mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
#ifndef EDUKE32_STANDALONE guard a bunch of hardcoded behavior
git-svn-id: https://svn.eduke32.com/eduke32@6798 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
7fc541f0d5
commit
d9b24b8f5c
2 changed files with 216 additions and 165 deletions
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@ -464,7 +464,7 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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}
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int16_t newSectnum = pSprite->sectnum;
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int const oldSectnum = newSectnum;
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int const UNUSED(oldSectnum) = newSectnum;
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int32_t newZ = pSprite->z - 2 * tilesiz[pSprite->picnum].y * pSprite->yrepeat;
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int const oldZ = pSprite->z;
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@ -477,12 +477,15 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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if (isEnemy)
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{
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// Handle potential stayput condition (map-provided or hard-coded).
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if (newSectnum < 0 ||
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((actor[spriteNum].actorstayput >= 0 && actor[spriteNum].actorstayput != newSectnum) ||
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(pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3) ||
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((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER) ||
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(sector[oldSectnum].lotag != ST_1_ABOVE_WATER && sector[newSectnum].lotag == ST_1_ABOVE_WATER &&
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(pSprite->picnum == LIZMAN || (pSprite->picnum == LIZTROOP && pSprite->zvel == 0)))))
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if (newSectnum < 0
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|| ((actor[spriteNum].actorstayput >= 0 && actor[spriteNum].actorstayput != newSectnum)
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#ifndef EDUKE32_STANDALONE
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|| (pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3)
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|| ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER)
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|| (sector[oldSectnum].lotag != ST_1_ABOVE_WATER && sector[newSectnum].lotag == ST_1_ABOVE_WATER
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&& (pSprite->picnum == LIZMAN || (pSprite->picnum == LIZTROOP && pSprite->zvel == 0)))
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#endif
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))
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{
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*(vec2_t *) pSprite = oldPos;
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@ -960,6 +963,7 @@ ACTOR_STATIC void G_MoveZombieActors(void)
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{
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switch (DYNAMICTILEMAP(pSprite->picnum))
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{
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#ifndef EDUKE32_STANDALONE
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case RUBBERCAN__STATIC:
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case EXPLODINGBARREL__STATIC:
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case WOODENHORSE__STATIC:
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@ -983,7 +987,8 @@ ACTOR_STATIC void G_MoveZombieActors(void)
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case RECON__STATIC:
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CS(spriteNum) |= 257;
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// fall-through
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fallthrough__;
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#endif
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default:
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if (A_CheckSpriteFlags(spriteNum, SFLAG_USEACTIVATOR) && sector[sprite[spriteNum].sectnum].lotag & 16384)
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break;
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@ -1084,12 +1089,14 @@ int A_IncurDamage(int const spriteNum)
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switch (DYNAMICTILEMAP(pActor->picnum))
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{
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case RADIUSEXPLOSION__STATIC:
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case SEENINE__STATIC:
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#ifndef EDUKE32_STANDALONE
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case RPG__STATIC:
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case HYDRENT__STATIC:
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case HEAVYHBOMB__STATIC:
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case SEENINE__STATIC:
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case OOZFILTER__STATIC:
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case EXPLODINGBARREL__STATIC:
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#endif
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P_Nudge(playerNum, spriteNum, 2);
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break;
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@ -1594,7 +1601,6 @@ next_sprite:
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ACTOR_STATIC void G_MoveStandables(void)
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{
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int spriteNum = headspritestat[STAT_STANDABLE], j, switchPic;
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int32_t playerDist;
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while (spriteNum >= 0)
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{
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@ -1610,6 +1616,7 @@ ACTOR_STATIC void G_MoveStandables(void)
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if ((pData[7]&(0xffff0000))!=ROTFIXSPR_MAGIC)
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Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t));
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#ifndef EDUKE32_STANDALONE
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if (PN(spriteNum) >= CRANE && PN(spriteNum) <= CRANE+3)
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{
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int32_t nextj;
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@ -1812,6 +1819,8 @@ ACTOR_STATIC void G_MoveStandables(void)
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}
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else
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{
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int32_t playerDist;
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A_FindPlayer(pSprite,&playerDist);
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if (playerDist > 512)
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@ -2117,7 +2126,9 @@ crack_default:
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}
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goto next_sprite;
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}
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else if (pSprite->picnum == OOZFILTER || pSprite->picnum == SEENINE || pSprite->picnum == SEENINEDEAD || pSprite->picnum == SEENINEDEAD+1)
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else
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#endif
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if (pSprite->picnum == OOZFILTER || pSprite->picnum == SEENINE || pSprite->picnum == SEENINEDEAD || pSprite->picnum == SEENINEDEAD+1)
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{
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if (pSprite->shade != -32 && pSprite->shade != -33)
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{
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@ -2270,13 +2281,93 @@ DETONATE:
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{
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switchPic = pSprite->picnum;
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#ifndef EDUKE32_STANDALONE
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if (switchPic > SIDEBOLT1 && switchPic <= SIDEBOLT1 + 3)
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switchPic = SIDEBOLT1;
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else if (switchPic > BOLT1 && switchPic <= BOLT1 + 3)
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switchPic = BOLT1;
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#endif
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switch (DYNAMICTILEMAP(switchPic))
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{
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case TOUCHPLATE__STATIC:
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if (pData[1] == 1 && (int16_t)pSprite->hitag >= 0) // Move the sector floor
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{
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int const floorZ = sector[sectNum].floorz;
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if (pData[3] == 1)
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{
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if (floorZ >= pData[2])
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{
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sector[sectNum].floorz = floorZ;
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pData[1] = 0;
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}
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else
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{
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sector[sectNum].floorz += sector[sectNum].extra;
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int const playerNum = G_CheckPlayerInSector(sectNum);
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if (playerNum >= 0)
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g_player[playerNum].ps->pos.z += sector[sectNum].extra;
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}
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}
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else
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{
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if (floorZ <= pSprite->z)
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{
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sector[sectNum].floorz = pSprite->z;
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pData[1] = 0;
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}
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else
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{
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int32_t p;
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sector[sectNum].floorz -= sector[sectNum].extra;
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p = G_CheckPlayerInSector(sectNum);
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if (p >= 0)
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g_player[p].ps->pos.z -= sector[sectNum].extra;
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}
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}
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goto next_sprite;
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}
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if (pData[5] == 1)
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goto next_sprite;
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{
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int32_t p = G_CheckPlayerInSector(sectNum);
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if (p >= 0 && (g_player[p].ps->on_ground || pSprite->ang == 512))
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{
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if (pData[0] == 0 && !G_CheckActivatorMotion(pSprite->lotag))
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{
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pData[0] = 1;
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pData[1] = 1;
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pData[3] = !pData[3];
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G_OperateMasterSwitches(pSprite->lotag);
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G_OperateActivators(pSprite->lotag, p);
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if ((int16_t)pSprite->hitag > 0)
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{
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pSprite->hitag--;
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if (pSprite->hitag == 0)
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pData[5] = 1;
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}
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}
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}
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else
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pData[0] = 0;
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}
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if (pData[1] == 1)
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{
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for (SPRITES_OF(STAT_STANDABLE, j))
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{
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if (j != spriteNum && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == pSprite->lotag)
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{
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actor[j].t_data[1] = 1;
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actor[j].t_data[3] = pData[3];
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}
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}
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}
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goto next_sprite;
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case VIEWSCREEN__STATIC:
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case VIEWSCREEN2__STATIC:
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@ -2306,7 +2397,7 @@ DETONATE:
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}
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goto next_sprite;
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#ifndef EDUKE32_STANDALONE
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case TRASH__STATIC:
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if (pSprite->xvel == 0)
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@ -2474,85 +2565,6 @@ DETONATE:
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pSprite->z = sector[sectNum].floorz;
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goto next_sprite;
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case TOUCHPLATE__STATIC:
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if (pData[1] == 1 && (int16_t)pSprite->hitag >= 0) // Move the sector floor
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{
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int const floorZ = sector[sectNum].floorz;
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if (pData[3] == 1)
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{
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if (floorZ >= pData[2])
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{
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sector[sectNum].floorz = floorZ;
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pData[1] = 0;
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}
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else
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{
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sector[sectNum].floorz += sector[sectNum].extra;
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int const playerNum = G_CheckPlayerInSector(sectNum);
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if (playerNum >= 0)
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g_player[playerNum].ps->pos.z += sector[sectNum].extra;
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}
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}
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else
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{
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if (floorZ <= pSprite->z)
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{
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sector[sectNum].floorz = pSprite->z;
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pData[1] = 0;
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}
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else
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{
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int32_t p;
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sector[sectNum].floorz -= sector[sectNum].extra;
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p = G_CheckPlayerInSector(sectNum);
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if (p >= 0)
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g_player[p].ps->pos.z -= sector[sectNum].extra;
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}
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}
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goto next_sprite;
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}
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if (pData[5] == 1)
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goto next_sprite;
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{
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int32_t p = G_CheckPlayerInSector(sectNum);
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if (p >= 0 && (g_player[p].ps->on_ground || pSprite->ang == 512))
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{
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if (pData[0] == 0 && !G_CheckActivatorMotion(pSprite->lotag))
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{
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pData[0] = 1;
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pData[1] = 1;
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pData[3] = !pData[3];
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G_OperateMasterSwitches(pSprite->lotag);
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G_OperateActivators(pSprite->lotag, p);
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if ((int16_t)pSprite->hitag > 0)
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{
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pSprite->hitag--;
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if (pSprite->hitag == 0)
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pData[5] = 1;
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}
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}
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}
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else
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pData[0] = 0;
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}
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if (pData[1] == 1)
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{
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for (SPRITES_OF(STAT_STANDABLE, j))
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{
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if (j != spriteNum && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == pSprite->lotag)
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{
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actor[j].t_data[1] = 1;
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actor[j].t_data[3] = pData[3];
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}
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}
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}
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goto next_sprite;
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case CANWITHSOMETHING__STATIC:
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case CANWITHSOMETHING2__STATIC:
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case CANWITHSOMETHING3__STATIC:
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@ -2593,6 +2605,7 @@ DETONATE:
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A_Execute(spriteNum, playerNum, playerDist);
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}
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goto next_sprite;
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#endif
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}
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}
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@ -3018,7 +3031,6 @@ ACTOR_STATIC void G_MoveWeapons(void)
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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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vec3_t davect;
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if (pSprite->sectnum < 0)
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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@ -3047,7 +3059,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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case RADIUSEXPLOSION__STATIC:
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case KNEE__STATIC: DELETE_SPRITE_AND_CONTINUE(spriteNum);
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#ifndef EDUKE32_STANDALONE
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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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@ -3077,7 +3089,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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spriteZvel >>= 1;
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}
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davect = *(vec3_t *) pSprite;
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vec3_t davect = *(vec3_t *) pSprite;
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A_GetZLimits(spriteNum);
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@ -3300,6 +3312,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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goto next_sprite;
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}
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#endif
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}
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next_sprite:
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spriteNum = nextSprite;
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@ -3570,6 +3583,7 @@ ACTOR_STATIC void G_MoveTransports(void)
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switch (DYNAMICTILEMAP(sprite[sectSprite].picnum))
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{
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#ifndef EDUKE32_STANDALONE
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case TRANSPORTERSTAR__STATIC:
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case TRANSPORTERBEAM__STATIC:
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case TRIPBOMB__STATIC:
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@ -3581,18 +3595,18 @@ ACTOR_STATIC void G_MoveTransports(void)
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case FIRE2__STATIC:
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case TOILETWATER__STATIC:
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case LASERLINE__STATIC: goto JBOLT;
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#endif
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case PLAYERONWATER__STATIC:
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if (sectLotag == ST_2_UNDERWATER)
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{
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sprite[sectSprite].cstat &= 32768;
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break;
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}
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// fall-through
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fallthrough__;
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default:
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if (sprite[sectSprite].statnum == STAT_MISC && !(sectLotag == ST_1_ABOVE_WATER || sectLotag == ST_2_UNDERWATER))
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break;
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// fall-through
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fallthrough__;
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case WATERBUBBLE__STATIC:
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// if( rnd(192) && sprite[j].picnum == WATERBUBBLE)
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// break;
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@ -3723,6 +3737,21 @@ ACTOR_STATIC void G_MoveActors(void)
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switch (DYNAMICTILEMAP(switchPic))
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{
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case OOZ__STATIC:
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case OOZ2__STATIC:
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{
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A_GetZLimits(spriteNum);
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int const yrepeat = clamp((actor[spriteNum].floorz - actor[spriteNum].ceilingz) >> 9, 8, 255);
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int const xrepeat = clamp(25 - (yrepeat >> 1), 8, 48);
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pSprite->yrepeat = yrepeat;
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pSprite->xrepeat = xrepeat;
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pSprite->z = actor[spriteNum].floorz;
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goto next_sprite;
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}
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#ifndef EDUKE32_STANDALONE
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case DUCK__STATIC:
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case TARGET__STATIC:
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if (pSprite->cstat&32)
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@ -4189,21 +4218,6 @@ ACTOR_STATIC void G_MoveActors(void)
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goto next_sprite;
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}
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case OOZ__STATIC:
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case OOZ2__STATIC:
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{
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A_GetZLimits(spriteNum);
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int const yrepeat = clamp((actor[spriteNum].floorz - actor[spriteNum].ceilingz) >> 9, 8, 255);
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int const xrepeat = clamp(25 - (yrepeat >> 1), 8, 48);
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pSprite->yrepeat = yrepeat;
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pSprite->xrepeat = xrepeat;
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pSprite->z = actor[spriteNum].floorz;
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goto next_sprite;
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}
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case GREENSLIME__STATIC:
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{
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// #ifndef VOLUMEONE
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@ -4959,6 +4973,7 @@ DETONATEB:
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}
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goto next_sprite;
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}
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#endif // EDUKE32_STANDALONE
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case CAMERA1__STATIC:
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if (pData[0] == 0)
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@ -5039,6 +5054,8 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
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Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t));
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switchPic = pSprite->picnum;
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#ifndef EDUKE32_STANDALONE
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if (pSprite->picnum > NUKEBUTTON && pSprite->picnum <= NUKEBUTTON+3)
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switchPic = NUKEBUTTON;
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@ -5050,9 +5067,55 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
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if ((pSprite->picnum == MONEY+1) || (pSprite->picnum == MAIL+1) || (pSprite->picnum == PAPER+1))
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actor[spriteNum].floorz = pSprite->z = getflorzofslope(pSprite->sectnum,pSprite->x,pSprite->y);
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else switch (DYNAMICTILEMAP(switchPic))
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else
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#endif
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switch (DYNAMICTILEMAP(switchPic))
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{
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case APLAYER__STATIC: pSprite->cstat = 32768; goto next_sprite;
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case FRAMEEFFECT1_13__STATIC:
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if (PLUTOPAK) goto next_sprite; // JBF: ideally this should never happen...
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fallthrough__;
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case FRAMEEFFECT1__STATIC:
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||||
if (pSprite->owner >= 0)
|
||||
{
|
||||
pData[0]++;
|
||||
|
||||
if (pData[0] > 7)
|
||||
{
|
||||
DELETE_SPRITE_AND_CONTINUE(spriteNum);
|
||||
}
|
||||
else if (pData[0] > 4)
|
||||
pSprite->cstat |= 512+2;
|
||||
else if (pData[0] > 2)
|
||||
pSprite->cstat |= 2;
|
||||
pSprite->xoffset = sprite[pSprite->owner].xoffset;
|
||||
pSprite->yoffset = sprite[pSprite->owner].yoffset;
|
||||
}
|
||||
goto next_sprite;
|
||||
|
||||
case BURNING__STATIC:
|
||||
case BURNING2__STATIC:
|
||||
case FECES__STATIC:
|
||||
case WATERBUBBLE__STATIC:
|
||||
case SMALLSMOKE__STATIC:
|
||||
case EXPLOSION2__STATIC:
|
||||
case SHRINKEREXPLOSION__STATIC:
|
||||
case EXPLOSION2BOT__STATIC:
|
||||
case BLOOD__STATIC:
|
||||
case LASERSITE__STATIC:
|
||||
case FORCERIPPLE__STATIC:
|
||||
case TRANSPORTERSTAR__STATIC:
|
||||
case TRANSPORTERBEAM__STATIC:
|
||||
{
|
||||
if (!G_HaveActor(sprite[spriteNum].picnum))
|
||||
goto next_sprite;
|
||||
int const playerNum = A_FindPlayer(pSprite, &playerDist);
|
||||
A_Execute(spriteNum, playerNum, playerDist);
|
||||
goto next_sprite;
|
||||
}
|
||||
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
case NEON1__STATIC:
|
||||
case NEON2__STATIC:
|
||||
case NEON3__STATIC:
|
||||
|
@ -5136,7 +5199,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
for (bsize_t j = pData[0]; j > 0; j--)
|
||||
A_SetSprite(spriteNum, CLIPMASK0);
|
||||
goto next_sprite;
|
||||
}
|
||||
}
|
||||
|
||||
case WATERSPLASH2__STATIC:
|
||||
pData[0]++;
|
||||
|
@ -5164,27 +5227,6 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
A_DeleteSprite(spriteNum);
|
||||
goto next_sprite;
|
||||
fallthrough__;
|
||||
case FRAMEEFFECT1_13__STATIC:
|
||||
if (PLUTOPAK) goto next_sprite; // JBF: ideally this should never happen...
|
||||
fallthrough__;
|
||||
case FRAMEEFFECT1__STATIC:
|
||||
|
||||
if (pSprite->owner >= 0)
|
||||
{
|
||||
pData[0]++;
|
||||
|
||||
if (pData[0] > 7)
|
||||
{
|
||||
DELETE_SPRITE_AND_CONTINUE(spriteNum);
|
||||
}
|
||||
else if (pData[0] > 4)
|
||||
pSprite->cstat |= 512+2;
|
||||
else if (pData[0] > 2)
|
||||
pSprite->cstat |= 2;
|
||||
pSprite->xoffset = sprite[pSprite->owner].xoffset;
|
||||
pSprite->yoffset = sprite[pSprite->owner].yoffset;
|
||||
}
|
||||
goto next_sprite;
|
||||
case INNERJAW__STATIC:
|
||||
{
|
||||
// case INNERJAW+1:
|
||||
|
@ -5431,27 +5473,6 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
goto next_sprite;
|
||||
}
|
||||
|
||||
case BURNING__STATIC:
|
||||
case BURNING2__STATIC:
|
||||
case FECES__STATIC:
|
||||
case WATERBUBBLE__STATIC:
|
||||
case SMALLSMOKE__STATIC:
|
||||
case EXPLOSION2__STATIC:
|
||||
case SHRINKEREXPLOSION__STATIC:
|
||||
case EXPLOSION2BOT__STATIC:
|
||||
case BLOOD__STATIC:
|
||||
case LASERSITE__STATIC:
|
||||
case FORCERIPPLE__STATIC:
|
||||
case TRANSPORTERSTAR__STATIC:
|
||||
case TRANSPORTERBEAM__STATIC:
|
||||
{
|
||||
if (!G_HaveActor(sprite[spriteNum].picnum))
|
||||
goto next_sprite;
|
||||
int const playerNum = A_FindPlayer(pSprite, &playerDist);
|
||||
A_Execute(spriteNum, playerNum, playerDist);
|
||||
goto next_sprite;
|
||||
}
|
||||
|
||||
case SHELL__STATIC:
|
||||
case SHOTGUNSHELL__STATIC:
|
||||
|
||||
|
@ -5526,8 +5547,10 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
A_SetSprite(spriteNum,CLIPMASK0);
|
||||
|
||||
goto next_sprite;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
if (PN(spriteNum) >= SCRAP6 && PN(spriteNum) <= SCRAP5+3)
|
||||
{
|
||||
if (pSprite->xvel > 0)
|
||||
|
@ -5573,6 +5596,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
|
|||
}
|
||||
goto next_sprite;
|
||||
}
|
||||
#endif
|
||||
|
||||
next_sprite:
|
||||
spriteNum = nextSprite;
|
||||
|
|
|
@ -145,8 +145,9 @@ int G_CheckActivatorMotion(int lotag)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int CheckDoorTile(int tileNum)
|
||||
int CheckDoorTile(int UNUSED(tileNum))
|
||||
{
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
switch (DYNAMICTILEMAP(tileNum))
|
||||
{
|
||||
case DOORTILE1__STATIC:
|
||||
|
@ -173,6 +174,7 @@ int CheckDoorTile(int tileNum)
|
|||
case DOORTILE23__STATIC:
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1479,7 +1481,7 @@ static void G_BreakWall(int tileNum, int spriteNum, int wallNum)
|
|||
A_SpawnWallGlass(spriteNum,wallNum,10);
|
||||
}
|
||||
|
||||
void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
|
||||
void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *UNUSED(vPos), int weaponNum)
|
||||
{
|
||||
int16_t sectNum = -1;
|
||||
walltype *pWall = &wall[wallNum];
|
||||
|
@ -1508,13 +1510,15 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
|
|||
{
|
||||
switch (DYNAMICTILEMAP(weaponNum))
|
||||
{
|
||||
case HEAVYHBOMB__STATIC:
|
||||
case RADIUSEXPLOSION__STATIC:
|
||||
case SEENINE__STATIC:
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
case HEAVYHBOMB__STATIC:
|
||||
case RPG__STATIC:
|
||||
case HYDRENT__STATIC:
|
||||
case SEENINE__STATIC:
|
||||
case OOZFILTER__STATIC:
|
||||
case EXPLODINGBARREL__STATIC:
|
||||
#endif
|
||||
if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
|
||||
{
|
||||
A_SpawnWallGlass(spriteNum, wallNum, 70);
|
||||
|
@ -1526,6 +1530,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
|
|||
}
|
||||
}
|
||||
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
if ((((pWall->cstat & 16) || pWall->overpicnum == BIGFORCE) && pWall->nextsector >= 0) &&
|
||||
(sector[pWall->nextsector].floorz > vPos->z) &&
|
||||
(sector[pWall->nextsector].floorz != sector[pWall->nextsector].ceilingz))
|
||||
|
@ -1610,6 +1615,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
|
|||
return;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
switch (DYNAMICTILEMAP(pWall->picnum))
|
||||
{
|
||||
|
@ -1807,7 +1813,9 @@ void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum)
|
|||
if (returnValue < 0)
|
||||
return;
|
||||
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
int16_t * const pPicnum = §or[sectNum].ceilingpicnum;
|
||||
#endif
|
||||
|
||||
if (returnValue == (1<<20))
|
||||
{
|
||||
|
@ -1816,6 +1824,7 @@ void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum)
|
|||
goto GLASSBREAK_CODE;
|
||||
}
|
||||
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
switch (DYNAMICTILEMAP(*pPicnum))
|
||||
{
|
||||
case WALLLIGHT1__STATIC: *pPicnum = WALLLIGHTBUST1; goto GLASSBREAK_CODE;
|
||||
|
@ -1824,7 +1833,10 @@ void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum)
|
|||
case WALLLIGHT4__STATIC: *pPicnum = WALLLIGHTBUST4; goto GLASSBREAK_CODE;
|
||||
case TECHLIGHT2__STATIC: *pPicnum = TECHLIGHTBUST2; goto GLASSBREAK_CODE;
|
||||
case TECHLIGHT4__STATIC: *pPicnum = TECHLIGHTBUST4;
|
||||
|
||||
#else
|
||||
if (0)
|
||||
{
|
||||
#endif
|
||||
GLASSBREAK_CODE:
|
||||
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i, sectNum, 10);
|
||||
A_PlaySound(GLASS_BREAKING, g_player[screenpeek].ps->i);
|
||||
|
@ -1874,17 +1886,20 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
|
|||
return;
|
||||
}
|
||||
|
||||
int radiusDamage = 0;
|
||||
|
||||
spriteNum &= (MAXSPRITES-1);
|
||||
spritetype *pSprite = &sprite[spriteNum];
|
||||
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
int radiusDamage = 0;
|
||||
|
||||
if (A_CheckSpriteFlags(dmgSrc,SFLAG_PROJECTILE))
|
||||
if (SpriteProjectile[dmgSrc].workslike & PROJECTILE_RPG)
|
||||
radiusDamage = 1;
|
||||
#endif
|
||||
|
||||
switch (DYNAMICTILEMAP(PN(spriteNum)))
|
||||
{
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
case OCEANSPRITE1__STATIC:
|
||||
case OCEANSPRITE2__STATIC:
|
||||
case OCEANSPRITE3__STATIC:
|
||||
|
@ -1993,7 +2008,10 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
|
|||
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
|
||||
|
||||
for (bssize_t j=16; j>0; j--)
|
||||
{
|
||||
spritetype * const pSprite = &sprite[spriteNum];
|
||||
RANDOMSCRAP(pSprite, spriteNum);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
|
@ -2244,9 +2262,13 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
|
|||
case TRIPODCAMERA__STATIC:
|
||||
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
|
||||
for (bssize_t j=16; j>0; j--)
|
||||
{
|
||||
spritetype * const pSprite = &sprite[spriteNum];
|
||||
RANDOMSCRAP(pSprite, spriteNum);
|
||||
}
|
||||
A_DeleteSprite(spriteNum);
|
||||
break;
|
||||
#endif // EDUKE32_STANDALONE
|
||||
|
||||
case PLAYERONWATER__STATIC:
|
||||
spriteNum = OW(spriteNum);
|
||||
|
@ -2259,6 +2281,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
|
|||
{
|
||||
if (A_CheckEnemySprite(&sprite[spriteNum]) == 1)
|
||||
{
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
if (sprite[dmgSrc].picnum == RPG)
|
||||
sprite[dmgSrc].extra <<= 1;
|
||||
|
||||
|
@ -2286,6 +2309,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
|
|||
A_Shoot(spriteNum, BLOODSPLAT2);
|
||||
A_Shoot(spriteNum, BLOODSPLAT4);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!A_CheckSpriteFlags(spriteNum, SFLAG_NODAMAGEPUSH))
|
||||
{
|
||||
|
@ -2313,9 +2337,10 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
|
|||
|
||||
if (sprite[spriteNum].statnum != STAT_ZOMBIEACTOR)
|
||||
{
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
if (sprite[dmgSrc].picnum == FREEZEBLAST && ((PN(spriteNum) == APLAYER && sprite[spriteNum].pal == 1) || (g_freezerSelfDamage == 0 && sprite[dmgSrc].owner == spriteNum)))
|
||||
return;
|
||||
|
||||
#endif
|
||||
actor[spriteNum].picnum = sprite[dmgSrc].picnum;
|
||||
actor[spriteNum].extra += sprite[dmgSrc].extra;
|
||||
actor[spriteNum].ang = sprite[dmgSrc].ang;
|
||||
|
@ -3120,6 +3145,7 @@ void P_CheckSectors(int playerNum)
|
|||
|
||||
switch (DYNAMICTILEMAP(sprite[nearSprite].picnum))
|
||||
{
|
||||
#ifndef EDUKE32_STANDALONE
|
||||
case TOILET__STATIC:
|
||||
case STALL__STATIC:
|
||||
if (pPlayer->last_pissed_time == 0)
|
||||
|
@ -3196,6 +3222,7 @@ void P_CheckSectors(int playerNum)
|
|||
|
||||
P_PalFrom(pPlayer, 32, 48,48,64);
|
||||
break;
|
||||
#endif
|
||||
|
||||
case VIEWSCREEN__STATIC:
|
||||
case VIEWSCREEN2__STATIC:
|
||||
|
|
Loading…
Reference in a new issue