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Cleanups
git-svn-id: https://svn.eduke32.com/eduke32@5853 1a8010ca-5511-0410-912e-c29ae57300e0
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4a6676dd87
commit
b3273dbebf
2 changed files with 24 additions and 24 deletions
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@ -355,7 +355,7 @@ int32_t A_GetFurthestAngle(int spriteNum, int angDiv)
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return furthest_angle&2047;
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}
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int32_t A_FurthestVisiblePoint(int32_t spriteNum, uspritetype * const pSprite, int32_t *dax, int32_t *day)
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int A_FurthestVisiblePoint(int spriteNum, uspritetype * const ts, int32_t *dax, int32_t *day)
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{
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if (AC_COUNT(actor[spriteNum].t_data)&63)
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return -1;
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@ -366,17 +366,17 @@ int32_t A_FurthestVisiblePoint(int32_t spriteNum, uspritetype * const pSprite, i
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int const angincs = 128;
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// ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3) ? 2048 / 2 : tabledivide32_noinline(2048, 1 + (krand() & 1));
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for (bssize_t j = pSprite->ang; j < (2048 + pSprite->ang); j += (angincs /*-(krand()&511)*/))
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for (bssize_t j = ts->ang; j < (2048 + ts->ang); j += (angincs /*-(krand()&511)*/))
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{
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pSprite->z -= ZOFFSET2;
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hitscan((const vec3_t *)pSprite, pSprite->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047],
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ts->z -= ZOFFSET2;
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hitscan((const vec3_t *)ts, ts->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047],
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16384 - (krand() & 32767), &hit, CLIPMASK1);
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pSprite->z += ZOFFSET2;
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ts->z += ZOFFSET2;
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if (hit.sect < 0)
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continue;
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int const d = FindDistance2D(hit.pos.x - pSprite->x, hit.pos.y - pSprite->y);
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int const d = FindDistance2D(hit.pos.x - ts->x, hit.pos.y - ts->y);
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int const da = FindDistance2D(hit.pos.x - pnSprite->x, hit.pos.y - pnSprite->y);
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if (d < da)
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@ -394,10 +394,10 @@ int32_t A_FurthestVisiblePoint(int32_t spriteNum, uspritetype * const pSprite, i
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return -1;
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}
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static void VM_GetZRange(int32_t spriteNum, int32_t *ceilhit, int32_t *florhit, int wallDist)
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static void VM_GetZRange(int spriteNum, int32_t *ceilhit, int32_t *florhit, int wallDist)
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{
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uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum];
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int const ocstat = pSprite->cstat;
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int const ocstat = pSprite->cstat;
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pSprite->cstat = 0;
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pSprite->z -= ZOFFSET;
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@ -411,7 +411,7 @@ static void VM_GetZRange(int32_t spriteNum, int32_t *ceilhit, int32_t *florhit,
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pSprite->cstat = ocstat;
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}
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void A_GetZLimits(int32_t spriteNum)
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void A_GetZLimits(int spriteNum)
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{
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spritetype *const pSprite = &sprite[spriteNum];
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int32_t ceilhit, florhit;
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@ -540,23 +540,23 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t moveFlags)
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int angDiff;
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int goalAng;
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int const spriteAngle = vm.pSprite->ang;
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int32_t holoDukeSprite = vm.pPlayer->holoduke_on;
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int holoDukeSprite = vm.pPlayer->holoduke_on;
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// NOTE: looks like 'owner' is set to target sprite ID...
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if (holoDukeSprite >= 0 &&
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cansee(sprite[holoDukeSprite].x, sprite[holoDukeSprite].y, sprite[holoDukeSprite].z,
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sprite[holoDukeSprite].sectnum, vm.pSprite->x, vm.pSprite->y, vm.pSprite->z, vm.pSprite->sectnum))
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vm.pSprite->owner = holoDukeSprite;
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else vm.pSprite->owner = vm.pPlayer->i;
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vm.pSprite->owner
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= (holoDukeSprite >= 0 && cansee(sprite[holoDukeSprite].x, sprite[holoDukeSprite].y, sprite[holoDukeSprite].z,
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sprite[holoDukeSprite].sectnum, vm.pSprite->x, vm.pSprite->y, vm.pSprite->z, vm.pSprite->sectnum))
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? holoDukeSprite
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: vm.pPlayer->i;
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goalAng = (sprite[vm.pSprite->owner].picnum == APLAYER)
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? getangle(actor[vm.spriteNum].lastvx - vm.pSprite->x, actor[vm.spriteNum].lastvy - vm.pSprite->y)
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: getangle(sprite[vm.pSprite->owner].x - vm.pSprite->x, sprite[vm.pSprite->owner].y - vm.pSprite->y);
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? getangle(actor[vm.spriteNum].lastvx - vm.pSprite->x, actor[vm.spriteNum].lastvy - vm.pSprite->y)
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: getangle(sprite[vm.pSprite->owner].x - vm.pSprite->x, sprite[vm.pSprite->owner].y - vm.pSprite->y);
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if (vm.pSprite->xvel && vm.pSprite->picnum != DRONE)
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{
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angDiff = G_GetAngleDelta(spriteAngle,goalAng);
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angDiff = G_GetAngleDelta(spriteAngle, goalAng);
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if (elapsedTics < 2)
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{
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@ -5807,7 +5807,7 @@ void VM_UpdateAnim(int spriteNum, int32_t *pData)
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}
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// NORECURSE
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void A_Execute(int spriteNum, int playerNum, int32_t playerDist)
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void A_Execute(int spriteNum, int playerNum, int playerDist)
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{
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vmstate_t tempvm = {
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spriteNum, playerNum, playerDist, 0, &sprite[spriteNum], &actor[spriteNum].t_data[0], g_player[playerNum].ps
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@ -47,12 +47,12 @@ extern int32_t g_currentEventExec;
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void A_LoadActor(int32_t spriteNum);
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#endif
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void A_Execute(int spriteNum, int playerNum, int32_t playerDist);
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void A_Execute(int spriteNum, int playerNum, int playerDist);
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void A_Fall(int spriteNum);
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int32_t A_FurthestVisiblePoint(int32_t spriteNum,uspritetype * const ts,int32_t *dax,int32_t *day);
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int32_t A_GetFurthestAngle(int spriteNum,int angDiv);
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void A_GetZLimits(int32_t spriteNum);
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int G_GetAngleDelta(int a,int na);
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int A_FurthestVisiblePoint(int spriteNum, uspritetype * const ts,int32_t *dax,int32_t *day);
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int32_t A_GetFurthestAngle(int spriteNum, int angDiv);
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void A_GetZLimits(int spriteNum);
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int G_GetAngleDelta(int a, int na);
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void G_RestoreMapState();
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void G_SaveMapState();
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