Added various missing item/ammo types to common_game.h

Renamed kAmmoItemVoodooDoll->kItemAmmoVoodooDoll
Renamed kMissileFireballNapam->kMissileFireballNapalm
This commit is contained in:
carnivoroussociety 2021-08-22 17:49:02 +10:00
parent 8ec6cdaf91
commit 72225c9b8c
4 changed files with 30 additions and 12 deletions

View file

@ -2540,7 +2540,7 @@ void actInit(bool bSaveLoad)
{ {
if (act->s().type == kItemWeaponVoodooDoll) if (act->s().type == kItemWeaponVoodooDoll)
{ {
act->s().type = kAmmoItemVoodooDoll; act->s().type = kItemAmmoVoodooDoll;
break; break;
} }
} }
@ -4012,7 +4012,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
break; break;
case kMissileFireball: case kMissileFireball:
case kMissileFireballNapam: case kMissileFireballNapalm:
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo)) if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
{ {
if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && actorHit->x().burnTime == 0) if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && actorHit->x().burnTime == 0)
@ -5556,7 +5556,7 @@ void actExplodeSprite(spritetype *pSprite)
switch (pSprite->type) switch (pSprite->type)
{ {
case kMissileFireballNapam: case kMissileFireballNapalm:
nType = kExplosionNapalm; nType = kExplosionNapalm;
seqSpawn(4, 3, nXSprite, -1); seqSpawn(4, 3, nXSprite, -1);
if (Chance(0x8000)) if (Chance(0x8000))
@ -6719,7 +6719,7 @@ void actBuildMissile(spritetype* pMissile, int nXSprite, int nSprite) {
seqSpawn(2, 3, nXSprite, -1); seqSpawn(2, 3, nXSprite, -1);
sfxPlay3DSound(pMissile, 493, 0, 0); sfxPlay3DSound(pMissile, 493, 0, 0);
break; break;
case kMissileFireballNapam: case kMissileFireballNapalm:
seqSpawn(61, 3, nXSprite, nNapalmClient); seqSpawn(61, 3, nXSprite, nNapalmClient);
sfxPlay3DSound(pMissile, 441, 0, 0); sfxPlay3DSound(pMissile, 441, 0, 0);
break; break;

View file

@ -619,7 +619,7 @@ static void unicultThinkChase(DBloodActor* actor)
mdist = 2500; mdist = 2500;
fallthrough__; fallthrough__;
case kMissileFireball: case kMissileFireball:
case kMissileFireballNapam: case kMissileFireballNapalm:
case kMissileFireballCerberus: case kMissileFireballCerberus:
case kMissileFireballTchernobog: case kMissileFireballTchernobog:
if (mdist == defDist) mdist = 3000; if (mdist == defDist) mdist = 3000;
@ -834,7 +834,7 @@ static void unicultThinkChase(DBloodActor* actor)
case kMissileTeslaAlt: case kMissileTeslaAlt:
case kMissileFlareAlt: case kMissileFlareAlt:
case kMissileFireball: case kMissileFireball:
case kMissileFireballNapam: case kMissileFireballNapalm:
case kMissileFireballCerberus: case kMissileFireballCerberus:
case kMissileFireballTchernobog: { case kMissileFireballTchernobog: {
// allow attack if dude is far from object, but target is close to it // allow attack if dude is far from object, but target is close to it
@ -1328,7 +1328,7 @@ void scaleDamage(XSPRITE* pXSprite) {
curScale[kDmgSpirit] = 32 + Random(18); curScale[kDmgSpirit] = 32 + Random(18);
break; break;
case kMissileFireball: case kMissileFireball:
case kMissileFireballNapam: case kMissileFireballNapalm:
case kMissileFireballCerberus: case kMissileFireballCerberus:
case kMissileFireballTchernobog: case kMissileFireballTchernobog:
curScale[kDmgBurn] = 50; curScale[kDmgBurn] = 50;

View file

@ -172,17 +172,35 @@ enum {
// (weapons) // (weapons)
kItemWeaponBase = 40, kItemWeaponBase = 40,
kItemWeaponRandom = kItemWeaponBase,
kItemWeaponSawedoff = 41, kItemWeaponSawedoff = 41,
kItemWeaponTommygun = 42, kItemWeaponTommygun = 42,
kItemWeaponFlarePistol = 43,
kItemWeaponVoodooDoll = 44, kItemWeaponVoodooDoll = 44,
kItemWeaponTeslaCannon = 45,
kItemWeaponNapalmLauncher = 46,
kItemWeaponPitchfork = 47,
kItemWeaponSprayCan = 48,
kItemWeaponTNT = 49,
kItemWeaponLifeLeech = 50, kItemWeaponLifeLeech = 50,
kItemWeaponMax = 51, kItemWeaponMax = 51,
// items (ammos) // items (ammos)
kItemAmmoBase = 60, kItemAmmoBase = 60,
kItemAmmoSprayCan = kItemAmmoBase,
kItemAmmoTNTBundle = 62,
kItemAmmoTNTBox = 63,
kItemAmmoProxBombBundle = 64,
kItemAmmoRemoteBombBundle = 65,
kItemAmmoTrappedSoul = 66,
kItemAmmoSawedoffFew = 67, kItemAmmoSawedoffFew = 67,
kItemAmmoSawedoffBox = 68,
kItemAmmoTommygunFew = 69, kItemAmmoTommygunFew = 69,
kAmmoItemVoodooDoll = 70, kItemAmmoVoodooDoll = 70,
kItemAmmoTommygunDrum = 72,
kItemAmmoTeslaCharge = 73,
kItemAmmoFlares = 76,
kItemAmmoGasolineCan = 79,
kItemAmmoMax = 81, kItemAmmoMax = 81,
kItemBase = 100, kItemBase = 100,
@ -302,7 +320,7 @@ enum {
kMissilePukeGreen = 309, kMissilePukeGreen = 309,
kMissileUnused = 310, kMissileUnused = 310,
kMissileArcGargoyle = 311, kMissileArcGargoyle = 311,
kMissileFireballNapam = 312, kMissileFireballNapalm = 312,
kMissileFireballCerberus = 313, kMissileFireballCerberus = 313,
kMissileFireballTchernobog = 314, kMissileFireballTchernobog = 314,
kMissileLifeLeechRegular = 315, kMissileLifeLeechRegular = 315,

View file

@ -1636,7 +1636,7 @@ void FireNapalm(int nTrigger, PLAYER *pPlayer)
offset = 50; offset = 50;
break; break;
} }
playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam); playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm);
sfxPlay3DSound(pSprite, 480, 2, 0); sfxPlay3DSound(pSprite, 480, 2, 0);
UseAmmo(pPlayer, 4, 1); UseAmmo(pPlayer, 4, 1);
pPlayer->flashEffect = 1; pPlayer->flashEffect = 1;
@ -1645,8 +1645,8 @@ void FireNapalm(int nTrigger, PLAYER *pPlayer)
void FireNapalm2(int , PLAYER *pPlayer) void FireNapalm2(int , PLAYER *pPlayer)
{ {
spritetype *pSprite = pPlayer->pSprite; spritetype *pSprite = pPlayer->pSprite;
playerFireMissile(pPlayer, -120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam); playerFireMissile(pPlayer, -120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm);
playerFireMissile(pPlayer, 120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam); playerFireMissile(pPlayer, 120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm);
sfxPlay3DSound(pSprite, 480, 2, 0); sfxPlay3DSound(pSprite, 480, 2, 0);
UseAmmo(pPlayer, 4, 2); UseAmmo(pPlayer, 4, 2);
pPlayer->flashEffect = 1; pPlayer->flashEffect = 1;