mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- more sector stuff.
This commit is contained in:
parent
c9a47d2e44
commit
92f5236b24
14 changed files with 2463 additions and 1797 deletions
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@ -98,4 +98,15 @@ int32_t clipmovex(vec3_t *const pos, int16_t *const sectnum, int32_t xvect, int3
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int pushmove(vec3_t *const vect, int16_t *const sectnum, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
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uint32_t const cliptype, bool clear = true) ATTRIBUTE((nonnull(1, 2)));
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inline int pushmove(int* x, int* y, int* z, int16_t* const sectnum, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
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uint32_t const cliptype, bool clear = true)
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{
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vec3_t v = { *x,*y,*z };
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auto r = pushmove(&v, sectnum, walldist, ceildist, flordist, cliptype, clear);
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*x = v.x;
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*y = v.y;
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*z = v.z;
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return r;
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}
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#endif
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@ -284,6 +284,8 @@ inline int wallswitchcheck(int s)
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int A_IncurDamage(int spriteNum);
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void A_AddToDeleteQueue(int spriteNum);
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void A_DeleteSprite(int spriteNum);
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void guts(spritetype* s, short gtype, short n, short p);
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void A_DoGuts(int spriteNum, int tileNum, int spawnCnt);
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void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt);
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void movecyclers(void);
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@ -452,6 +454,7 @@ void respawn_rrra(int i, int j);
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void hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4);
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int ifhitbyweapon(int sn);
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int movesprite(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
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void lotsofmoney(spritetype* s, short n);
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// tile names which are identical for all games.
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enum
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@ -201,7 +201,7 @@ static inline int32_t G_HaveActor(int spriteNum)
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return g_tile[spriteNum].execPtr!=NULL;
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}
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static inline int32_t G_DefaultActorHealth(int spriteNum)
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static inline int32_t G_DefaultActorHealth(int spriteNum) // rename!
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{
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return G_HaveActor(spriteNum) ? g_tile[spriteNum].execPtr[0] : 0;
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}
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@ -244,10 +244,13 @@ void Yax_SetBunchZs(int32_t sectnum, int32_t cf, int32_t daz);
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void G_PostCreateGameState(void);
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void A_SpawnCeilingGlass(int spriteNum,int sectNum,int glassCnt);
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#define ceilingglass A_SpawnCeilingGlass
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void A_SpawnGlass(int spriteNum,int glassCnt);
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void A_SpawnRandomGlass(int spriteNum,int wallNum,int glassCnt);
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#define lotsofcolourglass A_SpawnRandomGlass
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void A_SpawnWallGlass(int spriteNum,int wallnum,int glassCnt);
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void A_SpawnWallPopcorn(int spriteNum,int wallnum,int glassCnt);
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#define lotsofglass A_SpawnWallGlass
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void lotsofpopcorn(int spriteNum,int wallnum,int glassCnt);
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void G_AddUserQuote(const char *daquote);
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void G_BackToMenu(void);
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void G_DumpDebugInfo(void);
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@ -121,6 +121,7 @@ G_EXTERN int32_t g_doQuickSave;
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G_EXTERN int32_t g_earthquakeTime;
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#define earthquaketime g_earthquakeTime
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G_EXTERN int32_t g_freezerSelfDamage;
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#define freezerhurtowner g_freezerSelfDamage
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G_EXTERN int32_t g_gameQuit;
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G_EXTERN int32_t g_globalRandom;
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#define global_random g_globalRandom
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@ -218,7 +219,7 @@ G_EXTERN int32_t g_windTime, g_windDir;
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G_EXTERN int16_t g_fakeBubbaCnt, g_mamaSpawnCnt, g_banjoSong, g_bellTime, g_bellSprite;
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#define BellTime g_bellTime
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#define word_119BE0 g_bellSprite
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G_EXTERN uint8_t g_spriteExtra[MAXSPRITES], g_sectorExtra[MAXSECTORS];
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G_EXTERN uint8_t g_spriteExtra[MAXSPRITES], g_sectorExtra[MAXSECTORS]; // move these back into the base structs!
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G_EXTERN uint8_t enemysizecheat, ufospawnsminion, pistonsound, g_chickenWeaponTimer, g_RAendLevel, g_RAendEpisode, g_fogType;
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G_EXTERN int32_t g_cdTrack;
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#define raat607 enemysizecheat // only as a reminder
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@ -104,11 +104,8 @@ typedef struct {
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} map_t;
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void G_ActivateBySector(int sect,int spriteNum);
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inline void activatebysector(int s, int sn)
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{
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G_ActivateBySector(s, sn);
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}
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void breakwall(short newpn, short spr, short dawallnum);
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void activatebysector(int s, int sn);
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int S_FindMusicSFX(int sectNum, int *sndptr);
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void callsound2(int soundNum, int playerNum);
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int callsound(int sectNum,int spriteNum);
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@ -117,20 +114,16 @@ inline int hitasprite(int s, int16_t* h)
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{
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return A_CheckHitSprite(s, h);
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}
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void A_DamageObject(int spriteNum,int dmgSrc);
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inline void checkhitsprite(int s, int d)
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void checkhitsprite(int s, int d);
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void checkhitwall(int spr, int wal, int x, int y, int z, int w);
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inline void A_DamageWall(int spr, int dawallnum, const vec3_t* pos, int weaponNum)
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{
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A_DamageObject(s, d);
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}
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void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int weaponNum);
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inline void checkhitwall(int spr, int wal, int x, int y, int z, int w)
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{
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vec3_t vec{ x, y, z };
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A_DamageWall(spr, wal, &vec, w);
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checkhitwall(spr, dawallnum, pos->x, pos->y, pos->z, weaponNum);
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}
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int findplayer(const spritetype* pSprite, int32_t* dist);
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void operatejaildoors(int hitag);
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void G_AlignWarpElevators(void);
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void allignwarpelevators(void);
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bool isadoorwall(int tileNum);
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bool isablockdoor(int tileNum);
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void G_AnimateCamSprite(int smoothRatio);
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@ -149,8 +142,7 @@ bool isanearoperator(int lotag);
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bool isanunderoperator(int lotag);
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bool checkhitswitch(int playerNum, int wallOrSprite, int nSwitchType);
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void P_CheckSectors(int playerNum);
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void Sect_DamageCeiling(int sectNum);
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inline void checkhitceiling(int sec) { Sect_DamageCeiling(sec); }
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bool checkhitceiling(int sec);
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int setanimation(short animsect, int* animptr, int thegoal, int thevel);
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void G_DoFurniture(int wallNum, int sectNum, int playerNum);
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void dotorch();
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@ -57,6 +57,16 @@ void operateforcefields_r(int s, int low);
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void operateforcefields_d(int s, int low);
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bool checkhitswitch_d(int snum, int w, int switchtype);
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bool checkhitswitch_r(int snum, int w, int switchtype);
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void activatebysector_d(int sect, int j);
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void activatebysector_r(int sect, int j);
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void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith);
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void checkhitwall_r(int spr, int dawallnum, int x, int y, int z, int atwith);
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void checkplayerhurt_d(struct player_struct* p, int j);
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void checkplayerhurt_r(struct player_struct* p, int j);
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bool checkhitceiling_d(int sn);
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bool checkhitceiling_r(int sn);
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void checkhitsprite_d(int i, int sn);
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void checkhitsprite_r(int i, int sn);
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bool isadoorwall(int dapic)
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{
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@ -83,6 +93,31 @@ bool checkhitswitch(int snum, int w, int switchtype)
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return isRR() ? checkhitswitch_r(snum, w, switchtype) : checkhitswitch_d(snum, w, switchtype);
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}
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void activatebysector(int sect, int j)
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{
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if (isRR()) activatebysector_r(sect, j); else activatebysector_d(sect, j);
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}
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void checkhitwall(int spr, int dawallnum, int x, int y, int z, int atwith)
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{
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if (isRR()) checkhitwall_r(spr, dawallnum, x, y, z, atwith); else checkhitwall_d(spr, dawallnum, x, y, z, atwith);
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}
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void checkplayerhurt(struct player_struct* p, int j)
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{
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if (isRR()) checkplayerhurt_r(p, j); else checkplayerhurt_d(p, j);
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}
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bool checkhitceiling(int sn)
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{
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return isRR() ? checkhitceiling_r(sn) : checkhitceiling_d(sn);
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}
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void checkhitsprite(int i, int sn)
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{
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if (isRR()) checkhitsprite_r(i, sn); else checkhitsprite_d(i, sn);
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -1094,6 +1129,51 @@ void operateforcefields_common(int s, int low, const std::initializer_list<int>
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void breakwall(short newpn, short spr, short dawallnum)
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{
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wall[dawallnum].picnum = newpn;
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spritesound(VENT_BUST, spr);
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spritesound(GLASS_HEAVYBREAK, spr);
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lotsofglass(spr, dawallnum, 10);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void allignwarpelevators(void)
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{
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short i, j;
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i = headspritestat[STAT_EFFECTOR];
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while (i >= 0)
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{
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if (sprite[i].lotag == SE_17_WARP_ELEVATOR && sprite[i].shade > 16)
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{
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j = headspritestat[STAT_EFFECTOR];
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while (j >= 0)
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{
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if ((sprite[j].lotag) == SE_17_WARP_ELEVATOR && i != j &&
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(sprite[i].hitag) == (sprite[j].hitag))
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{
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sector[sprite[j].sectnum].floorz = sector[sprite[i].sectnum].floorz;
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sector[sprite[j].sectnum].ceilingz = sector[sprite[i].sectnum].ceilingz;
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}
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j = nextspritestat[j];
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}
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}
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i = nextspritestat[i];
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}
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}
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@ -600,6 +600,861 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void activatebysector_d(int sect, int j)
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{
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short i, didit;
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didit = 0;
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i = headspritesect[sect];
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while (i >= 0)
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{
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if (sprite[i].picnum == ACTIVATOR)
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{
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operateactivators(sprite[i].lotag, -1);
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didit = 1;
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// return;
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}
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i = nextspritesect[i];
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}
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if (didit == 0)
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operatesectors(sect, j);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith)
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{
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short j, i, sn = -1, darkestwall;
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walltype* wal;
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wal = &wall[dawallnum];
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if (wal->overpicnum == MIRROR)
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{
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switch (atwith)
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{
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case HEAVYHBOMB:
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case RADIUSEXPLOSION:
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case RPG:
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case HYDRENT:
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case SEENINE:
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case OOZFILTER:
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case EXPLODINGBARREL:
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lotsofglass(spr, dawallnum, 70);
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wal->cstat &= ~16;
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wal->overpicnum = MIRRORBROKE;
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spritesound(GLASS_HEAVYBREAK, spr);
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return;
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}
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}
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if (((wal->cstat & 16) || wal->overpicnum == BIGFORCE) && wal->nextsector >= 0)
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if (sector[wal->nextsector].floorz > z)
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if (sector[wal->nextsector].floorz - sector[wal->nextsector].ceilingz)
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switch (wal->overpicnum)
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{
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case W_FORCEFIELD:
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case W_FORCEFIELD + 1:
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case W_FORCEFIELD + 2:
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wal->extra = 1; // tell the forces to animate
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case BIGFORCE:
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updatesector(x, y, &sn);
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if (sn < 0) return;
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if (atwith == -1)
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i = EGS(sn, x, y, z, FORCERIPPLE, -127, 8, 8, 0, 0, 0, spr, 5);
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else
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{
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if (atwith == CHAINGUN)
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i = EGS(sn, x, y, z, FORCERIPPLE, -127, 16 + sprite[spr].xrepeat, 16 + sprite[spr].yrepeat, 0, 0, 0, spr, 5);
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else i = EGS(sn, x, y, z, FORCERIPPLE, -127, 32, 32, 0, 0, 0, spr, 5);
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}
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sprite[i].cstat |= 18 + 128;
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sprite[i].ang = getangle(wal->x - wall[wal->point2].x,
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wal->y - wall[wal->point2].y) - 512;
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spritesound(SOMETHINGHITFORCE, i);
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return;
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case FANSPRITE:
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wal->overpicnum = FANSPRITEBROKE;
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wal->cstat &= 65535 - 65;
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if (wal->nextwall >= 0)
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{
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wall[wal->nextwall].overpicnum = FANSPRITEBROKE;
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wall[wal->nextwall].cstat &= 65535 - 65;
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}
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spritesound(VENT_BUST, spr);
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spritesound(GLASS_BREAKING, spr);
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return;
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case GLASS:
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updatesector(x, y, &sn); if (sn < 0) return;
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wal->overpicnum = GLASS2;
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lotsofglass(spr, dawallnum, 10);
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wal->cstat = 0;
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if (wal->nextwall >= 0)
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wall[wal->nextwall].cstat = 0;
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i = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].getang(), 0, 0, spr, 3);
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sprite[i].lotag = 128; hittype[i].temp_data[1] = 5; hittype[i].temp_data[2] = dawallnum;
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spritesound(GLASS_BREAKING, i);
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return;
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case STAINGLASS1:
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updatesector(x, y, &sn); if (sn < 0) return;
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lotsofcolourglass(spr, dawallnum, 80);
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wal->cstat = 0;
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if (wal->nextwall >= 0)
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wall[wal->nextwall].cstat = 0;
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spritesound(VENT_BUST, spr);
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spritesound(GLASS_BREAKING, spr);
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return;
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}
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switch (wal->picnum)
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{
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case COLAMACHINE:
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case VENDMACHINE:
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breakwall(wal->picnum + 2, spr, dawallnum);
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spritesound(VENT_BUST, spr);
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return;
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case OJ:
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case FEMPIC2:
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case FEMPIC3:
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case SCREENBREAK6:
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case SCREENBREAK7:
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case SCREENBREAK8:
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case SCREENBREAK1:
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case SCREENBREAK2:
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case SCREENBREAK3:
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case SCREENBREAK4:
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case SCREENBREAK5:
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case SCREENBREAK9:
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case SCREENBREAK10:
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case SCREENBREAK11:
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case SCREENBREAK12:
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case SCREENBREAK13:
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case SCREENBREAK14:
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case SCREENBREAK15:
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case SCREENBREAK16:
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case SCREENBREAK17:
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case SCREENBREAK18:
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case SCREENBREAK19:
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case BORNTOBEWILDSCREEN:
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lotsofglass(spr, dawallnum, 30);
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wal->picnum = W_SCREENBREAK + (krand() % 3);
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spritesound(GLASS_HEAVYBREAK, spr);
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return;
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case W_TECHWALL5:
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case W_TECHWALL6:
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case W_TECHWALL7:
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case W_TECHWALL8:
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case W_TECHWALL9:
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breakwall(wal->picnum + 1, spr, dawallnum);
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return;
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case W_MILKSHELF:
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breakwall(W_MILKSHELFBROKE, spr, dawallnum);
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return;
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case W_TECHWALL10:
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breakwall(W_HITTECHWALL10, spr, dawallnum);
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return;
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case W_TECHWALL1:
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case W_TECHWALL11:
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case W_TECHWALL12:
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case W_TECHWALL13:
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case W_TECHWALL14:
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breakwall(W_HITTECHWALL1, spr, dawallnum);
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return;
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case W_TECHWALL15:
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breakwall(W_HITTECHWALL15, spr, dawallnum);
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return;
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|
||||
case W_TECHWALL16:
|
||||
breakwall(W_HITTECHWALL16, spr, dawallnum);
|
||||
return;
|
||||
|
||||
case W_TECHWALL2:
|
||||
breakwall(W_HITTECHWALL2, spr, dawallnum);
|
||||
return;
|
||||
|
||||
case W_TECHWALL3:
|
||||
breakwall(W_HITTECHWALL3, spr, dawallnum);
|
||||
return;
|
||||
|
||||
case W_TECHWALL4:
|
||||
breakwall(W_HITTECHWALL4, spr, dawallnum);
|
||||
return;
|
||||
|
||||
case ATM:
|
||||
wal->picnum = ATMBROKE;
|
||||
lotsofmoney(&sprite[spr], 1 + (krand() & 7));
|
||||
spritesound(GLASS_HEAVYBREAK, spr);
|
||||
break;
|
||||
|
||||
case WALLLIGHT1:
|
||||
case WALLLIGHT2:
|
||||
case WALLLIGHT3:
|
||||
case WALLLIGHT4:
|
||||
case TECHLIGHT2:
|
||||
case TECHLIGHT4:
|
||||
|
||||
if (rnd(128))
|
||||
spritesound(GLASS_HEAVYBREAK, spr);
|
||||
else spritesound(GLASS_BREAKING, spr);
|
||||
lotsofglass(spr, dawallnum, 30);
|
||||
|
||||
if (wal->picnum == WALLLIGHT1)
|
||||
wal->picnum = WALLLIGHTBUST1;
|
||||
|
||||
if (wal->picnum == WALLLIGHT2)
|
||||
wal->picnum = WALLLIGHTBUST2;
|
||||
|
||||
if (wal->picnum == WALLLIGHT3)
|
||||
wal->picnum = WALLLIGHTBUST3;
|
||||
|
||||
if (wal->picnum == WALLLIGHT4)
|
||||
wal->picnum = WALLLIGHTBUST4;
|
||||
|
||||
if (wal->picnum == TECHLIGHT2)
|
||||
wal->picnum = TECHLIGHTBUST2;
|
||||
|
||||
if (wal->picnum == TECHLIGHT4)
|
||||
wal->picnum = TECHLIGHTBUST4;
|
||||
|
||||
if (!wal->lotag) return;
|
||||
|
||||
sn = wal->nextsector;
|
||||
if (sn < 0) return;
|
||||
darkestwall = 0;
|
||||
|
||||
wal = &wall[sector[sn].wallptr];
|
||||
for (i = sector[sn].wallnum; i > 0; i--, wal++)
|
||||
if (wal->shade > darkestwall)
|
||||
darkestwall = wal->shade;
|
||||
|
||||
j = krand() & 1;
|
||||
i = headspritestat[3];
|
||||
while (i >= 0)
|
||||
{
|
||||
if (sprite[i].hitag == wall[dawallnum].lotag && sprite[i].lotag == 3)
|
||||
{
|
||||
hittype[i].temp_data[2] = j;
|
||||
hittype[i].temp_data[3] = darkestwall;
|
||||
hittype[i].temp_data[4] = 1;
|
||||
}
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void checkplayerhurt_d(struct player_struct* p, int j)
|
||||
{
|
||||
if ((j & 49152) == 49152)
|
||||
{
|
||||
j &= (MAXSPRITES - 1);
|
||||
|
||||
switch (sprite[j].picnum)
|
||||
{
|
||||
case CACTUS:
|
||||
if (p->hurt_delay < 8)
|
||||
{
|
||||
sprite[p->i].extra -= 5;
|
||||
p->hurt_delay = 16;
|
||||
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
|
||||
spritesound(DUKE_LONGTERM_PAIN, p->i);
|
||||
}
|
||||
break;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ((j & 49152) != 32768) return;
|
||||
j &= (MAXWALLS - 1);
|
||||
|
||||
if (p->hurt_delay > 0) p->hurt_delay--;
|
||||
else if (wall[j].cstat & 85) switch (wall[j].overpicnum)
|
||||
{
|
||||
case W_FORCEFIELD:
|
||||
case W_FORCEFIELD + 1:
|
||||
case W_FORCEFIELD + 2:
|
||||
sprite[p->i].extra -= 5;
|
||||
|
||||
p->hurt_delay = 16;
|
||||
SetPlayerPal(p, PalEntry(32, 32, 0, 0));
|
||||
|
||||
p->posxv = -(sintable[(p->getang() + 512) & 2047] << 8);
|
||||
p->posyv = -(sintable[(p->getang()) & 2047] << 8);
|
||||
spritesound(DUKE_LONGTERM_PAIN, p->i);
|
||||
|
||||
checkhitwall(p->i, j,
|
||||
p->posx + (sintable[(p->getang() + 512) & 2047] >> 9),
|
||||
p->posy + (sintable[p->getang() & 2047] >> 9),
|
||||
p->posz, -1);
|
||||
|
||||
break;
|
||||
|
||||
case BIGFORCE:
|
||||
p->hurt_delay = 26;
|
||||
checkhitwall(p->i, j,
|
||||
p->posx + (sintable[(p->getang() + 512) & 2047] >> 9),
|
||||
p->posy + (sintable[p->getang() & 2047] >> 9),
|
||||
p->posz, -1);
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
bool checkhitceiling_d(int sn)
|
||||
{
|
||||
int i, j;
|
||||
|
||||
switch (sector[sn].ceilingpicnum)
|
||||
{
|
||||
case WALLLIGHT1:
|
||||
case WALLLIGHT2:
|
||||
case WALLLIGHT3:
|
||||
case WALLLIGHT4:
|
||||
case TECHLIGHT2:
|
||||
case TECHLIGHT4:
|
||||
|
||||
ceilingglass(ps[myconnectindex].i, sn, 10);
|
||||
spritesound(GLASS_BREAKING, ps[screenpeek].i);
|
||||
|
||||
if (sector[sn].ceilingpicnum == WALLLIGHT1)
|
||||
sector[sn].ceilingpicnum = WALLLIGHTBUST1;
|
||||
|
||||
if (sector[sn].ceilingpicnum == WALLLIGHT2)
|
||||
sector[sn].ceilingpicnum = WALLLIGHTBUST2;
|
||||
|
||||
if (sector[sn].ceilingpicnum == WALLLIGHT3)
|
||||
sector[sn].ceilingpicnum = WALLLIGHTBUST3;
|
||||
|
||||
if (sector[sn].ceilingpicnum == WALLLIGHT4)
|
||||
sector[sn].ceilingpicnum = WALLLIGHTBUST4;
|
||||
|
||||
if (sector[sn].ceilingpicnum == TECHLIGHT2)
|
||||
sector[sn].ceilingpicnum = TECHLIGHTBUST2;
|
||||
|
||||
if (sector[sn].ceilingpicnum == TECHLIGHT4)
|
||||
sector[sn].ceilingpicnum = TECHLIGHTBUST4;
|
||||
|
||||
|
||||
if (!sector[sn].hitag)
|
||||
{
|
||||
i = headspritesect[sn];
|
||||
while (i >= 0)
|
||||
{
|
||||
if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 12)
|
||||
{
|
||||
j = headspritestat[3];
|
||||
while (j >= 0)
|
||||
{
|
||||
if (sprite[j].hitag == sprite[i].hitag)
|
||||
hittype[j].temp_data[3] = 1;
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
break;
|
||||
}
|
||||
i = nextspritesect[i];
|
||||
}
|
||||
}
|
||||
|
||||
i = headspritestat[3];
|
||||
j = krand() & 1;
|
||||
while (i >= 0)
|
||||
{
|
||||
if (sprite[i].hitag == (sector[sn].hitag) && sprite[i].lotag == 3)
|
||||
{
|
||||
hittype[i].temp_data[2] = j;
|
||||
hittype[i].temp_data[4] = 1;
|
||||
}
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void checkhitsprite_d(int i, int sn)
|
||||
{
|
||||
int j, k, p;
|
||||
spritetype* s;
|
||||
|
||||
i &= (MAXSPRITES - 1);
|
||||
|
||||
switch (sprite[i].picnum)
|
||||
{
|
||||
case OCEANSPRITE1:
|
||||
case OCEANSPRITE2:
|
||||
case OCEANSPRITE3:
|
||||
case OCEANSPRITE4:
|
||||
case OCEANSPRITE5:
|
||||
spawn(i, SMALLSMOKE);
|
||||
deletesprite(i);
|
||||
break;
|
||||
case QUEBALL:
|
||||
case STRIPEBALL:
|
||||
if (sprite[sn].picnum == QUEBALL || sprite[sn].picnum == STRIPEBALL)
|
||||
{
|
||||
sprite[sn].xvel = (sprite[i].xvel >> 1) + (sprite[i].xvel >> 2);
|
||||
sprite[sn].ang -= (sprite[i].ang << 1) + 1024;
|
||||
sprite[i].ang = getangle(sprite[i].x - sprite[sn].x, sprite[i].y - sprite[sn].y) - 512;
|
||||
if (S_CheckSoundPlaying(POOLBALLHIT) < 2)
|
||||
spritesound(POOLBALLHIT, i);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (krand() & 3)
|
||||
{
|
||||
sprite[i].xvel = 164;
|
||||
sprite[i].ang = sprite[sn].ang;
|
||||
}
|
||||
else
|
||||
{
|
||||
lotsofglass(i, -1, 3);
|
||||
deletesprite(i);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case TREE1:
|
||||
case TREE2:
|
||||
case TIRE:
|
||||
case CONE:
|
||||
case BOX:
|
||||
switch (sprite[sn].picnum)
|
||||
{
|
||||
case RADIUSEXPLOSION:
|
||||
case RPG:
|
||||
case FIRELASER:
|
||||
case HYDRENT:
|
||||
case HEAVYHBOMB:
|
||||
if (hittype[i].temp_data[0] == 0)
|
||||
{
|
||||
sprite[i].cstat &= ~257;
|
||||
hittype[i].temp_data[0] = 1;
|
||||
spawn(i, BURNING);
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case CACTUS:
|
||||
// case CACTUSBROKE:
|
||||
switch (sprite[sn].picnum)
|
||||
{
|
||||
case RADIUSEXPLOSION:
|
||||
case RPG:
|
||||
case FIRELASER:
|
||||
case HYDRENT:
|
||||
case HEAVYHBOMB:
|
||||
for (k = 0; k < 64; k++)
|
||||
{
|
||||
j = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5);
|
||||
sprite[j].pal = 8;
|
||||
}
|
||||
|
||||
if (sprite[i].picnum == CACTUS)
|
||||
sprite[i].picnum = CACTUSBROKE;
|
||||
sprite[i].cstat &= ~257;
|
||||
// else deletesprite(i);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case HANGLIGHT:
|
||||
case GENERICPOLE2:
|
||||
for (k = 0; k < 6; k++)
|
||||
EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (8 << 8), SCRAP1 + (krand() & 15), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5);
|
||||
spritesound(GLASS_HEAVYBREAK, i);
|
||||
deletesprite(i);
|
||||
break;
|
||||
|
||||
|
||||
case FANSPRITE:
|
||||
sprite[i].picnum = FANSPRITEBROKE;
|
||||
sprite[i].cstat &= (65535 - 257);
|
||||
if (sector[sprite[i].sectnum].floorpicnum == FANSHADOW)
|
||||
sector[sprite[i].sectnum].floorpicnum = FANSHADOWBROKE;
|
||||
|
||||
spritesound(GLASS_HEAVYBREAK, i);
|
||||
s = &sprite[i];
|
||||
for (j = 0; j < 16; j++) RANDOMSCRAP(s, i);
|
||||
|
||||
break;
|
||||
case WATERFOUNTAIN:
|
||||
case WATERFOUNTAIN + 1:
|
||||
case WATERFOUNTAIN + 2:
|
||||
case WATERFOUNTAIN + 3:
|
||||
sprite[i].picnum = WATERFOUNTAINBROKE;
|
||||
spawn(i, TOILETWATER);
|
||||
break;
|
||||
case SATELITE:
|
||||
case FUELPOD:
|
||||
case SOLARPANNEL:
|
||||
case ANTENNA:
|
||||
if (sprite[sn].extra != G_DefaultActorHealth(SHOTSPARK1)) // TRANSITIONAL - fix after getting rid of EDUKE cruft
|
||||
{
|
||||
for (j = 0; j < 15; j++)
|
||||
EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sector[sprite[i].sectnum].floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64,
|
||||
krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, i, 5);
|
||||
spawn(i, EXPLOSION2);
|
||||
deletesprite(i);
|
||||
}
|
||||
break;
|
||||
case BOTTLE1:
|
||||
case BOTTLE2:
|
||||
case BOTTLE3:
|
||||
case BOTTLE4:
|
||||
case BOTTLE5:
|
||||
case BOTTLE6:
|
||||
case BOTTLE8:
|
||||
case BOTTLE10:
|
||||
case BOTTLE11:
|
||||
case BOTTLE12:
|
||||
case BOTTLE13:
|
||||
case BOTTLE14:
|
||||
case BOTTLE15:
|
||||
case BOTTLE16:
|
||||
case BOTTLE17:
|
||||
case BOTTLE18:
|
||||
case BOTTLE19:
|
||||
case WATERFOUNTAINBROKE:
|
||||
case DOMELITE:
|
||||
case SUSHIPLATE1:
|
||||
case SUSHIPLATE2:
|
||||
case SUSHIPLATE3:
|
||||
case SUSHIPLATE4:
|
||||
case SUSHIPLATE5:
|
||||
case WAITTOBESEATED:
|
||||
case VASE:
|
||||
case STATUEFLASH:
|
||||
case STATUE:
|
||||
if (sprite[i].picnum == BOTTLE10)
|
||||
lotsofmoney(&sprite[i], 4 + (krand() & 3));
|
||||
else if (sprite[i].picnum == STATUE || sprite[i].picnum == STATUEFLASH)
|
||||
{
|
||||
lotsofcolourglass(i, -1, 40);
|
||||
spritesound(GLASS_HEAVYBREAK, i);
|
||||
}
|
||||
else if (sprite[i].picnum == VASE)
|
||||
lotsofglass(i, -1, 40);
|
||||
|
||||
spritesound(GLASS_BREAKING, i);
|
||||
sprite[i].ang = krand() & 2047;
|
||||
lotsofglass(i, -1, 8);
|
||||
deletesprite(i);
|
||||
break;
|
||||
case FETUS:
|
||||
sprite[i].picnum = FETUSBROKE;
|
||||
spritesound(GLASS_BREAKING, i);
|
||||
lotsofglass(i, -1, 10);
|
||||
break;
|
||||
case FETUSBROKE:
|
||||
for (j = 0; j < 48; j++)
|
||||
{
|
||||
shoot(i, BLOODSPLAT1);
|
||||
sprite[i].ang += 333;
|
||||
}
|
||||
spritesound(GLASS_HEAVYBREAK, i);
|
||||
spritesound(SQUISHED, i);
|
||||
case BOTTLE7:
|
||||
spritesound(GLASS_BREAKING, i);
|
||||
lotsofglass(i, -1, 10);
|
||||
deletesprite(i);
|
||||
break;
|
||||
case HYDROPLANT:
|
||||
sprite[i].picnum = BROKEHYDROPLANT;
|
||||
spritesound(GLASS_BREAKING, i);
|
||||
lotsofglass(i, -1, 10);
|
||||
break;
|
||||
|
||||
case FORCESPHERE:
|
||||
sprite[i].xrepeat = 0;
|
||||
hittype[sprite[i].owner].temp_data[0] = 32;
|
||||
hittype[sprite[i].owner].temp_data[1] = !hittype[sprite[i].owner].temp_data[1];
|
||||
hittype[sprite[i].owner].temp_data[2] ++;
|
||||
spawn(i, EXPLOSION2);
|
||||
break;
|
||||
|
||||
case BROKEHYDROPLANT:
|
||||
if (sprite[i].cstat & 1)
|
||||
{
|
||||
spritesound(GLASS_BREAKING, i);
|
||||
sprite[i].z += 16 << 8;
|
||||
sprite[i].cstat = 0;
|
||||
lotsofglass(i, -1, 5);
|
||||
}
|
||||
break;
|
||||
|
||||
case TOILET:
|
||||
sprite[i].picnum = TOILETBROKE;
|
||||
sprite[i].cstat |= (krand() & 1) << 2;
|
||||
sprite[i].cstat &= ~257;
|
||||
spawn(i, TOILETWATER);
|
||||
spritesound(GLASS_BREAKING, i);
|
||||
break;
|
||||
|
||||
case STALL:
|
||||
sprite[i].picnum = STALLBROKE;
|
||||
sprite[i].cstat |= (krand() & 1) << 2;
|
||||
sprite[i].cstat &= ~257;
|
||||
spawn(i, TOILETWATER);
|
||||
spritesound(GLASS_HEAVYBREAK, i);
|
||||
break;
|
||||
|
||||
case HYDRENT:
|
||||
sprite[i].picnum = BROKEFIREHYDRENT;
|
||||
spawn(i, TOILETWATER);
|
||||
|
||||
// for(k=0;k<5;k++)
|
||||
// {
|
||||
// j = EGS(sprite[i].sectnum,sprite[i].x,sprite[i].y,sprite[i].z-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
|
||||
// sprite[j].pal = 2;
|
||||
// }
|
||||
spritesound(GLASS_HEAVYBREAK, i);
|
||||
break;
|
||||
|
||||
case GRATE1:
|
||||
sprite[i].picnum = BGRATE1;
|
||||
sprite[i].cstat &= (65535 - 256 - 1);
|
||||
spritesound(VENT_BUST, i);
|
||||
break;
|
||||
|
||||
case CIRCLEPANNEL:
|
||||
sprite[i].picnum = CIRCLEPANNELBROKE;
|
||||
sprite[i].cstat &= (65535 - 256 - 1);
|
||||
spritesound(VENT_BUST, i);
|
||||
break;
|
||||
case PANNEL1:
|
||||
case PANNEL2:
|
||||
sprite[i].picnum = BPANNEL1;
|
||||
sprite[i].cstat &= (65535 - 256 - 1);
|
||||
spritesound(VENT_BUST, i);
|
||||
break;
|
||||
case PANNEL3:
|
||||
sprite[i].picnum = BPANNEL3;
|
||||
sprite[i].cstat &= (65535 - 256 - 1);
|
||||
spritesound(VENT_BUST, i);
|
||||
break;
|
||||
case PIPE1:
|
||||
case PIPE2:
|
||||
case PIPE3:
|
||||
case PIPE4:
|
||||
case PIPE5:
|
||||
case PIPE6:
|
||||
switch (sprite[i].picnum)
|
||||
{
|
||||
case PIPE1:sprite[i].picnum = PIPE1B; break;
|
||||
case PIPE2:sprite[i].picnum = PIPE2B; break;
|
||||
case PIPE3:sprite[i].picnum = PIPE3B; break;
|
||||
case PIPE4:sprite[i].picnum = PIPE4B; break;
|
||||
case PIPE5:sprite[i].picnum = PIPE5B; break;
|
||||
case PIPE6:sprite[i].picnum = PIPE6B; break;
|
||||
}
|
||||
|
||||
j = spawn(i, STEAM);
|
||||
sprite[j].z = sector[sprite[i].sectnum].floorz - (32 << 8);
|
||||
break;
|
||||
|
||||
case MONK:
|
||||
case LUKE:
|
||||
case INDY:
|
||||
case JURYGUY:
|
||||
spritesound(sprite[i].lotag, i);
|
||||
spawn(i, sprite[i].hitag);
|
||||
case SPACEMARINE:
|
||||
sprite[i].extra -= sprite[sn].extra;
|
||||
if (sprite[i].extra > 0) break;
|
||||
sprite[i].ang = krand() & 2047;
|
||||
shoot(i, BLOODSPLAT1);
|
||||
sprite[i].ang = krand() & 2047;
|
||||
shoot(i, BLOODSPLAT2);
|
||||
sprite[i].ang = krand() & 2047;
|
||||
shoot(i, BLOODSPLAT3);
|
||||
sprite[i].ang = krand() & 2047;
|
||||
shoot(i, BLOODSPLAT4);
|
||||
sprite[i].ang = krand() & 2047;
|
||||
shoot(i, BLOODSPLAT1);
|
||||
sprite[i].ang = krand() & 2047;
|
||||
shoot(i, BLOODSPLAT2);
|
||||
sprite[i].ang = krand() & 2047;
|
||||
shoot(i, BLOODSPLAT3);
|
||||
sprite[i].ang = krand() & 2047;
|
||||
shoot(i, BLOODSPLAT4);
|
||||
guts(&sprite[i], JIBS1, 1, myconnectindex);
|
||||
guts(&sprite[i], JIBS2, 2, myconnectindex);
|
||||
guts(&sprite[i], JIBS3, 3, myconnectindex);
|
||||
guts(&sprite[i], JIBS4, 4, myconnectindex);
|
||||
guts(&sprite[i], JIBS5, 1, myconnectindex);
|
||||
guts(&sprite[i], JIBS3, 6, myconnectindex);
|
||||
sound(SQUISHED);
|
||||
deletesprite(i);
|
||||
break;
|
||||
case CHAIR1:
|
||||
case CHAIR2:
|
||||
sprite[i].picnum = BROKENCHAIR;
|
||||
sprite[i].cstat = 0;
|
||||
break;
|
||||
case CHAIR3:
|
||||
case MOVIECAMERA:
|
||||
case SCALE:
|
||||
case VACUUM:
|
||||
case CAMERALIGHT:
|
||||
case IVUNIT:
|
||||
case POT1:
|
||||
case POT2:
|
||||
case POT3:
|
||||
case TRIPODCAMERA:
|
||||
spritesound(GLASS_HEAVYBREAK, i);
|
||||
s = &sprite[i];
|
||||
for (j = 0; j < 16; j++) RANDOMSCRAP(s, i);
|
||||
deletesprite(i);
|
||||
break;
|
||||
case PLAYERONWATER:
|
||||
i = sprite[i].owner;
|
||||
default:
|
||||
if ((sprite[i].cstat & 16) && sprite[i].hitag == 0 && sprite[i].lotag == 0 && sprite[i].statnum == 0)
|
||||
break;
|
||||
|
||||
if ((sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i) && sprite[i].statnum != 4)
|
||||
{
|
||||
if (badguy(&sprite[i]) == 1)
|
||||
{
|
||||
if (sprite[sn].picnum == RPG) sprite[sn].extra <<= 1;
|
||||
|
||||
if ((sprite[i].picnum != DRONE) && (sprite[i].picnum != ROTATEGUN) && (sprite[i].picnum != COMMANDER) && (sprite[i].picnum < GREENSLIME || sprite[i].picnum > GREENSLIME + 7))
|
||||
if (sprite[sn].picnum != FREEZEBLAST)
|
||||
//if (actortype[sprite[i].picnum] == 0) //TRANSITIONAL. Cannot be done right with EDuke mess backing the engine.
|
||||
{
|
||||
j = spawn(sn, JIBS6);
|
||||
if (sprite[sn].pal == 6)
|
||||
sprite[j].pal = 6;
|
||||
sprite[j].z += (4 << 8);
|
||||
sprite[j].xvel = 16;
|
||||
sprite[j].xrepeat = sprite[j].yrepeat = 24;
|
||||
sprite[j].ang += 32 - (krand() & 63);
|
||||
}
|
||||
|
||||
j = sprite[sn].owner;
|
||||
|
||||
if (j >= 0 && sprite[j].picnum == APLAYER && sprite[i].picnum != ROTATEGUN && sprite[i].picnum != DRONE)
|
||||
if (ps[sprite[j].yvel].curr_weapon == SHOTGUN_WEAPON)
|
||||
{
|
||||
shoot(i, BLOODSPLAT3);
|
||||
shoot(i, BLOODSPLAT1);
|
||||
shoot(i, BLOODSPLAT2);
|
||||
shoot(i, BLOODSPLAT4);
|
||||
}
|
||||
|
||||
if (sprite[i].picnum != TANK && sprite[i].picnum != BOSS1 && sprite[i].picnum != BOSS4 && sprite[i].picnum != BOSS2 && sprite[i].picnum != BOSS3 && sprite[i].picnum != RECON && sprite[i].picnum != ROTATEGUN)
|
||||
{
|
||||
if ((sprite[i].cstat & 48) == 0)
|
||||
sprite[i].ang = (sprite[sn].ang + 1024) & 2047;
|
||||
sprite[i].xvel = -(sprite[sn].extra << 2);
|
||||
short j = sprite[i].sectnum;
|
||||
pushmove(&sprite[i].x, &sprite[i].y, &sprite[i].z, &j, 128L, (4L << 8), (4L << 8), CLIPMASK0);
|
||||
if (j != sprite[i].sectnum && j >= 0 && j < MAXSECTORS)
|
||||
changespritesect(i, j);
|
||||
}
|
||||
|
||||
if (sprite[i].statnum == 2)
|
||||
{
|
||||
changespritestat(i, 1);
|
||||
hittype[i].timetosleep = SLEEPTIME;
|
||||
}
|
||||
if ((sprite[i].xrepeat < 24 || sprite[i].picnum == SHARK) && sprite[sn].picnum == SHRINKSPARK) return;
|
||||
}
|
||||
|
||||
if (sprite[i].statnum != 2)
|
||||
{
|
||||
if (sprite[sn].picnum == FREEZEBLAST && ((sprite[i].picnum == APLAYER && sprite[i].pal == 1) || (freezerhurtowner == 0 && sprite[sn].owner == i)))
|
||||
return;
|
||||
|
||||
hittype[i].picnum = sprite[sn].picnum;
|
||||
hittype[i].extra += sprite[sn].extra;
|
||||
hittype[i].ang = sprite[sn].ang;
|
||||
hittype[i].owner = sprite[sn].owner;
|
||||
}
|
||||
|
||||
if (sprite[i].statnum == 10)
|
||||
{
|
||||
p = sprite[i].yvel;
|
||||
if (ps[p].newowner >= 0)
|
||||
{
|
||||
ps[p].newowner = -1;
|
||||
ps[p].posx = ps[p].oposx;
|
||||
ps[p].posy = ps[p].oposy;
|
||||
ps[p].posz = ps[p].oposz;
|
||||
ps[p].q16ang = ps[p].oq16ang;
|
||||
|
||||
updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum);
|
||||
setpal(&ps[p]);
|
||||
|
||||
j = headspritestat[1];
|
||||
while (j >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == CAMERA1) sprite[j].yvel = 0;
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
}
|
||||
|
||||
if (sprite[i].xrepeat < 24 && sprite[sn].picnum == SHRINKSPARK)
|
||||
return;
|
||||
|
||||
if (sprite[hittype[i].owner].picnum != APLAYER)
|
||||
if (ud.player_skill >= 3)
|
||||
sprite[sn].extra += (sprite[sn].extra >> 1);
|
||||
}
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
END_DUKE_NS
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -313,6 +313,7 @@ extern int32_t VOL4ENDSND2;
|
|||
extern int32_t EXPANDERSHOOT;
|
||||
extern int32_t INTRO4_B;
|
||||
extern int32_t BIGBANG;
|
||||
#define DUKE_SHUCKS 47 // this was missing
|
||||
|
||||
#define DYNAMICSOUNDMAP(Soundnum) (DynamicSoundMap[Soundnum])
|
||||
|
||||
|
|
|
@ -7623,7 +7623,8 @@ void A_SpawnWallGlass(int spriteNum, int wallNum, int glassCnt)
|
|||
}
|
||||
}
|
||||
|
||||
void A_SpawnWallPopcorn(int spriteNum, int wallNum, int glassCnt)
|
||||
// RR only
|
||||
void lotsofpopcorn(int spriteNum, int wallNum, int glassCnt)
|
||||
{
|
||||
if (wallNum < 0)
|
||||
{
|
||||
|
|
|
@ -669,7 +669,7 @@ growspark_rr:
|
|||
|
||||
if (hitData.sprite >= 0 && sprite[hitData.sprite].picnum != TILE_ACCESSSWITCH && sprite[hitData.sprite].picnum != TILE_ACCESSSWITCH2)
|
||||
{
|
||||
A_DamageObject(hitData.sprite, kneeSprite);
|
||||
checkhitsprite(hitData.sprite, kneeSprite);
|
||||
if (playerNum >= 0)
|
||||
checkhitswitch(playerNum, hitData.sprite, 1);
|
||||
}
|
||||
|
@ -740,7 +740,7 @@ growspark_rr:
|
|||
return -1;
|
||||
}
|
||||
else
|
||||
Sect_DamageCeiling(hitData.sect);
|
||||
checkhitceiling(hitData.sect);
|
||||
}
|
||||
|
||||
if (!RR || sector[hitData.sect].lotag != ST_1_ABOVE_WATER)
|
||||
|
@ -751,7 +751,7 @@ growspark_rr:
|
|||
{
|
||||
if (RR && sprite[hitData.sprite].picnum == TILE_TORNADO)
|
||||
return -1;
|
||||
A_DamageObject(hitData.sprite, spawnedSprite);
|
||||
checkhitsprite(hitData.sprite, spawnedSprite);
|
||||
|
||||
if (sprite[hitData.sprite].picnum == TILE_APLAYER &&
|
||||
(ud.ffire == 1 || (!GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) && GTFLAGS(GAMETYPE_TDM) &&
|
||||
|
@ -832,7 +832,7 @@ growspark_rr:
|
|||
|
||||
if (hitData.sprite >= 0)
|
||||
{
|
||||
A_DamageObject(hitData.sprite, spawnedSprite);
|
||||
checkhitsprite(hitData.sprite, spawnedSprite);
|
||||
if (sprite[hitData.sprite].picnum != TILE_APLAYER)
|
||||
A_Spawn(spawnedSprite, TILE_SMALLSMOKE);
|
||||
else
|
||||
|
@ -942,10 +942,10 @@ growspark_rr:
|
|||
if (hitData.wall == -1 && hitData.sprite == -1 && hitData.sect >= 0
|
||||
&& Zvel < 0 && (sector[hitData.sprite].ceilingstat & 1) == 0)
|
||||
{
|
||||
Sect_DamageCeiling(hitData.sect);
|
||||
checkhitceiling(hitData.sect);
|
||||
}
|
||||
else if (hitData.sprite >= 0)
|
||||
A_DamageObject(hitData.sprite, otherSprite);
|
||||
checkhitsprite(hitData.sprite, otherSprite);
|
||||
else if (hitData.wall >= 0 && wall[hitData.wall].picnum != TILE_ACCESSSWITCH && wall[hitData.wall].picnum != TILE_ACCESSSWITCH2)
|
||||
A_DamageWall(otherSprite, hitData.wall, &hitData.pos, projecTile);
|
||||
}
|
||||
|
@ -8517,7 +8517,7 @@ HORIZONLY:;
|
|||
{
|
||||
if (!(sector[pSprite->sectnum].lotag & 0x8000u) &&
|
||||
(isanunderoperator(sector[pSprite->sectnum].lotag) || isanearoperator(sector[pSprite->sectnum].lotag)))
|
||||
G_ActivateBySector(pSprite->sectnum, pPlayer->i);
|
||||
activatebysector(pSprite->sectnum, pPlayer->i);
|
||||
|
||||
if (squishPlayer)
|
||||
{
|
||||
|
@ -8526,7 +8526,7 @@ HORIZONLY:;
|
|||
}
|
||||
}
|
||||
else if (klabs(floorZ - ceilZ) < ZOFFSET5 && isanunderoperator(sector[pPlayer->cursectnum].lotag))
|
||||
G_ActivateBySector(pPlayer->cursectnum, pPlayer->i);
|
||||
activatebysector(pPlayer->cursectnum, pPlayer->i);
|
||||
|
||||
if (RR && sector[pPlayer->cursectnum].ceilingz > (sector[pPlayer->cursectnum].floorz-ZOFFSET4))
|
||||
{
|
||||
|
|
|
@ -2363,7 +2363,7 @@ int G_EnterLevel(int gameMode)
|
|||
g_player[0].ps->curr_weapon = SLINGBLADE_WEAPON;
|
||||
}
|
||||
|
||||
G_AlignWarpElevators();
|
||||
allignwarpelevators();
|
||||
resetpspritevars(gameMode);
|
||||
|
||||
ud.playerbest = CONFIG_GetMapBestTime(Menu_HaveUserMap() ? boardfilename : mi.fileName.GetChars(), g_loadedMapHack.md4);
|
||||
|
|
File diff suppressed because it is too large
Load diff
Loading…
Reference in a new issue