mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
PCExhumed: Misc code tidying. Changed cases in runlist_ProcessSectorTag() to match editor tag numbers,
consolidated duplicate code in runlist_ProcessWallTag(), renamed ActiveSound struct vars etc. # Conflicts: # source/exhumed/src/cd.cpp # source/exhumed/src/exhumed.cpp # source/exhumed/src/fish.cpp # source/exhumed/src/grenade.cpp # source/exhumed/src/mummy.cpp # source/exhumed/src/sound.cpp
This commit is contained in:
parent
b271574f90
commit
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24 changed files with 415 additions and 606 deletions
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@ -42,6 +42,9 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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#define KMaxTimeSlots 16
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#define kMessageMask 0x7F0000
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#define kAIFish 0x120000
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void InitTimeSlot();
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int GrabTimeSlot(int nVal);
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@ -518,11 +518,11 @@ HITWALL:
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}
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// loc_2A639:
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if (BulletInfo[nType].field_10)
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if (BulletInfo[nType].nRadius)
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{
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nRadialBullet = nType;
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runlist_RadialDamageEnemy(nSprite, pBulletInfo->nDamage, pBulletInfo->field_10);
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runlist_RadialDamageEnemy(nSprite, pBulletInfo->nDamage, pBulletInfo->nRadius);
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nRadialBullet = -1;
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@ -31,7 +31,7 @@ struct bulletInfo
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short nSeq; // 10
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short field_C; // 12
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short nFlags;
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short field_10; // damage radius?
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short nRadius; // damage radius
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short xyRepeat;
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char pad[12];
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};
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@ -28,7 +28,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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extern short word_9AC30;
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int nLastVolumeSet = 0;
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@ -1467,9 +1467,9 @@ void DrawClock()
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while (nVal)
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{
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int v2 = nVal & 0xF;
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int yPos = 32 - tilesiz[v2 + kTile3606].y / 2;
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int yPos = 32 - tilesiz[v2 + kClockSymbol1].y / 2;
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CopyTileToBitmap(v2 + kTile3606, kTile3603, ebp - tilesiz[v2 + kTile3606].x / 2, yPos);
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CopyTileToBitmap(v2 + kClockSymbol1, kTile3603, ebp - tilesiz[v2 + kClockSymbol1].x / 2, yPos);
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ebp -= 15;
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@ -2491,13 +2491,9 @@ void DoGameOverScene()
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SetOverscan(BASEPAL);
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}
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// TODO - missing some values?
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short word_10010[] = {6, 25, 43, 50, 68, 78, 101, 111, 134, 158, 173, 230, 6000};
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void DoTitle()
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{
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short theArray[13];
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memcpy(theArray, word_10010, sizeof(word_10010));
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short skullDurations[] = { 6, 25, 43, 50, 68, 78, 101, 111, 134, 158, 173, 230, 6000 };
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videoSetViewableArea(0, 0, xdim - 1, ydim - 1);
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@ -2576,12 +2572,12 @@ void DoTitle()
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int nStartTime = (int)totalclock;
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int nCount = 0;
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int var_18 = (int)totalclock;
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int var_18 = (int)totalclock + skullDurations[0];
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int var_4 = 0;
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int esi = 130;
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var_18 += theArray[0];
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inputState.ClearAllInput();
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while (LocalSoundPlaying())
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@ -2607,8 +2603,7 @@ void DoTitle()
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nCount++;
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if (nCount > 12) break;
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var_18 = nStartTime + theArray[nCount];
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var_18 = nStartTime + skullDurations[nCount];
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var_4 = var_4 == 0;
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}
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@ -2924,9 +2919,6 @@ int DoSpiritHead()
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nHeadTimeStart = (int)totalclock + 480;
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}
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// int ecx = 0;
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// loc_1362C
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for (int i = 0; i < nPixelsToShow; i++)
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{
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if (destvely[i] >= 0)
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@ -2968,7 +2960,6 @@ int DoSpiritHead()
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}
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}
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// loc_13593
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int esi = vely[i] + (cury[i] >> 8);
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if (esi < 106)
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@ -2985,7 +2976,6 @@ int DoSpiritHead()
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esi = 0;
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}
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// loc_135C6
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int ebx = velx[i] + (curx[i] >> 8);
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if (ebx < 97)
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@ -3002,13 +2992,9 @@ int DoSpiritHead()
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ebx = 0;
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}
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// loc_135F9
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curx[i] = ebx * 256;
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cury[i] = esi * 256;
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//ecx += 2;
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// ecx++;
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esi += (ebx + 97) * 212;
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Worktile[106 + esi] = pixelval[i];
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@ -3018,7 +3004,6 @@ int DoSpiritHead()
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}
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else
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{
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// loc_13679:
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if (nHeadStage != 1) {
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return 1;
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}
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@ -3047,11 +3032,8 @@ int DoSpiritHead()
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}
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}
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// loc_13705
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int esi = 0;
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// int edx = 0;
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// loc_137E7:
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for (int i = 0; i < nPixels; i++)
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{
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int eax = (origx[i] << 8) - curx[i];
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@ -3077,7 +3059,6 @@ int DoSpiritHead()
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ecx >>= 3;
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}
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// loc_1374B
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int var_1C = (origy[i] << 8) - cury[i];
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int ebp = var_1C;
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@ -3114,7 +3095,6 @@ int DoSpiritHead()
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ecx = (((curx[i] >> 8) + 97) * 212) + (cury[i] >> 8);
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// edx++;
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Worktile[106 + ecx] = pixelval[i];
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}
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@ -3146,7 +3126,6 @@ int DoSpiritHead()
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}
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else
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{
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// loc_138A7
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FixPalette();
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if (!nPalDiff)
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@ -3209,7 +3188,6 @@ int DoSpiritHead()
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ebx += word_964EA;
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// TODO - fixme. How big is worktile?
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uint8_t *pDest = &Worktile[10441];
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const uint8_t* pSrc = tilePtr(ebx);
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@ -3237,10 +3215,6 @@ int DoSpiritHead()
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short nTileSizeX = tilesiz[nMouthTile + 598].x;
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short nTileSizeY = tilesiz[nMouthTile + 598].y;
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// TODO - checkme. near loc_133AA
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// uint8_t *pDest = (uint8_t*)worktile;
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// pDest += (212 * (97 - nTileSizeX / 2)) + (159 - nTileSizeY);
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uint8_t *pDest = &Worktile[212 * (97 - nTileSizeX / 2)] + (159 - nTileSizeY);
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const uint8_t *pSrc = tilePtr(nMouthTile + 598);
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@ -16,6 +16,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "aistuff.h"
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#include "fish.h"
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#include "anims.h"
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#include "engine.h"
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@ -161,7 +162,7 @@ void FuncFishLimb(int a, int UNUSED(nDamage), int nRun)
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int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].field_4;
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int nMessage = a & 0x7F0000;
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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@ -328,13 +329,13 @@ void FuncFish(int a, int nDamage, int nRun)
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short nSprite = FishList[nFish].nSprite;
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short nAction = FishList[nFish].nAction;
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int nMessage = a & 0x7F0000;
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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default:
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{
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Printf("unknown msg %d for Fish\n", a & 0x7F0000);
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Printf("unknown msg %d for Fish\n", nMessage);
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return;
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}
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@ -16,6 +16,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "aistuff.h"
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#include "grenade.h"
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#include "engine.h"
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#include "player.h"
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@ -96,7 +97,7 @@ void BounceGrenade(short nGrenade, short nAngle)
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{
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GrenadeList[nGrenade].field_10 >>= 1;
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GrenadeList[nGrenade].x = (Sin(nAngle + 512) >> 5) * GrenadeList[nGrenade].field_10;
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GrenadeList[nGrenade].x = (Cos(nAngle) >> 5) * GrenadeList[nGrenade].field_10;
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GrenadeList[nGrenade].y = (Sin(nAngle) >> 5) * GrenadeList[nGrenade].field_10;
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D3PlayFX(StaticSound[kSound3], GrenadeList[nGrenade].nSprite);
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@ -134,7 +135,7 @@ int ThrowGrenade(short nPlayer, int UNUSED(edx), int UNUSED(ebx), int ecx, int p
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GrenadeList[nGrenade].field_10 = ((90 - GrenadeList[nGrenade].field_E) * (90 - GrenadeList[nGrenade].field_E)) + nVel;
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sprite[nGrenadeSprite].zvel = (-64 * push1) - 4352;
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int nMov = movesprite(nGrenadeSprite, Sin(nAngle + 512) * (sprite[nPlayerSprite].clipdist << 3), Sin(nAngle) * (sprite[nPlayerSprite].clipdist << 3), ecx, 0, 0, CLIPMASK1);
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int nMov = movesprite(nGrenadeSprite, Cos(nAngle) * (sprite[nPlayerSprite].clipdist << 3), Sin(nAngle) * (sprite[nPlayerSprite].clipdist << 3), ecx, 0, 0, CLIPMASK1);
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if (nMov & 0x8000)
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{
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nAngle = GetWallNormal(nMov & 0x3FFF);
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sprite[nGrenadeSprite].zvel = sprite[nPlayerSprite].zvel;
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}
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GrenadeList[nGrenade].x = Sin(nAngle + 512) >> 4;
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GrenadeList[nGrenade].x = Cos(nAngle) >> 4;
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GrenadeList[nGrenade].x *= GrenadeList[nGrenade].field_10;
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GrenadeList[nGrenade].y = Sin(nAngle) >> 4;
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@ -176,16 +177,16 @@ int BuildGrenade(int nPlayer)
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sprite[nSprite].shade = -64;
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sprite[nSprite].xrepeat = 20;
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sprite[nSprite].yrepeat = 20;
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sprite[nSprite].cstat = 0x8000u;
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sprite[nSprite].cstat = 0x8000;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].pal = 0;
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sprite[nSprite].clipdist = 30;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].ang = sprite[nPlayerSprite].ang;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].owner = nPlayerSprite;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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@ -248,7 +249,7 @@ void ExplodeGrenade(short nGrenade)
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short nAngle = sprite[nPlayerSprite].ang;
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sprite[nGrenadeSprite].z = sprite[nPlayerSprite].z;
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sprite[nGrenadeSprite].x = (Sin(nAngle + 512) >> 5) + sprite[nPlayerSprite].x;
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sprite[nGrenadeSprite].x = (Cos(nAngle) >> 5) + sprite[nPlayerSprite].x;
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sprite[nGrenadeSprite].y = (Sin(nAngle) >> 5) + sprite[nPlayerSprite].y;
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changespritesect(nGrenadeSprite, sprite[nPlayerSprite].sectnum);
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@ -264,7 +265,7 @@ void ExplodeGrenade(short nGrenade)
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nDamage *= 2;
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}
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runlist_RadialDamageEnemy(nGrenadeSprite, nDamage, BulletInfo[kWeaponGrenade].field_10);
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runlist_RadialDamageEnemy(nGrenadeSprite, nDamage, BulletInfo[kWeaponGrenade].nRadius);
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BuildAnim(-1, var_28, 0, sprite[nGrenadeSprite].x, sprite[nGrenadeSprite].y, sprite[nGrenadeSprite].z, sprite[nGrenadeSprite].sectnum, var_20, 4);
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AddFlash(sprite[nGrenadeSprite].sectnum, sprite[nGrenadeSprite].x, sprite[nGrenadeSprite].y, sprite[nGrenadeSprite].z, 128);
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@ -290,7 +291,7 @@ void FuncGrenade(int a, int UNUSED(nDamage), int nRun)
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nSeq = SeqOffsets[kSeqGrenRoll] + GrenadeList[nGrenade].field_A;
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}
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int nMessage = a & 0x7F0000;
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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@ -302,7 +303,7 @@ void FuncGrenade(int a, int UNUSED(nDamage), int nRun)
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default:
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{
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Printf("unknown msg %d for bullet\n", a & 0x7F0000); // TODO - change 'bullet' to 'grenade' ?
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Printf("unknown msg %d for grenade\n", nMessage);
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return;
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}
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@ -700,7 +700,7 @@ loc_flag:
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int theY = sprite[nPlayerSprite].y;
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int theZ = sprite[nPlayerSprite].z;
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int ebp = Sin(nAngle + 512) * (sprite[nPlayerSprite].clipdist << 3);
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int ebp = Cos(nAngle) * (sprite[nPlayerSprite].clipdist << 3);
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int ebx = Sin(nAngle) * (sprite[nPlayerSprite].clipdist << 3);
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if (WeaponInfo[nWeapon].c)
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@ -714,7 +714,7 @@ loc_flag:
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ecx = theVal;
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int var_44 = (nAngle + 512) & kAngleMask;
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ebp += ((Sin(var_44 + 512) >> 11) * ecx);
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ebp += (Cos(var_44) >> 11) * ecx;
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ebx += (Sin(var_44) >> 11) * ecx;
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}
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@ -884,7 +884,7 @@ loc_flag:
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nDamage *= 2;
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}
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runlist_RadialDamageEnemy(nPlayerSprite, nDamage, BulletInfo[kWeaponMummified].field_10);
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runlist_RadialDamageEnemy(nPlayerSprite, nDamage, BulletInfo[kWeaponMummified].nRadius);
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break;
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}
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}
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@ -342,33 +342,29 @@ void InitSectFlag()
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}
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}
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void ProcessSpriteTag(short nSprite, short lotag, short hitag)
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void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
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{
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int nChannel = runlist_AllocChannel(hitag % 1000);
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// int ebp = nChannel;
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int nChannel = runlist_AllocChannel(nHitag % 1000);
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// int nHitag2 = hitag / 1000;
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int nLotag2 = lotag / 1000;
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if (nLotag2 == 0) {
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nLotag2 = 1;
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int nSpeed = nLotag / 1000;
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if (!nSpeed) {
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nSpeed = 1;
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}
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// this value can change in the below code but we also need to retain the original hitag value
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int nVal = hitag;
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int nVal = nHitag;
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if (lotag >= 900 && lotag <= 949)
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if (nLotag >= 900 && nLotag <= 949)
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{
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ProcessTrailSprite(nSprite, lotag, hitag);
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ProcessTrailSprite(nSprite, nLotag, nHitag);
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return;
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}
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// handle tags 6 to 60
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switch (lotag)
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switch (nLotag)
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{
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case 8: // M-60 ammo belt
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{
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nVal = 3 * (hitag / 3);
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nVal = 3 * (nHitag / 3);
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// fall through to 6,7 etc
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fallthrough__;
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}
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@ -420,7 +416,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
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case 60:
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{
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sprite[nSprite].hitag = nVal;
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changespritestat(nSprite, lotag + 900);
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changespritestat(nSprite, nLotag + 900);
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sprite[nSprite].cstat &= 0xFEFE;
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BuildItemAnim(nSprite);
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return;
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@ -428,7 +424,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
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case 12: // berry twig
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{
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sprite[nSprite].hitag = 40;
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changespritestat(nSprite, lotag + 900);
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changespritestat(nSprite, nLotag + 900);
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sprite[nSprite].cstat &= 0xFEFE;
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BuildItemAnim(nSprite);
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return;
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@ -436,7 +432,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
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case 13: // blood bowl
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{
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sprite[nSprite].hitag = 160;
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changespritestat(nSprite, lotag + 900);
|
||||
changespritestat(nSprite, nLotag + 900);
|
||||
sprite[nSprite].cstat &= 0xFEFE;
|
||||
BuildItemAnim(nSprite);
|
||||
return;
|
||||
|
@ -444,7 +440,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
case 14: // venom bowl
|
||||
{
|
||||
sprite[nSprite].hitag = -200;
|
||||
changespritestat(nSprite, lotag + 900);
|
||||
changespritestat(nSprite, nLotag + 900);
|
||||
sprite[nSprite].cstat &= 0xFEFE;
|
||||
BuildItemAnim(nSprite);
|
||||
return;
|
||||
|
@ -467,7 +463,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
else
|
||||
{
|
||||
sprite[nSprite].hitag = nVal;
|
||||
changespritestat(nSprite, lotag + 900);
|
||||
changespritestat(nSprite, nLotag + 900);
|
||||
sprite[nSprite].cstat &= 0xFEFE;
|
||||
BuildItemAnim(nSprite);
|
||||
return;
|
||||
|
@ -487,14 +483,14 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
nVal++;
|
||||
nVal--; // CHECKME ??
|
||||
sprite[nSprite].hitag = nVal;
|
||||
changespritestat(nSprite, lotag + 900);
|
||||
changespritestat(nSprite, nLotag + 900);
|
||||
sprite[nSprite].cstat &= 0xFEFE;
|
||||
BuildItemAnim(nSprite);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
int v6 = lotag % 1000;
|
||||
int v6 = nLotag % 1000;
|
||||
|
||||
if (!bNoCreatures || v6 < 100 || v6 > 118)
|
||||
{
|
||||
|
@ -507,12 +503,12 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
{
|
||||
case 999:
|
||||
{
|
||||
AddFlicker(sprite[nSprite].sectnum, nLotag2);
|
||||
AddFlicker(sprite[nSprite].sectnum, nSpeed);
|
||||
break;
|
||||
}
|
||||
case 998:
|
||||
{
|
||||
AddGlow(sprite[nSprite].sectnum, nLotag2);
|
||||
AddGlow(sprite[nSprite].sectnum, nSpeed);
|
||||
break;
|
||||
}
|
||||
case 118: // Anubis with drum
|
||||
|
@ -658,7 +654,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
case 99: // underwater type 2
|
||||
{
|
||||
short nSector = sprite[nSprite].sectnum;
|
||||
SetAbove(nSector, hitag);
|
||||
SetAbove(nSector, nHitag);
|
||||
SectFlag[nSector] |= kSectUnderwater;
|
||||
|
||||
mydeletesprite(nSprite);
|
||||
|
@ -667,29 +663,29 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
case 98:
|
||||
{
|
||||
short nSector = sprite[nSprite].sectnum;
|
||||
SetBelow(nSector, hitag);
|
||||
SnapSectors(nSector, hitag, 1);
|
||||
SetBelow(nSector, nHitag);
|
||||
SnapSectors(nSector, nHitag, 1);
|
||||
|
||||
mydeletesprite(nSprite);
|
||||
return;
|
||||
}
|
||||
case 97:
|
||||
{
|
||||
AddSectorBob(sprite[nSprite].sectnum, hitag, 1);
|
||||
AddSectorBob(sprite[nSprite].sectnum, nHitag, 1);
|
||||
|
||||
mydeletesprite(nSprite);
|
||||
return;
|
||||
}
|
||||
case 96: // Lava sector
|
||||
{
|
||||
hitag /= 4; // hitag is damage level?
|
||||
if (hitag == 0) {
|
||||
hitag = 1;
|
||||
int nDamage = nHitag / 4;
|
||||
if (!nDamage) {
|
||||
nDamage = 1;
|
||||
}
|
||||
|
||||
short nSector = sprite[nSprite].sectnum;
|
||||
|
||||
SectDamage[nSector] = hitag;
|
||||
SectDamage[nSector] = nDamage;
|
||||
SectFlag[nSector] |= kSectLava;
|
||||
|
||||
mydeletesprite(nSprite);
|
||||
|
@ -697,7 +693,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
}
|
||||
case 95:
|
||||
{
|
||||
AddSectorBob(sprite[nSprite].sectnum, hitag, 0);
|
||||
AddSectorBob(sprite[nSprite].sectnum, nHitag, 0);
|
||||
|
||||
mydeletesprite(nSprite);
|
||||
return;
|
||||
|
@ -705,7 +701,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
case 94: // water
|
||||
{
|
||||
short nSector = sprite[nSprite].sectnum;
|
||||
SectDepth[nSector] = hitag << 8;
|
||||
SectDepth[nSector] = nHitag << 8;
|
||||
|
||||
mydeletesprite(nSprite);
|
||||
return;
|
||||
|
@ -717,7 +713,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
}
|
||||
case 90:
|
||||
{
|
||||
BuildObject(nSprite, 3, hitag);
|
||||
BuildObject(nSprite, 3, nHitag);
|
||||
return;
|
||||
}
|
||||
case 79:
|
||||
|
@ -725,7 +721,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
{
|
||||
short nSector = sprite[nSprite].sectnum;
|
||||
|
||||
SectSpeed[nSector] = nLotag2;
|
||||
SectSpeed[nSector] = nSpeed;
|
||||
SectFlag[nSector] |= sprite[nSprite].ang;
|
||||
|
||||
mydeletesprite(nSprite);
|
||||
|
@ -733,7 +729,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
}
|
||||
case 88:
|
||||
{
|
||||
AddFlow(nSprite, nLotag2, 0);
|
||||
AddFlow(nSprite, nSpeed, 0);
|
||||
|
||||
mydeletesprite(nSprite);
|
||||
return;
|
||||
|
@ -748,7 +744,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
}
|
||||
case 78:
|
||||
{
|
||||
AddFlow(nSprite, nLotag2, 1);
|
||||
AddFlow(nSprite, nSpeed, 1);
|
||||
|
||||
short nSector = sprite[nSprite].sectnum;
|
||||
SectFlag[nSector] |= 0x8000;
|
||||
|
@ -758,24 +754,24 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
|
|||
}
|
||||
case 77:
|
||||
{
|
||||
int nArrow = BuildArrow(nSprite, nLotag2);
|
||||
int nArrow = BuildArrow(nSprite, nSpeed);
|
||||
|
||||
runlist_AddRunRec(sRunChannels[nChannel].a, nArrow);
|
||||
return;
|
||||
}
|
||||
case 76: // Explosion Trigger (Exploding Fire Cauldron)
|
||||
{
|
||||
BuildObject(nSprite, 0, hitag);
|
||||
BuildObject(nSprite, 0, nHitag);
|
||||
return;
|
||||
}
|
||||
case 75: // Explosion Target (Cauldrons, fireballs and grenades will destroy nearby 75 sprites)
|
||||
{
|
||||
BuildObject(nSprite, 1, hitag);
|
||||
BuildObject(nSprite, 1, nHitag);
|
||||
return;
|
||||
}
|
||||
case 71:
|
||||
{
|
||||
int nFireball = BuildFireBall(nSprite, hitag, nLotag2);
|
||||
int nFireball = BuildFireBall(nSprite, nHitag, nSpeed);
|
||||
|
||||
runlist_AddRunRec(sRunChannels[nChannel].a, nFireball);
|
||||
return;
|
||||
|
|
|
@ -612,7 +612,7 @@ void DoFlickers()
|
|||
}
|
||||
|
||||
// nWall can also be passed in here via nSprite parameter - TODO - rename nSprite parameter :)
|
||||
void AddFlow(int nSprite, int a, int b)
|
||||
void AddFlow(int nSprite, int nSpeed, int b)
|
||||
{
|
||||
if (nFlowCount >= kMaxFlows)
|
||||
return;
|
||||
|
@ -630,8 +630,8 @@ void AddFlow(int nSprite, int a, int b)
|
|||
|
||||
sFlowInfo[nFlow].field_14 = (tilesiz[nPic].x << 14) - 1;
|
||||
sFlowInfo[nFlow].field_18 = (tilesiz[nPic].y << 14) - 1;
|
||||
sFlowInfo[nFlow].field_C = -Cos(nAngle) * a;
|
||||
sFlowInfo[nFlow].field_10 = Sin(nAngle) * a;
|
||||
sFlowInfo[nFlow].field_C = -Cos(nAngle) * nSpeed;
|
||||
sFlowInfo[nFlow].field_10 = Sin(nAngle) * nSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -649,8 +649,8 @@ void AddFlow(int nSprite, int a, int b)
|
|||
|
||||
sFlowInfo[nFlow].field_14 = (tilesiz[nPic].x * wall[var_18].xrepeat) << 8;
|
||||
sFlowInfo[nFlow].field_18 = (tilesiz[nPic].y * wall[var_18].yrepeat) << 8;
|
||||
sFlowInfo[nFlow].field_C = -Cos(nAngle) * a;
|
||||
sFlowInfo[nFlow].field_10 = Sin(nAngle) * a;
|
||||
sFlowInfo[nFlow].field_C = -Cos(nAngle) * nSpeed;
|
||||
sFlowInfo[nFlow].field_10 = Sin(nAngle) * nSpeed;
|
||||
}
|
||||
|
||||
sFlowInfo[nFlow].field_8 = 0;
|
||||
|
|
|
@ -28,7 +28,7 @@ void AddFlash(short nSector, int x, int y, int z, int val);
|
|||
void SetTorch(int nPlayer, int bTorchOnOff);
|
||||
void UndoFlashes();
|
||||
void DoLights();
|
||||
void AddFlow(int nSprite, int a, int b);
|
||||
void AddFlow(int nSprite, int nSpeed, int b);
|
||||
void BuildFlash(short nPlayer, short nSector, int nVal);
|
||||
void AddGlow(short nSector, int nVal);
|
||||
void AddFlicker(short nSector, int nVal);
|
||||
|
|
|
@ -82,27 +82,29 @@ static SavegameHelper sgh("move",
|
|||
|
||||
signed int lsqrt(int a1)
|
||||
{
|
||||
int v1; // edx@1
|
||||
int v2; // ebx@1
|
||||
signed int result; // eax@1
|
||||
int v1;
|
||||
int v2;
|
||||
signed int result;
|
||||
|
||||
v1 = a1;
|
||||
v2 = a1 - 0x40000000;
|
||||
|
||||
result = 0;
|
||||
|
||||
if (v2 >= 0)
|
||||
{
|
||||
result = 0x8000;
|
||||
result = 32768;
|
||||
v1 = v2;
|
||||
}
|
||||
if (v1 - ((result << 15) + 0x10000000) >= 0)
|
||||
{
|
||||
v1 -= (result << 15) + 0x10000000;
|
||||
result += 0x4000;
|
||||
result += 16384;
|
||||
}
|
||||
if (v1 - ((result << 14) + 0x4000000) >= 0)
|
||||
{
|
||||
v1 -= (result << 14) + 0x4000000;
|
||||
result += 0x2000;
|
||||
result += 8192;
|
||||
}
|
||||
if (v1 - ((result << 13) + 0x1000000) >= 0)
|
||||
{
|
||||
|
@ -165,7 +167,8 @@ signed int lsqrt(int a1)
|
|||
result += 2;
|
||||
}
|
||||
if (v1 - (2 * result + 1) >= 0)
|
||||
++result;
|
||||
result += 1;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -694,7 +697,7 @@ int PlotCourseToSprite(int nSprite1, int nSprite2)
|
|||
return ksqrt(y * y + x * x);
|
||||
}
|
||||
|
||||
int FindPlayer(int nSprite, int nVal)
|
||||
int FindPlayer(int nSprite, int nDistance)
|
||||
{
|
||||
int var_18 = 0;
|
||||
if (nSprite >= 0)
|
||||
|
@ -703,8 +706,8 @@ int FindPlayer(int nSprite, int nVal)
|
|||
if (nSprite < 0)
|
||||
nSprite = -nSprite;
|
||||
|
||||
if (nVal < 0)
|
||||
nVal = 100;
|
||||
if (nDistance < 0)
|
||||
nDistance = 100;
|
||||
|
||||
int x = sprite[nSprite].x;
|
||||
int y = sprite[nSprite].y;
|
||||
|
@ -712,7 +715,7 @@ int FindPlayer(int nSprite, int nVal)
|
|||
|
||||
int z = sprite[nSprite].z - GetSpriteHeight(nSprite);
|
||||
|
||||
nVal <<= 8;
|
||||
nDistance <<= 8;
|
||||
|
||||
short nPlayerSprite;
|
||||
int i = 0;
|
||||
|
@ -726,20 +729,13 @@ int FindPlayer(int nSprite, int nVal)
|
|||
|
||||
if ((sprite[nPlayerSprite].cstat & 0x101) && (!(sprite[nPlayerSprite].cstat & 0x8000)))
|
||||
{
|
||||
int v9 = sprite[nPlayerSprite].x - x;
|
||||
if (v9 < 0) {
|
||||
v9 = -v9;
|
||||
}
|
||||
int v9 = klabs(sprite[nPlayerSprite].x - x);
|
||||
|
||||
int v10 = sprite[nPlayerSprite].y - y;
|
||||
|
||||
if (v9 < nVal)
|
||||
if (v9 < nDistance)
|
||||
{
|
||||
if (v10 < 0) {
|
||||
v10 = -v10;
|
||||
}
|
||||
int v10 = klabs(sprite[nPlayerSprite].y - y);
|
||||
|
||||
if (v10 < nVal && cansee(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z - 7680, sprite[nPlayerSprite].sectnum, x, y, z, nSector))
|
||||
if (v10 < nDistance && cansee(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z - 7680, sprite[nPlayerSprite].sectnum, x, y, z, nSector))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
@ -756,7 +752,7 @@ int FindPlayer(int nSprite, int nVal)
|
|||
return nPlayerSprite;
|
||||
}
|
||||
|
||||
void CheckSectorFloor(short nSector, int z, int *a, int *b)
|
||||
void CheckSectorFloor(short nSector, int z, int *x, int *y)
|
||||
{
|
||||
short nSpeed = SectSpeed[nSector];
|
||||
|
||||
|
@ -769,13 +765,13 @@ void CheckSectorFloor(short nSector, int z, int *a, int *b)
|
|||
|
||||
if (z >= sector[nSector].floorz)
|
||||
{
|
||||
*a += (Sin(nAng + 512) << 3) * nSpeed;
|
||||
*b += (sintable[nAng] << 3) * nSpeed;
|
||||
*x += (Cos(nAng) << 3) * nSpeed;
|
||||
*y += (sintable[nAng] << 3) * nSpeed; // no anglemask in original code
|
||||
}
|
||||
else if (nFlag & 0x800)
|
||||
{
|
||||
*a += (Sin(nAng + 512) << 4) * nSpeed;
|
||||
*b += (sintable[nAng] << 4) * nSpeed;
|
||||
*x += (Cos(nAng) << 4) * nSpeed;
|
||||
*y += (sintable[nAng] << 4) * nSpeed; // no anglemask in original code
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -821,27 +817,27 @@ void CreatePushBlock(int nSector)
|
|||
int startwall = sector[nSector].wallptr;
|
||||
int nWalls = sector[nSector].wallnum;
|
||||
|
||||
int ecx = 0;
|
||||
int ebx = 0;
|
||||
int xSum = 0;
|
||||
int ySum = 0;
|
||||
|
||||
for (i = 0; i < nWalls; i++)
|
||||
{
|
||||
ecx += wall[startwall + i].x;
|
||||
ebx += wall[startwall + i].y;
|
||||
xSum += wall[startwall + i].x;
|
||||
ySum += wall[startwall + i].y;
|
||||
}
|
||||
|
||||
int avgx = ecx / nWalls;
|
||||
int avgy = ebx / nWalls;
|
||||
int xAvg = xSum / nWalls;
|
||||
int yAvg = ySum / nWalls;
|
||||
|
||||
sBlockInfo[nBlock].x = avgx;
|
||||
sBlockInfo[nBlock].y = avgy;
|
||||
sBlockInfo[nBlock].x = xAvg;
|
||||
sBlockInfo[nBlock].y = yAvg;
|
||||
|
||||
int nSprite = insertsprite(nSector, 0);
|
||||
|
||||
sBlockInfo[nBlock].nSprite = nSprite;
|
||||
|
||||
sprite[nSprite].x = avgx;
|
||||
sprite[nSprite].y = avgy;
|
||||
sprite[nSprite].x = xAvg;
|
||||
sprite[nSprite].y = yAvg;
|
||||
sprite[nSprite].z = sector[nSector].floorz - 256;
|
||||
sprite[nSprite].cstat = 0x8000;
|
||||
|
||||
|
@ -849,8 +845,8 @@ void CreatePushBlock(int nSector)
|
|||
|
||||
for (i = 0; i < nWalls; i++)
|
||||
{
|
||||
int x = avgx - wall[startwall + i].x;
|
||||
int y = avgy - wall[startwall + i].y;
|
||||
int x = xAvg - wall[startwall + i].x;
|
||||
int y = yAvg - wall[startwall + i].y;
|
||||
|
||||
int nSqrt = ksqrt(x * x + y * y);
|
||||
if (nSqrt > var_28) {
|
||||
|
@ -1095,14 +1091,18 @@ void SetQuake(short nSprite, int nVal)
|
|||
int x = sprite[nSprite].x;
|
||||
int y = sprite[nSprite].y;
|
||||
|
||||
nVal *= 256;
|
||||
|
||||
for (int i = 0; i < nTotalPlayers; i++)
|
||||
{
|
||||
int nPlayerSprite = PlayerList[i].nSprite;
|
||||
|
||||
int nSqrt = ksqrt(((sprite[nPlayerSprite].x - x) >> 8) * ((sprite[nPlayerSprite].x - x) >> 8) + ((sprite[nPlayerSprite].y - y) >> 8)
|
||||
* ((sprite[nPlayerSprite].y - y) >> 8));
|
||||
int xDiff = sprite[nPlayerSprite].x - x;
|
||||
int yDiff = sprite[nPlayerSprite].y - y;
|
||||
|
||||
int eax = nVal * 256;
|
||||
int nSqrt = ksqrt((xDiff >> 8)* (xDiff >> 8) + (yDiff >> 8)* (yDiff >> 8));
|
||||
|
||||
int eax = nVal;
|
||||
|
||||
if (nSqrt)
|
||||
{
|
||||
|
@ -1149,48 +1149,30 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
|
|||
{
|
||||
int nHeight = tilesiz[sprite[nSprite2].picnum].y * sprite[nSprite2].yrepeat * 2;
|
||||
|
||||
int nMyAngle = GetMyAngle(sprite[nSprite2].x - sprite[nSprite].x, sprite[nSprite2].y - sprite[nSprite].y);
|
||||
int xDiff = sprite[nSprite2].x - sprite[nSprite].x;
|
||||
int yDiff = sprite[nSprite2].y - sprite[nSprite].y;
|
||||
|
||||
int nSqrt = ksqrt(
|
||||
(sprite[nSprite2].y - sprite[nSprite].y)
|
||||
*
|
||||
(sprite[nSprite2].y - sprite[nSprite].y)
|
||||
+
|
||||
(sprite[nSprite2].x - sprite[nSprite].x)
|
||||
*
|
||||
(sprite[nSprite2].x - sprite[nSprite].x)
|
||||
);
|
||||
int nMyAngle = GetMyAngle(xDiff, yDiff);
|
||||
|
||||
int nSqrt = ksqrt(xDiff * xDiff + yDiff * yDiff);
|
||||
|
||||
int var_18 = GetMyAngle(nSqrt, ((sprite[nSprite2].z - nHeight) - sprite[nSprite].z) >> 8);
|
||||
|
||||
// int edx = nMyAngle;
|
||||
|
||||
int nAngDelta = AngleDelta(sprite[nSprite].ang, nMyAngle, 1024);
|
||||
int nAngDelta2 = nAngDelta;
|
||||
|
||||
if (nAngDelta2 < 0)
|
||||
nAngDelta2 = -nAngDelta2;
|
||||
int nAngDelta2 = klabs(nAngDelta);
|
||||
|
||||
if (nAngDelta2 > 63)
|
||||
{
|
||||
nAngDelta2 = nAngDelta;
|
||||
nAngDelta2 >>= 6;
|
||||
|
||||
// edx = ebx;
|
||||
|
||||
if (nAngDelta2 < 0)
|
||||
nAngDelta2 = -nAngDelta2;
|
||||
nAngDelta2 = klabs(nAngDelta >> 6);
|
||||
|
||||
ebx /= nAngDelta2;
|
||||
|
||||
if (ebx < 5)
|
||||
if (ebx < 5) {
|
||||
ebx = 5;
|
||||
}
|
||||
}
|
||||
|
||||
int nAngDeltaC = nAngDelta;
|
||||
|
||||
if (nAngDeltaC < 0)
|
||||
nAngDeltaC = -nAngDeltaC;
|
||||
int nAngDeltaC = klabs(nAngDelta);
|
||||
|
||||
if (nAngDeltaC > push1)
|
||||
{
|
||||
|
@ -1200,32 +1182,23 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
|
|||
nAngDelta = -push1;
|
||||
}
|
||||
|
||||
int nAngDeltaD = AngleDelta(sprite[nSprite].zvel, var_18, 24);
|
||||
nAngle = (nAngDelta + sprite[nSprite].ang) & kAngleMask;
|
||||
|
||||
// TODO - CHECKME int ebx = 24;
|
||||
int nAngDeltaD = AngleDelta(sprite[nSprite].zvel, var_18, 24);
|
||||
|
||||
sprite[nSprite].zvel = (sprite[nSprite].zvel + nAngDeltaD) & kAngleMask;
|
||||
}
|
||||
|
||||
sprite[nSprite].ang = nAngle;
|
||||
|
||||
int eax = Sin(sprite[nSprite].zvel + 512);
|
||||
int edx = (nAngle + 512) & kAngleMask;
|
||||
|
||||
if (eax < 0)
|
||||
eax = -eax;
|
||||
|
||||
// rename this var. CHECKME
|
||||
int x = ((sintable[edx] * ebx) >> 14) * eax;
|
||||
|
||||
int ceildist = x >> 8;
|
||||
int eax = klabs(Cos(sprite[nSprite].zvel));
|
||||
|
||||
int x = ((Cos(nAngle) * ebx) >> 14)* eax;
|
||||
int y = ((Sin(nAngle) * ebx) >> 14) * eax;
|
||||
|
||||
int nVal = y >> 8;
|
||||
int xshift = x >> 8;
|
||||
int yshift = y >> 8;
|
||||
|
||||
int z = Sin(sprite[nSprite].zvel) * ksqrt((nVal * nVal) + (ceildist * ceildist));
|
||||
int z = Sin(sprite[nSprite].zvel) * ksqrt((yshift * yshift) + (xshift * xshift));
|
||||
|
||||
return movesprite(nSprite, x >> 2, y >> 2, (z >> 13) + (Sin(ecx) >> 5), 0, 0, nClipType);
|
||||
}
|
||||
|
@ -1253,7 +1226,7 @@ void WheresMyMouth(int nPlayer, int *x, int *y, int *z, short *sectnum)
|
|||
*sectnum = sprite[nSprite].sectnum;
|
||||
|
||||
clipmove_old((int32_t*)x, (int32_t*)y, (int32_t*)z, sectnum,
|
||||
Sin(sprite[nSprite].ang + 512) << 7,
|
||||
Cos(sprite[nSprite].ang) << 7,
|
||||
Sin(sprite[nSprite].ang) << 7,
|
||||
5120, 1280, 1280, CLIPMASK1);
|
||||
}
|
||||
|
@ -1323,8 +1296,7 @@ int GrabBody()
|
|||
if (nCurBodyNum >= 50) {
|
||||
nCurBodyNum = 0;
|
||||
}
|
||||
}
|
||||
while (sprite[nSprite].cstat & 0x101);
|
||||
} while (sprite[nSprite].cstat & 0x101);
|
||||
|
||||
if (nBodyTotal < 50) {
|
||||
nBodyTotal++;
|
||||
|
@ -1445,9 +1417,9 @@ void FuncCreatureChunk(int a, int, int nRun)
|
|||
// re-grab this variable as it may have changed in movesprite(). Note the check above is against the value *before* movesprite so don't change it.
|
||||
nSector = sprite[nSprite].sectnum;
|
||||
|
||||
sprite[nSprite].zvel = 0;
|
||||
sprite[nSprite].yvel = 0;
|
||||
sprite[nSprite].xvel = 0;
|
||||
sprite[nSprite].yvel = 0;
|
||||
sprite[nSprite].zvel = 0;
|
||||
sprite[nSprite].z = sector[nSector].floorz;
|
||||
}
|
||||
else
|
||||
|
@ -1487,7 +1459,7 @@ void FuncCreatureChunk(int a, int, int nRun)
|
|||
int nSqrt = lsqrt(((sprite[nSprite].yvel >> 10) * (sprite[nSprite].yvel >> 10)
|
||||
+ (sprite[nSprite].xvel >> 10) * (sprite[nSprite].xvel >> 10)) >> 8);
|
||||
|
||||
sprite[nSprite].xvel = Sin(nAngle + 512) * (nSqrt >> 1);
|
||||
sprite[nSprite].xvel = Cos(nAngle) * (nSqrt >> 1);
|
||||
sprite[nSprite].yvel = Sin(nAngle) * (nSqrt >> 1);
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -55,7 +55,7 @@ void CreatePushBlock(int nSector);
|
|||
|
||||
void FuncCreatureChunk(int a, int, int nRun);
|
||||
|
||||
int FindPlayer(int nSprite, int nVal);
|
||||
int FindPlayer(int nSprite, int nDistance);
|
||||
|
||||
int BuildCreatureChunk(int nVal, int nPic);
|
||||
|
||||
|
@ -64,7 +64,7 @@ int BelowNear(short nSprite);
|
|||
|
||||
int PlotCourseToSprite(int nSprite1, int nSprite2);
|
||||
|
||||
void CheckSectorFloor(short nSector, int z, int *a, int *b);
|
||||
void CheckSectorFloor(short nSector, int z, int *x, int *y);
|
||||
|
||||
int GetAngleToSprite(int nSprite1, int nSprite2);
|
||||
|
||||
|
|
|
@ -161,7 +161,6 @@ int ReadFrame(FileReader &fp)
|
|||
}
|
||||
|
||||
tileInvalidate(kMovieTile, -1, -1);
|
||||
|
||||
break;
|
||||
}
|
||||
case kFrameDone:
|
||||
|
@ -173,7 +172,7 @@ int ReadFrame(FileReader &fp)
|
|||
}
|
||||
}
|
||||
|
||||
void ServeSample(const char** ptr, uint32_t* length)
|
||||
static void ServeSample(const char** ptr, uint32_t* length)
|
||||
{
|
||||
//mutex_lock(&mutex);
|
||||
|
||||
|
|
|
@ -16,6 +16,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
*/
|
||||
//-------------------------------------------------------------------------
|
||||
#include "ns.h"
|
||||
#include "aistuff.h"
|
||||
#include "mummy.h"
|
||||
#include "sequence.h"
|
||||
#include "move.h"
|
||||
|
@ -64,13 +65,12 @@ static SavegameHelper sgh("mummy",
|
|||
SA(MummyList),
|
||||
nullptr);
|
||||
|
||||
// done
|
||||
|
||||
void InitMummy()
|
||||
{
|
||||
nMummies = 0;
|
||||
}
|
||||
|
||||
// done
|
||||
int BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
|
||||
{
|
||||
if (nMummies >= kMaxMummies) {
|
||||
|
@ -134,7 +134,6 @@ int BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
|
|||
return (nMummy | 0xE0000);
|
||||
}
|
||||
|
||||
// done
|
||||
void CheckMummyRevive(short nMummy)
|
||||
{
|
||||
short nSprite = MummyList[nMummy].nSprite;
|
||||
|
@ -179,7 +178,7 @@ void FuncMummy(int a, int nDamage, int nRun)
|
|||
short nSprite = MummyList[nMummy].nSprite;
|
||||
short nAction = MummyList[nMummy].nAction;
|
||||
|
||||
int nMessage = a & 0x7F0000;
|
||||
int nMessage = a & kMessageMask;
|
||||
|
||||
switch (nMessage)
|
||||
{
|
||||
|
@ -196,14 +195,14 @@ void FuncMummy(int a, int nDamage, int nRun)
|
|||
|
||||
seq_MoveSequence(nSprite, nSeq, MummyList[nMummy].B);
|
||||
|
||||
short ecx = 0;
|
||||
bool bVal = 0;
|
||||
|
||||
MummyList[nMummy].B++;
|
||||
if (MummyList[nMummy].B >= SeqSize[nSeq])
|
||||
{
|
||||
MummyList[nMummy].B = 0;
|
||||
|
||||
ecx = 1;
|
||||
bVal = true;
|
||||
}
|
||||
|
||||
if (nTarget != -1 && nAction < 4)
|
||||
|
@ -378,7 +377,7 @@ void FuncMummy(int a, int nDamage, int nRun)
|
|||
|
||||
case 3:
|
||||
{
|
||||
if (ecx)
|
||||
if (bVal)
|
||||
{
|
||||
MummyList[nMummy].B = 0;
|
||||
MummyList[nMummy].nAction = 0;
|
||||
|
@ -391,7 +390,7 @@ void FuncMummy(int a, int nDamage, int nRun)
|
|||
SetQuake(nSprite, 100);
|
||||
|
||||
// low 16 bits of returned var contains the sprite index, the high 16 the bullet number
|
||||
int nBullet = BuildBullet(nSprite, 9, 0, 0, 0x0FFFFC400, sprite[nSprite].ang, nTarget + 10000, 1);
|
||||
int nBullet = BuildBullet(nSprite, 9, 0, 0, -15360, sprite[nSprite].ang, nTarget + 10000, 1);
|
||||
CheckMummyRevive(nMummy);
|
||||
|
||||
if (nBullet > -1)
|
||||
|
@ -410,7 +409,7 @@ void FuncMummy(int a, int nDamage, int nRun)
|
|||
|
||||
case 4:
|
||||
{
|
||||
if (ecx)
|
||||
if (bVal)
|
||||
{
|
||||
MummyList[nMummy].B = 0;
|
||||
MummyList[nMummy].nAction = 5;
|
||||
|
@ -426,7 +425,7 @@ void FuncMummy(int a, int nDamage, int nRun)
|
|||
|
||||
case 6:
|
||||
{
|
||||
if (ecx)
|
||||
if (bVal)
|
||||
{
|
||||
MummyList[nMummy].nAction = 0;
|
||||
sprite[nSprite].cstat = 0x101;
|
||||
|
@ -445,7 +444,7 @@ void FuncMummy(int a, int nDamage, int nRun)
|
|||
sprite[nSprite].yvel >>= 1;
|
||||
}
|
||||
|
||||
if (ecx)
|
||||
if (bVal)
|
||||
{
|
||||
sprite[nSprite].xvel = 0;
|
||||
sprite[nSprite].yvel = 0;
|
||||
|
|
|
@ -3625,22 +3625,22 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#define kTile3603 3603
|
||||
#define kEnergy1 3604
|
||||
#define kEnergy2 3605
|
||||
#define kTile3606 3606
|
||||
#define kTile3607 3607
|
||||
#define kTile3608 3608
|
||||
#define kTile3609 3609
|
||||
#define kTile3610 3610
|
||||
#define kTile3611 3611
|
||||
#define kTile3612 3612
|
||||
#define kTile3613 3613
|
||||
#define kTile3614 3614
|
||||
#define kTile3615 3615
|
||||
#define kTile3616 3616
|
||||
#define kTile3617 3617
|
||||
#define kTile3618 3618
|
||||
#define kTile3619 3619
|
||||
#define kTile3620 3620
|
||||
#define kTile3621 3621
|
||||
#define kClockSymbol1 3606
|
||||
#define kClockSymbol2 3607
|
||||
#define kClockSymbol3 3608
|
||||
#define kClockSymbol4 3609
|
||||
#define kClockSymbol5 3610
|
||||
#define kClockSymbol6 3611
|
||||
#define kClockSymbol7 3612
|
||||
#define kClockSymbol8 3613
|
||||
#define kClockSymbol9 3614
|
||||
#define kClockSymbol10 3615
|
||||
#define kClockSymbol11 3616
|
||||
#define kClockSymbol12 3617
|
||||
#define kClockSymbol13 3618
|
||||
#define kClockSymbol14 3619
|
||||
#define kClockSymbol15 3620
|
||||
#define kClockSymbol16 3621
|
||||
#define kTile3622 3622
|
||||
#define kTileLoboLaptop 3623
|
||||
#define kTile3624 3624
|
||||
|
|
|
@ -150,10 +150,10 @@ struct slideData
|
|||
int field_4;
|
||||
int field_8;
|
||||
int field_C;
|
||||
int field_10;
|
||||
int field_14;
|
||||
int field_18;
|
||||
int field_1C;
|
||||
int x1;
|
||||
int y1;
|
||||
int x2;
|
||||
int y2;
|
||||
int field_20;
|
||||
int field_24;
|
||||
int field_28;
|
||||
|
@ -888,12 +888,8 @@ int IdentifySector(int nVal)
|
|||
return -1;
|
||||
}
|
||||
|
||||
int BuildSlide(int nChannel, int edx, int ebx, int ecx, int arg1, int arg2, int arg3)
|
||||
int BuildSlide(int nChannel, int nStartWall, int ebx, int ecx, int nWall2, int nWall3, int nWall4)
|
||||
{
|
||||
int var_1C = edx;
|
||||
int ebp = ebx;
|
||||
int nVal = ecx;
|
||||
|
||||
if (SlideCount <= 0) {
|
||||
I_Error("Too many slides!\n");
|
||||
return -1;
|
||||
|
@ -903,7 +899,7 @@ int BuildSlide(int nChannel, int edx, int ebx, int ecx, int arg1, int arg2, int
|
|||
|
||||
int nSlide = SlideCount;
|
||||
|
||||
short nSector = IdentifySector(var_1C);
|
||||
short nSector = IdentifySector(nStartWall);
|
||||
|
||||
SlideData2[nSlide].field_4 = -1;
|
||||
SlideData2[nSlide].nChannel = nChannel;
|
||||
|
@ -948,33 +944,35 @@ int BuildSlide(int nChannel, int edx, int ebx, int ecx, int arg1, int arg2, int
|
|||
}
|
||||
}
|
||||
|
||||
SlideData[nSlide].field_0 = var_1C;
|
||||
SlideData[nSlide].field_8 = arg1;
|
||||
SlideData[nSlide].field_C = arg2;
|
||||
SlideData[nSlide].field_10 = wall[var_1C].x;
|
||||
SlideData[nSlide].field_14 = wall[var_1C].y;
|
||||
SlideData[nSlide].field_0 = nStartWall;
|
||||
SlideData[nSlide].field_4 = ebx;
|
||||
SlideData[nSlide].field_8 = nWall2;
|
||||
SlideData[nSlide].field_C = nWall3;
|
||||
|
||||
SlideData[nSlide].field_1C = wall[arg1].y;
|
||||
SlideData[nSlide].field_18 = wall[arg1].x;
|
||||
SlideData[nSlide].x1 = wall[nStartWall].x;
|
||||
SlideData[nSlide].y1 = wall[nStartWall].y;
|
||||
|
||||
SlideData[nSlide].field_24 = wall[ebp].y;
|
||||
SlideData[nSlide].field_20 = wall[ebp].x;
|
||||
SlideData[nSlide].x2 = wall[nWall2].x;
|
||||
SlideData[nSlide].y2 = wall[nWall2].y;
|
||||
|
||||
SlideData[nSlide].field_2C = wall[arg2].y;
|
||||
SlideData[nSlide].field_28 = wall[arg2].x;
|
||||
SlideData[nSlide].field_20 = wall[ebx].x;
|
||||
SlideData[nSlide].field_24 = wall[ebx].y;
|
||||
|
||||
SlideData[nSlide].field_34 = wall[nVal].y;
|
||||
SlideData[nSlide].field_4 = ebp;
|
||||
SlideData[nSlide].field_30 = wall[nVal].x;
|
||||
SlideData[nSlide].field_38 = wall[arg3].x;
|
||||
SlideData[nSlide].field_3C = wall[arg3].y;
|
||||
SlideData[nSlide].field_28 = wall[nWall3].x;
|
||||
SlideData[nSlide].field_2C = wall[nWall3].y;
|
||||
|
||||
SlideData[nSlide].field_30 = wall[ecx].x;
|
||||
SlideData[nSlide].field_34 = wall[ecx].y;
|
||||
|
||||
SlideData[nSlide].field_38 = wall[nWall4].x;
|
||||
SlideData[nSlide].field_3C = wall[nWall4].y;
|
||||
|
||||
int nSprite = insertsprite(nSector, 899);
|
||||
|
||||
SlideData2[nSlide].field_6 = nSprite;
|
||||
sprite[nSprite].cstat = 0x8000;
|
||||
sprite[nSprite].x = wall[var_1C].x;
|
||||
sprite[nSprite].y = wall[var_1C].y;
|
||||
sprite[nSprite].x = wall[nStartWall].x;
|
||||
sprite[nSprite].y = wall[nStartWall].y;
|
||||
sprite[nSprite].z = sector[nSector].floorz;
|
||||
|
||||
SlideData2[nSlide].field_8 = 0;
|
||||
|
@ -1088,11 +1086,11 @@ void FuncSlide(int a, int UNUSED(b), int nRun)
|
|||
int x = wall[nWall].x;
|
||||
int y = wall[nWall].y;
|
||||
|
||||
int nSeekA = LongSeek(&x, SlideData[nSlide].field_10, 20, 20);
|
||||
int nSeekA = LongSeek(&x, SlideData[nSlide].x1, 20, 20);
|
||||
int edi = nSeekA;
|
||||
int var_1C = nSeekA;
|
||||
|
||||
int nSeekB = LongSeek(&y, SlideData[nSlide].field_14, 20, 20);
|
||||
int nSeekB = LongSeek(&y, SlideData[nSlide].y1, 20, 20);
|
||||
int ecx = nSeekB;
|
||||
int var_28 = nSeekB;
|
||||
|
||||
|
@ -1114,11 +1112,11 @@ void FuncSlide(int a, int UNUSED(b), int nRun)
|
|||
x = wall[nWall].x;
|
||||
y = wall[nWall].y;
|
||||
|
||||
int nSeekC = LongSeek(&x, SlideData[nSlide].field_18, 20, 20);
|
||||
int nSeekC = LongSeek(&x, SlideData[nSlide].x2, 20, 20);
|
||||
edi = nSeekC;
|
||||
var_1C = nSeekC;
|
||||
|
||||
int nSeekD = LongSeek(&y, SlideData[nSlide].field_1C, 20, 20);
|
||||
int nSeekD = LongSeek(&y, SlideData[nSlide].y2, 20, 20);
|
||||
ecx = nSeekD;
|
||||
var_28 = nSeekD;
|
||||
|
||||
|
@ -1391,17 +1389,17 @@ int BuildSpark(int nSprite, int nVal)
|
|||
|
||||
if (nVal)
|
||||
{
|
||||
sprite[var_14].xvel = Sin(nAngle + 512) >> 5;
|
||||
sprite[var_14].xvel = Cos(nAngle) >> 5;
|
||||
sprite[var_14].yvel = Sin(nAngle) >> 5;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite[var_14].xvel = Sin(nAngle + 512) >> 6;
|
||||
sprite[var_14].xvel = Cos(nAngle) >> 6;
|
||||
sprite[var_14].yvel = Sin(nAngle) >> 6;
|
||||
}
|
||||
|
||||
sprite[var_14].zvel = -(RandomSize(4) << 7);
|
||||
sprite[var_14].picnum = nVal + 985;
|
||||
sprite[var_14].picnum = kTile985 + nVal;
|
||||
}
|
||||
|
||||
sprite[var_14].z = sprite[nSprite].z;
|
||||
|
@ -1436,6 +1434,7 @@ void FuncSpark(int a, int UNUSED(b), int nRun)
|
|||
{
|
||||
sprite[nSprite].yrepeat -= 2;
|
||||
|
||||
// calling BuildSpark() with 2nd parameter as '1' will set kTile986
|
||||
if (sprite[nSprite].picnum == kTile986 && (sprite[nSprite].xrepeat & 2))
|
||||
{
|
||||
BuildSpark(nSprite, 2);
|
||||
|
@ -1539,7 +1538,7 @@ void DoFinale()
|
|||
StopLocalSound();
|
||||
PlayLocalSound(StaticSound[kSound76], 0);
|
||||
dword_1542FC = (int)totalclock + 120;
|
||||
++nFinaleStage;
|
||||
nFinaleStage++;
|
||||
}
|
||||
}
|
||||
else if (nFinaleStage <= 2)
|
||||
|
@ -1578,7 +1577,7 @@ int BuildEnergyBlock(short nSector)
|
|||
x += wall[startwall + i].x;
|
||||
y += wall[startwall + i].y;
|
||||
|
||||
wall[startwall + i].picnum = kTile3621;
|
||||
wall[startwall + i].picnum = kClockSymbol16;
|
||||
wall[startwall + i].pal = 0;
|
||||
wall[startwall + i].shade = 50;
|
||||
}
|
||||
|
@ -1698,8 +1697,7 @@ void ExplodeEnergyBlock(int nSprite)
|
|||
for (i = 0; i < 20; i++)
|
||||
{
|
||||
sprite[nSprite].ang = RandomSize(11);
|
||||
|
||||
BuildSpark(nSprite, 1);
|
||||
BuildSpark(nSprite, 1); // shoot out blue orbs
|
||||
}
|
||||
|
||||
TintPalette(64, 64, 64);
|
||||
|
@ -1707,7 +1705,6 @@ void ExplodeEnergyBlock(int nSprite)
|
|||
if (nEnergyTowers == 1)
|
||||
{
|
||||
runlist_ChangeChannel(nEnergyChan, nEnergyTowers);
|
||||
|
||||
StatusMessage(1000, "TAKE OUT THE CONTROL CENTER!");
|
||||
}
|
||||
else if (nEnergyTowers != 0)
|
||||
|
@ -1810,13 +1807,12 @@ void FuncEnergyBlock(int a, int nDamage, int nRun)
|
|||
sprite[nSprite2].y = lasthity;
|
||||
sprite[nSprite2].z = lasthitz;
|
||||
|
||||
BuildSpark(nSprite2, 0);
|
||||
BuildSpark(nSprite2, 0); // shoot out blue orb when damaged
|
||||
mydeletesprite(nSprite2);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite[nSprite].xrepeat = 0;
|
||||
|
||||
sprite[nSprite].xrepeat = 0; // using xrepeat to store health
|
||||
ExplodeEnergyBlock(nSprite);
|
||||
}
|
||||
|
||||
|
@ -1893,12 +1889,13 @@ int BuildObject(short nSprite, int nOjectType, int nHitag)
|
|||
return nObject | 0x170000;
|
||||
}
|
||||
|
||||
// in-game destructable wall mounted screen
|
||||
void ExplodeScreen(short nSprite)
|
||||
{
|
||||
sprite[nSprite].z -= GetSpriteHeight(nSprite) / 2;
|
||||
|
||||
for (int i = 0; i < 30; i++) {
|
||||
BuildSpark(nSprite, 0);
|
||||
BuildSpark(nSprite, 0); // shoot out blue orbs
|
||||
}
|
||||
|
||||
sprite[nSprite].cstat = 0x8000;
|
||||
|
|
|
@ -1688,7 +1688,7 @@ do_default_b:
|
|||
{
|
||||
if (AddAmmo(nPlayer, 1, sprite[nValB].hitag))
|
||||
{
|
||||
var_88 = StaticSound[kSound69];
|
||||
var_88 = StaticSound[kSoundAmmoPickup];
|
||||
goto do_default;
|
||||
}
|
||||
|
||||
|
@ -1698,7 +1698,7 @@ do_default_b:
|
|||
{
|
||||
if (AddAmmo(nPlayer, 3, sprite[nValB].hitag))
|
||||
{
|
||||
var_88 = StaticSound[kSound69];
|
||||
var_88 = StaticSound[kSoundAmmoPickup];
|
||||
goto do_default;
|
||||
}
|
||||
break;
|
||||
|
@ -1707,7 +1707,7 @@ do_default_b:
|
|||
{
|
||||
if (AddAmmo(nPlayer, 2, sprite[nValB].hitag))
|
||||
{
|
||||
var_88 = StaticSound[kSound69];
|
||||
var_88 = StaticSound[kSoundAmmoPickup];
|
||||
CheckClip(nPlayer);
|
||||
goto do_default;
|
||||
}
|
||||
|
@ -1719,7 +1719,7 @@ do_default_b:
|
|||
{
|
||||
if (AddAmmo(nPlayer, 4, 1))
|
||||
{
|
||||
var_88 = StaticSound[kSound69];
|
||||
var_88 = StaticSound[kSoundAmmoPickup];
|
||||
if (!(nPlayerWeapons[nPlayer] & 0x10))
|
||||
{
|
||||
nPlayerWeapons[nPlayer] |= 0x10;
|
||||
|
@ -2474,7 +2474,7 @@ do_default_b:
|
|||
case 31: // Cobra staff ammo
|
||||
{
|
||||
if (AddAmmo(nPlayer, 5, 1)) {
|
||||
var_88 = StaticSound[kSound69];
|
||||
var_88 = StaticSound[kSoundAmmoPickup];
|
||||
goto do_default;
|
||||
}
|
||||
|
||||
|
@ -2484,7 +2484,7 @@ do_default_b:
|
|||
case 32: // Raw Energy
|
||||
{
|
||||
if (AddAmmo(nPlayer, 6, sprite[nValB].hitag)) {
|
||||
var_88 = StaticSound[kSound69];
|
||||
var_88 = StaticSound[kSoundAmmoPickup];
|
||||
goto do_default;
|
||||
}
|
||||
|
||||
|
@ -2604,7 +2604,7 @@ do_default_b:
|
|||
break;
|
||||
}
|
||||
|
||||
var_88 = StaticSound[kSound67];
|
||||
var_88 = StaticSound[kSoundMana1];
|
||||
|
||||
PlayerList[nPlayer].nMagic += 100;
|
||||
if (PlayerList[nPlayer].nMagic >= 1000) {
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -68,11 +68,11 @@ int runlist_HeadRun();
|
|||
void runlist_InitChan();
|
||||
void runlist_ChangeChannel(int eax, short dx);
|
||||
void runlist_ReadyChannel(short eax);
|
||||
void runlist_ProcessSectorTag(int nSector, int lotag, int hitag);
|
||||
void runlist_ProcessSectorTag(int nSector, int nLotag, int nHitag);
|
||||
int runlist_AllocChannel(int a);
|
||||
void runlist_DoSubRunRec(int RunPtr);
|
||||
void runlist_SubRunRec(int RunPtr);
|
||||
void runlist_ProcessWallTag(int nWall, short lotag, short hitag);
|
||||
void runlist_ProcessWallTag(int nWall, short nLotag, short nHitag);
|
||||
int runlist_CheckRadialDamage(short nSprite);
|
||||
void runlist_RadialDamageEnemy(short nSprite, short nDamage, short nRadius);
|
||||
void runlist_DamageEnemy(int nSprite, int nSprite2, short nDamage);
|
||||
|
|
|
@ -113,7 +113,7 @@ void ExplodeSnakeSprite(int nSprite, short nPlayer)
|
|||
short nOwner = sprite[nSprite].owner;
|
||||
sprite[nSprite].owner = PlayerList[nPlayer].nSprite;
|
||||
|
||||
runlist_RadialDamageEnemy(nSprite, nDamage, BulletInfo[kWeaponStaff].field_10);
|
||||
runlist_RadialDamageEnemy(nSprite, nDamage, BulletInfo[kWeaponStaff].nRadius);
|
||||
|
||||
sprite[nSprite].owner = nOwner;
|
||||
|
||||
|
|
|
@ -42,7 +42,7 @@ enum {
|
|||
kSound7,
|
||||
kSound8,
|
||||
kSound9,
|
||||
kSound10,
|
||||
kSoundItemSpecial,
|
||||
kSound11,
|
||||
kSoundTorchOn,
|
||||
kSound13,
|
||||
|
@ -60,7 +60,7 @@ enum {
|
|||
kSound25,
|
||||
kSound26,
|
||||
kSound27,
|
||||
kSound28,
|
||||
kSoundJonLaugh2,
|
||||
kSound29,
|
||||
kSound30,
|
||||
kSound31,
|
||||
|
@ -87,9 +87,9 @@ enum {
|
|||
kSound64,
|
||||
kSound65,
|
||||
kSound66,
|
||||
kSound67,
|
||||
kSound68,
|
||||
kSound69,
|
||||
kSoundMana1,
|
||||
kSoundMana2,
|
||||
kSoundAmmoPickup,
|
||||
kSound70,
|
||||
kSound71,
|
||||
kSound72,
|
||||
|
@ -135,8 +135,8 @@ void BendAmbientSound();
|
|||
void CheckAmbience(short nSector);
|
||||
|
||||
short PlayFX2(unsigned short nSound, short nSprite);
|
||||
short PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector);
|
||||
short D3PlayFX(unsigned short nSound, short nVal);
|
||||
short PlayFXAtXYZ(unsigned short nSound, int x, int y, int z, int nSector);
|
||||
short D3PlayFX(unsigned short nSound, short nSprite);
|
||||
void StopSpriteSound(short nSprite);
|
||||
|
||||
void StartSwirlies();
|
||||
|
|
|
@ -401,7 +401,7 @@ void FuncSwNotOnPause(int a, int, int nRun)
|
|||
}
|
||||
}
|
||||
|
||||
int BuildSwPressSector(int nChannel, int nLink, int nSector, int ecx)
|
||||
int BuildSwPressSector(int nChannel, int nLink, int nSector, int keyMask)
|
||||
{
|
||||
if (SwitchCount <= 0 || nLink < 0 || nSector < 0)
|
||||
I_Error("Too many switches!\n");
|
||||
|
@ -411,7 +411,7 @@ int BuildSwPressSector(int nChannel, int nLink, int nSector, int ecx)
|
|||
SwitchData[nSwitch].nChannel = nChannel;
|
||||
SwitchData[nSwitch].nLink = nLink;
|
||||
SwitchData[nSwitch].nSector = nSector;
|
||||
SwitchData[nSwitch].field_12 = ecx;
|
||||
SwitchData[nSwitch].field_12 = keyMask;
|
||||
SwitchData[nSwitch].field_C = -1;
|
||||
|
||||
return nSwitch | 0x50000;
|
||||
|
|
|
@ -39,7 +39,6 @@ int GetMyAngle(int x, int y)
|
|||
if (ebx >= 0)
|
||||
{
|
||||
// left path
|
||||
|
||||
edx = ebx << 11;
|
||||
|
||||
if (y >= 0)
|
||||
|
|
Loading…
Reference in a new issue