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https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 13:00:43 +00:00
- removed a few references in animatesprites.
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parent
3ea6887c43
commit
c1b5b17541
4 changed files with 20 additions and 21 deletions
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@ -55,9 +55,8 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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{
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t = &tsprite[j];
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i = t->owner;
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s = &sprite[t->owner];
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h = &hittype[t->owner];
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auto Owner = &sprite[s->owner];
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h = &hittype[i];
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s = &h->s;
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switch (t->picnum)
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{
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@ -149,9 +148,10 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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{ //is the perfect time to animate sprites
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t = &tsprite[j];
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i = t->owner;
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s = &sprite[i];
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h = &hittype[i];
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auto Owner = &sprite[s->owner];
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s = &h->s;
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auto OwnerAc = h->GetOwner();
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auto Owner = OwnerAc ? &OwnerAc->s : nullptr;
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switch (s->picnum)
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{
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@ -229,7 +229,7 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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Owner->y - t->y);
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if (abs(getincangle(sqa, sqb)) > 512)
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if (ldist(Owner, t) < ldist(&sprite[ps[screenpeek].i], Owner))
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if (ldist(Owner, t) < ldist(&ps[screenpeek].GetActor()->s, Owner))
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t->xrepeat = t->yrepeat = 0;
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}
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continue;
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@ -237,7 +237,7 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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case BURNING2:
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if (Owner && Owner->statnum == STAT_PLAYER)
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{
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if (display_mirror == 0 && Owner->yvel == screenpeek && ps[Owner->yvel].over_shoulder_on == 0)
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if (display_mirror == 0 && Owner->yvel == screenpeek && ps[screenpeek].over_shoulder_on == 0)
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t->xrepeat = 0;
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else
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{
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@ -258,7 +258,7 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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continue;
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case VIEWSCREEN:
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case VIEWSCREEN2:
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if (camsprite >= 0 && hittype[sprite[i].owner].temp_data[0] == 1)
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if (camsprite >= 0 && h->GetOwner()->temp_data[0] == 1)
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{
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t->picnum = STATIC;
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t->cstat |= (rand() & 12);
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@ -336,7 +336,7 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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}
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}
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if ((display_mirror == 1 || screenpeek != p || s->owner == -1) && ud.multimode > 1 && ud.showweapons && sprite[ps[p].i].extra > 0 && ps[p].curr_weapon > 0)
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if ((display_mirror == 1 || screenpeek != p || s->owner == -1) && ud.multimode > 1 && ud.showweapons && ps[p].GetActor()->s.extra > 0 && ps[p].curr_weapon > 0)
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{
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auto newtspr = &tsprite[spritesortcnt];
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memcpy(newtspr, t, sizeof(spritetype));
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@ -410,7 +410,7 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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if (ps[p].on_crane == nullptr && (sector[s->sectnum].lotag & 0x7ff) != 1)
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{
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l = s->z - hittype[ps[p].i].floorz + (3 << 8);
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l = s->z - ps[p].GetActor()->floorz + (3 << 8);
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if (l > 1024 && s->yrepeat > 32 && s->extra > 0)
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s->yoffset = (signed char)(l / (s->yrepeat << 2));
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else s->yoffset = 0;
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@ -714,7 +714,7 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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}
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if ((Owner->cstat & 32768) == 0)
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{
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t->picnum = hittype[s->owner].dispicnum;
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t->picnum = OwnerAc->dispicnum;
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t->pal = Owner->pal;
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t->shade = Owner->shade;
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t->ang = Owner->ang;
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@ -50,9 +50,8 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
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{
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t = &tsprite[j];
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i = t->owner;
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s = &sprite[i];
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h = &hittype[i];
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auto Owner = &sprite[s->owner];
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s = &h->s;
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switch (t->picnum)
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{
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@ -138,9 +137,10 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
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{ //is the perfect time to animate sprites
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t = &tsprite[j];
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i = t->owner;
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s = &sprite[i];
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h = &hittype[i];
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auto Owner = & sprite[s->owner];
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s = &h->s;
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auto OwnerAc = h->GetOwner();
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auto Owner = OwnerAc ? &OwnerAc->s : nullptr;
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switch (s->picnum)
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{
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@ -227,7 +227,7 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
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Owner->y - t->y);
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if (abs(getincangle(sqa, sqb)) > 512)
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if (ldist(Owner, t) < ldist(&sprite[ps[screenpeek].i], Owner))
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if (ldist(Owner, t) < ldist(&ps[screenpeek].GetActor()->s, Owner))
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t->xrepeat = t->yrepeat = 0;
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}
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continue;
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@ -383,7 +383,7 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
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}
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}
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if ((display_mirror == 1 || screenpeek != p || s->owner == -1) && ud.multimode > 1 && ud.showweapons && sprite[ps[p].i].extra > 0 && ps[p].curr_weapon > 0)
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if ((display_mirror == 1 || screenpeek != p || s->owner == -1) && ud.multimode > 1 && ud.showweapons && ps[p].GetActor()->s.extra > 0 && ps[p].curr_weapon > 0)
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{
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auto newtspr = &tsprite[spritesortcnt];
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memcpy(newtspr, t, sizeof(spritetype));
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@ -461,7 +461,7 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
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if (ps[p].on_crane == nullptr && (sector[s->sectnum].lotag & 0x7ff) != 1)
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{
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l = s->z - hittype[ps[p].i].floorz + (3 << 8);
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l = s->z - ps[p].GetActor()->floorz + (3 << 8);
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if (l > 1024 && s->yrepeat > 32 && s->extra > 0)
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s->yoffset = (signed char)(l / (s->yrepeat << 2));
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else s->yoffset = 0;
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@ -950,7 +950,7 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
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if (Owner->picnum == APLAYER)
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t->picnum = 1554;
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else
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t->picnum = hittype[s->owner].dispicnum;
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t->picnum = OwnerAc->dispicnum;
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t->pal = Owner->pal;
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t->shade = Owner->shade;
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t->ang = Owner->ang;
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@ -472,7 +472,7 @@ static void cmd_Give(int player, uint8_t** stream, bool skip)
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int type = ReadByte(stream);
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if (skip) return;
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if (numplayers != 1 || gamestate != GS_LEVEL || sprite[ps[player].i].extra <= 0)
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if (numplayers != 1 || gamestate != GS_LEVEL || ps[player].GetActor()->s.extra <= 0)
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{
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Printf("give: Cannot give while dead or not in a single-player game.\n");
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return;
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@ -416,7 +416,6 @@ static void shootweapon(int i, int p, int sx, int sy, int sz, int sa, int atwith
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if (p >= 0)
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{
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const char* k;
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auto spark = EGS(hitsect, hitx, hity, hitz, SHOTSPARK1, -15, 10, 10, sa, 0, 0, &hittype[i], 4);
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spark->s.extra = ScriptCode[actorinfo[atwith].scriptaddress];
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spark->s.extra += (krand() % 6);
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