actor = l >= 0? &hittype[l] : nullptr;// sprite[j].yvel = l;
|
||||
else
|
||||
{
|
||||
spj->yvel = numfreezebounces;
|
||||
|
|
|
@ -702,7 +702,7 @@ static void shootrpg(int i, int p, int sx, int sy, int sz, int sa, int atwith)
|
|||
|
||||
sprite[j].extra += (krand() & 7);
|
||||
if (atwith != FREEZEBLAST)
|
||||
sprite[j].yvel = l;
|
||||
hittype[j].temp_actor = l >= 0? &hittype[l] : nullptr;// sprite[j].yvel = l;
|
||||
else
|
||||
{
|
||||
sprite[j].yvel = numfreezebounces;
|
||||
|
|
|
@ -335,6 +335,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, weaponhit& w, weap
|
|||
("bposy", w.bposy, def->bposy)
|
||||
("bposz", w.bposz, def->bposz)
|
||||
("aflags", w.aflags, def->aflags)
|
||||
("temp_actor", w.temp_actor, def->temp_actor)
|
||||
.Array("temp_data", w.temp_data, def->temp_data, 6)
|
||||
.EndObject();
|
||||
}
|
||||
|
|
|
@ -30,6 +30,7 @@ struct weaponhit
|
|||
short timetosleep;
|
||||
int floorz, ceilingz, lastvx, lastvy, bposx, bposy, bposz, aflags;
|
||||
int temp_data[6];
|
||||
weaponhit* temp_actor;
|
||||
spritetype& s; // direct reference to the corresponding sprite.
|
||||
|
||||
static weaponhit* array(); // this is necessary to allow define inline functions referencing the global array inside the definition itself.
|
||||
|
|
Loading…
Reference in a new issue