PCExhumed: Avoid some original memory read bugs and correct some bullet code branching.

This commit is contained in:
sirlemonhead 2020-03-12 21:57:23 +00:00 committed by Christoph Oelckers
parent 02d4712e57
commit 73a56f76af
3 changed files with 72 additions and 69 deletions

View file

@ -280,15 +280,18 @@ void FuncAnubis(int a, int nDamage, int nRun)
{
AnubisList[nAnubis].g = 60;
if (cansee(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - GetSpriteHeight(nSprite), sprite[nSprite].sectnum,
sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].ang = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
{
if (cansee(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - GetSpriteHeight(nSprite), sprite[nSprite].sectnum,
sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
{
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].ang = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
AnubisList[nAnubis].nAction = 3;
AnubisList[nAnubis].nFrame = 0;
AnubisList[nAnubis].nAction = 3;
AnubisList[nAnubis].nFrame = 0;
}
}
}
break;

View file

@ -92,23 +92,23 @@ static SavegameHelper sgh("bullet",
bulletInfo BulletInfo[] = {
{ 25, 1, 20, -1, -1, 13, 0, 0, -1, 0 },
{ 25, -1, 65000, -1, 31, 73, 0, 0, -1, 0 },
{ 15, -1, 60000, -1, 31, 73, 0, 0, -1, 0 },
{ 5, 15, 2000, -1, 14, 38, 4, 5, 3, 0 },
{ 250, 100, 2000, -1, 33, 34, 4, 20, -1, 0 },
{ 200, -1, 2000, -1, 20, 23, 4, 10, -1, 0 },
{ 200, -1, 60000, 68, 68, -1, -1, 0, -1, 0 },
{ 300, 1, 0, -1, -1, -1, 0, 50, -1, 0 },
{ 18, -1, 2000, -1, 18, 29, 4, 0, -1, 0 },
{ 20, -1, 2000, 37, 11, 30, 4, 0, -1, 0 },
{ 25, -1, 3000, -1, 44, 36, 4, 15, 90, 0 },
{ 30, -1, 1000, -1, 52, 53, 4, 20, 48, 0 },
{ 20, -1, 3500, -1, 54, 55, 4, 30, -1, 0 },
{ 10, -1, 5000, -1, 57, 76, 4, 0, -1, 0 },
{ 40, -1, 1500, -1, 63, 38, 4, 10, 40, 0 },
{ 20, -1, 2000, -1, 60, 12, 0, 0, -1, 0 },
{ 5, -1, 60000, -1, 31, 76, 0, 0, -1, 0 }
{ 25, 1, 20, -1, -1, 13, 0, 0, -1 },
{ 25, -1, 65000, -1, 31, 73, 0, 0, -1 },
{ 15, -1, 60000, -1, 31, 73, 0, 0, -1 },
{ 5, 15, 2000, -1, 14, 38, 4, 5, 3 },
{ 250, 100, 2000, -1, 33, 34, 4, 20, -1 },
{ 200, -1, 2000, -1, 20, 23, 4, 10, -1 },
{ 200, -1, 60000, 68, 68, -1, -1, 0, -1 },
{ 300, 1, 0, -1, -1, -1, 0, 50, -1 },
{ 18, -1, 2000, -1, 18, 29, 4, 0, -1 },
{ 20, -1, 2000, 37, 11, 30, 4, 0, -1 },
{ 25, -1, 3000, -1, 44, 36, 4, 15, 90 },
{ 30, -1, 1000, -1, 52, 53, 4, 20, 48 },
{ 20, -1, 3500, -1, 54, 55, 4, 30, -1 },
{ 10, -1, 5000, -1, 57, 76, 4, 0, -1 },
{ 40, -1, 1500, -1, 63, 38, 4, 10, 40 },
{ 20, -1, 2000, -1, 60, 12, 0, 0, -1 },
{ 5, -1, 60000, -1, 31, 76, 0, 0, -1 }
};
@ -354,7 +354,6 @@ int MoveBullet(short nBullet)
}
}
// loc_2A1DD
nVal = movesprite(nSprite, pBullet->x, pBullet->y, pBullet->z, pSprite->clipdist >> 1, pSprite->clipdist >> 1, CLIPMASK1);
MOVEEND:
@ -452,8 +451,6 @@ HITSPRITE:
}
else
{
// assert(hitsect <= kMaxSectors);
BulletHitsSprite(pBullet, pSprite->owner, hitsprite, x2, y2, z2, hitsect);
}
}
@ -477,57 +474,61 @@ HITWALL:
}
}
// loc_2A4F5:?
if (hitsprite < 0 && hitwall < 0)
if (hitsect > -1) // NOTE: hitsect can be -1. this check wasn't in original code. TODO: demo compatiblity?
{
if ((SectBelow[hitsect] >= 0 && (SectFlag[SectBelow[hitsect]] & kSectUnderwater)) || SectDepth[hitsect])
if (hitsprite < 0 && hitwall < 0)
{
pSprite->x = x2;
pSprite->y = y2;
pSprite->z = z2;
BuildSplash(nSprite, hitsect);
if ((SectBelow[hitsect] >= 0 && (SectFlag[SectBelow[hitsect]] & kSectUnderwater)) || SectDepth[hitsect])
{
pSprite->x = x2;
pSprite->y = y2;
pSprite->z = z2;
BuildSplash(nSprite, hitsect);
}
else
{
BuildAnim(-1, pBulletInfo->field_C, 0, x2, y2, z2, hitsect, 40, pBulletInfo->nFlags);
}
}
else
{
BuildAnim(-1, pBulletInfo->field_C, 0, x2, y2, z2, hitsect, 40, pBulletInfo->nFlags);
}
}
else if (hitwall >= 0)
{
BackUpBullet(&x2, &y2, pSprite->ang);
if (hitwall >= 0)
{
BackUpBullet(&x2, &y2, pSprite->ang);
if (nType != 3 || RandomSize(2) == 0)
{
int zOffset = RandomSize(8) << 3;
if (nType != 3 || RandomSize(2) == 0)
{
int zOffset = RandomSize(8) << 3;
if (!RandomBit()) {
zOffset = -zOffset;
if (!RandomBit()) {
zOffset = -zOffset;
}
// draws bullet puff on walls when they're shot
BuildAnim(-1, pBulletInfo->field_C, 0, x2, y2, z2 + zOffset, hitsect, 40, pBulletInfo->nFlags);
}
}
else
{
pSprite->x = x2;
pSprite->y = y2;
pSprite->z = z2;
mychangespritesect(nSprite, hitsect);
}
// draws bullet puff on walls when they're shot
BuildAnim(-1, pBulletInfo->field_C, 0, x2, y2, z2 + zOffset, hitsect, 40, pBulletInfo->nFlags);
if (BulletInfo[nType].nRadius)
{
nRadialBullet = nType;
runlist_RadialDamageEnemy(nSprite, pBulletInfo->nDamage, pBulletInfo->nRadius);
nRadialBullet = -1;
AddFlash(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 128);
}
}
}
else
{
pSprite->x = x2;
pSprite->y = y2;
pSprite->z = z2;
mychangespritesect(nSprite, hitsect);
}
// loc_2A639:
if (BulletInfo[nType].nRadius)
{
nRadialBullet = nType;
runlist_RadialDamageEnemy(nSprite, pBulletInfo->nDamage, pBulletInfo->nRadius);
nRadialBullet = -1;
AddFlash(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 128);
}
DestroyBullet(nBullet);
}

View file

@ -35,7 +35,6 @@ struct bulletInfo
short nFlags;
short nRadius; // damage radius
short xyRepeat;
char pad[12];
};
extern bulletInfo BulletInfo[];