mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 21:31:03 +00:00
- hitradius
# Conflicts: # source/games/duke/src/actors_d.cpp # source/games/duke/src/actors_r.cpp
This commit is contained in:
parent
7dbe9d4bfb
commit
c42ff35dc5
7 changed files with 72 additions and 76 deletions
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@ -962,7 +962,7 @@ void detonate(DDukeActor *actor, int explosion)
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{
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int x = spri->extra;
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spawn(actor, explosion);
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fi.hitradius(actor->GetIndex(), seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
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fi.hitradius(actor, seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
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S_PlayActorSound(PIPEBOMB_EXPLODE, actor);
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}
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@ -1422,12 +1422,12 @@ void rpgexplode(int i, int j, const vec3_t &pos, int EXPLOSION2, int EXPLOSION2B
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if (s->xrepeat >= 10)
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{
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int x = s->extra;
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fi.hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
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fi.hitradius(&hittype[i], rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
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}
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else
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{
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int x = s->extra + (global_random & 3);
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fi.hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
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fi.hitradius(&hittype[i], (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
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}
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}
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@ -1943,7 +1943,7 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
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case 3:
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{
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//Turn on all of those flashing sectoreffector.
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fi.hitradius(i, 4096,
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fi.hitradius(&hittype[i], 4096,
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impact_damage << 2,
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impact_damage << 2,
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impact_damage << 2,
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@ -338,16 +338,16 @@ bool ifsquished(int i, int p)
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//
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//---------------------------------------------------------------------------
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void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4)
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void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4)
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{
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walltype* wal;
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int d, q, x1, y1;
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int sectcnt, sectend, dasect, startwall, endwall, nextsect;
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short j, p, x, sect;
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short p, x, sect;
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static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
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short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
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auto spri = &sprite[i];
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auto spri = &actor->s;
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if(spri->picnum == RPG && spri->xrepeat < 11) goto SKIPWALLCHECK;
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@ -390,7 +390,7 @@ void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4)
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y1 = (((wal->y + wall[wal->point2].y) >> 1) + spri->y) >> 1;
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updatesector(x1, y1, §);
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if (sect >= 0 && cansee(x1, y1, spri->z, sect, spri->x, spri->y, spri->z, spri->sectnum))
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fi.checkhitwall(i, x, wal->x, wal->y, spri->z, spri->picnum);
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fi.checkhitwall(actor->GetIndex(), x, wal->x, wal->y, spri->z, spri->picnum);
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}
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} while (sectcnt < sectend);
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}
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@ -399,22 +399,21 @@ SKIPWALLCHECK:
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q = -(16 << 8) + (krand() & ((32 << 8) - 1));
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auto Owner = actor->GetOwner();
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for (x = 0; x < 7; x++)
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{
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StatIterator itj(statlist[x]);
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while ((j = itj.NextIndex()) >= 0)
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DukeStatIterator itj(statlist[x]);
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while (auto act2 = itj.Next())
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{
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auto spri2 = &sprite[j];
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auto act2 = &hittype[j];
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if (isWorldTour())
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auto spri2 = &act2->s;
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if (isWorldTour() && Owner)
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{
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if (sprite[spri->owner].picnum == APLAYER && spri2->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && spri->owner != j)
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if (Owner->s.picnum == APLAYER && spri2->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && Owner != act2)
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{
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continue;
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}
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if (spri->picnum == FLAMETHROWERFLAME && ((sprite[spri->owner].picnum == FIREFLY && spri2->picnum == FIREFLY) || (sprite[spri->owner].picnum == BOSS5 && spri2->picnum == BOSS5)))
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if (spri->picnum == FLAMETHROWERFLAME && ((Owner->s.picnum == FIREFLY && spri2->picnum == FIREFLY) || (Owner->s.picnum == BOSS5 && spri2->picnum == BOSS5)))
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{
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continue;
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}
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@ -423,26 +422,26 @@ SKIPWALLCHECK:
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if (x == 0 || x >= 5 || AFLAMABLE(spri2->picnum))
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{
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if (spri->picnum != SHRINKSPARK || (spri2->cstat & 257))
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if (dist(spri, spri2) < r)
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if (dist(actor, act2) < r)
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{
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if (badguy(spri2) && !cansee(spri2->x, spri2->y, spri2->z + q, spri2->sectnum, spri->x, spri->y, spri->z + q, spri->sectnum))
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if (badguy(act2) && !cansee(spri2->x, spri2->y, spri2->z + q, spri2->sectnum, spri->x, spri->y, spri->z + q, spri->sectnum))
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continue;
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fi.checkhitsprite(j, i);
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fi.checkhitsprite(act2->GetIndex(), actor->GetIndex());
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}
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}
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else if (spri2->extra >= 0 && spri2 != spri && (spri2->picnum == TRIPBOMB || badguy(spri2) || spri2->picnum == QUEBALL || spri2->picnum == STRIPEBALL || (spri2->cstat & 257) || spri2->picnum == DUKELYINGDEAD))
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else if (spri2->extra >= 0 && act2 != actor && (spri2->picnum == TRIPBOMB || badguy(act2) || spri2->picnum == QUEBALL || spri2->picnum == STRIPEBALL || (spri2->cstat & 257) || spri2->picnum == DUKELYINGDEAD))
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{
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if (spri->picnum == SHRINKSPARK && spri2->picnum != SHARK && (j == spri->owner || spri2->xrepeat < 24))
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if (spri->picnum == SHRINKSPARK && spri2->picnum != SHARK && (act2 == Owner || spri2->xrepeat < 24))
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{
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continue;
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}
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if (spri->picnum == MORTER && j == spri->owner)
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if (spri->picnum == MORTER && act2 == Owner)
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{
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continue;
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}
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if (spri2->picnum == APLAYER) spri2->z -= PHEIGHT;
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d = dist(spri, spri2);
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d = dist(actor, act2);
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if (spri2->picnum == APLAYER) spri2->z += PHEIGHT;
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if (d < r && cansee(spri2->x, spri2->y, spri2->z - (8 << 8), spri2->sectnum, spri->x, spri->y, spri->z - (12 << 8), spri->sectnum))
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@ -461,7 +460,7 @@ SKIPWALLCHECK:
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{
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if (spri->picnum == SHRINKSPARK || spri->picnum == FLAMETHROWERFLAME)
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act2->picnum = spri->picnum;
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else if (spri->picnum != FIREBALL || sprite[spri->owner].picnum != APLAYER)
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else if (spri->picnum != FIREBALL || !Owner || Owner->s.picnum != APLAYER)
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{
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if (spri->picnum == LAVAPOOL)
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act2->picnum = FLAMETHROWERFLAME;
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@ -490,7 +489,7 @@ SKIPWALLCHECK:
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act2->extra = hp1 + (krand() % (hp2 - hp1));
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}
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if (spri2->picnum != TANK && spri2->picnum != ROTATEGUN && spri2->picnum != RECON && !bossguy(spri2))
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if (spri2->picnum != TANK && spri2->picnum != ROTATEGUN && spri2->picnum != RECON && !bossguy(act2))
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{
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if (spri2->xvel < 0) spri2->xvel = 0;
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spri2->xvel += (spri->extra << 2);
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@ -503,18 +502,17 @@ SKIPWALLCHECK:
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spri2->picnum == FEM8 || spri2->picnum == FEM9 ||
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spri2->picnum == FEM10 || spri2->picnum == STATUE ||
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spri2->picnum == STATUEFLASH || spri2->picnum == SPACEMARINE || spri2->picnum == QUEBALL || spri2->picnum == STRIPEBALL)
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fi.checkhitsprite(j, i);
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fi.checkhitsprite(act2->GetIndex(), actor->GetIndex());
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}
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else if (spri->extra == 0) act2->extra = 0;
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if (spri2->picnum != RADIUSEXPLOSION &&
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spri->owner >= 0 && sprite[spri->owner].statnum < MAXSTATUS)
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if (spri2->picnum != RADIUSEXPLOSION && Owner && Owner->s.statnum < MAXSTATUS)
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{
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if (spri2->picnum == APLAYER)
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{
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p = spri2->yvel;
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if (isWorldTour() && act2->picnum == FLAMETHROWERFLAME && sprite[spri->owner].picnum == APLAYER)
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if (isWorldTour() && act2->picnum == FLAMETHROWERFLAME && Owner->s.picnum == APLAYER)
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{
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ps[p].numloogs = -1 - spri->yvel;
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}
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@ -524,7 +522,7 @@ SKIPWALLCHECK:
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clearcamera(&ps[p]);
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}
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}
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act2->owner = spri->owner;
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act2->SetHitOwner(actor->GetOwner());
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}
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}
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}
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@ -1113,7 +1111,7 @@ static void movetripbomb(int i)
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S_PlayActorSound(LASERTRIP_EXPLODE, i);
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for (j = 0; j < 5; j++) RANDOMSCRAP(s, i);
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x = s->extra;
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fi.hitradius(i, tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x);
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fi.hitradius(&hittype[i], tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x);
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j = fi.spawn(i, EXPLOSION2);
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sprite[j].ang = s->ang;
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@ -1320,13 +1318,13 @@ static void movefireext(int i)
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int x = s->extra;
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fi.spawn(i, EXPLOSION2);
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fi.hitradius(i, pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
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fi.hitradius(&hittype[i], pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
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S_PlayActorSound(PIPEBOMB_EXPLODE, i);
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detonate(i, EXPLOSION2);
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}
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else
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{
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fi.hitradius(i, seenineblastradius, 10, 15, 20, 25);
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fi.hitradius(&hittype[i], seenineblastradius, 10, 15, 20, 25);
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deletesprite(i);
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}
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}
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@ -1947,7 +1945,7 @@ static void weaponcommon_d(int i)
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{
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fi.spawn(i, SHRINKEREXPLOSION);
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S_PlayActorSound(SHRINKER_HIT, i);
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fi.hitradius(i, shrinkerblastradius, 0, 0, 0, 0);
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fi.hitradius(&hittype[i], shrinkerblastradius, 0, 0, 0, 0);
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}
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else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER && (!isWorldTour() || s->picnum != FIREBALL))
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{
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@ -2889,12 +2887,12 @@ static void flamethrowerflame(int i)
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if (s->xrepeat >= 10)
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{
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x = s->extra;
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fi.hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
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fi.hitradius(&hittype[i], rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
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}
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else
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{
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x = s->extra + (global_random & 3);
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fi.hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
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fi.hitradius(&hittype[i], (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
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}
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}
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}
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@ -3042,7 +3040,7 @@ DETONATEB:
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case BOUNCEMINE: m = bouncemineblastradius; break;
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}
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fi.hitradius(i, m, x >> 2, x >> 1, x - (x >> 2), x);
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fi.hitradius(&hittype[i], m, x >> 2, x >> 1, x - (x >> 2), x);
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fi.spawn(i, EXPLOSION2);
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if (s->zvel == 0)
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fi.spawn(i, EXPLOSION2BOT);
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@ -214,17 +214,16 @@ void addweapon_r(struct player_struct* p, int weapon)
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//
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//---------------------------------------------------------------------------
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void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4)
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void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4)
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{
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spritetype* spri, * spri2;
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walltype* wal;
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int d, q, x1, y1;
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int sectcnt, sectend, dasect, startwall, endwall, nextsect;
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short j, p, x, sect;
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short p, x, sect;
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static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
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short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
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spri = &sprite[i];
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auto spri = &actor->s;
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if (spri->xrepeat < 11)
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{
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@ -268,7 +267,7 @@ void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4)
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y1 = (((wal->y + wall[wal->point2].y) >> 1) + spri->y) >> 1;
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updatesector(x1, y1, §);
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if (sect >= 0 && cansee(x1, y1, spri->z, sect, spri->x, spri->y, spri->z, spri->sectnum))
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fi.checkhitwall(i, x, wal->x, wal->y, spri->z, spri->picnum);
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fi.checkhitwall(actor->GetIndex(), x, wal->x, wal->y, spri->z, spri->picnum);
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}
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} while (sectcnt < sectend);
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@ -276,44 +275,43 @@ SKIPWALLCHECK:
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q = -(24 << 8) + (krand() & ((32 << 8) - 1));
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auto Owner = actor->GetOwner();
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for (x = 0; x < 7; x++)
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{
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StatIterator it1(statlist[x]);
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while ((j = it1.NextIndex()) >= 0)
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DukeStatIterator it1(statlist[x]);
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while (auto act2 = it1.Next())
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{
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spri2 = &sprite[j];
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auto act2 = &hittype[j];
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auto spri2 = &act2->s;
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if (x == 0 || x >= 5 || AFLAMABLE(spri2->picnum))
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{
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if (spri2->cstat & 257)
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if (dist(spri, spri2) < r)
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if (dist(actor, act2) < r)
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{
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if (badguy(spri2) && !cansee(spri2->x, spri2->y, spri2->z + q, spri2->sectnum, spri->x, spri->y, spri->z + q, spri->sectnum))
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if (badguy(act2) && !cansee(spri2->x, spri2->y, spri2->z + q, spri2->sectnum, spri->x, spri->y, spri->z + q, spri->sectnum))
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{
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continue;
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}
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fi.checkhitsprite(j, i);
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fi.checkhitsprite(act2->GetIndex(), actor->GetIndex());
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}
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}
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else if (spri2->extra >= 0 && spri2 != spri && (badguy(spri2) || spri2->picnum == QUEBALL || spri2->picnum == RRTILE3440 || spri2->picnum == STRIPEBALL || (spri2->cstat & 257) || spri2->picnum == DUKELYINGDEAD))
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else if (spri2->extra >= 0 && act2 != actor && (badguy(act2) || spri2->picnum == QUEBALL || spri2->picnum == RRTILE3440 || spri2->picnum == STRIPEBALL || (spri2->cstat & 257) || spri2->picnum == DUKELYINGDEAD))
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{
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if (spri->picnum == MORTER && j == spri->owner)
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if (spri->picnum == MORTER && act2 == Owner)
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{
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continue;
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}
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if ((isRRRA()) && spri->picnum == CHEERBOMB && j == spri->owner)
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if ((isRRRA()) && spri->picnum == CHEERBOMB && act2 == Owner)
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{
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continue;
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}
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if (spri2->picnum == APLAYER) spri2->z -= PHEIGHT;
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d = dist(spri, spri2);
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d = dist(actor, act2);
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if (spri2->picnum == APLAYER) spri2->z += PHEIGHT;
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if (d < r && cansee(spri2->x, spri2->y, spri2->z - (8 << 8), spri2->sectnum, spri->x, spri->y, spri->z - (12 << 8), spri->sectnum))
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{
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if ((isRRRA()) && sprite[j].picnum == MINION && sprite[j].pal == 19)
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if ((isRRRA()) && spri2->picnum == MINION && spri2->pal == 19)
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{
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continue;
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}
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@ -343,31 +341,31 @@ SKIPWALLCHECK:
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act2->extra = hp1 + (krand() % (hp2 - hp1));
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}
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int pic = sprite[j].picnum;
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int pic = spri2->picnum;
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if ((isRRRA())?
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(pic != HULK && pic != MAMA && pic != BILLYPLAY && pic != COOTPLAY && pic != MAMACLOUD) :
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(pic != HULK && pic != SBMOVE))
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{
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if (sprite[j].xvel < 0) sprite[j].xvel = 0;
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sprite[j].xvel += (sprite[j].extra << 2);
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if (spri2->xvel < 0) spri2->xvel = 0;
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spri2->xvel += (spri2->extra << 2);
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}
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if (spri2->picnum == STATUEFLASH || spri2->picnum == QUEBALL ||
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||||
spri2->picnum == STRIPEBALL || spri2->picnum == RRTILE3440)
|
||||
fi.checkhitsprite(j, i);
|
||||
fi.checkhitsprite(act2->GetIndex(), actor->GetIndex());
|
||||
|
||||
if (sprite[j].picnum != RADIUSEXPLOSION &&
|
||||
spri->owner >= 0 && sprite[spri->owner].statnum < MAXSTATUS)
|
||||
if (spri2->picnum != RADIUSEXPLOSION &&
|
||||
Owner && Owner->s.statnum < MAXSTATUS)
|
||||
{
|
||||
if (sprite[j].picnum == APLAYER)
|
||||
if (spri2->picnum == APLAYER)
|
||||
{
|
||||
p = sprite[j].yvel;
|
||||
p = act2->PlayerIndex();
|
||||
if (ps[p].newowner >= 0)
|
||||
{
|
||||
clearcamera(&ps[p]);
|
||||
}
|
||||
}
|
||||
act2->owner = spri->owner;
|
||||
act2->SetHitOwner(actor->GetOwner());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2757,7 +2755,7 @@ DETONATEB:
|
|||
|
||||
if (sector[s->sectnum].lotag != 800)
|
||||
{
|
||||
fi.hitradius(i, m, x >> 2, x >> 1, x - (x >> 2), x);
|
||||
fi.hitradius(&hittype[i], m, x >> 2, x >> 1, x - (x >> 2), x);
|
||||
fi.spawn(i, EXPLOSION2);
|
||||
if (s->picnum == CHEERBOMB)
|
||||
fi.spawn(i, BURNING);
|
||||
|
|
|
@ -64,8 +64,8 @@ bool floorspace_d(int sectnum);
|
|||
bool floorspace_r(int sectnum);
|
||||
void addweapon_d(struct player_struct* p, int weapon);
|
||||
void addweapon_r(struct player_struct* p, int weapon);
|
||||
void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4);
|
||||
void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4);
|
||||
void hitradius_d(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
|
||||
void hitradius_r(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
|
||||
void lotsofmoney_d(DDukeActor* s, short n);
|
||||
void lotsofmail_d(DDukeActor* s, short n);
|
||||
void lotsofpaper_d(DDukeActor* s, short n);
|
||||
|
|
|
@ -87,7 +87,7 @@ struct Dispatcher
|
|||
bool (*ceilingspace)(int sectnum);
|
||||
bool (*floorspace)(int sectnum);
|
||||
void (*addweapon)(struct player_struct *p, int weapon);
|
||||
void (*hitradius)(short i, int r, int hp1, int hp2, int hp3, int hp4);
|
||||
void (*hitradius)(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
|
||||
int (*movesprite)(int spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
|
||||
void (*lotsofmoney)(DDukeActor *s, short n);
|
||||
void (*lotsofmail)(DDukeActor *s, short n);
|
||||
|
|
|
@ -2398,7 +2398,7 @@ int ParseState::parse(void)
|
|||
insptr++;
|
||||
break;
|
||||
case concmd_hitradius:
|
||||
fi.hitradius(g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5));
|
||||
fi.hitradius(g_ac,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5));
|
||||
insptr+=6;
|
||||
break;
|
||||
case concmd_ifp:
|
||||
|
|
|
@ -1555,7 +1555,7 @@ void checkhitsprite_r(int i, int sn)
|
|||
case RRTILE7879:
|
||||
s->picnum++;
|
||||
S_PlayActorSound(495, i);
|
||||
fi.hitradius(i, 10, 0, 0, 1, 1);
|
||||
fi.hitradius(&hittype[i], 10, 0, 0, 1, 1);
|
||||
break;
|
||||
case RRTILE7648:
|
||||
case RRTILE7694:
|
||||
|
@ -1756,17 +1756,17 @@ void checkhitsprite_r(int i, int sn)
|
|||
case RRTILE7890:
|
||||
s->picnum = RRTILE5045;
|
||||
S_PlayActorSound(495, i);
|
||||
fi.hitradius(i, 10, 0, 0, 1, 1);
|
||||
fi.hitradius(&hittype[i], 10, 0, 0, 1, 1);
|
||||
break;
|
||||
case RRTILE7886:
|
||||
s->picnum = RRTILE5046;
|
||||
S_PlayActorSound(495, i);
|
||||
fi.hitradius(i, 10, 0, 0, 1, 1);
|
||||
fi.hitradius(&hittype[i], 10, 0, 0, 1, 1);
|
||||
break;
|
||||
case RRTILE7887:
|
||||
s->picnum = RRTILE5044;
|
||||
S_PlayActorSound(GLASS_HEAVYBREAK, i);
|
||||
fi.hitradius(i, 10, 0, 0, 1, 1);
|
||||
fi.hitradius(&hittype[i], 10, 0, 0, 1, 1);
|
||||
break;
|
||||
case RRTILE7900:
|
||||
s->picnum = RRTILE5047;
|
||||
|
@ -1890,7 +1890,7 @@ void checkhitsprite_r(int i, int sn)
|
|||
case RRTILE7533:
|
||||
s->picnum = RRTILE5035;
|
||||
S_PlayActorSound(495, i);
|
||||
fi.hitradius(i, 10, 0, 0, 1, 1);
|
||||
fi.hitradius(&hittype[i], 10, 0, 0, 1, 1);
|
||||
break;
|
||||
case RRTILE8394:
|
||||
s->picnum = RRTILE5072;
|
||||
|
@ -1904,7 +1904,7 @@ void checkhitsprite_r(int i, int sn)
|
|||
case RRTILE8679:
|
||||
s->picnum = RRTILE8680;
|
||||
S_PlayActorSound(DUKE_SHUCKS, i);
|
||||
fi.hitradius(i, 10, 0, 0, 1, 1);
|
||||
fi.hitradius(&hittype[i], 10, 0, 0, 1, 1);
|
||||
if (s->lotag != 0)
|
||||
{
|
||||
short j;
|
||||
|
@ -1921,7 +1921,7 @@ void checkhitsprite_r(int i, int sn)
|
|||
case RRTILE3584:
|
||||
s->picnum = RRTILE8681;
|
||||
S_PlayActorSound(495, i);
|
||||
fi.hitradius(i, 250, 0, 0, 1, 1);
|
||||
fi.hitradius(&hittype[i], 250, 0, 0, 1, 1);
|
||||
break;
|
||||
case RRTILE8682:
|
||||
s->picnum = RRTILE8683;
|
||||
|
|
Loading…
Reference in a new issue