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https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 20:40:47 +00:00
- handled several GetIndex calls.
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parent
64c83d166e
commit
d5a74e4290
4 changed files with 23 additions and 23 deletions
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@ -178,7 +178,7 @@ void OnEvent(int id, int pnum = -1, DDukeActor* snum = nullptr, int dist = -1);
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short 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, short s_ow, signed char s_ss);
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void ceilingglass(int snum, int sectnum, int cnt);
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void spriteglass(DDukeActor* snum, int cnt);
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void lotsofcolourglass(int snum, int wallNum, int cnt);
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void lotsofcolourglass(DDukeActor* snum, int wallNum, int cnt);
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void lotsofglass(int snum, int wallnum, int cnt);
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void checkplayerhurt_d(struct player_struct* p, const Collision& coll);
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void checkplayerhurt_r(struct player_struct* p, const Collision& coll);
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@ -727,7 +727,7 @@ void checkhitwall_d(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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}
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case STAINGLASS1:
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updatesector(x, y, &sn); if (sn < 0) return;
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lotsofcolourglass(spr->GetIndex(), dawallnum, 80);
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lotsofcolourglass(spr, dawallnum, 80);
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wal->cstat = 0;
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if (wal->nextwall >= 0)
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wall[wal->nextwall].cstat = 0;
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@ -1188,7 +1188,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
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fi.lotsofmoney(targ, 4 + (krand() & 3));
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else if (s->picnum == STATUE || s->picnum == STATUEFLASH)
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{
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lotsofcolourglass(targ->GetIndex(), -1, 40);
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lotsofcolourglass(targ, -1, 40);
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S_PlayActorSound(GLASS_HEAVYBREAK, targ);
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}
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else if (s->picnum == VASE)
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@ -918,20 +918,20 @@ void activatebysector_r(int sect, DDukeActor* activator)
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//
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//---------------------------------------------------------------------------
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static void lotsofpopcorn(short i, short wallnum, short n)
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static void lotsofpopcorn(DDukeActor *actor, short wallnum, short n)
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{
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int j, xv, yv, z, x1, y1;
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short sect, a;
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sect = -1;
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auto sp = &sprite[i];
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auto sp = &actor->s;
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if (wallnum < 0)
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{
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for (j = n - 1; j >= 0; j--)
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{
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a = sp->ang - 256 + (krand() & 511) + 1024;
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EGS(sp->sectnum, sp->x, sp->y, sp->z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), i, 5);
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EGS(sp->sectnum, sp->x, sp->y, sp->z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5);
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}
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return;
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}
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@ -962,7 +962,7 @@ static void lotsofpopcorn(short i, short wallnum, short n)
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if (z < -(32 << 8) || z >(32 << 8))
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z = sp->z - (32 << 8) + (krand() & ((64 << 8) - 1));
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a = sp->ang - 1024;
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EGS(sp->sectnum, x1, y1, z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 1023), i, 5);
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EGS(sp->sectnum, x1, y1, z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 1023), actor, 5);
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}
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}
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}
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@ -1023,7 +1023,7 @@ void checkhitwall_r(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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{
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updatesector(x, y, &sn); if (sn < 0) return;
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wal->overpicnum = GLASS2;
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lotsofpopcorn(spr->GetIndex(), dawallnum, 64);
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lotsofpopcorn(spr, dawallnum, 64);
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wal->cstat = 0;
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if (wal->nextwall >= 0)
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@ -1055,7 +1055,7 @@ void checkhitwall_r(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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}
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case STAINGLASS1:
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updatesector(x, y, &sn); if (sn < 0) return;
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lotsofcolourglass(spr->GetIndex(), dawallnum, 80);
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lotsofcolourglass(spr, dawallnum, 80);
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wal->cstat = 0;
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if (wal->nextwall >= 0)
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wall[wal->nextwall].cstat = 0;
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@ -2229,7 +2229,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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fi.lotsofmoney(targ, 4 + (krand() & 3));
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else if (s->picnum == STATUE || s->picnum == STATUEFLASH)
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{
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lotsofcolourglass(targ->GetIndex(), -1, 40);
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lotsofcolourglass(targ, -1, 40);
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S_PlayActorSound(GLASS_HEAVYBREAK, targ);
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}
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else if (s->picnum == VASE)
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@ -2354,13 +2354,13 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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if (pspr->picnum != FREEZEBLAST)
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//if (actortype[s->picnum] == 0) //TRANSITIONAL. Cannot be done right with EDuke mess backing the engine.
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{
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j = fi.spawn(proj->GetIndex(), JIBS6);
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auto spawned = spawn(proj, JIBS6);
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if (pspr->pal == 6)
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sprite[j].pal = 6;
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sprite[j].z += (4 << 8);
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sprite[j].xvel = 16;
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sprite[j].xrepeat = sprite[j].yrepeat = 24;
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sprite[j].ang += 32 - (krand() & 63);
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spawned->s.pal = 6;
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spawned->s.z += (4 << 8);
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spawned->s.xvel = 16;
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spawned->s.xrepeat = spawned->s.yrepeat = 24;
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spawned->s.ang += 32 - (krand() & 63);
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}
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j = pspr->owner;
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@ -1202,20 +1202,20 @@ void ceilingglass(int i, int sectnum, int n)
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//
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//---------------------------------------------------------------------------
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void lotsofcolourglass(int i, int wallnum, int n)
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void lotsofcolourglass(DDukeActor* actor, int wallnum, int n)
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{
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int j, xv, yv, z, x1, y1;
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short sect = -1;
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int a, k;
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auto sp = &sprite[i];
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int a;;
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auto sp = &actor->s;
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if (wallnum < 0)
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{
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for (j = n - 1; j >= 0; j--)
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{
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a = krand() & 2047;
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k = EGS(sp->sectnum, sp->x, sp->y, sp->z - (krand() & (63 << 8)), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 2047), i, 5);
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sprite[k].pal = krand() & 15;
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auto k = EGS(sp->sectnum, sp->x, sp->y, sp->z - (krand() & (63 << 8)), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 2047), actor, 5);
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k->s.pal = krand() & 15;
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}
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return;
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}
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@ -1237,8 +1237,8 @@ void lotsofcolourglass(int i, int wallnum, int n)
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if (z < -(32 << 8) || z >(32 << 8))
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z = sp->z - (32 << 8) + (krand() & ((64 << 8) - 1));
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a = sp->ang - 1024;
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k = EGS(sp->sectnum, x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 2047), i, 5);
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sprite[k].pal = krand() & 7;
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auto k = EGS(sp->sectnum, x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 2047), actor, 5);
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k->s.pal = krand() & 7;
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}
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}
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