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https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- Exhumed: Give all savegame handlers and action sequences unique names.
This commit is contained in:
parent
c87185a337
commit
fc54d98100
35 changed files with 101 additions and 101 deletions
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@ -37,7 +37,7 @@ short AnimsFree[kMaxAnims];
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Anim AnimList[kMaxAnims];
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uint8_t AnimFlags[kMaxAnims];
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static SavegameHelper sgh("anims",
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static SavegameHelper sghanims("anims",
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SV(nMagicSeq),
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SV(nPreMagicSeq),
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SV(nSavePointSeq),
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@ -43,7 +43,7 @@ Anubis AnubisList[kMaxAnubis];
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short AnubisCount = -1;
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static actionSeq ActionSeq[] = {
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static actionSeq AnubisSeq[] = {
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{ 0, 0 },
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{ 8, 0 },
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{ 16, 0 },
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@ -63,7 +63,7 @@ static actionSeq ActionSeq[] = {
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short nAnubisDrum = 0;
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static SavegameHelper sgh("anubis",
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static SavegameHelper sghanubis("anubis",
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SA(AnubisList),
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SV(AnubisCount),
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SV(nAnubisDrum),
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@ -177,7 +177,7 @@ void FuncAnubis(int a, int nDamage, int nRun)
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Gravity(nSprite);
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}
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short nSeq = SeqOffsets[kSeqAnubis] + ActionSeq[nAction].a;
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short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a;
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seq_MoveSequence(nSprite, nSeq, AnubisList[nAnubis].nFrame);
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@ -406,7 +406,7 @@ void FuncAnubis(int a, int nDamage, int nRun)
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqAnubis] + ActionSeq[nAction].a, AnubisList[nAnubis].nFrame, ActionSeq[nAction].b);
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a, AnubisList[nAnubis].nFrame, AnubisSeq[nAction].b);
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break;
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}
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@ -53,7 +53,7 @@ uint8_t nBubblesFree[kMaxBubbles];
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machine Machine[kMaxMachines];
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Bubble BubbleList[kMaxBubbles];
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static SavegameHelper sgh("bubbles",
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static SavegameHelper sghbubbles("bubbles",
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SV(BubbleCount),
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SV(nFreeCount),
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SV(nMachineCount),
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@ -66,7 +66,7 @@ short lasthitsect, lasthitsprite, lasthitwall;
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int nBulletCount = 0;
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short nRadialBullet = 0;
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static SavegameHelper sgh("bullet",
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static SavegameHelper sghbullet("bullet",
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SV(BulletFree),
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SA(BulletList),
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SA(nBulletEnemy),
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@ -620,7 +620,7 @@ bool GameInterface::CanSave()
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// This is only the static global data.
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static SavegameHelper sgh("exhumed",
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static SavegameHelper sghexhumed("exhumed",
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SV(besttarget),
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SV(nCreaturesTotal),
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SV(nCreaturesKilled),
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@ -30,7 +30,7 @@ BEGIN_PS_NS
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short FishCount = 0;
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static actionSeq ActionSeq[] = {
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static actionSeq FishSeq[] = {
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{8, 0},
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{8, 0},
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{0, 0},
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@ -70,7 +70,7 @@ struct Chunk
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Fish FishList[kMaxFishes];
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Chunk FishChunk[kMaxChunks];
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static SavegameHelper sgh("fish",
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static SavegameHelper sghfish("fish",
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SV(FishCount),
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SV(nChunksFree),
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SA(nFreeChunk),
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@ -246,7 +246,7 @@ int BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
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sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].picnum = seq_GetSeqPicnum(kSeqFish, ActionSeq[0].a, 0);
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sprite[nSprite].picnum = seq_GetSeqPicnum(kSeqFish, FishSeq[0].a, 0);
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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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@ -329,7 +329,7 @@ void FuncFish(int a, int nDamage, int nRun)
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqFish] + ActionSeq[nAction].a, FishList[nFish].nFrame, ActionSeq[nAction].b);
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqFish] + FishSeq[nAction].a, FishList[nFish].nFrame, FishSeq[nAction].b);
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tsprite[a & 0xFFFF].owner = -1;
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return;
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}
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@ -406,7 +406,7 @@ void FuncFish(int a, int nDamage, int nRun)
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Gravity(nSprite);
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}
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short nSeq = SeqOffsets[kSeqFish] + ActionSeq[nAction].a;
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short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, FishList[nFish].nFrame);
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@ -48,7 +48,7 @@ struct Grenade
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Grenade GrenadeList[kMaxGrenades];
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static SavegameHelper sgh("grenade",
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static SavegameHelper sghgrenade("grenade",
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SV(nGrenadeCount),
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SV(nGrenadesFree),
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SA(GrenadeFree),
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@ -61,7 +61,7 @@ short nTemperature[kMaxPlayers];
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short nMinAmmo[] = { 0, 24, 51, 50, 1, 0, 0 };
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short word_96E26 = 0;
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static SavegameHelper sgh("gun",
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static SavegameHelper sghgun("gun",
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SA(nTemperature),
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SV(word_96E26),
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nullptr);
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@ -910,7 +910,7 @@ void LoadObjects()
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}
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static SavegameHelper sgh("init",
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static SavegameHelper sghinit("init",
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SV(initx),
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SV(inity),
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SV(initz),
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@ -109,7 +109,7 @@ short nRegenerates;
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short nFirstRegenerate;
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short nMagicCount;
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static SavegameHelper sgh("items",
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static SavegameHelper sghitems("items",
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SV(nRegenerates),
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SV(nFirstRegenerate),
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SV(nMagicCount),
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@ -42,7 +42,7 @@ Lava LavaList[kMaxLavas];
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short LavaCount = 0;
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static actionSeq ActionSeq[] = {
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static actionSeq LavadudeSeq[] = {
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{0, 1},
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{0, 1},
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{1, 0},
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@ -54,7 +54,7 @@ static actionSeq ActionSeq[] = {
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{42, 1}
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};
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static SavegameHelper sgh("lavadude",
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static SavegameHelper sghlava("lavadude",
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SA(LavaList),
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SV(LavaCount),
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nullptr);
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@ -176,7 +176,7 @@ int BuildLava(short nSprite, int x, int y, int, short nSector, short nAngle, int
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sprite[nSprite].clipdist = 127;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].picnum = seq_GetSeqPicnum(kSeqLavag, ActionSeq[3].a, 0);
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sprite[nSprite].picnum = seq_GetSeqPicnum(kSeqLavag, LavadudeSeq[3].a, 0);
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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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@ -209,7 +209,7 @@ void FuncLava(int a, int nDamage, int nRun)
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assert(nLava >= 0 && nLava < kMaxLavas);
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short nAction = LavaList[nLava].nAction;
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short nSeq = ActionSeq[nAction].a + SeqOffsets[kSeqLavag];
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short nSeq = LavadudeSeq[nAction].a + SeqOffsets[kSeqLavag];
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short nSprite = LavaList[nLava].nSprite;
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int nMessage = a & kMessageMask;
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@ -224,7 +224,7 @@ void FuncLava(int a, int nDamage, int nRun)
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, nSeq, LavaList[nLava].nFrame, ActionSeq[nAction].b);
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seq_PlotSequence(a & 0xFFFF, nSeq, LavaList[nLava].nFrame, LavadudeSeq[nAction].b);
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tsprite[a & 0xFFFF].owner = -1;
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return;
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}
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@ -88,7 +88,7 @@ int bDoFlicks = 0;
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int bDoGlows = 0;
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static SavegameHelper sgh("lightning",
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static SavegameHelper sghlighnting("lightning",
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SA(sFlash),
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SA(sGlow),
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SA(nNextFlash),
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@ -30,7 +30,7 @@ BEGIN_PS_NS
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short LionCount = -1;
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short MoveHook[kMaxLions];
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static actionSeq ActionSeq[] = {
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static actionSeq LionSeq[] = {
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{54, 1},
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{18, 0},
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{0, 0},
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@ -58,7 +58,7 @@ struct Lion
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Lion LionList[kMaxLions];
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static SavegameHelper sgh("lion",
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static SavegameHelper sghlion("lion",
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SV(LionCount),
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SA(MoveHook),
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SA(LionList),
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@ -155,7 +155,7 @@ void FuncLion(int a, int nDamage, int nRun)
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case 0x90000:
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{
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seq_PlotSequence(a, SeqOffsets[kSeqLion] + ActionSeq[nAction].a, LionList[nLion].nFrame, ActionSeq[nAction].b);
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seq_PlotSequence(a, SeqOffsets[kSeqLion] + LionSeq[nAction].a, LionList[nLion].nFrame, LionSeq[nAction].b);
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return;
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}
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@ -245,7 +245,7 @@ void FuncLion(int a, int nDamage, int nRun)
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Gravity(nSprite);
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}
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short nSeq = SeqOffsets[kSeqLion] + ActionSeq[nAction].a;
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short nSeq = SeqOffsets[kSeqLion] + LionSeq[nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, LionList[nLion].nFrame);
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@ -238,7 +238,7 @@ void DoEnergyTile()
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}
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}
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static SavegameHelper sgh("menu",
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static SavegameHelper sghmenu("menu",
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SA(nCinemaSeen),
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SA(energytile),
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SV(nButtonColor),
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@ -43,15 +43,15 @@ short nBodySprite[50];
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int hihit, sprceiling, sprfloor, lohit;
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#define kMaxPushBlocks 100
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#define kMaxChunks 75
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#define kMaxMoveChunks 75
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// think this belongs in init.c?
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BlockInfo sBlockInfo[kMaxPushBlocks];
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short nChunkSprite[kMaxChunks];
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short nChunkSprite[kMaxMoveChunks];
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static SavegameHelper sgh("move",
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static SavegameHelper sghmove("move",
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SV(nPushBlocks),
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SV(overridesect),
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SV(NearCount),
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@ -1371,10 +1371,10 @@ int GrabChunkSprite()
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changespritestat(nSprite, 899);
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nCurChunkNum++;
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if (nCurChunkNum >= kMaxChunks)
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if (nCurChunkNum >= kMaxMoveChunks)
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nCurChunkNum = 0;
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if (nChunkTotal < kMaxChunks)
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if (nChunkTotal < kMaxMoveChunks)
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nChunkTotal++;
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sprite[nSprite].cstat = 0x80;
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@ -41,7 +41,7 @@ struct Mummy
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Mummy MummyList[kMaxMummies];
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static actionSeq ActionSeq[] = {
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static actionSeq MummySeq[] = {
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{8, 0},
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{0, 0},
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{16, 0},
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@ -53,7 +53,7 @@ static actionSeq ActionSeq[] = {
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};
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static SavegameHelper sgh("mummy",
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static SavegameHelper sghmummy("mummy",
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SV(nMummies),
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SA(MummyList),
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nullptr);
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@ -185,7 +185,7 @@ void FuncMummy(int a, int nDamage, int nRun)
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{
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Gravity(nSprite);
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int nSeq = SeqOffsets[kSeqMummy] + ActionSeq[nAction].a;
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int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, MummyList[nMummy].B);
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@ -465,7 +465,7 @@ void FuncMummy(int a, int nDamage, int nRun)
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqMummy] + ActionSeq[nAction].a, MummyList[nMummy].B, ActionSeq[nAction].b);
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, MummyList[nMummy].B, MummySeq[nAction].b);
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return;
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}
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@ -2665,7 +2665,7 @@ void PostProcess()
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}
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static SavegameHelper sgh("objects",
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static SavegameHelper sghobj("objects",
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SA(sTrap),
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SA(sBob),
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SA(sTrail),
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@ -53,7 +53,7 @@ int lPlayerXVel = 0;
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int lPlayerYVel = 0;
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short obobangle = 0, bobangle = 0;
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static actionSeq ActionSeq[] = {
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static actionSeq PlayerSeq[] = {
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{18, 0}, {0, 0}, {9, 0}, {27, 0}, {63, 0},
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{72, 0}, {54, 0}, {45, 0}, {54, 0}, {81, 0},
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{90, 0}, {99, 0}, {108, 0}, {8, 0}, {0, 0},
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@ -738,7 +738,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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{
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[PlayerList[nPlayer].nSeq] + ActionSeq[nAction].a, PlayerList[nPlayer].field_2, ActionSeq[nAction].b);
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a, PlayerList[nPlayer].field_2, PlayerSeq[nAction].b);
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return;
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}
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@ -876,7 +876,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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int var_EC = PlayerList[nPlayer].field_2;
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sprite[nPlayerSprite].picnum = seq_GetSeqPicnum(PlayerList[nPlayer].nSeq, ActionSeq[nHeightTemplate[nAction]].a, var_EC);
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sprite[nPlayerSprite].picnum = seq_GetSeqPicnum(PlayerList[nPlayer].nSeq, PlayerSeq[nHeightTemplate[nAction]].a, var_EC);
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sprite[nDopple].picnum = sprite[nPlayerSprite].picnum;
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if (nPlayerTorch[nPlayer] > 0)
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@ -2721,7 +2721,7 @@ loc_1BD2E:
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CheckAmbience(nLocalEyeSect);
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}
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int var_AC = SeqOffsets[PlayerList[nPlayer].nSeq] + ActionSeq[nAction].a;
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int var_AC = SeqOffsets[PlayerList[nPlayer].nSeq] + PlayerSeq[nAction].a;
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seq_MoveSequence(nPlayerSprite, var_AC, PlayerList[nPlayer].field_2);
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PlayerList[nPlayer].field_2++;
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@ -2838,7 +2838,7 @@ loc_1BD2E:
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}
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}
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static SavegameHelper sgh("player",
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static SavegameHelper sghplayer("player",
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SV(lPlayerXVel),
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SV(lPlayerYVel),
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SV(obobangle),
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@ -33,7 +33,7 @@ BEGIN_PS_NS
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short QueenCount = 0;
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static actionSeq ActionSeq[] = {
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static actionSeq QueenSeq[] = {
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{0, 0},
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{0, 0},
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{9, 0},
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@ -130,7 +130,7 @@ short MoveQA[25];
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static SavegameHelper sgh("queen",
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static SavegameHelper sghqueen("queen",
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SV(QueenCount),
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SV(nQHead),
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SV(nEggsFree),
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@ -1197,7 +1197,7 @@ void FuncQueen(int a, int nDamage, int nRun)
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Gravity(nSprite);
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}
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short nSeq = SeqOffsets[kSeqQueen] + ActionSeq[nAction].a;
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short nSeq = SeqOffsets[kSeqQueen] + QueenSeq[nAction].a;
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, QueenList[nQueen].nFrame);
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@ -1511,7 +1511,7 @@ void FuncQueen(int a, int nDamage, int nRun)
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqQueen] + ActionSeq[nAction].a, QueenList[nQueen].nFrame, ActionSeq[nAction].b);
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seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqQueen] + QueenSeq[nAction].a, QueenList[nQueen].nFrame, QueenSeq[nAction].b);
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break;
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}
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}
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@ -31,14 +31,14 @@ BEGIN_PS_NS
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RA Ra[kMaxPlayers]; // one Ra for each player
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short RaCount;
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static actionSeq ActionSeq[] = {
|
||||
static actionSeq RaSeq[] = {
|
||||
{2, 1},
|
||||
{0, 0},
|
||||
{1, 0},
|
||||
{2, 0}
|
||||
};
|
||||
|
||||
static SavegameHelper sgh("ra",
|
||||
static SavegameHelper sghra("ra",
|
||||
SA(Ra),
|
||||
SV(RaCount),
|
||||
nullptr);
|
||||
|
@ -154,7 +154,7 @@ void FuncRa(int a, int, int nRun)
|
|||
short nPlayer = RunData[nRun].nVal;
|
||||
short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
|
||||
|
||||
short nSeq = SeqOffsets[kSeqEyeHit] + ActionSeq[Ra[nPlayer].nAction].a;
|
||||
short nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
|
||||
short nSprite = Ra[nPlayer].nSprite;
|
||||
|
||||
bool bVal = false;
|
||||
|
|
|
@ -452,7 +452,7 @@ void DoSpiritHead()
|
|||
}
|
||||
|
||||
// This is only the static global data.
|
||||
static SavegameHelper sgh("ramses",
|
||||
static SavegameHelper sghramses("ramses",
|
||||
SA(cPupData),
|
||||
SV(nPupData),
|
||||
SV(nPixels),
|
||||
|
|
|
@ -25,7 +25,7 @@ int randA = 0;
|
|||
int randB = 0x11111111;
|
||||
int randC = 0x1010101;
|
||||
|
||||
static SavegameHelper sgh("rand",
|
||||
static SavegameHelper sghrandom("rand",
|
||||
SV(randA),
|
||||
SV(randB),
|
||||
SV(randC),
|
||||
|
|
|
@ -45,7 +45,7 @@ struct Rat
|
|||
|
||||
Rat RatList[kMaxRats];
|
||||
|
||||
static actionSeq ActionSeq[] = {
|
||||
static actionSeq RatSeq[] = {
|
||||
{0, 1},
|
||||
{1, 0},
|
||||
{1, 0},
|
||||
|
@ -224,13 +224,13 @@ void FuncRat(int a, int nDamage, int nRun)
|
|||
|
||||
case 0x90000:
|
||||
{
|
||||
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqRat] + ActionSeq[nAction].a, RatList[nRat].nFrame, ActionSeq[nAction].b);
|
||||
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqRat] + RatSeq[nAction].a, RatList[nRat].nFrame, RatSeq[nAction].b);
|
||||
return;
|
||||
}
|
||||
|
||||
case 0x20000:
|
||||
{
|
||||
int nSeq = SeqOffsets[kSeqRat] + ActionSeq[nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqRat] + RatSeq[nAction].a;
|
||||
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, RatList[nRat].nFrame);
|
||||
|
||||
seq_MoveSequence(nSprite, nSeq, RatList[nRat].nFrame);
|
||||
|
|
|
@ -43,7 +43,7 @@ struct Rex
|
|||
|
||||
Rex RexList[kMaxRex];
|
||||
|
||||
static actionSeq ActionSeq[] = {
|
||||
static actionSeq RexSeq[] = {
|
||||
{29, 0},
|
||||
{0, 0},
|
||||
{0, 0},
|
||||
|
@ -55,7 +55,7 @@ static actionSeq ActionSeq[] = {
|
|||
};
|
||||
|
||||
|
||||
static SavegameHelper sgh("rex",
|
||||
static SavegameHelper sghrex("rex",
|
||||
SV(RexCount),
|
||||
SA(RexChan),
|
||||
SA(RexList),
|
||||
|
@ -200,7 +200,7 @@ void FuncRex(int a, int nDamage, int nRun)
|
|||
|
||||
case 0x90000:
|
||||
{
|
||||
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqRex] + ActionSeq[nAction].a, RexList[nRex].nFrame, ActionSeq[nAction].b);
|
||||
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqRex] + RexSeq[nAction].a, RexList[nRex].nFrame, RexSeq[nAction].b);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -208,7 +208,7 @@ void FuncRex(int a, int nDamage, int nRun)
|
|||
{
|
||||
Gravity(nSprite);
|
||||
|
||||
int nSeq = SeqOffsets[kSeqRex] + ActionSeq[nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqRex] + RexSeq[nAction].a;
|
||||
|
||||
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, RexList[nRex].nFrame);
|
||||
|
||||
|
|
|
@ -28,7 +28,7 @@ BEGIN_PS_NS
|
|||
|
||||
int16_t RoachCount = -1;
|
||||
|
||||
static actionSeq ActionSeq[] = {
|
||||
static actionSeq RoachSeq[] = {
|
||||
{24, 0},
|
||||
{0, 0},
|
||||
{0, 0},
|
||||
|
@ -52,7 +52,7 @@ struct Roach
|
|||
|
||||
Roach RoachList[kMaxRoach];
|
||||
|
||||
static SavegameHelper sgh("roach",
|
||||
static SavegameHelper sghroach("roach",
|
||||
SV(RoachCount),
|
||||
SA(RoachList),
|
||||
nullptr);
|
||||
|
@ -161,7 +161,7 @@ void FuncRoach(int a, int nDamage, int nRun)
|
|||
|
||||
case 0x90000:
|
||||
{
|
||||
seq_PlotSequence(a & 0xFFFF, ActionSeq[nAction].a + SeqOffsets[kSeqRoach], RoachList[nRoach].field_2, ActionSeq[nAction].b);
|
||||
seq_PlotSequence(a & 0xFFFF, RoachSeq[nAction].a + SeqOffsets[kSeqRoach], RoachList[nRoach].field_2, RoachSeq[nAction].b);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -231,7 +231,7 @@ void FuncRoach(int a, int nDamage, int nRun)
|
|||
{
|
||||
Gravity(nSprite);
|
||||
|
||||
int nSeq = SeqOffsets[kSeqRoach] + ActionSeq[RoachList[nRoach].nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqRoach] + RoachSeq[RoachList[nRoach].nAction].a;
|
||||
|
||||
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, RoachList[nRoach].field_2);
|
||||
seq_MoveSequence(nSprite, nSeq, RoachList[nRoach].field_2);
|
||||
|
|
|
@ -1667,7 +1667,7 @@ void runlist_DamageEnemy(int nSprite, int nSprite2, short nDamage)
|
|||
}
|
||||
}
|
||||
|
||||
static SavegameHelper sgh("runlist",
|
||||
static SavegameHelper sghrunlist("runlist",
|
||||
SV(RunCount),
|
||||
SV(nRadialSpr),
|
||||
SV(nStackCount),
|
||||
|
|
|
@ -49,7 +49,7 @@ struct Scorpion
|
|||
Scorpion scorpion[kMaxScorpions];
|
||||
short ScorpChan[kMaxScorpions];
|
||||
|
||||
static actionSeq ActionSeq[] = {
|
||||
static actionSeq ScorpSeq[] = {
|
||||
{0, 0},
|
||||
{8, 0},
|
||||
{29, 0},
|
||||
|
@ -62,7 +62,7 @@ static actionSeq ActionSeq[] = {
|
|||
{53, 1}
|
||||
};
|
||||
|
||||
static SavegameHelper sgh("scorp",
|
||||
static SavegameHelper sghscorp("scorp",
|
||||
SV(ScorpCount),
|
||||
SA(scorpion),
|
||||
SA(ScorpChan),
|
||||
|
@ -162,7 +162,7 @@ void FuncScorp(int a, int nDamage, int nRun)
|
|||
|
||||
case 0x90000:
|
||||
{
|
||||
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqScorp] + ActionSeq[nAction].a, scorpion[nScorp].nFrame, ActionSeq[nAction].b);
|
||||
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a, scorpion[nScorp].nFrame, ScorpSeq[nAction].b);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -234,7 +234,7 @@ void FuncScorp(int a, int nDamage, int nRun)
|
|||
Gravity(nSprite);
|
||||
}
|
||||
|
||||
int nSeq = SeqOffsets[kSeqScorp] + ActionSeq[nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a;
|
||||
|
||||
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, scorpion[nScorp].nFrame);
|
||||
seq_MoveSequence(nSprite, nSeq, scorpion[nScorp].nFrame);
|
||||
|
|
|
@ -632,7 +632,7 @@ int seq_PlotSequence(short nSprite, short edx, short nFrame, short ecx)
|
|||
return nPict;
|
||||
}
|
||||
|
||||
static SavegameHelper sgh("sequence",
|
||||
static SavegameHelper sghseq("sequence",
|
||||
SV(nPilotLightFrame),
|
||||
SV(nPilotLightCount),
|
||||
SV(nPilotLightBase),
|
||||
|
|
|
@ -28,7 +28,7 @@ BEGIN_PS_NS
|
|||
|
||||
short SetCount = 0;
|
||||
|
||||
static actionSeq ActionSeq[] = {
|
||||
static actionSeq SetSeq[] = {
|
||||
{0, 0},
|
||||
{77, 1},
|
||||
{78, 1},
|
||||
|
@ -59,7 +59,7 @@ struct Set
|
|||
Set SetList[kMaxSets];
|
||||
short SetChan[kMaxSets];
|
||||
|
||||
static SavegameHelper sgh("set",
|
||||
static SavegameHelper sghset("set",
|
||||
SV(SetCount),
|
||||
SA(SetList),
|
||||
SA(SetChan),
|
||||
|
@ -291,7 +291,7 @@ void FuncSet(int a, int nDamage, int nRun)
|
|||
|
||||
case 0x90000:
|
||||
{
|
||||
seq_PlotSequence(a, SeqOffsets[kSeqSet] + ActionSeq[nAction].a, SetList[nSet].nFrame, ActionSeq[nAction].b);
|
||||
seq_PlotSequence(a, SeqOffsets[kSeqSet] + SetSeq[nAction].a, SetList[nSet].nFrame, SetSeq[nAction].b);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -299,7 +299,7 @@ void FuncSet(int a, int nDamage, int nRun)
|
|||
{
|
||||
Gravity(nSprite);
|
||||
|
||||
short nSeq = SeqOffsets[kSeqSet] + ActionSeq[SetList[nSet].nAction].a;
|
||||
short nSeq = SeqOffsets[kSeqSet] + SetSeq[SetList[nSet].nAction].a;
|
||||
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, SetList[nSet].nFrame);
|
||||
seq_MoveSequence(nSprite, nSeq, SetList[nSet].nFrame);
|
||||
|
||||
|
|
|
@ -40,7 +40,7 @@ short nPlayerSnake[kMaxPlayers];
|
|||
Snake SnakeList[kMaxSnakes];
|
||||
short nSnakePlayer[kMaxSnakes];
|
||||
|
||||
static SavegameHelper sgh("snake",
|
||||
static SavegameHelper sghsnake("snake",
|
||||
SV(nSnakeCount),
|
||||
SV(nSnakesFree),
|
||||
SA(SnakeFree),
|
||||
|
|
|
@ -41,7 +41,7 @@ struct Spider
|
|||
|
||||
Spider SpiderList[kMaxSpiders];
|
||||
|
||||
static actionSeq ActionSeq[] = {
|
||||
static actionSeq SpiderSeq[] = {
|
||||
{16, 0},
|
||||
{8, 0},
|
||||
{32, 0},
|
||||
|
@ -51,7 +51,7 @@ static actionSeq ActionSeq[] = {
|
|||
{41, 1}
|
||||
};
|
||||
|
||||
static SavegameHelper sgh("spider",
|
||||
static SavegameHelper sghspider("spider",
|
||||
SV(SpiderCount),
|
||||
SA(SpiderList),
|
||||
nullptr);
|
||||
|
@ -156,7 +156,7 @@ void FuncSpider(int a, int nDamage, int nRun)
|
|||
}
|
||||
}
|
||||
|
||||
int nSeq = SeqOffsets[kSeqSpider] + ActionSeq[nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqSpider] + SpiderSeq[nAction].a;
|
||||
|
||||
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, SpiderList[nSpider].nFrame);
|
||||
|
||||
|
@ -384,7 +384,7 @@ void FuncSpider(int a, int nDamage, int nRun)
|
|||
|
||||
case 0x90000:
|
||||
{
|
||||
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqSpider] + ActionSeq[nAction].a, SpiderList[nSpider].nFrame, ActionSeq[nAction].b);
|
||||
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqSpider] + SpiderSeq[nAction].a, SpiderList[nSpider].nFrame, SpiderSeq[nAction].b);
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
|
@ -55,7 +55,7 @@ short nHealthFrame;
|
|||
short nMagicFrame;
|
||||
|
||||
short nMaskY;
|
||||
static short nAnimsFree = 0;
|
||||
static short nStatusFree = 0;
|
||||
|
||||
short statusmask[MAXXDIM];
|
||||
|
||||
|
@ -145,7 +145,7 @@ void InitStatus()
|
|||
nLastAnim = -1;
|
||||
nFirstAnim = -1;
|
||||
nItemSeq = -1;
|
||||
nAnimsFree = kMaxStatusAnims;
|
||||
nStatusFree = kMaxStatusAnims;
|
||||
statusx = xdim - 320;
|
||||
statusy = ydim - 200;
|
||||
}
|
||||
|
@ -162,13 +162,13 @@ int BuildStatusAnim(int val, int nFlags)
|
|||
}
|
||||
}
|
||||
|
||||
if (nAnimsFree <= 0) {
|
||||
if (nStatusFree <= 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
nAnimsFree--;
|
||||
nStatusFree--;
|
||||
|
||||
uint8_t nStatusAnim = StatusAnimsFree[nAnimsFree];
|
||||
uint8_t nStatusAnim = StatusAnimsFree[nStatusFree];
|
||||
|
||||
StatusAnim[nStatusAnim].nPrevAnim = -1;
|
||||
StatusAnim[nStatusAnim].nNextAnim = nLastAnim;
|
||||
|
@ -262,8 +262,8 @@ void DestroyStatusAnim(short nAnim)
|
|||
nLastAnim = nNext;
|
||||
}
|
||||
|
||||
StatusAnimsFree[nAnimsFree] = (uint8_t)nAnim;
|
||||
nAnimsFree++;
|
||||
StatusAnimsFree[nStatusFree] = (uint8_t)nAnim;
|
||||
nStatusFree++;
|
||||
}
|
||||
|
||||
void SetMagicFrame()
|
||||
|
@ -1004,9 +1004,9 @@ void DrawStatusBar()
|
|||
|
||||
|
||||
// I'm not sure this really needs to be saved.
|
||||
static SavegameHelper sgh("status",
|
||||
static SavegameHelper sghstatus("status",
|
||||
SV(nMaskY),
|
||||
SV(nAnimsFree),
|
||||
SV(nStatusFree),
|
||||
SV(magicperline),
|
||||
SV(airperline),
|
||||
SV(healthperline),
|
||||
|
|
|
@ -49,7 +49,7 @@ struct Switch
|
|||
|
||||
Switch SwitchData[kMaxSwitches];
|
||||
|
||||
static SavegameHelper sgh("switch",
|
||||
static SavegameHelper sghswitch("switch",
|
||||
SV(LinkCount),
|
||||
SV(SwitchCount),
|
||||
SA(LinkMap),
|
||||
|
|
|
@ -516,7 +516,7 @@ void Clip()
|
|||
}
|
||||
|
||||
|
||||
static SavegameHelper sgh("view",
|
||||
static SavegameHelper sghview("view",
|
||||
SV(nCamerax),
|
||||
SV(nCameray),
|
||||
SV(nCameraz),
|
||||
|
|
|
@ -26,7 +26,7 @@ BEGIN_PS_NS
|
|||
|
||||
#define kMaxWasps 100
|
||||
|
||||
static short nVelShift = 0;
|
||||
static short nWaspVelShift = 0;
|
||||
short nWaspCount;
|
||||
|
||||
struct Wasp
|
||||
|
@ -47,7 +47,7 @@ struct Wasp
|
|||
|
||||
Wasp WaspList[kMaxWasps];
|
||||
|
||||
static actionSeq ActionSeq[] = {
|
||||
static actionSeq WaspSeq[] = {
|
||||
{0, 0},
|
||||
{0, 0},
|
||||
{9, 0},
|
||||
|
@ -57,8 +57,8 @@ static actionSeq ActionSeq[] = {
|
|||
{29, 1}
|
||||
};
|
||||
|
||||
static SavegameHelper sgh("wasp",
|
||||
SV(nVelShift),
|
||||
static SavegameHelper sghwasp("wasp",
|
||||
SV(nWaspVelShift),
|
||||
SV(nWaspCount),
|
||||
SA(WaspList),
|
||||
nullptr);
|
||||
|
@ -71,15 +71,15 @@ void InitWasps()
|
|||
|
||||
void SetWaspVel(short nSprite)
|
||||
{
|
||||
if (nVelShift < 0)
|
||||
if (nWaspVelShift < 0)
|
||||
{
|
||||
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) << -nVelShift;
|
||||
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) << -nVelShift;
|
||||
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) << -nWaspVelShift;
|
||||
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) << -nWaspVelShift;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> nVelShift;
|
||||
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> nVelShift;
|
||||
sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> nWaspVelShift;
|
||||
sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> nWaspVelShift;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -187,7 +187,7 @@ void FuncWasp(int a, int nDamage, int nRun)
|
|||
{
|
||||
case 0x90000:
|
||||
{
|
||||
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqWasp] + ActionSeq[nAction].a, WaspList[nWasp].nFrame, ActionSeq[nAction].b);
|
||||
seq_PlotSequence(a & 0xFFFF, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, WaspList[nWasp].nFrame, WaspSeq[nAction].b);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -230,7 +230,7 @@ void FuncWasp(int a, int nDamage, int nRun)
|
|||
else
|
||||
{
|
||||
// Wasp is dead
|
||||
nVelShift = 0;
|
||||
nWaspVelShift = 0;
|
||||
|
||||
WaspList[nWasp].nAction = 4;
|
||||
WaspList[nWasp].nFrame = 0;
|
||||
|
@ -250,7 +250,7 @@ void FuncWasp(int a, int nDamage, int nRun)
|
|||
|
||||
case 0x20000:
|
||||
{
|
||||
short nSeq = SeqOffsets[kSeqWasp] + ActionSeq[nAction].a;
|
||||
short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a;
|
||||
|
||||
sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, WaspList[nWasp].nFrame);
|
||||
|
||||
|
|
Loading…
Reference in a new issue