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https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
Added various missing item/ammo types to common_game.h
Renamed kAmmoItemVoodooDoll->kItemAmmoVoodooDoll Renamed kMissileFireballNapam->kMissileFireballNapalm
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8ec6cdaf91
commit
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4 changed files with 30 additions and 12 deletions
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@ -2540,7 +2540,7 @@ void actInit(bool bSaveLoad)
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{
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{
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if (act->s().type == kItemWeaponVoodooDoll)
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if (act->s().type == kItemWeaponVoodooDoll)
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{
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{
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act->s().type = kAmmoItemVoodooDoll;
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act->s().type = kItemAmmoVoodooDoll;
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break;
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break;
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}
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}
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}
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}
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@ -4012,7 +4012,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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break;
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break;
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case kMissileFireball:
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case kMissileFireball:
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case kMissileFireballNapam:
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case kMissileFireballNapalm:
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if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
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if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
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{
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{
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if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && actorHit->x().burnTime == 0)
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if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && actorHit->x().burnTime == 0)
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@ -5556,7 +5556,7 @@ void actExplodeSprite(spritetype *pSprite)
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switch (pSprite->type)
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switch (pSprite->type)
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{
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{
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case kMissileFireballNapam:
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case kMissileFireballNapalm:
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nType = kExplosionNapalm;
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nType = kExplosionNapalm;
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seqSpawn(4, 3, nXSprite, -1);
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seqSpawn(4, 3, nXSprite, -1);
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if (Chance(0x8000))
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if (Chance(0x8000))
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@ -6719,7 +6719,7 @@ void actBuildMissile(spritetype* pMissile, int nXSprite, int nSprite) {
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seqSpawn(2, 3, nXSprite, -1);
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seqSpawn(2, 3, nXSprite, -1);
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sfxPlay3DSound(pMissile, 493, 0, 0);
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sfxPlay3DSound(pMissile, 493, 0, 0);
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break;
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break;
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case kMissileFireballNapam:
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case kMissileFireballNapalm:
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seqSpawn(61, 3, nXSprite, nNapalmClient);
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seqSpawn(61, 3, nXSprite, nNapalmClient);
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sfxPlay3DSound(pMissile, 441, 0, 0);
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sfxPlay3DSound(pMissile, 441, 0, 0);
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break;
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break;
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@ -619,7 +619,7 @@ static void unicultThinkChase(DBloodActor* actor)
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mdist = 2500;
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mdist = 2500;
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fallthrough__;
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fallthrough__;
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case kMissileFireball:
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case kMissileFireball:
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case kMissileFireballNapam:
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case kMissileFireballNapalm:
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case kMissileFireballCerberus:
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case kMissileFireballCerberus:
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case kMissileFireballTchernobog:
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case kMissileFireballTchernobog:
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if (mdist == defDist) mdist = 3000;
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if (mdist == defDist) mdist = 3000;
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@ -834,7 +834,7 @@ static void unicultThinkChase(DBloodActor* actor)
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case kMissileTeslaAlt:
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case kMissileTeslaAlt:
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case kMissileFlareAlt:
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case kMissileFlareAlt:
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case kMissileFireball:
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case kMissileFireball:
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case kMissileFireballNapam:
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case kMissileFireballNapalm:
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case kMissileFireballCerberus:
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case kMissileFireballCerberus:
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case kMissileFireballTchernobog: {
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case kMissileFireballTchernobog: {
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// allow attack if dude is far from object, but target is close to it
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// allow attack if dude is far from object, but target is close to it
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@ -1328,7 +1328,7 @@ void scaleDamage(XSPRITE* pXSprite) {
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curScale[kDmgSpirit] = 32 + Random(18);
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curScale[kDmgSpirit] = 32 + Random(18);
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break;
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break;
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case kMissileFireball:
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case kMissileFireball:
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case kMissileFireballNapam:
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case kMissileFireballNapalm:
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case kMissileFireballCerberus:
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case kMissileFireballCerberus:
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case kMissileFireballTchernobog:
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case kMissileFireballTchernobog:
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curScale[kDmgBurn] = 50;
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curScale[kDmgBurn] = 50;
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@ -172,17 +172,35 @@ enum {
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// (weapons)
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// (weapons)
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kItemWeaponBase = 40,
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kItemWeaponBase = 40,
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kItemWeaponRandom = kItemWeaponBase,
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kItemWeaponSawedoff = 41,
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kItemWeaponSawedoff = 41,
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kItemWeaponTommygun = 42,
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kItemWeaponTommygun = 42,
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kItemWeaponFlarePistol = 43,
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kItemWeaponVoodooDoll = 44,
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kItemWeaponVoodooDoll = 44,
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kItemWeaponTeslaCannon = 45,
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kItemWeaponNapalmLauncher = 46,
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kItemWeaponPitchfork = 47,
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kItemWeaponSprayCan = 48,
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kItemWeaponTNT = 49,
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kItemWeaponLifeLeech = 50,
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kItemWeaponLifeLeech = 50,
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kItemWeaponMax = 51,
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kItemWeaponMax = 51,
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// items (ammos)
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// items (ammos)
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kItemAmmoBase = 60,
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kItemAmmoBase = 60,
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kItemAmmoSprayCan = kItemAmmoBase,
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kItemAmmoTNTBundle = 62,
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kItemAmmoTNTBox = 63,
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kItemAmmoProxBombBundle = 64,
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kItemAmmoRemoteBombBundle = 65,
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kItemAmmoTrappedSoul = 66,
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kItemAmmoSawedoffFew = 67,
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kItemAmmoSawedoffFew = 67,
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kItemAmmoSawedoffBox = 68,
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kItemAmmoTommygunFew = 69,
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kItemAmmoTommygunFew = 69,
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kAmmoItemVoodooDoll = 70,
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kItemAmmoVoodooDoll = 70,
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kItemAmmoTommygunDrum = 72,
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kItemAmmoTeslaCharge = 73,
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kItemAmmoFlares = 76,
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kItemAmmoGasolineCan = 79,
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kItemAmmoMax = 81,
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kItemAmmoMax = 81,
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kItemBase = 100,
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kItemBase = 100,
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@ -302,7 +320,7 @@ enum {
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kMissilePukeGreen = 309,
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kMissilePukeGreen = 309,
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kMissileUnused = 310,
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kMissileUnused = 310,
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kMissileArcGargoyle = 311,
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kMissileArcGargoyle = 311,
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kMissileFireballNapam = 312,
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kMissileFireballNapalm = 312,
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kMissileFireballCerberus = 313,
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kMissileFireballCerberus = 313,
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kMissileFireballTchernobog = 314,
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kMissileFireballTchernobog = 314,
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kMissileLifeLeechRegular = 315,
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kMissileLifeLeechRegular = 315,
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@ -1636,7 +1636,7 @@ void FireNapalm(int nTrigger, PLAYER *pPlayer)
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offset = 50;
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offset = 50;
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break;
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break;
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}
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}
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playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam);
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playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm);
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sfxPlay3DSound(pSprite, 480, 2, 0);
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sfxPlay3DSound(pSprite, 480, 2, 0);
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UseAmmo(pPlayer, 4, 1);
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UseAmmo(pPlayer, 4, 1);
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pPlayer->flashEffect = 1;
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pPlayer->flashEffect = 1;
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@ -1645,8 +1645,8 @@ void FireNapalm(int nTrigger, PLAYER *pPlayer)
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void FireNapalm2(int , PLAYER *pPlayer)
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void FireNapalm2(int , PLAYER *pPlayer)
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{
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{
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spritetype *pSprite = pPlayer->pSprite;
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spritetype *pSprite = pPlayer->pSprite;
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playerFireMissile(pPlayer, -120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam);
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playerFireMissile(pPlayer, -120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm);
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playerFireMissile(pPlayer, 120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam);
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playerFireMissile(pPlayer, 120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm);
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sfxPlay3DSound(pSprite, 480, 2, 0);
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sfxPlay3DSound(pSprite, 480, 2, 0);
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UseAmmo(pPlayer, 4, 2);
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UseAmmo(pPlayer, 4, 2);
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pPlayer->flashEffect = 1;
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pPlayer->flashEffect = 1;
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