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https://github.com/ZDoom/raze-gles.git
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- split up shoot_r as well and consolidated both blood splat functions.
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parent
4d1e229734
commit
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4 changed files with 832 additions and 808 deletions
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@ -128,6 +128,7 @@ void quickkill(struct player_struct* p);
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void setpal(struct player_struct* p);
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int madenoise(int playerNum);
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int haskey(int sect, int snum);
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void shootbloodsplat(int i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST);
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void breakwall(short newpn, short spr, short dawallnum);
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void callsound2(int soundNum, int playerNum);
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@ -1048,6 +1048,76 @@ int haskey(int sect, int snum)
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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 shootbloodsplat(int i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST)
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{
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spritetype* const s = &sprite[i];
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitspr, hitwall, k;
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int hitx, hity, hitz;
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if (p >= 0)
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sa += 64 - (krand() & 127);
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else sa += 1024 + 64 - (krand() & 127);
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zvel = 1024 - (krand() & 2047);
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hitscan(sx, sy, sz, sect,
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sintable[(sa + 512) & 2047],
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sintable[sa & 2047], zvel << 6,
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&hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
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// oh my...
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if (FindDistance2D(sx - hitx, sy - hity) < 1024 &&
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(hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE) &&
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((wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
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sector[wall[hitwall].nextsector].lotag == 0 &&
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sector[hitsect].lotag == 0 &&
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sector[wall[hitwall].nextsector].lotag == 0 &&
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(sector[hitsect].floorz - sector[wall[hitwall].nextsector].floorz) > (16 << 8)) ||
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(wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0)))
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{
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if ((wall[hitwall].cstat & 16) == 0)
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{
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if (wall[hitwall].nextsector >= 0)
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{
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SectIterator it(wall[hitwall].nextsector);
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while ((k = it.NextIndex()) >= 0)
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{
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if (sprite[k].statnum == 3 && sprite[k].lotag == 13)
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return;
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}
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}
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if (wall[hitwall].nextwall >= 0 &&
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wall[wall[hitwall].nextwall].hitag != 0)
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return;
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if (wall[hitwall].hitag == 0)
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{
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k = fi.spawn(i, atwith);
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sprite[k].xvel = -12;
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sprite[k].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x, wall[hitwall].y - wall[wall[hitwall].point2].y) + 512;
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sprite[k].x = hitx;
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sprite[k].y = hity;
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sprite[k].z = hitz;
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sprite[k].cstat |= (krand() & 4);
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ssp(k, CLIPMASK0);
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setsprite(k, sprite[k].x, sprite[k].y, sprite[k].z);
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if (s->picnum == OOZFILTER || s->picnum == NEWBEAST)
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sprite[k].pal = 6;
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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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// view - as in third person view (stupid name for this function)
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@ -226,75 +226,6 @@ static void shootflamethrowerflame(int i, int p, int sx, int sy, int sz, int sa)
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//
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//---------------------------------------------------------------------------
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static void shootbloodsplat(int i, int p, int sx, int sy, int sz, int sa, int atwith)
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{
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spritetype* const s = &sprite[i];
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitspr, hitwall, k;
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int hitx, hity, hitz;
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if (p >= 0)
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sa += 64 - (krand() & 127);
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else sa += 1024 + 64 - (krand() & 127);
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zvel = 1024 - (krand() & 2047);
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hitscan(sx, sy, sz, sect,
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sintable[(sa + 512) & 2047],
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sintable[sa & 2047], zvel << 6,
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&hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1);
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// oh my...
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if (FindDistance2D(sx - hitx, sy - hity) < 1024 &&
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(hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE) &&
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((wall[hitwall].nextsector >= 0 && hitsect >= 0 &&
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sector[wall[hitwall].nextsector].lotag == 0 &&
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sector[hitsect].lotag == 0 &&
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sector[wall[hitwall].nextsector].lotag == 0 &&
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(sector[hitsect].floorz - sector[wall[hitwall].nextsector].floorz) > (16 << 8)) ||
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(wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0)))
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{
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if ((wall[hitwall].cstat & 16) == 0)
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{
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if (wall[hitwall].nextsector >= 0)
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{
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SectIterator it(wall[hitwall].nextsector);
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while ((k = it.NextIndex()) >= 0)
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{
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if (sprite[k].statnum == 3 && sprite[k].lotag == 13)
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return;
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}
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}
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if (wall[hitwall].nextwall >= 0 &&
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wall[wall[hitwall].nextwall].hitag != 0)
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return;
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if (wall[hitwall].hitag == 0)
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{
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k = fi.spawn(i, atwith);
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sprite[k].xvel = -12;
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sprite[k].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x, wall[hitwall].y - wall[wall[hitwall].point2].y) + 512;
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sprite[k].x = hitx;
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sprite[k].y = hity;
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sprite[k].z = hitz;
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sprite[k].cstat |= (krand() & 4);
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ssp(k, CLIPMASK0);
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setsprite(k, sprite[k].x, sprite[k].y, sprite[k].z);
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if (s->picnum == OOZFILTER || s->picnum == NEWBEAST)
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sprite[k].pal = 6;
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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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//
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//---------------------------------------------------------------------------
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static void shootknee(int i, int p, int sx, int sy, int sz, int sa)
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{
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spritetype* const s = &sprite[i];
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@ -604,10 +535,8 @@ static void shootweapon(int i, int p, int sx, int sy, int sz, int sa, int atwith
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fi.spawn(k, SMALLSMOKE);
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else sprite[k].xrepeat = sprite[k].yrepeat = 0;
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}
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else if (hitwall >= 0) {
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else if (hitwall >= 0)
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fi.checkhitwall(k, hitwall, hitx, hity, hitz, SHOTSPARK1);
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}
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}
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if ((krand() & 255) < 4)
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@ -1144,7 +1073,7 @@ void shoot_d(int i, int atwith)
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case BLOODSPLAT2:
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case BLOODSPLAT3:
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case BLOODSPLAT4:
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shootbloodsplat(i, p, sx, sy, sz, sa, atwith);
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shootbloodsplat(i, p, sx, sy, sz, sa, atwith, BIGFORCE, OOZFILTER, NEWBEAST);
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break;
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case KNEE:
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