mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- moved dudeSlope fully into DBloodActor.
This commit is contained in:
parent
99c0b77cf2
commit
aba3539275
14 changed files with 66 additions and 41 deletions
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@ -52,7 +52,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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int cumulDamage[kMaxXSprites];
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int gDudeSlope[kMaxXSprites];
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DUDEEXTRA gDudeExtra[kMaxXSprites];
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AISTATE genIdle = {kAiStateGenIdle, 0, -1, 0, NULL, NULL, NULL, NULL };
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@ -1793,8 +1792,7 @@ void SerializeAI(FSerializer& arc)
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{
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if (arc.BeginObject("ai"))
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{
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arc.SparseArray("dudeslope", gDudeSlope, kMaxSprites, activeXSprites)
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.SparseArray("dudeextra", gDudeExtra, kMaxSprites, activeXSprites)
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arc.SparseArray("dudeextra", gDudeExtra, kMaxSprites, activeXSprites)
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.EndObject();
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}
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}
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@ -89,7 +89,6 @@ struct TARGETTRACK {
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extern const int dword_138BB0[5];
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extern DUDEEXTRA gDudeExtra[];
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extern int gDudeSlope[];
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extern int cumulDamage[];
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bool dudeIsPlayingSeq(spritetype *pSprite, int nSeq);
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void aiPlay3DSound(spritetype *pSprite, int a2, AI_SFX_PRIORITY a3, int a4);
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@ -293,7 +293,7 @@ static void beastThinkChase(DBloodActor* actor)
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10);
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actor->dudeSlope = divscale(pTarget->z-pSprite->z, nDist, 10);
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if (nDist < 0x1400 && nDist > 0xa00 && klabs(nDeltaAngle) < 85 && (pTarget->flags&2)
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&& IsPlayerSprite(pTarget) && Chance(0x8000))
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{
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@ -75,7 +75,7 @@ void SeqAttackCallback(int, DBloodActor* actor)
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spritetype *pSprite = &actor->s();
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int dx = CosScale16(pSprite->ang);
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int dy = SinScale16(pSprite->ang);
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int dz = actor->dudeSlope();
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int dz = actor->dudeSlope;
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dx += Random2(1500);
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dy += Random2(1500);
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dz += Random2(1500);
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@ -196,7 +196,7 @@ static void calebThinkChase(DBloodActor* actor)
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10);
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actor->dudeSlope = divscale(pTarget->z-pSprite->z, nDist, 10);
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if (nDist < 0x599 && klabs(nDeltaAngle) < 28)
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{
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XSECTOR *pXSector;
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@ -109,7 +109,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
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Aim aim;
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aim.dx = CosScale16(pSprite->ang);
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aim.dy = SinScale16(pSprite->ang);
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aim.dz = actor->dudeSlope();
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aim.dz = actor->dudeSlope;
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int nClosest = 0x7fffffff;
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int nSprite2;
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StatIterator it(kStatDude);
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@ -133,7 +133,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
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}
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int tx = x+mulscale30(Cos(pSprite->ang), nDist);
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int ty = y+mulscale30(Sin(pSprite->ang), nDist);
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int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
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int tz = z+mulscale(actor->dudeSlope, nDist, 10);
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int tsr = mulscale(9460, nDist, 10);
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int top, bottom;
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GetSpriteExtents(pSprite2, &top, &bottom);
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@ -193,7 +193,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
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int ax, ay, az;
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aim.dx = ax = CosScale16(pSprite->ang);
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aim.dy = ay = SinScale16(pSprite->ang);
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aim.dz = actor->dudeSlope();
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aim.dz = actor->dudeSlope;
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az = 0;
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int nClosest = 0x7fffffff;
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int nSprite2;
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@ -218,7 +218,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
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}
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int tx = x+mulscale30(Cos(pSprite->ang), nDist);
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int ty = y+mulscale30(Sin(pSprite->ang), nDist);
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int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
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int tz = z+mulscale(actor->dudeSlope, nDist, 10);
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int tsr = mulscale(9460, nDist, 10);
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int top, bottom;
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GetSpriteExtents(pSprite2, &top, &bottom);
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@ -93,7 +93,7 @@ void TommySeqCallback(int, DBloodActor* actor)
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spritetype* pSprite = &actor->s();
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int dx = CosScale16(pSprite->ang);
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int dy = SinScale16(pSprite->ang);
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int dz = actor->dudeSlope();
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int dz = actor->dudeSlope;
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dx += Random3((5-gGameOptions.nDifficulty)*1000);
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dy += Random3((5-gGameOptions.nDifficulty)*1000);
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dz += Random3((5-gGameOptions.nDifficulty)*500);
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@ -109,7 +109,7 @@ void TeslaSeqCallback(int, DBloodActor* actor)
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{
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int dx = CosScale16(pSprite->ang);
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int dy = SinScale16(pSprite->ang);
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int dz = actor->dudeSlope();
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int dz = actor->dudeSlope;
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dx += Random3((5-gGameOptions.nDifficulty)*1000);
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dy += Random3((5-gGameOptions.nDifficulty)*1000);
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dz += Random3((5-gGameOptions.nDifficulty)*500);
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@ -124,7 +124,7 @@ void ShotSeqCallback(int, DBloodActor* actor)
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spritetype* pSprite = &actor->s();
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int dx = CosScale16(pSprite->ang);
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int dy = SinScale16(pSprite->ang);
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int dz = actor->dudeSlope();
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int dz = actor->dudeSlope;
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dx += Random2((5-gGameOptions.nDifficulty)*1000-500);
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dy += Random2((5-gGameOptions.nDifficulty)*1000-500);
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dz += Random2((5-gGameOptions.nDifficulty)*500);
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@ -175,7 +175,7 @@ void sub_68170(int, DBloodActor* actor)
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if (gGameOptions.nDifficulty > 2)
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nMissile = kThingArmedTNTBundle;
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sfxPlay3DSound(pSprite, 455, -1, 0);
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spritetype* pMissile = actFireThing(pSprite, 0, 0, actor->dudeSlope() - 9460, nMissile, 0x133333);
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spritetype* pMissile = actFireThing(pSprite, 0, 0, actor->dudeSlope - 9460, nMissile, 0x133333);
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evPost(pMissile->index, 3, 120*(2+Random(2)), kCmdOn);
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}
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@ -314,7 +314,7 @@ static void cultThinkChase(DBloodActor* actor)
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10);
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actor->dudeSlope = divscale(pTarget->z-pSprite->z, nDist, 10);
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switch (pSprite->type) {
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case kDudeCultistTommy:
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if (nDist < 0x1e00 && nDist > 0xe00 && klabs(nDeltaAngle) < 85 && !TargetNearExplosion(pTarget)
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@ -117,7 +117,7 @@ void ThrowFSeqCallback(int, DBloodActor* actor)
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{
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XSPRITE* pXSprite = &actor->x();
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spritetype* pSprite = &actor->s();
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actFireThing(&actor->s(), 0, 0, actor->dudeSlope()-7500, kThingBone, 0xeeeee);
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actFireThing(&actor->s(), 0, 0, actor->dudeSlope-7500, kThingBone, 0xeeeee);
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}
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void BlastSSeqCallback(int, DBloodActor* actor)
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@ -136,7 +136,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
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Aim aim;
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aim.dx = CosScale16(pSprite->ang);
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aim.dy = SinScale16(pSprite->ang);
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aim.dz = actor->dudeSlope();
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aim.dz = actor->dudeSlope;
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int nClosest = 0x7fffffff;
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int nSprite2;
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StatIterator it(kStatDude);
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@ -160,7 +160,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
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}
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int tx = x+mulscale30(Cos(pSprite->ang), nDist);
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int ty = y+mulscale30(Sin(pSprite->ang), nDist);
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int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
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int tz = z+mulscale(actor->dudeSlope, nDist, 10);
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int tsr = mulscale(9460, nDist, 10);
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int top, bottom;
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GetSpriteExtents(pSprite2, &top, &bottom);
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@ -217,7 +217,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
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void ThrowSSeqCallback(int, DBloodActor* actor)
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{
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spritetype* pSprite = &actor->s();
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actFireThing(pSprite, 0, 0, actor->dudeSlope() - 7500, kThingBone, Chance(0x6000) ? 0x133333 : 0x111111);
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actFireThing(pSprite, 0, 0, actor->dudeSlope - 7500, kThingBone, Chance(0x6000) ? 0x133333 : 0x111111);
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}
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static void gargThinkTarget(DBloodActor* actor)
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@ -100,7 +100,7 @@ void ghostSlashSeqCallback(int, DBloodActor* actor)
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void ghostThrowSeqCallback(int, DBloodActor* actor)
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{
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actFireThing(&actor->s(), 0, 0, actor->dudeSlope() - 7500, kThingBone, 0xeeeee);
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actFireThing(&actor->s(), 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee);
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}
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void ghostBlastSeqCallback(int, DBloodActor* actor)
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@ -119,7 +119,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
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Aim aim;
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aim.dx = CosScale16(pSprite->ang);
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aim.dy = SinScale16(pSprite->ang);
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aim.dz = actor->dudeSlope();
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aim.dz = actor->dudeSlope;
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int nClosest = 0x7fffffff;
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int nSprite2;
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StatIterator it(kStatDude);
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@ -143,7 +143,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
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}
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int tx = x+mulscale30(Cos(pSprite->ang), nDist);
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int ty = y+mulscale30(Sin(pSprite->ang), nDist);
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int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
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int tz = z+mulscale(actor->dudeSlope, nDist, 10);
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int tsr = mulscale(9460, nDist, 10);
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int top, bottom;
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GetSpriteExtents(pSprite2, &top, &bottom);
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@ -185,7 +185,7 @@ static void gillThinkChase(DBloodActor* actor)
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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actor->dudeSlope() = divscale(pTarget->z-pSprite->z, nDist, 10);
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actor->dudeSlope = divscale(pTarget->z-pSprite->z, nDist, 10);
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if (nDist < 921 && klabs(nDeltaAngle) < 28)
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{
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XSECTOR *pXSector;
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@ -93,7 +93,7 @@ void sub_71BD4(int, DBloodActor* actor)
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Aim aim;
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aim.dx = CosScale16(pSprite->ang);
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aim.dy = SinScale16(pSprite->ang);
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aim.dz = actor->dudeSlope();
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aim.dz = actor->dudeSlope;
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int nClosest = 0x7fffffff;
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int nSprite2;
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StatIterator it(kStatDude);
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@ -117,7 +117,7 @@ void sub_71BD4(int, DBloodActor* actor)
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}
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int tx = x+mulscale30(Cos(pSprite->ang), nDist);
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int ty = y+mulscale30(Sin(pSprite->ang), nDist);
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int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
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int tz = z+mulscale(actor->dudeSlope, nDist, 10);
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int tsr = mulscale(9460, nDist, 10);
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int top, bottom;
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GetSpriteExtents(pSprite2, &top, &bottom);
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@ -171,7 +171,7 @@ void sub_720AC(int, DBloodActor* actor)
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Aim aim;
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aim.dx = ax;
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aim.dy = ay;
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aim.dz = actor->dudeSlope();
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aim.dz = actor->dudeSlope;
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int nClosest = 0x7fffffff;
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az = 0;
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int nSprite2;
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@ -196,7 +196,7 @@ void sub_720AC(int, DBloodActor* actor)
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}
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int tx = x+mulscale30(Cos(pSprite->ang), nDist);
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int ty = y+mulscale30(Sin(pSprite->ang), nDist);
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int tz = z+mulscale(actor->dudeSlope(), nDist, 10);
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int tz = z+mulscale(actor->dudeSlope, nDist, 10);
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int tsr = mulscale(9460, nDist, 10);
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int top, bottom;
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GetSpriteExtents(pSprite2, &top, &bottom);
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@ -166,12 +166,12 @@ static bool genDudeAdjustSlope(DBloodActor* actor, int dist, int weaponType, int
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{
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if (weaponType == kGenDudeWeaponHitscan)
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{
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actor->dudeSlope() = fStart - ((fStart - fEnd) >> 2);
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actor->dudeSlope = fStart - ((fStart - fEnd) >> 2);
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}
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else if (weaponType == kGenDudeWeaponMissile)
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{
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const MissileType* pMissile = &missileInfo[pExtra->curWeapon - kMissileBase];
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actor->dudeSlope() = (fStart - ((fStart - fEnd) >> 2)) - (pMissile->clipDist << 1);
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actor->dudeSlope = (fStart - ((fStart - fEnd) >> 2)) - (pMissile->clipDist << 1);
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}
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return true;
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@ -234,7 +234,7 @@ void genDudeAttack1(int, DBloodActor* actor)
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if (pExtra->weaponType == kGenDudeWeaponHitscan) {
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dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope();
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dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope;
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// dispersal modifiers here in case if non-melee enemy
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if (!dudeIsMelee(pXSprite)) {
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dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion);
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@ -266,7 +266,7 @@ void genDudeAttack1(int, DBloodActor* actor)
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} else if (pExtra->weaponType == kGenDudeWeaponMissile) {
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dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope();
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dx = CosScale16(pSprite->ang); dy = SinScale16(pSprite->ang); dz = actor->dudeSlope;
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// dispersal modifiers here
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dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion >> 1);
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@ -513,7 +513,7 @@ static void unicultThinkChase(DBloodActor* actor)
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if ((gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false))
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playGenDudeSound(pSprite, kGenDudeSndChasing);
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actor->dudeSlope() = divscale(pTarget->z - pSprite->z, dist, 10);
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actor->dudeSlope = divscale(pTarget->z - pSprite->z, dist, 10);
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short curWeapon = gGenDudeExtra[pSprite->index].curWeapon; short weaponType = gGenDudeExtra[pSprite->index].weaponType;
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spritetype* pLeech = leechIsDropped(pSprite); const VECTORDATA* meleeVector = &gVectorData[22];
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@ -682,9 +682,9 @@ static void unicultThinkChase(DBloodActor* actor)
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if (pExtra->canWalk) {
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int objDist = -1; int targetDist = -1; int hit = -1;
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if (weaponType == kGenDudeWeaponHitscan)
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hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), CLIPMASK1, dist);
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hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, CLIPMASK1, dist);
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else if (weaponType == kGenDudeWeaponMissile)
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hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), CLIPMASK0, dist);
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hit = HitScan(pSprite, pSprite->z, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, CLIPMASK0, dist);
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if (hit >= 0) {
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targetDist = dist - (pTarget->clipdist << 2);
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@ -787,7 +787,7 @@ static void unicultThinkChase(DBloodActor* actor)
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else if (weaponType == kGenDudeWeaponHitscan && hscn)
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{
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if (genDudeAdjustSlope(actor, dist, weaponType)) break;
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VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), dist, 1);
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VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, dist, 1);
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if (pXSprite->target == gHitInfo.hitsprite) break;
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bool immune = nnExtIsImmune(pHSprite, gVectorData[curWeapon].dmgType);
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@ -839,7 +839,7 @@ static void unicultThinkChase(DBloodActor* actor)
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case 4:
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if (hit == 4 && weaponType == kGenDudeWeaponHitscan && hscn) {
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bool masked = (pHWall->cstat & CSTAT_WALL_MASKED);
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if (masked) VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope(), dist, 1);
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if (masked) VectorScan(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), actor->dudeSlope, dist, 1);
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//viewSetSystemMessage("WALL VHIT: %d", gHitInfo.hitwall);
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if ((pXSprite->target != gHitInfo.hitsprite) && (pHWall->type != kWallGib || !masked || pXHWall == NULL || !pXHWall->triggerVector || pXHWall->locked)) {
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@ -10,15 +10,20 @@
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BEGIN_BLD_NS
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extern int cumulDamage[kMaxXSprites];
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// Due to the messed up array storage of all the game data we cannot do any direct references here yet. We have to access everything via wrapper functions for now.
|
||||
// Note that the indexing is very inconsistent - partially by sprite index, partially by xsprite index.
|
||||
class DBloodActor
|
||||
{
|
||||
const int index;
|
||||
int index;
|
||||
DBloodActor* base();
|
||||
|
||||
public:
|
||||
DBloodActor() :index(int(this - base())) { assert(index >= 0 && index < kMaxSprites); }
|
||||
int dudeSlope;
|
||||
|
||||
DBloodActor() :index(int(this - base())) { /*assert(index >= 0 && index < kMaxSprites);*/ }
|
||||
DBloodActor& operator=(const DBloodActor& other) = default;
|
||||
|
||||
bool hasX() { return sprite[index].extra > 0; }
|
||||
spritetype& s() { return sprite[index]; }
|
||||
|
@ -29,7 +34,6 @@ public:
|
|||
int& zvel() { return Blood::zvel[index]; }
|
||||
|
||||
int& cumulDamage() { return Blood::cumulDamage[sprite[index].extra]; }
|
||||
int& dudeSlope() { return Blood::gDudeSlope[sprite[index].extra]; }
|
||||
DUDEEXTRA& dudeExtra() { return gDudeExtra[sprite[index].extra]; }
|
||||
SPRITEMASS& spriteMass() { return gSpriteMass[sprite[index].extra]; }
|
||||
GENDUDEEXTRA& genDudeExtra() { return Blood::gGenDudeExtra[index]; }
|
||||
|
|
|
@ -43,6 +43,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "mapinfo.h"
|
||||
#include "gamestate.h"
|
||||
#include "d_net.h"
|
||||
#include "bloodactor.h"
|
||||
|
||||
#include "aistate.h"
|
||||
#include "aiunicult.h"
|
||||
|
@ -436,6 +437,28 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA
|
|||
return arc;
|
||||
}
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, DBloodActor& w, DBloodActor* def)
|
||||
{
|
||||
static DBloodActor nul;
|
||||
if (!def)
|
||||
{
|
||||
def = &nul;
|
||||
if (arc.isReading()) w = {};
|
||||
}
|
||||
|
||||
if (arc.BeginObject(keyname))
|
||||
{
|
||||
|
||||
// The rest is only relevant if the actor has an xsprite.
|
||||
if (w.s().extra > 0)
|
||||
{
|
||||
arc("dudeslope", w.dudeSlope, def->dudeSlope);
|
||||
}
|
||||
arc.EndObject();
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, XWALL& w, XWALL* def)
|
||||
{
|
||||
static XWALL nul;
|
||||
|
@ -646,6 +669,7 @@ void SerializeState(FSerializer& arc)
|
|||
.SparseArray("xvel", xvel, kMaxSprites, activeSprites)
|
||||
.SparseArray("yvel", yvel, kMaxSprites, activeSprites)
|
||||
.SparseArray("zvel", zvel, kMaxSprites, activeSprites)
|
||||
.SparseArray("actors", bloodActors, kMaxSprites, activeSprites)
|
||||
.EndObject();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3094,7 +3094,7 @@ bool condCheckSprite(XSPRITE* pXCond, int cmpOp, bool PUSH) {
|
|||
if ((pPlayer = getPlayerById(pSpr->type)) != NULL)
|
||||
var = HitScan(pSpr, pPlayer->zWeapon - pSpr->z, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, arg1, arg3 << 1);
|
||||
else if (IsDudeSprite(pSpr))
|
||||
var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), actor->dudeSlope(), arg1, arg3 << 1);
|
||||
var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), actor->dudeSlope, arg1, arg3 << 1);
|
||||
else
|
||||
var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), 0, arg1, arg3 << 1);
|
||||
|
||||
|
|
Loading…
Reference in a new issue