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https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 03:30:46 +00:00
- actGetRespawnTime + actCheckRespawn.
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6db18e61d9
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d7078dda48
4 changed files with 59 additions and 42 deletions
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@ -3341,7 +3341,7 @@ static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType)
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auto pXSprite = &actor->x();
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auto pXSprite = &actor->x();
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playGenDudeSound(pSprite, kGenDudeSndDeathNormal);
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playGenDudeSound(pSprite, kGenDudeSndDeathNormal);
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int dudeToGib = (actCheckRespawn(pSprite)) ? -1 : ((nSeq == 3) ? nDudeToGibClient2 : nDudeToGibClient1);
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int dudeToGib = (actCheckRespawn(actor)) ? -1 : ((nSeq == 3) ? nDudeToGibClient2 : nDudeToGibClient1);
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if (nSeq == 3)
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if (nSeq == 3)
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{
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{
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GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
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GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
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@ -3369,7 +3369,7 @@ static void modernCustomDudeBurningDeath(DBloodActor* actor, int nSeq)
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auto pSprite = &actor->s();
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auto pSprite = &actor->s();
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playGenDudeSound(pSprite, kGenDudeSndDeathExplode);
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playGenDudeSound(pSprite, kGenDudeSndDeathExplode);
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int dudeToGib = (actCheckRespawn(pSprite)) ? -1 : nDudeToGibClient1;
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int dudeToGib = (actCheckRespawn(actor)) ? -1 : nDudeToGibClient1;
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if (Chance(0x4000)) spawnGibs(actor, GIBTYPE_27, -0xccccc);
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if (Chance(0x4000)) spawnGibs(actor, GIBTYPE_27, -0xccccc);
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@ -3659,7 +3659,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
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fxSpawnBlood(pSprite, damage);
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fxSpawnBlood(pSprite, damage);
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}
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}
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gKillMgr.AddKill(pSprite);
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gKillMgr.AddKill(pSprite);
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actCheckRespawn(pSprite);
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actCheckRespawn(actor);
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pSprite->type = kThingBloodChunks;
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pSprite->type = kThingBloodChunks;
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actPostSprite(actor, kStatThing);
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actPostSprite(actor, kStatThing);
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}
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}
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@ -5566,7 +5566,7 @@ void actExplodeSprite(DBloodActor* actor)
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{
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{
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auto spawned = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0, 1);
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auto spawned = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0, 1);
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spawned->SetOwner(actor->GetOwner());
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spawned->SetOwner(actor->GetOwner());
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if (actCheckRespawn(pSprite))
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if (actCheckRespawn(actor))
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{
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{
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pXSprite->state = 1;
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pXSprite->state = 1;
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pXSprite->health = thingInfo[0].startHealth << 4;
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pXSprite->health = thingInfo[0].startHealth << 4;
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@ -6796,32 +6796,42 @@ void actBuildMissile(spritetype* pMissile, int nXSprite, int nSprite) {
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}
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}
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}
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}
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int actGetRespawnTime(spritetype *pSprite) {
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int actGetRespawnTime(DBloodActor* actor)
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if (pSprite->extra <= 0) return -1;
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{
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XSPRITE *pXSprite = &xsprite[pSprite->extra];
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spritetype* pSprite = &actor->s();
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if (IsDudeSprite(pSprite) && !IsPlayerSprite(pSprite)) {
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if (!actor->hasX()) return -1;
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XSPRITE* pXSprite = &actor->x();
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if (actor->IsDudeActor() && !actor->IsPlayerActor())
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{
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if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nMonsterSettings == 2))
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if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nMonsterSettings == 2))
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return gGameOptions.nMonsterRespawnTime;
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return gGameOptions.nMonsterRespawnTime;
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return -1;
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return -1;
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}
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}
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if (IsWeaponSprite(pSprite)) {
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if (actor->IsWeaponActor())
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{
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if (pXSprite->respawn == 3 || gGameOptions.nWeaponSettings == 1) return 0;
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if (pXSprite->respawn == 3 || gGameOptions.nWeaponSettings == 1) return 0;
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else if (pXSprite->respawn != 1 && gGameOptions.nWeaponSettings != 0)
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else if (pXSprite->respawn != 1 && gGameOptions.nWeaponSettings != 0)
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return gGameOptions.nWeaponRespawnTime;
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return gGameOptions.nWeaponRespawnTime;
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return -1;
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return -1;
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}
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}
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if (IsAmmoSprite(pSprite)) {
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if (actor->IsAmmoActor())
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{
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if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nWeaponSettings != 0))
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if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nWeaponSettings != 0))
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return gGameOptions.nWeaponRespawnTime;
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return gGameOptions.nWeaponRespawnTime;
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return -1;
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return -1;
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}
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}
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if (IsItemSprite(pSprite)) {
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if (actor->IsItemActor())
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{
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if (pXSprite->respawn == 3 && gGameOptions.nGameType == 1) return 0;
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if (pXSprite->respawn == 3 && gGameOptions.nGameType == 1) return 0;
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else if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nItemSettings != 0)) {
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else if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nItemSettings != 0))
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switch (pSprite->type) {
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{
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switch (pSprite->type)
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{
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case kItemShadowCloak:
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case kItemShadowCloak:
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case kItemTwoGuns:
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case kItemTwoGuns:
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case kItemReflectShots:
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case kItemReflectShots:
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@ -6837,38 +6847,42 @@ int actGetRespawnTime(spritetype *pSprite) {
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return -1;
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return -1;
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}
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}
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bool actCheckRespawn(spritetype *pSprite)
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool actCheckRespawn(DBloodActor* actor)
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{
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{
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int nSprite = pSprite->index;
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spritetype* pSprite = &actor->s();
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int nXSprite = pSprite->extra;
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if (actor->hasX())
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if (nXSprite > 0)
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{
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{
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XSPRITE *pXSprite = &xsprite[nXSprite];
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XSPRITE* pXSprite = &actor->x();
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int nRespawnTime = actGetRespawnTime(pSprite);
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int nRespawnTime = actGetRespawnTime(actor);
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if (nRespawnTime < 0)
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if (nRespawnTime < 0) return 0;
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return 0;
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pXSprite->respawnPending = 1;
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pXSprite->respawnPending = 1;
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if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
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if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
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{
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{
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pXSprite->respawnPending = 3;
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pXSprite->respawnPending = 3;
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if (pSprite->type == kThingTNTBarrel)
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if (pSprite->type == kThingTNTBarrel) pSprite->cstat |= 32768;
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pSprite->cstat |= 32768;
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}
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}
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if (nRespawnTime > 0)
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if (nRespawnTime > 0)
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{
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{
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if (pXSprite->respawnPending == 1)
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if (pXSprite->respawnPending == 1) nRespawnTime = MulScale(nRespawnTime, 0xa000, 16);
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nRespawnTime = MulScale(nRespawnTime, 0xa000, 16);
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pSprite->owner = pSprite->statnum;
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pSprite->owner = pSprite->statnum;
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actPostSprite(pSprite->index, kStatRespawn);
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actPostSprite(actor, kStatRespawn);
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pSprite->flags |= kHitagRespawn;
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pSprite->flags |= kHitagRespawn;
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
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{
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{
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pSprite->cstat &= ~257;
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pSprite->cstat &= ~257;
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pSprite->x = baseSprite[nSprite].x;
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pSprite->x = actor->basePoint().x;
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pSprite->y = baseSprite[nSprite].y;
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pSprite->y = actor->basePoint().y;
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pSprite->z = baseSprite[nSprite].z;
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pSprite->z = actor->basePoint().z;
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}
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}
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evPost(nSprite, 3, nRespawnTime, kCallbackRespawn);
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evPost(actor, nRespawnTime, kCallbackRespawn);
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}
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}
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return 1;
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return 1;
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}
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}
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@ -239,9 +239,8 @@ DBloodActor * actSpawnThing(int nSector, int x, int y, int z, int nThingType);
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spritetype * actFireThing_(spritetype *pSprite, int a2, int a3, int a4, int thingType, int a6);
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spritetype * actFireThing_(spritetype *pSprite, int a2, int a3, int a4, int thingType, int a6);
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DBloodActor* actFireThing(DBloodActor* pSprite, int a2, int a3, int a4, int thingType, int a6);
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DBloodActor* actFireThing(DBloodActor* pSprite, int a2, int a3, int a4, int thingType, int a6);
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spritetype* actFireMissile(spritetype *pSprite, int a2, int a3, int a4, int a5, int a6, int nType);
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int actGetRespawnTime(DBloodActor *pSprite);
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int actGetRespawnTime(spritetype *pSprite);
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bool actCheckRespawn(DBloodActor *pSprite);
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bool actCheckRespawn(spritetype *pSprite);
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bool actCanSplatWall(int nWall);
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bool actCanSplatWall(int nWall);
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void actFireVector(spritetype *pShooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType);
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void actFireVector(spritetype *pShooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType);
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void actPostSprite(int nSprite, int nStatus);
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void actPostSprite(int nSprite, int nStatus);
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@ -208,6 +208,7 @@ void fxDynPuff(int nSprite) // 8
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void Respawn(int nSprite) // 9
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void Respawn(int nSprite) // 9
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{
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{
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auto actor = &bloodActors[nSprite];
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spritetype *pSprite = &sprite[nSprite];
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spritetype *pSprite = &sprite[nSprite];
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assert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
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assert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
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XSPRITE *pXSprite = &xsprite[pSprite->extra];
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XSPRITE *pXSprite = &xsprite[pSprite->extra];
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@ -222,13 +223,13 @@ void Respawn(int nSprite) // 9
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switch (pXSprite->respawnPending) {
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switch (pXSprite->respawnPending) {
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case 1: {
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case 1: {
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int nTime = MulScale(actGetRespawnTime(pSprite), 0x4000, 16);
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int nTime = MulScale(actGetRespawnTime(actor), 0x4000, 16);
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pXSprite->respawnPending = 2;
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pXSprite->respawnPending = 2;
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evPost(nSprite, 3, nTime, kCallbackRespawn);
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evPost(nSprite, 3, nTime, kCallbackRespawn);
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break;
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break;
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}
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}
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case 2: {
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case 2: {
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int nTime = MulScale(actGetRespawnTime(pSprite), 0x2000, 16);
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int nTime = MulScale(actGetRespawnTime(actor), 0x2000, 16);
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pXSprite->respawnPending = 3;
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pXSprite->respawnPending = 3;
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evPost(nSprite, 3, nTime, kCallbackRespawn);
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evPost(nSprite, 3, nTime, kCallbackRespawn);
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break;
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break;
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@ -1113,7 +1113,9 @@ char PickupAmmo(PLAYER* pPlayer, spritetype* pAmmo) {
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return 1;
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return 1;
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}
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}
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char PickupWeapon(PLAYER *pPlayer, spritetype *pWeapon) {
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char PickupWeapon(PLAYER *pPlayer, spritetype *pWeapon)
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{
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auto actor = &bloodActors[pWeapon->index];
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const WEAPONITEMDATA *pWeaponItemData = &gWeaponItemData[pWeapon->type - kItemWeaponBase];
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const WEAPONITEMDATA *pWeaponItemData = &gWeaponItemData[pWeapon->type - kItemWeaponBase];
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int nWeaponType = pWeaponItemData->type;
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int nWeaponType = pWeaponItemData->type;
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int nAmmoType = pWeaponItemData->ammoType;
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int nAmmoType = pWeaponItemData->ammoType;
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@ -1139,7 +1141,7 @@ char PickupWeapon(PLAYER *pPlayer, spritetype *pWeapon) {
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return 1;
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return 1;
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}
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}
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if (!actGetRespawnTime(pWeapon) || nAmmoType == -1 || pPlayer->ammoCount[nAmmoType] >= gAmmoInfo[nAmmoType].max) return 0;
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if (!actGetRespawnTime(actor) || nAmmoType == -1 || pPlayer->ammoCount[nAmmoType] >= gAmmoInfo[nAmmoType].max) return 0;
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#ifdef NOONE_EXTENSIONS
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#ifdef NOONE_EXTENSIONS
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else if (gModernMap && pWeapon->extra >= 0 && xsprite[pWeapon->extra].data1 > 0)
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else if (gModernMap && pWeapon->extra >= 0 && xsprite[pWeapon->extra].data1 > 0)
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pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + xsprite[pWeapon->extra].data1, gAmmoInfo[nAmmoType].max);
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pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + xsprite[pWeapon->extra].data1, gAmmoInfo[nAmmoType].max);
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@ -1153,6 +1155,7 @@ char PickupWeapon(PLAYER *pPlayer, spritetype *pWeapon) {
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void PickUp(PLAYER *pPlayer, spritetype *pSprite)
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void PickUp(PLAYER *pPlayer, spritetype *pSprite)
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{
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{
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auto actor = &bloodActors[pSprite->index];
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const char *msg = nullptr;
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const char *msg = nullptr;
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int nType = pSprite->type;
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int nType = pSprite->type;
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char pickedUp = 0;
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char pickedUp = 0;
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@ -1185,7 +1188,7 @@ void PickUp(PLAYER *pPlayer, spritetype *pSprite)
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trTriggerSprite(pSprite->index, pXSprite, kCmdSpritePickup);
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trTriggerSprite(pSprite->index, pXSprite, kCmdSpritePickup);
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}
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}
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if (!actCheckRespawn(pSprite))
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if (!actCheckRespawn(actor))
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actPostSprite(pSprite->index, kStatFree);
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actPostSprite(pSprite->index, kStatFree);
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pPlayer->pickupEffect = 30;
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pPlayer->pickupEffect = 30;
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