mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- ooz, reactor and camera.
This commit is contained in:
parent
876b6d5081
commit
6e1d3a025a
4 changed files with 45 additions and 48 deletions
|
@ -1837,21 +1837,20 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void ooz(int i)
|
||||
void ooz(DDukeActor *actor)
|
||||
{
|
||||
getglobalz(i);
|
||||
getglobalz(actor);
|
||||
|
||||
int j = (hittype[i].floorz - hittype[i].ceilingz) >> 9;
|
||||
int j = (actor->floorz - actor->ceilingz) >> 9;
|
||||
if (j > 255) j = 255;
|
||||
|
||||
int x = 25 - (j >> 1);
|
||||
if (x < 8) x = 8;
|
||||
else if (x > 48) x = 48;
|
||||
|
||||
spritetype* s = &sprite[i];
|
||||
s->yrepeat = j;
|
||||
s->xrepeat = x;
|
||||
s->z = hittype[i].floorz;
|
||||
actor->s.yrepeat = j;
|
||||
actor->s.xrepeat = x;
|
||||
actor->s.z = actor->floorz;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -1860,19 +1859,18 @@ void ooz(int i)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK)
|
||||
void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK)
|
||||
{
|
||||
spritetype* s = &sprite[i];
|
||||
auto t = &hittype[i].temp_data[0];
|
||||
int sect = s->sectnum;
|
||||
spritetype* s = &actor->s;
|
||||
int* t = &actor->temp_data[0];
|
||||
int sect = actor->s.sectnum;
|
||||
|
||||
if (t[4] == 1)
|
||||
{
|
||||
SectIterator it(sect);
|
||||
int j;
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
DukeSectIterator it(sect);
|
||||
while (auto act2 = it.Next())
|
||||
{
|
||||
auto sprj = &sprite[j];
|
||||
auto sprj = &act2->s;
|
||||
if (sprj->picnum == SECTOREFFECTOR)
|
||||
{
|
||||
if (sprj->lotag == 1)
|
||||
|
@ -1893,7 +1891,8 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
|
|||
{
|
||||
sprj->cstat = (short)32768;
|
||||
}
|
||||
} return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (t[1] >= 20)
|
||||
|
@ -1903,7 +1902,7 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
|
|||
}
|
||||
|
||||
int x;
|
||||
int p = findplayer(s, &x);
|
||||
int p = findplayer(&actor->s, &x);
|
||||
|
||||
t[2]++;
|
||||
if (t[2] == 4) t[2] = 0;
|
||||
|
@ -1913,11 +1912,11 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
|
|||
if ((krand() & 255) < 16)
|
||||
{
|
||||
if (!S_CheckSoundPlaying(DUKE_LONGTERM_PAIN))
|
||||
S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].i);
|
||||
S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].GetActor());
|
||||
|
||||
S_PlayActorSound(SHORT_CIRCUIT, i);
|
||||
S_PlayActorSound(SHORT_CIRCUIT, actor);
|
||||
|
||||
sprite[ps[p].i].extra--;
|
||||
ps[p].GetActor()->s.extra--;
|
||||
SetPlayerPal(&ps[p], PalEntry(32, 32, 0, 0));
|
||||
}
|
||||
t[0] += 128;
|
||||
|
@ -1928,7 +1927,6 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
|
|||
|
||||
if (t[1])
|
||||
{
|
||||
int j;
|
||||
t[1]++;
|
||||
|
||||
t[4] = s->z;
|
||||
|
@ -1939,16 +1937,15 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
|
|||
case 3:
|
||||
{
|
||||
//Turn on all of those flashing sectoreffector.
|
||||
fi.hitradius(&hittype[i], 4096,
|
||||
fi.hitradius(actor, 4096,
|
||||
impact_damage << 2,
|
||||
impact_damage << 2,
|
||||
impact_damage << 2,
|
||||
impact_damage << 2);
|
||||
StatIterator it(STAT_STANDABLE);
|
||||
int j;
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
DukeStatIterator it(STAT_STANDABLE);
|
||||
while (auto act2 = it.Next())
|
||||
{
|
||||
auto sj = &sprite[j];
|
||||
auto sj = &act2->s;
|
||||
if (sj->picnum == MASTERSWITCH)
|
||||
if (sj->hitag == s->hitag)
|
||||
if (sj->yvel == 0)
|
||||
|
@ -1961,12 +1958,12 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
|
|||
case 10:
|
||||
case 15:
|
||||
{
|
||||
SectIterator it(sect);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
DukeSectIterator it(sect);
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (j != i)
|
||||
if (a2 != actor)
|
||||
{
|
||||
deletesprite(j);
|
||||
deletesprite(a2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1974,7 +1971,7 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
|
|||
}
|
||||
}
|
||||
for (x = 0; x < 16; x++)
|
||||
RANDOMSCRAP(s, i);
|
||||
RANDOMSCRAP(actor);
|
||||
|
||||
s->z = t[4];
|
||||
t[4] = 0;
|
||||
|
@ -1982,11 +1979,11 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
|
|||
}
|
||||
else
|
||||
{
|
||||
int j = fi.ifhitbyweapon(&hittype[i]);
|
||||
int j = fi.ifhitbyweapon(actor);
|
||||
if (j >= 0)
|
||||
{
|
||||
for (x = 0; x < 32; x++)
|
||||
RANDOMSCRAP(s, i);
|
||||
RANDOMSCRAP(actor);
|
||||
if (s->extra < 0)
|
||||
t[1] = 1;
|
||||
}
|
||||
|
@ -1999,27 +1996,27 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void camera(int i)
|
||||
void camera(DDukeActor *actor)
|
||||
{
|
||||
spritetype* s = &sprite[i];
|
||||
auto t = &hittype[i].temp_data[0];
|
||||
spritetype* s = &actor->s;
|
||||
int* t = &actor->temp_data[0];
|
||||
if (t[0] == 0)
|
||||
{
|
||||
if (camerashitable)
|
||||
{
|
||||
int j = fi.ifhitbyweapon(&hittype[i]);
|
||||
int j = fi.ifhitbyweapon(actor);
|
||||
if (j >= 0)
|
||||
{
|
||||
t[0] = 1; // static
|
||||
s->cstat = (short)32768;
|
||||
for (int x = 0; x < 5; x++)
|
||||
RANDOMSCRAP(s, i);
|
||||
RANDOMSCRAP(actor);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// backup current angle for interpolating camera angle.
|
||||
hittype[i].tempang = s->ang;
|
||||
actor->tempang = s->ang;
|
||||
|
||||
if (s->hitag > 0)
|
||||
{
|
||||
|
|
|
@ -3248,7 +3248,7 @@ void moveactors_d(void)
|
|||
|
||||
case OOZ:
|
||||
case OOZ2:
|
||||
ooz(i);
|
||||
ooz(&hittype[i]);
|
||||
continue;
|
||||
|
||||
case GREENSLIME:
|
||||
|
@ -3277,11 +3277,11 @@ void moveactors_d(void)
|
|||
|
||||
case REACTOR:
|
||||
case REACTOR2:
|
||||
reactor(i, REACTOR, REACTOR2, REACTORBURNT, REACTOR2BURNT, REACTORSPARK, REACTOR2SPARK);
|
||||
reactor(&hittype[i], REACTOR, REACTOR2, REACTORBURNT, REACTOR2BURNT, REACTORSPARK, REACTOR2SPARK);
|
||||
continue;
|
||||
|
||||
case CAMERA1:
|
||||
camera(i);
|
||||
camera(&hittype[i]);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
|
|
@ -3131,7 +3131,7 @@ void moveactors_r(void)
|
|||
continue;
|
||||
|
||||
case OOZ:
|
||||
ooz(i);
|
||||
ooz(&hittype[i]);
|
||||
continue;
|
||||
|
||||
case EMPTYBIKE:
|
||||
|
@ -3175,11 +3175,11 @@ void moveactors_r(void)
|
|||
|
||||
case REACTOR:
|
||||
case REACTOR2:
|
||||
reactor(i, REACTOR, REACTOR2, REACTORBURNT, REACTOR2BURNT, REACTORSPARK, REACTOR2SPARK);
|
||||
reactor(&hittype[i], REACTOR, REACTOR2, REACTORBURNT, REACTOR2BURNT, REACTORSPARK, REACTOR2SPARK);
|
||||
continue;
|
||||
|
||||
case CAMERA1:
|
||||
camera(i);
|
||||
camera(&hittype[i]);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
|
|
@ -50,9 +50,9 @@ bool rat(DDukeActor* i, bool makesound);
|
|||
bool queball(DDukeActor* i, int pocket, int queball, int stripeball);
|
||||
void forcesphere(DDukeActor* i, int forcesphere);
|
||||
void recon(DDukeActor* i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(DDukeActor* i));
|
||||
void ooz(int i);
|
||||
void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK);
|
||||
void camera(int i);
|
||||
void ooz(DDukeActor* i);
|
||||
void reactor(DDukeActor* i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK);
|
||||
void camera(DDukeActor* i);
|
||||
void forcesphere(int i);
|
||||
void watersplash2(int i);
|
||||
void frameeffect1(int i);
|
||||
|
|
Loading…
Reference in a new issue