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Use engine's cstat defines
# Conflicts: # source/blood/src/mapedit.cpp
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9c5cbd6308
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5 changed files with 14 additions and 36 deletions
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@ -2542,8 +2542,8 @@ void actInit(void)
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case 80: // Random ammo
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// Make sprites invisible and non-blocking
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pSprite->cstat &= ~kSprBlock;
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pSprite->cstat |= kSprInvisible;
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pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
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pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
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if (pSprite->extra > 0 && xsprite[pSprite->extra].state == 1)
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trTriggerSprite(nSprite, &xsprite[pSprite->extra], COMMAND_ID_0);
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@ -3073,7 +3073,7 @@ void actKillDude(int a1, spritetype *pSprite, DAMAGE_TYPE a3, int a4)
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sfxPlayGDXGenDudeSound(pSprite, 10, pXSprite->data3);
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spritetype* pEffect = gFX.fxSpawn((FX_ID)52, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, pSprite->ang);
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if (pEffect != NULL) {
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pEffect->cstat = kSprFace;
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pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
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pEffect->pal = 6;
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pEffect->xrepeat = pSprite->xrepeat;
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pEffect->yrepeat = pSprite->yrepeat;
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@ -1762,7 +1762,7 @@ void aiInitSprite(spritetype *pSprite)
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case 224:
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case 225:
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case 226:
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if ((pSprite->cstat & kSprFlipY) != 0) {
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if ((pSprite->cstat & CSTAT_SPRITE_YFLIP) != 0) {
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if (!(pSprite->hitag & kHitagExtBit)) // don't add autoaim for player if hitag 1 specified in editor.
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pSprite->hitag = kHitagAutoAim;
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break;
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@ -1111,7 +1111,7 @@ void removeLeech(spritetype* pLeech, bool delSprite) {
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if (pLeech != NULL) {
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spritetype* pEffect = gFX.fxSpawn((FX_ID)52,pLeech->sectnum,pLeech->x,pLeech->y,pLeech->z,pLeech->ang);
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if (pEffect != NULL) {
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pEffect->cstat = kSprFace;
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pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
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pEffect->pal = 6;
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int repeat = 64 + Random(50);
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pEffect->xrepeat = repeat;
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@ -1259,7 +1259,7 @@ bool doExplosion(spritetype* pSprite, int nType) {
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pExplosion->yrepeat = pExpl->at0;
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pExplosion->xrepeat = pExpl->at0;
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pExplosion->lotag = nType;
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pExplosion->cstat |= kSprInvisible | kSprOriginAlign;
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pExplosion->cstat |= CSTAT_SPRITE_INVISIBLE | CSTAT_SPRITE_YCENTER;
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pExplosion->owner = pSprite->xvel;
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if (pExplosion->extra >= 0) {
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@ -120,28 +120,6 @@ void QuitGame(void);
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#define kMarkerLowGoo 14
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#define kMarkerPath 15
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// sprite cstat
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#define kSprBlock 0x0001
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#define kSprTrans 0x0002
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#define kSprFlipX 0x0004
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#define kSprFlipY 0x0008
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#define kSprFace 0x0000
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#define kSprWall 0x0010
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#define kSprFloor 0x0020
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#define kSprSpin 0x0030
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#define kSprRMask 0x0030
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#define kSprOneSided 0x0040
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#define kSprOriginAlign 0x0080
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#define kSprHitscan 0x0100
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#define kSprTransR 0x0200
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#define kSprPushable 0x1000
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#define kSprMoveMask 0x6000
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#define kSprMoveNone 0x0000
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#define kSprMoveForward 0x2000
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#define kSprMoveFloor 0x2000
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#define kSprMoveReverse 0x4000
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#define kSprMoveCeiling 0x4000
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#define kSprInvisible 0x8000
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// sprite attributes
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#define kHitagMovePhys 0x0001 // affected by movement physics
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@ -2979,7 +2979,7 @@ void pastePropertiesInObj(int type, int nDest, EVENT event) {
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sprite[nDest].xrepeat = 4;
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sprite[nDest].yrepeat = 4;
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sprite[nDest].cstat |= kSprInvisible;
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sprite[nDest].cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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else {
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@ -3139,7 +3139,7 @@ void pastePropertiesInObj(int type, int nDest, EVENT event) {
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sprite[nDest].hitag = pXSource->data3;
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if (valueIsBetween(pXSource->data4, -1, 65535)) {
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pXSource->data4 |= kSprOriginAlign;
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pXSource->data4 |= CSTAT_SPRITE_YCENTER;
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sprite[nDest].cstat = pXSource->data4;
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}
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break;
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@ -3850,8 +3850,8 @@ void InitGenerator(int nSprite)
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{
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// By NoOne: intialize GDX generators
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case kGDXDudeTargetChanger:
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pSprite->cstat &= ~kSprBlock;
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pSprite->cstat |= kSprInvisible;
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pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
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pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
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if (pXSprite->busyTime <= 0) pXSprite->busyTime = 5;
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if (pXSprite->state != pXSprite->restState)
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evPost(nSprite, 3, 0, COMMAND_ID_21);
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@ -3859,14 +3859,14 @@ void InitGenerator(int nSprite)
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case kGDXObjDataAccumulator:
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case kGDXSeqSpawner:
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case kGDXEffectSpawner:
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pSprite->cstat &= ~kSprBlock;
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pSprite->cstat |= kSprInvisible;
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pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
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pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
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if (pXSprite->state != pXSprite->restState)
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evPost(nSprite, 3, 0, COMMAND_ID_21);
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return;
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case 700:
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pSprite->cstat &= ~kSprBlock;
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pSprite->cstat |= kSprInvisible;
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pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
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pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
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break;
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}
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if (pXSprite->state != pXSprite->restState && pXSprite->busyTime > 0)
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