- handled the last remaining sprite references in player_d.cpp.

This commit is contained in:
Christoph Oelckers 2020-10-25 07:12:04 +01:00
parent 70e1b87160
commit 60ec6b8c7d

View file

@ -2010,17 +2010,17 @@ int operateTripbomb(int snum)
if (wall[hw].overpicnum == BIGFORCE) if (wall[hw].overpicnum == BIGFORCE)
return 0; return 0;
int j; DDukeActor* j;
SectIterator it(sect); DukeSectIterator it(sect);
while ((j = it.NextIndex()) >= 0) while (j = it.Next())
{ {
auto sj = &sprite[j]; auto sj = &j->s;
if (sj->picnum == TRIPBOMB && if (sj->picnum == TRIPBOMB &&
abs(sj->z - sz) < (12 << 8) && ((sj->x - sx) * (sj->x - sx) + (sj->y - sy) * (sj->y - sy)) < (290 * 290)) abs(sj->z - sz) < (12 << 8) && ((sj->x - sx) * (sj->x - sx) + (sj->y - sy) * (sj->y - sy)) < (290 * 290))
return 0; return 0;
} }
if (j == -1 && hw >= 0 && (wall[hw].cstat & 16) == 0) if (j == nullptr && hw >= 0 && (wall[hw].cstat & 16) == 0)
if ((wall[hw].nextsector >= 0 && sector[wall[hw].nextsector].lotag <= 2) || (wall[hw].nextsector == -1 && sector[sect].lotag <= 2)) if ((wall[hw].nextsector >= 0 && sector[wall[hw].nextsector].lotag <= 2) || (wall[hw].nextsector == -1 && sector[sect].lotag <= 2))
if (((sx - p->posx) * (sx - p->posx) + (sy - p->posy) * (sy - p->posy)) < (290 * 290)) if (((sx - p->posx) * (sx - p->posx) + (sy - p->posy) * (sy - p->posy)) < (290 * 290))
{ {
@ -2713,8 +2713,9 @@ static void processweapon(int snum, ESyncBits actions, int psect)
void processinput_d(int snum) void processinput_d(int snum)
{ {
int j, i, k, doubvel, fz, cz, hz, lz, truefdist; int j, i, k, doubvel, fz, cz, truefdist;
char shrunk; Collision chz, clz;
bool shrunk;
ESyncBits actions; ESyncBits actions;
short psect, psectlotag, pi; short psect, psectlotag, pi;
struct player_struct* p; struct player_struct* p;
@ -2749,7 +2750,7 @@ void processinput_d(int snum)
p->spritebridge = 0; p->spritebridge = 0;
shrunk = (s->yrepeat < 32); shrunk = (s->yrepeat < 32);
getzrange(p->posx, p->posy, p->posz, psect, &cz, &hz, &fz, &lz, 163L, CLIPMASK0); getzrange_ex(p->posx, p->posy, p->posz, psect, &cz, chz, &fz, clz, 163L, CLIPMASK0);
j = getflorzofslope(psect, p->posx, p->posy); j = getflorzofslope(psect, p->posx, p->posy);
@ -2757,7 +2758,7 @@ void processinput_d(int snum)
p->truecz = getceilzofslope(psect, p->posx, p->posy); p->truecz = getceilzofslope(psect, p->posx, p->posy);
truefdist = abs(p->posz - j); truefdist = abs(p->posz - j);
if ((lz & 49152) == 16384 && psectlotag == 1 && truefdist > PHEIGHT + (16 << 8)) if (clz.type == kHitSector && psectlotag == 1 && truefdist > PHEIGHT + (16 << 8))
psectlotag = 0; psectlotag = 0;
pact->floorz = fz; pact->floorz = fz;
@ -2769,30 +2770,27 @@ void processinput_d(int snum)
calcviewpitch(p, 1); calcviewpitch(p, 1);
} }
if (hz >= 0 && (hz & 49152) == 49152) if (chz.type == kHitSprite)
{ {
hz &= (MAXSPRITES - 1); if (chz.actor->s.statnum == 1 && chz.actor->s.extra >= 0)
if (sprite[hz].statnum == 1 && sprite[hz].extra >= 0)
{ {
hz = 0; chz.type = kHitNone;
chz.actor = nullptr;
cz = p->truecz; cz = p->truecz;
} }
} }
if (lz >= 0 && (lz & 49152) == 49152) if (clz.type == kHitSprite)
{ {
j = lz & (MAXSPRITES - 1); if ((clz.actor->s.cstat & 33) == 33)
if ((sprite[j].cstat & 33) == 33)
{ {
psectlotag = 0; psectlotag = 0;
p->footprintcount = 0; p->footprintcount = 0;
p->spritebridge = 1; p->spritebridge = 1;
} }
else if (badguy(&sprite[j]) && sprite[j].xrepeat > 24 && abs(s->z - sprite[j].z) < (84 << 8)) else if (badguy(clz.actor) && clz.actor->s.xrepeat > 24 && abs(s->z - clz.actor->s.z) < (84 << 8))
{ {
j = getangle(sprite[j].x - p->posx, sprite[j].y - p->posy); j = getangle(clz.actor->s.x - p->posx, clz.actor->s.y - p->posy);
p->posxv -= sintable[(j + 512) & 2047] << 4; p->posxv -= sintable[(j + 512) & 2047] << 4;
p->posyv -= sintable[j & 2047] << 4; p->posyv -= sintable[j & 2047] << 4;
} }
@ -2954,9 +2952,10 @@ void processinput_d(int snum)
{ {
case 0: case 0:
if (lz >= 0 && (lz & (MAXSPRITES - 1)) == 49152) if (clz.type == kHitSprite)
j = sprite[lz & (MAXSPRITES - 1)].picnum; j = clz.actor->s.picnum;
else j = sector[psect].floorpicnum; else
j = sector[psect].floorpicnum;
switch (j) switch (j)
{ {