mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
Clean up bullet code a bit
This commit is contained in:
parent
a1ce0830db
commit
83a4485140
3 changed files with 702 additions and 790 deletions
File diff suppressed because it is too large
Load diff
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@ -6,6 +6,7 @@
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#include "build.h"
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#include "pragmas.h"
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#include "typedefs.h"
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#include "trigdat.h"
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#define kMaxTiles 6144
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#define kMaxSprites 4096
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@ -27,7 +28,12 @@ enum
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inline int Sin(int angle)
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{
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return sintable[angle & 0x7FF];
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return sintable[angle & kAngleMask];
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}
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inline int Cos(int angle)
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{
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return sintable[(angle + 512) & kAngleMask];
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}
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int movesprite(short spritenum, int dx, int dy, int dz, int ceildist, int flordist, unsigned int clipmask);
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@ -296,59 +296,47 @@ int BelowNear(short nSprite)
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int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
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{
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short nSector = sprite[nSprite].sectnum;
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spritetype* pSprite = &sprite[nSprite];
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short nSector = pSprite->sectnum;
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assert(nSector >= 0 && nSector < kMaxSectors);
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overridesect = nSector;
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int edi = nSector;
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short edi = nSector;
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// backup cstat
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uint16_t cstat = sprite[nSprite].cstat;
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uint16_t cstat = pSprite->cstat;
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sprite[nSprite].cstat &= 0xFFFE;
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pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
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int nRet = 0;
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if (SectFlag[nSector] & kSectUnderwater) {
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short nSectFlags = SectFlag[nSector];
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if (nSectFlags & kSectUnderwater) {
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z >>= 1;
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}
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int spriteZ = sprite[nSprite].z;
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int spriteZ = pSprite->z;
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int floorZ = sector[nSector].floorz;
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int ebp = spriteZ + z;
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int eax = sector[nSector].ceilingz + (height >> 1);
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if ((SectFlag[nSector] & kSectUnderwater) && ebp < eax) {
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if ((nSectFlags & kSectUnderwater) && ebp < eax) {
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ebp = eax;
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}
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// loc_151E7:
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while (1)
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while (ebp > sector[pSprite->sectnum].floorz && SectBelow[pSprite->sectnum] >= 0)
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{
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if (ebp <= sector[sprite[nSprite].sectnum].floorz || SectBelow[sprite[nSprite].sectnum] < 0)
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break;
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edi = SectBelow[sprite[nSprite].sectnum];
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edi = SectBelow[pSprite->sectnum];
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mychangespritesect(nSprite, edi);
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}
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if (edi == nSector)
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if (edi != nSector)
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{
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while (1)
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{
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if ((ebp >= sector[sprite[nSprite].sectnum].ceilingz) || (SectAbove[sprite[nSprite].sectnum] < 0))
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break;
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edi = SectAbove[sprite[nSprite].sectnum];
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mychangespritesect(nSprite, edi);
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}
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}
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else
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{
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sprite[nSprite].z = ebp;
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pSprite->z = ebp;
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if (SectFlag[edi] & kSectUnderwater)
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{
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@ -356,21 +344,30 @@ int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
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D3PlayFX(StaticSound[kSound2], nSprite);
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}
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if (sprite[nSprite].statnum <= 107) {
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sprite[nSprite].hitag = 0;
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if (pSprite->statnum <= 107) {
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pSprite->hitag = 0;
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}
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}
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}
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else
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{
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while ((ebp < sector[pSprite->sectnum].ceilingz) && (SectAbove[pSprite->sectnum] >= 0))
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{
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edi = SectAbove[pSprite->sectnum];
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mychangespritesect(nSprite, edi);
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}
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}
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// This function will keep the player from falling off cliffs when you're too close to the edge.
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// This function finds the highest and lowest z coordinates that your clipping BOX can get to.
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getzrange_old(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z - 256, sprite[nSprite].sectnum,
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(int32_t*)&sprceiling, (int32_t*)&hihit, (int32_t*)&sprfloor, (int32_t*)&lohit, 128, CLIPMASK0);
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getzrange_old(pSprite->x, pSprite->y, pSprite->z - 256, pSprite->sectnum,
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&sprceiling, &hihit, &sprfloor, &lohit, 128, CLIPMASK0);
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int mySprfloor = sprfloor;
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if ((lohit & 0xC000) != 0xC000) {
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mySprfloor += SectDepth[sprite[nSprite].sectnum];
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mySprfloor += SectDepth[pSprite->sectnum];
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}
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if (ebp > mySprfloor)
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@ -379,64 +376,24 @@ int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
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{
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bTouchFloor = kTrue;
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if ((lohit & 0xC000) != 0xC000)
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{
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// Path B
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if (SectBelow[sprite[nSprite].sectnum] == -1)
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{
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nRet |= 0x20000;
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short nSectDamage = SectDamage[sprite[nSprite].sectnum];
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if (nSectDamage != 0)
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{
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if (sprite[nSprite].hitag < 15)
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{
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IgniteSprite(nSprite);
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sprite[nSprite].hitag = 20;
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}
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#if 0
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short dx = nSectDamage;
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dx >>= 2;
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int eax = dx;
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int edx = eax;
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edx >>= 2;
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eax -= edx;
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int outval;
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__asm
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{
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mov dx, nSectDamage
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sar dx, 2
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movsx eax, dx
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mov edx, eax
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sar edx, 2; // >> 4
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sub eax, edx
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//mov edx, eax
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movsx edx, ax
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mov outval, edx
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}
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#endif
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nSectDamage >>= 2;
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nSectDamage = nSectDamage - (nSectDamage>>2);
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if (nSectDamage) {
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runlist_DamageEnemy(nSprite, -1, nSectDamage);
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}
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}
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sprite[nSprite].zvel = 0;
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}
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}
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else
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if ((lohit & 0xC000) == 0xC000)
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{
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// Path A
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short nFloorSprite = lohit & 0x3FFF;
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if (sprite[nSprite].statnum != 100 || !sprite[nFloorSprite].statnum || sprite[nFloorSprite].statnum >= 100)
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if (pSprite->statnum == 100 && sprite[nFloorSprite].statnum != 0 || sprite[nFloorSprite].statnum < 100)
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{
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short nStat = sprite[nFloorSprite].statnum;
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if (!nStat || nStat > 199)
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short nDamage = (z >> 9);
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if (nDamage)
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{
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runlist_DamageEnemy(nFloorSprite, nSprite, nDamage << 1);
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}
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pSprite->zvel = -z;
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}
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else
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{
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if (sprite[nFloorSprite].statnum == 0 || sprite[nFloorSprite].statnum > 199)
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{
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nRet |= 0x20000;
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}
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@ -445,27 +402,44 @@ int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
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nRet |= lohit;
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}
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sprite[nSprite].zvel = 0;
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pSprite->zvel = 0;
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}
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else
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}
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else
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{
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// Path B
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if (SectBelow[pSprite->sectnum] == -1)
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{
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if (z >> 9)
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nRet |= 0x20000;
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short nSectDamage = SectDamage[pSprite->sectnum];
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if (nSectDamage != 0)
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{
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runlist_DamageEnemy((lohit & 0x3FFF), nSprite, (z >> 9) * 2);
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if (pSprite->hitag < 15)
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{
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IgniteSprite(nSprite);
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pSprite->hitag = 20;
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}
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nSectDamage >>= 2;
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nSectDamage = nSectDamage - (nSectDamage>>2);
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if (nSectDamage) {
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runlist_DamageEnemy(nSprite, -1, nSectDamage);
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}
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}
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sprite[nSprite].zvel = -z;
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pSprite->zvel = 0;
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}
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}
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}
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// loc_1543B:
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ebp = mySprfloor;
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sprite[nSprite].z = mySprfloor;
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pSprite->z = mySprfloor;
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}
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else
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{
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if ((ebp - height) < sprceiling && ((hihit & 0xC000) == 0xC000 || SectAbove[sprite[nSprite].sectnum] == -1))
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if ((ebp - height) < sprceiling && ((hihit & 0xC000) == 0xC000 || SectAbove[pSprite->sectnum] == -1))
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{
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ebp = sprceiling + height;
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nRet |= 0x10000;
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@ -481,12 +455,12 @@ int movespritez(short nSprite, int z, int height, int flordist, int clipdist)
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}
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}
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sprite[nSprite].cstat = cstat; // restore cstat
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sprite[nSprite].z = ebp;
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pSprite->cstat = cstat; // restore cstat
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pSprite->z = ebp;
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if (sprite[nSprite].statnum == 100)
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if (pSprite->statnum == 100)
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{
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BuildNear(sprite[nSprite].x, sprite[nSprite].y, clipdist + (clipdist / 2), sprite[nSprite].sectnum);
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BuildNear(pSprite->x, pSprite->y, clipdist + (clipdist / 2), pSprite->sectnum);
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nRet |= BelowNear(nSprite);
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}
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@ -501,17 +475,18 @@ int GetSpriteHeight(int nSprite)
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// TODO - where is ceildist used?
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int movesprite(short nSprite, int dx, int dy, int dz, int ceildist, int flordist, unsigned int clipmask)
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{
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spritetype *pSprite = &sprite[nSprite];
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bTouchFloor = kFalse;
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int x = sprite[nSprite].x;
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int y = sprite[nSprite].y;
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int z = sprite[nSprite].z;
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int x = pSprite->x;
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int y = pSprite->y;
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int z = pSprite->z;
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int nSpriteHeight = GetSpriteHeight(nSprite);
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int nClipDist = sprite[nSprite].clipdist << 2;
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int nClipDist = (int8_t)pSprite->clipdist << 2;
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short nSector = sprite[nSprite].sectnum;
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short nSector = pSprite->sectnum;
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assert(nSector >= 0 && nSector < kMaxSectors);
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int floorZ = sector[nSector].floorz;
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@ -524,20 +499,18 @@ int movesprite(short nSprite, int dx, int dy, int dz, int ceildist, int flordist
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dy >>= 1;
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}
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short nSprite2 = nSprite;
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nRet |= movespritez(nSprite, dz, nSpriteHeight, flordist, nClipDist);
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nSector = sprite[nSprite].sectnum; // modified in movespritez so re-grab this variable
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nSector = pSprite->sectnum; // modified in movespritez so re-grab this variable
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if (sprite[nSprite].statnum == 100)
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if (pSprite->statnum == 100)
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{
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short nPlayer = GetPlayerFromSprite(nSprite2);
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short nPlayer = GetPlayerFromSprite(nSprite);
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int varA = 0;
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int varB = 0;
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CheckSectorFloor(overridesect, sprite[nSprite].z, &varB, &varA);
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CheckSectorFloor(overridesect, pSprite->z, &varB, &varA);
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if (varB || varA)
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{
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@ -550,15 +523,12 @@ int movesprite(short nSprite, int dx, int dy, int dz, int ceildist, int flordist
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}
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else
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{
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CheckSectorFloor(overridesect, sprite[nSprite].z, &dx, &dy);
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CheckSectorFloor(overridesect, pSprite->z, &dx, &dy);
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}
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/*
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The game masks off the top 16 bits of the return value.
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*/
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nRet |= clipmove_old(&sprite[nSprite].x, &sprite[nSprite].y, &sprite[nSprite].z, &nSector, dx, dy, nClipDist, nSpriteHeight, flordist, clipmask) & 0xFFFF;
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nRet |= (uint16_t)clipmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &nSector, dx, dy, nClipDist, nSpriteHeight, flordist, clipmask);
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if ((nSector != sprite[nSprite].sectnum) && nSector >= 0)
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if ((nSector != pSprite->sectnum) && nSector >= 0)
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{
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if (nRet & 0x20000) {
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dz = 0;
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@ -566,16 +536,16 @@ int movesprite(short nSprite, int dx, int dy, int dz, int ceildist, int flordist
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if ((sector[nSector].floorz - z) < (dz + flordist))
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{
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sprite[nSprite].x = x;
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sprite[nSprite].y = y;
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pSprite->x = x;
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pSprite->y = y;
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}
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else
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{
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mychangespritesect(nSprite, nSector);
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if (sprite[nSprite].pal < 5 && !sprite[nSprite].hitag)
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if (pSprite->pal < 5 && !pSprite->hitag)
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{
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sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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}
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}
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}
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@ -1237,7 +1207,7 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
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int GetWallNormal(short nWall)
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{
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nWall &= 0x1FFF;
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nWall &= kMaxWalls-1;
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int nWall2 = wall[nWall].point2;
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