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actors.c: style-cleanup A_MoveSpriteClipdist(). DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4974 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 38 additions and 45 deletions
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@ -411,62 +411,58 @@ static int32_t A_CheckNeedZUpdate(int32_t spritenum, int32_t changez, int32_t *d
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int32_t A_MoveSpriteClipdist(int32_t spritenum, const vec3_t *change, uint32_t cliptype, int32_t clipdist)
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{
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spritetype *const spr = &sprite[spritenum];
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int32_t retval, daz, dozupdate;
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int16_t dasectnum;
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const int32_t bg = A_CheckEnemySprite(spr);
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const int32_t badguy = A_CheckEnemySprite(spr);
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const int32_t oldx = spr->x, oldy = spr->y;
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// const int32_t osectnum = spr->sectnum;
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if (spr->statnum == STAT_MISC || (bg && spr->xrepeat < 4))
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if (spr->statnum == STAT_MISC || (badguy && spr->xrepeat < 4))
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{
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spr->x += change->x;
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spr->y += change->y;
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spr->z += change->z;
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if (bg)
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if (badguy)
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setsprite(spritenum, (vec3_t *)spr);
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return 0;
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}
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dasectnum = spr->sectnum;
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daz = spr->z - 2*tilesiz[spr->picnum].y*spr->yrepeat;
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int16_t dasectnum = spr->sectnum;
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int32_t daz = spr->z - 2*tilesiz[spr->picnum].y*spr->yrepeat;
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const int32_t oldz = spr->z;
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if (clipdist >= 0)
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{
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const int32_t oldz=spr->z;
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if (clipdist >= 0)
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{
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// use that value
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}
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else if (bg)
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{
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if (spr->xrepeat > 60)
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clipdist = 1024;
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else if (spr->picnum == LIZMAN)
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clipdist = 292;
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else if (A_CheckSpriteTileFlags(spr->picnum, SFLAG_BADGUY))
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clipdist = spr->clipdist<<2;
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else
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clipdist = 192;
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}
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// use that value
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}
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else if (badguy)
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{
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if (spr->xrepeat > 60)
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clipdist = 1024;
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else if (spr->picnum == LIZMAN)
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clipdist = 292;
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else if (A_CheckSpriteTileFlags(spr->picnum, SFLAG_BADGUY))
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clipdist = spr->clipdist<<2;
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else
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{
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if (spr->statnum == STAT_PROJECTILE && (SpriteProjectile[spritenum].workslike & PROJECTILE_REALCLIPDIST) == 0)
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clipdist = 8;
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else
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clipdist = spr->clipdist<<2;
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}
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spr->z = daz;
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retval = clipmove((vec3_t *)spr, &dasectnum,
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change->x<<13, change->y<<13,
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clipdist, 4<<8, 4<<8, cliptype);
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spr->z = oldz;
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clipdist = 192;
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}
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else
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{
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if (spr->statnum == STAT_PROJECTILE && (SpriteProjectile[spritenum].workslike & PROJECTILE_REALCLIPDIST) == 0)
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clipdist = 8;
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else
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clipdist = spr->clipdist<<2;
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}
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if (bg)
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// Handle horizontal movement first.
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spr->z = daz;
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int32_t retval = clipmove((vec3_t *)spr, &dasectnum,
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change->x<<13, change->y<<13,
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clipdist, 4<<8, 4<<8, cliptype);
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spr->z = oldz;
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if (badguy)
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{
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// Handle potential stayput condition (map-provided or hard-coded).
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if (dasectnum < 0 ||
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((actor[spritenum].actorstayput >= 0 && actor[spritenum].actorstayput != dasectnum) ||
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(spr->picnum == BOSS2 && spr->pal == 0 && sector[dasectnum].lotag != ST_3) ||
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@ -477,12 +473,9 @@ int32_t A_MoveSpriteClipdist(int32_t spritenum, const vec3_t *change, uint32_t c
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{
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spr->x = oldx;
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spr->y = oldy;
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/*
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if (dasectnum >= 0 && sector[dasectnum].lotag == ST_1_ABOVE_WATER && spr->picnum == LIZMAN)
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spr->ang = (krand()&2047);
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else if ((Actor[spritenum].t_data[0]&3) == 1 && spr->picnum != COMMANDER)
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spr->ang = (krand()&2047);
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*/
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// NOTE: in Duke3D, LIZMAN on water takes on random angle here.
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setsprite(spritenum, (vec3_t *)spr);
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if (dasectnum < 0)
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@ -508,7 +501,7 @@ int32_t A_MoveSpriteClipdist(int32_t spritenum, const vec3_t *change, uint32_t c
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Bassert(dasectnum == spr->sectnum);
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dozupdate = A_CheckNeedZUpdate(spritenum, change->z, &daz);
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int dozupdate = A_CheckNeedZUpdate(spritenum, change->z, &daz);
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// Update sprite's z positions and (for TROR) maybe the sector number.
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if (dozupdate)
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