diff --git a/source/core/gameconfigfile.cpp b/source/core/gameconfigfile.cpp index 9f5fc4eeb..f78b331f5 100644 --- a/source/core/gameconfigfile.cpp +++ b/source/core/gameconfigfile.cpp @@ -198,6 +198,34 @@ void FGameConfigFile::DoAutoloadSetup (/*FIWadManager *iwad_man*/) isInitialized = true; } + CreateSectionAtStart("Exhumed.Autoload"); + CreateSectionAtStart("WW2GI.Autoload"); + CreateSectionAtStart("Nam.Autoload"); + CreateSectionAtStart("Exhumed.Autoload"); + CreateSectionAtStart("Redneck.Route66.Autoload"); + CreateSectionAtStart("Redneck.RidesAgain.Autoload"); + CreateSectionAtStart("Redneck.Redneck.Autoload"); + CreateSectionAtStart("Redneck.Autoload"); + CreateSectionAtStart("ShadowWarrior.TwinDragon.Autoload"); + CreateSectionAtStart("ShadowWarrior.Wanton.Autoload"); + CreateSectionAtStart("ShadowWarrior.ShadowWarrior.Autoload"); + CreateSectionAtStart("ShadowWarrior.Autoload"); + CreateSectionAtStart("Blood.Cryptic.Autoload"); + CreateSectionAtStart("Blood.Blood.Autoload"); + CreateSectionAtStart("Blood.Autoload"); + CreateSectionAtStart("Duke.WorldTour.Autoload"); + CreateSectionAtStart("Duke.NWinter.Autoload"); + CreateSectionAtStart("Duke.Vacation.15.Autoload"); + CreateSectionAtStart("Duke.Vacation.13.Autoload"); + CreateSectionAtStart("Duke.Vacation.Autoload"); + CreateSectionAtStart("Duke.DukeDC.15.Autoload"); + CreateSectionAtStart("Duke.DukeDC.13.Autoload"); + CreateSectionAtStart("Duke.DukeDC.Autoload"); + CreateSectionAtStart("Duke.Duke.15.Autoload"); + CreateSectionAtStart("Duke.Duke.13.Autoload"); + CreateSectionAtStart("Duke.Duke.Autoload"); + CreateSectionAtStart("Duke.Autoload"); + CreateSectionAtStart("Global.Autoload"); // The same goes for auto-exec files. diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 60e02f979..a58dc0e6f 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -40,7 +40,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Tine { - DAMAGE_TYPE_2, + kDamageBullet, 17, 174762, 1152, @@ -67,7 +67,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Shell { - DAMAGE_TYPE_2, + kDamageBullet, 4, 65536, 0, @@ -94,7 +94,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Bullet { - DAMAGE_TYPE_2, + kDamageBullet, 7, 21845, 0, @@ -122,7 +122,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Tommy AP { - DAMAGE_TYPE_2, + kDamageBullet, 20, 65536, 0, @@ -149,7 +149,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Shell AP { - DAMAGE_TYPE_2, + kDamageBullet, 6, 87381, 0, @@ -176,7 +176,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Tommy regular { - DAMAGE_TYPE_2, + kDamageBullet, 12, 65536, 0, @@ -203,7 +203,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Bat bite { - DAMAGE_TYPE_2, + kDamageBullet, 4, 0, 921, @@ -230,7 +230,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Eel bite { - DAMAGE_TYPE_2, + kDamageBullet, 12, 0, 1177, @@ -257,7 +257,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Gill bite { - DAMAGE_TYPE_2, + kDamageBullet, 9, 0, 1177, @@ -284,7 +284,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Beast slash { - DAMAGE_TYPE_3, + kDamageExplode, 50, 43690, 1024, @@ -311,7 +311,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Axe { - DAMAGE_TYPE_2, + kDamageBullet, 18, 436906, 1024, @@ -338,7 +338,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Cleaver { - DAMAGE_TYPE_2, + kDamageBullet, 9, 218453, 1024, @@ -365,7 +365,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Phantasm slash { - DAMAGE_TYPE_2, + kDamageBullet, 20, 436906, 1024, @@ -392,7 +392,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Gargoyle Slash { - DAMAGE_TYPE_2, + kDamageBullet, 16, 218453, 1024, @@ -419,7 +419,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Cerberus bite { - DAMAGE_TYPE_2, + kDamageBullet, 19, 218453, 614, @@ -446,7 +446,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Hound bite { - DAMAGE_TYPE_2, + kDamageBullet, 10, 218453, 614, @@ -473,7 +473,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Rat bite { - DAMAGE_TYPE_2, + kDamageBullet, 4, 0, 921, @@ -500,7 +500,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Spider bite { - DAMAGE_TYPE_2, + kDamageBullet, 8, 0, 614, @@ -527,7 +527,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Unk { - DAMAGE_TYPE_2, + kDamageBullet, 9, 0, 512, @@ -580,7 +580,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Tchernobog burn vector { - DAMAGE_TYPE_1, + kDamageBurn, 2, 0, 0, @@ -607,7 +607,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // Vodoo 1.0 vector { - DAMAGE_TYPE_5, + kDamageSpirit, 25, 0, 0, @@ -634,7 +634,7 @@ VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].max // 22 kVectorGenDudePunch { - DAMAGE_TYPE_0, + kDamageFall, 37, 874762, 620, @@ -2599,7 +2599,7 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y, actor->zvel() += MulScale(t, dz, 16); } } - actDamageSprite(source, actor, DAMAGE_TYPE_3, damage); + actDamageSprite(source, actor, kDamageExplode, damage); } //--------------------------------------------------------------------------- @@ -2739,7 +2739,7 @@ static void actNapalmMove(DBloodActor* actor) if (Chance(0x8000)) pSprite->cstat |= 4; sfxPlay3DSound(pSprite, 303, 24 + (pSprite->flags & 3), 1); - actRadiusDamage(pOwner, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128, 0, 60, DAMAGE_TYPE_3, 15, 120); + actRadiusDamage(pOwner, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128, 0, 60, kDamageExplode, 15, 120); if (pXSprite->data4 > 1) { @@ -2952,15 +2952,15 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType) removeDudeStuff(pSprite); if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == nullptr) { - if (pExtra->weaponType == kGenDudeWeaponKamikaze && Chance(0x4000) && damageType != DAMAGE_TYPE_5 && damageType != DAMAGE_TYPE_4) + if (pExtra->weaponType == kGenDudeWeaponKamikaze && Chance(0x4000) && damageType != kDamageSpirit && damageType != kDamageDrown) { doExplosion(pSprite, pXSprite->data1 - kTrapExploder); if (Chance(0x9000)) damageType = (DAMAGE_TYPE)3; } - if (damageType == DAMAGE_TYPE_1) + if (damageType == kDamageBurn) { - if (pExtra->availDeaths[DAMAGE_TYPE_1] && !spriteIsUnderwater(pSprite)) + if (pExtra->availDeaths[kDamageBurn] && !spriteIsUnderwater(pSprite)) { if (pExtra->canBurn) { @@ -2980,7 +2980,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType) { pXSprite->burnTime = 0; pXSprite->burnSource = -1; - damageType = DAMAGE_TYPE_0; + damageType = kDamageFall; } } } @@ -3061,7 +3061,7 @@ static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType) case kDudeCultistShotgun: case kDudeCultistTesla: case kDudeCultistTNT: - if (damageType == DAMAGE_TYPE_1 && pXSprite->medium == kMediumNormal) + if (damageType == kDamageBurn && pXSprite->medium == kMediumNormal) { pSprite->type = kDudeBurningCultist; aiNewState(actor, &cultistBurnGoto); @@ -3071,7 +3071,7 @@ static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType) break; case kDudeBeast: - if (damageType == DAMAGE_TYPE_1 && pXSprite->medium == kMediumNormal) + if (damageType == kDamageBurn && pXSprite->medium == kMediumNormal) { pSprite->type = kDudeBurningBeast; aiNewState(actor, &beastBurnGoto); @@ -3081,7 +3081,7 @@ static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType) break; case kDudeInnocent: - if (damageType == DAMAGE_TYPE_1 && pXSprite->medium == kMediumNormal) + if (damageType == kDamageBurn && pXSprite->medium == kMediumNormal) { pSprite->type = kDudeBurningInnocent; aiNewState(actor, &innocentBurnGoto); @@ -3175,7 +3175,7 @@ static int checkDamageType(DBloodActor* actor, DAMAGE_TYPE damageType) switch (damageType) { - case DAMAGE_TYPE_3: + case kDamageExplode: nSeq = 2; switch (pSprite->type) { @@ -3188,7 +3188,7 @@ static int checkDamageType(DBloodActor* actor, DAMAGE_TYPE damageType) if (!pExtra->availDeaths[damageType]) { nSeq = 1; - damageType = DAMAGE_TYPE_0; + damageType = kDamageFall; } break; } @@ -3209,11 +3209,11 @@ static int checkDamageType(DBloodActor* actor, DAMAGE_TYPE damageType) break; } break; - case DAMAGE_TYPE_1: + case kDamageBurn: nSeq = 3; sfxPlay3DSound(pSprite, 351, -1, 0); break; - case DAMAGE_TYPE_5: + case kDamageSpirit: switch (pSprite->type) { case kDudeZombieAxeNormal: case kDudeZombieAxeBuried: @@ -3227,7 +3227,7 @@ static int checkDamageType(DBloodActor* actor, DAMAGE_TYPE damageType) break; } break; - case DAMAGE_TYPE_0: + case kDamageFall: switch (pSprite->type) { case kDudeCultistTommy: @@ -3487,7 +3487,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag case kDudeBurningCultist: burningCultistDeath(actor, nSeq); - damageType = DAMAGE_TYPE_3; + damageType = kDamageExplode; break; #ifdef NOONE_EXTENSIONS @@ -3498,13 +3498,13 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag case kDudeModernCustomBurning: modernCustomDudeBurningDeath(actor, nSeq); - genDudePostDeath(pSprite, DAMAGE_TYPE_3, damage); + genDudePostDeath(pSprite, kDamageExplode, damage); return; #endif case kDudeBurningZombieAxe: zombieAxeBurningDeath(actor, nSeq); - damageType = DAMAGE_TYPE_3; + damageType = kDamageExplode; break; case kDudeBurningZombieButcher: @@ -3512,7 +3512,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag break; case kDudeBurningInnocent: - damageType = DAMAGE_TYPE_3; + damageType = kDamageExplode; seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1); break; @@ -3629,7 +3629,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag break; case kDudeBurningTinyCaleb: - damageType = DAMAGE_TYPE_3; + damageType = kDamageExplode; seqSpawn(dudeInfo[nType].seqStartID + 11, actor, nDudeToGibClient1); break; @@ -3639,7 +3639,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag break; case kDudeBurningBeast: - damageType = DAMAGE_TYPE_3; + damageType = kDamageExplode; seqSpawn(dudeInfo[nType].seqStartID + 12, actor, nDudeToGibClient1); break; @@ -3648,7 +3648,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag break; } - if (damageType == DAMAGE_TYPE_3) + if (damageType == kDamageExplode) { DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); for (int i = 0; i < 3; i++) @@ -3696,7 +3696,7 @@ static int actDamageDude(DBloodActor* source, DBloodActor* actor, int damage, DA if (pXSprite->health <= 0) return 0; damage = aiDamageSprite(source, actor, damageType, damage); if (pXSprite->health <= 0) - actKillDude(source, actor, ((damageType == DAMAGE_TYPE_3 && damage < 160) ? DAMAGE_TYPE_0 : damageType), damage); + actKillDude(source, actor, ((damageType == kDamageExplode && damage < 160) ? kDamageFall : damageType), damage); } else { @@ -3919,7 +3919,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) int rand2 = (7 + Random(7)) << 4; int nDamage = actDamageSprite(missileOwner, actorHit, rand1, rand2); - if ((pThingInfo && pThingInfo->dmgControl[DAMAGE_TYPE_1] != 0) || (pDudeInfo && pDudeInfo->damageVal[DAMAGE_TYPE_1] != 0)) + if ((pThingInfo && pThingInfo->dmgControl[kDamageBurn] != 0) || (pDudeInfo && pDudeInfo->damageVal[kDamageBurn] != 0)) actBurnSprite(missileActor->GetOwner(), actorHit, 360); // by NoOne: make Life Leech heal user, just like it was in 1.0x versions @@ -3966,7 +3966,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) { int nOwner = pMissile->owner; int nDamage = (15 + Random(7)) << 4; - actDamageSprite(nOwner, pSpriteHit, DAMAGE_TYPE_2, nDamage); + actDamageSprite(nOwner, pSpriteHit, kDamageBullet, nDamage); } actPostSprite(missileActor, kStatFree); break; @@ -3979,7 +3979,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo)) { int nDamage = (25 + Random(20)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_5, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage); } actPostSprite(missileActor, kStatFree); break; @@ -3993,7 +3993,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) { int nDmgMul = (pMissile->type == kMissileLifeLeechAltSmall) ? 6 : 3; int nDamage = (nDmgMul + Random(nDmgMul)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_5, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage); } actPostSprite(missileActor, kStatFree); break; @@ -4006,7 +4006,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) evPost(actorHit, 0, kCallbackFXFlameLick); int nDamage = (50 + Random(50)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_2, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage); } actExplodeSprite(pMissile); break; @@ -4020,25 +4020,25 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) sfxKill3DSound(pMissile, -1, -1); if ((hitCode == 3 && pSpriteHit) && (pThingInfo || pDudeInfo)) { - if ((pThingInfo && pThingInfo->dmgControl[DAMAGE_TYPE_1] != 0) || (pDudeInfo && pDudeInfo->damageVal[DAMAGE_TYPE_1] != 0)) + if ((pThingInfo && pThingInfo->dmgControl[kDamageBurn] != 0) || (pDudeInfo && pDudeInfo->damageVal[kDamageBurn] != 0)) { if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && actorHit->x().burnTime == 0) evPost(actorHit, 0, kCallbackFXFlameLick); actBurnSprite(missileOwner, actorHit, 480); - actRadiusDamage(missileOwner, pMissile->x, pMissile->y, pMissile->z, pMissile->sectnum, 16, 20, 10, DAMAGE_TYPE_2, 6, 480); + actRadiusDamage(missileOwner, pMissile->x, pMissile->y, pMissile->z, pMissile->sectnum, 16, 20, 10, kDamageBullet, 6, 480); // by NoOne: allow additional bullet damage for Flare Gun if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) { int nDamage = (20 + Random(10)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_2, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage); } } else { int nDamage = (20 + Random(10)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_2, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage); } if (surfType[pSpriteHit->picnum] == kSurfFlesh) @@ -4065,7 +4065,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) evPost(actorHit, 0, kCallbackFXFlameLick); actBurnSprite(missileOwner, actorHit, (4 + gGameOptions.nDifficulty) << 2); - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_1, 8); + actDamageSprite(missileOwner, actorHit, kDamageBurn, 8); } break; @@ -4077,9 +4077,9 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) evPost(actorHit, 0, kCallbackFXFlameLick); actBurnSprite(missileOwner, actorHit, (4 + gGameOptions.nDifficulty) << 2); - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_1, 8); + actDamageSprite(missileOwner, actorHit, kDamageBurn, 8); int nDamage = (25 + Random(10)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_2, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage); } actExplodeSprite(pMissile); break; @@ -4092,9 +4092,9 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) evPost(actorHit, 0, kCallbackFXFlameLick); actBurnSprite(missileOwner, actorHit, 32); - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_5, 12); + actDamageSprite(missileOwner, actorHit, kDamageSpirit, 12); int nDamage = (25 + Random(10)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_2, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage); } actExplodeSprite(pMissile); break; @@ -4109,7 +4109,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) if (pSpriteHit->statnum == kStatDude) { int nDamage = (25 + Random(10)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_5, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage); } } break; @@ -4124,7 +4124,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) if (pSpriteHit->statnum == kStatDude) { int nDamage = (10 + Random(10)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_5, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage); int nType = missileOwner->s().type - kDudeBase; if (missileOwner->x().health > 0) actHealDude(missileOwner, 10, getDudeInfo(nType + kDudeBase)->startHealth); @@ -4142,7 +4142,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) if (hitCode == 3 && actorHit) { int nDamage = (15 + Random(10)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_6, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageTesla, nDamage); } break; @@ -4152,7 +4152,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) if (hitCode == 3 && actorHit) { int nDamage = (10 + Random(10)) << 4; - actDamageSprite(missileOwner, actorHit, DAMAGE_TYPE_0, nDamage); + actDamageSprite(missileOwner, actorHit, kDamageFall, nDamage); } break; } @@ -4202,8 +4202,8 @@ static void actTouchFloor(DBloodActor* actor, int nSector) if (doDamage) { DAMAGE_TYPE nDamageType; - if (pSector->type == kSectorDamage) nDamageType = (DAMAGE_TYPE)ClipRange(pXSector->damageType, DAMAGE_TYPE_0, DAMAGE_TYPE_6); - else nDamageType = (DAMAGE_TYPE)ClipRange(pXSector->damageType - 1, DAMAGE_TYPE_0, DAMAGE_TYPE_6); + if (pSector->type == kSectorDamage) nDamageType = (DAMAGE_TYPE)ClipRange(pXSector->damageType, kDamageFall, kDamageTesla); + else nDamageType = (DAMAGE_TYPE)ClipRange(pXSector->damageType - 1, kDamageFall, kDamageTesla); int nDamage; if (pXSector->data) nDamage = ClipRange(pXSector->data, 0, 1000); @@ -4213,7 +4213,7 @@ static void actTouchFloor(DBloodActor* actor, int nSector) } if (tileGetSurfType(nSector + 0x4000) == kSurfLava) { - actDamageSprite(actor, actor, DAMAGE_TYPE_1, 16); + actDamageSprite(actor, actor, kDamageBurn, 16); sfxPlay3DSound(&actor->s(), 352, 5, 2); } } @@ -4276,7 +4276,7 @@ static void checkCeilHit(DBloodActor* actor) int dmg = abs((mass1 - mass2) * (pSprite2->clipdist - pSprite->clipdist)); if (actor2->IsDudeActor()) { - if (dmg > 0) actDamageSprite(pSprite2->index, pSprite, (Chance(0x2000)) ? DAMAGE_TYPE_0 : (Chance(0x4000)) ? DAMAGE_TYPE_3 : DAMAGE_TYPE_2, dmg); + if (dmg > 0) actDamageSprite(pSprite2->index, pSprite, (Chance(0x2000)) ? kDamageFall : (Chance(0x4000)) ? kDamageExplode : kDamageBullet, dmg); if (Chance(0x0200)) actKickObject(actor2, actor); } } @@ -4287,7 +4287,7 @@ static void checkCeilHit(DBloodActor* actor) switch (pSprite2->type) { case kDudeTchernobog: - actDamageSprite(actor2, actor, DAMAGE_TYPE_3, pXSprite->health << 2); + actDamageSprite(actor2, actor, kDamageExplode, pXSprite->health << 2); break; #ifdef NOONE_EXTENSIONS case kDudeModernCustom: @@ -4298,11 +4298,11 @@ static void checkCeilHit(DBloodActor* actor) if (!actor->IsPlayerActor()) { - actDamageSprite(actor2, actor, DAMAGE_TYPE_0, dmg); + actDamageSprite(actor2, actor, kDamageFall, dmg); if (pXSprite && !actor->isActive()) aiActivateDude(actor); } - else if (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], kPwUpJumpBoots) > 0) actDamageSprite(actor2, actor, DAMAGE_TYPE_3, dmg); - else actDamageSprite(actor2, actor, DAMAGE_TYPE_0, dmg); + else if (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], kPwUpJumpBoots) > 0) actDamageSprite(actor2, actor, kDamageExplode, dmg); + else actDamageSprite(actor2, actor, kDamageFall, dmg); break; #endif @@ -4314,11 +4314,11 @@ static void checkCeilHit(DBloodActor* actor) if (pSprite2->type == kTrapSawCircular) { - if (!pXSprite2->state) actDamageSprite(actor, actor, DAMAGE_TYPE_2, 1); + if (!pXSprite2->state) actDamageSprite(actor, actor, kDamageBullet, 1); else { pXSprite2->data1 = 1; pXSprite2->data2 = ClipHigh(pXSprite2->data2 + 8, 600); - actDamageSprite(actor, actor, DAMAGE_TYPE_2, 16); + actDamageSprite(actor, actor, kDamageBullet, 16); } } } @@ -4369,7 +4369,7 @@ static void checkHit(DBloodActor* actor) actKickObject(actor, actor2); sfxPlay3DSound(pSprite, 357, -1, 1); int dmg = (mass1 - mass2) + abs(FixedToInt(actor->xvel())); - if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? DAMAGE_TYPE_0 : DAMAGE_TYPE_2, dmg); + if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? kDamageFall : kDamageBullet, dmg); } } } @@ -4384,7 +4384,7 @@ static void checkHit(DBloodActor* actor) case kThingZombieHead: sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum); actKickObject(actor, actor2); - actDamageSprite(nullptr, actor2, DAMAGE_TYPE_0, 80); + actDamageSprite(nullptr, actor2, kDamageFall, 80); break; case kDudeBurningInnocent: @@ -4393,7 +4393,7 @@ static void checkHit(DBloodActor* actor) case kDudeBurningZombieButcher: // This does not make sense pXSprite->burnTime = ClipLow(pXSprite->burnTime - 4, 0); - actDamageSprite(actor->GetBurnSource(), actor, DAMAGE_TYPE_1, 8); + actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8); break; } } @@ -4448,7 +4448,7 @@ static void checkFloorHit(DBloodActor* actor) actKickObject(actor, actor2); int dmg = (mass1 - mass2) + pSprite->clipdist; - if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? DAMAGE_TYPE_0 : DAMAGE_TYPE_2, dmg); + if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? kDamageFall : kDamageBullet, dmg); } } #endif @@ -4476,15 +4476,15 @@ static void checkFloorHit(DBloodActor* actor) } actKickObject(actor, actor2); sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum); - actDamageSprite(-1, pSprite2, DAMAGE_TYPE_0, 80); + actDamageSprite(-1, pSprite2, kDamageFall, 80); break; case kTrapSawCircular: - if (!pXSprite2->state) actDamageSprite(actor, actor, DAMAGE_TYPE_2, 1); + if (!pXSprite2->state) actDamageSprite(actor, actor, kDamageBullet, 1); else { pXSprite2->data1 = 1; pXSprite2->data2 = ClipHigh(pXSprite2->data2 + 8, 600); - actDamageSprite(actor, actor, DAMAGE_TYPE_2, 16); + actDamageSprite(actor, actor, kDamageBullet, 16); } break; case kDudeCultistTommy: @@ -4525,7 +4525,7 @@ static void checkFloorHit(DBloodActor* actor) #else if (pPlayer) #endif - actDamageSprite(actor, actor2, DAMAGE_TYPE_2, 8); + actDamageSprite(actor, actor2, kDamageBullet, 8); break; } } @@ -4651,7 +4651,7 @@ int MoveThing(spritetype *pSprite) switch (pSprite->type) { case kThingZombieHead: sfxPlay3DSound(pSprite, 607, 0, 0); - actDamageSprite(-1, pSprite, DAMAGE_TYPE_0, 80); + actDamageSprite(-1, pSprite, kDamageFall, 80); break; case kThingKickablePail: sfxPlay3DSound(pSprite, 374, 0, 0); @@ -4709,7 +4709,7 @@ int MoveThing(spritetype *pSprite) int vax = actFloorBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], (int*)&v20, pSprite->sectnum, pThingInfo->elastic); int nDamage = MulScale(vax, vax, 30)-pThingInfo->dmgResist; if (nDamage > 0) - actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, nDamage); + actDamageSprite(nSprite, pSprite, kDamageFall, nDamage); zvel[nSprite] = v20; if (velFloor[pSprite->sectnum] == 0 && abs(zvel[nSprite]) < 0x10000) { @@ -4725,7 +4725,7 @@ int MoveThing(spritetype *pSprite) case kThingZombieHead: if (abs(zvel[nSprite]) > 0x80000) { sfxPlay3DSound(pSprite, 607, 0, 0); - actDamageSprite(-1, pSprite, DAMAGE_TYPE_0, 80); + actDamageSprite(-1, pSprite, kDamageFall, 80); } break; case kThingKickablePail: @@ -4760,7 +4760,7 @@ int MoveThing(spritetype *pSprite) case kThingZombieHead: if (abs(zvel[nSprite]) > 0x80000) { sfxPlay3DSound(pSprite, 607, 0, 0); - actDamageSprite(-1, pSprite, DAMAGE_TYPE_0, 80); + actDamageSprite(-1, pSprite, kDamageFall, 80); } break; case kThingKickablePail: @@ -4836,14 +4836,14 @@ void MoveDude(spritetype *pSprite) { nSector = pSprite->sectnum; if (pSprite->statnum == kStatDude || pSprite->statnum == kStatThing) - actDamageSprite(pSprite->index, pSprite, DAMAGE_TYPE_0, 1000<<4); + actDamageSprite(pSprite->index, pSprite, kDamageFall, 1000<<4); } if (sector[nSector].type >= kSectorPath && sector[nSector].type <= kSectorRotate) { short nSector2 = nSector; if (pushmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &nSector2, wd, tz, bz, CLIPMASK0) == -1) - actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, 1000 << 4); + actDamageSprite(nSprite, pSprite, kDamageFall, 1000 << 4); if (nSector2 != -1) nSector = nSector2; } @@ -5038,7 +5038,7 @@ void MoveDude(spritetype *pSprite) pSprite->flags |= 6; break; case kDudeBoneEel: - actKillDude(pSprite->index, pSprite, DAMAGE_TYPE_0, 1000<<4); + actKillDude(pSprite->index, pSprite, kDamageFall, 1000<<4); break; } } @@ -5128,12 +5128,12 @@ void MoveDude(spritetype *pSprite) case kDudeBat: case kDudeRat: case kDudeBurningInnocent: - actKillDude(pSprite->index, pSprite, DAMAGE_TYPE_0, 1000 << 4); + actKillDude(pSprite->index, pSprite, kDamageFall, 1000 << 4); break; #ifdef NOONE_EXTENSIONS case kDudeModernCustom: evPost(nSprite, 3, 0, kCallbackEnemeyBubble); - if (!canSwim(pSprite)) actKillDude(pSprite->index, pSprite, DAMAGE_TYPE_0, 1000 << 4); + if (!canSwim(pSprite)) actKillDude(pSprite->index, pSprite, kDamageFall, 1000 << 4); break; #endif } @@ -5246,7 +5246,7 @@ void MoveDude(spritetype *pSprite) } nDamage -= 100<<4; if (nDamage > 0) - actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, nDamage); + actDamageSprite(nSprite, pSprite, kDamageFall, nDamage); zvel[nSprite] = v30; if (abs(zvel[nSprite]) < 0x10000) { @@ -5715,7 +5715,7 @@ void actProcessSprites(void) if (pXSprite->burnTime > 0) { pXSprite->burnTime = ClipLow(pXSprite->burnTime-4,0); - actDamageSprite(pXSprite->burnSource, pSprite, DAMAGE_TYPE_1, 8); + actDamageSprite(pXSprite->burnSource, pSprite, kDamageBurn, 8); } if (pXSprite->Proximity) { @@ -5878,7 +5878,7 @@ void actProcessSprites(void) int nObject = hit & 0x3fff; assert(nObject >= 0 && nObject < kMaxSprites); spritetype * pObject = &sprite[nObject]; - actDamageSprite(pSprite->owner, pObject, DAMAGE_TYPE_0, pXSprite->data1); + actDamageSprite(pSprite->owner, pObject, kDamageFall, pXSprite->data1); } break; #endif @@ -5889,13 +5889,13 @@ void actProcessSprites(void) int nObject = hit & 0x3fff; assert(nObject >= 0 && nObject < kMaxSprites); spritetype *pObject = &sprite[nObject]; - actDamageSprite(pSprite->owner, pObject, DAMAGE_TYPE_0, 12); + actDamageSprite(pSprite->owner, pObject, kDamageFall, 12); } break; case kThingPodGreenBall: if ((hit&0xc000) == 0x4000) { - actRadiusDamage(&bloodActors[pSprite->owner], pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 200, 1, 20, DAMAGE_TYPE_3, 6, 0); + actRadiusDamage(&bloodActors[pSprite->owner], pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 200, 1, 20, kDamageExplode, 6, 0); evPost(pSprite->index, 3, 0, kCallbackFXPodBloodSplat); } else @@ -5905,7 +5905,7 @@ void actProcessSprites(void) break; assert(nObject >= 0 && nObject < kMaxSprites); spritetype *pObject = &sprite[nObject]; - actDamageSprite(pSprite->owner, pObject, DAMAGE_TYPE_0, 12); + actDamageSprite(pSprite->owner, pObject, kDamageFall, 12); evPost(pSprite->index, 3, 0, kCallbackFXPodBloodSplat); } break; @@ -5993,7 +5993,7 @@ void actProcessSprites(void) if (pExplodeInfo->dmg && pXSprite->target == 0) { pXSprite->target = 1; - actDamageSprite(nOwner, pDude, DAMAGE_TYPE_0, (pExplodeInfo->dmg+Random(pExplodeInfo->dmgRng))<<4); + actDamageSprite(nOwner, pDude, kDamageFall, (pExplodeInfo->dmg+Random(pExplodeInfo->dmgRng))<<4); } if (pExplodeInfo->dmgType) ConcussSprite(pOwner, act2, x, y, z, pExplodeInfo->dmgType); @@ -6138,8 +6138,8 @@ void actProcessSprites(void) } dy = SinScale16(pSprite->ang); dx = CosScale16(pSprite->ang); - gVectorData[VECTOR_TYPE_20].maxDist = pXSprite->data1<<9; - actFireVector(pSprite, 0, 0, dx, dy, Random2(0x8888), VECTOR_TYPE_20); + gVectorData[kVectorTchernobogBurn].maxDist = pXSprite->data1<<9; + actFireVector(pSprite, 0, 0, dx, dy, Random2(0x8888), kVectorTchernobogBurn); } break; } @@ -6163,11 +6163,11 @@ void actProcessSprites(void) case kDudeBurningCultist: case kDudeBurningZombieAxe: case kDudeBurningZombieButcher: - actDamageSprite(pXSprite->burnSource, pSprite, DAMAGE_TYPE_1, 8); + actDamageSprite(pXSprite->burnSource, pSprite, kDamageBurn, 8); break; default: pXSprite->burnTime = ClipLow(pXSprite->burnTime-4, 0); - actDamageSprite(pXSprite->burnSource, pSprite, DAMAGE_TYPE_1, 8); + actDamageSprite(pXSprite->burnSource, pSprite, kDamageBurn, 8); break; } } @@ -6215,7 +6215,7 @@ void actProcessSprites(void) if (pPlayer->voodooTargets) voodooTarget(pPlayer); if (pPlayer->hand && Chance(0x8000)) - actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_4, 12); + actDamageSprite(nSprite, pSprite, kDamageDrown, 12); if (pPlayer->isUnderwater) { char bActive = packItemActive(pPlayer, 1); @@ -6229,7 +6229,7 @@ void actProcessSprites(void) { pPlayer->chokeEffect += 4; if (Chance(pPlayer->chokeEffect)) - actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_4, 3<<4); + actDamageSprite(nSprite, pSprite, kDamageDrown, 3<<4); } else pPlayer->chokeEffect = 0; @@ -6916,7 +6916,7 @@ void actFireVector(spritetype *pShooter, int a2, int a3, int a4, int a5, int a6, y -= MulScale(a5, 112, 14); z -= MulScale(a6, 112<<4, 14); int shift = 4; - if (vectorType == VECTOR_TYPE_0 && !IsPlayerSprite(pSprite)) + if (vectorType == kVectorTine && !IsPlayerSprite(pSprite)) shift = 3; actDamageSprite(nShooter, pSprite, pVectorData->dmgType, pVectorData->dmg<extra; @@ -7264,7 +7264,7 @@ void SerializeActor(FSerializer& arc) { if (arc.BeginObject("actor")) { - arc("maxdist20", gVectorData[VECTOR_TYPE_20].maxDist) // The code messes around with this field so better save it. + arc("maxdist20", gVectorData[kVectorTchernobogBurn].maxDist) // The code messes around with this field so better save it. .SparseArray("spritehit", gSpriteHit, kMaxSprites, activeXSprites) ("postcount", gPostCount) .Array("post", gPost, gPostCount) diff --git a/source/games/blood/src/actor.h b/source/games/blood/src/actor.h index b877e9111..d610b4809 100644 --- a/source/games/blood/src/actor.h +++ b/source/games/blood/src/actor.h @@ -27,39 +27,39 @@ BEGIN_BLD_NS class DBloodActor; enum DAMAGE_TYPE { - DAMAGE_TYPE_0 = 0, - DAMAGE_TYPE_1, // Flame - DAMAGE_TYPE_2, - DAMAGE_TYPE_3, - DAMAGE_TYPE_4, - DAMAGE_TYPE_5, - DAMAGE_TYPE_6, // Tesla + kDamageFall = 0, + kDamageBurn, + kDamageBullet, + kDamageExplode, + kDamageDrown, + kDamageSpirit, + kDamageTesla, kDamageMax = 7, }; enum VECTOR_TYPE { - VECTOR_TYPE_0 = 0, - VECTOR_TYPE_1, - VECTOR_TYPE_2, - VECTOR_TYPE_3, - VECTOR_TYPE_4, - VECTOR_TYPE_5, - VECTOR_TYPE_6, - VECTOR_TYPE_7, - VECTOR_TYPE_8, - VECTOR_TYPE_9, - VECTOR_TYPE_10, - VECTOR_TYPE_11, - VECTOR_TYPE_12, - VECTOR_TYPE_13, - VECTOR_TYPE_14, - VECTOR_TYPE_15, - VECTOR_TYPE_16, - VECTOR_TYPE_17, + kVectorTine = 0, + kVectorShell, + kVectorBullet, + kVectorTommyAP, + kVectorShellAP, + kVectorTommyRegular, + kVectorBatBite, + kVectorBoneelBite, + kVectorGillBite, + kVectorBeastSlash, + kVectorAxe, + kVectorCleaver, + kVectorGhost, + kVectorGargSlash, + kVectorCerberusHack, + kVectorHoundBite, + kVectorRatBite, + kVectorSpiderBite, VECTOR_TYPE_18, VECTOR_TYPE_19, - VECTOR_TYPE_20, - VECTOR_TYPE_21, + kVectorTchernobogBurn, + kVectorVoodoo10, #ifdef NOONE_EXTENSIONS kVectorGenDudePunch, #endif diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index ca09bafb2..deefef051 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -951,7 +951,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType if (pSprite->type == kDudeModernCustom) { GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); - if (nDmgType == DAMAGE_TYPE_1) { + if (nDmgType == kDamageBurn) { if (pXSprite->health > (uint32_t)pDudeInfo->fleeHealth) return nDamage; else if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == NULL) { @@ -968,7 +968,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200; - if (pExtra->canBurn && pExtra->availDeaths[DAMAGE_TYPE_1] > 0) { + if (pExtra->canBurn && pExtra->availDeaths[kDamageBurn] > 0) { aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); playGenDudeSound(pSprite, kGenDudeSndBurning); @@ -985,7 +985,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType } } else { - actKillDude(nSource, pSprite, DAMAGE_TYPE_0, 65535); + actKillDude(nSource, pSprite, kDamageFall, 65535); } } else if (canWalk(pSprite) && !inDodge(pXSprite->aiState) && !inRecoil(pXSprite->aiState)) { @@ -1015,7 +1015,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType } #endif - if (nDmgType == DAMAGE_TYPE_6) + if (nDmgType == kDamageTesla) { DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra]; pDudeExtra->recoil = 1; @@ -1026,7 +1026,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType case kDudeCultistShotgun: case kDudeCultistTesla: case kDudeCultistTNT: - if (nDmgType != DAMAGE_TYPE_1) + if (nDmgType != kDamageBurn) { if (!dudeIsPlayingSeq(pSprite, 14) && !pXSprite->medium) aiNewState(actor, &cultistDodge); @@ -1035,7 +1035,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType else if (dudeIsPlayingSeq(pSprite, 13) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)) aiNewState(actor, &cultistSwimDodge); } - else if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) + else if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) { pSprite->type = kDudeBurningCultist; aiNewState(actor, &cultistBurnGoto); @@ -1047,7 +1047,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType } break; case kDudeInnocent: - if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) + if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) { pSprite->type = kDudeBurningInnocent; aiNewState(actor, &cultistBurnGoto); @@ -1080,7 +1080,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType aiNewState(actor, &gargoyleFChase); break; case kDudeZombieButcher: - if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) { + if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) { aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1); pSprite->type = kDudeBurningZombieButcher; @@ -1090,7 +1090,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType } break; case kDudeTinyCaleb: - if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) + if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/) { pSprite->type = kDudeBurningInnocent; aiNewState(actor, &cultistBurnGoto); @@ -1111,7 +1111,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType break; case kDudeZombieAxeNormal: case kDudeZombieAxeBuried: - if (nDmgType == DAMAGE_TYPE_1 && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) + if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) { aiPlay3DSound(pSprite, 361, AI_SFX_PRIORITY_0, -1); aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1); diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index 878affe7d..2eb89ed23 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -75,7 +75,7 @@ void batBiteSeqCallback(int, DBloodActor* actor) int height = (pSprite->yrepeat*pDudeInfo->eyeHeight)<<2; int height2 = (pTarget->yrepeat*pDudeInfoT->eyeHeight)<<2; assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); - actFireVector(pSprite, 0, 0, dx, dy, height2-height, VECTOR_TYPE_6); + actFireVector(pSprite, 0, 0, dx, dy, height2-height, kVectorBatBite); } static void batThinkTarget(DBloodActor* actor) diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp index ef27268f7..144010a8e 100644 --- a/source/games/blood/src/aibeast.cpp +++ b/source/games/blood/src/aibeast.cpp @@ -74,9 +74,9 @@ void SlashSeqCallback(int, DBloodActor* actor) int dz = pSprite->z-pTarget->z; dx += Random3(4000-700*gGameOptions.nDifficulty); dy += Random3(4000-700*gGameOptions.nDifficulty); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorGargSlash); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorGargSlash); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorGargSlash); sfxPlay3DSound(pSprite, 9012+Random(2), -1, 0); } @@ -137,7 +137,7 @@ void StompSeqCallback(int, DBloodActor* actor1) nDamage = v1c + ((vc-nDist2)*v10)/vc; if (IsPlayerSprite(pSprite2)) gPlayer[pSprite2->type-kDudePlayer1].quakeEffect += nDamage*4; - actDamageSprite(nSprite, pSprite2, DAMAGE_TYPE_0, nDamage<<4); + actDamageSprite(nSprite, pSprite2, kDamageFall, nDamage<<4); } } } @@ -167,7 +167,7 @@ void StompSeqCallback(int, DBloodActor* actor1) nDamage = v1c + ((vc-nDist2)*v10)/vc; if (IsPlayerSprite(pSprite2)) gPlayer[pSprite2->type-kDudePlayer1].quakeEffect += nDamage*4; - actDamageSprite(nSprite, pSprite2, DAMAGE_TYPE_0, nDamage<<4); + actDamageSprite(nSprite, pSprite2, kDamageFall, nDamage<<4); } } } diff --git a/source/games/blood/src/aiboneel.cpp b/source/games/blood/src/aiboneel.cpp index 0c56f7725..6c09d26de 100644 --- a/source/games/blood/src/aiboneel.cpp +++ b/source/games/blood/src/aiboneel.cpp @@ -86,7 +86,7 @@ void eelBiteSeqCallback(int, DBloodActor* actor) return; } assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); - actFireVector(pSprite, 0, 0, dx, dy, height2-height, VECTOR_TYPE_7); + actFireVector(pSprite, 0, 0, dx, dy, height2-height, kVectorBoneelBite); } static void eelThinkTarget(DBloodActor* actor) diff --git a/source/games/blood/src/aicaleb.cpp b/source/games/blood/src/aicaleb.cpp index 7024c0b8f..9c2158423 100644 --- a/source/games/blood/src/aicaleb.cpp +++ b/source/games/blood/src/aicaleb.cpp @@ -72,7 +72,7 @@ void SeqAttackCallback(int, DBloodActor* actor) int r1 = Random3(500); int r2 = Random3(1000); int r3 = Random3(1000); - actFireVector(pSprite, 0, 0, dx+r3, dy+r2, dz+r1, VECTOR_TYPE_1); + actFireVector(pSprite, 0, 0, dx+r3, dy+r2, dz+r1, kVectorShell); } if (Chance(0x8000)) sfxPlay3DSound(pSprite, 10000+Random(5), -1, 0); diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index 414d267dc..3455c89dc 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -74,9 +74,9 @@ void cerberusBiteSeqCallback(int, DBloodActor* actor) } spritetype *pTarget = &sprite[pXSprite->target]; int dz = pTarget->z-pSprite->z; - actFireVector(pSprite, 350, -100, dx, dy, dz, VECTOR_TYPE_14); - actFireVector(pSprite, -350, 0, dx, dy, dz, VECTOR_TYPE_14); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_14); + actFireVector(pSprite, 350, -100, dx, dy, dz, kVectorCerberusHack); + actFireVector(pSprite, -350, 0, dx, dy, dz, kVectorCerberusHack); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorCerberusHack); } void cerberusBurnSeqCallback(int, DBloodActor* actor) diff --git a/source/games/blood/src/aicult.cpp b/source/games/blood/src/aicult.cpp index ef19c51df..11dc94a8f 100644 --- a/source/games/blood/src/aicult.cpp +++ b/source/games/blood/src/aicult.cpp @@ -83,7 +83,7 @@ void TommySeqCallback(int, DBloodActor* actor) dx += Random3((5-gGameOptions.nDifficulty)*1000); dy += Random3((5-gGameOptions.nDifficulty)*1000); dz += Random3((5-gGameOptions.nDifficulty)*500); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_2); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorBullet); sfxPlay3DSound(pSprite, 4001, -1, 0); } @@ -119,7 +119,7 @@ void ShotSeqCallback(int, DBloodActor* actor) int r1 = Random3(500); int r2 = Random3(1000); int r3 = Random3(1000); - actFireVector(pSprite, 0, 0, dx+r3, dy+r2, dz+r1, VECTOR_TYPE_1); + actFireVector(pSprite, 0, 0, dx+r3, dy+r2, dz+r1, kVectorShell); } if (Chance(0x8000)) sfxPlay3DSound(pSprite, 1001, -1, 0); diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index d16563cba..ac4859aa4 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -89,13 +89,13 @@ void SlashFSeqCallback(int, DBloodActor* actor) int dz = height-height2; int dx = CosScale16(pSprite->ang); int dy = SinScale16(pSprite->ang); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_13); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorGargSlash); int r1 = Random(50); int r2 = Random(50); - actFireVector(pSprite, 0, 0, dx+r2, dy-r1, dz, VECTOR_TYPE_13); + actFireVector(pSprite, 0, 0, dx+r2, dy-r1, dz, kVectorGargSlash); r1 = Random(50); r2 = Random(50); - actFireVector(pSprite, 0, 0, dx-r2, dy+r1, dz, VECTOR_TYPE_13); + actFireVector(pSprite, 0, 0, dx-r2, dy+r1, dz, kVectorGargSlash); } void ThrowFSeqCallback(int, DBloodActor* actor) diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index 5b753d4eb..2295cbffb 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -74,13 +74,13 @@ void ghostSlashSeqCallback(int, DBloodActor* actor) int dx = CosScale16(pSprite->ang); int dy = SinScale16(pSprite->ang); sfxPlay3DSound(pSprite, 1406, 0, 0); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_12); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorGhost); int r1 = Random(50); int r2 = Random(50); - actFireVector(pSprite, 0, 0, dx+r2, dy-r1, dz, VECTOR_TYPE_12); + actFireVector(pSprite, 0, 0, dx+r2, dy-r1, dz, kVectorGhost); r1 = Random(50); r2 = Random(50); - actFireVector(pSprite, 0, 0, dx-r2, dy+r1, dz, VECTOR_TYPE_12); + actFireVector(pSprite, 0, 0, dx-r2, dy+r1, dz, kVectorGhost); } void ghostThrowSeqCallback(int, DBloodActor* actor) diff --git a/source/games/blood/src/aigilbst.cpp b/source/games/blood/src/aigilbst.cpp index 47b6267e9..ffb67e19f 100644 --- a/source/games/blood/src/aigilbst.cpp +++ b/source/games/blood/src/aigilbst.cpp @@ -68,9 +68,9 @@ void GillBiteSeqCallback(int, DBloodActor* actor) int dz = pSprite->z-pTarget->z; dx += Random3(2000); dy += Random3(2000); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_8); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_8); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_8); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorGillBite); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorGillBite); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorGillBite); } static void gillThinkSearch(DBloodActor* actor) diff --git a/source/games/blood/src/aihound.cpp b/source/games/blood/src/aihound.cpp index 206871d6e..efbd788cc 100644 --- a/source/games/blood/src/aihound.cpp +++ b/source/games/blood/src/aihound.cpp @@ -63,7 +63,7 @@ void houndBiteSeqCallback(int, DBloodActor* actor) spritetype *pTarget = &sprite[pXSprite->target]; #ifdef NOONE_EXTENSIONS if (IsPlayerSprite(pTarget) || gModernMap) // allow to hit non-player targets - actFireVector(pSprite, 0, 0, dx, dy, pTarget->z - pSprite->z, VECTOR_TYPE_15); + actFireVector(pSprite, 0, 0, dx, dy, pTarget->z - pSprite->z, kVectorHoundBite); #else if (IsPlayerSprite(pTarget)) actFireVector(pSprite, 0, 0, dx, dy, pTarget->z - pSprite->z, VECTOR_TYPE_15); diff --git a/source/games/blood/src/aipod.cpp b/source/games/blood/src/aipod.cpp index 4d8f1eb2a..7d8a206a8 100644 --- a/source/games/blood/src/aipod.cpp +++ b/source/games/blood/src/aipod.cpp @@ -127,12 +127,12 @@ void sub_70284(int, DBloodActor* actor) case kDudeTentacleGreen: default: // ??? nBurn = 0; - dmgType = DAMAGE_TYPE_2; + dmgType = kDamageBullet; nDist = 50; break; case kDudeTentacleFire: // ??? nBurn = (gGameOptions.nDifficulty*120)>>2; - dmgType = DAMAGE_TYPE_3; + dmgType = kDamageExplode; nDist = 75; break; } diff --git a/source/games/blood/src/airat.cpp b/source/games/blood/src/airat.cpp index 3cf5d93a8..a7f44bb92 100644 --- a/source/games/blood/src/airat.cpp +++ b/source/games/blood/src/airat.cpp @@ -52,7 +52,7 @@ void ratBiteSeqCallback(int, DBloodActor* actor) assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites); spritetype *pTarget = &sprite[pXSprite->target]; if (IsPlayerSprite(pTarget)) - actFireVector(pSprite, 0, 0, dx, dy, pTarget->z-pSprite->z, VECTOR_TYPE_16); + actFireVector(pSprite, 0, 0, dx, dy, pTarget->z-pSprite->z, kVectorRatBite); } static void ratThinkSearch(DBloodActor* actor) diff --git a/source/games/blood/src/aispid.cpp b/source/games/blood/src/aispid.cpp index 14517d58a..04ec9bca7 100644 --- a/source/games/blood/src/aispid.cpp +++ b/source/games/blood/src/aispid.cpp @@ -87,25 +87,25 @@ void SpidBiteSeqCallback(int, DBloodActor* actor) PLAYER *pPlayer = &gPlayer[pTarget->type - kDudePlayer1]; switch (pSprite->type) { case kDudeSpiderBrown: - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_17); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorSpiderBite); if (IsPlayerSprite(pTarget) && !pPlayer->godMode && powerupCheck(pPlayer, kPwUpDeathMask) <= 0 && Chance(0x4000)) powerupActivate(pPlayer, kPwUpDeliriumShroom); break; case kDudeSpiderRed: - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_17); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorSpiderBite); if (Chance(0x5000)) sub_70D30(pXTarget, 4, 16); break; case kDudeSpiderBlack: - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_17); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorSpiderBite); sub_70D30(pXTarget, 8, 16); break; case kDudeSpiderMother: { - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_17); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorSpiderBite); dx += Random2(2000); dy += Random2(2000); dz += Random2(2000); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_17); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorSpiderBite); sub_70D30(pXTarget, 8, 16); } break; diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index 72e663b8c..9d9cbb898 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -649,7 +649,7 @@ static void unicultThinkChase(DBloodActor* actor) if (CheckProximity(pSprite, pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pExpl->radius >> 1)) { xvel[pSprite->index] = zvel[pSprite->index] = yvel[pSprite->index] = 0; if (doExplosion(pSprite, nType) && pXSprite->health > 0) - actDamageSprite(pSprite->index, pSprite, DAMAGE_TYPE_3, 65535); + actDamageSprite(pSprite->index, pSprite, kDamageExplode, 65535); } return; } @@ -1252,7 +1252,7 @@ void removeLeech(spritetype* pLeech, bool delSprite) { void killDudeLeech(spritetype* pLeech) { if (pLeech != NULL) { - actDamageSprite(pLeech->owner, pLeech, DAMAGE_TYPE_3, 65535); + actDamageSprite(pLeech->owner, pLeech, kDamageExplode, 65535); sfxPlay3DSoundCP(pLeech, 522, -1, 0, 60000); if (pLeech->owner >= 0 && pLeech->owner < kMaxSprites) @@ -1979,7 +1979,7 @@ bool genDudePrepare(spritetype* pSprite, int propId) { case kGenDudePropertyWeapon: { pExtra->curWeapon = pXSprite->data1; switch (pXSprite->data1) { - case VECTOR_TYPE_19: pExtra->curWeapon = VECTOR_TYPE_2; break; + case VECTOR_TYPE_19: pExtra->curWeapon = kVectorBullet; break; case kMissileUnused: pExtra->curWeapon = kMissileArcGargoyle; break; case kThingDroppedLifeLeech: pExtra->curWeapon = kModernThingEnemyLifeLeech; break; } @@ -2191,7 +2191,7 @@ bool genDudePrepare(spritetype* pSprite, int propId) { } void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage) { - if (damageType == DAMAGE_TYPE_3) { + if (damageType == kDamageExplode) { DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); for (int i = 0; i < 3; i++) if (pDudeInfo->nGibType[i] > -1) diff --git a/source/games/blood/src/aizomba.cpp b/source/games/blood/src/aizomba.cpp index 2351e1858..39544dbd9 100644 --- a/source/games/blood/src/aizomba.cpp +++ b/source/games/blood/src/aizomba.cpp @@ -75,7 +75,7 @@ void HackSeqCallback(int, DBloodActor* actor) int dx = CosScale16(nAngle); int dy = SinScale16(nAngle); sfxPlay3DSound(pSprite, 1101, 1, 0); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_10); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorAxe); } void StandSeqCallback(int, DBloodActor* actor) diff --git a/source/games/blood/src/aizombf.cpp b/source/games/blood/src/aizombf.cpp index 64b8fbd6d..fe84d8759 100644 --- a/source/games/blood/src/aizombf.cpp +++ b/source/games/blood/src/aizombf.cpp @@ -57,7 +57,7 @@ void zombfHackSeqCallback(int, DBloodActor* actor) int height = (pDudeInfo->eyeHeight*pSprite->yrepeat); DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type); int height2 = (pDudeInfoT->eyeHeight*pTarget->yrepeat); - actFireVector(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), height-height2, VECTOR_TYPE_11); + actFireVector(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), height-height2, kVectorCleaver); } void PukeSeqCallback(int, DBloodActor* actor) diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index f96554cca..c08703e8a 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -130,7 +130,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n if (gDetail < effectDetail[nViewEffect] || nTSprite >= MAXSPRITESONSCREEN) return NULL; switch (nViewEffect) { - case VIEW_EFFECT_18: + case kViewEffectAtom: for (int i = 0; i < 16; i++) { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); @@ -151,8 +151,8 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->shade = -128; } break; - case VIEW_EFFECT_16: - case VIEW_EFFECT_17: + case kViewEffectFlag: + case kViewEffectBigFlag: { int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); @@ -160,14 +160,14 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->shade = -128; pNSprite->pal = 0; pNSprite->z = top; - if (nViewEffect == VIEW_EFFECT_16) + if (nViewEffect == kViewEffectFlag) pNSprite->xrepeat = pNSprite->yrepeat = 24; else pNSprite->xrepeat = pNSprite->yrepeat = 64; pNSprite->picnum = 3558; return pNSprite; } - case VIEW_EFFECT_15: + case kViewEffectTesla: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); pNSprite->z = pTSprite->z; @@ -178,7 +178,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->picnum = 2135; break; } - case VIEW_EFFECT_14: + case kViewEffectShoot: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); pNSprite->shade = -128; @@ -187,7 +187,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->picnum = 2605; return pNSprite; } - case VIEW_EFFECT_13: + case kViewEffectReflectiveBall: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); pNSprite->shade = 26; @@ -197,7 +197,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->picnum = 2089; break; } - case VIEW_EFFECT_11: + case kViewEffectPhase: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); int top, bottom; @@ -210,7 +210,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->z = top; break; } - case VIEW_EFFECT_10: + case kViewEffectTrail: { int nAng = pTSprite->ang; if (pTSprite->cstat & 16) @@ -246,7 +246,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n } break; } - case VIEW_EFFECT_8: + case kViewEffectFlame: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); pNSprite->shade = -128; @@ -256,7 +256,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum)*pTSprite->xrepeat)/64; break; } - case VIEW_EFFECT_6: + case kViewEffectSmokeHigh: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); int top, bottom; @@ -272,7 +272,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->yrepeat = pTSprite->yrepeat; break; } - case VIEW_EFFECT_7: + case kViewEffectSmokeLow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); int top, bottom; @@ -288,7 +288,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->yrepeat = pTSprite->yrepeat; break; } - case VIEW_EFFECT_4: + case kViewEffectTorchHigh: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); int top, bottom; @@ -299,7 +299,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum)*pTSprite->xrepeat)/32; break; } - case VIEW_EFFECT_5: + case kViewEffectTorchLow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); int top, bottom; @@ -310,7 +310,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum)*pTSprite->xrepeat)/32; break; } - case VIEW_EFFECT_0: + case kViewEffectShadow: { if (r_shadows) { @@ -328,7 +328,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n } break; } - case VIEW_EFFECT_1: + case kViewEffectFlareHalo: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); pNSprite->shade = -128; @@ -340,7 +340,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->picnum = 2427; break; } - case VIEW_EFFECT_2: + case kViewEffectCeilGlow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); sectortype *pSector = §or[pTSprite->sectnum]; @@ -356,7 +356,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->owner = pTSprite->owner; break; } - case VIEW_EFFECT_3: + case kViewEffectFloorGlow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); sectortype *pSector = §or[pTSprite->sectnum]; @@ -373,7 +373,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->owner = pTSprite->owner; break; } - case VIEW_EFFECT_9: + case kViewEffectSpear: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); pNSprite->z = pTSprite->z; @@ -385,7 +385,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->picnum = 775; break; } - case VIEW_EFFECT_12: + case kViewEffectShowWeapon: { assert(pTSprite->type >= kDudePlayer1 && pTSprite->type <= kDudePlayer8); PLAYER *pPlayer = &gPlayer[pTSprite->type-kDudePlayer1]; @@ -641,7 +641,7 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int } if (pTSprite->flags&256) { - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_6); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSmokeHigh); } if (pTSprite->flags&1024) { @@ -657,7 +657,7 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int case kDecorationCandle: if (!pTXSprite || pTXSprite->state == 1) { pTSprite->shade = -128; - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_11); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectPhase); } else { pTSprite->shade = -8; } @@ -665,9 +665,9 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int case kDecorationTorch: if (!pTXSprite || pTXSprite->state == 1) { pTSprite->picnum++; - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_4); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectTorchHigh); } else { - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_6); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSmokeHigh); } break; default: @@ -680,13 +680,13 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int switch (pTSprite->type) { case kItemFlagABase: if (pTXSprite && pTXSprite->state > 0 && gGameOptions.nGameType == 3) { - auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_17); + auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectBigFlag); if (pNTSprite) pNTSprite->pal = 10; } break; case kItemFlagBBase: if (pTXSprite && pTXSprite->state > 0 && gGameOptions.nGameType == 3) { - auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_17); + auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectBigFlag); if (pNTSprite) pNTSprite->pal = 7; } break; @@ -714,10 +714,10 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int pTSprite->cstat |= 32; break; case kMissileTeslaRegular: - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_15); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectTesla); break; case kMissileButcherKnife: - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_10); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectTrail); break; case kMissileFlareRegular: case kMissileFlareAlt: @@ -729,18 +729,18 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int } } - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_1); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlareHalo); if (pTSprite->type != kMissileFlareRegular) break; sectortype *pSector = §or[pTSprite->sectnum]; int zDiff = (pTSprite->z - pSector->ceilingz) >> 8; if ((pSector->ceilingstat&1) == 0 && zDiff < 64) { - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_2); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectCeilGlow); } zDiff = (pSector->floorz - pTSprite->z) >> 8; if ((pSector->floorstat&1) == 0 && zDiff < 64) { - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_3); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFloorGlow); } break; } @@ -775,15 +775,15 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int } if (powerupCheck(pPlayer, kPwUpReflectShots)) { - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_13); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectReflectiveBall); } if (cl_showweapon && gGameOptions.nGameType > 0 && gView) { - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_12); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShowWeapon); } if (pPlayer->flashEffect && (gView != pPlayer || gViewPos != VIEWPOS_0)) { - auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_14); + auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShoot); if (pNTSprite) { POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; pNTSprite->x += MulScale(pPosture->zOffset, Cos(pTSprite->ang), 28); @@ -794,7 +794,7 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int if (pPlayer->hasFlag > 0 && gGameOptions.nGameType == 3) { if (pPlayer->hasFlag&1) { - auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_16); + auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlag); if (pNTSprite) { pNTSprite->pal = 10; @@ -802,7 +802,7 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int } } if (pPlayer->hasFlag&2) { - auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_16); + auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlag); if (pNTSprite) { pNTSprite->pal = 7; @@ -815,7 +815,7 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int if (pTSprite->owner != gView->pSprite->index || gViewPos != VIEWPOS_0) { if (getflorzofslope(pTSprite->sectnum, pTSprite->x, pTSprite->y) >= cZ) { - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_0); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShadow); } } break; @@ -826,7 +826,7 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int if (pTXSprite->data1) { pTSprite->picnum = 772; if (pTXSprite->data2) - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_9); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSpear); } } else if (pTXSprite->data1) pTSprite->picnum = 773; @@ -840,7 +840,7 @@ void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int if (pTSprite->type < kThingBase || pTSprite->type >= kThingMax || !gSpriteHit[nXSprite].florhit) { if ((pTSprite->flags & kPhysMove) && getflorzofslope(pTSprite->sectnum, pTSprite->x, pTSprite->y) >= cZ) - viewAddEffect(tsprite, spritesortcnt, nTSprite, VIEW_EFFECT_0); + viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShadow); } } break; diff --git a/source/games/blood/src/callback.cpp b/source/games/blood/src/callback.cpp index 44a81d23f..d1243a137 100644 --- a/source/games/blood/src/callback.cpp +++ b/source/games/blood/src/callback.cpp @@ -657,7 +657,7 @@ void DropVoodooCb(int nSprite) // unused t += ((3200-pPlayer2->armor[2])<<15)/3200; if (Chance(t) || nNextSprite < 0) { - int nDmg = actDamageSprite(nOwner, pSprite2, DAMAGE_TYPE_5, pXSprite->data1<<4); + int nDmg = actDamageSprite(nOwner, pSprite2, kDamageSpirit, pXSprite->data1<<4); pXSprite->data1 = ClipLow(pXSprite->data1-nDmg, 0); sub_76A08(pSprite2, pSprite, pPlayer2); evPost(nSprite, 3, 0, kCallbackRemove); diff --git a/source/games/blood/src/messages.cpp b/source/games/blood/src/messages.cpp index 250dba55d..d5dc6cab6 100644 --- a/source/games/blood/src/messages.cpp +++ b/source/games/blood/src/messages.cpp @@ -303,7 +303,7 @@ const char* GameInterface::GenericCheat(int player, int cheat) SetToys(true); break; case kCheatKevorkian: - actDamageSprite(gMe->nSprite, gMe->pSprite, DAMAGE_TYPE_2, 8000); + actDamageSprite(gMe->nSprite, gMe->pSprite, kDamageBullet, 8000); return GStrings("TXTB_KEVORKIAN"); case kCheatMcGee: @@ -314,7 +314,7 @@ const char* GameInterface::GenericCheat(int player, int cheat) return GStrings("TXTB_FIRED"); } case kCheatEdmark: - actDamageSprite(gMe->nSprite, gMe->pSprite, DAMAGE_TYPE_3, 8000); + actDamageSprite(gMe->nSprite, gMe->pSprite, kDamageExplode, 8000); return GStrings("TXTB_THEDAYS"); case kCheatKrueger: diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 05df71cbc..a1e706ff5 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -1195,7 +1195,7 @@ void debrisConcuss(int nOwner, int listIndex, int x, int y, int z, int dmg) { } - actDamageSprite(nOwner, pSprite, DAMAGE_TYPE_3, dmg); + actDamageSprite(nOwner, pSprite, kDamageExplode, dmg); return; } } @@ -2667,8 +2667,8 @@ void damageSprites(XSPRITE* pXSource, spritetype* pSprite) { else playerDamageSprite(&bloodActors[pSource->index], pPlayer, (DAMAGE_TYPE)dmgType, dmg); } else if ((pXSprite->health = ClipLow(pXSprite->health - dmg, 1)) > 16) return; - else if (!pPlayer) actKillDude(pSource->index, pSprite, DAMAGE_TYPE_2, dmg); - else playerDamageSprite(&bloodActors[pSource->index], pPlayer, DAMAGE_TYPE_2, dmg); + else if (!pPlayer) actKillDude(pSource->index, pSprite, kDamageBullet, dmg); + else playerDamageSprite(&bloodActors[pSource->index], pPlayer, kDamageBullet, dmg); return; } diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 13deb1fa0..8cac6e877 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -268,7 +268,7 @@ char powerupActivate(PLAYER *pPlayer, int nPowerUp) } if (ceilIsTooLow(pPlayer->pSprite)) - actDamageSprite(pPlayer->pSprite->index, pPlayer->pSprite, DAMAGE_TYPE_3, 65535); + actDamageSprite(pPlayer->pSprite->index, pPlayer->pSprite, kDamageExplode, 65535); } break; #endif @@ -316,7 +316,7 @@ void powerupDeactivate(PLAYER *pPlayer, int nPowerUp) if (gModernMap) { playerSizeReset(pPlayer); if (ceilIsTooLow(pPlayer->pSprite)) - actDamageSprite(pPlayer->pSprite->index, pPlayer->pSprite, DAMAGE_TYPE_3, 65535); + actDamageSprite(pPlayer->pSprite->index, pPlayer->pSprite, kDamageExplode, 65535); } break; case kItemShroomGrow: @@ -1621,13 +1621,13 @@ void playerProcess(PLAYER *pPlayer) { short nSector = pSprite->sectnum; if (pushmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &nSector, dw, dzt, dzb, CLIPMASK0) == -1) - actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, 500<<4); + actDamageSprite(nSprite, pSprite, kDamageFall, 500<<4); if (pSprite->sectnum != nSector) { if (nSector == -1) { nSector = pSprite->sectnum; - actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, 500<<4); + actDamageSprite(nSprite, pSprite, kDamageFall, 500<<4); } assert(nSector >= 0 && nSector < kMaxSectors); ChangeSpriteSect(nSprite, nSector); @@ -1907,11 +1907,11 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage { switch (nDamageType) { - case DAMAGE_TYPE_5: + case kDamageSpirit: nDeathSeqID = 18; sfxPlay3DSound(pSprite, 716, 0, 0); break; - case DAMAGE_TYPE_3: + case kDamageExplode: GibSprite(pSprite, GIBTYPE_7, NULL, NULL); GibSprite(pSprite, GIBTYPE_15, NULL, NULL); pPlayer->pSprite->cstat |= 32768; @@ -1939,7 +1939,7 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage pXSprite->health = ClipLow(nHealth, 0); if (pXSprite->health > 0 && pXSprite->health < 16) { - nDamageType = DAMAGE_TYPE_2; + nDamageType = kDamageBullet; pXSprite->health = 0; nHealth = -25; } @@ -1951,7 +1951,7 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage nSound = pDamageInfo->Kills[0]; else nSound = pDamageInfo->Kills[Random(3)]; - if (nDamageType == DAMAGE_TYPE_4 && pXSprite->medium == kMediumWater && !pPlayer->hand) + if (nDamageType == kDamageDrown && pXSprite->medium == kMediumWater && !pPlayer->hand) nSound = 714; sfxPlay3DSound(pSprite, nSound, 0, 6); return nDamage; @@ -1966,22 +1966,22 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage pPlayer->curWeapon = 0; pPlayer->fraggerId = nSource; pPlayer->voodooTargets = 0; - if (nDamageType == DAMAGE_TYPE_3 && nDamage < (9<<4)) - nDamageType = DAMAGE_TYPE_0; + if (nDamageType == kDamageExplode && nDamage < (9<<4)) + nDamageType = kDamageFall; switch (nDamageType) { - case DAMAGE_TYPE_3: + case kDamageExplode: sfxPlay3DSound(pSprite, 717, 0, 0); GibSprite(pSprite, GIBTYPE_7, NULL, NULL); GibSprite(pSprite, GIBTYPE_15, NULL, NULL); pPlayer->pSprite->cstat |= 32768; nDeathSeqID = 2; break; - case DAMAGE_TYPE_1: + case kDamageBurn: sfxPlay3DSound(pSprite, 718, 0, 0); nDeathSeqID = 3; break; - case DAMAGE_TYPE_4: + case kDamageDrown: nDeathSeqID = 1; break; default: @@ -2072,9 +2072,9 @@ void voodooTarget(PLAYER *pPlayer) for (int i = 0; i < 4; i++) { int ang1 = (pPlayer->voodooVar1+pPlayer->vodooVar2)&2047; - actFireVector(pPlayer->pSprite, 0, dz, CosScale16(ang1), SinScale16(ang1), v4, VECTOR_TYPE_21); + actFireVector(pPlayer->pSprite, 0, dz, CosScale16(ang1), SinScale16(ang1), v4, kVectorVoodoo10); int ang2 = (pPlayer->voodooVar1+2048-pPlayer->vodooVar2)&2047; - actFireVector(pPlayer->pSprite, 0, dz, CosScale16(ang2), SinScale16(ang2), v4, VECTOR_TYPE_21); + actFireVector(pPlayer->pSprite, 0, dz, CosScale16(ang2), SinScale16(ang2), v4, kVectorVoodoo10); } pPlayer->voodooTargets = ClipLow(pPlayer->voodooTargets-1, 0); } @@ -2142,7 +2142,7 @@ void PlayerKneelsOver(int, DBloodActor* actor) if (gPlayer[p].pXSprite == pXSprite) { PLAYER *pPlayer = &gPlayer[p]; - playerDamageSprite(pPlayer->fragger(), pPlayer, DAMAGE_TYPE_5, 500<<4); + playerDamageSprite(pPlayer->fragger(), pPlayer, kDamageSpirit, 500<<4); return; } } diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index f1ef8d700..16d641df2 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -1163,7 +1163,7 @@ int VDoorBusy(unsigned int nSector, unsigned int a2) nDamage = 500; else nDamage = pXSector->data; - actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4); + actDamageSprite(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4); } a2 = ClipRange(a2-(vbp/2)*4, 0, 65536); } @@ -1174,7 +1174,7 @@ int VDoorBusy(unsigned int nSector, unsigned int a2) nDamage = 500; else nDamage = pXSector->data; - actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4); + actDamageSprite(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4); a2 = ClipRange(a2-(vbp/2)*4, 0, 65536); } } @@ -1197,7 +1197,7 @@ int VDoorBusy(unsigned int nSector, unsigned int a2) nDamage = 500; else nDamage = pXSector->data; - actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4); + actDamageSprite(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4); } a2 = ClipRange(a2+(vbp/2)*4, 0, 65536); } @@ -1208,7 +1208,7 @@ int VDoorBusy(unsigned int nSector, unsigned int a2) nDamage = 500; else nDamage = pXSector->data; - actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4); + actDamageSprite(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4); a2 = ClipRange(a2+(vbp/2)*4, 0, 65536); } } @@ -1421,9 +1421,9 @@ void TeleFrag(int nKiller, int nSector) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == kStatDude) - actDamageSprite(nKiller, pSprite, DAMAGE_TYPE_3, 4000); + actDamageSprite(nKiller, pSprite, kDamageExplode, 4000); else if (pSprite->statnum == kStatThing) - actDamageSprite(nKiller, pSprite, DAMAGE_TYPE_3, 4000); + actDamageSprite(nKiller, pSprite, kDamageExplode, 4000); } } @@ -2269,7 +2269,7 @@ void MGunFireSeqCallback(int, DBloodActor* actor) int dx = CosScale16(pSprite->ang)+Random2(1000); int dy = SinScale16(pSprite->ang)+Random2(1000); int dz = Random2(1000); - actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_2); + actFireVector(pSprite, 0, 0, dx, dy, dz, kVectorBullet); sfxPlay3DSound(pSprite, 359, -1, 0); } } diff --git a/source/games/blood/src/view.h b/source/games/blood/src/view.h index 04959aae9..b3d55e111 100644 --- a/source/games/blood/src/view.h +++ b/source/games/blood/src/view.h @@ -76,25 +76,25 @@ extern VIEW predict, predictOld; extern bool gPrediction; enum VIEW_EFFECT { - VIEW_EFFECT_0 = 0, - VIEW_EFFECT_1, - VIEW_EFFECT_2, - VIEW_EFFECT_3, - VIEW_EFFECT_4, - VIEW_EFFECT_5, - VIEW_EFFECT_6, - VIEW_EFFECT_7, - VIEW_EFFECT_8, - VIEW_EFFECT_9, - VIEW_EFFECT_10, - VIEW_EFFECT_11, - VIEW_EFFECT_12, - VIEW_EFFECT_13, - VIEW_EFFECT_14, - VIEW_EFFECT_15, - VIEW_EFFECT_16, - VIEW_EFFECT_17, - VIEW_EFFECT_18, + kViewEffectShadow = 0, + kViewEffectFlareHalo, + kViewEffectCeilGlow, + kViewEffectFloorGlow, + kViewEffectTorchHigh, + kViewEffectTorchLow, + kViewEffectSmokeHigh, + kViewEffectSmokeLow, + kViewEffectFlame, + kViewEffectSpear, + kViewEffectTrail, + kViewEffectPhase, + kViewEffectShowWeapon, + kViewEffectReflectiveBall, + kViewEffectShoot, + kViewEffectTesla, + kViewEffectFlag, + kViewEffectBigFlag, + kViewEffectAtom, kViewEffectSpotProgress, }; diff --git a/source/games/blood/src/weapon.cpp b/source/games/blood/src/weapon.cpp index b939692d1..fd55ce88f 100644 --- a/source/games/blood/src/weapon.cpp +++ b/source/games/blood/src/weapon.cpp @@ -1053,7 +1053,7 @@ void FirePitchfork(int, PLAYER *pPlayer) int r2 = Random2(2000); int r3 = Random2(2000); for (int i = 0; i < 4; i++) - actFireVector(pPlayer->pSprite, (2*i-3)*40, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r1, aim->dy+r2, aim->dz+r3, VECTOR_TYPE_0); + actFireVector(pPlayer->pSprite, (2*i-3)*40, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r1, aim->dy+r2, aim->dz+r3, kVectorTine); } void FireSpray(int, PLAYER *pPlayer) @@ -1211,14 +1211,14 @@ void FireShotgun(int nTrigger, PLAYER *pPlayer) r1 = Random3(1500); r2 = Random3(1500); r3 = Random3(500); - nType = VECTOR_TYPE_1; + nType = kVectorShell; } else { r1 = Random3(2500); r2 = Random3(2500); r3 = Random3(1500); - nType = VECTOR_TYPE_4; + nType = kVectorShellAP; } actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, nType); } @@ -1243,7 +1243,7 @@ void FireTommy(int nTrigger, PLAYER *pPlayer) int r1 = Random3(400); int r2 = Random3(1200); int r3 = Random3(1200); - actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, VECTOR_TYPE_5); + actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, kVectorTommyRegular); SpawnBulletEject(pPlayer, -15, -45); pPlayer->visibility = 20; break; @@ -1253,12 +1253,12 @@ void FireTommy(int nTrigger, PLAYER *pPlayer) int r1 = Random3(400); int r2 = Random3(1200); int r3 = Random3(1200); - actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, VECTOR_TYPE_5); + actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, kVectorTommyRegular); SpawnBulletEject(pPlayer, -140, -45); r1 = Random3(400); r2 = Random3(1200); r3 = Random3(1200); - actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, VECTOR_TYPE_5); + actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, kVectorTommyRegular); SpawnBulletEject(pPlayer, 140, 45); pPlayer->visibility = 30; break; @@ -1282,7 +1282,7 @@ void FireSpread(int nTrigger, PLAYER *pPlayer) r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); - actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); + actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP); r1 = Random2(90); r2 = Random2(30); SpawnBulletEject(pPlayer, r2, r1); @@ -1303,14 +1303,14 @@ void AltFireSpread(int nTrigger, PLAYER *pPlayer) r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); - actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); + actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP); r1 = Random2(45); r2 = Random2(120); SpawnBulletEject(pPlayer, r2, r1); r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); - actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); + actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP); r1 = Random2(-45); r2 = Random2(-120); SpawnBulletEject(pPlayer, r2, r1); @@ -1334,14 +1334,14 @@ void AltFireSpread2(int nTrigger, PLAYER *pPlayer) r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); - actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); + actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP); r1 = Random2(45); r2 = Random2(120); SpawnBulletEject(pPlayer, r2, r1); r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); - actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); + actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP); r1 = Random2(-45); r2 = Random2(-120); SpawnBulletEject(pPlayer, r2, r1); @@ -1355,7 +1355,7 @@ void AltFireSpread2(int nTrigger, PLAYER *pPlayer) r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); - actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); + actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP); r1 = Random2(90); r2 = Random2(30); SpawnBulletEject(pPlayer, r2, r1); @@ -1418,7 +1418,7 @@ void FireVoodoo(int nTrigger, PLAYER *pPlayer) spritetype *pSprite = pPlayer->pSprite; if (nTrigger == 4) { - actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_2, 1<<4); + actDamageSprite(nSprite, pSprite, kDamageBullet, 1<<4); return; } assert(pPlayer->voodooTarget >= 0); @@ -1431,7 +1431,7 @@ void FireVoodoo(int nTrigger, PLAYER *pPlayer) { sfxPlay3DSound(pSprite, 460, 2, 0); fxSpawnBlood(pTarget, 17<<4); - int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 17<<4); + int nDamage = actDamageSprite(nSprite, pTarget, kDamageSpirit, 17<<4); UseAmmo(pPlayer, 9, nDamage/4); break; } @@ -1439,7 +1439,7 @@ void FireVoodoo(int nTrigger, PLAYER *pPlayer) { sfxPlay3DSound(pSprite, 460, 2, 0); fxSpawnBlood(pTarget, 17<<4); - int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 9<<4); + int nDamage = actDamageSprite(nSprite, pTarget, kDamageSpirit, 9<<4); if (IsPlayerSprite(pTarget)) WeaponLower(&gPlayer[pTarget->type-kDudePlayer1]); UseAmmo(pPlayer, 9, nDamage/4); @@ -1449,7 +1449,7 @@ void FireVoodoo(int nTrigger, PLAYER *pPlayer) { sfxPlay3DSound(pSprite, 463, 2, 0); fxSpawnBlood(pTarget, 17<<4); - int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 49<<4); + int nDamage = actDamageSprite(nSprite, pTarget, kDamageSpirit, 49<<4); UseAmmo(pPlayer, 9, nDamage/4); break; } @@ -1457,7 +1457,7 @@ void FireVoodoo(int nTrigger, PLAYER *pPlayer) { sfxPlay3DSound(pSprite, 460, 2, 0); fxSpawnBlood(pTarget, 17<<4); - int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 11<<4); + int nDamage = actDamageSprite(nSprite, pTarget, kDamageSpirit, 11<<4); if (IsPlayerSprite(pTarget)) { PLAYER *pOtherPlayer = &gPlayer[pTarget->type - kDudePlayer1]; @@ -1492,7 +1492,7 @@ void AltFireVoodoo(int nTrigger, PLAYER *pPlayer) int v8 = pPlayer->ammoCount[9] << 1; int nDamage = (v8 + Random(vc)) << 4; nDamage = (nDamage * ((51200 - nDist) + 1)) / 51200; - nDamage = actDamageSprite(pPlayer->nSprite, pTarget, DAMAGE_TYPE_5, nDamage); + nDamage = actDamageSprite(pPlayer->nSprite, pTarget, kDamageSpirit, nDamage); if (IsPlayerSprite(pTarget)) { @@ -1530,7 +1530,7 @@ void AltFireVoodoo(int nTrigger, PLAYER *pPlayer) int v8 = pPlayer->ammoCount[9] << 1; int nDamage = (v8 + Random2(vc)) << 4; nDamage = (nDamage * ((51200 - nDist) + 1)) / 51200; - nDamage = actDamageSprite(pPlayer->nSprite, pTarget, DAMAGE_TYPE_5, nDamage); + nDamage = actDamageSprite(pPlayer->nSprite, pTarget, kDamageSpirit, nDamage); UseAmmo(pPlayer, 9, nDamage); if (IsPlayerSprite(pTarget)) { @@ -1683,7 +1683,7 @@ void FireLifeLeech(int nTrigger, PLAYER *pPlayer) if (checkAmmo2(pPlayer, 8, 1)) UseAmmo(pPlayer, 8, 1); else - actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, DAMAGE_TYPE_5, 16); + actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, kDamageSpirit, 16); pPlayer->visibility = ClipHigh(pPlayer->visibility+5, 50); } @@ -1706,7 +1706,7 @@ void AltFireLifeLeech(int , PLAYER *pPlayer) int nAmmo = pPlayer->ammoCount[8]; if (nAmmo < 25 && pPlayer->pXSprite->health > unsigned((25-nAmmo)<<4)) { - actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, DAMAGE_TYPE_5, ((25-nAmmo)<<4)); + actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, kDamageSpirit, ((25-nAmmo)<<4)); nAmmo = 25; } pXSprite->data3 = nAmmo; @@ -1726,7 +1726,7 @@ void FireBeast(int , PLAYER * pPlayer) int r1 = Random2(2000); int r2 = Random2(2000); int r3 = Random2(2000); - actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, VECTOR_TYPE_9); + actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, kVectorBeastSlash); } uint8_t gWeaponUpgrade[][13] = { @@ -2612,7 +2612,7 @@ void teslaHit(spritetype *pMissile, int a2) int nDamage = ClipLow((nDist-(ksqrt(dx*dx+dy*dy)>>4)+20)>>1, 10); if (nSprite == nOwner) nDamage /= 2; - actDamageSprite(nOwner, pSprite, DAMAGE_TYPE_6, nDamage<<4); + actDamageSprite(nOwner, pSprite, kDamageTesla, nDamage<<4); } } } @@ -2630,7 +2630,7 @@ void teslaHit(spritetype *pMissile, int a2) int dx = pMissile->x-pSprite->x; int dy = pMissile->y-pSprite->y; int nDamage = ClipLow(nDist-(ksqrt(dx*dx+dy*dy)>>4)+20, 20); - actDamageSprite(nOwner, pSprite, DAMAGE_TYPE_6, nDamage<<4); + actDamageSprite(nOwner, pSprite, kDamageTesla, nDamage<<4); } } }