Clean up G_MoveWeapons(), among other things getting rid of weird indentation.

git-svn-id: https://svn.eduke32.com/eduke32@3076 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-10-14 20:41:28 +00:00
parent abd8753e66
commit b03c95443b

View file

@ -2535,7 +2535,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
/* Custom projectiles */
if (A_CheckSpriteFlags(i,SPRITE_PROJECTILE))
{
projectile_t *const proj = &SpriteProjectile[i];
const projectile_t *const proj = &SpriteProjectile[i];
if (proj->pal >= 0)
s->pal = proj->pal;
@ -2639,13 +2639,13 @@ ACTOR_STATIC void G_MoveWeapons(void)
{
if (s->z < actor[i].ceilingz)
{
j = 16384|(s->sectnum);
j = 16384|s->sectnum;
s->zvel = -1;
}
else if ((s->z > actor[i].floorz && sector[s->sectnum].lotag != ST_1_ABOVE_WATER) ||
(s->z > actor[i].floorz+(16<<8) && sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
else if (s->z > actor[i].floorz + (16<<8)*(sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
{
j = 16384|(s->sectnum);
j = 16384|s->sectnum;
if (sector[s->sectnum].lotag != ST_1_ABOVE_WATER)
s->zvel = 1;
}
@ -2709,7 +2709,6 @@ ACTOR_STATIC void G_MoveWeapons(void)
if (!(proj->workslike & PROJECTILE_FORCEIMPACT))
KILLIT(i);
}
if (proj->workslike & PROJECTILE_FORCEIMPACT)
@ -2921,206 +2920,207 @@ ACTOR_STATIC void G_MoveWeapons(void)
{
if (s->z < actor[i].ceilingz)
{
j = 16384|(s->sectnum);
j = 16384|s->sectnum;
s->zvel = -1;
}
else if ((s->z > actor[i].floorz && sector[s->sectnum].lotag != ST_1_ABOVE_WATER) ||
(s->z > actor[i].floorz+(16<<8) && sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
else if (s->z > actor[i].floorz + (16<<8)*(sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
{
j = 16384|(s->sectnum);
j = 16384|s->sectnum;
if (sector[s->sectnum].lotag != ST_1_ABOVE_WATER)
s->zvel = 1;
}
}
if (s->picnum == FIRELASER)
if (s->picnum == FIRELASER)
{
for (k=-3; k<2; k++)
{
for (k=-3; k<2; k++)
{
x = A_InsertSprite(s->sectnum,
s->x+((k*sintable[(s->ang+512)&2047])>>9),
s->y+((k*sintable[s->ang&2047])>>9),
s->z+((k*ksgn(s->zvel))*klabs(s->zvel/24)),FIRELASER,-40+(k<<2),
s->xrepeat,s->yrepeat,0,0,0,s->owner,5);
x = A_InsertSprite(s->sectnum,
s->x+((k*sintable[(s->ang+512)&2047])>>9),
s->y+((k*sintable[s->ang&2047])>>9),
s->z+((k*ksgn(s->zvel))*klabs(s->zvel/24)),FIRELASER,-40+(k<<2),
s->xrepeat,s->yrepeat,0,0,0,s->owner,5);
sprite[x].cstat = 128;
sprite[x].pal = s->pal;
}
sprite[x].cstat = 128;
sprite[x].pal = s->pal;
}
else if (s->picnum == SPIT) if (s->zvel < 6144)
}
else if (s->picnum == SPIT)
if (s->zvel < 6144)
s->zvel += g_spriteGravity-112;
if (j != 0)
if (j != 0)
{
if (s->picnum == COOLEXPLOSION1)
{
if (s->picnum == COOLEXPLOSION1)
{
if ((j&49152) == 49152 && sprite[j&(MAXSPRITES-1)].picnum != APLAYER)
goto COOLEXPLOSION;
s->xvel = 0;
s->zvel = 0;
}
if ((j&49152) == 49152 && sprite[j&(MAXSPRITES-1)].picnum != APLAYER)
goto COOLEXPLOSION;
s->xvel = 0;
s->zvel = 0;
}
if ((j&49152) == 49152)
{
j &= (MAXSPRITES-1);
if ((j&49152) == 49152)
{
j &= (MAXSPRITES-1);
if (s->picnum == FREEZEBLAST && sprite[j].pal == 1)
if (A_CheckEnemySprite(&sprite[j]) || sprite[j].picnum == APLAYER)
{
j = A_Spawn(i,TRANSPORTERSTAR);
sprite[j].pal = 1;
sprite[j].xrepeat = 32;
sprite[j].yrepeat = 32;
KILLIT(i);
}
A_DamageObject(j,i);
if (sprite[j].picnum == APLAYER)
{
int32_t p = sprite[j].yvel;
A_PlaySound(PISTOL_BODYHIT,j);
if (s->picnum == SPIT)
P_HandleBeingSpitOn(g_player[p].ps);
}
}
else if ((j&49152) == 32768)
{
j &= (MAXWALLS-1);
if (s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT && (wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR))
if (s->picnum == FREEZEBLAST && sprite[j].pal == 1)
if (A_CheckEnemySprite(&sprite[j]) || sprite[j].picnum == APLAYER)
{
j = A_Spawn(i,TRANSPORTERSTAR);
sprite[j].pal = 1;
sprite[j].xrepeat = 32;
sprite[j].yrepeat = 32;
KILLIT(i);
}
A_DamageObject(j,i);
if (sprite[j].picnum == APLAYER)
{
int32_t p = sprite[j].yvel;
A_PlaySound(PISTOL_BODYHIT,j);
if (s->picnum == SPIT)
P_HandleBeingSpitOn(g_player[p].ps);
}
}
else if ((j&49152) == 32768)
{
j &= (MAXWALLS-1);
if (s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT && (wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR))
{
k = getangle(
wall[wall[j].point2].x-wall[j].x,
wall[wall[j].point2].y-wall[j].y);
s->ang = ((k<<1) - s->ang)&2047;
s->owner = i;
A_Spawn(i,TRANSPORTERSTAR);
goto BOLT;
}
else
{
setsprite(i,&davect);
A_DamageWall(i,j,(vec3_t *)s,s->picnum);
if (s->picnum == FREEZEBLAST)
{
if (wall[j].overpicnum != MIRROR && wall[j].picnum != MIRROR)
{
s->extra >>= 1;
s->yvel--;
}
k = getangle(
wall[wall[j].point2].x-wall[j].x,
wall[wall[j].point2].y-wall[j].y);
s->ang = ((k<<1) - s->ang)&2047;
s->owner = i;
A_Spawn(i,TRANSPORTERSTAR);
goto BOLT;
}
}
}
else if ((j&49152) == 16384)
{
setsprite(i,&davect);
if (s->zvel < 0)
{
if (sector[s->sectnum].ceilingstat&1)
if (sector[s->sectnum].ceilingpal == 0)
KILLIT(i);
Sect_DamageCeiling(s->sectnum);
}
if (s->picnum == FREEZEBLAST)
{
A_DoProjectileBounce(i);
A_SetSprite(i, CLIPMASK1);
s->extra >>= 1;
if (s->xrepeat > 8)
s->xrepeat -= 2;
if (s->yrepeat > 8)
s->yrepeat -= 2;
s->yvel--;
goto BOLT;
}
}
if (s->picnum != SPIT)
{
if (s->picnum == RPG)
{
k = A_Spawn(i,EXPLOSION2);
A_PlaySound(RPG_EXPLODE,k);
Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
if (s->xrepeat < 10)
{
sprite[k].xrepeat = 6;
sprite[k].yrepeat = 6;
}
else if ((j&49152) == 16384)
{
if (s->zvel > 0)
A_Spawn(i,EXPLOSION2BOT);
else
{
sprite[k].cstat |= 8;
sprite[k].z += (48<<8);
}
}
if (s->xrepeat >= 10)
{
x = s->extra;
A_RadiusDamage(i,g_rpgBlastRadius, x>>2,x>>1,x-(x>>2),x);
}
else
{
setsprite(i,&davect);
A_DamageWall(i,j,(vec3_t *)s,s->picnum);
if (s->picnum == FREEZEBLAST)
{
if (wall[j].overpicnum != MIRROR && wall[j].picnum != MIRROR)
{
s->extra >>= 1;
s->yvel--;
}
k = getangle(
wall[wall[j].point2].x-wall[j].x,
wall[wall[j].point2].y-wall[j].y);
s->ang = ((k<<1) - s->ang)&2047;
goto BOLT;
}
x = s->extra+(g_globalRandom&3);
A_RadiusDamage(i,(g_rpgBlastRadius>>1),x>>2,x>>1,x-(x>>2),x);
}
}
else if ((j&49152) == 16384)
else if (s->picnum == SHRINKSPARK)
{
setsprite(i,&davect);
if (s->zvel < 0)
{
if (sector[s->sectnum].ceilingstat&1)
if (sector[s->sectnum].ceilingpal == 0)
KILLIT(i);
Sect_DamageCeiling(s->sectnum);
}
if (s->picnum == FREEZEBLAST)
{
A_DoProjectileBounce(i);
A_SetSprite(i, CLIPMASK1);
s->extra >>= 1;
if (s->xrepeat > 8)
s->xrepeat -= 2;
if (s->yrepeat > 8)
s->yrepeat -= 2;
s->yvel--;
goto BOLT;
}
A_Spawn(i,SHRINKEREXPLOSION);
A_PlaySound(SHRINKER_HIT,i);
A_RadiusDamage(i,g_shrinkerBlastRadius,0,0,0,0);
}
if (s->picnum != SPIT)
else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER)
{
if (s->picnum == RPG)
k = A_Spawn(i,EXPLOSION2);
sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat>>1;
if ((j&49152) == 16384)
{
k = A_Spawn(i,EXPLOSION2);
A_PlaySound(RPG_EXPLODE,k);
Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
if (s->xrepeat < 10)
if (s->zvel < 0)
{
sprite[k].xrepeat = 6;
sprite[k].yrepeat = 6;
}
else if ((j&49152) == 16384)
{
if (s->zvel > 0)
A_Spawn(i,EXPLOSION2BOT);
else
{
sprite[k].cstat |= 8;
sprite[k].z += (48<<8);
}
sprite[k].cstat |= 8;
sprite[k].z += (72<<8);
}
if (s->xrepeat >= 10)
{
x = s->extra;
A_RadiusDamage(i,g_rpgBlastRadius, x>>2,x>>1,x-(x>>2),x);
}
else
{
x = s->extra+(g_globalRandom&3);
A_RadiusDamage(i,(g_rpgBlastRadius>>1),x>>2,x>>1,x-(x>>2),x);
}
}
else if (s->picnum == SHRINKSPARK)
{
A_Spawn(i,SHRINKEREXPLOSION);
A_PlaySound(SHRINKER_HIT,i);
A_RadiusDamage(i,g_shrinkerBlastRadius,0,0,0,0);
}
else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER)
{
k = A_Spawn(i,EXPLOSION2);
sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat>>1;
if ((j&49152) == 16384)
{
if (s->zvel < 0)
{
sprite[k].cstat |= 8;
sprite[k].z += (72<<8);
}
}
}
}
if (s->picnum != COOLEXPLOSION1)
KILLIT(i);
}
if (s->picnum == COOLEXPLOSION1)
{
if (s->picnum != COOLEXPLOSION1)
KILLIT(i);
}
if (s->picnum == COOLEXPLOSION1)
{
COOLEXPLOSION:
s->shade++;
if (s->shade >= 40)
KILLIT(i);
}
else if (s->picnum == RPG && sector[s->sectnum].lotag == ST_2_UNDERWATER && s->xrepeat >= 10 && rnd(140))
A_Spawn(i,WATERBUBBLE);
s->shade++;
if (s->shade >= 40)
KILLIT(i);
}
else if (s->picnum == RPG && sector[s->sectnum].lotag == ST_2_UNDERWATER && s->xrepeat >= 10 && rnd(140))
A_Spawn(i,WATERBUBBLE);
goto BOLT;
goto BOLT;
case SHOTSPARK1__STATIC:
if (!actorscrptr[sprite[i].picnum])