- renamed the sprite variant of aiDamageSprite.

This commit is contained in:
Christoph Oelckers 2021-09-16 21:05:40 +02:00
parent bbe3f333fa
commit fbae41ee0a
7 changed files with 32 additions and 32 deletions

View file

@ -3966,7 +3966,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
{
int nOwner = pMissile->owner;
int nDamage = (15 + Random(7)) << 4;
actDamageSprite(nOwner, pSpriteHit, kDamageBullet, nDamage);
actDamageSprite_(nOwner, pSpriteHit, kDamageBullet, nDamage);
}
actPostSprite(missileActor, kStatFree);
break;
@ -4276,7 +4276,7 @@ static void checkCeilHit(DBloodActor* actor)
int dmg = abs((mass1 - mass2) * (pSprite2->clipdist - pSprite->clipdist));
if (actor2->IsDudeActor())
{
if (dmg > 0) actDamageSprite(pSprite2->index, pSprite, (Chance(0x2000)) ? kDamageFall : (Chance(0x4000)) ? kDamageExplode : kDamageBullet, dmg);
if (dmg > 0) actDamageSprite_(pSprite2->index, pSprite, (Chance(0x2000)) ? kDamageFall : (Chance(0x4000)) ? kDamageExplode : kDamageBullet, dmg);
if (Chance(0x0200)) actKickObject(actor2, actor);
}
}
@ -4475,7 +4475,7 @@ static void checkFloorHit(DBloodActor* actor)
}
actKickObject(actor, actor2);
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
actDamageSprite(-1, pSprite2, kDamageFall, 80);
actDamageSprite_(-1, pSprite2, kDamageFall, 80);
break;
case kTrapSawCircular:
if (!pXSprite2->state) actDamageSprite(actor, actor, kDamageBullet, 1);
@ -4874,7 +4874,7 @@ void MoveDude(DBloodActor* actor)
{
nSector = pSprite->sectnum;
if (pSprite->statnum == kStatDude || pSprite->statnum == kStatThing)
actDamageSprite(pSprite->index, pSprite, kDamageFall, 1000 << 4);
actDamageSprite_(pSprite->index, pSprite, kDamageFall, 1000 << 4);
}
if (sector[nSector].type >= kSectorPath && sector[nSector].type <= kSectorRotate)
@ -7404,7 +7404,7 @@ void SerializeActor(FSerializer& arc)
}
// dumping ground for temporary wrappers.
int actDamageSprite(int nSource, spritetype* pSprite, DAMAGE_TYPE damageType, int damage)
int actDamageSprite_(int nSource, spritetype* pSprite, DAMAGE_TYPE damageType, int damage)
{
return actDamageSprite(nSource == -1 ? nullptr : &bloodActors[nSource], &bloodActors[pSprite->index], damageType, damage);
}

View file

@ -223,7 +223,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int
DBloodActor *actDropObject(DBloodActor *pSprite, int nType);
bool actHealDude(DBloodActor* pXDude, int a2, int a3);
void actKillDude(DBloodActor* a1, DBloodActor* pSprite, DAMAGE_TYPE a3, int a4);
int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
int actDamageSprite_(int nSource, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
int actDamageSprite(DBloodActor* pSource, DBloodActor* pTarget, DAMAGE_TYPE damageType, int damage);
void actHitcodeToData(int a1, HITINFO *pHitInfo, DBloodActor **actor, walltype **a7 = nullptr);
void actAirDrag(DBloodActor *pSprite, int a2);

View file

@ -139,7 +139,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
nDamage = v1c + ((vc-nDist2)*v10)/vc;
if (IsPlayerSprite(pSprite2))
gPlayer[pSprite2->type-kDudePlayer1].quakeEffect += nDamage*4;
actDamageSprite(nSprite, pSprite2, kDamageFall, nDamage<<4);
actDamageSprite_(nSprite, pSprite2, kDamageFall, nDamage<<4);
}
}
}
@ -169,7 +169,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
nDamage = v1c + ((vc-nDist2)*v10)/vc;
if (IsPlayerSprite(pSprite2))
gPlayer[pSprite2->type-kDudePlayer1].quakeEffect += nDamage*4;
actDamageSprite(nSprite, pSprite2, kDamageFall, nDamage<<4);
actDamageSprite_(nSprite, pSprite2, kDamageFall, nDamage<<4);
}
}
}

View file

@ -1500,7 +1500,7 @@ void debrisConcuss(int nOwner, int listIndex, int x, int y, int z, int dmg) {
pSprite->statnum = kStatThing; // temporary change statnum property
}
actDamageSprite(nOwner, pSprite, kDamageExplode, dmg);
actDamageSprite_(nOwner, pSprite, kDamageExplode, dmg);
if (thing)
pSprite->statnum = kStatDecoration; // return statnum property back
@ -3019,13 +3019,13 @@ void damageSprites(XSPRITE* pXSource, spritetype* pSprite) {
playerDamageArmor(pPlayer, (DAMAGE_TYPE)dmgType, dmg);
for (int i = 0; i < 3; armor[i] = pPlayer->armor[i], pPlayer->armor[i] = 0, i++);
actDamageSprite(pSource->index, pSprite, (DAMAGE_TYPE)dmgType, dmg);
actDamageSprite_(pSource->index, pSprite, (DAMAGE_TYPE)dmgType, dmg);
for (int i = 0; i < 3; pPlayer->armor[i] = armor[i], i++);
}
else {
actDamageSprite(pSource->index, pSprite, (DAMAGE_TYPE)dmgType, dmg);
actDamageSprite_(pSource->index, pSprite, (DAMAGE_TYPE)dmgType, dmg);
}

View file

@ -268,7 +268,7 @@ char powerupActivate(PLAYER *pPlayer, int nPowerUp)
}
if (ceilIsTooLow(pPlayer->pSprite))
actDamageSprite(pPlayer->pSprite->index, pPlayer->pSprite, kDamageExplode, 65535);
actDamageSprite_(pPlayer->pSprite->index, pPlayer->pSprite, kDamageExplode, 65535);
}
break;
#endif
@ -316,7 +316,7 @@ void powerupDeactivate(PLAYER *pPlayer, int nPowerUp)
if (gModernMap) {
playerSizeReset(pPlayer);
if (ceilIsTooLow(pPlayer->pSprite))
actDamageSprite(pPlayer->pSprite->index, pPlayer->pSprite, kDamageExplode, 65535);
actDamageSprite_(pPlayer->pSprite->index, pPlayer->pSprite, kDamageExplode, 65535);
}
break;
case kItemShroomGrow:
@ -1669,13 +1669,13 @@ void playerProcess(PLAYER *pPlayer)
{
short nSector = pSprite->sectnum;
if (pushmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &nSector, dw, dzt, dzb, CLIPMASK0) == -1)
actDamageSprite(nSprite, pSprite, kDamageFall, 500<<4);
actDamageSprite_(nSprite, pSprite, kDamageFall, 500<<4);
if (pSprite->sectnum != nSector)
{
if (nSector == -1)
{
nSector = pSprite->sectnum;
actDamageSprite(nSprite, pSprite, kDamageFall, 500<<4);
actDamageSprite_(nSprite, pSprite, kDamageFall, 500<<4);
}
assert(nSector >= 0 && nSector < kMaxSectors);
ChangeSpriteSect(nSprite, nSector);

View file

@ -1168,7 +1168,7 @@ int VDoorBusy(unsigned int nSector, unsigned int a2)
nDamage = 500;
else
nDamage = pXSector->data;
actDamageSprite(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4);
actDamageSprite_(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4);
}
a2 = ClipRange(a2-(vbp/2)*4, 0, 65536);
}
@ -1179,7 +1179,7 @@ int VDoorBusy(unsigned int nSector, unsigned int a2)
nDamage = 500;
else
nDamage = pXSector->data;
actDamageSprite(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4);
actDamageSprite_(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4);
a2 = ClipRange(a2-(vbp/2)*4, 0, 65536);
}
}
@ -1202,7 +1202,7 @@ int VDoorBusy(unsigned int nSector, unsigned int a2)
nDamage = 500;
else
nDamage = pXSector->data;
actDamageSprite(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4);
actDamageSprite_(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4);
}
a2 = ClipRange(a2+(vbp/2)*4, 0, 65536);
}
@ -1213,7 +1213,7 @@ int VDoorBusy(unsigned int nSector, unsigned int a2)
nDamage = 500;
else
nDamage = pXSector->data;
actDamageSprite(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4);
actDamageSprite_(nSprite, &sprite[nSprite], kDamageFall, nDamage<<4);
a2 = ClipRange(a2+(vbp/2)*4, 0, 65536);
}
}
@ -1426,9 +1426,9 @@ void TeleFrag(int nKiller, int nSector)
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == kStatDude)
actDamageSprite(nKiller, pSprite, kDamageExplode, 4000);
actDamageSprite_(nKiller, pSprite, kDamageExplode, 4000);
else if (pSprite->statnum == kStatThing)
actDamageSprite(nKiller, pSprite, kDamageExplode, 4000);
actDamageSprite_(nKiller, pSprite, kDamageExplode, 4000);
}
}

View file

@ -1434,7 +1434,7 @@ void FireVoodoo(int nTrigger, PLAYER *pPlayer)
spritetype *pSprite = pPlayer->pSprite;
if (nTrigger == 4)
{
actDamageSprite(nSprite, pSprite, kDamageBullet, 1<<4);
actDamageSprite_(nSprite, pSprite, kDamageBullet, 1<<4);
return;
}
assert(pPlayer->voodooTarget >= 0);
@ -1447,7 +1447,7 @@ void FireVoodoo(int nTrigger, PLAYER *pPlayer)
{
sfxPlay3DSound(pSprite, 460, 2, 0);
fxSpawnBlood(pTarget, 17<<4);
int nDamage = actDamageSprite(nSprite, pTarget, kDamageSpirit, 17<<4);
int nDamage = actDamageSprite_(nSprite, pTarget, kDamageSpirit, 17<<4);
UseAmmo(pPlayer, 9, nDamage/4);
break;
}
@ -1455,7 +1455,7 @@ void FireVoodoo(int nTrigger, PLAYER *pPlayer)
{
sfxPlay3DSound(pSprite, 460, 2, 0);
fxSpawnBlood(pTarget, 17<<4);
int nDamage = actDamageSprite(nSprite, pTarget, kDamageSpirit, 9<<4);
int nDamage = actDamageSprite_(nSprite, pTarget, kDamageSpirit, 9<<4);
if (IsPlayerSprite(pTarget))
WeaponLower(&gPlayer[pTarget->type-kDudePlayer1]);
UseAmmo(pPlayer, 9, nDamage/4);
@ -1465,7 +1465,7 @@ void FireVoodoo(int nTrigger, PLAYER *pPlayer)
{
sfxPlay3DSound(pSprite, 463, 2, 0);
fxSpawnBlood(pTarget, 17<<4);
int nDamage = actDamageSprite(nSprite, pTarget, kDamageSpirit, 49<<4);
int nDamage = actDamageSprite_(nSprite, pTarget, kDamageSpirit, 49<<4);
UseAmmo(pPlayer, 9, nDamage/4);
break;
}
@ -1473,7 +1473,7 @@ void FireVoodoo(int nTrigger, PLAYER *pPlayer)
{
sfxPlay3DSound(pSprite, 460, 2, 0);
fxSpawnBlood(pTarget, 17<<4);
int nDamage = actDamageSprite(nSprite, pTarget, kDamageSpirit, 11<<4);
int nDamage = actDamageSprite_(nSprite, pTarget, kDamageSpirit, 11<<4);
if (IsPlayerSprite(pTarget))
{
PLAYER *pOtherPlayer = &gPlayer[pTarget->type - kDudePlayer1];
@ -1508,7 +1508,7 @@ void AltFireVoodoo(int nTrigger, PLAYER *pPlayer)
int v8 = pPlayer->ammoCount[9] << 1;
int nDamage = (v8 + Random(vc)) << 4;
nDamage = (nDamage * ((51200 - nDist) + 1)) / 51200;
nDamage = actDamageSprite(pPlayer->nSprite, pTarget, kDamageSpirit, nDamage);
nDamage = actDamageSprite_(pPlayer->nSprite, pTarget, kDamageSpirit, nDamage);
if (IsPlayerSprite(pTarget))
{
@ -1546,7 +1546,7 @@ void AltFireVoodoo(int nTrigger, PLAYER *pPlayer)
int v8 = pPlayer->ammoCount[9] << 1;
int nDamage = (v8 + Random2(vc)) << 4;
nDamage = (nDamage * ((51200 - nDist) + 1)) / 51200;
nDamage = actDamageSprite(pPlayer->nSprite, pTarget, kDamageSpirit, nDamage);
nDamage = actDamageSprite_(pPlayer->nSprite, pTarget, kDamageSpirit, nDamage);
UseAmmo(pPlayer, 9, nDamage);
if (IsPlayerSprite(pTarget))
{
@ -1699,7 +1699,7 @@ void FireLifeLeech(int nTrigger, PLAYER *pPlayer)
if (checkAmmo2(pPlayer, 8, 1))
UseAmmo(pPlayer, 8, 1);
else
actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, kDamageSpirit, 16);
actDamageSprite_(pPlayer->nSprite, pPlayer->pSprite, kDamageSpirit, 16);
pPlayer->visibility = ClipHigh(pPlayer->visibility+5, 50);
}
@ -1722,7 +1722,7 @@ void AltFireLifeLeech(int , PLAYER *pPlayer)
int nAmmo = pPlayer->ammoCount[8];
if (nAmmo < 25 && pPlayer->pXSprite->health > unsigned((25-nAmmo)<<4))
{
actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, kDamageSpirit, ((25-nAmmo)<<4));
actDamageSprite_(pPlayer->nSprite, pPlayer->pSprite, kDamageSpirit, ((25-nAmmo)<<4));
nAmmo = 25;
}
pXSprite->data3 = nAmmo;
@ -2668,7 +2668,7 @@ void teslaHit(spritetype *pMissile, int a2)
int nDamage = ClipLow((nDist-(ksqrt(dx*dx+dy*dy)>>4)+20)>>1, 10);
if (nSprite == nOwner)
nDamage /= 2;
actDamageSprite(nOwner, pSprite, kDamageTesla, nDamage<<4);
actDamageSprite_(nOwner, pSprite, kDamageTesla, nDamage<<4);
}
}
}
@ -2686,7 +2686,7 @@ void teslaHit(spritetype *pMissile, int a2)
int dx = pMissile->x-pSprite->x;
int dy = pMissile->y-pSprite->y;
int nDamage = ClipLow(nDist-(ksqrt(dx*dx+dy*dy)>>4)+20, 20);
actDamageSprite(nOwner, pSprite, kDamageTesla, nDamage<<4);
actDamageSprite_(nOwner, pSprite, kDamageTesla, nDamage<<4);
}
}
}