- use symbolic constants in spawneffectors.

This commit is contained in:
Christoph Oelckers 2020-11-01 09:00:16 +01:00
parent 45905b9137
commit 83a9d99bd9

View file

@ -628,11 +628,11 @@ void spawneffector(int i)
switch (sp->lotag)
{
case 28:
case SE_28_LIGHTNING:
if (!isRR()) t[5] = 65;// Delay for lightning
break;
case 7: // Transporters!!!!
case 23:// XPTR END
case SE_7_TELEPORT: // Transporters!!!!
case SE_23_ONE_WAY_TELEPORT:// XPTR END
if (sp->lotag != 23)
{
for (j = 0; j < MAXSPRITES; j++)
@ -648,11 +648,11 @@ void spawneffector(int i)
sp->cstat = 0;
changespritestat(i, 9);
return;
case 1:
case SE_1_PIVOT:
sp->owner = -1;
t[0] = 1;
break;
case 18:
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
if (sp->ang == 512)
{
@ -670,10 +670,10 @@ void spawneffector(int i)
sp->hitag <<= 2;
break;
case 19:
case SE_19_EXPLOSION_LOWERS_CEILING:
sp->owner = -1;
break;
case 25: // Pistons
case SE_25_PISTON: // Pistons
if (!isRR())
{
t[3] = sector[sect].ceilingz;
@ -685,26 +685,26 @@ void spawneffector(int i)
sector[sect].ceilingz = sp->z;
setinterpolation(&sector[sect].ceilingz);
break;
case 35:
case SE_35:
sector[sect].ceilingz = sp->z;
break;
case 27:
case SE_27_DEMO_CAM:
if (ud.recstat == 1)
{
sp->xrepeat = sp->yrepeat = 64;
sp->cstat &= 32767;
}
break;
case 47:
case 48:
case SE_47_LIGHT_SWITCH:
case SE_48_LIGHT_SWITCH:
if (!isRRRA()) break;
case 12:
case SE_12_LIGHT_SWITCH:
t[1] = sector[sect].floorshade;
t[2] = sector[sect].ceilingshade;
break;
case 13:
case SE_13_EXPLOSIVE:
t[0] = sector[sect].ceilingz;
t[1] = sector[sect].floorz;
@ -759,7 +759,7 @@ void spawneffector(int i)
break;
case 17:
case SE_17_WARP_ELEVATOR:
t[2] = sector[sect].floorz; //Stopping loc
@ -777,12 +777,12 @@ void spawneffector(int i)
break;
case 24:
case SE_24_CONVEYOR:
sp->yvel <<= 1;
case 36:
case SE_36_PROJ_SHOOTER:
break;
case 20:
case SE_20_STRETCH_BRIDGE:
{
int q;
@ -827,7 +827,7 @@ void spawneffector(int i)
}
case 3:
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
t[3] = sector[sect].floorshade;
@ -851,7 +851,7 @@ void spawneffector(int i)
}
break;
case 31:
case SE_31_FLOOR_RISE_FALL:
t[1] = sector[sect].floorz;
// t[2] = sp->hitag;
if (sp->ang != 1536) sector[sect].floorz = sp->z;
@ -865,7 +865,7 @@ void spawneffector(int i)
setinterpolation(&sector[sect].floorz);
break;
case 32:
case SE_32_CEILING_RISE_FALL:
t[1] = sector[sect].ceilingz;
t[2] = sp->hitag;
if (sp->ang != 1536) sector[sect].ceilingz = sp->z;
@ -880,7 +880,7 @@ void spawneffector(int i)
break;
case 4: //Flashing lights
case SE_4_RANDOM_LIGHTS: //Flashing lights
t[2] = sector[sect].floorshade;
@ -896,11 +896,11 @@ void spawneffector(int i)
break;
case 9:
case SE_9_DOWN_OPEN_DOOR_LIGHTS:
if (sector[sect].lotag &&
labs(sector[sect].ceilingz - sp->z) > 1024)
sector[sect].lotag |= 32768; //If its open
case 8:
case SE_8_UP_OPEN_DOOR_LIGHTS:
//First, get the ceiling-floor shade
t[0] = sector[sect].floorshade;
@ -934,18 +934,18 @@ void spawneffector(int i)
t[3] = 1; //Take Out;
break;
case 11://Pivitor rotater
case SE_11_SWINGING_DOOR://Pivitor rotater
if (sp->ang > 1024) t[3] = 2;
else t[3] = -2;
case 0:
case 2://Earthquakemakers
case 5://Boss Creature
case 6://Subway
case 14://Caboos
case 15://Subwaytype sliding door
case 16://That rotating blocker reactor thing
case 26://ESCELATOR
case 30://No rotational subways
case SE_0_ROTATING_SECTOR:
case SE_2_EARTHQUAKE://Earthquakemakers
case SE_5_BOSS://Boss Creature
case SE_6_SUBWAY://Subway
case SE_14_SUBWAY_CAR://Caboos
case SE_15_SLIDING_DOOR://Subwaytype sliding door
case SE_16_REACTOR://That rotating blocker reactor thing
case SE_26://ESCELATOR
case SE_30_TWO_WAY_TRAIN://No rotational subways
if (sp->lotag == 0)
{
@ -1054,8 +1054,8 @@ void spawneffector(int i)
switch (sp->lotag)
{
case 6:
case 14:
case SE_6_SUBWAY:
case SE_14_SUBWAY_CAR:
j = callsound(sect, i);
if (j == -1)
{
@ -1064,15 +1064,15 @@ void spawneffector(int i)
else j = 75;
}
hittype[i].lastvx = j;
case 30:
case SE_30_TWO_WAY_TRAIN:
if (numplayers > 1) break;
case 0:
case 1:
case 5:
case 11:
case 15:
case 16:
case 26:
case SE_0_ROTATING_SECTOR:
case SE_1_PIVOT:
case SE_5_BOSS:
case SE_11_SWINGING_DOOR:
case SE_15_SLIDING_DOOR:
case SE_16_REACTOR:
case SE_26:
setsectinterpolate(i);
break;
}