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https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
- actCheckExplosion, removed array access from SEQ callbacks in actor.cpp and renamed the two which still had assembly names.
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663ecc79d1
commit
6a1ffca34f
3 changed files with 53 additions and 55 deletions
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@ -3952,8 +3952,8 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case 4:
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if (pWallHit)
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{
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spritetype* pFX = gFX.fxSpawn(FX_52, pMissile->sectnum, pMissile->x, pMissile->y, pMissile->z, 0);
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if (pFX) pFX->ang = (GetWallAngle(pWallHit) + 512) & 2047;
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auto pFX = gFX.fxSpawnActor(FX_52, pMissile->sectnum, pMissile->x, pMissile->y, pMissile->z, 0);
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if (pFX) pFX->s().ang = (GetWallAngle(pWallHit) + 512) & 2047;
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}
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break;
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}
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@ -5248,16 +5248,17 @@ void MoveDude(DBloodActor* actor)
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switch (tileGetSurfType(floorHit))
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{
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case kSurfWater:
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gFX.fxSpawn(FX_9, pSprite->sectnum, pSprite->x, pSprite->y, floorZ, 0);
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gFX.fxSpawnActor(FX_9, pSprite->sectnum, pSprite->x, pSprite->y, floorZ, 0);
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break;
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case kSurfLava:
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{
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spritetype* pFX = gFX.fxSpawn(FX_10, pSprite->sectnum, pSprite->x, pSprite->y, floorZ, 0);
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auto pFX = gFX.fxSpawnActor(FX_10, pSprite->sectnum, pSprite->x, pSprite->y, floorZ, 0);
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if (pFX)
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{
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auto pFXs = &pFX->s();
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for (int i = 0; i < 7; i++)
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{
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auto pFX2 = gFX.fxSpawnActor(FX_14, pFX->sectnum, pFX->x, pFX->y, pFX->z, 0);
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auto pFX2 = gFX.fxSpawnActor(FX_14, pFXs->sectnum, pFXs->x, pFXs->y, pFXs->z, 0);
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if (pFX2)
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{
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pFX2->xvel() = Random2(0x6aaaa);
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@ -6062,18 +6063,14 @@ static void actCheckExplosion()
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for (int i = 0; i < gImpactSpritesCount; i++)
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{
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if (gImpactSpritesList[i] == -1) continue;
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auto impactactor = &bloodActors[gImpactSpritesList[i]];
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auto impactsprite = &impactactor->s();
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if (impactsprite->sectnum < 0 || (impactsprite->flags & kHitagFree) != 0)
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if (!impactactor->hasX() || impactactor->s().sectnum < 0 || (impactactor->s().flags & kHitagFree) != 0) continue;
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if (/*pXImpact->state == pXImpact->restState ||*/ !TestBitString(sectormap, impactactor->s().sectnum) || !CheckProximity(&impactactor->s(), x, y, z, nSector, radius))
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continue;
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if (impactsprite->extra <= 0)
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continue;
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XSPRITE* pXImpact = &impactactor->x();
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if (/*pXImpact->state == pXImpact->restState ||*/ !TestBitString(sectormap, impactsprite->sectnum) || !CheckProximity(impactsprite, x, y, z, nSector, radius))
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continue;
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trTriggerSprite(impactsprite->index, pXImpact, kCmdSpriteImpact);
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trTriggerSprite(impactactor, kCmdSpriteImpact);
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}
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}
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@ -7184,66 +7181,65 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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//
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//
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//---------------------------------------------------------------------------
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void FireballSeqCallback(int, DBloodActor* actor)
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{
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XSPRITE* pXSprite = &actor->x();
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int nSprite = pXSprite->reference;
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spritetype *pSprite = &actor->s();
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spritetype *pFX = gFX.fxSpawn(FX_11, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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auto pSprite = &actor->s();
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auto pFX = gFX.fxSpawnActor(FX_11, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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if (pFX)
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{
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int nFX = pFX->index;
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xvel[nFX] = actor->xvel();
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yvel[nFX] = actor->yvel();
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zvel[nFX] = actor->zvel();
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pFX->xvel() = actor->xvel();
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pFX->yvel() = actor->yvel();
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pFX->zvel() = actor->zvel();
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}
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}
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void NapalmSeqCallback(int, DBloodActor* actor)
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{
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XSPRITE* pXSprite = &actor->x();
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spritetype *pSprite = &actor->s();
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spritetype *pFX = gFX.fxSpawn(FX_12, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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auto pSprite = &actor->s();
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auto pFX = gFX.fxSpawnActor(FX_12, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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if (pFX)
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{
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int nFX = pFX->index;
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xvel[nFX] = actor->xvel();
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yvel[nFX] = actor->yvel();
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zvel[nFX] = actor->zvel();
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pFX->xvel() = actor->xvel();
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pFX->yvel() = actor->yvel();
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pFX->zvel() = actor->zvel();
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}
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}
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void sub_3888C(int, DBloodActor* actor)
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void Fx32Callback(int, DBloodActor* actor)
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{
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spritetype* pSprite = &actor->s();
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spritetype *pFX = gFX.fxSpawn(FX_32, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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auto pSprite = &actor->s();
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auto pFX = gFX.fxSpawnActor(FX_32, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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if (pFX)
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{
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int nFX = pFX->index;
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xvel[nFX] = actor->xvel();
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yvel[nFX] = actor->yvel();
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zvel[nFX] = actor->zvel();
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pFX->xvel() = actor->xvel();
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pFX->yvel() = actor->yvel();
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pFX->zvel() = actor->zvel();
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}
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}
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void sub_38938(int, DBloodActor* actor)
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void Fx33Callback(int, DBloodActor* actor)
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{
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spritetype *pSprite = &actor->s();
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spritetype *pFX = gFX.fxSpawn(FX_33, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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auto pSprite = &actor->s();
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auto pFX = gFX.fxSpawnActor(FX_33, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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if (pFX)
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{
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int nFX = pFX->index;
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xvel[nFX] = actor->xvel();
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yvel[nFX] = actor->yvel();
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zvel[nFX] = actor->zvel();
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pFX->xvel() = actor->xvel();
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pFX->yvel() = actor->yvel();
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pFX->zvel() = actor->zvel();
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void TreeToGibCallback(int, DBloodActor* actor)
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{
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XSPRITE* pXSprite = &actor->x();
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spritetype *pSprite = &actor->s();
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spritetype* pSprite = &actor->s();
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pSprite->type = kThingObjectExplode;
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pXSprite->state = 1;
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pXSprite->data1 = 15;
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@ -7348,22 +7344,24 @@ void MakeSplash(DBloodActor* actor)
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pSprite->flags &= ~2;
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int nXSprite = pSprite->extra;
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pSprite->z -= 4 << 8;
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int nSurface = tileGetSurfType(gSpriteHit[nXSprite].florhit);
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switch (pSprite->type) {
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int nSurface = tileGetSurfType(actor->hit().florhit);
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switch (pSprite->type)
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{
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case kThingDripWater:
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switch (nSurface) {
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switch (nSurface)
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{
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case kSurfWater:
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seqSpawn(6, 3, nXSprite, -1);
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seqSpawn(6, actor, -1);
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sfxPlay3DSound(pSprite, 356, -1, 0);
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break;
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default:
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seqSpawn(7, 3, nXSprite, -1);
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seqSpawn(7, actor, -1);
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sfxPlay3DSound(pSprite, 354, -1, 0);
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break;
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}
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break;
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case kThingDripBlood:
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seqSpawn(8, 3, nXSprite, -1);
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seqSpawn(8, actor, -1);
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sfxPlay3DSound(pSprite, 354, -1, 0);
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break;
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}
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@ -36,9 +36,9 @@ BEGIN_BLD_NS
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static void (*seqClientCallback[])(int, DBloodActor*) = {
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FireballSeqCallback,
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sub_38938,
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Fx33Callback,
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NapalmSeqCallback,
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sub_3888C,
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Fx32Callback,
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TreeToGibCallback,
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DudeToGibCallback1,
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DudeToGibCallback2,
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@ -4,9 +4,9 @@ BEGIN_BLD_NS
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class DBloodActor;
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void FireballSeqCallback(int, DBloodActor*);
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void sub_38938(int, DBloodActor*);
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void Fx33Callback(int, DBloodActor*);
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void NapalmSeqCallback(int, DBloodActor*);
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void sub_3888C(int, DBloodActor*);
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void Fx32Callback(int, DBloodActor*);
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void TreeToGibCallback(int, DBloodActor*);
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void DudeToGibCallback1(int, DBloodActor*);
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void DudeToGibCallback2(int, DBloodActor*);
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