- replaced a few more literal numbers.

This commit is contained in:
Christoph Oelckers 2020-11-27 20:06:38 +01:00
parent 81bdee90f7
commit daf71fa470
3 changed files with 33 additions and 28 deletions

View file

@ -3719,51 +3719,51 @@ void moveeffectors_d(void) //STATNUM 3
break;
case SE_24_CONVEYOR:
case 34:
case SE_34:
{
static int16_t list1[] = { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, FOOTPRINTS4, BULLETHOLE, BLOODSPLAT1, BLOODSPLAT2, BLOODSPLAT3, BLOODSPLAT4, -1 };
static int16_t list2[] = { BOLT1, BOLT1 + 1,BOLT1 + 2, BOLT1 + 3, SIDEBOLT1, SIDEBOLT1 + 1, SIDEBOLT1 + 2, SIDEBOLT1 + 3, -1 };
handle_se24(act, list1, list2, TRIPBOMB, LASERLINE, CRANE, 2);
break;
}
case 35:
case SE_35:
handle_se35(act, SMALLSMOKE, EXPLOSION2);
break;
case 25: //PISTONS
case SE_25_PISTON: //PISTONS
if (act->temp_data[4] == 0) break;
handle_se25(act, 3, -1, -1);
break;
case 26:
case SE_26:
handle_se26(act);
break;
case SE_27_DEMO_CAM:
handle_se27(act);
break;
case 28:
case SE_28_LIGHTNING:
handle_se28(act);
break;
case 29:
case SE_29_WAVES:
act->s.hitag += 64;
l = mulscale12(act->s.yvel, bsin(act->s.hitag));
sc->floorz = act->s.z + l;
break;
case 31: // True Drop Floor
case SE_31_FLOOR_RISE_FALL: // True Drop Floor
handle_se31(act, true);
break;
case 32: // True Drop Ceiling
case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
handle_se32(act);
break;
case 33:
case SE_33_QUAKE_DEBRIS:
if (earthquaketime > 0 && (krand() & 7) == 0)
RANDOMSCRAP(act);
break;
case 36:
case SE_36_PROJ_SHOOTER:
if (act->temp_data[0])
{
@ -3792,7 +3792,7 @@ void moveeffectors_d(void) //STATNUM 3
it.Reset(STAT_EFFECTOR);
while (auto act = it.Next())
{
if (act->s.lotag != 29) continue;
if (act->s.lotag != SE_29_WAVES) continue;
auto sc = &sector[act->s.sectnum];
if (sc->wallnum != 4) continue;
auto wal = &wall[sc->wallptr + 2];

View file

@ -3602,7 +3602,7 @@ void moveeffectors_r(void) //STATNUM 3
case 156:
if (!isRRRA()) break;
case SE_24_CONVEYOR:
case 34:
case SE_34:
{
static int16_t list1[] = { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, -1 };
static int16_t list2[] = { BOLT1, BOLT1 + 1,BOLT1 + 2, BOLT1 + 3, -1 };
@ -3610,16 +3610,16 @@ void moveeffectors_r(void) //STATNUM 3
break;
}
case 35:
case SE_35:
handle_se35(act, SMALLSMOKE, EXPLOSION2);
break;
case 25: //PISTONS
case SE_25_PISTON: //PISTONS
if (t[4] == 0) break;
handle_se25(act, 4, isRRRA() ? 371 : -1, isRRRA() ? 167 : -1);
break;
case 26:
case SE_26:
handle_se26(act);
break;
@ -3627,25 +3627,25 @@ void moveeffectors_r(void) //STATNUM 3
handle_se27(act);
break;
case 29:
case SE_29_WAVES:
act->s.hitag += 64;
l = mulscale12(act->s.yvel, bsin(act->s.hitag));
sc->floorz = act->s.z + l;
break;
case 31: // True Drop Floor
case SE_31_FLOOR_RISE_FALL: // True Drop Floor
handle_se31(act, false);
break;
case 32: // True Drop Ceiling
case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
handle_se32(act);
break;
case 33:
case SE_33_QUAKE_DEBRIS:
if (earthquaketime > 0 && (krand() & 7) == 0)
RANDOMSCRAP(act);
break;
case 36:
case SE_36_PROJ_SHOOTER:
if (t[0])
{
@ -3661,10 +3661,10 @@ void moveeffectors_r(void) //STATNUM 3
handle_se128(act);
break;
case 130:
case SE_130:
handle_se130(act, 80, EXPLOSION2);
break;
case 131:
case SE_131:
handle_se130(act, 40, EXPLOSION2);
break;
}
@ -3675,7 +3675,7 @@ void moveeffectors_r(void) //STATNUM 3
while (auto act = it.Next())
{
auto s = &act->s;
if (act->s.lotag != 29) continue;
if (act->s.lotag != SE_29_WAVES) continue;
auto sc = &sector[act->s.sectnum];
if (sc->wallnum != 4) continue;
auto wal = &wall[sc->wallptr + 2];

View file

@ -1015,7 +1015,7 @@ void spawneffector(DDukeActor* actor)
I_Error("Too many moving sectors at (%d,%d).\n", wall[s].x, wall[s].y);
}
}
if (sp->lotag == 30 || sp->lotag == 6 || sp->lotag == 14 || sp->lotag == 5)
if (sp->lotag == SE_30_TWO_WAY_TRAIN || sp->lotag == SE_6_SUBWAY || sp->lotag == SE_14_SUBWAY_CAR || sp->lotag == SE_5_BOSS)
{
startwall = sector[sect].wallptr;
@ -1049,14 +1049,14 @@ void spawneffector(DDukeActor* actor)
actor->SetOwner(nullptr);
t[0] = s;
if (sp->lotag != 30)
if (sp->lotag != SE_30_TWO_WAY_TRAIN)
t[3] = sp->hitag;
}
else if (sp->lotag == 16)
else if (sp->lotag == SE_16_REACTOR)
t[3] = sector[sect].ceilingz;
else if (sp->lotag == 26)
else if (sp->lotag == SE_26)
{
t[3] = sp->x;
t[4] = sp->y;
@ -1067,7 +1067,7 @@ void spawneffector(DDukeActor* actor)
sp->shade = 0;
}
else if (sp->lotag == 2)
else if (sp->lotag == SE_2_EARTHQUAKE)
{
t[5] = sector[sp->sectnum].floorheinum;
sector[sp->sectnum].floorheinum = 0;
@ -1099,6 +1099,11 @@ void spawneffector(DDukeActor* actor)
case SE_26:
setsectinterpolate(actor->s.sectnum);
break;
case SE_29_WAVES:
//This does not work. Why?
//StartInterpolation(actor->s.sectnum, Interp_Sect_Floorheinum);
break;
}
if ((!isRR() && actor->s.lotag >= 40 && actor->s.lotag <= 45) ||