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- reformatting.
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1 changed files with 125 additions and 125 deletions
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@ -2604,15 +2604,15 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y,
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//
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//---------------------------------------------------------------------------
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int actWallBounceVector(int *x, int *y, int nWall, int a4)
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int actWallBounceVector(int* x, int* y, int nWall, int a4)
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{
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int wx, wy;
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GetWallNormal(nWall, &wx, &wy);
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int t = DMulScale(*x, wx, *y, wy, 16);
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int t2 = mulscale16r(t, a4+0x10000);
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int t2 = mulscale16r(t, a4 + 0x10000);
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*x -= MulScale(wx, t2, 16);
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*y -= MulScale(wy, t2, 16);
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return mulscale16r(t, 0x10000-a4);
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return mulscale16r(t, 0x10000 - a4);
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}
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//---------------------------------------------------------------------------
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@ -2621,26 +2621,26 @@ int actWallBounceVector(int *x, int *y, int nWall, int a4)
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//
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//---------------------------------------------------------------------------
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int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5)
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int actFloorBounceVector(int* x, int* y, int* z, int nSector, int a5)
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{
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int t = 0x10000-a5;
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int t = 0x10000 - a5;
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if (sector[nSector].floorheinum == 0)
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{
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int t2 = MulScale(*z, t, 16);
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*z = -(*z-t2);
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*z = -(*z - t2);
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return t2;
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}
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walltype *pWall = &wall[sector[nSector].wallptr];
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walltype *pWall2 = &wall[pWall->point2];
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int angle = getangle(pWall2->x-pWall->x, pWall2->y-pWall->y)+512;
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int t2 = sector[nSector].floorheinum<<4;
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walltype* pWall = &wall[sector[nSector].wallptr];
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walltype* pWall2 = &wall[pWall->point2];
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int angle = getangle(pWall2->x - pWall->x, pWall2->y - pWall->y) + 512;
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int t2 = sector[nSector].floorheinum << 4;
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int t3 = approxDist(-0x10000, t2);
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int t4 = DivScale(-0x10000, t3, 16);
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int t5 = DivScale(t2, t3, 16);
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int t6 = MulScale(t5, Cos(angle), 30);
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int t7 = MulScale(t5, Sin(angle), 30);
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int t8 = TMulScale(*x, t6, *y, t7, *z, t4, 16);
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int t9 = MulScale(t8, 0x10000+a5, 16);
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int t9 = MulScale(t8, 0x10000 + a5, 16);
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*x -= MulScale(t6, t9, 16);
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*y -= MulScale(t7, t9, 16);
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*z -= MulScale(t4, t9, 16);
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@ -2766,7 +2766,7 @@ static void actNapalmMove(DBloodActor* actor)
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//
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//---------------------------------------------------------------------------
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static DBloodActor *actSpawnFloor(DBloodActor *actor)
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static DBloodActor* actSpawnFloor(DBloodActor* actor)
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{
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auto pSprite = &actor->s();
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short sector = pSprite->sectnum;
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@ -2774,19 +2774,19 @@ static DBloodActor *actSpawnFloor(DBloodActor *actor)
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int y = pSprite->y;
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updatesector(x, y, §or);
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int zFloor = getflorzofslope(sector, x, y);
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auto *spawned = actSpawnSprite(sector, x, y, zFloor, 3, 0);
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auto* spawned = actSpawnSprite(sector, x, y, zFloor, 3, 0);
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if (spawned) spawned->s().cstat &= ~257;
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return spawned;
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}
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static DBloodActor *actDropAmmo(DBloodActor *actor, int nType)
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static DBloodActor* actDropAmmo(DBloodActor* actor, int nType)
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{
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if (!actor) return nullptr;
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auto pSprite = &actor->s();
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if (pSprite->statnum < kMaxStatus && nType >= kItemAmmoBase && nType < kItemAmmoMax)
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{
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auto act2 = actSpawnFloor(actor);
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const AMMOITEMDATA *pAmmo = &gAmmoItemData[nType - kItemAmmoBase];
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const AMMOITEMDATA* pAmmo = &gAmmoItemData[nType - kItemAmmoBase];
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auto pSprite2 = &act2->s();
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pSprite2->type = nType;
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pSprite2->picnum = pAmmo->picnum;
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@ -2798,14 +2798,14 @@ static DBloodActor *actDropAmmo(DBloodActor *actor, int nType)
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return nullptr;
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}
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static DBloodActor *actDropWeapon(DBloodActor *actor, int nType)
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static DBloodActor* actDropWeapon(DBloodActor* actor, int nType)
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{
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if (!actor) return nullptr;
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auto pSprite = &actor->s();
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if (pSprite->statnum < kMaxStatus && nType >= kItemWeaponBase && nType < kItemWeaponMax)
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{
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auto act2 = actSpawnFloor(actor);
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const WEAPONITEMDATA *pWeapon = &gWeaponItemData[nType - kItemWeaponBase];
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const WEAPONITEMDATA* pWeapon = &gWeaponItemData[nType - kItemWeaponBase];
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auto pSprite2 = &act2->s();
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pSprite2->type = nType;
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pSprite2->picnum = pWeapon->picnum;
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@ -2824,7 +2824,7 @@ static DBloodActor* actDropItem(DBloodActor* actor, int nType)
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if (pSprite->statnum < kMaxStatus && nType >= kItemBase && nType < kItemMax)
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{
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auto act2 = actSpawnFloor(actor);
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const ITEMDATA *pItem = &gItemData[nType - kItemBase];
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const ITEMDATA* pItem = &gItemData[nType - kItemBase];
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auto pSprite2 = &act2->s();
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pSprite2->type = nType;
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pSprite2->picnum = pItem->picnum;
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@ -2842,7 +2842,7 @@ static DBloodActor* actDropItem(DBloodActor* actor, int nType)
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//
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//---------------------------------------------------------------------------
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static DBloodActor *actDropKey(DBloodActor *actor, int nType)
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static DBloodActor* actDropKey(DBloodActor* actor, int nType)
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{
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if (!actor) return nullptr;
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auto pSprite = &actor->s();
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@ -2868,7 +2868,7 @@ static DBloodActor *actDropKey(DBloodActor *actor, int nType)
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//
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//---------------------------------------------------------------------------
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static DBloodActor*actDropFlag(DBloodActor* actor, int nType)
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static DBloodActor* actDropFlag(DBloodActor* actor, int nType)
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{
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if (!actor) return nullptr;
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auto pSprite = &actor->s();
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@ -2892,7 +2892,7 @@ static DBloodActor*actDropFlag(DBloodActor* actor, int nType)
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static DBloodActor* actDropObject(DBloodActor* pSprite, int nType)
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{
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DBloodActor *act2 = nullptr;
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DBloodActor* act2 = nullptr;
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if (nType >= kItemKeyBase && nType < kItemKeyMax) act2 = actDropKey(pSprite, nType);
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else if (nType == kItemFlagA || nType == kItemFlagB) act2 = actDropFlag(pSprite, nType);
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@ -2917,7 +2917,7 @@ static DBloodActor* actDropObject(DBloodActor* pSprite, int nType)
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//
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//---------------------------------------------------------------------------
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bool actHealDude(DBloodActor *actor, int add, int threshold)
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bool actHealDude(DBloodActor* actor, int add, int threshold)
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{
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if (!actor) return false;
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auto pXDude = &actor->x();
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@ -2925,9 +2925,9 @@ bool actHealDude(DBloodActor *actor, int add, int threshold)
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threshold <<= 4;
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if (pXDude->health < threshold)
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{
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spritetype *pSprite = &actor->s();
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spritetype* pSprite = &actor->s();
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if (actor->IsPlayerActor()) sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 780, pSprite->sectnum);
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pXDude->health = min<uint32_t>(pXDude->health+add, threshold);
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pXDude->health = min<uint32_t>(pXDude->health + add, threshold);
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return true;
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}
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return false;
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@ -3038,7 +3038,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
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//
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//---------------------------------------------------------------------------
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static bool actKillDudeStage1(DBloodActor* actor,DAMAGE_TYPE damageType)
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static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType)
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{
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auto pSprite = &actor->s();
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auto pXSprite = &actor->x();
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@ -3437,11 +3437,11 @@ static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum)
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void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
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{
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spritetype *pKillerSprite = &killerActor->s();
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spritetype* pKillerSprite = &killerActor->s();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax && actor->hasX());
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int nType = pSprite->type-kDudeBase;
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XSPRITE *pXSprite = &actor->x();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax&& actor->hasX());
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int nType = pSprite->type - kDudeBase;
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XSPRITE* pXSprite = &actor->x();
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if (actKillDudeStage1(actor, damageType)) return;
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@ -3459,7 +3459,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
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int nSeq = checkDamageType(actor, damageType);
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if (!getSequence(getDudeInfo(nType+kDudeBase)->seqStartID + nSeq))
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if (!getSequence(getDudeInfo(nType + kDudeBase)->seqStartID + nSeq))
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{
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seqKill(actor);
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gKillMgr.AddKill(pSprite);
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@ -3477,8 +3477,8 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
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case kDudeCultistShotgun:
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case kDudeCultistTesla:
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case kDudeCultistTNT:
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sfxPlay3DSound(pSprite, 1018+Random(2), -1, 0);
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seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, nSeq == 3? nDudeToGibClient2 : nDudeToGibClient1);
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sfxPlay3DSound(pSprite, 1018 + Random(2), -1, 0);
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seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1);
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break;
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case kDudeBurningCultist:
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@ -3509,7 +3509,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
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case kDudeBurningInnocent:
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damageType = DAMAGE_TYPE_3;
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seqSpawn(dudeInfo[nType].seqStartID+7, actor, nDudeToGibClient1);
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seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1);
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break;
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case kDudeZombieButcher:
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@ -3539,7 +3539,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
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case kDudeSpiderBrown:
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if (pSprite->owner != -1)
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{
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spritetype *pOwner = &sprite[pSprite->owner];
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spritetype* pOwner = &sprite[pSprite->owner];
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gDudeExtra[pOwner->extra].at6.u1.xval2--;
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}
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genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
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case kDudeSpiderRed:
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if (pSprite->owner != -1)
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{
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spritetype *pOwner = &sprite[pSprite->owner];
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spritetype* pOwner = &sprite[pSprite->owner];
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gDudeExtra[pOwner->extra].at6.u1.xval2--;
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}
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genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
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@ -3557,7 +3557,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
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case kDudeSpiderBlack:
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if (pSprite->owner != -1)
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{
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spritetype *pOwner = &sprite[pSprite->owner];
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spritetype* pOwner = &sprite[pSprite->owner];
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gDudeExtra[pOwner->extra].at6.u1.xval2--;
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}
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genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
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@ -3565,7 +3565,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
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case kDudeSpiderMother:
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sfxPlay3DSound(pSprite, 1850, -1, 0);
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seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, -1);
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seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
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break;
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case kDudeGillBeast:
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@ -3621,32 +3621,32 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
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case kDudeTchernobog:
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sfxPlay3DSound(pSprite, 2380, -1, 0);
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seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, -1);
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seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
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break;
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case kDudeBurningTinyCaleb:
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damageType = DAMAGE_TYPE_3;
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seqSpawn(dudeInfo[nType].seqStartID+11, actor, nDudeToGibClient1);
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seqSpawn(dudeInfo[nType].seqStartID + 11, actor, nDudeToGibClient1);
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break;
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case kDudeBeast:
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sfxPlay3DSound(pSprite, 9000+Random(2), -1, 0);
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seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, nSeq == 3? nDudeToGibClient2 : nDudeToGibClient1);
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sfxPlay3DSound(pSprite, 9000 + Random(2), -1, 0);
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seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1);
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break;
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case kDudeBurningBeast:
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damageType = DAMAGE_TYPE_3;
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seqSpawn(dudeInfo[nType].seqStartID+12, actor, nDudeToGibClient1);
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seqSpawn(dudeInfo[nType].seqStartID + 12, actor, nDudeToGibClient1);
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break;
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default:
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seqSpawn(getDudeInfo(nType+kDudeBase)->seqStartID+nSeq, actor, -1);
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seqSpawn(getDudeInfo(nType + kDudeBase)->seqStartID + nSeq, actor, -1);
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break;
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}
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if (damageType == DAMAGE_TYPE_3)
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{
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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for (int i = 0; i < 3; i++)
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if (pDudeInfo->nGibType[i] > -1)
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GibSprite(pSprite, (GIBTYPE)pDudeInfo->nGibType[i], nullptr, nullptr);
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