Rename a couple functions local to actors.c, remove IFHITSECT macro. This is mostly a test commit to make sure our CIA.vc script is properly updated now.

git-svn-id: https://svn.eduke32.com/eduke32@2993 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2012-09-02 14:30:32 +00:00
parent 202d544f14
commit a0d993c900
1 changed files with 8 additions and 9 deletions

View File

@ -884,7 +884,8 @@ ACTOR_STATIC void G_MoveZombieActors(void)
}
}
static inline int32_t ifhitsectors(int32_t sectnum)
// stupid name, but it's what the function does.
static inline int32_t G_FindExplosionInSector(int32_t sectnum)
{
int32_t i = headspritestat[STAT_MISC];
while (i >= 0)
@ -896,9 +897,7 @@ static inline int32_t ifhitsectors(int32_t sectnum)
return -1;
}
#define IFHITSECT(Sectnum) if (ifhitsectors(Sectnum) >= 0)
static void nudge_player(int32_t p, int32_t sn, int32_t shl)
static void P_Nudge(int32_t p, int32_t sn, int32_t shl)
{
g_player[p].ps->vel.x += actor[sn].extra*(sintable[(actor[sn].ang+512)&2047])<<shl;
g_player[p].ps->vel.y += actor[sn].extra*(sintable[actor[sn].ang&2047])<<shl;
@ -953,11 +952,11 @@ int32_t A_IncurDamage(int32_t sn)
if (A_CheckSpriteTileFlags(actor[sn].picnum,SPRITE_PROJECTILE) && (SpriteProjectile[sn].workslike & PROJECTILE_RPG))
{
nudge_player(p, sn, 2);
P_Nudge(p, sn, 2);
}
else if (A_CheckSpriteTileFlags(actor[sn].picnum,SPRITE_PROJECTILE))
{
nudge_player(p, sn, 1);
P_Nudge(p, sn, 1);
}
switch (DYNAMICTILEMAP(actor[sn].picnum))
@ -969,10 +968,10 @@ int32_t A_IncurDamage(int32_t sn)
case SEENINE__STATIC:
case OOZFILTER__STATIC:
case EXPLODINGBARREL__STATIC:
nudge_player(p, sn, 2);
P_Nudge(p, sn, 2);
break;
default:
nudge_player(p, sn, 1);
P_Nudge(p, sn, 1);
break;
}
}
@ -7013,7 +7012,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
}
else //Not hit yet
{
IFHITSECT(s->sectnum)
if (G_FindExplosionInSector(s->sectnum) >= 0)
{
P_DoQuote(QUOTE_UNLOCKED,g_player[myconnectindex].ps);