actors.c: factor out 4 almost identical code instances into proj_spawn_and_sound

Most differences are handled with function parameters, except that one instance
checked SpriteProjectile[i].spawns for being >0 instead of >=0.  The factored
function always checks for >=0.

git-svn-id: https://svn.eduke32.com/eduke32@2794 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-07-01 22:11:22 +00:00
parent 35e4f19ceb
commit 650d859a6f

View file

@ -2449,18 +2449,50 @@ ACTOR_STATIC void A_HandleBeingSpitOn(DukePlayer_t *ps)
} }
} }
static void proj_spawn_and_sound(int32_t i, const vec3_t *davect, int32_t do_radius_damage)
{
if (SpriteProjectile[i].spawns >= 0)
{
int32_t k = A_Spawn(i,SpriteProjectile[i].spawns);
if (davect)
Bmemcpy(&sprite[k],davect,sizeof(vec3_t));
if (SpriteProjectile[i].sxrepeat > 4)
sprite[k].xrepeat=SpriteProjectile[i].sxrepeat;
if (SpriteProjectile[i].syrepeat > 4)
sprite[k].yrepeat=SpriteProjectile[i].syrepeat;
}
if (SpriteProjectile[i].isound >= 0)
A_PlaySound(SpriteProjectile[i].isound,i);
if (do_radius_damage)
{
spritetype *const s = &sprite[i];
int32_t x;
s->extra=SpriteProjectile[i].extra;
if (SpriteProjectile[i].extra_rand > 0)
s->extra += (krand()&SpriteProjectile[i].extra_rand);
x = s->extra;
A_RadiusDamage(i,SpriteProjectile[i].hitradius, x>>2,x>>1,x-(x>>2),x);
}
}
ACTOR_STATIC void G_MoveWeapons(void) ACTOR_STATIC void G_MoveWeapons(void)
{ {
int32_t i = headspritestat[STAT_PROJECTILE], j=0, k, f, nexti, p, q; int32_t i = headspritestat[STAT_PROJECTILE], j=0, k, f, p, q;
vec3_t davect; vec3_t davect;
int32_t x, ll; int32_t x, ll;
uint32_t qq; uint32_t qq;
spritetype *s;
while (i >= 0) while (i >= 0)
{ {
nexti = nextspritestat[i]; const int32_t nexti = nextspritestat[i];
s = &sprite[i]; spritetype *const s = &sprite[i];
if (s->sectnum < 0) if (s->sectnum < 0)
KILLIT(i); KILLIT(i);
@ -2495,33 +2527,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
Did this cause the bug with prematurely exploding projectiles? */ Did this cause the bug with prematurely exploding projectiles? */
if (s->yvel < 1) if (s->yvel < 1)
{ {
proj_spawn_and_sound(i, NULL, 1);
if (SpriteProjectile[i].spawns >= 0)
{
k = A_Spawn(i,SpriteProjectile[i].spawns);
// Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
/*
sprite[k].x = dax;
sprite[k].y = day;
sprite[k].z = daz;
*/
if (SpriteProjectile[i].sxrepeat > 4)
sprite[k].xrepeat=SpriteProjectile[i].sxrepeat;
if (SpriteProjectile[i].syrepeat > 4)
sprite[k].yrepeat=SpriteProjectile[i].syrepeat;
}
if (SpriteProjectile[i].isound >= 0)
A_PlaySound(SpriteProjectile[i].isound,i);
s->extra=SpriteProjectile[i].extra;
if (SpriteProjectile[i].extra_rand > 0)
s->extra += (krand()&SpriteProjectile[i].extra_rand);
x = s->extra;
A_RadiusDamage(i,SpriteProjectile[i].hitradius, x>>2,x>>1,x-(x>>2),x);
KILLIT(i); KILLIT(i);
} }
@ -2604,27 +2610,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
{ {
if (SpriteProjectile[i].workslike & PROJECTILE_EXPLODEONTIMER) if (SpriteProjectile[i].workslike & PROJECTILE_EXPLODEONTIMER)
{ {
if (SpriteProjectile[i].spawns >= 0) proj_spawn_and_sound(i, &davect, 1);
{
k = A_Spawn(i,SpriteProjectile[i].spawns);
Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
if (SpriteProjectile[i].sxrepeat > 4)
sprite[k].xrepeat=SpriteProjectile[i].sxrepeat;
if (SpriteProjectile[i].syrepeat > 4)
sprite[k].yrepeat=SpriteProjectile[i].syrepeat;
}
if (SpriteProjectile[i].isound >= 0)
A_PlaySound(SpriteProjectile[i].isound,i);
s->extra=SpriteProjectile[i].extra;
if (SpriteProjectile[i].extra_rand > 0)
s->extra += (krand()&SpriteProjectile[i].extra_rand);
x = s->extra;
A_RadiusDamage(i,SpriteProjectile[i].hitradius, x>>2,x>>1,x-(x>>2),x);
} }
KILLIT(i); KILLIT(i);
} }
@ -2699,19 +2685,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
actor[j].picnum = s->picnum; actor[j].picnum = s->picnum;
actor[j].extra += SpriteProjectile[i].extra; actor[j].extra += SpriteProjectile[i].extra;
if (SpriteProjectile[i].spawns >= 0) proj_spawn_and_sound(i, &davect, 0);
{
k = A_Spawn(i,SpriteProjectile[i].spawns);
Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
if (SpriteProjectile[i].sxrepeat > 4)
sprite[k].xrepeat=SpriteProjectile[i].sxrepeat;
if (SpriteProjectile[i].syrepeat > 4)
sprite[k].yrepeat=SpriteProjectile[i].syrepeat;
}
if (SpriteProjectile[i].isound >= 0)
A_PlaySound(SpriteProjectile[i].isound,i);
if (!(SpriteProjectile[i].workslike & PROJECTILE_FORCEIMPACT)) if (!(SpriteProjectile[i].workslike & PROJECTILE_FORCEIMPACT))
KILLIT(i); KILLIT(i);
@ -2806,26 +2780,8 @@ ACTOR_STATIC void G_MoveWeapons(void)
if (SpriteProjectile[i].workslike & PROJECTILE_RPG) if (SpriteProjectile[i].workslike & PROJECTILE_RPG)
{ {
if (SpriteProjectile[i].spawns > 0) proj_spawn_and_sound(i, &davect, 1);
{
k = A_Spawn(i,SpriteProjectile[i].spawns);
Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
if (SpriteProjectile[i].sxrepeat > 4)
sprite[k].xrepeat=SpriteProjectile[i].sxrepeat;
if (SpriteProjectile[i].syrepeat > 4)
sprite[k].yrepeat=SpriteProjectile[i].syrepeat;
}
if (SpriteProjectile[i].isound >= 0)
A_PlaySound(SpriteProjectile[i].isound,i);
s->extra=SpriteProjectile[i].extra;
if (SpriteProjectile[i].extra_rand > 0)
s->extra += (krand()&SpriteProjectile[i].extra_rand);
A_RadiusDamage(i,SpriteProjectile[i].hitradius,
s->extra>>2,s->extra>>1,s->extra-(s->extra>>2),s->extra);
KILLIT(i); KILLIT(i);
} }
} }