gameexec.c: in VM_Fall(), comment out dead code, small indentation change.

git-svn-id: https://svn.eduke32.com/eduke32@3684 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-04-15 10:48:22 +00:00
parent 0db0587731
commit bac1a3ff63

View file

@ -858,77 +858,81 @@ static int32_t VM_AddWeapon(int32_t weap, int32_t amount, DukePlayer_t *ps)
static void VM_Fall(int32_t g_i, spritetype *g_sp)
{
int32_t grav = g_spriteGravity;
g_sp->xoffset = g_sp->yoffset = 0;
if (G_CheckForSpaceCeiling(g_sp->sectnum) || sector[g_sp->sectnum].lotag == ST_2_UNDERWATER)
grav = g_spriteGravity/6;
else if (G_CheckForSpaceFloor(g_sp->sectnum))
grav = 0;
if (!actor[g_i].cgg-- || (sector[g_sp->sectnum].floorstat&2))
{
int32_t j = g_spriteGravity;
A_GetZLimits(g_i);
actor[g_i].cgg = 3;
}
if (G_CheckForSpaceCeiling(g_sp->sectnum) || sector[g_sp->sectnum].lotag == ST_2_UNDERWATER)
j = g_spriteGravity/6;
else if (G_CheckForSpaceFloor(g_sp->sectnum))
j = 0;
if (!actor[g_i].cgg-- || (sector[g_sp->sectnum].floorstat&2))
{
A_GetZLimits(g_i);
actor[g_i].cgg = 3;
}
if (g_sp->z < actor[g_i].floorz-ZOFFSET)
{
g_sp->zvel = min(g_sp->zvel+j, ACTOR_MAXFALLINGZVEL);
g_sp->z += g_sp->zvel;
if (g_sp->z < actor[g_i].floorz-ZOFFSET)
{
// Free fall.
g_sp->zvel = min(g_sp->zvel+grav, ACTOR_MAXFALLINGZVEL);
g_sp->z += g_sp->zvel;
#ifdef YAX_ENABLE
if (yax_getbunch(g_sp->sectnum, YAX_FLOOR) >= 0 &&
(sector[g_sp->sectnum].floorstat&512)==0)
setspritez(g_i, (vec3_t *)g_sp);
else
if (yax_getbunch(g_sp->sectnum, YAX_FLOOR) >= 0 &&
(sector[g_sp->sectnum].floorstat&512)==0)
setspritez(g_i, (vec3_t *)g_sp);
else
#endif
if (g_sp->z > actor[g_i].floorz - ZOFFSET)
g_sp->z = actor[g_i].floorz - ZOFFSET;
return;
}
if (g_sp->z > actor[g_i].floorz - ZOFFSET)
g_sp->z = actor[g_i].floorz - ZOFFSET;
return;
}
g_sp->z = actor[g_i].floorz - ZOFFSET;
// SET_SPRITE_Z
g_sp->z = actor[g_i].floorz - ZOFFSET;
if (A_CheckEnemySprite(g_sp) || (g_sp->picnum == APLAYER && g_sp->owner >= 0))
if (A_CheckEnemySprite(g_sp) || (g_sp->picnum == APLAYER && g_sp->owner >= 0))
{
if (g_sp->zvel > 3084 && g_sp->extra <= 1)
{
if (g_sp->zvel > 3084 && g_sp->extra <= 1)
// I'm guessing this DRONE check is from a beta version of the game
// where they crashed into the ground when killed
if (!(g_sp->picnum == APLAYER && g_sp->extra > 0) && g_sp->pal != 1 && g_sp->picnum != DRONE)
{
// I'm guessing this DRONE check is from a beta version of the game
// where they crashed into the ground when killed
if (!(g_sp->picnum == APLAYER && g_sp->extra > 0) && g_sp->pal != 1 && g_sp->picnum != DRONE)
{
A_DoGuts(g_i,JIBS6,15);
A_PlaySound(SQUISHED,g_i);
A_Spawn(g_i,BLOODPOOL);
}
actor[g_i].picnum = SHOTSPARK1;
actor[g_i].extra = 1;
g_sp->zvel = 0;
A_DoGuts(g_i,JIBS6,15);
A_PlaySound(SQUISHED,g_i);
A_Spawn(g_i,BLOODPOOL);
}
else if (g_sp->zvel > 2048 && sector[g_sp->sectnum].lotag != ST_1_ABOVE_WATER)
{
int16_t newsect = g_sp->sectnum;
pushmove((vec3_t *)g_sp, &newsect, 128, 4<<8, 4<<8, CLIPMASK0);
if ((unsigned)newsect < MAXSECTORS)
changespritesect(g_i, newsect);
actor[g_i].picnum = SHOTSPARK1;
actor[g_i].extra = 1;
g_sp->zvel = 0;
}
else if (g_sp->zvel > 2048 && sector[g_sp->sectnum].lotag != ST_1_ABOVE_WATER)
{
int16_t newsect = g_sp->sectnum;
A_PlaySound(THUD, g_i);
}
pushmove((vec3_t *)g_sp, &newsect, 128, 4<<8, 4<<8, CLIPMASK0);
if ((unsigned)newsect < MAXSECTORS)
changespritesect(g_i, newsect);
A_PlaySound(THUD, g_i);
}
}
if (g_sp->z > (actor[g_i].floorz - ZOFFSET))
#if 0
if (g_sp->z > actor[g_i].floorz - ZOFFSET)
{
// Unreachable because of SET_SPRITE_Z.
A_GetZLimits(g_i);
if (actor[g_i].floorz != sector[g_sp->sectnum].floorz)
g_sp->z = (actor[g_i].floorz - ZOFFSET);
return;
}
else if (sector[g_sp->sectnum].lotag == ST_1_ABOVE_WATER)
#endif
if (sector[g_sp->sectnum].lotag == ST_1_ABOVE_WATER)
{
switch (DYNAMICTILEMAP(g_sp->picnum))
{
@ -942,7 +946,6 @@ static void VM_Fall(int32_t g_i, spritetype *g_sp)
#if !defined LUNATIC
int32_t moveScriptOfs = vm.g_t[1];
#endif
// fix for flying/jumping monsters getting stuck in water
if ((g_sp->hitag & jumptoplayer) ||
(G_HaveActor(g_sp->picnum) &&