- refactored the SEQ callback to receive an actor pointer instead of an xsprite index.

This commit is contained in:
Christoph Oelckers 2020-11-07 15:16:12 +01:00
parent 44805e29b3
commit 7e78bc1c14
25 changed files with 285 additions and 340 deletions

View File

@ -6758,71 +6758,66 @@ void actFireVector(spritetype *pShooter, int a2, int a3, int a4, int a5, int a6,
sfxPlay3DSound(x, y, z, pVectorData->surfHit[nSurf].fxSnd, nSector);
}
void FireballSeqCallback(int, int nXSprite)
void FireballSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
XSPRITE* pXSprite = &actor->x();
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pSprite = &actor->s();
spritetype *pFX = gFX.fxSpawn(FX_11, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
int nFX = pFX->index;
xvel[nFX] = xvel[nSprite];
yvel[nFX] = yvel[nSprite];
zvel[nFX] = zvel[nSprite];
xvel[nFX] = actor->xvel();
yvel[nFX] = actor->yvel();
zvel[nFX] = actor->zvel();
}
}
void NapalmSeqCallback(int, int nXSprite)
void NapalmSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
spritetype *pFX = gFX.fxSpawn(FX_12, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
int nFX = pFX->index;
xvel[nFX] = xvel[nSprite];
yvel[nFX] = yvel[nSprite];
zvel[nFX] = zvel[nSprite];
xvel[nFX] = actor->xvel();
yvel[nFX] = actor->yvel();
zvel[nFX] = actor->zvel();
}
}
void sub_3888C(int, int nXSprite)
void sub_3888C(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype* pSprite = &actor->s();
spritetype *pFX = gFX.fxSpawn(FX_32, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
int nFX = pFX->index;
xvel[nFX] = xvel[nSprite];
yvel[nFX] = yvel[nSprite];
zvel[nFX] = zvel[nSprite];
xvel[nFX] = actor->xvel();
yvel[nFX] = actor->yvel();
zvel[nFX] = actor->zvel();
}
}
void sub_38938(int, int nXSprite)
void sub_38938(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pSprite = &actor->s();
spritetype *pFX = gFX.fxSpawn(FX_33, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
int nFX = pFX->index;
xvel[nFX] = xvel[nSprite];
yvel[nFX] = yvel[nSprite];
zvel[nFX] = zvel[nSprite];
xvel[nFX] = actor->xvel();
yvel[nFX] = actor->yvel();
zvel[nFX] = actor->zvel();
}
}
void TreeToGibCallback(int, int nXSprite)
void TreeToGibCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
pSprite->type = kThingObjectExplode;
pXSprite->state = 1;
pXSprite->data1 = 15;
@ -6833,11 +6828,10 @@ void TreeToGibCallback(int, int nXSprite)
pSprite->cstat |= 257;
}
void DudeToGibCallback1(int, int nXSprite)
void DudeToGibCallback1(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
pSprite->type = kThingBloodChunks;
pXSprite->data1 = 8;
pXSprite->data2 = 0;
@ -6851,11 +6845,10 @@ void DudeToGibCallback1(int, int nXSprite)
pXSprite->state = 1;
}
void DudeToGibCallback2(int, int nXSprite)
void DudeToGibCallback2(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
pSprite->type = kThingBloodChunks;
pXSprite->data1 = 3;
pXSprite->data2 = 0;

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@ -72,10 +72,10 @@ AISTATE batDodgeDown = {kAiStateMove, 6, -1, 120, NULL, batMoveDodgeDown, 0, &ba
AISTATE batDodgeDownRight = {kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase };
AISTATE batDodgeDownLeft = {kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase };
void batBiteSeqCallback(int, int nXSprite)
void batBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
spritetype *pSprite = &sprite[pXSprite->reference];
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target];
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);

View File

@ -75,11 +75,10 @@ AISTATE beast138FB4 = { kAiStateOther, 9, -1, 120, NULL, sub_62AE0, beastThinkSw
AISTATE beast138FD0 = { kAiStateOther, 9, -1, 0, NULL, sub_62D7C, beastThinkSwimChase, &beastSwimChase };
AISTATE beast138FEC = { kAiStateOther, 9, -1, 120, NULL, aiMoveTurn, NULL, &beastSwimChase };
void SlashSeqCallback(int, int nXSprite)
void SlashSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target];
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
@ -93,12 +92,12 @@ void SlashSeqCallback(int, int nXSprite)
sfxPlay3DSound(pSprite, 9012+Random(2), -1, 0);
}
void StompSeqCallback(int, int nXSprite)
void StompSeqCallback(int, DBloodActor* actor)
{
uint8_t vb8[(kMaxSectors+7)>>3];
XSPRITE *pXSprite = &xsprite[nXSprite];
XSPRITE* pXSprite = &actor->x();
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
int x = pSprite->x;

View File

@ -73,11 +73,10 @@ AISTATE eelDodgeDown = { kAiStateMove, 0, -1, 120, NULL, eelMoveDodgeDown, NULL,
AISTATE eelDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeDown, NULL, &eelChase };
AISTATE eelDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeDown, NULL, &eelChase };
void eelBiteSeqCallback(int, int nXSprite)
void eelBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
auto actor = &bloodActors[pXSprite->reference];
spritetype *pSprite = &sprite[pXSprite->reference];
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target];
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);

View File

@ -85,7 +85,7 @@ AISTATE genDudeBurnGoto = { kAiStateMove, 3, -1, 3600, NULL, aiMoveForward, burn
AISTATE genDudeBurnSearch = { kAiStateSearch, 3, -1, 3600, NULL, aiMoveForward, burnThinkSearch, &genDudeBurnSearch };
AISTATE genDudeBurnAttack = { kAiStateChase, 3, nBurnClient, 120, NULL, NULL, NULL, &genDudeBurnChase };
void BurnSeqCallback(int, int)
void BurnSeqCallback(int, DBloodActor*)
{
}

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@ -70,13 +70,12 @@ AISTATE tinycaleb139660 = { kAiStateOther, 8, -1, 120, NULL, sub_65F44, calebThi
AISTATE tinycaleb13967C = { kAiStateOther, 8, -1, 0, NULL, sub_661E0, calebThinkSwimChase, &tinycalebSwimChase };
AISTATE tinycaleb139698 = { kAiStateOther, 8, -1, 120, NULL, aiMoveTurn, NULL, &tinycalebSwimChase };
void SeqAttackCallback(int, int nXSprite)
void SeqAttackCallback(int, DBloodActor* actor)
{
int nSprite = xsprite[nXSprite].reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
int dz = gDudeSlope[nXSprite];
int dz = actor->dudeSlope();
dx += Random2(1500);
dy += Random2(1500);
dz += Random2(1500);

View File

@ -68,11 +68,10 @@ AISTATE cerberus4Burn = { kAiStateChase, 6, nCerberusBurnClient2, 60, NULL, NULL
AISTATE cerberus139890 = { kAiStateOther, 7, -1, 120, NULL, aiMoveTurn, NULL, &cerberusChase };
AISTATE cerberus1398AC = { kAiStateOther, 7, -1, 120, NULL, aiMoveTurn, NULL, &cerberusChase };
void cerberusBiteSeqCallback(int, int nXSprite)
void cerberusBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype *pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
@ -92,11 +91,10 @@ void cerberusBiteSeqCallback(int, int nXSprite)
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_14);
}
void cerberusBurnSeqCallback(int, int nXSprite)
void cerberusBurnSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int height = pDudeInfo->eyeHeight*pSprite->yrepeat;
///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
@ -111,7 +109,7 @@ void cerberusBurnSeqCallback(int, int nXSprite)
Aim aim;
aim.dx = CosScale16(pSprite->ang);
aim.dy = SinScale16(pSprite->ang);
aim.dz = gDudeSlope[nXSprite];
aim.dz = actor->dudeSlope();
int nClosest = 0x7fffffff;
int nSprite2;
StatIterator it(kStatDude);
@ -135,7 +133,7 @@ void cerberusBurnSeqCallback(int, int nXSprite)
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom);
@ -175,11 +173,10 @@ void cerberusBurnSeqCallback(int, int nXSprite)
}
}
void cerberusBurnSeqCallback2(int, int nXSprite)
void cerberusBurnSeqCallback2(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
@ -196,7 +193,7 @@ void cerberusBurnSeqCallback2(int, int nXSprite)
int ax, ay, az;
aim.dx = ax = CosScale16(pSprite->ang);
aim.dy = ay = SinScale16(pSprite->ang);
aim.dz = gDudeSlope[nXSprite];
aim.dz = actor->dudeSlope();
az = 0;
int nClosest = 0x7fffffff;
int nSprite2;
@ -221,7 +218,7 @@ void cerberusBurnSeqCallback2(int, int nXSprite)
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom);

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@ -87,14 +87,13 @@ AISTATE cultistTSwimFire = { kAiStateChase, 8, nTommyClient, 0, NULL, aiMoveTurn
AISTATE cultistTsSwimFire = { kAiStateChase, 8, nTeslaClient, 0, NULL, aiMoveTurn, cultThinkChase, &cultistTsSwimFire };
AISTATE cultistSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &cultistSwimDodge };
void TommySeqCallback(int, int nXSprite)
void TommySeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
int dz = gDudeSlope[nXSprite];
int dz = actor->dudeSlope();
dx += Random3((5-gGameOptions.nDifficulty)*1000);
dy += Random3((5-gGameOptions.nDifficulty)*1000);
dz += Random3((5-gGameOptions.nDifficulty)*500);
@ -102,16 +101,15 @@ void TommySeqCallback(int, int nXSprite)
sfxPlay3DSound(pSprite, 4001, -1, 0);
}
void TeslaSeqCallback(int, int nXSprite)
void TeslaSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (Chance(dword_138BB0[gGameOptions.nDifficulty]))
{
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
int dz = gDudeSlope[nXSprite];
int dz = actor->dudeSlope();
dx += Random3((5-gGameOptions.nDifficulty)*1000);
dy += Random3((5-gGameOptions.nDifficulty)*1000);
dz += Random3((5-gGameOptions.nDifficulty)*500);
@ -120,14 +118,13 @@ void TeslaSeqCallback(int, int nXSprite)
}
}
void ShotSeqCallback(int, int nXSprite)
void ShotSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
int dz = gDudeSlope[nXSprite];
int dz = actor->dudeSlope();
dx += Random2((5-gGameOptions.nDifficulty)*1000-500);
dy += Random2((5-gGameOptions.nDifficulty)*1000-500);
dz += Random2((5-gGameOptions.nDifficulty)*500);
@ -144,11 +141,10 @@ void ShotSeqCallback(int, int nXSprite)
sfxPlay3DSound(pSprite, 1002, -1, 0);
}
void cultThrowSeqCallback(int, int nXSprite)
void cultThrowSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int nMissile = kThingArmedTNTStick;
if (gGameOptions.nDifficulty > 2)
nMissile = kThingArmedTNTBundle;
@ -171,24 +167,22 @@ void cultThrowSeqCallback(int, int nXSprite)
evPost(pMissile->index, 3, 120*(1+Random(2)), kCmdOn);
}
void sub_68170(int, int nXSprite)
void sub_68170(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int nMissile = kThingArmedTNTStick;
if (gGameOptions.nDifficulty > 2)
nMissile = kThingArmedTNTBundle;
sfxPlay3DSound(pSprite, 455, -1, 0);
spritetype *pMissile = actFireThing(pSprite, 0, 0, gDudeSlope[nXSprite]-9460, nMissile, 0x133333);
spritetype* pMissile = actFireThing(pSprite, 0, 0, actor->dudeSlope() - 9460, nMissile, 0x133333);
evPost(pMissile->index, 3, 120*(2+Random(2)), kCmdOn);
}
void sub_68230(int, int nXSprite)
void sub_68230(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int nMissile = kThingArmedTNTStick;
if (gGameOptions.nDifficulty > 2)
nMissile = kThingArmedTNTBundle;

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@ -92,11 +92,10 @@ static void playStatueBreakSnd(DBloodActor* actor) {
aiPlay3DSound(pSprite, 313, AI_SFX_PRIORITY_1, -1);
}
void SlashFSeqCallback(int, int nXSprite)
void SlashFSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
@ -114,18 +113,17 @@ void SlashFSeqCallback(int, int nXSprite)
actFireVector(pSprite, 0, 0, dx-r2, dy+r1, dz, VECTOR_TYPE_13);
}
void ThrowFSeqCallback(int, int nXSprite)
void ThrowFSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
actFireThing(&sprite[nSprite], 0, 0, gDudeSlope[nXSprite]-7500, kThingBone, 0xeeeee);
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
actFireThing(&actor->s(), 0, 0, actor->dudeSlope()-7500, kThingBone, 0xeeeee);
}
void BlastSSeqCallback(int, int nXSprite)
void BlastSSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
wrand(); // ???
spritetype *pTarget = &sprite[pXSprite->target];
int height = (pSprite->yrepeat*getDudeInfo(pSprite->type)->eyeHeight) << 2;
@ -138,7 +136,7 @@ void BlastSSeqCallback(int, int nXSprite)
Aim aim;
aim.dx = CosScale16(pSprite->ang);
aim.dy = SinScale16(pSprite->ang);
aim.dz = gDudeSlope[nXSprite];
aim.dz = actor->dudeSlope();
int nClosest = 0x7fffffff;
int nSprite2;
StatIterator it(kStatDude);
@ -162,7 +160,7 @@ void BlastSSeqCallback(int, int nXSprite)
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom);
@ -216,12 +214,10 @@ void BlastSSeqCallback(int, int nXSprite)
}
void ThrowSSeqCallback(int, int nXSprite)
void ThrowSSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
actFireThing(pSprite, 0, 0, gDudeSlope[nXSprite]-7500, kThingBone, Chance(0x6000) ? 0x133333 : 0x111111);
spritetype* pSprite = &actor->s();
actFireThing(pSprite, 0, 0, actor->dudeSlope() - 7500, kThingBone, Chance(0x6000) ? 0x133333 : 0x111111);
}
static void gargThinkTarget(DBloodActor* actor)

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@ -76,11 +76,10 @@ AISTATE ghostDodgeDown = { kAiStateMove, 0, -1, 120, NULL, ghostMoveDodgeDown, N
AISTATE ghostDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
AISTATE ghostDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown, NULL, &ghostChase };
void ghostSlashSeqCallback(int, int nXSprite)
void ghostSlashSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
@ -99,18 +98,15 @@ void ghostSlashSeqCallback(int, int nXSprite)
actFireVector(pSprite, 0, 0, dx-r2, dy+r1, dz, VECTOR_TYPE_12);
}
void ghostThrowSeqCallback(int, int nXSprite)
void ghostThrowSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
actFireThing(&sprite[nSprite], 0, 0, gDudeSlope[nXSprite]-7500, kThingBone, 0xeeeee);
actFireThing(&actor->s(), 0, 0, actor->dudeSlope() - 7500, kThingBone, 0xeeeee);
}
void ghostBlastSeqCallback(int, int nXSprite)
void ghostBlastSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
wrand(); // ???
spritetype *pTarget = &sprite[pXSprite->target];
int height = (pSprite->yrepeat*getDudeInfo(pSprite->type)->eyeHeight) << 2;
@ -123,7 +119,7 @@ void ghostBlastSeqCallback(int, int nXSprite)
Aim aim;
aim.dx = CosScale16(pSprite->ang);
aim.dy = SinScale16(pSprite->ang);
aim.dz = gDudeSlope[nXSprite];
aim.dz = actor->dudeSlope();
int nClosest = 0x7fffffff;
int nSprite2;
StatIterator it(kStatDude);
@ -147,7 +143,7 @@ void ghostBlastSeqCallback(int, int nXSprite)
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom);

View File

@ -71,11 +71,10 @@ AISTATE gillBeast13A138 = { kAiStateOther, 10, -1, 120, NULL, sub_6CD74, gillThi
AISTATE gillBeast13A154 = { kAiStateOther, 10, -1, 0, NULL, sub_6D03C, gillThinkSwimChase, &gillBeastSwimChase };
AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn, &gillBeastSwimChase };
void GillBiteSeqCallback(int, int nXSprite)
void GillBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target];
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);

View File

@ -55,11 +55,10 @@ AISTATE handRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &handSearch }
AISTATE handGoto = { kAiStateMove, 6, -1, 1800, NULL, aiMoveForward, handThinkGoto, &handIdle };
AISTATE handJump = { kAiStateChase, 7, nJumpClient, 120, NULL, NULL, NULL, &handChase };
void HandJumpSeqCallback(int, int nXSprite)
void HandJumpSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target];
if (IsPlayerSprite(pTarget))
{

View File

@ -58,11 +58,10 @@ AISTATE houndGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, houndThinkG
AISTATE houndBite = { kAiStateChase, 6, nHoundBiteClient, 60, NULL, NULL, NULL, &houndChase };
AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL, &houndChase };
void houndBiteSeqCallback(int, int nXSprite)
void houndBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
@ -86,11 +85,9 @@ void houndBiteSeqCallback(int, int nXSprite)
#endif
}
void houndBurnSeqCallback(int, int nXSprite)
void houndBurnSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype* pSprite = &actor->s();
actFireMissile(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), 0, kMissileFlameHound);
}

View File

@ -66,25 +66,20 @@ AISTATE tentacleStartChase = { kAiStateOther, 6, nTentacleStartSearchClient, 120
AISTATE tentacleRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tentacleChase };
AISTATE tentacleChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, NULL };
void sub_6FF08(int, int nXSprite)
void sub_6FF08(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
sfxPlay3DSound(&sprite[nSprite], 2503, -1, 0);
sfxPlay3DSound(&actor->s(), 2503, -1, 0);
}
void sub_6FF54(int, int nXSprite)
void sub_6FF54(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
sfxPlay3DSound(&sprite[nSprite], 2500, -1, 0);
sfxPlay3DSound(&actor->s(), 2500, -1, 0);
}
void podAttack(int, int nXSprite)
void podAttack(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
@ -137,11 +132,10 @@ void podAttack(int, int nXSprite)
sub_746D4(pSprite, 240);
}
void sub_70284(int, int nXSprite)
void sub_70284(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
sfxPlay3DSound(pSprite, 2502, -1, 0);
int nDist, nBurn;
DAMAGE_TYPE dmgType;
@ -158,7 +152,7 @@ void sub_70284(int, int nXSprite)
nDist = 75;
break;
}
sub_2A620(nSprite, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nDist, 1, 5*(1+gGameOptions.nDifficulty), dmgType, 2, nBurn, 0, 0);
sub_2A620(pSprite->index, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nDist, 1, 5*(1+gGameOptions.nDifficulty), dmgType, 2, nBurn, 0, 0);
}
static void aiPodSearch(DBloodActor* actor)

View File

@ -55,11 +55,10 @@ AISTATE ratRecoil = { kAiStateRecoil, 7, -1, 0, NULL, NULL, NULL, &ratDodge };
AISTATE ratGoto = { kAiStateMove, 7, -1, 600, NULL, aiMoveForward, ratThinkGoto, &ratIdle };
AISTATE ratBite = { kAiStateChase, 6, nRatBiteClient, 120, NULL, NULL, NULL, &ratChase };
void ratBiteSeqCallback(int, int nXSprite)
void ratBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);

View File

@ -80,11 +80,10 @@ static char sub_70D30(XSPRITE *pXDude, int a2, int a3)
return 0;
}
void SpidBiteSeqCallback(int, int nXSprite)
void SpidBiteSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
dx += Random2(2000);
@ -130,11 +129,10 @@ void SpidBiteSeqCallback(int, int nXSprite)
}
}
void SpidJumpSeqCallback(int, int nXSprite)
void SpidJumpSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
dx += Random2(200);
@ -149,19 +147,18 @@ void SpidJumpSeqCallback(int, int nXSprite)
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
xvel[nSprite] = IntToFixed(dx);
yvel[nSprite] = IntToFixed(dy);
zvel[nSprite] = IntToFixed(dz);
actor->xvel() = IntToFixed(dx);
actor->yvel() = IntToFixed(dy);
actor->zvel() = IntToFixed(dz);
break;
}
}
}
void sub_71370(int, int nXSprite)
void sub_71370(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
@ -184,7 +181,7 @@ void sub_71370(int, int nXSprite)
if (pSpawn) {
pDudeExtraE->xval2++;
pSpawn->owner = nSprite;
pSpawn->owner = pSprite->index;
gKillMgr.AddNewKill(1);
}
}

View File

@ -60,16 +60,14 @@ AISTATE tcherno13A9F0 = { kAiStateChase, 6, dword_279B58, 60, NULL, NULL, NULL,
AISTATE tcherno13AA0C = { kAiStateChase, 7, dword_279B5C, 60, NULL, NULL, NULL, &tchernobogChase };
AISTATE tcherno13AA28 = { kAiStateChase, 8, -1, 60, NULL, aiMoveTurn, NULL, &tchernobogChase };
void sub_71A90(int, int nXSprite)
void sub_71A90(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
auto actor = &bloodActors[pXSprite->reference];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget = &xsprite[pTarget->extra];
int nTarget = pTarget->index;
int nOwner = actSpriteIdToOwnerId(nSprite);
int nOwner = actSpriteIdToOwnerId(pSprite->index);
if (pXTarget->burnTime == 0)
evPost(nTarget, 3, 0, kCallbackFXFlameLick);
actBurnSprite(nOwner, pXTarget, 40);
@ -77,11 +75,10 @@ void sub_71A90(int, int nXSprite)
aiNewState(actor, &tcherno13A9D4);
}
void sub_71BD4(int, int nXSprite)
void sub_71BD4(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int height = pSprite->yrepeat*pDudeInfo->eyeHeight;
///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
@ -96,7 +93,7 @@ void sub_71BD4(int, int nXSprite)
Aim aim;
aim.dx = CosScale16(pSprite->ang);
aim.dy = SinScale16(pSprite->ang);
aim.dz = gDudeSlope[nXSprite];
aim.dz = actor->dudeSlope();
int nClosest = 0x7fffffff;
int nSprite2;
StatIterator it(kStatDude);
@ -120,7 +117,7 @@ void sub_71BD4(int, int nXSprite)
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom);
@ -153,11 +150,10 @@ void sub_71BD4(int, int nXSprite)
actFireMissile(pSprite, 350, 0, aim.dx, aim.dy, aim.dz, kMissileFireballTchernobog);
}
void sub_720AC(int, int nXSprite)
void sub_720AC(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
///assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites)) {
Printf(PRINT_HIGH, "pXSprite->target >= 0 && pXSprite->target < kMaxSprites");
@ -175,7 +171,7 @@ void sub_720AC(int, int nXSprite)
Aim aim;
aim.dx = ax;
aim.dy = ay;
aim.dz = gDudeSlope[nXSprite];
aim.dz = actor->dudeSlope();
int nClosest = 0x7fffffff;
az = 0;
int nSprite2;
@ -200,7 +196,7 @@ void sub_720AC(int, int nXSprite)
}
int tx = x+mulscale30(Cos(pSprite->ang), nDist);
int ty = y+mulscale30(Sin(pSprite->ang), nDist);
int tz = z+mulscale(gDudeSlope[nXSprite], nDist, 10);
int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
int tsr = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom);

View File

@ -55,7 +55,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "gib.h"
BEGIN_BLD_NS
static void ThrowThing(int, bool);
static void ThrowThing(DBloodActor*, bool);
static void unicultThinkSearch(DBloodActor*);
static void unicultThinkGoto(DBloodActor*);
static void unicultThinkChase(DBloodActor*);
@ -132,7 +132,7 @@ static void forcePunch(DBloodActor* actor)
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (gGenDudeExtra[pSprite->index].forcePunch && seqGetStatus(3, pSprite->extra) == -1)
punchCallback(0,pSprite->extra);
punchCallback(0, actor);
}
/*bool sameFamily(spritetype* pDude1, spritetype* pDude2) {
@ -179,12 +179,12 @@ void genDudeUpdate(spritetype* pSprite) {
}
}
void punchCallback(int, int nXIndex) {
XSPRITE* pXSprite = &xsprite[nXIndex];
if (pXSprite->target != -1) {
int nSprite = pXSprite->reference;
spritetype* pSprite = &sprite[nSprite];
void punchCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (pXSprite->target != -1)
{
int nZOffset1 = getDudeInfo(pSprite->type)->eyeHeight * pSprite->yrepeat << 2;
int nZOffset2 = 0;
@ -203,20 +203,14 @@ void punchCallback(int, int nXIndex) {
}
}
void genDudeAttack1(int, int nXIndex) {
if (!(nXIndex >= 0 && nXIndex < kMaxXSprites)) {
Printf(PRINT_HIGH, "nXIndex >= 0 && nXIndex < kMaxXSprites");
return;
}
void genDudeAttack1(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
XSPRITE* pXSprite = &xsprite[nXIndex]; int nSprite = pXSprite->reference;
if (pXSprite->target < 0) return;
else if (!(nSprite >= 0 && nSprite < kMaxSprites)) {
Printf(PRINT_HIGH, "nIndex >= 0 && nIndex < kMaxSprites");
return;
}
int dx, dy, dz; spritetype* pSprite = &sprite[nSprite];
int dx, dy, dz;
xvel[pSprite->index] = yvel[pSprite->index] = 0;
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
@ -226,7 +220,7 @@ void genDudeAttack1(int, int nXIndex) {
if (pExtra->weaponType == kGenDudeWeaponHitscan) {
dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = gDudeSlope[nXIndex];
dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope();
// dispersal modifiers here in case if non-melee enemy
if (!dudeIsMelee(pXSprite)) {
dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion);
@ -241,7 +235,7 @@ void genDudeAttack1(int, int nXIndex) {
spritetype* pSpawned = NULL; int dist = pSprite->clipdist << 4;
if (pExtra->slaveCount <= gGameOptions.nDifficulty) {
if ((pSpawned = actSpawnDude(pSprite, pExtra->curWeapon, dist + Random(dist), 0)) != NULL) {
pSpawned->owner = nSprite;
pSpawned->owner = pSprite->index;
if (xspriRangeIsFine(pSpawned->extra)) {
xsprite[pSpawned->extra].target = pXSprite->target;
@ -258,7 +252,7 @@ void genDudeAttack1(int, int nXIndex) {
} else if (pExtra->weaponType == kGenDudeWeaponMissile) {
dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = gDudeSlope[nXIndex];
dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope();
// dispersal modifiers here
dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion >> 1);
@ -269,16 +263,20 @@ void genDudeAttack1(int, int nXIndex) {
}
}
void ThrowCallback1(int, int nXIndex) {
ThrowThing(nXIndex, true);
void ThrowCallback1(int, DBloodActor* actor)
{
ThrowThing(actor, true);
}
void ThrowCallback2(int, int nXIndex) {
ThrowThing(nXIndex, false);
void ThrowCallback2(int, DBloodActor* actor)
{
ThrowThing(actor, false);
}
static void ThrowThing(int nXIndex, bool impact) {
XSPRITE* pXSprite = &xsprite[nXIndex]; spritetype* pSprite = &sprite[pXSprite->reference];
static void ThrowThing(DBloodActor* actor, bool impact)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (!(pXSprite->target >= 0 && pXSprite->target < kMaxSprites))
return;

View File

@ -73,11 +73,10 @@ AISTATE zombie2Search = { kAiStateSearch, 8, -1, 1800, NULL, NULL, myThinkSearch
AISTATE zombieSIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE zombie13AC2C = { kAiStateOther, 11, nStandClient, 0, entryEZombie, NULL, NULL, &zombieAPonder };
void HackSeqCallback(int, int nXSprite)
void HackSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
@ -93,11 +92,9 @@ void HackSeqCallback(int, int nXSprite)
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_10);
}
void StandSeqCallback(int, int nXSprite)
void StandSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
sfxPlay3DSound(&sprite[nSprite], 1102, -1, 0);
sfxPlay3DSound(&actor->s(), 1102, -1, 0);
}
static void zombaThinkSearch(DBloodActor* actor)

View File

@ -59,15 +59,10 @@ AISTATE zombieFSearch = { kAiStateSearch, 8, -1, 1800, NULL, aiMoveForward, zomb
AISTATE zombieFRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &zombieFChase };
AISTATE zombieFTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &zombieFChase };
void zombfHackSeqCallback(int, int nXSprite)
void zombfHackSeqCallback(int, DBloodActor* actor)
{
if (nXSprite <= 0 || nXSprite >= kMaxXSprites)
return;
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
if (nXSprite < 0 || nXSprite >= kMaxSprites)
return;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (pSprite->type != kDudeZombieButcher)
return;
spritetype *pTarget = &sprite[pXSprite->target];
@ -78,11 +73,10 @@ void zombfHackSeqCallback(int, int nXSprite)
actFireVector(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), height-height2, VECTOR_TYPE_11);
}
void PukeSeqCallback(int, int nXSprite)
void PukeSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
spritetype *pTarget = &sprite[pXSprite->target];
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO *pDudeInfoT = getDudeInfo(pTarget->type);
@ -97,11 +91,9 @@ void PukeSeqCallback(int, int nXSprite)
actFireMissile(pSprite, 0, -(height-height2), dx, dy, 0, kMissilePukeGreen);
}
void ThrowSeqCallback(int, int nXSprite)
void ThrowSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype* pSprite = &actor->s();
actFireMissile(pSprite, 0, -getDudeInfo(pSprite->type)->eyeHeight, CosScale16(pSprite->ang), SinScale16(pSprite->ang), 0, kMissileButcherKnife);
}

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@ -47,6 +47,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "gstrings.h"
#include "gamestate.h"
#include "automap.h"
#include "bloodactor.h"
BEGIN_BLD_NS
@ -2125,12 +2126,11 @@ void playerLandingSound(PLAYER *pPlayer)
}
}
void PlayerSurvive(int, int nXSprite)
void PlayerSurvive(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
char buffer[80];
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
actHealDude(pXSprite, 1, 2);
if (gGameOptions.nGameType > 0 && numplayers > 1)
{
@ -2150,9 +2150,9 @@ void PlayerSurvive(int, int nXSprite)
}
}
void PlayerKneelsOver(int, int nXSprite)
void PlayerKneelsOver(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
XSPRITE* pXSprite = &actor->x();
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
if (gPlayer[p].pXSprite == pXSprite)

View File

@ -279,7 +279,6 @@ int playerDamageSprite(int nSource, PLAYER *pPlayer, DAMAGE_TYPE nDamageType, in
int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec);
void voodooTarget(PLAYER *pPlayer);
void playerLandingSound(PLAYER *pPlayer);
void PlayerSurvive(int, int nXSprite);
void PlayerKneelsOver(int, int nXSprite);
void PlayerSurvive(int, DBloodActor*);
END_BLD_NS

View File

@ -42,6 +42,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "raze_sound.h"
#include "actor.h"
#include "seq.h"
#include "bloodactor.h"
#include "files.h"
@ -49,7 +50,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_BLD_NS
static void (*seqClientCallback[])(int, int) = {
static void (*seqClientCallback[])(int, DBloodActor*) = {
FireballSeqCallback,
sub_38938,
NapalmSeqCallback,
@ -428,8 +429,14 @@ void SEQINST::Update()
UpdateMasked(index, &pSequence->frames[frameIndex]);
break;
}
// all seq callbacks are for sprites, but there's no sanity checks here that what gets passed is meant to be for a sprite...
if (pSequence->frames[frameIndex].trigger && callback != -1)
seqClientCallback[callback](type, index);
{
assert(type == 3);
seqClientCallback[callback](type, &bloodActors[xsprite[index].reference]);
}
}
//---------------------------------------------------------------------------

View File

@ -2,64 +2,65 @@
BEGIN_BLD_NS
void FireballSeqCallback(int, int);
void sub_38938(int, int);
void NapalmSeqCallback(int, int);
void sub_3888C(int, int);
void TreeToGibCallback(int, int);
void DudeToGibCallback1(int, int);
void DudeToGibCallback2(int, int);
void batBiteSeqCallback(int, int);
void SlashSeqCallback(int, int);
void StompSeqCallback(int, int);
void eelBiteSeqCallback(int, int);
void BurnSeqCallback(int, int);
void SeqAttackCallback(int, int);
void cerberusBiteSeqCallback(int, int);
void cerberusBurnSeqCallback(int, int);
void cerberusBurnSeqCallback2(int, int);
void TommySeqCallback(int, int);
void TeslaSeqCallback(int, int);
void ShotSeqCallback(int, int);
void cultThrowSeqCallback(int, int);
void sub_68170(int, int);
void sub_68230(int, int);
void SlashFSeqCallback(int, int);
void ThrowFSeqCallback(int, int);
void BlastSSeqCallback(int, int);
void ThrowSSeqCallback(int, int);
void ghostSlashSeqCallback(int, int);
void ghostThrowSeqCallback(int, int);
void ghostBlastSeqCallback(int, int);
void GillBiteSeqCallback(int, int);
void HandJumpSeqCallback(int, int);
void houndBiteSeqCallback(int, int);
void houndBurnSeqCallback(int, int);
void sub_6FF08(int, int);
void sub_6FF54(int, int);
void podAttack(int, int);
void sub_70284(int, int);
void ratBiteSeqCallback(int, int);
void SpidBiteSeqCallback(int, int);
void SpidJumpSeqCallback(int, int);
void sub_71370(int, int);
void sub_71A90(int, int);
void sub_71BD4(int, int);
void sub_720AC(int, int);
void genDudeAttack1(int, int);
void punchCallback(int, int);
void ThrowCallback1(int, int);
void ThrowCallback2(int, int);
void HackSeqCallback(int, int);
void StandSeqCallback(int, int);
void zombfHackSeqCallback(int, int);
void PukeSeqCallback(int, int);
void ThrowSeqCallback(int, int);
void PlayerSurvive(int, int);
void PlayerKneelsOver(int, int);
void FireballTrapSeqCallback(int, int);
void MGunFireSeqCallback(int, int);
void MGunOpenSeqCallback(int, int);
class DBloodActor;
void FireballSeqCallback(int, DBloodActor*);
void sub_38938(int, DBloodActor*);
void NapalmSeqCallback(int, DBloodActor*);
void sub_3888C(int, DBloodActor*);
void TreeToGibCallback(int, DBloodActor*);
void DudeToGibCallback1(int, DBloodActor*);
void DudeToGibCallback2(int, DBloodActor*);
void batBiteSeqCallback(int, DBloodActor*);
void SlashSeqCallback(int, DBloodActor*);
void StompSeqCallback(int, DBloodActor*);
void eelBiteSeqCallback(int, DBloodActor*);
void BurnSeqCallback(int, DBloodActor*);
void SeqAttackCallback(int, DBloodActor*);
void cerberusBiteSeqCallback(int, DBloodActor*);
void cerberusBurnSeqCallback(int, DBloodActor*);
void cerberusBurnSeqCallback2(int, DBloodActor*);
void TommySeqCallback(int, DBloodActor*);
void TeslaSeqCallback(int, DBloodActor*);
void ShotSeqCallback(int, DBloodActor*);
void cultThrowSeqCallback(int, DBloodActor*);
void sub_68170(int, DBloodActor*);
void sub_68230(int, DBloodActor*);
void SlashFSeqCallback(int, DBloodActor*);
void ThrowFSeqCallback(int, DBloodActor*);
void BlastSSeqCallback(int, DBloodActor*);
void ThrowSSeqCallback(int, DBloodActor*);
void ghostSlashSeqCallback(int, DBloodActor*);
void ghostThrowSeqCallback(int, DBloodActor*);
void ghostBlastSeqCallback(int, DBloodActor*);
void GillBiteSeqCallback(int, DBloodActor*);
void HandJumpSeqCallback(int, DBloodActor*);
void houndBiteSeqCallback(int, DBloodActor*);
void houndBurnSeqCallback(int, DBloodActor*);
void sub_6FF08(int, DBloodActor*);
void sub_6FF54(int, DBloodActor*);
void podAttack(int, DBloodActor*);
void sub_70284(int, DBloodActor*);
void ratBiteSeqCallback(int, DBloodActor*);
void SpidBiteSeqCallback(int, DBloodActor*);
void SpidJumpSeqCallback(int, DBloodActor*);
void sub_71370(int, DBloodActor*);
void sub_71A90(int, DBloodActor*);
void sub_71BD4(int, DBloodActor*);
void sub_720AC(int, DBloodActor*);
void genDudeAttack1(int, DBloodActor*);
void punchCallback(int, DBloodActor*);
void ThrowCallback1(int, DBloodActor*);
void ThrowCallback2(int, DBloodActor*);
void HackSeqCallback(int, DBloodActor*);
void StandSeqCallback(int, DBloodActor*);
void zombfHackSeqCallback(int, DBloodActor*);
void PukeSeqCallback(int, DBloodActor*);
void ThrowSeqCallback(int, DBloodActor*);
void PlayerSurvive(int, DBloodActor*);
void PlayerKneelsOver(int, DBloodActor*);
void FireballTrapSeqCallback(int, DBloodActor*);
void MGunFireSeqCallback(int, DBloodActor*);
void MGunOpenSeqCallback(int, DBloodActor*);
enum
{

View File

@ -2259,7 +2259,7 @@ void ActivateGenerator(int nSprite)
case kGenMissileFireball:
switch (pXSprite->data2) {
case 0:
FireballTrapSeqCallback(3, nXSprite);
FireballTrapSeqCallback(3, &bloodActors[nSprite]);
break;
case 1:
seqSpawn(35, 3, nXSprite, nFireballTrapClient);
@ -2281,11 +2281,9 @@ void ActivateGenerator(int nSprite)
}
}
void FireballTrapSeqCallback(int, int nXSprite)
void FireballTrapSeqCallback(int, DBloodActor* actor)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype* pSprite = &actor->s();
if (pSprite->cstat&32)
actFireMissile(pSprite, 0, 0, 0, 0, (pSprite->cstat&8) ? 0x4000 : -0x4000, kMissileFireball);
else
@ -2293,18 +2291,17 @@ void FireballTrapSeqCallback(int, int nXSprite)
}
void MGunFireSeqCallback(int, int nXSprite)
void MGunFireSeqCallback(int, DBloodActor* actor)
{
int nSprite = xsprite[nXSprite].reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE *pXSprite = &xsprite[nXSprite];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
if (pXSprite->data2 > 0 || pXSprite->data1 == 0)
{
if (pXSprite->data2 > 0)
{
pXSprite->data2--;
if (pXSprite->data2 == 0)
evPost(nSprite, 3, 1, kCmdOff);
evPost(pXSprite->reference, 3, 1, kCmdOff);
}
int dx = CosScale16(pSprite->ang)+Random2(1000);
int dy = SinScale16(pSprite->ang)+Random2(1000);
@ -2314,9 +2311,9 @@ void MGunFireSeqCallback(int, int nXSprite)
}
}
void MGunOpenSeqCallback(int, int nXSprite)
void MGunOpenSeqCallback(int, DBloodActor* actor)
{
seqSpawn(39, 3, nXSprite, nMGunFireClient);
seqSpawn(39, 3, actor->s().extra, nMGunFireClient);
}