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https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
More misc small cleanups. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@6246 1a8010ca-5511-0410-912e-c29ae57300e0
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ac2f2bd902
commit
81ac537bd1
3 changed files with 55 additions and 67 deletions
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@ -1537,7 +1537,7 @@ ACTOR_STATIC void G_MoveFallers(void)
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if ((sector[sectNum].floorz-pSprite->z) < ZOFFSET2)
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{
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for (bsize_t x=0; x<1+(krand()&7); ++x)
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for (bssize_t x=0; x<1+(krand()&7); ++x)
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RANDOMSCRAP(pSprite, spriteNum);
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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}
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@ -1604,7 +1604,7 @@ void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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A_PlaySound(GLASS_BREAKING, spriteNum);
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return;
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}
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}
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}
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switch (DYNAMICTILEMAP(pWall->picnum))
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{
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@ -1755,17 +1755,17 @@ void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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}
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// NOTE: return value never examined in any of the callers.
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int Sect_DamageCeilingOrFloor(int damageFloor, int const sectNum)
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int Sect_DamageCeilingOrFloor(int const dmgFloor, int const sectNum)
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{
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// NOTE: pass RETURN in the dist argument, too.
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int const RETURN_in = damageFloor ? 131072 + sectNum : 65536 + sectNum;
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int const RETURN_in = dmgFloor ? 131072 + sectNum : 65536 + sectNum;
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int32_t const returnValue =
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VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, g_player[screenpeek].ps->i, screenpeek, RETURN_in, RETURN_in);
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if (returnValue < 0)
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return 0;
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if (damageFloor)
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if (dmgFloor)
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return 0;
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int16_t * const pPicnum = §or[sectNum].ceilingpicnum;
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@ -1822,21 +1822,19 @@ int Sect_DamageCeilingOrFloor(int damageFloor, int const sectNum)
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}
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// hard coded props... :(
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void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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void A_DamageObject(int spriteNum, int const dmgSrc)
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{
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int32_t isRPG=0;
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spritetype *pSprite;
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if (g_netClient)
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{
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return;
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}
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int radiusDamage = 0;
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spriteNum &= (MAXSPRITES-1);
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spritetype *pSprite = &sprite[spriteNum];
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if (A_CheckSpriteFlags(damageSrc,SFLAG_PROJECTILE))
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if (SpriteProjectile[damageSrc].workslike & PROJECTILE_RPG)
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isRPG = 1;
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if (A_CheckSpriteFlags(dmgSrc,SFLAG_PROJECTILE))
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if (SpriteProjectile[dmgSrc].workslike & PROJECTILE_RPG)
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radiusDamage = 1;
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switch (DYNAMICTILEMAP(PN(spriteNum)))
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{
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@ -1851,11 +1849,11 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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case QUEBALL__STATIC:
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case STRIPEBALL__STATIC:
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if (sprite[damageSrc].picnum == QUEBALL || sprite[damageSrc].picnum == STRIPEBALL)
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if (sprite[dmgSrc].picnum == QUEBALL || sprite[dmgSrc].picnum == STRIPEBALL)
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{
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sprite[damageSrc].xvel = (sprite[spriteNum].xvel>>1)+(sprite[spriteNum].xvel>>2);
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sprite[damageSrc].ang -= (SA(spriteNum)<<1)+1024;
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SA(spriteNum) = getangle(SX(spriteNum)-sprite[damageSrc].x,SY(spriteNum)-sprite[damageSrc].y)-512;
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sprite[dmgSrc].xvel = (sprite[spriteNum].xvel>>1)+(sprite[spriteNum].xvel>>2);
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sprite[dmgSrc].ang -= (SA(spriteNum)<<1)+1024;
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SA(spriteNum) = getangle(SX(spriteNum)-sprite[dmgSrc].x,SY(spriteNum)-sprite[dmgSrc].y)-512;
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if (S_CheckSoundPlaying(spriteNum,POOLBALLHIT) < 2)
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A_PlaySound(POOLBALLHIT,spriteNum);
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}
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@ -1864,7 +1862,7 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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if (krand()&3)
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{
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sprite[spriteNum].xvel = 164;
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sprite[spriteNum].ang = sprite[damageSrc].ang;
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sprite[spriteNum].ang = sprite[dmgSrc].ang;
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}
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else
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{
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@ -1880,62 +1878,53 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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case CONE__STATIC:
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case BOX__STATIC:
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{
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if (isRPG == 1)
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if (T1(spriteNum) == 0)
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{
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CS(spriteNum) &= ~257;
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T1(spriteNum) = 1;
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A_Spawn(spriteNum,BURNING);
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}
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switch (DYNAMICTILEMAP(sprite[damageSrc].picnum))
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switch (DYNAMICTILEMAP(sprite[dmgSrc].picnum))
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{
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case RADIUSEXPLOSION__STATIC:
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case RPG__STATIC:
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case FIRELASER__STATIC:
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case HYDRENT__STATIC:
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case HEAVYHBOMB__STATIC:
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radiusDamage = 1;
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break;
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}
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if (radiusDamage == 1)
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if (T1(spriteNum) == 0)
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{
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CS(spriteNum) &= ~257;
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T1(spriteNum) = 1;
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A_Spawn(spriteNum,BURNING);
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}
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break;
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}
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break;
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}
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case CACTUS__STATIC:
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{
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if (isRPG == 1)
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for (bssize_t k=64; k>0; k--)
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{
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int newSprite =
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A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48,
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krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[spriteNum].zvel >> 2), spriteNum, 5);
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sprite[newSprite].pal = 8;
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}
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// case CACTUSBROKE:
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switch (DYNAMICTILEMAP(sprite[damageSrc].picnum))
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switch (DYNAMICTILEMAP(sprite[dmgSrc].picnum))
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{
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case RADIUSEXPLOSION__STATIC:
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case RPG__STATIC:
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case FIRELASER__STATIC:
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case HYDRENT__STATIC:
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case HEAVYHBOMB__STATIC:
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radiusDamage = 1;
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break;
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}
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if (radiusDamage == 1)
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{
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for (bssize_t k=64; k>0; k--)
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{
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int newSprite =
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A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48,
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krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[spriteNum].zvel >> 2), spriteNum, 5);
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A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48,
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krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[spriteNum].zvel >> 2), spriteNum, 5);
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sprite[newSprite].pal = 8;
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}
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// case CACTUSBROKE:
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if (PN(spriteNum) == CACTUS)
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PN(spriteNum) = CACTUSBROKE;
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CS(spriteNum) &= ~257;
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// else A_DeleteSprite(i);
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break;
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}
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break;
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}
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@ -1955,7 +1944,7 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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sector[SECT(spriteNum)].floorpicnum = FANSHADOWBROKE;
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A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
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pSprite = &sprite[spriteNum];
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for (bssize_t j=16; j>0; j--)
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RANDOMSCRAP(pSprite, spriteNum);
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@ -1972,7 +1961,7 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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case FUELPOD__STATIC:
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case SOLARPANNEL__STATIC:
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case ANTENNA__STATIC:
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if (sprite[damageSrc].extra != G_DefaultActorHealth(SHOTSPARK1))
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if (sprite[dmgSrc].extra != G_DefaultActorHealth(SHOTSPARK1))
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{
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for (bssize_t j=15; j>0; j--)
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A_InsertSprite(SECT(spriteNum),SX(spriteNum),SY(spriteNum),sector[SECT(spriteNum)].floorz-ZOFFSET4-(j<<9),SCRAP1+(krand()&15),-8,64,64,
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@ -2162,7 +2151,7 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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A_Spawn(spriteNum,SHT(spriteNum));
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/* fall-through */
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case SPACEMARINE__STATIC:
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sprite[spriteNum].extra -= sprite[damageSrc].extra;
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sprite[spriteNum].extra -= sprite[dmgSrc].extra;
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if (sprite[spriteNum].extra > 0) break;
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SA(spriteNum) = krand()&2047;
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A_Shoot(spriteNum,BLOODSPLAT1);
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@ -2207,7 +2196,6 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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case POT3__STATIC:
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case TRIPODCAMERA__STATIC:
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A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
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pSprite = &sprite[spriteNum];
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for (bssize_t j=16; j>0; j--)
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RANDOMSCRAP(pSprite, spriteNum);
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A_DeleteSprite(spriteNum);
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@ -2220,27 +2208,27 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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if ((sprite[spriteNum].cstat&16) && SHT(spriteNum) == 0 && SLT(spriteNum) == 0 && sprite[spriteNum].statnum == STAT_DEFAULT)
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break;
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if ((sprite[damageSrc].picnum == FREEZEBLAST || sprite[damageSrc].owner != spriteNum) && sprite[spriteNum].statnum != STAT_PROJECTILE)
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if ((sprite[dmgSrc].picnum == FREEZEBLAST || sprite[dmgSrc].owner != spriteNum) && sprite[spriteNum].statnum != STAT_PROJECTILE)
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{
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if (A_CheckEnemySprite(&sprite[spriteNum]) == 1)
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{
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if (sprite[damageSrc].picnum == RPG)
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sprite[damageSrc].extra <<= 1;
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if (sprite[dmgSrc].picnum == RPG)
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sprite[dmgSrc].extra <<= 1;
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if ((PN(spriteNum) != DRONE) && (PN(spriteNum) != ROTATEGUN) && (PN(spriteNum) != COMMANDER) && (PN(spriteNum) < GREENSLIME || PN(spriteNum) > GREENSLIME+7))
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if (sprite[damageSrc].picnum != FREEZEBLAST)
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if (sprite[dmgSrc].picnum != FREEZEBLAST)
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if (!A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY) || A_CheckSpriteFlags(spriteNum, SFLAG_HURTSPAWNBLOOD))
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{
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int const newSprite = A_Spawn(damageSrc, JIBS6);
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int const newSprite = A_Spawn(dmgSrc, JIBS6);
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sprite[newSprite].z += ZOFFSET6;
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if (sprite[damageSrc].pal == 6)
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if (sprite[dmgSrc].pal == 6)
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sprite[newSprite].pal = 6;
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sprite[newSprite].xvel = 16;
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sprite[newSprite].xrepeat = sprite[newSprite].yrepeat = 24;
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sprite[newSprite].ang += 32 - (krand() & 63);
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}
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int const damageOwner = sprite[damageSrc].owner;
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int const damageOwner = sprite[dmgSrc].owner;
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if (damageOwner >= 0 && sprite[damageOwner].picnum == APLAYER && PN(spriteNum) != ROTATEGUN && PN(spriteNum) != DRONE)
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if (g_player[P_Get(damageOwner)].ps->curr_weapon == SHOTGUN_WEAPON)
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@ -2257,8 +2245,8 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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if (sprite[spriteNum].extra > 0)
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{
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if ((sprite[spriteNum].cstat & 48) == 0)
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SA(spriteNum) = (sprite[damageSrc].ang + 1024) & 2047;
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sprite[spriteNum].xvel = -(sprite[damageSrc].extra << 2);
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SA(spriteNum) = (sprite[dmgSrc].ang + 1024) & 2047;
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sprite[spriteNum].xvel = -(sprite[dmgSrc].extra << 2);
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int16_t sectNum = SECT(spriteNum);
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pushmove((vec3_t *)&sprite[spriteNum], §Num, 128L, (4L << 8), (4L << 8), CLIPMASK0);
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if (sectNum != SECT(spriteNum) && (unsigned)sectNum < MAXSECTORS)
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@ -2272,19 +2260,19 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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actor[spriteNum].timetosleep = SLEEPTIME;
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}
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if ((sprite[spriteNum].xrepeat < 24 || PN(spriteNum) == SHARK) && sprite[damageSrc].picnum == SHRINKSPARK)
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if ((sprite[spriteNum].xrepeat < 24 || PN(spriteNum) == SHARK) && sprite[dmgSrc].picnum == SHRINKSPARK)
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return;
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}
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if (sprite[spriteNum].statnum != STAT_ZOMBIEACTOR)
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{
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if (sprite[damageSrc].picnum == FREEZEBLAST && ((PN(spriteNum) == APLAYER && sprite[spriteNum].pal == 1) || (g_freezerSelfDamage == 0 && sprite[damageSrc].owner == spriteNum)))
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if (sprite[dmgSrc].picnum == FREEZEBLAST && ((PN(spriteNum) == APLAYER && sprite[spriteNum].pal == 1) || (g_freezerSelfDamage == 0 && sprite[dmgSrc].owner == spriteNum)))
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return;
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actor[spriteNum].picnum = sprite[damageSrc].picnum;
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actor[spriteNum].extra += sprite[damageSrc].extra;
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actor[spriteNum].ang = sprite[damageSrc].ang;
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actor[spriteNum].owner = sprite[damageSrc].owner;
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actor[spriteNum].picnum = sprite[dmgSrc].picnum;
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actor[spriteNum].extra += sprite[dmgSrc].extra;
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actor[spriteNum].ang = sprite[dmgSrc].ang;
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actor[spriteNum].owner = sprite[dmgSrc].owner;
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}
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if (sprite[spriteNum].statnum == STAT_PLAYER)
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@ -2294,12 +2282,12 @@ void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
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if (ps->newowner >= 0)
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G_ClearCameraView(ps);
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if (sprite[spriteNum].xrepeat < 24 && sprite[damageSrc].picnum == SHRINKSPARK)
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if (sprite[spriteNum].xrepeat < 24 && sprite[dmgSrc].picnum == SHRINKSPARK)
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return;
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if (sprite[actor[spriteNum].owner].picnum != APLAYER)
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if (ud.player_skill >= 3)
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sprite[damageSrc].extra += (sprite[damageSrc].extra>>1);
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sprite[dmgSrc].extra += (sprite[dmgSrc].extra>>1);
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}
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}
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@ -114,7 +114,7 @@ void G_ActivateBySector(int sect,int j);
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int S_FindMusicSFX(int sectNum, int *sndptr);
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int A_CallSound(int sectNum,int spriteNum);
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int A_CheckHitSprite(int spriteNum,int16_t *hitSprite);
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void A_DamageObject(int32_t i,int32_t sn);
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void A_DamageObject(int spriteNum,int const dmgSrc);
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void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int atwith);
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int __fastcall A_FindPlayer(const spritetype *pSprite,int32_t *dist);
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void G_AlignWarpElevators(void);
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@ -135,7 +135,7 @@ int isanearoperator(int lotag);
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int isanunderoperator(int lotag);
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int P_ActivateSwitch(int playerNum, int nObject, int nSwitchType);
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void P_CheckSectors(int snum);
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int Sect_DamageCeilingOrFloor(int nDmgFloor, int const nSectnum);
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int Sect_DamageCeilingOrFloor(int const dmgFloor, int const sectNum);
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int SetAnimation(int sectNum,int32_t *animPtr,int goalVal,int animVel);
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#define FORCEFIELD_CSTAT (64+16+4+1)
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