mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- deleted old moveweapons function.
This commit is contained in:
parent
63f45f57d8
commit
d396df057f
1 changed files with 1 additions and 579 deletions
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@ -374,81 +374,6 @@ static int P_Submerge(int, int, DukePlayer_t *, int, int);
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static int P_Emerge(int, int, DukePlayer_t *, int, int);
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static void P_FinishWaterChange(int, DukePlayer_t *, int, int, int);
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ACTOR_STATIC void A_DoProjectileBounce(int const spriteNum)
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{
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spritetype * const pSprite = &sprite[spriteNum];
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int32_t const hitSectnum = pSprite->sectnum;
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int const firstWall = sector[hitSectnum].wallptr;
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int const secondWall = wall[firstWall].point2;
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int const wallAngle = getangle(wall[secondWall].x - wall[firstWall].x, wall[secondWall].y - wall[firstWall].y);
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vec3_t vect = { mulscale10(pSprite->xvel, sintable[(pSprite->ang + 512) & 2047]),
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mulscale10(pSprite->xvel, sintable[pSprite->ang & 2047]), pSprite->zvel };
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int k = (pSprite->z<(actor[spriteNum].floorz + actor[spriteNum].ceilingz)>> 1) ? sector[hitSectnum].ceilingheinum
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: sector[hitSectnum].floorheinum;
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vec3_t const da = { mulscale14(k, sintable[(wallAngle)&2047]),
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mulscale14(k, sintable[(wallAngle + 1536) & 2047]), 4096 };
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k = vect.x * da.x + vect.y * da.y + vect.z * da.z;
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int l = da.x * da.x + da.y * da.y + da.z * da.z;
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if ((klabs(k) >> 14) < l)
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{
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k = divscale17(k, l);
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vect.x -= mulscale16(da.x, k);
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vect.y -= mulscale16(da.y, k);
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vect.z -= mulscale16(da.z, k);
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}
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pSprite->zvel = vect.z;
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pSprite->xvel = ksqrt(dmulscale8(vect.x, vect.x, vect.y, vect.y));
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pSprite->ang = getangle(vect.x, vect.y);
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}
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ACTOR_STATIC void P_HandleBeingSpitOn(DukePlayer_t * const ps)
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{
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ps->q16horiz += F16(32);
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ps->return_to_center = 8;
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if (ps->loogcnt)
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return;
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if (!A_CheckSoundPlaying(ps->i, DUKE_LONGTERM_PAIN))
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A_PlaySound(DUKE_LONGTERM_PAIN,ps->i);
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int j = 3+(krand2()&3);
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ps->numloogs = j;
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ps->loogcnt = 24*4;
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for (bssize_t x=0; x < j; x++)
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{
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ps->loogiex[x] = krand2()%xdim;
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ps->loogiey[x] = krand2()%ydim;
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}
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}
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static void G_WeaponHitCeilingOrFloor(int32_t i, spritetype *s, int *j)
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{
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if (actor[i].flags & SFLAG_DIDNOSE7WATER)
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{
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actor[i].flags &= ~SFLAG_DIDNOSE7WATER;
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return;
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}
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if (s->z < actor[i].ceilingz)
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{
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*j = 16384|s->sectnum;
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s->zvel = -1;
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}
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else if (s->z > actor[i].floorz + (RR ? 0 : (ZOFFSET2*(sector[s->sectnum].lotag == ST_1_ABOVE_WATER))))
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{
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*j = 16384|s->sectnum;
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if (sector[s->sectnum].lotag != ST_1_ABOVE_WATER)
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s->zvel = 1;
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}
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}
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static void Proj_BounceOffWall(spritetype *s, int j)
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{
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int k = getangle(
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@ -457,511 +382,8 @@ static void Proj_BounceOffWall(spritetype *s, int j)
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s->ang = ((k<<1) - s->ang)&2047;
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}
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#define PROJ_DECAYVELOCITY(s) s->xvel >>= 1, s->zvel >>= 1
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// Maybe damage a ceiling or floor as the consequence of projectile impact.
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// Returns 1 if sprite <s> should be killed.
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// NOTE: Compare with Proj_MaybeDamageCF2() in sector.c
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static int Proj_MaybeDamageCF(int spriteNum)
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{
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uspritetype const * const s = (uspritetype const *)&sprite[spriteNum];
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if (s->zvel < 0)
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{
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if ((sector[s->sectnum].ceilingstat&1) && sector[s->sectnum].ceilingpal == 0)
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return 1;
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Sect_DamageCeiling(s->sectnum);
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}
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return 0;
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}
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ACTOR_STATIC void G_MoveWeapons(void)
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{
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int spriteNum = headspritestat[STAT_PROJECTILE];
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while (spriteNum >= 0)
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{
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int const nextSprite = nextspritestat[spriteNum];
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spritetype *const pSprite = &sprite[spriteNum];
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if (pSprite->sectnum < 0)
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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actor[spriteNum].bpos = *(vec3_t *)pSprite;
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// hard coded projectiles
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switch (DYNAMICTILEMAP(pSprite->picnum))
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{
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case KNEE__STATIC:
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if (RR) goto next_sprite;
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fallthrough__;
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case RADIUSEXPLOSION__STATIC: DELETE_SPRITE_AND_CONTINUE(spriteNum);
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case TONGUE__STATIC:
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T1(spriteNum) = sintable[T2(spriteNum)&2047] >> 9;
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T2(spriteNum) += 32;
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if (T2(spriteNum) > 2047)
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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if (sprite[pSprite->owner].statnum == MAXSTATUS && !A_CheckEnemySprite(&sprite[pSprite->owner]))
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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pSprite->ang = sprite[pSprite->owner].ang;
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pSprite->x = sprite[pSprite->owner].x;
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pSprite->y = sprite[pSprite->owner].y;
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if (sprite[pSprite->owner].picnum == TILE_APLAYER)
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pSprite->z = sprite[pSprite->owner].z - (34<<8);
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for (int i = 0; i < T1(spriteNum); i++) {
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int const newSprite = A_InsertSprite(pSprite->sectnum,
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pSprite->x+((i*sintable[(pSprite->ang+512)&2047])>>9),
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pSprite->y+((i*sintable[pSprite->ang])>>9),
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pSprite->z+((i*ksgn(pSprite->zvel))*klabs(pSprite->zvel/12)), TILE_TONGUE, -40+i*2,
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8, 8, 0, 0, 0, spriteNum, STAT_MISC);
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sprite[newSprite].cstat = 48;
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sprite[newSprite].pal = 8;
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}
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{
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int const i = max(T1(spriteNum), 0);
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int const newSprite = A_InsertSprite(pSprite->sectnum,
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pSprite->x+((i*sintable[(pSprite->ang+512)&2047])>>9),
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pSprite->y+((i*sintable[pSprite->ang])>>9),
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pSprite->z+((i*ksgn(pSprite->zvel))*klabs(pSprite->zvel/12)), TILE_INNERJAW, -40,
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32, 32, 0, 0, 0, spriteNum, STAT_MISC);
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sprite[newSprite].cstat = 128;
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if (T2(spriteNum) > 512 && T2(spriteNum) < 1024)
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sprite[newSprite].picnum = TILE_INNERJAW+1;
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}
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goto next_sprite;
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case FREEZEBLAST__STATIC:
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if (pSprite->yvel < 1 || pSprite->extra < 2 || (pSprite->xvel | pSprite->zvel) == 0)
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{
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int const newSprite = A_Spawn(spriteNum, TILE_TRANSPORTERSTAR);
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sprite[newSprite].pal = 1;
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sprite[newSprite].xrepeat = 32;
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sprite[newSprite].yrepeat = 32;
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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}
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fallthrough__;
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case RPG2__STATICRR:
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case RRTILE1790__STATICRR:
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if (!RRRA && pSprite->picnum != TILE_FREEZEBLAST) goto next_sprite;
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fallthrough__;
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case SHRINKSPARK__STATIC:
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case RPG__STATIC:
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case FIRELASER__STATIC:
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case SPIT__STATIC:
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case COOLEXPLOSION1__STATIC:
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case OWHIP__STATICRR:
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case UWHIP__STATICRR:
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{
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if (!RR && pSprite->picnum == TILE_COOLEXPLOSION1)
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if (!S_CheckSoundPlaying(spriteNum, WIERDSHOT_FLY))
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A_PlaySound(WIERDSHOT_FLY, spriteNum);
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int spriteXvel = pSprite->xvel;
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int spriteZvel = pSprite->zvel;
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if ((pSprite->picnum == TILE_RPG || (RRRA && pSprite->picnum == TILE_RPG2)) && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER)
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{
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spriteXvel >>= 1;
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spriteZvel >>= 1;
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}
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vec3_t davect = *(vec3_t *) pSprite;
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A_GetZLimits(spriteNum);
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if (pSprite->picnum == TILE_RPG && actor[spriteNum].picnum != TILE_BOSS2 && pSprite->xrepeat >= 10
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&& sector[pSprite->sectnum].lotag != ST_2_UNDERWATER)
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{
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int const newSprite = A_Spawn(spriteNum, TILE_SMALLSMOKE);
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sprite[newSprite].z += (1 << 8);
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}
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if (RRRA)
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{
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if (pSprite->picnum == TILE_RPG2)
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{
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pSprite->hitag++;
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if (actor[spriteNum].picnum != TILE_BOSS2 && pSprite->xrepeat >= 10
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&& sector[pSprite->sectnum].lotag != ST_2_UNDERWATER)
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{
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int const newSprite = A_Spawn(spriteNum, TILE_SMALLSMOKE);
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sprite[newSprite].z += (1 << 8);
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if ((krand2() & 15) == 2)
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A_Spawn(spriteNum, TILE_MONEY);
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}
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if (sprite[pSprite->lotag].extra <= 0)
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pSprite->lotag = 0;
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else if (pSprite->lotag != 0 && pSprite->hitag > 5)
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{
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spritetype *pTarget = &sprite[pSprite->lotag];
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int const angle = getangle(pTarget->x - pSprite->x, pTarget->y - pSprite->y);
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int const angleDiff = angle - pSprite->ang;
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int const angleDiffAbs = klabs(angleDiff);
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if (angleDiff < 100)
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{
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if (angleDiffAbs > 1023)
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pSprite->ang += 51;
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else
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pSprite->ang -= 51;
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}
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else if (angleDiff > 100)
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{
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if (angleDiffAbs > 1023)
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pSprite->ang -= 51;
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else
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pSprite->ang += 51;
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}
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else
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pSprite->ang = angle;
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if (pSprite->hitag > 180 && pSprite->zvel <= 0)
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pSprite->zvel += 200;
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}
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}
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else if (pSprite->picnum == TILE_RRTILE1790)
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{
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if (pSprite->extra)
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{
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pSprite->zvel = -(pSprite->extra * 250);
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pSprite->extra--;
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}
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else
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A_Fall(spriteNum);
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if (pSprite->xrepeat >= 10 && sector[pSprite->sectnum].lotag != ST_2_UNDERWATER)
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{
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int const newSprite = A_Spawn(spriteNum, TILE_SMALLSMOKE);
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sprite[newSprite].z += (1 << 8);
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}
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}
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}
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vec3_t const tmpvect = { (spriteXvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14,
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(spriteXvel * (sintable[pSprite->ang & 2047])) >> 14, spriteZvel };
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int moveSprite = A_MoveSprite(spriteNum, &tmpvect, CLIPMASK1);
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if ((pSprite->picnum == TILE_RPG || (RRRA && (pSprite->picnum == TILE_RPG2 || pSprite->picnum == TILE_RRTILE1790)))
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&& (unsigned) pSprite->yvel < MAXSPRITES) // RPG_YVEL
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if (FindDistance2D(pSprite->x - sprite[pSprite->yvel].x, pSprite->y - sprite[pSprite->yvel].y) < 256)
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moveSprite = 49152 | pSprite->yvel;
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//actor[spriteNum].movflag = moveSprite;
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if (pSprite->sectnum < 0)
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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//if (RR && g_sectorExtra[pSprite->sectnum] == 800)
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// DELETE_SPRITE_AND_CONTINUE(spriteNum);
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if ((moveSprite & 49152) != 49152 && pSprite->picnum != TILE_FREEZEBLAST)
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G_WeaponHitCeilingOrFloor(spriteNum, pSprite, &moveSprite);
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if (pSprite->picnum == TILE_FIRELASER)
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{
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for (bssize_t k = -3; k < 2; k++)
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{
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int const newSprite
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= A_InsertSprite(pSprite->sectnum, pSprite->x + ((k * sintable[(pSprite->ang + 512) & 2047]) >> 9),
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pSprite->y + ((k * sintable[pSprite->ang & 2047]) >> 9),
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pSprite->z + ((k * ksgn(pSprite->zvel)) * klabs(pSprite->zvel / 24)), TILE_FIRELASER, -40 + (k << 2),
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pSprite->xrepeat, pSprite->yrepeat, 0, 0, 0, pSprite->owner, 5);
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sprite[newSprite].cstat = 128;
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sprite[newSprite].pal = pSprite->pal;
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}
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}
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else if (pSprite->picnum == TILE_SPIT)
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if (pSprite->zvel < 6144)
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pSprite->zvel += g_spriteGravity - 112;
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if (moveSprite != 0)
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{
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if (!RR && pSprite->picnum == TILE_COOLEXPLOSION1)
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{
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if ((moveSprite & 49152) == 49152 && sprite[moveSprite & (MAXSPRITES - 1)].picnum != TILE_APLAYER)
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goto COOLEXPLOSION;
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pSprite->xvel = 0;
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pSprite->zvel = 0;
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}
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switch (moveSprite & 49152)
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{
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case 49152:
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moveSprite &= (MAXSPRITES - 1);
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if (RRRA && sprite[moveSprite].picnum == TILE_MINION && (pSprite->picnum == TILE_RPG || pSprite->picnum == TILE_RPG2)
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&& sprite[moveSprite].pal == 19)
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{
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int const newSprite = A_Spawn(spriteNum, TILE_EXPLOSION2);
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A_PlaySound(RPG_EXPLODE, newSprite);
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sprite[newSprite].x = davect.x;
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sprite[newSprite].y = davect.y;
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sprite[newSprite].z = davect.z;
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goto next_sprite;
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}
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if (!RRRA && pSprite->picnum == TILE_FREEZEBLAST && sprite[moveSprite].pal == 1)
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if (A_CheckEnemySprite(&sprite[moveSprite]) || sprite[moveSprite].picnum == TILE_APLAYER)
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{
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int const newSprite = A_Spawn(spriteNum, TILE_TRANSPORTERSTAR);
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sprite[newSprite].pal = 1;
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sprite[newSprite].xrepeat = 32;
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sprite[newSprite].yrepeat = 32;
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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}
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A_DamageObject(moveSprite, spriteNum);
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if (sprite[moveSprite].picnum == TILE_APLAYER)
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{
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int const playerNum = P_Get(moveSprite);
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A_PlaySound(PISTOL_BODYHIT, moveSprite);
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if (pSprite->picnum == TILE_SPIT)
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{
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if (RRRA && sprite[pSprite->owner].picnum == TILE_MAMA)
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{
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A_DoGuts(spriteNum, TILE_RABBITJIBA, 2);
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A_DoGuts(spriteNum, TILE_RABBITJIBB, 2);
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A_DoGuts(spriteNum, TILE_RABBITJIBC, 2);
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}
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P_HandleBeingSpitOn(g_player[playerNum].ps);
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}
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}
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break;
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case 32768:
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moveSprite &= (MAXWALLS - 1);
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if (RRRA && sprite[pSprite->owner].picnum == TILE_MAMA)
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{
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A_DoGuts(spriteNum, TILE_RABBITJIBA, 2);
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A_DoGuts(spriteNum, TILE_RABBITJIBB, 2);
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A_DoGuts(spriteNum, TILE_RABBITJIBC, 2);
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}
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if (pSprite->picnum != TILE_RPG && (!RRRA || pSprite->picnum != TILE_RPG2) && pSprite->picnum != TILE_FREEZEBLAST && pSprite->picnum != TILE_SPIT
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&& (!RR || pSprite->picnum != TILE_SHRINKSPARK) && (wall[moveSprite].overpicnum == TILE_MIRROR || wall[moveSprite].picnum == TILE_MIRROR))
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{
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Proj_BounceOffWall(pSprite, moveSprite);
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pSprite->owner = spriteNum;
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A_Spawn(spriteNum, TILE_TRANSPORTERSTAR);
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goto next_sprite;
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}
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else
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{
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setsprite(spriteNum, &davect);
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A_DamageWall(spriteNum, moveSprite, (vec3_t *)pSprite, pSprite->picnum);
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if (!RRRA && pSprite->picnum == TILE_FREEZEBLAST)
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{
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if (wall[moveSprite].overpicnum != TILE_MIRROR && wall[moveSprite].picnum != TILE_MIRROR)
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{
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pSprite->extra >>= 1;
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if (RR)
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{
|
||||
if (pSprite->xrepeat > 8)
|
||||
pSprite->xrepeat--;
|
||||
if (pSprite->yrepeat > 8)
|
||||
pSprite->yrepeat--;
|
||||
}
|
||||
pSprite->yvel--;
|
||||
}
|
||||
|
||||
Proj_BounceOffWall(pSprite, moveSprite);
|
||||
goto next_sprite;
|
||||
}
|
||||
|
||||
if (RR && pSprite->picnum == TILE_SHRINKSPARK)
|
||||
{
|
||||
if (wall[moveSprite].picnum >= TILE_RRTILE3643 && wall[moveSprite].picnum < TILE_RRTILE3643+3)
|
||||
DELETE_SPRITE_AND_CONTINUE(spriteNum);
|
||||
if (pSprite->extra <= 0)
|
||||
{
|
||||
pSprite->x += sintable[(pSprite->ang+512)&2047]>>7;
|
||||
pSprite->y += sintable[pSprite->ang&2047]>>7;
|
||||
|
||||
if (!RRRA || (sprite[pSprite->owner].picnum != TILE_CHEER && sprite[pSprite->owner].picnum != TILE_CHEERSTAYPUT))
|
||||
{
|
||||
int const newSprite = A_Spawn(spriteNum, TILE_CIRCLESTUCK);
|
||||
sprite[newSprite].xrepeat = 8;
|
||||
sprite[newSprite].yrepeat = 8;
|
||||
sprite[newSprite].cstat = 16;
|
||||
sprite[newSprite].ang = (sprite[newSprite].ang+512)&2047;
|
||||
sprite[newSprite].clipdist = mulscale7(pSprite->xrepeat, tilesiz[pSprite->picnum].x);
|
||||
}
|
||||
DELETE_SPRITE_AND_CONTINUE(spriteNum);
|
||||
}
|
||||
if (wall[moveSprite].overpicnum != TILE_MIRROR && wall[moveSprite].picnum != TILE_MIRROR)
|
||||
{
|
||||
pSprite->extra -= 20;
|
||||
pSprite->yvel--;
|
||||
}
|
||||
|
||||
Proj_BounceOffWall(pSprite, moveSprite);
|
||||
goto next_sprite;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 16384:
|
||||
setsprite(spriteNum, &davect);
|
||||
|
||||
if (RRRA && sprite[pSprite->owner].picnum == TILE_MAMA)
|
||||
{
|
||||
A_DoGuts(spriteNum, TILE_RABBITJIBA, 2);
|
||||
A_DoGuts(spriteNum, TILE_RABBITJIBB, 2);
|
||||
A_DoGuts(spriteNum, TILE_RABBITJIBC, 2);
|
||||
}
|
||||
|
||||
if (Proj_MaybeDamageCF(spriteNum))
|
||||
DELETE_SPRITE_AND_CONTINUE(spriteNum);
|
||||
|
||||
if (!RRRA && pSprite->picnum == TILE_FREEZEBLAST)
|
||||
{
|
||||
A_DoProjectileBounce(spriteNum);
|
||||
A_SetSprite(spriteNum, CLIPMASK1);
|
||||
|
||||
pSprite->extra >>= 1;
|
||||
|
||||
if (pSprite->xrepeat > 8)
|
||||
pSprite->xrepeat -= 2;
|
||||
|
||||
if (pSprite->yrepeat > 8)
|
||||
pSprite->yrepeat -= 2;
|
||||
|
||||
pSprite->yvel--;
|
||||
goto next_sprite;
|
||||
}
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
switch (DYNAMICTILEMAP(pSprite->picnum))
|
||||
{
|
||||
case COOLEXPLOSION1__STATIC:
|
||||
if (RR) goto default_case;
|
||||
fallthrough__;
|
||||
case SPIT__STATIC:
|
||||
case FREEZEBLAST__STATIC:
|
||||
case FIRELASER__STATIC: break;
|
||||
|
||||
case RPG__STATIC:
|
||||
case RPG2__STATICRR:
|
||||
case RRTILE1790__STATICRR:
|
||||
{
|
||||
if (!RRRA && (pSprite->picnum == TILE_RPG2 || pSprite->picnum == TILE_RRTILE1790))
|
||||
break;
|
||||
int const newSprite = A_Spawn(spriteNum, TILE_EXPLOSION2);
|
||||
if (pSprite->picnum == TILE_RPG2)
|
||||
{
|
||||
pSprite->extra = 150;
|
||||
A_PlaySound(247, newSprite);
|
||||
}
|
||||
else if (pSprite->picnum == TILE_RRTILE1790)
|
||||
{
|
||||
pSprite->extra = 160;
|
||||
A_PlaySound(RPG_EXPLODE, newSprite);
|
||||
}
|
||||
else
|
||||
A_PlaySound(RPG_EXPLODE, newSprite);
|
||||
Bmemcpy(&sprite[newSprite], &davect, sizeof(vec3_t));
|
||||
|
||||
if (pSprite->xrepeat < 10)
|
||||
{
|
||||
sprite[newSprite].xrepeat = 6;
|
||||
sprite[newSprite].yrepeat = 6;
|
||||
}
|
||||
else if ((moveSprite & 49152) == 16384)
|
||||
{
|
||||
if (!RR && pSprite->zvel > 0)
|
||||
A_Spawn(spriteNum, TILE_EXPLOSION2BOT);
|
||||
else
|
||||
{
|
||||
sprite[newSprite].cstat |= 8;
|
||||
sprite[newSprite].z += (48 << 8);
|
||||
}
|
||||
}
|
||||
|
||||
if (pSprite->xrepeat >= 10)
|
||||
{
|
||||
int const x = pSprite->extra;
|
||||
A_RadiusDamage(spriteNum, g_rpgRadius, x >> 2, x >> 1, x - (x >> 2), x);
|
||||
}
|
||||
else
|
||||
{
|
||||
int const x = pSprite->extra + (g_globalRandom & 3);
|
||||
A_RadiusDamage(spriteNum, (g_rpgRadius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case SHRINKSPARK__STATIC:
|
||||
if (RR)
|
||||
break;
|
||||
A_Spawn(spriteNum, TILE_SHRINKEREXPLOSION);
|
||||
A_PlaySound(SHRINKER_HIT, spriteNum);
|
||||
A_RadiusDamage(spriteNum, g_shrinkerRadius, 0, 0, 0, 0);
|
||||
break;
|
||||
|
||||
default:
|
||||
default_case:
|
||||
{
|
||||
int const newSprite = A_Spawn(spriteNum, TILE_EXPLOSION2);
|
||||
sprite[newSprite].xrepeat = sprite[newSprite].yrepeat = pSprite->xrepeat >> 1;
|
||||
if ((moveSprite & 49152) == 16384)
|
||||
{
|
||||
if (pSprite->zvel < 0)
|
||||
{
|
||||
sprite[newSprite].cstat |= 8;
|
||||
sprite[newSprite].z += (72 << 8);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (RR || pSprite->picnum != TILE_COOLEXPLOSION1)
|
||||
DELETE_SPRITE_AND_CONTINUE(spriteNum);
|
||||
}
|
||||
|
||||
if (!RR && pSprite->picnum == TILE_COOLEXPLOSION1)
|
||||
{
|
||||
COOLEXPLOSION:
|
||||
pSprite->shade++;
|
||||
if (pSprite->shade >= 40)
|
||||
DELETE_SPRITE_AND_CONTINUE(spriteNum);
|
||||
}
|
||||
else if ((pSprite->picnum == TILE_RPG || (RRRA && pSprite->picnum == TILE_RPG2)) && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && pSprite->xrepeat >= 10 && rnd(140))
|
||||
A_Spawn(spriteNum, TILE_WATERBUBBLE);
|
||||
|
||||
goto next_sprite;
|
||||
}
|
||||
|
||||
case SHOTSPARK1__STATIC:
|
||||
{
|
||||
if (!G_HaveActor(sprite[spriteNum].picnum))
|
||||
goto next_sprite;
|
||||
int32_t playerDist;
|
||||
int const playerNum = A_FindPlayer(pSprite, &playerDist);
|
||||
A_Execute(spriteNum, playerNum, playerDist);
|
||||
goto next_sprite;
|
||||
}
|
||||
}
|
||||
next_sprite:
|
||||
spriteNum = nextSprite;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static int P_Submerge(int const spriteNum, int const playerNum, DukePlayer_t * const pPlayer, int const sectNum, int const otherSect)
|
||||
|
@ -7579,7 +7001,7 @@ void G_MoveWorld_r(void)
|
|||
if (!DEER)
|
||||
{
|
||||
movefta_r(); //ST 2
|
||||
G_MoveWeapons(); //ST 4
|
||||
moveweapons_r(); //ST 4
|
||||
G_MoveTransports(); //ST 9
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue