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https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- ud.camerasprite -> actor.
This commit is contained in:
parent
212b99d0f3
commit
d0db810ab0
18 changed files with 44 additions and 45 deletions
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@ -4484,7 +4484,7 @@ void handle_se27(DDukeActor* actor)
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{
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if (t[0] < 0)
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{
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ud.camerasprite = actor->GetIndex();
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ud.cameraactor = actor;
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t[0]++;
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}
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else if (ud.recstat == 2 && ps[p].newowner == -1)
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@ -4493,7 +4493,7 @@ void handle_se27(DDukeActor* actor)
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{
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if (x < (unsigned)sh)
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{
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ud.camerasprite = actor->GetIndex();
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ud.cameraactor = actor;
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t[0] = 999;
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s->ang += getincangle(s->ang, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 3;
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s->yvel = 100 + ((s->z - ps[p].posz) / 257);
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@ -4501,10 +4501,10 @@ void handle_se27(DDukeActor* actor)
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}
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else if (t[0] == 999)
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{
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if (ud.camerasprite == actor->GetIndex())
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if (ud.cameraactor == actor)
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t[0] = 0;
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else t[0] = -10;
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ud.camerasprite = actor->GetIndex();
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ud.cameraactor = actor;
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}
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}
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@ -4514,10 +4514,10 @@ void handle_se27(DDukeActor* actor)
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if (t[0] == 999)
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{
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if (ud.camerasprite == actor->GetIndex())
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if (ud.cameraactor == actor)
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t[0] = 0;
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else t[0] = -20;
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ud.camerasprite = actor->GetIndex();
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ud.cameraactor = actor;
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}
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}
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}
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@ -424,7 +424,7 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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t1 = ScriptCode[actorinfo[APLAYER].scriptaddress + 2];
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}
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if (ud.camerasprite == -1 && ps[p].newowner == -1)
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if (ud.cameraactor == nullptr && ps[p].newowner == -1)
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if (s->owner >= 0 && display_mirror == 0 && ps[p].over_shoulder_on == 0)
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if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
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{
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@ -707,7 +707,7 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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if (Owner && Owner->statnum < MAXSTATUS)
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{
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if (Owner->picnum == APLAYER)
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if (ud.camerasprite == -1)
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if (ud.cameraactor == nullptr)
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if (screenpeek == Owner->yvel && display_mirror == 0)
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{
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t->owner = -1;
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@ -475,7 +475,7 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
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t1 = ScriptCode[actorinfo[APLAYER].scriptaddress + 2];
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}
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if (ud.camerasprite == -1 && ps[p].newowner == -1)
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if (ud.cameraactor == nullptr && ps[p].newowner == -1)
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if (s->owner >= 0 && display_mirror == 0 && ps[p].over_shoulder_on == 0)
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if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
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{
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@ -940,7 +940,7 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
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if (Owner && Owner->statnum < MAXSTATUS)
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{
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if (Owner->picnum == APLAYER)
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if (ud.camerasprite == -1)
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if (ud.cameraactor == nullptr)
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if (screenpeek == Owner->yvel && display_mirror == 0)
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{
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t->owner = -1;
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@ -291,7 +291,7 @@ void GameInterface::app_init()
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ud.multimode = 1;
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ud.m_monsters_off = userConfig.nomonsters;
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ps[0].aim_mode = 1;
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ud.camerasprite = -1;
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ud.cameraactor = nullptr;
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if (fileSystem.FileExists("DUKESW.BIN"))
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g_gameType |= GAMEFLAG_SHAREWARE;
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@ -249,7 +249,7 @@ void drawoverlays(double smoothratio)
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MarkSectorSeen(pp->cursectnum);
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if (ud.camerasprite == -1)
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if (ud.cameraactor == nullptr)
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{
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if (automapMode != am_full)
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{
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@ -299,7 +299,7 @@ void drawoverlays(double smoothratio)
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StatusBar->UpdateStatusBar();
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if (ps[myconnectindex].newowner == -1 && ud.camerasprite == -1)
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if (ps[myconnectindex].newowner == -1 && ud.cameraactor == nullptr)
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{
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DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, -getHalfLookAng(pp->angle.olook_ang.asq16(), pp->angle.look_ang.asq16(), cl_syncinput, smoothratio), pp->over_shoulder_on ? 2.5 : 0, isRR() ? 0.5 : 1);
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}
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@ -136,8 +136,8 @@ static void DoUserDef(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor*
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break;
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case USERDEFS_CAMERASPRITE:
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if (bSet) ud.camerasprite = lValue;
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else SetGameVarID((int)lVar2, ud.camerasprite, sActor, sPlayer);
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if (bSet) ud.cameraactor = ScriptIndexToActor(lValue);
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else SetGameVarID((int)lVar2, ActorToScriptIndex(ud.cameraactor), sActor, sPlayer);
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break;
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case USERDEFS_LAST_CAMSPRITE:
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@ -66,7 +66,7 @@ void GameInterface::Ticker()
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{
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if (earthquaketime > 0) earthquaketime--;
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ud.camerasprite = -1;
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ud.cameraactor = nullptr;
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everyothertime++;
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global_random = krand();
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@ -291,7 +291,7 @@ void displayweapon_d(int snum, double smoothratio)
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gs = p->GetActor()->s.shade;
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if(gs > 24) gs = 24;
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bool playerVars = p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (p->GetActor()->s.pal != 1 && p->GetActor()->s.extra <= 0);
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bool playerVars = p->newowner >= 0 || ud.cameraactor != nullptr || p->over_shoulder_on > 0 || (p->GetActor()->s.pal != 1 && p->GetActor()->s.extra <= 0);
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bool playerAnims = animatefist(gs,snum,look_anghalf) || animateknuckles(gs,snum,hard_landing,look_anghalf,horiz16th) ||
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animatetip(gs,snum,hard_landing,look_anghalf,horiz16th) || animateaccess(gs,snum,hard_landing,look_anghalf,horiz16th);
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@ -136,7 +136,7 @@ void displayweapon_r(int snum, double smoothratio)
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gs = p->GetActor()->s.shade;
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if(gs > 24) gs = 24;
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if(p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (p->GetActor()->s.pal != 1 && p->GetActor()->s.extra <= 0))
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if(p->newowner >= 0 || ud.cameraactor != nullptr || p->over_shoulder_on > 0 || (p->GetActor()->s.pal != 1 && p->GetActor()->s.extra <= 0))
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return;
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int opos = p->oweapon_pos * p->oweapon_pos;
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@ -39,7 +39,7 @@ inline int bossguy(spritetype const* const pSprite)
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inline int actorflag(DDukeActor * actor, int mask)
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{
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return (((actorinfo[actor->s.picnum].flags/* ^ hittype[spritenum].flags*/) & mask) != 0);
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return (((actorinfo[actor->s.picnum].flags) & mask) != 0);
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}
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inline int actorfella(DDukeActor* actor)
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@ -68,9 +68,9 @@ inline void settileflag(int flag, const std::initializer_list<short>& types)
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}
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}
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inline bool wallswitchcheck(int s)
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inline bool wallswitchcheck(DDukeActor* s)
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{
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return !!(tileinfo[sprite[s].picnum].flags & TFLAG_WALLSWITCH);
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return !!(tileinfo[s->s.picnum].flags & TFLAG_WALLSWITCH);
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}
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inline int checkcursectnums(int se)
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@ -416,7 +416,7 @@ void resetprestat(int snum,int g)
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parallaxtype = 0;
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randomseed = 17L;
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paused = 0;
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ud.camerasprite =-1;
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ud.cameraactor =nullptr;
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tempwallptr = 0;
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camsprite =-1;
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earthquaketime = 0;
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@ -536,10 +536,11 @@ void prelevel_r(int g)
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speed = sj->hitag;
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for (ii = 0; ii < MAXSPRITES; ii++)
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{
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if (sprite[ii].picnum == RRTILE66)
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if (sprite[ii].lotag == sj->sectnum)
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auto spr = &sprite[ii];
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if (spr->picnum == RRTILE66)
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if (spr->lotag == sj->sectnum)
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{
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childsectnum = sprite[ii].sectnum;
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childsectnum = spr->sectnum;
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deletesprite(ii);
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}
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}
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@ -728,11 +729,11 @@ void prelevel_r(int g)
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if (lotaglist > 64)
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I_Error("Too many switches (64 max).");
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StatIterator it1(STAT_EFFECTOR);
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while ((j = it1.NextIndex()) >= 0)
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DukeStatIterator it1(STAT_EFFECTOR);
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while (auto j = it1.Next())
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{
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if (sprite[j].lotag == 12 && sprite[j].hitag == spr->lotag)
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hittype[j].temp_data[0] = 1;
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if (j->s.lotag == 12 && j->s.hitag == spr->lotag)
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j->temp_data[0] = 1;
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}
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}
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break;
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@ -518,16 +518,16 @@ void displayrooms(int snum, double smoothratio)
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// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
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// The setting here will be carried over to the rendering of the weapon sprites, but other 2D content will always default to the main palette.
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setgamepalette(p->palette);
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if (ud.camerasprite >= 0)
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if (ud.cameraactor)
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{
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spritetype* s;
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s = &sprite[ud.camerasprite];
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s = &ud.cameraactor->s;
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if (s->yvel < 0) s->yvel = -100;
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else if (s->yvel > 199) s->yvel = 300;
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cang = buildang(hittype[ud.camerasprite].tempang + xs_CRoundToInt(fmulscale16(((s->ang + 1024 - hittype[ud.camerasprite].tempang) & 2047) - 1024, smoothratio)));
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cang = buildang(ud.cameraactor->tempang + xs_CRoundToInt(fmulscale16(((s->ang + 1024 - ud.cameraactor->tempang) & 2047) - 1024, smoothratio)));
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auto bh = buildhoriz(s->yvel);
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se40code(s->x, s->y, s->z, cang, bh, smoothratio);
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@ -1710,7 +1710,7 @@ void checksectors_d(int snum)
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spr->yvel = 1; //Using this camera
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if (snum == screenpeek) S_PlaySound(MONITOR_ACTIVE);
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neartagsprite->s.owner = i;
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neartagsprite->SetOwner(acti);
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neartagsprite->s.yvel = 1;
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camsprite = neartagsprite->GetIndex();
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@ -2394,7 +2394,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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targ->extra += pspr->extra;
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if (s->picnum != COW)
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targ->ang = pspr->ang;
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targ->owner = pspr->owner;
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targ->SetHitOwner(proj->GetOwner());
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}
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if (s->statnum == 10)
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@ -293,7 +293,7 @@ static int GetPositionInfo(DDukeActor* actor, int soundNum, int sectNum,
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void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
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{
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if (ud.camerasprite == -1)
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if (ud.cameraactor == nullptr)
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{
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auto p = &ps[screenpeek];
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if (c) *c = &p->pos;
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@ -302,9 +302,9 @@ void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
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}
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else
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{
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if (c) *c = &sprite[ud.camerasprite].pos;
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if (cs) *cs = sprite[ud.camerasprite].sectnum;
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if (ca) *ca = sprite[ud.camerasprite].ang;
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if (c) *c = &ud.cameraactor->s.pos;
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if (cs) *cs = ud.cameraactor->s.sectnum;
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if (ca) *ca = ud.cameraactor->s.ang;
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}
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}
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@ -396,7 +396,7 @@ void GameInterface::UpdateSounds(void)
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listener.Environment = nullptr;
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listener.valid = false;
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}
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listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
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listener.ListenerObject = ud.cameraactor == nullptr ? nullptr : &ud.cameraactor->s;
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soundEngine->SetListener(listener);
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}
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@ -50,9 +50,6 @@ BEGIN_DUKE_NS
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DDukeActor* EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s, signed char s_xr, signed char s_yr, short s_a, short s_ve, int s_zv, DDukeActor* s_ow, signed char s_ss)
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{
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//if (isRR() && s_ow < 0 && !force) // should never happen, the only owner-less spawn outside of map start is for the Holoduke, which is Duke only
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//return 0;
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int const i = insertsprite(whatsect, s_ss);
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if (i < 0)
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@ -188,7 +185,7 @@ int initspriteforspawn(DDukeActor* actj, int pn, const std::initializer_list<int
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if (!isIn(sp->picnum, excludes) && (sp->cstat & 48))
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{
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if (sp->shade == 127) return i;
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if (wallswitchcheck(i) && (sp->cstat & 16))
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if (wallswitchcheck(act) && (sp->cstat & 16))
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{
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if (sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2 && sp->pal)
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{
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@ -74,7 +74,7 @@ struct weaponhit
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owner = a->GetIndex();
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}
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// This used the owner field - better move this to something more safe.
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// This used the Owner field - better move this to something more safe.
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inline bool IsActiveCrane()
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{
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return palvals == -2;
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@ -131,7 +131,6 @@ struct user_defs
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unsigned char user_pals[MAXPLAYERS];
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short from_bonus;
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short camerasprite, last_camsprite;
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short last_level, secretlevel;
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int const_visibility;
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@ -148,6 +147,8 @@ struct user_defs
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int player_skill, marker;
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//MapRecord* nextLevel;
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DDukeActor* cameraactor;
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};
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struct player_orig
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