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//-------------------------------------------------------------------------
/*
Copyright ( C ) 2010 - 2019 EDuke32 developers and contributors
Copyright ( C ) 2019 Nuke . YKT
This file is part of NBlood .
NBlood is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA .
*/
//-------------------------------------------------------------------------
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//#include <iostream>
# include "ns.h" // Must come before everything else!
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# include "build.h"
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# include "automap.h"
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# include "savegamehelp.h"
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# include "blood.h"
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BEGIN_BLD_NS
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VECTORDATA gVectorData [ ] = { // this is constant EXCEPT for [VECTOR_TYPE_20].maxDist. What were they thinking...
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// Tine
{
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kDamageBullet ,
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17 ,
174762 ,
1152 ,
10240 ,
0 ,
1 ,
20480 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_43 , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_43 , FX_6 , FX_NONE , 502 ,
FX_43 , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_7 , 502 ,
FX_43 , FX_6 , FX_7 , 502 ,
FX_NONE , FX_NONE , FX_NONE , 503 ,
FX_43 , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 503 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
} ,
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// Shell
{
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kDamageBullet ,
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4 ,
65536 ,
0 ,
8192 ,
0 ,
1 ,
12288 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_43 , FX_5 , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_43 , FX_6 , FX_NONE , - 1 ,
FX_43 , FX_0 , FX_NONE , - 1 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_43 , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_43 , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
} ,
// Bullet
{
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kDamageBullet ,
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7 ,
21845 ,
0 ,
32768 ,
0 ,
1 ,
12288 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_43 , FX_5 , FX_7 , 510 ,
FX_NONE , FX_5 , FX_7 , 511 ,
FX_43 , FX_6 , FX_NONE , 512 ,
FX_43 , FX_0 , FX_NONE , 513 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_7 , 512 ,
FX_43 , FX_6 , FX_7 , 512 ,
FX_NONE , FX_NONE , FX_NONE , 513 ,
FX_43 , FX_NONE , FX_NONE , 513 ,
FX_NONE , FX_6 , FX_NONE , 513 ,
FX_NONE , FX_6 , FX_NONE , 513 ,
FX_NONE , FX_6 , FX_NONE , 513 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
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2020-12-02 19:05:53 +00:00
} ,
// Tommy AP
{
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kDamageBullet ,
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20 ,
65536 ,
0 ,
16384 ,
0 ,
1 ,
20480 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_43 , FX_5 , FX_7 , 510 ,
FX_NONE , FX_5 , FX_7 , 511 ,
FX_43 , FX_6 , FX_NONE , 512 ,
FX_43 , FX_0 , FX_NONE , 513 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_7 , 512 ,
FX_43 , FX_6 , FX_7 , 512 ,
FX_NONE , FX_NONE , FX_NONE , 513 ,
FX_43 , FX_NONE , FX_NONE , 513 ,
FX_NONE , FX_6 , FX_NONE , 513 ,
FX_NONE , FX_6 , FX_NONE , 513 ,
FX_NONE , FX_6 , FX_NONE , 513 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
} ,
// Shell AP
{
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kDamageBullet ,
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6 ,
87381 ,
0 ,
12288 ,
0 ,
1 ,
6144 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_43 , FX_5 , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_43 , FX_6 , FX_NONE , - 1 ,
FX_43 , FX_0 , FX_NONE , - 1 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_43 , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_43 , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
} ,
// Tommy regular
{
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kDamageBullet ,
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12 ,
65536 ,
0 ,
16384 ,
0 ,
1 ,
12288 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_43 , FX_5 , FX_7 , 510 ,
FX_NONE , FX_5 , FX_7 , 511 ,
FX_43 , FX_6 , FX_NONE , 512 ,
FX_43 , FX_0 , FX_NONE , 513 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_7 , 512 ,
FX_43 , FX_6 , FX_7 , 512 ,
FX_NONE , FX_NONE , FX_NONE , 513 ,
FX_43 , FX_NONE , FX_NONE , 513 ,
FX_NONE , FX_6 , FX_NONE , 513 ,
FX_NONE , FX_6 , FX_NONE , 513 ,
FX_NONE , FX_6 , FX_NONE , 513 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
} ,
// Bat bite
{
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kDamageBullet ,
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4 ,
0 ,
921 ,
0 ,
0 ,
1 ,
4096 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
// Eel bite
{
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kDamageBullet ,
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12 ,
0 ,
1177 ,
0 ,
0 ,
0 ,
0 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
// Gill bite
{
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kDamageBullet ,
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9 ,
0 ,
1177 ,
0 ,
0 ,
0 ,
0 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
// Beast slash
{
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kDamageExplode ,
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50 ,
43690 ,
1024 ,
8192 ,
0 ,
4 ,
32768 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
// Axe
{
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kDamageBullet ,
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18 ,
436906 ,
1024 ,
16384 ,
0 ,
2 ,
20480 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
} ,
// Cleaver
{
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kDamageBullet ,
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9 ,
218453 ,
1024 ,
0 ,
0 ,
1 ,
24576 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
} ,
// Phantasm slash
{
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kDamageBullet ,
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20 ,
436906 ,
1024 ,
16384 ,
0 ,
3 ,
24576 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
} ,
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// Gargoyle Slash
{
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kDamageBullet ,
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16 ,
218453 ,
1024 ,
8192 ,
0 ,
4 ,
20480 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
} ,
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// Cerberus bite
{
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kDamageBullet ,
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19 ,
218453 ,
614 ,
8192 ,
0 ,
2 ,
24576 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
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// Hound bite
{
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kDamageBullet ,
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10 ,
218453 ,
614 ,
8192 ,
0 ,
2 ,
24576 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
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// Rat bite
{
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kDamageBullet ,
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4 ,
0 ,
921 ,
0 ,
0 ,
1 ,
24576 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
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// Spider bite
{
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kDamageBullet ,
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8 ,
0 ,
614 ,
0 ,
0 ,
1 ,
24576 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
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// Unk
{
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kDamageBullet ,
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9 ,
0 ,
512 ,
0 ,
0 ,
0 ,
0 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_5 , FX_NONE , 500 ,
FX_NONE , FX_5 , FX_NONE , 501 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_0 , FX_NONE , 503 ,
FX_NONE , FX_4 , FX_NONE , - 1 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_6 , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , 502 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
{
( DAMAGE_TYPE ) - 1 ,
0 ,
0 ,
2560 ,
0 ,
0 ,
0 ,
0 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_34 , FX_35 , - 1 ,
FX_NONE , FX_34 , FX_35 , - 1 ,
FX_NONE , FX_34 , FX_35 , - 1 ,
FX_NONE , FX_34 , FX_35 , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_34 , FX_35 , - 1 ,
FX_NONE , FX_34 , FX_35 , - 1 ,
FX_NONE , FX_34 , FX_35 , - 1 ,
FX_NONE , FX_34 , FX_35 , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
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// Tchernobog burn vector
{
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kDamageBurn ,
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2 ,
0 ,
0 ,
0 ,
15 ,
0 ,
0 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
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// Vodoo 1.0 vector
{
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kDamageSpirit ,
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25 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
} ,
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// 22 kVectorGenDudePunch
{
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kDamageFall ,
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37 ,
874762 ,
620 ,
0 ,
0 ,
0 ,
0 ,
FX_NONE , FX_NONE , FX_NONE , - 1 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
FX_NONE , FX_NONE , FX_NONE , 357 ,
} ,
2019-09-19 22:42:45 +00:00
} ;
2020-02-11 22:15:25 +00:00
const ITEMDATA gItemData [ ] = {
2020-12-02 19:05:53 +00:00
{
0 ,
2552 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
- 1 ,
} ,
{
0 ,
2553 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
- 1 ,
} ,
{
0 ,
2554 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
- 1 ,
} ,
{
0 ,
2555 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
- 1 ,
} ,
{
0 ,
2556 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
- 1 ,
} ,
{
0 ,
2557 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
- 1 ,
} ,
{
0 ,
2021-04-17 10:05:37 +00:00
2558 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
2021-04-17 10:05:37 +00:00
32 ,
32 ,
2020-12-02 19:05:53 +00:00
- 1 ,
} ,
{
0 ,
519 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
0 ,
} ,
{
0 ,
822 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
2169 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
2433 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
517 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
783 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
896 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
825 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
827 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
4 ,
} ,
{
0 ,
828 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
829 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
830 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
80 ,
64 ,
1 ,
} ,
{
0 ,
831 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
863 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
760 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
2 ,
} ,
{
0 ,
836 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
851 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
2428 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
839 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
3 ,
} ,
{
0 ,
768 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
64 ,
64 ,
- 1 ,
} ,
{
0 ,
840 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
- 1 ,
} ,
{
0 ,
841 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
- 1 ,
} ,
{
0 ,
842 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
- 1 ,
} ,
{
0 ,
843 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
- 1 ,
} ,
{
0 ,
683 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
521 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
604 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
520 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
803 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
518 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
522 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
523 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
- 1 ,
} ,
{
0 ,
837 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
80 ,
64 ,
- 1 ,
} ,
{
0 ,
2628 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
64 ,
64 ,
- 1 ,
} ,
{
0 ,
2586 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
64 ,
64 ,
- 1 ,
} ,
{
0 ,
2578 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
64 ,
64 ,
- 1 ,
} ,
{
0 ,
2602 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
64 ,
64 ,
- 1 ,
} ,
{
0 ,
2594 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
64 ,
64 ,
- 1 ,
} ,
{
0 ,
753 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
64 ,
64 ,
- 1 ,
} ,
{
0 ,
753 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
7 ,
64 ,
64 ,
- 1 ,
} ,
{
0 ,
3558 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
0 ,
64 ,
64 ,
- 1 ,
} ,
{
0 ,
3558 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
7 ,
64 ,
64 ,
- 1 ,
}
2019-09-19 22:42:45 +00:00
} ;
2020-02-11 22:15:25 +00:00
const AMMOITEMDATA gAmmoItemData [ ] = {
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{
0 ,
618 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
480 ,
6 ,
7
} ,
{
0 ,
589 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
1 ,
5 ,
6
} ,
{
0 ,
589 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
1 ,
5 ,
6
} ,
{
0 ,
809 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
5 ,
5 ,
6
} ,
{
0 ,
811 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
1 ,
10 ,
11
} ,
{
0 ,
810 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
1 ,
11 ,
12
} ,
{
0 ,
820 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
24 ,
24 ,
10 ,
8 ,
0
} ,
{
0 ,
619 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
4 ,
2 ,
0
} ,
{
0 ,
812 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
15 ,
2 ,
0
} ,
{
0 ,
813 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
15 ,
3 ,
0
} ,
{
0 ,
525 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
100 ,
9 ,
10
} ,
{
0 ,
814 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
15 ,
255 ,
0
} ,
{
0 ,
817 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
100 ,
3 ,
0
} ,
{
0 ,
548 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
24 ,
24 ,
32 ,
7 ,
0
} ,
{
0 ,
0 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
6 ,
255 ,
0
} ,
{
0 ,
0 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
6 ,
255 ,
0
} ,
{
0 ,
816 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
8 ,
1 ,
0
} ,
{
0 ,
818 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
8 ,
255 ,
0
} ,
{
0 ,
819 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
8 ,
255 ,
0
} ,
{
0 ,
801 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
6 ,
4 ,
0
} ,
{
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0
} ,
2019-09-19 22:42:45 +00:00
} ;
2020-02-11 22:15:25 +00:00
const WEAPONITEMDATA gWeaponItemData [ ] = {
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{
0 ,
- 1 ,
2021-04-17 08:22:00 +00:00
0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
0 ,
- 1 ,
0
} ,
{
0 ,
559 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
3 ,
2 ,
8
} ,
{
0 ,
558 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
4 ,
3 ,
50
} ,
{
0 ,
524 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
2 ,
1 ,
9
} ,
{
0 ,
525 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
10 ,
9 ,
100
} ,
{
0 ,
539 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
8 ,
7 ,
64
} ,
{
0 ,
526 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
5 ,
4 ,
6
} ,
{
0 ,
- 1 ,
2021-04-17 08:22:00 +00:00
0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
1 ,
- 1 ,
0
} ,
{
0 ,
618 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
7 ,
6 ,
480
} ,
{
0 ,
589 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
6 ,
5 ,
1
} ,
{
0 ,
800 ,
2021-04-17 08:22:00 +00:00
- 8 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
9 ,
8 ,
35
}
2019-09-19 22:42:45 +00:00
} ;
2020-02-11 22:15:25 +00:00
const MissileType missileInfo [ ] = {
2020-12-02 19:05:53 +00:00
// Cleaver
{
2138 ,
978670 ,
512 ,
40 ,
40 ,
2021-04-17 08:22:00 +00:00
- 16 ,
2020-12-02 19:05:53 +00:00
16 ,
} ,
// Regular flare
{
2424 ,
3145728 ,
0 ,
32 ,
32 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
32 ,
} ,
// Tesla alt
{
3056 ,
2796202 ,
0 ,
32 ,
32 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
32 ,
} ,
// Flare alt
{
2424 ,
2446677 ,
0 ,
32 ,
32 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
4 ,
} ,
// Spray flame
{
0 ,
1118481 ,
0 ,
24 ,
24 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
16 ,
} ,
// Fireball
{
0 ,
1118481 ,
0 ,
32 ,
32 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
32 ,
} ,
// Tesla regular
{
2130 ,
2796202 ,
0 ,
32 ,
32 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
16 ,
} ,
// EctoSkull
{
870 ,
699050 ,
0 ,
32 ,
32 ,
2021-04-17 08:22:00 +00:00
- 24 ,
2020-12-02 19:05:53 +00:00
32 ,
} ,
// Hellhound flame
{
0 ,
1118481 ,
0 ,
24 ,
24 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
16 ,
} ,
// Puke
{
0 ,
838860 ,
0 ,
16 ,
16 ,
2021-04-17 08:22:00 +00:00
- 16 ,
2020-12-02 19:05:53 +00:00
16 ,
} ,
// Reserved
{
0 ,
838860 ,
0 ,
8 ,
8 ,
2021-04-17 08:22:00 +00:00
0 ,
2020-12-02 19:05:53 +00:00
16 ,
} ,
// Stone gargoyle projectile
{
3056 ,
2097152 ,
0 ,
32 ,
32 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
16 ,
} ,
// Napalm launcher
{
0 ,
2446677 ,
0 ,
30 ,
30 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
24 ,
} ,
// Cerberus fireball
{
0 ,
2446677 ,
0 ,
30 ,
30 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
24 ,
} ,
// Tchernobog fireball
{
0 ,
1398101 ,
0 ,
24 ,
24 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
16 ,
} ,
// Regular life leech
{
2446 ,
2796202 ,
0 ,
32 ,
32 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
16 ,
} ,
// Dropped life leech (enough ammo)
{
3056 ,
2446677 ,
0 ,
16 ,
16 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
16 ,
} ,
// Dropped life leech (no ammo)
{
3056 ,
1747626 ,
0 ,
32 ,
32 ,
2021-04-17 08:22:00 +00:00
- 128 ,
2020-12-02 19:05:53 +00:00
16 ,
}
2019-09-19 22:42:45 +00:00
} ;
2019-12-06 23:07:02 +00:00
const THINGINFO thingInfo [ ] = {
2020-12-02 19:05:53 +00:00
//TNT Barrel
{
25 ,
250 ,
32 ,
11 ,
4096 ,
80 ,
384 ,
907 ,
2021-04-17 08:22:00 +00:00
0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
256 , 256 , 128 , 64 , 0 , 0 , 128 ,
} ,
2021-09-16 19:59:39 +00:00
2020-12-02 19:05:53 +00:00
// Armed Proxy Dynamite
{
5 ,
5 ,
16 ,
3 ,
24576 ,
1600 ,
256 ,
3444 ,
2021-04-17 08:22:00 +00:00
- 16 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
256 , 256 , 256 , 64 , 0 , 0 , 512 ,
} ,
// Armed Remote Dynamite
{
5 ,
5 ,
16 ,
3 ,
24576 ,
1600 ,
256 ,
3457 ,
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- 16 ,
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0 ,
32 ,
32 ,
256 , 256 , 256 , 64 , 0 , 0 , 512 ,
} ,
// Vase1
{
1 ,
20 ,
32 ,
3 ,
32768 ,
80 ,
0 ,
739 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
256 , 0 , 256 , 128 , 0 , 0 , 0 ,
} ,
// Vase2
{
1 ,
150 ,
32 ,
3 ,
32768 ,
80 ,
0 ,
642 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
256 , 256 , 256 , 128 , 0 , 0 , 0 ,
} ,
// Crate face
{
10 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
462 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
0 , 0 , 0 , 256 , 0 , 0 , 0 ,
} ,
// Glass window
{
1 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
266 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
256 , 0 , 256 , 256 , 0 , 0 , 0 ,
} ,
// Flourescent Light
{
1 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
796 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
256 , 0 , 256 , 256 , 0 , 0 , 512 ,
} ,
// Wall Crack
{
50 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
1127 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
0 , 0 , 0 , 256 , 0 , 0 , 0 ,
} ,
// Wood Beam
{
8 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
1142 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
256 , 0 , 256 , 128 , 0 , 0 , 0 ,
} ,
// Spider's Web
{
4 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
1069 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
256 , 256 , 64 , 256 , 0 , 0 , 128 ,
} ,
// Metal Grate
{
40 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
483 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
64 , 0 , 128 , 256 , 0 , 0 , 0 ,
} ,
// Flammable Tree
{
1 ,
0 ,
0 ,
0 ,
0 ,
0 ,
0 ,
- 1 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
0 , 256 , 0 , 256 , 0 , 0 , 128 ,
} ,
// MachineGun Trap
{
1000 ,
0 ,
0 ,
8 ,
0 ,
0 ,
0 ,
- 1 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
0 , 0 , 128 , 256 , 0 , 0 , 512 ,
} ,
// Falling Rock
{
0 ,
15 ,
8 ,
3 ,
32768 ,
0 ,
0 ,
- 1 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
0 , 0 , 0 , 0 , 0 , 0 , 0 ,
} ,
// Kickable Pail
{
0 ,
8 ,
48 ,
3 ,
49152 ,
0 ,
0 ,
- 1 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
0 , 0 , 0 , 0 , 0 , 0 , 0 ,
} ,
// Gib Object
{
10 ,
2 ,
0 ,
0 ,
32768 ,
0 ,
0 ,
- 1 ,
2021-04-17 08:22:00 +00:00
0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
256 , 0 , 256 , 256 , 0 , 0 , 128 ,
} ,
// Explode Object
{
20 ,
2 ,
0 ,
0 ,
32768 ,
0 ,
0 ,
- 1 ,
2021-04-17 08:22:00 +00:00
0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
0 , 0 , 0 , 256 , 0 , 0 , 128 ,
} ,
// Armed stick Of TNT
{
5 ,
14 ,
16 ,
3 ,
24576 ,
1600 ,
256 ,
3422 ,
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- 32 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
64 , 256 , 128 , 64 , 0 , 0 , 256 ,
} ,
// Armed bundle Of TNT
{
5 ,
14 ,
16 ,
3 ,
24576 ,
1600 ,
256 ,
3433 ,
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- 32 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
64 , 256 , 128 , 64 , 0 , 0 , 256 ,
} ,
// Armed aerosol
{
5 ,
14 ,
16 ,
3 ,
32768 ,
1600 ,
256 ,
3467 ,
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- 128 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
64 , 256 , 128 , 64 , 0 , 0 , 256 ,
} ,
// Bone (Flesh Garg.)
{
5 ,
6 ,
16 ,
3 ,
32768 ,
1600 ,
256 ,
1462 ,
2021-04-17 08:22:00 +00:00
0 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
0 , 0 , 0 , 0 , 0 , 0 , 0 ,
} ,
// Some alpha stuff
{
8 ,
3 ,
16 ,
11 ,
32768 ,
1600 ,
256 ,
- 1 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
256 , 0 , 256 , 256 , 0 , 0 , 0 ,
} ,
// WaterDrip
{
0 ,
1 ,
1 ,
2 ,
0 ,
0 ,
0 ,
1147 ,
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0 ,
2020-12-02 19:05:53 +00:00
10 ,
0 ,
0 ,
0 , 0 , 0 , 0 , 0 , 0 , 0 ,
} ,
// BloodDrip
{
0 ,
1 ,
1 ,
2 ,
0 ,
0 ,
0 ,
1160 ,
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0 ,
2020-12-02 19:05:53 +00:00
2 ,
0 ,
0 ,
0 , 0 , 0 , 0 , 0 , 0 , 0 ,
} ,
// Blood chucks1
{
15 ,
4 ,
4 ,
3 ,
24576 ,
0 ,
257 ,
- 1 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
128 , 64 , 256 , 256 , 0 , 0 , 256 ,
} ,
// Blood chucks2
{
30 ,
30 ,
8 ,
3 ,
8192 ,
0 ,
257 ,
- 1 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
0 ,
0 ,
128 , 64 , 256 , 256 , 0 , 0 , 64 ,
} ,
// Axe Zombie Head
{
60 ,
5 ,
32 ,
3 ,
40960 ,
1280 ,
257 ,
3405 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
40 ,
40 ,
128 , 64 , 256 , 256 , 0 , 0 , 64 ,
} ,
// Napalm's Alt Fire explosion
{
80 ,
30 ,
32 ,
3 ,
57344 ,
1600 ,
256 ,
3281 ,
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- 128 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
0 , 0 , 0 , 0 , 0 , 0 , 0 ,
} ,
// Fire Pod Explosion
{
80 ,
30 ,
32 ,
3 ,
57344 ,
1600 ,
256 ,
2020 ,
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- 128 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
256 , 0 , 256 , 256 , 0 , 0 , 0 ,
} ,
// Green Pod Explosion
{
80 ,
30 ,
32 ,
3 ,
57344 ,
1600 ,
256 ,
1860 ,
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- 128 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
256 , 0 , 256 , 256 , 0 , 0 , 0 ,
} ,
// Life Leech
{
150 ,
30 ,
48 ,
3 ,
32768 ,
1600 ,
257 ,
800 ,
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- 128 ,
2020-12-02 19:05:53 +00:00
0 ,
48 ,
48 ,
64 , 64 , 112 , 64 , 0 , 96 , 96 ,
} ,
// Voodoo Head
{
1 ,
30 ,
48 ,
3 ,
32768 ,
1600 ,
0 ,
2443 ,
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- 128 ,
2020-12-02 19:05:53 +00:00
0 ,
16 ,
16 ,
0 , 0 , 0 , 0 , 0 , 0 , 0 ,
} ,
// 433 - kModernThingTNTProx
{
5 ,
5 ,
16 ,
3 ,
24576 ,
1600 ,
256 ,
3444 ,
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- 16 ,
2020-12-02 19:05:53 +00:00
7 ,
32 ,
32 ,
256 , 256 , 256 , 64 , 0 , 0 , 512 ,
} ,
// 434 - kModernThingThrowableRock
{
5 ,
6 ,
16 ,
3 ,
32768 ,
1600 ,
256 ,
1462 ,
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0 ,
2020-12-02 19:05:53 +00:00
0 ,
32 ,
32 ,
0 , 0 , 0 , 0 , 0 , 0 , 0 ,
} ,
// 435 - kModernThingEnemyLifeLeech
{
150 ,
30 ,
48 ,
3 ,
32768 ,
1600 ,
257 ,
800 ,
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- 128 ,
2020-12-02 19:05:53 +00:00
0 ,
44 ,
44 ,
0 , 1024 , 512 , 1024 , 0 , 64 , 512 ,
} ,
2019-09-19 22:42:45 +00:00
} ;
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const EXPLOSION explodeInfo [ ] = {
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{
40 ,
10 ,
10 ,
75 ,
450 ,
0 ,
60 ,
80 ,
40
} ,
{
80 ,
20 ,
10 ,
150 ,
900 ,
0 ,
60 ,
160 ,
60
} ,
{
120 ,
40 ,
15 ,
225 ,
1350 ,
0 ,
60 ,
240 ,
80
} ,
{
80 ,
5 ,
10 ,
120 ,
20 ,
10 ,
60 ,
0 ,
40
} ,
{
120 ,
10 ,
10 ,
180 ,
40 ,
10 ,
60 ,
0 ,
80
} ,
{
160 ,
15 ,
10 ,
240 ,
60 ,
10 ,
60 ,
0 ,
120
} ,
{
40 ,
20 ,
10 ,
120 ,
0 ,
10 ,
30 ,
60 ,
40
} ,
{
80 ,
20 ,
10 ,
150 ,
800 ,
5 ,
60 ,
160 ,
60
} ,
2019-09-19 22:42:45 +00:00
} ;
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static const short gPlayerGibThingComments [ ] = {
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734 , 735 , 736 , 737 , 738 , 739 , 740 , 741 , 3038 , 3049
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} ;
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const int DudeDifficulty [ 5 ] = {
512 , 384 , 256 , 208 , 160
} ;
2019-09-19 22:42:45 +00:00
2021-09-16 19:59:39 +00:00
struct POSTPONE
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{
DBloodActor * sprite ;
int status ;
2019-09-19 22:42:45 +00:00
} ;
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TArray < POSTPONE > gPost ;
2019-09-19 22:42:45 +00:00
2020-12-02 19:22:13 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2019-09-19 22:42:45 +00:00
bool IsUnderwaterSector ( int nSector )
{
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int nXSector = sector [ nSector ] . extra ;
if ( nXSector > 0 & & xsector [ nXSector ] . Underwater )
return 1 ;
return 0 ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2019-09-19 22:42:45 +00:00
2020-12-02 19:55:08 +00:00
static void actInitTraps ( )
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{
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BloodStatIterator it ( kStatTraps ) ;
while ( auto act = it . Next ( ) )
{
spritetype * pSprite = & act - > s ( ) ;
if ( pSprite - > type = = kTrapExploder )
{
pSprite - > cstat & = ~ 1 ;
pSprite - > cstat | = CSTAT_SPRITE_INVISIBLE ;
if ( ! act - > hasX ( ) ) continue ;
auto x = & act - > x ( ) ;
x - > waitTime = ClipLow ( x - > waitTime , 1 ) ;
x - > state = 0 ;
}
}
}
2019-10-12 20:45:46 +00:00
2020-12-02 19:22:13 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2019-10-12 20:45:46 +00:00
2020-12-02 19:55:08 +00:00
static void actInitThings ( )
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{
BloodStatIterator it ( kStatThing ) ;
while ( auto act = it . Next ( ) )
{
if ( ! act - > hasX ( ) ) continue ;
spritetype * pSprite = & act - > s ( ) ;
XSPRITE * pXSprite = & act - > x ( ) ;
2019-09-21 11:02:17 +00:00
2020-12-02 19:22:13 +00:00
int nType = pSprite - > type - kThingBase ;
pXSprite - > health = thingInfo [ nType ] . startHealth < < 4 ;
# ifdef NOONE_EXTENSIONS
// allow level designer to set custom clipdist.
// this is especially useful for various Gib and Explode objects which have clipdist 1 for some reason predefined,
// but what if it have voxel model...?
if ( ! gModernMap )
# endif
pSprite - > clipdist = thingInfo [ nType ] . clipdist ;
2019-09-21 11:02:17 +00:00
2020-12-02 19:22:13 +00:00
pSprite - > flags = thingInfo [ nType ] . flags ;
if ( pSprite - > flags & kPhysGravity ) pSprite - > flags | = kPhysFalling ;
act - > xvel ( ) = act - > yvel ( ) = act - > zvel ( ) = 0 ;
2020-12-02 16:10:00 +00:00
2021-09-16 19:59:39 +00:00
switch ( pSprite - > type )
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{
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case kThingArmedProxBomb :
case kTrapMachinegun :
# ifdef NOONE_EXTENSIONS
case kModernThingTNTProx :
# endif
pXSprite - > state = 0 ;
break ;
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case kThingBloodChunks :
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{
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SEQINST * pInst = GetInstance ( 3 , pSprite - > extra ) ;
if ( pInst )
{
auto seq = getSequence ( pInst - > nSeqID ) ;
if ( ! seq ) break ;
2020-12-03 19:30:30 +00:00
seqSpawn ( pInst - > nSeqID , act ) ;
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}
break ;
}
default :
pXSprite - > state = 1 ;
break ;
}
}
}
2019-09-19 22:42:45 +00:00
2020-12-02 19:22:13 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-12-02 16:10:00 +00:00
2020-12-02 19:55:08 +00:00
static void actInitDudes ( )
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{
if ( gGameOptions . nMonsterSettings = = 0 )
{
gKillMgr . SetCount ( 0 ) ;
BloodStatIterator it ( kStatDude ) ;
while ( auto act = it . Next ( ) )
{
spritetype * pSprite = & act - > s ( ) ;
if ( act - > hasX ( ) & & act - > x ( ) . key > 0 ) // Drop Key
2020-12-02 23:20:14 +00:00
actDropObject ( act , kItemKeyBase + ( act - > x ( ) . key - 1 ) ) ;
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DeleteSprite ( act ) ;
}
}
else
{
// by NoOne: WTF is this?
///////////////
char unk [ kDudeMax - kDudeBase ] ;
memset ( unk , 0 , sizeof ( unk ) ) ;
BloodStatIterator it ( kStatDude ) ;
while ( auto act = it . Next ( ) )
{
spritetype * pSprite = & act - > s ( ) ;
if ( pSprite - > type < kDudeBase | | pSprite - > type > = kDudeMax )
I_Error ( " Non-enemy sprite (%d) in the enemy sprite list. \n " , pSprite - > index ) ;
unk [ pSprite - > type - kDudeBase ] = 1 ;
}
2019-09-21 11:02:17 +00:00
2020-12-02 19:22:13 +00:00
gKillMgr . CountTotalKills ( ) ;
///////////////
for ( int i = 0 ; i < kDudeMax - kDudeBase ; i + + )
for ( int j = 0 ; j < 7 ; j + + )
2020-12-02 23:30:19 +00:00
dudeInfo [ i ] . damageVal [ j ] = MulScale ( DudeDifficulty [ gGameOptions . nDifficulty ] , dudeInfo [ i ] . startDamage [ j ] , 8 ) ;
2020-12-02 19:22:13 +00:00
it . Reset ( kStatDude ) ;
while ( auto act = it . Next ( ) )
{
if ( ! act - > hasX ( ) ) continue ;
spritetype * pSprite = & act - > s ( ) ;
XSPRITE * pXSprite = & act - > x ( ) ;
int nType = pSprite - > type - kDudeBase ;
int seqStartId = dudeInfo [ nType ] . seqStartID ;
if ( ! act - > IsPlayerActor ( ) )
{
# ifdef NOONE_EXTENSIONS
switch ( pSprite - > type )
{
case kDudeModernCustom :
case kDudeModernCustomBurning :
pSprite - > cstat | = 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK ;
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seqStartId = genDudeSeqStartId ( act ) ; // Custom Dude stores its SEQ in data2
2020-12-02 19:22:13 +00:00
pXSprite - > sysData1 = pXSprite - > data3 ; // move sndStartId to sysData1, because data3 used by the game;
pXSprite - > data3 = 0 ;
break ;
case kDudePodMother : // FakeDude type (no seq, custom flags, clipdist and cstat)
if ( gModernMap ) break ;
[[fallthrough]] ;
default :
pSprite - > clipdist = dudeInfo [ nType ] . clipdist ;
pSprite - > cstat | = 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK ;
break ;
}
# else
pSprite - > clipdist = dudeInfo [ nType ] . clipdist ;
pSprite - > cstat | = 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK ;
# endif
act - > xvel ( ) = act - > yvel ( ) = act - > zvel ( ) = 0 ;
# ifdef NOONE_EXTENSIONS
// add a way to set custom hp for every enemy - should work only if map just started and not loaded.
if ( ! gModernMap | | pXSprite - > sysData2 < = 0 ) pXSprite - > health = dudeInfo [ nType ] . startHealth < < 4 ;
else pXSprite - > health = ClipRange ( pXSprite - > sysData2 < < 4 , 1 , 65535 ) ;
# else
pXSprite - > health = dudeInfo [ nType ] . startHealth < < 4 ;
# endif
}
if ( getSequence ( seqStartId ) ) seqSpawn ( seqStartId , 3 , pSprite - > extra ) ;
}
aiInit ( ) ;
}
2019-09-19 22:42:45 +00:00
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actInit ( bool bSaveLoad )
{
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# ifdef NOONE_EXTENSIONS
2020-12-02 19:22:13 +00:00
if ( ! gModernMap ) nnExtResetGlobals ( ) ;
else nnExtInitModernStuff ( bSaveLoad ) ;
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# endif
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BloodStatIterator it ( kStatItem ) ;
while ( auto act = it . Next ( ) )
{
if ( act - > s ( ) . type = = kItemWeaponVoodooDoll )
{
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act - > s ( ) . type = kItemAmmoVoodooDoll ;
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break ;
}
}
actInitTraps ( ) ;
actInitThings ( ) ;
actInitDudes ( ) ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void ConcussSprite ( DBloodActor * source , DBloodActor * actor , int x , int y , int z , int damage )
2019-09-19 22:42:45 +00:00
{
2020-12-02 19:55:08 +00:00
auto pSprite = & actor - > s ( ) ;
int dx = pSprite - > x - x ;
int dy = pSprite - > y - y ;
int dz = ( pSprite - > z - z ) > > 4 ;
int dist2 = 0x40000 + dx * dx + dy * dy + dz * dz ;
assert ( dist2 > 0 ) ;
damage = scale ( 0x40000 , damage , dist2 ) ;
if ( pSprite - > flags & kPhysMove )
{
int mass = 0 ;
if ( actor - > IsDudeActor ( ) )
{
mass = getDudeInfo ( pSprite - > type ) - > mass ;
# ifdef NOONE_EXTENSIONS
if ( pSprite - > type = = kDudeModernCustom | | pSprite - > type = = kDudeModernCustomBurning )
{
mass = getSpriteMassBySize ( pSprite ) ;
}
# endif
}
else if ( pSprite - > type > = kThingBase & & pSprite - > type < kThingMax )
{
mass = thingInfo [ pSprite - > type - kThingBase ] . mass ;
}
else
{
Printf ( PRINT_HIGH , " Unexpected type in ConcussSprite(): Sprite: %d Type: %d Stat: %d " , ( int ) pSprite - > index , ( int ) pSprite - > type , ( int ) pSprite - > statnum ) ;
return ;
}
2019-10-12 20:45:46 +00:00
2020-12-02 19:55:08 +00:00
if ( mass > 0 )
{
int size = ( tileWidth ( pSprite - > picnum ) * pSprite - > xrepeat * tileHeight ( pSprite - > picnum ) * pSprite - > yrepeat ) > > 1 ;
int t = scale ( damage , size , mass ) ;
int nSprite = pSprite - > index ;
actor - > xvel ( ) + = MulScale ( t , dx , 16 ) ;
actor - > yvel ( ) + = MulScale ( t , dy , 16 ) ;
actor - > zvel ( ) + = MulScale ( t , dz , 16 ) ;
}
}
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actDamageSprite ( source , actor , kDamageExplode , damage ) ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int actWallBounceVector ( int * x , int * y , int nWall , int a4 )
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{
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int wx , wy ;
GetWallNormal ( nWall , & wx , & wy ) ;
int t = DMulScale ( * x , wx , * y , wy , 16 ) ;
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int t2 = mulscale16r ( t , a4 + 0x10000 ) ;
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* x - = MulScale ( wx , t2 , 16 ) ;
* y - = MulScale ( wy , t2 , 16 ) ;
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return mulscale16r ( t , 0x10000 - a4 ) ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int actFloorBounceVector ( int * x , int * y , int * z , int nSector , int a5 )
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{
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int t = 0x10000 - a5 ;
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if ( sector [ nSector ] . floorheinum = = 0 )
{
int t2 = MulScale ( * z , t , 16 ) ;
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* z = - ( * z - t2 ) ;
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return t2 ;
}
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walltype * pWall = & wall [ sector [ nSector ] . wallptr ] ;
walltype * pWall2 = & wall [ pWall - > point2 ] ;
int angle = getangle ( pWall2 - > x - pWall - > x , pWall2 - > y - pWall - > y ) + 512 ;
int t2 = sector [ nSector ] . floorheinum < < 4 ;
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int t3 = approxDist ( - 0x10000 , t2 ) ;
int t4 = DivScale ( - 0x10000 , t3 , 16 ) ;
int t5 = DivScale ( t2 , t3 , 16 ) ;
int t6 = MulScale ( t5 , Cos ( angle ) , 30 ) ;
int t7 = MulScale ( t5 , Sin ( angle ) , 30 ) ;
int t8 = TMulScale ( * x , t6 , * y , t7 , * z , t4 , 16 ) ;
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int t9 = MulScale ( t8 , 0x10000 + a5 , 16 ) ;
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* x - = MulScale ( t6 , t9 , 16 ) ;
* y - = MulScale ( t7 , t9 , 16 ) ;
* z - = MulScale ( t4 , t9 , 16 ) ;
return mulscale16r ( t8 , t ) ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actRadiusDamage ( DBloodActor * source , int x , int y , int z , int nSector , int nDist , int baseDmg , int distDmg , DAMAGE_TYPE dmgType , int flags , int burn )
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{
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uint8_t sectmap [ ( kMaxSectors + 7 ) > > 3 ] ;
auto pOwner = source - > GetOwner ( ) ;
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const bool newSectCheckMethod = ! cl_bloodvanillaexplosions & & pOwner & & pOwner - > IsDudeActor ( ) & & ! VanillaMode ( ) ; // use new sector checking logic
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GetClosestSpriteSectors ( nSector , x , y , nDist , sectmap , nullptr , newSectCheckMethod ) ;
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nDist < < = 4 ;
if ( flags & 2 )
{
BloodStatIterator it ( kStatDude ) ;
while ( auto act2 = it . Next ( ) )
{
if ( act2 ! = source | | ( flags & 1 ) )
{
auto pSprite2 = & act2 - > s ( ) ;
if ( act2 - > hasX ( ) )
{
if ( pSprite2 - > flags & 0x20 ) continue ;
if ( ! TestBitString ( sectmap , pSprite2 - > sectnum ) ) continue ;
if ( ! CheckProximity ( pSprite2 , x , y , z , nSector , nDist ) ) continue ;
int dx = abs ( x - pSprite2 - > x ) ;
int dy = abs ( y - pSprite2 - > y ) ;
int dz = abs ( z - pSprite2 - > z ) > > 4 ;
int dist = ksqrt ( dx * dx + dy * dy + dz * dz ) ;
if ( dist > nDist ) continue ;
int totaldmg ;
if ( dist ! = 0 ) totaldmg = baseDmg + ( ( nDist - dist ) * distDmg ) / nDist ;
else totaldmg = baseDmg + distDmg ;
actDamageSprite ( source , act2 , dmgType , totaldmg < < 4 ) ;
if ( burn ) actBurnSprite ( pOwner , act2 , burn ) ;
}
}
}
}
if ( flags & 4 )
{
BloodStatIterator it ( kStatDude ) ;
while ( auto act2 = it . Next ( ) )
{
auto pSprite2 = & act2 - > s ( ) ;
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if ( pSprite2 - > flags & 0x20 ) continue ;
if ( ! TestBitString ( sectmap , pSprite2 - > sectnum ) ) continue ;
if ( ! CheckProximity ( pSprite2 , x , y , z , nSector , nDist ) ) continue ;
XSPRITE * pXSprite2 = & act2 - > x ( ) ;
if ( pXSprite2 - > locked ) continue ;
int dx = abs ( x - pSprite2 - > x ) ;
int dy = abs ( y - pSprite2 - > y ) ;
int dist = ksqrt ( dx * dx + dy * dy ) ;
if ( dist > nDist ) continue ;
int totaldmg ;
if ( dist ! = 0 ) totaldmg = baseDmg + ( ( nDist - dist ) * distDmg ) / nDist ;
else totaldmg = baseDmg + distDmg ;
actDamageSprite ( source , act2 , dmgType , totaldmg < < 4 ) ;
if ( burn ) actBurnSprite ( pOwner , act2 , burn ) ;
}
}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actNapalmMove ( DBloodActor * actor )
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{
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auto pXSprite = & actor - > x ( ) ;
auto pSprite = & actor - > s ( ) ;
auto pOwner = actor - > GetOwner ( ) ;
actPostSprite ( actor , kStatDecoration ) ;
seqSpawn ( 9 , actor ) ;
if ( Chance ( 0x8000 ) ) pSprite - > cstat | = 4 ;
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sfxPlay3DSound ( actor , 303 , 24 + ( pSprite - > flags & 3 ) , 1 ) ;
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actRadiusDamage ( pOwner , pSprite - > x , pSprite - > y , pSprite - > z , pSprite - > sectnum , 128 , 0 , 60 , kDamageExplode , 15 , 120 ) ;
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if ( pXSprite - > data4 > 1 )
{
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GibSprite ( pSprite , GIBTYPE_5 , nullptr , nullptr ) ;
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int spawnparam [ 2 ] ;
spawnparam [ 0 ] = pXSprite - > data4 > > 1 ;
spawnparam [ 1 ] = pXSprite - > data4 - spawnparam [ 0 ] ;
int ang = pSprite - > ang ;
actor - > xvel ( ) = 0 ;
actor - > yvel ( ) = 0 ;
actor - > zvel ( ) = 0 ;
for ( int i = 0 ; i < 2 ; i + + )
{
int t1 = Random ( 0x33333 ) + 0x33333 ;
int rndang = Random2 ( 0x71 ) ;
pSprite - > ang = ( rndang + ang + 2048 ) & 2047 ;
auto spawned = actFireThing ( actor , 0 , 0 , - 0x93d0 , kThingNapalmBall , t1 ) ;
spawned - > SetOwner ( actor - > GetOwner ( ) ) ;
seqSpawn ( 61 , spawned , nNapalmClient ) ;
spawned - > x ( ) . data4 = spawnparam [ i ] ;
}
}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static DBloodActor * actSpawnFloor ( DBloodActor * actor )
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{
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auto pSprite = & actor - > s ( ) ;
short sector = pSprite - > sectnum ;
int x = pSprite - > x ;
int y = pSprite - > y ;
updatesector ( x , y , & sector ) ;
int zFloor = getflorzofslope ( sector , x , y ) ;
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auto spawned = actSpawnSprite ( sector , x , y , zFloor , 3 , 0 ) ;
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if ( spawned ) spawned - > s ( ) . cstat & = ~ 257 ;
return spawned ;
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}
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static DBloodActor * actDropAmmo ( DBloodActor * actor , int nType )
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{
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if ( ! actor ) return nullptr ;
auto pSprite = & actor - > s ( ) ;
if ( pSprite - > statnum < kMaxStatus & & nType > = kItemAmmoBase & & nType < kItemAmmoMax )
{
auto act2 = actSpawnFloor ( actor ) ;
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const AMMOITEMDATA * pAmmo = & gAmmoItemData [ nType - kItemAmmoBase ] ;
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auto pSprite2 = & act2 - > s ( ) ;
pSprite2 - > type = nType ;
pSprite2 - > picnum = pAmmo - > picnum ;
pSprite2 - > shade = pAmmo - > shade ;
pSprite2 - > xrepeat = pAmmo - > xrepeat ;
pSprite2 - > yrepeat = pAmmo - > yrepeat ;
return act2 ;
}
return nullptr ;
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}
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static DBloodActor * actDropWeapon ( DBloodActor * actor , int nType )
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{
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if ( ! actor ) return nullptr ;
auto pSprite = & actor - > s ( ) ;
if ( pSprite - > statnum < kMaxStatus & & nType > = kItemWeaponBase & & nType < kItemWeaponMax )
{
auto act2 = actSpawnFloor ( actor ) ;
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const WEAPONITEMDATA * pWeapon = & gWeaponItemData [ nType - kItemWeaponBase ] ;
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auto pSprite2 = & act2 - > s ( ) ;
pSprite2 - > type = nType ;
pSprite2 - > picnum = pWeapon - > picnum ;
pSprite2 - > shade = pWeapon - > shade ;
pSprite2 - > xrepeat = pWeapon - > xrepeat ;
pSprite2 - > yrepeat = pWeapon - > yrepeat ;
return act2 ;
}
return nullptr ;
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}
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static DBloodActor * actDropItem ( DBloodActor * actor , int nType )
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{
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if ( ! actor ) return nullptr ;
auto pSprite = & actor - > s ( ) ;
if ( pSprite - > statnum < kMaxStatus & & nType > = kItemBase & & nType < kItemMax )
{
auto act2 = actSpawnFloor ( actor ) ;
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const ITEMDATA * pItem = & gItemData [ nType - kItemBase ] ;
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auto pSprite2 = & act2 - > s ( ) ;
pSprite2 - > type = nType ;
pSprite2 - > picnum = pItem - > picnum ;
pSprite2 - > shade = pItem - > shade ;
pSprite2 - > xrepeat = pItem - > xrepeat ;
pSprite2 - > yrepeat = pItem - > yrepeat ;
return act2 ;
}
return nullptr ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static DBloodActor * actDropKey ( DBloodActor * actor , int nType )
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{
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if ( ! actor ) return nullptr ;
auto pSprite = & actor - > s ( ) ;
if ( pSprite - > statnum < kMaxStatus & & nType > = kItemKeyBase & & nType < kItemKeyMax )
{
auto act2 = actDropItem ( actor , nType ) ;
if ( act2 & & gGameOptions . nGameType = = 1 )
{
act2 - > addX ( ) ;
auto pSprite2 = & act2 - > s ( ) ;
act2 - > x ( ) . respawn = 3 ;
act2 - > hit ( ) . florhit = 0 ;
act2 - > hit ( ) . ceilhit = 0 ;
}
return act2 ;
}
return nullptr ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static DBloodActor * actDropFlag ( DBloodActor * actor , int nType )
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{
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if ( ! actor ) return nullptr ;
auto pSprite = & actor - > s ( ) ;
if ( pSprite - > statnum < kMaxStatus & & ( nType = = 147 | | nType = = 148 ) )
{
auto act2 = actDropItem ( actor , nType ) ;
if ( act2 & & gGameOptions . nGameType = = 3 )
{
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evPost ( act2 , 1800 , kCallbackReturnFlag ) ;
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}
return act2 ;
}
return nullptr ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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DBloodActor * actDropObject ( DBloodActor * actor , int nType )
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{
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DBloodActor * act2 = nullptr ;
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if ( nType > = kItemKeyBase & & nType < kItemKeyMax ) act2 = actDropKey ( actor , nType ) ;
else if ( nType = = kItemFlagA | | nType = = kItemFlagB ) act2 = actDropFlag ( actor , nType ) ;
else if ( nType > = kItemBase & & nType < kItemMax ) act2 = actDropItem ( actor , nType ) ;
else if ( nType > = kItemAmmoBase & & nType < kItemAmmoMax ) act2 = actDropAmmo ( actor , nType ) ;
else if ( nType > = kItemWeaponBase & & nType < kItemWeaponMax ) act2 = actDropWeapon ( actor , nType ) ;
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if ( act2 )
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{
int top , bottom ;
GetActorExtents ( act2 , & top , & bottom ) ;
if ( bottom > = act2 - > s ( ) . z )
act2 - > s ( ) . z - = bottom - act2 - > s ( ) . z ;
}
return act2 ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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bool actHealDude ( DBloodActor * actor , int add , int threshold )
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{
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if ( ! actor ) return false ;
auto pXDude = & actor - > x ( ) ;
add < < = 4 ;
threshold < < = 4 ;
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if ( pXDude - > health < ( unsigned ) threshold )
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{
spritetype * pSprite = & actor - > s ( ) ;
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if ( actor - > IsPlayerActor ( ) ) sfxPlay3DSound ( pSprite - > x , pSprite - > y , pSprite - > z , 780 , pSprite - > sectnum ) ;
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pXDude - > health = min < uint32_t > ( pXDude - > health + add , threshold ) ;
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return true ;
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}
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return false ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-12-02 23:20:14 +00:00
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# ifdef NOONE_EXTENSIONS
static bool actKillModernDude ( DBloodActor * actor , DAMAGE_TYPE damageType )
{
auto pSprite = & actor - > s ( ) ;
auto pXSprite = & actor - > x ( ) ;
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GENDUDEEXTRA * pExtra = & actor - > genDudeExtra ( ) ;
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removeDudeStuff ( actor ) ;
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if ( pXSprite - > txID < = 0 | | getNextIncarnation ( actor ) = = nullptr )
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{
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if ( pExtra - > weaponType = = kGenDudeWeaponKamikaze & & Chance ( 0x4000 ) & & damageType ! = kDamageSpirit & & damageType ! = kDamageDrown )
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{
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doExplosion ( actor , pXSprite - > data1 - kTrapExploder ) ;
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if ( Chance ( 0x9000 ) ) damageType = kDamageExplode ;
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}
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if ( damageType = = kDamageBurn )
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{
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if ( pExtra - > availDeaths [ kDamageBurn ] & & ! spriteIsUnderwater ( actor ) )
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{
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if ( pExtra - > canBurn )
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{
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pSprite - > type = kDudeModernCustomBurning ;
if ( pXSprite - > data2 = = kGenDudeDefaultSeq ) // don't inherit palette for burning if using default animation
pSprite - > pal = 0 ;
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aiGenDudeNewState ( actor , & genDudeBurnGoto ) ;
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actHealDude ( actor , dudeInfo [ 55 ] . startHealth , dudeInfo [ 55 ] . startHealth ) ;
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if ( pXSprite - > burnTime < = 0 ) pXSprite - > burnTime = 1200 ;
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actor - > dudeExtra . time = PlayClock + 360 ;
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return true ;
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}
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}
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else
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{
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pXSprite - > burnTime = 0 ;
pXSprite - > burnSource = - 1 ;
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damageType = kDamageFall ;
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}
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}
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}
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else
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{
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pXSprite - > locked = 1 ; // lock while transforming
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aiSetGenIdleState ( pSprite , pXSprite ) ; // set idle state
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if ( pXSprite - > key > 0 ) // drop keys
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actDropObject ( actor , kItemKeyBase + pXSprite - > key - 1 ) ;
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if ( pXSprite - > dropMsg > 0 ) // drop items
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actDropObject ( actor , pXSprite - > dropMsg ) ;
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pSprite - > flags & = ~ kPhysMove ;
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actor - > xvel ( ) = actor - > yvel ( ) = 0 ;
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playGenDudeSound ( actor , kGenDudeSndTransforming ) ;
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int seqId = pXSprite - > data2 + kGenDudeSeqTransform ;
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if ( getSequence ( seqId ) ) seqSpawn ( seqId , actor , - 1 ) ;
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else
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{
seqKill ( actor ) ;
DBloodActor * pEffectA = gFX . fxSpawnActor ( ( FX_ID ) 52 , pSprite - > sectnum , pSprite - > x , pSprite - > y , pSprite - > z , pSprite - > ang ) ;
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if ( pEffectA ! = nullptr )
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{
auto pEffect = & pEffectA - > s ( ) ;
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pEffect - > cstat = CSTAT_SPRITE_ALIGNMENT_FACING ;
pEffect - > pal = 6 ;
pEffect - > xrepeat = pSprite - > xrepeat ;
pEffect - > yrepeat = pSprite - > yrepeat ;
}
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GIBTYPE nGibType ;
for ( int i = 0 ; i < 3 ; i + + )
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{
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if ( Chance ( 0x3000 ) ) nGibType = GIBTYPE_6 ;
else if ( Chance ( 0x2000 ) ) nGibType = GIBTYPE_5 ;
else nGibType = GIBTYPE_17 ;
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int top , bottom ;
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GetActorExtents ( actor , & top , & bottom ) ;
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CGibPosition gibPos ( pSprite - > x , pSprite - > y , top ) ;
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CGibVelocity gibVel ( actor - > xvel ( ) > > 1 , actor - > yvel ( ) > > 1 , - 0xccccc ) ;
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GibSprite ( pSprite , nGibType , & gibPos , & gibVel ) ;
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}
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}
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pXSprite - > sysData1 = kGenDudeTransformStatus ; // in transform
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return true ;
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}
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return false ;
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}
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# endif
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static bool actKillDudeStage1 ( DBloodActor * actor , DAMAGE_TYPE damageType )
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{
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auto pSprite = & actor - > s ( ) ;
auto pXSprite = & actor - > x ( ) ;
switch ( pSprite - > type )
{
# ifdef NOONE_EXTENSIONS
case kDudeModernCustom :
if ( actKillModernDude ( actor , damageType ) ) return true ;
break ;
# endif
case kDudeCerberusTwoHead : // Cerberus
seqSpawn ( dudeInfo [ pSprite - > type - kDudeBase ] . seqStartID + 1 , actor , - 1 ) ;
return true ;
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case kDudeCultistTommy :
case kDudeCultistShotgun :
case kDudeCultistTesla :
case kDudeCultistTNT :
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if ( damageType = = kDamageBurn & & pXSprite - > medium = = kMediumNormal )
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{
pSprite - > type = kDudeBurningCultist ;
aiNewState ( actor , & cultistBurnGoto ) ;
actHealDude ( actor , dudeInfo [ 40 ] . startHealth , dudeInfo [ 40 ] . startHealth ) ;
return true ;
}
break ;
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case kDudeBeast :
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if ( damageType = = kDamageBurn & & pXSprite - > medium = = kMediumNormal )
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{
pSprite - > type = kDudeBurningBeast ;
aiNewState ( actor , & beastBurnGoto ) ;
actHealDude ( actor , dudeInfo [ 53 ] . startHealth , dudeInfo [ 53 ] . startHealth ) ;
return true ;
}
break ;
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case kDudeInnocent :
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if ( damageType = = kDamageBurn & & pXSprite - > medium = = kMediumNormal )
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{
pSprite - > type = kDudeBurningInnocent ;
aiNewState ( actor , & innocentBurnGoto ) ;
actHealDude ( actor , dudeInfo [ 39 ] . startHealth , dudeInfo [ 39 ] . startHealth ) ;
return true ;
}
break ;
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case kDudeTinyCaleb :
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if ( cl_bloodvanillaenemies | | VanillaMode ( ) )
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break ;
if ( damageType = = kDamageBurn & & pXSprite - > medium = = kMediumNormal )
{
pSprite - > type = kDudeBurningTinyCaleb ;
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aiNewState ( actor , & tinycalebBurnGoto ) ;
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actHealDude ( actor , dudeInfo [ 39 ] . startHealth , dudeInfo [ 39 ] . startHealth ) ;
return true ;
}
break ;
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}
return false ;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void checkAddFrag ( DBloodActor * killerActor , DBloodActor * actor )
{
auto pKillerSprite = & killerActor - > s ( ) ;
auto pSprite = & actor - > s ( ) ;
if ( VanillaMode ( ) )
{
if ( killerActor - > IsPlayerActor ( ) )
{
PLAYER * pPlayer = & gPlayer [ pKillerSprite - > type - kDudePlayer1 ] ;
if ( gGameOptions . nGameType = = 1 )
pPlayer - > fragCount + + ;
}
}
else if ( gGameOptions . nGameType = = 1 & & killerActor - > IsPlayerActor ( ) & & pSprite - > statnum = = kStatDude )
{
switch ( pSprite - > type )
{
case kDudeBat :
case kDudeRat :
case kDudeInnocent :
case kDudeBurningInnocent :
break ;
default :
PLAYER * pKillerPlayer = & gPlayer [ pKillerSprite - > type - kDudePlayer1 ] ;
pKillerPlayer - > fragCount + + ;
break ;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkDropObjects ( DBloodActor * actor )
{
auto pXSprite = & actor - > x ( ) ;
if ( pXSprite - > key > 0 ) actDropObject ( actor , kItemKeyBase + pXSprite - > key - 1 ) ;
if ( pXSprite - > dropMsg > 0 ) actDropObject ( actor , pXSprite - > dropMsg ) ;
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switch ( actor - > s ( ) . type )
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{
case kDudeCultistTommy :
{
int nRand = Random ( 100 ) ;
if ( nRand < 10 ) actDropObject ( actor , kItemWeaponTommygun ) ;
else if ( nRand < 50 ) actDropObject ( actor , kItemAmmoTommygunFew ) ;
break ;
}
case kDudeCultistShotgun :
{
int nRand = Random ( 100 ) ;
if ( nRand < = 10 ) actDropObject ( actor , kItemWeaponSawedoff ) ;
else if ( nRand < = 50 ) actDropObject ( actor , kItemAmmoSawedoffFew ) ;
break ;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int checkDamageType ( DBloodActor * actor , DAMAGE_TYPE damageType )
{
int nSeq ;
auto pSprite = & actor - > s ( ) ;
switch ( damageType )
{
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case kDamageExplode :
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nSeq = 2 ;
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switch ( pSprite - > type )
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{
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# ifdef NOONE_EXTENSIONS
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case kDudeModernCustom :
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case kDudeModernCustomBurning :
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{
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playGenDudeSound ( actor , kGenDudeSndDeathExplode ) ;
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GENDUDEEXTRA * pExtra = & actor - > genDudeExtra ( ) ;
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if ( ! pExtra - > availDeaths [ damageType ] )
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{
nSeq = 1 ;
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damageType = kDamageFall ;
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}
break ;
}
# endif
case kDudeCultistTommy :
case kDudeCultistShotgun :
case kDudeCultistTommyProne :
case kDudeBurningInnocent :
case kDudeBurningCultist :
case kDudeInnocent :
case kDudeCultistShotgunProne :
case kDudeCultistTesla :
case kDudeCultistTNT :
case kDudeCultistBeast :
case kDudeTinyCaleb :
case kDudeBurningTinyCaleb :
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sfxPlay3DSound ( actor , 717 , - 1 , 0 ) ;
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break ;
}
break ;
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case kDamageBurn :
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nSeq = 3 ;
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sfxPlay3DSound ( actor , 351 , - 1 , 0 ) ;
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break ;
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case kDamageSpirit :
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switch ( pSprite - > type ) {
case kDudeZombieAxeNormal :
case kDudeZombieAxeBuried :
nSeq = 14 ;
break ;
case kDudeZombieButcher :
nSeq = 11 ;
break ;
default :
nSeq = 1 ;
break ;
}
break ;
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case kDamageFall :
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switch ( pSprite - > type )
{
case kDudeCultistTommy :
case kDudeCultistShotgun :
nSeq = 1 ;
break ;
default :
nSeq = 1 ;
break ;
}
break ;
default :
nSeq = 1 ;
break ;
}
return nSeq ;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void spawnGibs ( DBloodActor * actor , int type , int velz )
{
int top , bottom ;
GetActorExtents ( actor , & top , & bottom ) ;
CGibPosition gibPos ( actor - > s ( ) . x , actor - > s ( ) . y , top ) ;
CGibVelocity gibVel ( actor - > xvel ( ) > > 1 , actor - > yvel ( ) > > 1 , velz ) ;
GibSprite ( & actor - > s ( ) , GIBTYPE_27 , & gibPos , & gibVel ) ;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void zombieAxeNormalDeath ( DBloodActor * actor , int nSeq )
{
auto pSprite = & actor - > s ( ) ;
int nType = pSprite - > type - kDudeBase ;
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sfxPlay3DSound ( actor , 1107 + Random ( 2 ) , - 1 , 0 ) ;
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if ( nSeq = = 2 )
{
seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , nDudeToGibClient1 ) ;
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spawnGibs ( actor , GIBTYPE_27 , - 0xccccc ) ;
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}
else if ( nSeq = = 1 & & Chance ( 0x4000 ) )
{
seqSpawn ( dudeInfo [ nType ] . seqStartID + 7 , actor , nDudeToGibClient1 ) ;
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evPost ( actor , 0 , kCallbackFXZombieSpurt ) ;
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sfxPlay3DSound ( actor , 362 , - 1 , 0 ) ;
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actor - > x ( ) . data1 = 35 ;
actor - > x ( ) . data2 = 5 ;
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spawnGibs ( actor , GIBTYPE_27 , - 0x111111 ) ;
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}
else if ( nSeq = = 14 ) seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , - 1 ) ;
else if ( nSeq = = 3 ) seqSpawn ( dudeInfo [ nType ] . seqStartID + 13 , actor , nDudeToGibClient2 ) ;
else seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , nDudeToGibClient1 ) ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void burningCultistDeath ( DBloodActor * actor , int nSeq )
{
auto pSprite = & actor - > s ( ) ;
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if ( Chance ( 0x4000 ) & & nSeq = = 3 ) sfxPlay3DSound ( actor , 718 , - 1 , 0 ) ;
else sfxPlay3DSound ( actor , 1018 + Random ( 2 ) , - 1 , 0 ) ;
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int nType = pSprite - > type - kDudeBase ;
if ( Chance ( 0x8000 ) )
{
for ( int i = 0 ; i < 3 ; i + + )
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GibSprite ( pSprite , GIBTYPE_7 , nullptr , nullptr ) ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + 16 - Random ( 1 ) , actor , nDudeToGibClient1 ) ;
}
else
seqSpawn ( dudeInfo [ nType ] . seqStartID + 15 , actor , nDudeToGibClient2 ) ;
}
# ifdef NOONE_EXTENSIONS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void modernCustomDudeDeath ( DBloodActor * actor , int nSeq , int damageType )
{
auto pSprite = & actor - > s ( ) ;
auto pXSprite = & actor - > x ( ) ;
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playGenDudeSound ( actor , kGenDudeSndDeathNormal ) ;
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int dudeToGib = ( actCheckRespawn ( actor ) ) ? - 1 : ( ( nSeq = = 3 ) ? nDudeToGibClient2 : nDudeToGibClient1 ) ;
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if ( nSeq = = 3 )
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{
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GENDUDEEXTRA * pExtra = & actor - > genDudeExtra ( ) ;
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if ( pExtra - > availDeaths [ kDmgBurn ] = = 3 ) seqSpawn ( ( 15 + Random ( 2 ) ) + pXSprite - > data2 , actor , dudeToGib ) ;
else if ( pExtra - > availDeaths [ kDmgBurn ] = = 2 ) seqSpawn ( 16 + pXSprite - > data2 , actor , dudeToGib ) ;
else if ( pExtra - > availDeaths [ kDmgBurn ] = = 1 ) seqSpawn ( 15 + pXSprite - > data2 , actor , dudeToGib ) ;
else if ( getSequence ( pXSprite - > data2 + nSeq ) ) seqSpawn ( nSeq + pXSprite - > data2 , actor , dudeToGib ) ;
else seqSpawn ( 1 + pXSprite - > data2 , actor , dudeToGib ) ;
}
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else
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{
seqSpawn ( nSeq + pXSprite - > data2 , actor , dudeToGib ) ;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void modernCustomDudeBurningDeath ( DBloodActor * actor , int nSeq )
{
auto pSprite = & actor - > s ( ) ;
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playGenDudeSound ( actor , kGenDudeSndDeathExplode ) ;
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int dudeToGib = ( actCheckRespawn ( actor ) ) ? - 1 : nDudeToGibClient1 ;
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if ( Chance ( 0x4000 ) ) spawnGibs ( actor , GIBTYPE_27 , - 0xccccc ) ;
GENDUDEEXTRA * pExtra = & actor - > genDudeExtra ( ) ;
int seqofs = actor - > x ( ) . data2 ;
if ( pExtra - > availDeaths [ kDmgBurn ] = = 3 ) seqSpawn ( ( 15 + Random ( 2 ) ) + seqofs , actor , dudeToGib ) ;
else if ( pExtra - > availDeaths [ kDmgBurn ] = = 2 ) seqSpawn ( 16 + seqofs , actor , dudeToGib ) ;
else if ( pExtra - > availDeaths [ kDmgBurn ] = = 1 ) seqSpawn ( 15 + seqofs , actor , dudeToGib ) ;
else seqSpawn ( 1 + seqofs , actor , dudeToGib ) ;
}
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# endif
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void zombieAxeBurningDeath ( DBloodActor * actor , int nSeq )
{
auto pSprite = & actor - > s ( ) ;
int nType = pSprite - > type - kDudeBase ;
if ( Chance ( 0x8000 ) & & nSeq = = 3 )
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sfxPlay3DSound ( actor , 1109 , - 1 , 0 ) ;
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else
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sfxPlay3DSound ( actor , 1107 + Random ( 2 ) , - 1 , 0 ) ;
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if ( Chance ( 0x8000 ) )
{
seqSpawn ( dudeInfo [ nType ] . seqStartID + 13 , actor , nDudeToGibClient1 ) ;
spawnGibs ( actor , GIBTYPE_27 , - 0xccccc ) ;
}
else
seqSpawn ( dudeInfo [ nType ] . seqStartID + 13 , actor , nDudeToGibClient2 ) ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void zombieButcherDeath ( DBloodActor * actor , int nSeq )
{
auto pSprite = & actor - > s ( ) ;
int nType = pSprite - > type - kDudeBase ;
if ( nSeq = = 14 )
{
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sfxPlay3DSound ( actor , 1206 , - 1 , 0 ) ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + 11 , actor , - 1 ) ;
return ;
}
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sfxPlay3DSound ( actor , 1204 + Random ( 2 ) , - 1 , 0 ) ;
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if ( nSeq = = 3 )
seqSpawn ( dudeInfo [ nType ] . seqStartID + 10 , actor , - 1 ) ;
else
seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , - 1 ) ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void genericDeath ( DBloodActor * actor , int nSeq , int sound1 , int seqnum )
{
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auto pSprite = & actor - > s ( ) ;
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if ( Chance ( 0x4000 ) & & nSeq = = 3 ) sfxPlay3DSound ( actor , sound1 + 2 , - 1 , 0 ) ;
else sfxPlay3DSound ( actor , sound1 + Random ( 2 ) , - 1 , 0 ) ;
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seqSpawn ( seqnum , actor , - 1 ) ;
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actKillDude ( DBloodActor * killerActor , DBloodActor * actor , DAMAGE_TYPE damageType , int damage )
{
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spritetype * pKillerSprite = & killerActor - > s ( ) ;
auto pSprite = & actor - > s ( ) ;
assert ( pSprite - > type > = kDudeBase & & pSprite - > type < kDudeMax & & actor - > hasX ( ) ) ;
int nType = pSprite - > type - kDudeBase ;
XSPRITE * pXSprite = & actor - > x ( ) ;
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if ( actKillDudeStage1 ( actor , damageType ) ) return ;
for ( int p = connecthead ; p > = 0 ; p = connectpoint2 [ p ] )
{
if ( gPlayer [ p ] . fragger ( ) = = actor & & gPlayer [ p ] . deathTime > 0 )
gPlayer [ p ] . setFragger ( nullptr ) ;
}
if ( pSprite - > type ! = kDudeCultistBeast )
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trTriggerSprite ( actor , kCmdOff ) ;
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pSprite - > flags | = 7 ;
checkAddFrag ( killerActor , actor ) ;
checkDropObjects ( actor ) ;
int nSeq = checkDamageType ( actor , damageType ) ;
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if ( ! getSequence ( getDudeInfo ( nType + kDudeBase ) - > seqStartID + nSeq ) )
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{
seqKill ( actor ) ;
gKillMgr . AddKill ( pSprite ) ;
actPostSprite ( actor , kStatFree ) ;
return ;
}
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auto Owner = actor - > GetOwner ( ) ;
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switch ( pSprite - > type )
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{
case kDudeZombieAxeNormal :
zombieAxeNormalDeath ( actor , nSeq ) ;
break ;
case kDudeCultistTommy :
case kDudeCultistShotgun :
case kDudeCultistTesla :
case kDudeCultistTNT :
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sfxPlay3DSound ( actor , 1018 + Random ( 2 ) , - 1 , 0 ) ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , nSeq = = 3 ? nDudeToGibClient2 : nDudeToGibClient1 ) ;
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break ;
case kDudeBurningCultist :
burningCultistDeath ( actor , nSeq ) ;
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damageType = kDamageExplode ;
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break ;
# ifdef NOONE_EXTENSIONS
case kDudeModernCustom :
modernCustomDudeDeath ( actor , nSeq , damageType ) ;
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genDudePostDeath ( actor , damageType , damage ) ;
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return ;
case kDudeModernCustomBurning :
modernCustomDudeBurningDeath ( actor , nSeq ) ;
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genDudePostDeath ( actor , kDamageExplode , damage ) ;
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return ;
# endif
case kDudeBurningZombieAxe :
zombieAxeBurningDeath ( actor , nSeq ) ;
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damageType = kDamageExplode ;
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break ;
case kDudeBurningZombieButcher :
genericDeath ( actor , nSeq , 1204 , dudeInfo [ 4 ] . seqStartID + 10 ) ;
break ;
case kDudeBurningInnocent :
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damageType = kDamageExplode ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + 7 , actor , nDudeToGibClient1 ) ;
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break ;
case kDudeZombieButcher :
zombieButcherDeath ( actor , nSeq ) ;
break ;
case kDudeGargoyleFlesh :
genericDeath ( actor , nSeq , 1403 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeGargoyleStone :
genericDeath ( actor , nSeq , 1453 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudePhantasm :
genericDeath ( actor , nSeq , 1603 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeHellHound :
genericDeath ( actor , nSeq , 1303 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeHand :
genericDeath ( actor , nSeq , 1903 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeSpiderBrown :
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if ( Owner ) Owner - > dudeExtra . stats . birthCounter - - ;
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genericDeath ( actor , nSeq , 1803 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeSpiderRed :
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if ( Owner ) Owner - > dudeExtra . stats . birthCounter - - ;
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genericDeath ( actor , nSeq , 1803 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeSpiderBlack :
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if ( Owner ) Owner - > dudeExtra . stats . birthCounter - - ;
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genericDeath ( actor , nSeq , 1803 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeSpiderMother :
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sfxPlay3DSound ( actor , 1850 , - 1 , 0 ) ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , - 1 ) ;
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break ;
case kDudeGillBeast :
genericDeath ( actor , nSeq , 1703 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeBoneEel :
genericDeath ( actor , nSeq , 1503 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeBat :
genericDeath ( actor , nSeq , 2003 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeRat :
genericDeath ( actor , nSeq , 2103 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudePodGreen :
case kDudeTentacleGreen :
case kDudePodFire :
case kDudeTentacleFire :
if ( ( pSprite - > cstat & CSTAT_SPRITE_YFLIP ) ) pSprite - > cstat & = ~ CSTAT_SPRITE_YFLIP ;
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switch ( pSprite - > type )
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{
case kDudePodGreen :
genericDeath ( actor , nSeq , 2203 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeTentacleGreen :
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sfxPlay3DSound ( actor , damage = = 5 ? 2471 : 2472 , - 1 , 0 ) ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , - 1 ) ;
break ;
case kDudePodFire :
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sfxPlay3DSound ( actor , damage = = 5 ? 2451 : 2452 , - 1 , 0 ) ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , - 1 ) ;
break ;
case kDudeTentacleFire :
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sfxPlay3DSound ( actor , 2501 , - 1 , 0 ) ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , - 1 ) ;
break ;
}
break ;
case kDudePodMother :
case kDudeTentacleMother :
genericDeath ( actor , nSeq , 2203 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeCerberusTwoHead :
case kDudeCerberusOneHead :
genericDeath ( actor , nSeq , 2303 , dudeInfo [ nType ] . seqStartID + nSeq ) ;
break ;
case kDudeTchernobog :
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sfxPlay3DSound ( actor , 2380 , - 1 , 0 ) ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , - 1 ) ;
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break ;
case kDudeBurningTinyCaleb :
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damageType = kDamageExplode ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + 11 , actor , nDudeToGibClient1 ) ;
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break ;
case kDudeBeast :
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sfxPlay3DSound ( actor , 9000 + Random ( 2 ) , - 1 , 0 ) ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + nSeq , actor , nSeq = = 3 ? nDudeToGibClient2 : nDudeToGibClient1 ) ;
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break ;
case kDudeBurningBeast :
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damageType = kDamageExplode ;
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seqSpawn ( dudeInfo [ nType ] . seqStartID + 12 , actor , nDudeToGibClient1 ) ;
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break ;
default :
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seqSpawn ( getDudeInfo ( nType + kDudeBase ) - > seqStartID + nSeq , actor , - 1 ) ;
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break ;
}
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if ( damageType = = kDamageExplode )
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{
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DUDEINFO * pDudeInfo = getDudeInfo ( pSprite - > type ) ;
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for ( int i = 0 ; i < 3 ; i + + )
if ( pDudeInfo - > nGibType [ i ] > - 1 )
GibSprite ( pSprite , ( GIBTYPE ) pDudeInfo - > nGibType [ i ] , nullptr , nullptr ) ;
for ( int i = 0 ; i < 4 ; i + + )
fxSpawnBlood ( pSprite , damage ) ;
}
gKillMgr . AddKill ( pSprite ) ;
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actCheckRespawn ( actor ) ;
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pSprite - > type = kThingBloodChunks ;
actPostSprite ( actor , kStatThing ) ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static int actDamageDude ( DBloodActor * source , DBloodActor * actor , int damage , DAMAGE_TYPE damageType )
{
auto pSprite = & actor - > s ( ) ;
XSPRITE * pXSprite = & actor - > x ( ) ;
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if ( ! actor - > IsDudeActor ( ) )
{
Printf ( PRINT_HIGH , " Bad Dude Failed: initial=%d type=%d %s \n " , ( int ) pSprite - > inittype , ( int ) pSprite - > type , ( int ) ( pSprite - > flags & kHitagRespawn ) ? " RESPAWN " : " NORMAL " ) ;
return damage > > 4 ;
//I_Error("Bad Dude Failed: initial=%d type=%d %s\n", (int)pSprite->inittype, (int)pSprite->type, (int)(pSprite->flags & 16) ? "RESPAWN" : "NORMAL");
}
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int nType = pSprite - > type - kDudeBase ;
int nDamageFactor = getDudeInfo ( nType + kDudeBase ) - > damageVal [ damageType ] ;
# ifdef NOONE_EXTENSIONS
if ( pSprite - > type = = kDudeModernCustom )
nDamageFactor = actor - > genDudeExtra ( ) . dmgControl [ damageType ] ;
# endif
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if ( ! nDamageFactor ) return 0 ;
else if ( nDamageFactor ! = 256 ) damage = MulScale ( damage , nDamageFactor , 8 ) ;
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if ( ! IsPlayerSprite ( pSprite ) )
{
if ( pXSprite - > health < = 0 ) return 0 ;
damage = aiDamageSprite ( source , actor , damageType , damage ) ;
if ( pXSprite - > health < = 0 )
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actKillDude ( source , actor , ( ( damageType = = kDamageExplode & & damage < 160 ) ? kDamageFall : damageType ) , damage ) ;
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}
else
{
PLAYER * pPlayer = & gPlayer [ pSprite - > type - kDudePlayer1 ] ;
if ( pXSprite - > health > 0 | | playerSeqPlaying ( pPlayer , 16 ) )
damage = playerDamageSprite ( source , pPlayer , damageType , damage ) ;
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}
return damage ;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static int actDamageThing ( DBloodActor * source , DBloodActor * actor , int damage , DAMAGE_TYPE damageType , PLAYER * pSourcePlayer )
{
auto pSprite = & actor - > s ( ) ;
XSPRITE * pXSprite = & actor - > x ( ) ;
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assert ( pSprite - > type > = kThingBase & & pSprite - > type < kThingMax ) ;
int nType = pSprite - > type - kThingBase ;
int nDamageFactor = thingInfo [ nType ] . dmgControl [ damageType ] ;
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if ( ! nDamageFactor ) return 0 ;
else if ( nDamageFactor ! = 256 ) damage = MulScale ( damage , nDamageFactor , 8 ) ;
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pXSprite - > health = ClipLow ( pXSprite - > health - damage , 0 ) ;
if ( pXSprite - > health < = 0 )
{
auto Owner = actor - > GetOwner ( ) ;
switch ( pSprite - > type )
{
case kThingDroppedLifeLeech :
# ifdef NOONE_EXTENSIONS
case kModernThingEnemyLifeLeech :
# endif
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GibSprite ( pSprite , GIBTYPE_14 , nullptr , nullptr ) ;
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pXSprite - > data1 = pXSprite - > data2 = pXSprite - > data3 = pXSprite - > DudeLockout = 0 ;
pXSprite - > stateTimer = pXSprite - > data4 = pXSprite - > isTriggered = 0 ;
# ifdef NOONE_EXTENSIONS
if ( Owner & & Owner - > s ( ) . type = = kDudeModernCustom )
Owner - > SetSpecialOwner ( ) ; // indicates if custom dude had life leech.
# endif
break ;
default :
if ( ! ( pSprite - > flags & kHitagRespawn ) )
actor - > SetOwner ( source ) ;
break ;
}
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trTriggerSprite ( actor , kCmdOff ) ;
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switch ( pSprite - > type )
{
case kThingObjectGib :
case kThingObjectExplode :
case kThingBloodBits :
case kThingBloodChunks :
case kThingZombieHead :
if ( damageType = = 3 & & pSourcePlayer & & PlayClock > pSourcePlayer - > laughCount & & Chance ( 0x4000 ) )
{
sfxPlay3DSound ( pSourcePlayer - > pSprite , gPlayerGibThingComments [ Random ( 10 ) ] , 0 , 2 ) ;
pSourcePlayer - > laughCount = PlayClock + 3600 ;
}
break ;
case kTrapMachinegun :
seqSpawn ( 28 , 3 , pSprite - > extra , - 1 ) ;
break ;
case kThingFluorescent :
seqSpawn ( 12 , 3 , pSprite - > extra , - 1 ) ;
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GibSprite ( pSprite , GIBTYPE_6 , nullptr , nullptr ) ;
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break ;
case kThingSpiderWeb :
seqSpawn ( 15 , 3 , pSprite - > extra , - 1 ) ;
break ;
case kThingMetalGrate :
seqSpawn ( 21 , 3 , pSprite - > extra , - 1 ) ;
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GibSprite ( pSprite , GIBTYPE_4 , nullptr , nullptr ) ;
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break ;
case kThingFlammableTree :
switch ( pXSprite - > data1 )
{
case - 1 :
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GibSprite ( pSprite , GIBTYPE_14 , nullptr , nullptr ) ;
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sfxPlay3DSound ( pSprite - > x , pSprite - > y , pSprite - > z , 312 , pSprite - > sectnum ) ;
actPostSprite ( actor , kStatFree ) ;
break ;
case 0 :
seqSpawn ( 25 , actor , nTreeToGibClient ) ;
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sfxPlay3DSound ( actor , 351 , - 1 , 0 ) ;
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break ;
case 1 :
seqSpawn ( 26 , 3 , pSprite - > extra , nTreeToGibClient ) ;
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sfxPlay3DSound ( actor , 351 , - 1 , 0 ) ;
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break ;
}
break ;
}
}
return damage ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int actDamageSprite ( DBloodActor * source , DBloodActor * actor , DAMAGE_TYPE damageType , int damage )
2020-12-02 19:55:08 +00:00
{
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auto pSprite = & actor - > s ( ) ;
if ( pSprite - > flags & 32 | | ! actor - > hasX ( ) )
return 0 ;
XSPRITE * pXSprite = & actor - > x ( ) ;
if ( ( pXSprite - > health = = 0 & & pSprite - > statnum ! = kStatDude ) | | pXSprite - > locked )
return 0 ;
if ( source = = nullptr ) source = actor ;
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PLAYER * pSourcePlayer = nullptr ;
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if ( source - > IsPlayerActor ( ) ) pSourcePlayer = & gPlayer [ source - > s ( ) . type - kDudePlayer1 ] ;
if ( ! gGameOptions . bFriendlyFire & & IsTargetTeammate ( pSourcePlayer , pSprite ) ) return 0 ;
switch ( pSprite - > statnum )
{
case kStatDude :
damage = actDamageDude ( source , actor , damage , damageType ) ;
break ;
case kStatThing :
damage = actDamageThing ( source , actor , damage , damageType , pSourcePlayer ) ;
break ;
}
return damage > > 4 ;
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}
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//---------------------------------------------------------------------------
//
2020-12-03 17:00:07 +00:00
// this was condensed to the parts actually in use.
2020-12-02 23:30:19 +00:00
//
//---------------------------------------------------------------------------
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void actHitcodeToData ( int a1 , HITINFO * pHitInfo , DBloodActor * * pActor , walltype * * ppWall )
2019-09-19 22:42:45 +00:00
{
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assert ( pHitInfo ! = nullptr ) ;
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DBloodActor * actor = nullptr ;
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int nWall = - 1 ;
walltype * pWall = nullptr ;
switch ( a1 )
{
case 3 :
case 5 :
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actor = pHitInfo - > hitactor ;
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break ;
case 0 :
case 4 :
nWall = pHitInfo - > hitwall ;
if ( nWall > = 0 & & nWall < kMaxWalls ) pWall = & wall [ nWall ] ;
break ;
default :
break ;
}
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if ( pActor ) * pActor = actor ;
if ( ppWall ) * ppWall = pWall ;
2019-09-19 22:42:45 +00:00
}
2020-12-03 17:00:07 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actImpactMissile ( DBloodActor * missileActor , int hitCode )
2019-09-19 22:42:45 +00:00
{
2020-12-03 17:00:07 +00:00
auto pMissile = & missileActor - > s ( ) ;
XSPRITE * pXMissile = & missileActor - > x ( ) ;
auto missileOwner = missileActor - > GetOwner ( ) ;
2019-10-11 21:59:39 +00:00
2020-12-03 17:00:07 +00:00
DBloodActor * actorHit = nullptr ;
walltype * pWallHit = nullptr ;
2019-09-21 11:02:17 +00:00
2020-12-03 17:00:07 +00:00
actHitcodeToData ( hitCode , & gHitInfo , & actorHit , & pWallHit ) ;
spritetype * pSpriteHit = actorHit ? & actorHit - > s ( ) : nullptr ;
XSPRITE * pXSpriteHit = actorHit & & actorHit - > hasX ( ) ? & actorHit - > x ( ) : nullptr ;
const THINGINFO * pThingInfo = nullptr ;
DUDEINFO * pDudeInfo = nullptr ;
if ( hitCode = = 3 & & pSpriteHit )
{
switch ( pSpriteHit - > statnum )
{
case kStatThing :
pThingInfo = & thingInfo [ pSpriteHit - > type - kThingBase ] ;
break ;
case kStatDude :
pDudeInfo = getDudeInfo ( pSpriteHit - > type ) ;
break ;
}
}
switch ( pMissile - > type )
{
case kMissileLifeLeechRegular :
if ( hitCode = = 3 & & pSpriteHit & & ( pThingInfo | | pDudeInfo ) )
{
DAMAGE_TYPE rand1 = ( DAMAGE_TYPE ) Random ( 7 ) ;
int rand2 = ( 7 + Random ( 7 ) ) < < 4 ;
int nDamage = actDamageSprite ( missileOwner , actorHit , rand1 , rand2 ) ;
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if ( ( pThingInfo & & pThingInfo - > dmgControl [ kDamageBurn ] ! = 0 ) | | ( pDudeInfo & & pDudeInfo - > damageVal [ kDamageBurn ] ! = 0 ) )
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actBurnSprite ( missileActor - > GetOwner ( ) , actorHit , 360 ) ;
// by NoOne: make Life Leech heal user, just like it was in 1.0x versions
2021-08-21 10:16:48 +00:00
if ( gGameOptions . weaponsV10x & & ! VanillaMode ( ) & & pDudeInfo ! = nullptr )
2020-12-03 17:00:07 +00:00
{
if ( missileOwner - > IsDudeActor ( ) & & missileOwner - > hasX ( ) & & missileOwner - > x ( ) . health ! = 0 )
actHealDude ( missileOwner , nDamage > > 2 , getDudeInfo ( missileOwner - > s ( ) . type ) - > startHealth ) ;
}
}
if ( pMissile - > extra > 0 )
{
actPostSprite ( missileActor , kStatDecoration ) ;
if ( pMissile - > ang = = 1024 ) sfxPlay3DSound ( pMissile , 307 , - 1 , 0 ) ;
pMissile - > type = kSpriteDecoration ;
seqSpawn ( 9 , missileActor , - 1 ) ;
}
else
{
actPostSprite ( pMissile - > index , kStatFree ) ;
}
break ;
case kMissileTeslaAlt :
teslaHit ( pMissile , hitCode ) ;
switch ( hitCode )
{
case 0 :
case 4 :
if ( pWallHit )
{
2021-08-30 18:32:14 +00:00
auto pFX = gFX . fxSpawnActor ( FX_52 , pMissile - > sectnum , pMissile - > x , pMissile - > y , pMissile - > z , 0 ) ;
if ( pFX ) pFX - > s ( ) . ang = ( GetWallAngle ( pWallHit ) + 512 ) & 2047 ;
2020-12-03 17:00:07 +00:00
}
break ;
}
GibSprite ( pMissile , GIBTYPE_24 , NULL , NULL ) ;
actPostSprite ( missileActor , kStatFree ) ;
break ;
case kMissilePukeGreen :
seqKill ( missileActor ) ;
if ( hitCode = = 3 & & pSpriteHit & & ( pThingInfo | | pDudeInfo ) )
{
int nOwner = pMissile - > owner ;
int nDamage = ( 15 + Random ( 7 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageBullet , nDamage ) ;
2020-12-03 17:00:07 +00:00
}
actPostSprite ( missileActor , kStatFree ) ;
break ;
case kMissileArcGargoyle :
sfxKill3DSound ( pMissile , - 1 , - 1 ) ;
sfxPlay3DSound ( pMissile - > x , pMissile - > y , pMissile - > z , 306 , pMissile - > sectnum ) ;
GibSprite ( pMissile , GIBTYPE_6 , NULL , NULL ) ;
if ( hitCode = = 3 & & pSpriteHit & & ( pThingInfo | | pDudeInfo ) )
{
int nDamage = ( 25 + Random ( 20 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageSpirit , nDamage ) ;
2020-12-03 17:00:07 +00:00
}
actPostSprite ( missileActor , kStatFree ) ;
break ;
case kMissileLifeLeechAltNormal :
case kMissileLifeLeechAltSmall :
sfxKill3DSound ( pMissile , - 1 , - 1 ) ;
sfxPlay3DSound ( pMissile - > x , pMissile - > y , pMissile - > z , 306 , pMissile - > sectnum ) ;
if ( hitCode = = 3 & & pSpriteHit & & ( pThingInfo | | pDudeInfo ) )
{
int nDmgMul = ( pMissile - > type = = kMissileLifeLeechAltSmall ) ? 6 : 3 ;
int nDamage = ( nDmgMul + Random ( nDmgMul ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageSpirit , nDamage ) ;
2020-12-03 17:00:07 +00:00
}
actPostSprite ( missileActor , kStatFree ) ;
break ;
case kMissileFireball :
2021-08-22 07:49:02 +00:00
case kMissileFireballNapalm :
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if ( hitCode = = 3 & & pSpriteHit & & ( pThingInfo | | pDudeInfo ) )
{
if ( pThingInfo & & pSpriteHit - > type = = kThingTNTBarrel & & actorHit - > x ( ) . burnTime = = 0 )
evPost ( actorHit , 0 , kCallbackFXFlameLick ) ;
int nDamage = ( 50 + Random ( 50 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageBullet , nDamage ) ;
2020-12-03 17:00:07 +00:00
}
2020-12-05 11:17:28 +00:00
actExplodeSprite ( missileActor ) ;
2020-12-03 17:00:07 +00:00
break ;
case kMissileFlareAlt :
sfxKill3DSound ( pMissile , - 1 , - 1 ) ;
2020-12-05 11:17:28 +00:00
actExplodeSprite ( missileActor ) ;
2020-12-03 17:00:07 +00:00
break ;
case kMissileFlareRegular :
sfxKill3DSound ( pMissile , - 1 , - 1 ) ;
if ( ( hitCode = = 3 & & pSpriteHit ) & & ( pThingInfo | | pDudeInfo ) )
{
2021-06-16 19:13:04 +00:00
if ( ( pThingInfo & & pThingInfo - > dmgControl [ kDamageBurn ] ! = 0 ) | | ( pDudeInfo & & pDudeInfo - > damageVal [ kDamageBurn ] ! = 0 ) )
2020-12-03 17:00:07 +00:00
{
if ( pThingInfo & & pSpriteHit - > type = = kThingTNTBarrel & & actorHit - > x ( ) . burnTime = = 0 )
evPost ( actorHit , 0 , kCallbackFXFlameLick ) ;
actBurnSprite ( missileOwner , actorHit , 480 ) ;
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actRadiusDamage ( missileOwner , pMissile - > x , pMissile - > y , pMissile - > z , pMissile - > sectnum , 16 , 20 , 10 , kDamageBullet , 6 , 480 ) ;
2020-12-03 17:00:07 +00:00
// by NoOne: allow additional bullet damage for Flare Gun
2021-08-21 10:16:48 +00:00
if ( gGameOptions . weaponsV10x & & ! VanillaMode ( ) )
2020-12-03 17:00:07 +00:00
{
int nDamage = ( 20 + Random ( 10 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageBullet , nDamage ) ;
2020-12-03 17:00:07 +00:00
}
}
else
{
int nDamage = ( 20 + Random ( 10 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageBullet , nDamage ) ;
2020-12-03 17:00:07 +00:00
}
if ( surfType [ pSpriteHit - > picnum ] = = kSurfFlesh )
{
pMissile - > picnum = 2123 ;
missileActor - > SetTarget ( actorHit ) ;
pXMissile - > targetZ = pMissile - > z - pSpriteHit - > z ;
pXMissile - > goalAng = getangle ( pMissile - > x - pSpriteHit - > x , pMissile - > y - pSpriteHit - > y ) - pSpriteHit - > ang ;
pXMissile - > state = 1 ;
actPostSprite ( pMissile - > index , kStatFlare ) ;
pMissile - > cstat & = ~ 257 ;
break ;
}
}
GibSprite ( pMissile , GIBTYPE_17 , NULL , NULL ) ;
actPostSprite ( missileActor , kStatFree ) ;
break ;
case kMissileFlameSpray :
case kMissileFlameHound :
if ( hitCode = = 3 & & actorHit & & actorHit - > hasX ( ) )
{
if ( ( pSpriteHit - > statnum = = kStatThing | | pSpriteHit - > statnum = = kStatDude ) & & pXSpriteHit - > burnTime = = 0 )
evPost ( actorHit , 0 , kCallbackFXFlameLick ) ;
actBurnSprite ( missileOwner , actorHit , ( 4 + gGameOptions . nDifficulty ) < < 2 ) ;
2021-08-19 12:28:00 +00:00
actDamageSprite ( missileOwner , actorHit , kDamageBurn , 8 ) ;
2020-12-03 17:00:07 +00:00
}
break ;
case kMissileFireballCerberus :
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actExplodeSprite ( missileActor ) ;
2020-12-03 17:00:07 +00:00
if ( hitCode = = 3 & & actorHit & & actorHit - > hasX ( ) )
{
if ( ( pSpriteHit - > statnum = = kStatThing | | pSpriteHit - > statnum = = kStatDude ) & & pXSpriteHit - > burnTime = = 0 )
evPost ( actorHit , 0 , kCallbackFXFlameLick ) ;
actBurnSprite ( missileOwner , actorHit , ( 4 + gGameOptions . nDifficulty ) < < 2 ) ;
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actDamageSprite ( missileOwner , actorHit , kDamageBurn , 8 ) ;
2020-12-03 17:00:07 +00:00
int nDamage = ( 25 + Random ( 10 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageBullet , nDamage ) ;
2020-12-03 17:00:07 +00:00
}
2020-12-05 11:17:28 +00:00
actExplodeSprite ( missileActor ) ;
2020-12-03 17:00:07 +00:00
break ;
case kMissileFireballTchernobog :
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actExplodeSprite ( missileActor ) ;
2020-12-03 17:00:07 +00:00
if ( hitCode = = 3 & & actorHit & & actorHit - > hasX ( ) )
{
if ( ( pSpriteHit - > statnum = = kStatThing | | pSpriteHit - > statnum = = kStatDude ) & & pXSpriteHit - > burnTime = = 0 )
evPost ( actorHit , 0 , kCallbackFXFlameLick ) ;
actBurnSprite ( missileOwner , actorHit , 32 ) ;
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actDamageSprite ( missileOwner , actorHit , kDamageSpirit , 12 ) ;
2020-12-03 17:00:07 +00:00
int nDamage = ( 25 + Random ( 10 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageBullet , nDamage ) ;
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}
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actExplodeSprite ( missileActor ) ;
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break ;
case kMissileEctoSkull :
sfxKill3DSound ( pMissile , - 1 , - 1 ) ;
sfxPlay3DSound ( pMissile - > x , pMissile - > y , pMissile - > z , 522 , pMissile - > sectnum ) ;
actPostSprite ( pMissile - > index , kStatDebris ) ;
seqSpawn ( 20 , 3 , pMissile - > extra , - 1 ) ;
if ( hitCode = = 3 & & actorHit & & actorHit - > hasX ( ) )
{
if ( pSpriteHit - > statnum = = kStatDude )
{
int nDamage = ( 25 + Random ( 10 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageSpirit , nDamage ) ;
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}
}
break ;
case kMissileButcherKnife :
actPostSprite ( missileActor , kStatDebris ) ;
pMissile - > cstat & = ~ 16 ;
pMissile - > type = kSpriteDecoration ;
seqSpawn ( 20 , 3 , pMissile - > extra , - 1 ) ;
if ( hitCode = = 3 & & actorHit & & actorHit - > hasX ( ) )
{
if ( pSpriteHit - > statnum = = kStatDude )
{
int nDamage = ( 10 + Random ( 10 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageSpirit , nDamage ) ;
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int nType = missileOwner - > s ( ) . type - kDudeBase ;
if ( missileOwner - > x ( ) . health > 0 )
actHealDude ( missileOwner , 10 , getDudeInfo ( nType + kDudeBase ) - > startHealth ) ;
}
}
break ;
case kMissileTeslaRegular :
sfxKill3DSound ( pMissile , - 1 , - 1 ) ;
sfxPlay3DSound ( pMissile - > x , pMissile - > y , pMissile - > z , 518 , pMissile - > sectnum ) ;
GibSprite ( pMissile , ( hitCode = = 2 ) ? GIBTYPE_23 : GIBTYPE_22 , NULL , NULL ) ;
evKill ( missileActor ) ;
seqKill ( missileActor ) ;
actPostSprite ( missileActor , kStatFree ) ;
if ( hitCode = = 3 & & actorHit )
{
int nDamage = ( 15 + Random ( 10 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageTesla , nDamage ) ;
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}
break ;
default :
seqKill ( missileActor ) ;
actPostSprite ( missileActor , kStatFree ) ;
if ( hitCode = = 3 & & actorHit )
{
int nDamage = ( 10 + Random ( 10 ) ) < < 4 ;
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actDamageSprite ( missileOwner , actorHit , kDamageFall , nDamage ) ;
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}
break ;
}
# ifdef NOONE_EXTENSIONS
if ( gModernMap & & pXSpriteHit & & pXSpriteHit - > state ! = pXSpriteHit - > restState & & pXSpriteHit - > Impact )
trTriggerSprite ( actorHit , kCmdSpriteImpact ) ;
# endif
pMissile - > cstat & = ~ 257 ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actKickObject ( DBloodActor * kicker , DBloodActor * kicked )
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{
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int nSpeed = ClipLow ( approxDist ( kicker - > xvel ( ) , kicker - > yvel ( ) ) * 2 , 0xaaaaa ) ;
kicked - > xvel ( ) = MulScale ( nSpeed , Cos ( kicker - > s ( ) . ang + Random2 ( 85 ) ) , 30 ) ;
kicked - > yvel ( ) = MulScale ( nSpeed , Sin ( kicker - > s ( ) . ang + Random2 ( 85 ) ) , 30 ) ;
kicked - > zvel ( ) = MulScale ( nSpeed , - 0x2000 , 14 ) ;
kicked - > s ( ) . flags = 7 ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actTouchFloor ( DBloodActor * actor , int nSector )
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{
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assert ( actor ! = nullptr ) ;
assert ( nSector > = 0 & & nSector < kMaxSectors ) ;
sectortype * pSector = & sector [ nSector ] ;
XSECTOR * pXSector = nullptr ;
if ( pSector - > extra > 0 ) pXSector = & xsector [ pSector - > extra ] ;
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2020-12-06 20:56:09 +00:00
bool doDamage = ( pXSector & & ( pSector - > type = = kSectorDamage | | pXSector - > damageType > 0 ) ) ;
// don't allow damage for damage sectors if they are not enabled
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# ifdef NOONE_EXTENSIONS
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if ( gModernMap & & doDamage & & pSector - > type = = kSectorDamage & & ! pXSector - > state )
doDamage = false ;
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# endif
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if ( doDamage ) {
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DAMAGE_TYPE nDamageType ;
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if ( pSector - > type = = kSectorDamage ) nDamageType = ( DAMAGE_TYPE ) ClipRange ( pXSector - > damageType , kDamageFall , kDamageTesla ) ;
else nDamageType = ( DAMAGE_TYPE ) ClipRange ( pXSector - > damageType - 1 , kDamageFall , kDamageTesla ) ;
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int nDamage ;
if ( pXSector - > data ) nDamage = ClipRange ( pXSector - > data , 0 , 1000 ) ;
else nDamage = 1000 ;
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2020-12-03 17:38:30 +00:00
actDamageSprite ( actor , actor , nDamageType , scale ( 4 , nDamage , 120 ) < < 4 ) ;
}
if ( tileGetSurfType ( nSector + 0x4000 ) = = kSurfLava )
{
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actDamageSprite ( actor , actor , kDamageBurn , 16 ) ;
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sfxPlay3DSound ( actor , 352 , 5 , 2 ) ;
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}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void checkCeilHit ( DBloodActor * actor )
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{
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auto pSprite = & actor - > s ( ) ;
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auto pXSprite = actor - > hasX ( ) ? & actor - > x ( ) : nullptr ;
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Collision coll ( actor - > hit ( ) . ceilhit ) ;
switch ( coll . type )
{
case kHitWall :
break ;
case kHitSprite :
if ( coll . actor - > hasX ( ) )
{
auto actor2 = coll . actor ;
spritetype * pSprite2 = & actor2 - > s ( ) ;
XSPRITE * pXSprite2 = & actor2 - > x ( ) ;
if ( ( pSprite2 - > statnum = = kStatThing | | pSprite2 - > statnum = = kStatDude ) & & ( actor - > xvel ( ) ! = 0 | | actor - > yvel ( ) ! = 0 | | actor - > zvel ( ) ! = 0 ) )
{
if ( pSprite2 - > statnum = = kStatThing )
{
int nType = pSprite2 - > type - kThingBase ;
const THINGINFO * pThingInfo = & thingInfo [ nType ] ;
if ( pThingInfo - > flags & 1 ) pSprite2 - > flags | = 1 ;
if ( pThingInfo - > flags & 2 ) pSprite2 - > flags | = 4 ;
// Inlined ?
actor2 - > xvel ( ) + = MulScale ( 4 , pSprite2 - > x - pSprite - > x , 2 ) ;
actor2 - > yvel ( ) + = MulScale ( 4 , pSprite2 - > y - pSprite - > y , 2 ) ;
}
else
{
pSprite2 - > flags | = 5 ;
actor2 - > xvel ( ) + = MulScale ( 4 , pSprite2 - > x - pSprite - > x , 2 ) ;
actor2 - > yvel ( ) + = MulScale ( 4 , pSprite2 - > y - pSprite - > y , 2 ) ;
# ifdef NOONE_EXTENSIONS
// add size shroom abilities
if ( ( actor - > IsPlayerActor ( ) & & isShrinked ( pSprite ) ) | | ( IsPlayerSprite ( pSprite2 ) & & isGrown ( pSprite2 ) ) ) {
int mass1 = getDudeInfo ( pSprite2 - > type ) - > mass ;
int mass2 = getDudeInfo ( pSprite - > type ) - > mass ;
switch ( pSprite - > type )
{
case kDudeModernCustom :
case kDudeModernCustomBurning :
mass2 = getSpriteMassBySize ( pSprite ) ;
break ;
}
if ( mass1 > mass2 )
{
int dmg = abs ( ( mass1 - mass2 ) * ( pSprite2 - > clipdist - pSprite - > clipdist ) ) ;
if ( actor2 - > IsDudeActor ( ) )
{
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if ( dmg > 0 ) actDamageSprite ( actor2 , actor , ( Chance ( 0x2000 ) ) ? kDamageFall : ( Chance ( 0x4000 ) ) ? kDamageExplode : kDamageBullet , dmg ) ;
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if ( Chance ( 0x0200 ) ) actKickObject ( actor2 , actor ) ;
}
}
}
# endif
if ( ! actor - > IsPlayerActor ( ) | | gPlayer [ pSprite - > type - kDudePlayer1 ] . godMode = = 0 )
{
switch ( pSprite2 - > type )
{
case kDudeTchernobog :
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actDamageSprite ( actor2 , actor , kDamageExplode , pXSprite - > health < < 2 ) ;
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break ;
# ifdef NOONE_EXTENSIONS
case kDudeModernCustom :
case kDudeModernCustomBurning :
int dmg = 0 ;
if ( ! actor - > IsDudeActor ( ) | | ( dmg = ClipLow ( ( getSpriteMassBySize ( pSprite2 ) - getSpriteMassBySize ( pSprite ) ) > > 1 , 0 ) ) = = 0 )
break ;
if ( ! actor - > IsPlayerActor ( ) )
{
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actDamageSprite ( actor2 , actor , kDamageFall , dmg ) ;
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if ( pXSprite & & ! actor - > isActive ( ) ) aiActivateDude ( actor ) ;
}
2021-06-16 19:13:04 +00:00
else if ( powerupCheck ( & gPlayer [ pSprite - > type - kDudePlayer1 ] , kPwUpJumpBoots ) > 0 ) actDamageSprite ( actor2 , actor , kDamageExplode , dmg ) ;
else actDamageSprite ( actor2 , actor , kDamageFall , dmg ) ;
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break ;
# endif
}
}
}
}
if ( pSprite2 - > type = = kTrapSawCircular )
{
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if ( ! pXSprite2 - > state ) actDamageSprite ( actor , actor , kDamageBullet , 1 ) ;
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else {
pXSprite2 - > data1 = 1 ;
pXSprite2 - > data2 = ClipHigh ( pXSprite2 - > data2 + 8 , 600 ) ;
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actDamageSprite ( actor , actor , kDamageBullet , 16 ) ;
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}
}
}
break ;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkHit ( DBloodActor * actor )
{
auto pSprite = & actor - > s ( ) ;
auto pXSprite = actor - > hasX ( ) ? & actor - > x ( ) : nullptr ;
Collision coll ( actor - > hit ( ) . hit ) ;
switch ( coll . type )
{
case kHitWall :
break ;
case kHitSprite :
if ( coll . actor - > hasX ( ) )
{
auto actor2 = coll . actor ;
spritetype * pSprite2 = & actor2 - > s ( ) ;
# ifdef NOONE_EXTENSIONS
// add size shroom abilities
if ( ( actor2 - > IsPlayerActor ( ) & & isShrinked ( pSprite2 ) ) | | ( actor - > IsPlayerActor ( ) & & isGrown ( pSprite ) ) )
{
if ( actor - > xvel ( ) ! = 0 & & actor2 - > IsDudeActor ( ) )
{
int mass1 = getDudeInfo ( pSprite - > type ) - > mass ;
int mass2 = getDudeInfo ( pSprite2 - > type ) - > mass ;
switch ( pSprite2 - > type )
{
case kDudeModernCustom :
case kDudeModernCustomBurning :
mass2 = getSpriteMassBySize ( pSprite2 ) ;
break ;
}
if ( mass1 > mass2 )
{
actKickObject ( actor , actor2 ) ;
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sfxPlay3DSound ( actor , 357 , - 1 , 1 ) ;
2020-12-03 19:30:30 +00:00
int dmg = ( mass1 - mass2 ) + abs ( FixedToInt ( actor - > xvel ( ) ) ) ;
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if ( dmg > 0 ) actDamageSprite ( actor , actor2 , ( Chance ( 0x2000 ) ) ? kDamageFall : kDamageBullet , dmg ) ;
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}
}
}
# endif
switch ( pSprite2 - > type )
{
case kThingKickablePail :
actKickObject ( actor , actor2 ) ;
break ;
case kThingZombieHead :
sfxPlay3DSound ( pSprite - > x , pSprite - > y , pSprite - > z , 357 , pSprite - > sectnum ) ;
actKickObject ( actor , actor2 ) ;
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actDamageSprite ( nullptr , actor2 , kDamageFall , 80 ) ;
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break ;
case kDudeBurningInnocent :
case kDudeBurningCultist :
case kDudeBurningZombieAxe :
case kDudeBurningZombieButcher :
// This does not make sense
pXSprite - > burnTime = ClipLow ( pXSprite - > burnTime - 4 , 0 ) ;
2021-06-16 19:13:04 +00:00
actDamageSprite ( actor - > GetBurnSource ( ) , actor , kDamageBurn , 8 ) ;
2020-12-03 19:30:30 +00:00
break ;
}
}
break ;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkFloorHit ( DBloodActor * actor )
{
auto pSprite = & actor - > s ( ) ;
auto pXSprite = actor - > hasX ( ) ? & actor - > x ( ) : nullptr ;
Collision coll ( actor - > hit ( ) . florhit ) ;
switch ( coll . type )
{
case kHitWall :
break ;
case kHitSector :
actTouchFloor ( actor , coll . index ) ;
break ;
case kHitSprite :
if ( coll . actor - > hasX ( ) )
{
auto actor2 = coll . actor ;
spritetype * pSprite2 = & actor2 - > s ( ) ;
XSPRITE * pXSprite2 = & actor2 - > x ( ) ;
# ifdef NOONE_EXTENSIONS
// add size shroom abilities
if ( ( actor2 - > IsPlayerActor ( ) & & isShrinked ( pSprite2 ) ) | | ( actor - > IsPlayerActor ( ) & & isGrown ( pSprite ) ) )
{
int mass1 = getDudeInfo ( pSprite - > type ) - > mass ;
int mass2 = getDudeInfo ( pSprite2 - > type ) - > mass ;
switch ( pSprite2 - > type )
{
case kDudeModernCustom :
case kDudeModernCustomBurning :
mass2 = getSpriteMassBySize ( pSprite2 ) ;
break ;
}
2021-09-01 19:52:36 +00:00
if ( mass1 > mass2 & & actor2 - > IsDudeActor ( ) )
2020-12-03 19:30:30 +00:00
{
if ( ( IsPlayerSprite ( pSprite2 ) & & Chance ( 0x500 ) ) | | ! IsPlayerSprite ( pSprite2 ) )
actKickObject ( actor , actor2 ) ;
int dmg = ( mass1 - mass2 ) + pSprite - > clipdist ;
2021-06-16 19:13:04 +00:00
if ( dmg > 0 ) actDamageSprite ( actor , actor2 , ( Chance ( 0x2000 ) ) ? kDamageFall : kDamageBullet , dmg ) ;
2020-12-03 19:30:30 +00:00
}
}
# endif
PLAYER * pPlayer = nullptr ;
if ( actor - > IsPlayerActor ( ) ) pPlayer = & gPlayer [ pSprite - > type - kDudePlayer1 ] ;
switch ( pSprite2 - > type )
{
case kThingKickablePail :
if ( pPlayer )
{
if ( pPlayer - > kickPower > PlayClock ) return ;
pPlayer - > kickPower = PlayClock + 60 ;
}
actKickObject ( actor , actor2 ) ;
sfxPlay3DSound ( pSprite - > x , pSprite - > y , pSprite - > z , 357 , pSprite - > sectnum ) ;
2021-09-16 19:34:16 +00:00
sfxPlay3DSound ( actor , 374 , 0 , 0 ) ;
2020-12-03 19:30:30 +00:00
break ;
case kThingZombieHead :
if ( pPlayer )
{
if ( pPlayer - > kickPower > PlayClock ) return ;
pPlayer - > kickPower = PlayClock + 60 ;
}
actKickObject ( actor , actor2 ) ;
sfxPlay3DSound ( pSprite - > x , pSprite - > y , pSprite - > z , 357 , pSprite - > sectnum ) ;
2021-09-16 19:10:23 +00:00
actDamageSprite ( nullptr , actor2 , kDamageFall , 80 ) ;
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break ;
case kTrapSawCircular :
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if ( ! pXSprite2 - > state ) actDamageSprite ( actor , actor , kDamageBullet , 1 ) ;
2020-12-03 19:30:30 +00:00
else
{
pXSprite2 - > data1 = 1 ;
pXSprite2 - > data2 = ClipHigh ( pXSprite2 - > data2 + 8 , 600 ) ;
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actDamageSprite ( actor , actor , kDamageBullet , 16 ) ;
2020-12-03 19:30:30 +00:00
}
break ;
case kDudeCultistTommy :
case kDudeCultistShotgun :
case kDudeZombieAxeNormal :
case kDudeZombieButcher :
case kDudeZombieAxeBuried :
case kDudeGargoyleFlesh :
case kDudeGargoyleStone :
case kDudePhantasm :
case kDudeHellHound :
case kDudeHand :
case kDudeSpiderBrown :
case kDudeSpiderRed :
case kDudeSpiderBlack :
case kDudeGillBeast :
case kDudeBat :
case kDudeRat :
case kDudePodGreen :
case kDudeTentacleGreen :
case kDudePodFire :
case kDudeTentacleFire :
case kDudePodMother :
case kDudeTentacleMother :
case kDudeCerberusTwoHead :
case kDudeCerberusOneHead :
case kDudeTchernobog :
case kDudePlayer1 :
case kDudePlayer2 :
case kDudePlayer3 :
case kDudePlayer4 :
case kDudePlayer5 :
case kDudePlayer6 :
case kDudePlayer7 :
case kDudePlayer8 :
# ifdef NOONE_EXTENSIONS
if ( pPlayer & & ! isShrinked ( pSprite ) )
# else
if ( pPlayer )
# endif
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actDamageSprite ( actor , actor2 , kDamageBullet , 8 ) ;
2020-12-03 19:30:30 +00:00
break ;
}
}
break ;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void ProcessTouchObjects ( DBloodActor * actor )
{
checkCeilHit ( actor ) ;
checkHit ( actor ) ;
checkFloorHit ( actor ) ;
# ifdef NOONE_EXTENSIONS
// add more trigger statements for Touch flag
if ( gModernMap & & actor - > IsDudeActor ( ) )
{
DBloodActor * actor2 = nullptr ;
for ( int i : { actor - > hit ( ) . hit , actor - > hit ( ) . florhit , actor - > hit ( ) . ceilhit } )
{
Collision coll = i ;
if ( coll . type = = kHitSprite )
{
actor2 = coll . actor ;
break ;
}
}
2021-07-18 06:56:49 +00:00
if ( actor2 & & actor2 - > hasX ( ) )
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{
2020-12-03 19:30:30 +00:00
XSPRITE * pXHSprite = & actor2 - > x ( ) ;
if ( pXHSprite - > Touch & & ! pXHSprite - > isTriggered & & ( ! pXHSprite - > DudeLockout | | actor - > IsPlayerActor ( ) ) )
trTriggerSprite ( actor2 , kCmdSpriteTouch ) ;
}
// Touch walls
Collision coll = actor - > hit ( ) . hit ;
int nHWall = - 1 ;
if ( coll . type = = kHitWall )
{
nHWall = coll . index ;
if ( wallRangeIsFine ( nHWall ) & & xwallRangeIsFine ( wall [ nHWall ] . extra ) )
2020-12-03 17:38:30 +00:00
{
2020-12-03 19:30:30 +00:00
XWALL * pXHWall = & xwall [ wall [ nHWall ] . extra ] ;
if ( pXHWall - > triggerTouch & & ! pXHWall - > isTriggered & & ( ! pXHWall - > dudeLockout | | actor - > IsPlayerActor ( ) ) )
trTriggerWall ( nHWall , pXHWall , kCmdWallTouch ) ;
}
}
2019-12-23 20:10:28 +00:00
2020-12-03 19:30:30 +00:00
// enough to reset SpriteHit values
if ( nHWall ! = - 1 | | actor2 ) actor - > xvel ( ) + = 5 ;
2020-01-01 20:53:29 +00:00
2020-12-03 19:30:30 +00:00
}
# endif
2019-09-19 22:42:45 +00:00
}
2020-12-03 19:30:30 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void actAirDrag ( DBloodActor * actor , int a2 )
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{
2020-12-03 21:04:07 +00:00
auto pSprite = & actor - > s ( ) ;
int wind_x = 0 ;
int wind_y = 0 ;
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int nSector = pSprite - > sectnum ;
assert ( nSector > = 0 & & nSector < kMaxSectors ) ;
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sectortype * pSector = & sector [ nSector ] ;
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int nXSector = pSector - > extra ;
if ( nXSector > 0 )
{
assert ( nXSector < kMaxXSectors ) ;
2020-12-03 21:04:07 +00:00
XSECTOR * pXSector = & xsector [ nXSector ] ;
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if ( pXSector - > windVel & & ( pXSector - > windAlways | | pXSector - > busy ) )
{
2020-12-03 21:04:07 +00:00
int wind = pXSector - > windVel < < 12 ;
if ( ! pXSector - > windAlways & & pXSector - > busy ) wind = MulScale ( wind , pXSector - > busy , 16 ) ;
wind_x = MulScale ( wind , Cos ( pXSector - > windAng ) , 30 ) ;
wind_y = MulScale ( wind , Sin ( pXSector - > windAng ) , 30 ) ;
2021-08-23 17:21:41 +00:00
}
}
2020-12-03 21:04:07 +00:00
actor - > xvel ( ) + = MulScale ( wind_x - actor - > xvel ( ) , a2 , 16 ) ;
actor - > yvel ( ) + = MulScale ( wind_y - actor - > yvel ( ) , a2 , 16 ) ;
actor - > zvel ( ) - = MulScale ( actor - > zvel ( ) , a2 , 16 ) ;
2019-09-19 22:42:45 +00:00
}
2020-12-03 21:04:07 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int MoveThing ( DBloodActor * actor )
2019-09-19 22:42:45 +00:00
{
2020-12-03 21:04:07 +00:00
auto pSprite = & actor - > s ( ) ;
assert ( actor - > hasX ( ) ) ;
XSPRITE * pXSprite = & actor - > x ( ) ;
int lhit = 0 ;
2021-08-23 17:21:41 +00:00
assert ( pSprite - > type > = kThingBase & & pSprite - > type < kThingMax ) ;
2020-12-03 21:04:07 +00:00
const THINGINFO * pThingInfo = & thingInfo [ pSprite - > type - kThingBase ] ;
2021-08-23 17:21:41 +00:00
int nSector = pSprite - > sectnum ;
assert ( nSector > = 0 & & nSector < kMaxSectors ) ;
int top , bottom ;
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GetActorExtents ( actor , & top , & bottom ) ;
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const int bakCompat = enginecompatibility_mode ;
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if ( actor - > xvel ( ) | | actor - > yvel ( ) )
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{
short bakCstat = pSprite - > cstat ;
pSprite - > cstat & = ~ 257 ;
if ( ( pSprite - > owner > = 0 ) & & ! cl_bloodvanillaexplosions & & ! VanillaMode ( ) )
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE ; // improved clipmove accuracy
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lhit = actor - > hit ( ) . hit = ClipMove ( & pSprite - > x , & pSprite - > y , & pSprite - > z , & nSector , actor - > xvel ( ) > > 12 , actor - > yvel ( ) > > 12 , pSprite - > clipdist < < 2 , ( pSprite - > z - top ) / 4 , ( bottom - pSprite - > z ) / 4 , CLIPMASK0 ) ;
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enginecompatibility_mode = bakCompat ; // restore
pSprite - > cstat = bakCstat ;
assert ( nSector > = 0 ) ;
if ( pSprite - > sectnum ! = nSector )
{
assert ( nSector > = 0 & & nSector < kMaxSectors ) ;
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ChangeSpriteSect ( pSprite - > index , nSector ) ;
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}
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Collision coll ( actor - > hit ( ) . hit ) ;
if ( coll . type = = kHitWall )
{
int nHitWall = coll . index ;
actWallBounceVector ( & actor - > xvel ( ) , & actor - > yvel ( ) , nHitWall , pThingInfo - > elastic ) ;
switch ( pSprite - > type )
{
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case kThingZombieHead :
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sfxPlay3DSound ( actor , 607 , 0 , 0 ) ;
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actDamageSprite ( nullptr , actor , kDamageFall , 80 ) ;
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break ;
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case kThingKickablePail :
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sfxPlay3DSound ( actor , 374 , 0 , 0 ) ;
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break ;
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}
}
}
else
{
assert ( nSector > = 0 & & nSector < kMaxSectors ) ;
FindSector ( pSprite - > x , pSprite - > y , pSprite - > z , & nSector ) ;
}
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pSprite - > z + = actor - > zvel ( ) > > 8 ;
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int ceilZ , ceilHit , floorZ , floorHit ;
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GetZRange ( pSprite , & ceilZ , & ceilHit , & floorZ , & floorHit , pSprite - > clipdist < < 2 , CLIPMASK0 ) ;
GetActorExtents ( actor , & top , & bottom ) ;
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if ( ( pSprite - > flags & 2 ) & & bottom < floorZ )
{
pSprite - > z + = 455 ;
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actor - > zvel ( ) + = 58254 ;
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if ( pSprite - > type = = kThingZombieHead )
{
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auto * fxActor = gFX . fxSpawnActor ( FX_27 , pSprite - > sectnum , pSprite - > x , pSprite - > y , pSprite - > z , 0 ) ;
if ( fxActor )
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{
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int v34 = ( PlayClock * 3 ) & 2047 ;
int v30 = ( PlayClock * 5 ) & 2047 ;
int vbx = ( PlayClock * 11 ) & 2047 ;
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int v2c = 0x44444 ;
int v28 = 0 ;
int v24 = 0 ;
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RotateVector ( & v2c , & v28 , vbx ) ;
RotateVector ( & v2c , & v24 , v30 ) ;
RotateVector ( & v28 , & v24 , v34 ) ;
fxActor - > xvel ( ) = actor - > xvel ( ) + v2c ;
fxActor - > yvel ( ) = actor - > yvel ( ) + v28 ;
fxActor - > zvel ( ) = actor - > zvel ( ) + v24 ;
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}
}
}
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if ( CheckLink ( pSprite ) ) GetZRange ( pSprite , & ceilZ , & ceilHit , & floorZ , & floorHit , pSprite - > clipdist < < 2 , CLIPMASK0 ) ;
GetActorExtents ( actor , & top , & bottom ) ;
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if ( bottom > = floorZ )
{
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actTouchFloor ( actor , pSprite - > sectnum ) ;
actor - > hit ( ) . florhit = floorHit ;
pSprite - > z + = floorZ - bottom ;
int v20 = actor - > zvel ( ) - velFloor [ pSprite - > sectnum ] ;
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if ( v20 > 0 )
{
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pSprite - > flags | = 4 ;
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int vax = actFloorBounceVector ( & actor - > xvel ( ) , & actor - > yvel ( ) , ( int * ) & v20 , pSprite - > sectnum , pThingInfo - > elastic ) ;
int nDamage = MulScale ( vax , vax , 30 ) - pThingInfo - > dmgResist ;
if ( nDamage > 0 ) actDamageSprite ( actor , actor , kDamageFall , nDamage ) ;
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actor - > zvel ( ) = v20 ;
if ( velFloor [ pSprite - > sectnum ] = = 0 & & abs ( actor - > zvel ( ) ) < 0x10000 )
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{
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actor - > zvel ( ) = 0 ;
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pSprite - > flags & = ~ 4 ;
}
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switch ( pSprite - > type )
{
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case kThingNapalmBall :
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if ( actor - > zvel ( ) = = 0 | | Chance ( 0xA000 ) ) actNapalmMove ( actor ) ;
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break ;
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case kThingZombieHead :
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if ( abs ( actor - > zvel ( ) ) > 0x80000 )
{
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sfxPlay3DSound ( actor , 607 , 0 , 0 ) ;
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actDamageSprite ( nullptr , actor , kDamageFall , 80 ) ;
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}
break ;
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case kThingKickablePail :
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if ( abs ( actor - > zvel ( ) ) > 0x80000 )
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sfxPlay3DSound ( actor , 374 , 0 , 0 ) ;
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break ;
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}
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lhit = kHitSector | nSector ;
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}
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else if ( actor - > zvel ( ) = = 0 )
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pSprite - > flags & = ~ 4 ;
}
else
{
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actor - > hit ( ) . florhit = 0 ;
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if ( pSprite - > flags & 2 )
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pSprite - > flags | = 4 ;
}
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if ( top < = ceilZ )
{
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actor - > hit ( ) . ceilhit = ceilHit ;
pSprite - > z + = ClipLow ( ceilZ - top , 0 ) ;
if ( actor - > zvel ( ) < 0 )
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{
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actor - > xvel ( ) = MulScale ( actor - > xvel ( ) , 0xc000 , 16 ) ;
actor - > yvel ( ) = MulScale ( actor - > yvel ( ) , 0xc000 , 16 ) ;
actor - > zvel ( ) = MulScale ( - actor - > zvel ( ) , 0x4000 , 16 ) ;
switch ( pSprite - > type )
{
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case kThingZombieHead :
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if ( abs ( actor - > zvel ( ) ) > 0x80000 )
{
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sfxPlay3DSound ( actor , 607 , 0 , 0 ) ;
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actDamageSprite ( nullptr , actor , kDamageFall , 80 ) ;
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}
break ;
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case kThingKickablePail :
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if ( abs ( actor - > zvel ( ) ) > 0x80000 )
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sfxPlay3DSound ( actor , 374 , 0 , 0 ) ;
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break ;
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}
}
}
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else actor - > hit ( ) . ceilhit = 0 ;
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if ( bottom > = floorZ )
{
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int nVel = approxDist ( actor - > xvel ( ) , actor - > yvel ( ) ) ;
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int nVelClipped = ClipHigh ( nVel , 0x11111 ) ;
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Collision coll ( floorHit ) ;
if ( coll . type = = kHitSprite )
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{
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auto hitActor = coll . actor ;
auto hitSpr = & hitActor - > s ( ) ;
if ( ( hitSpr - > cstat & 0x30 ) = = 0 )
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{
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actor - > xvel ( ) + = MulScale ( 4 , pSprite - > x - hitSpr - > x , 2 ) ;
actor - > yvel ( ) + = MulScale ( 4 , pSprite - > y - hitSpr - > y , 2 ) ;
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lhit = actor - > hit ( ) . hit ;
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}
}
if ( nVel > 0 )
{
int t = DivScale ( nVelClipped , nVel , 16 ) ;
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actor - > xvel ( ) - = MulScale ( t , actor - > xvel ( ) , 16 ) ;
actor - > yvel ( ) - = MulScale ( t , actor - > yvel ( ) , 16 ) ;
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}
}
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if ( actor - > xvel ( ) | | actor - > yvel ( ) )
pSprite - > ang = getangle ( actor - > xvel ( ) , actor - > yvel ( ) ) ;
return lhit ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void MoveDude ( DBloodActor * actor )
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{
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auto const pSprite = & actor - > s ( ) ;
auto const pXSprite = & actor - > x ( ) ;
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PLAYER * pPlayer = nullptr ;
if ( actor - > IsPlayerActor ( ) ) pPlayer = & gPlayer [ pSprite - > type - kDudePlayer1 ] ;
if ( ! ( pSprite - > type > = kDudeBase & & pSprite - > type < kDudeMax ) )
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{
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Printf ( PRINT_HIGH , " %d: pSprite->type >= kDudeBase && pSprite->type < kDudeMax " , pSprite - > type ) ;
return ;
}
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DUDEINFO * pDudeInfo = getDudeInfo ( pSprite - > type ) ;
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int top , bottom ;
GetActorExtents ( actor , & top , & bottom ) ;
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int bz = ( bottom - pSprite - > z ) / 4 ;
int tz = ( pSprite - > z - top ) / 4 ;
int wd = pSprite - > clipdist < < 2 ;
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int nSector = pSprite - > sectnum ;
int nAiStateType = ( pXSprite - > aiState ) ? pXSprite - > aiState - > stateType : - 1 ;
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assert ( nSector > = 0 & & nSector < kMaxSectors ) ;
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if ( actor - > xvel ( ) | | actor - > yvel ( ) )
{
if ( pPlayer & & gNoClip )
{
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pSprite - > x + = actor - > xvel ( ) > > 12 ;
pSprite - > y + = actor - > yvel ( ) > > 12 ;
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if ( ! FindSector ( pSprite - > x , pSprite - > y , & nSector ) )
nSector = pSprite - > sectnum ;
}
else
{
short bakCstat = pSprite - > cstat ;
pSprite - > cstat & = ~ 257 ;
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actor - > hit ( ) . hit = ClipMove ( & pSprite - > x , & pSprite - > y , & pSprite - > z , & nSector , actor - > xvel ( ) > > 12 , actor - > yvel ( ) > > 12 , wd , tz , bz , CLIPMASK0 ) ;
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if ( nSector = = - 1 )
{
nSector = pSprite - > sectnum ;
if ( pSprite - > statnum = = kStatDude | | pSprite - > statnum = = kStatThing )
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actDamageSprite ( actor , actor , kDamageFall , 1000 < < 4 ) ;
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}
if ( sector [ nSector ] . type > = kSectorPath & & sector [ nSector ] . type < = kSectorRotate )
{
short nSector2 = nSector ;
if ( pushmove_old ( & pSprite - > x , & pSprite - > y , & pSprite - > z , & nSector2 , wd , tz , bz , CLIPMASK0 ) = = - 1 )
actDamageSprite ( actor , actor , kDamageFall , 1000 < < 4 ) ;
if ( nSector2 ! = - 1 )
nSector = nSector2 ;
}
assert ( nSector > = 0 ) ;
pSprite - > cstat = bakCstat ;
}
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Collision coll = actor - > hit ( ) . hit ;
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switch ( actor - > hit ( ) . hit & 0xc000 )
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{
case kHitSprite :
{
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spritetype * pHitSprite = & coll . actor - > s ( ) ;
XSPRITE * pHitXSprite = coll . actor - > hasX ( ) ? & coll . actor - > x ( ) : nullptr ; ;
auto Owner = coll . actor - > GetOwner ( ) ;
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if ( pHitSprite - > statnum = = kStatProjectile & & ! ( pHitSprite - > flags & 32 ) & & actor ! = Owner )
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{
HITINFO hitInfo = gHitInfo ;
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gHitInfo . hitactor = actor ;
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actImpactMissile ( coll . actor , 3 ) ;
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gHitInfo = hitInfo ;
}
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# ifdef NOONE_EXTENSIONS
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if ( ! gModernMap & & pHitXSprite & & pHitXSprite - > Touch & & ! pHitXSprite - > state & & ! pHitXSprite - > isTriggered )
trTriggerSprite ( coll . actor , kCmdSpriteTouch ) ;
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# else
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if ( pHitXSprite & & pHitXSprite - > Touch & & ! pHitXSprite - > state & & ! pHitXSprite - > isTriggered )
trTriggerSprite ( coll . actor , kCmdSpriteTouch ) ;
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# endif
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if ( pDudeInfo - > lockOut & & pHitXSprite & & pHitXSprite - > Push & & ! pHitXSprite - > key & & ! pHitXSprite - > DudeLockout & & ! pHitXSprite - > state & & ! pHitXSprite - > busy & & ! pPlayer )
trTriggerSprite ( coll . actor , kCmdSpritePush ) ;
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break ;
}
case kHitWall :
{
int nHitWall = coll . index ;
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walltype * pHitWall = & wall [ nHitWall ] ;
XWALL * pHitXWall = nullptr ;
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if ( pHitWall - > extra > 0 ) pHitXWall = & xwall [ pHitWall - > extra ] ;
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if ( pDudeInfo - > lockOut & & pHitXWall & & pHitXWall - > triggerPush & & ! pHitXWall - > key & & ! pHitXWall - > dudeLockout & & ! pHitXWall - > state & & ! pHitXWall - > busy & & ! pPlayer )
trTriggerWall ( nHitWall , pHitXWall , kCmdWallPush ) ;
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if ( pHitWall - > nextsector ! = - 1 )
{
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sectortype * pHitSector = & sector [ pHitWall - > nextsector ] ;
XSECTOR * pHitXSector = nullptr ;
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if ( pHitSector - > extra > 0 )
pHitXSector = & xsector [ pHitSector - > extra ] ;
if ( pDudeInfo - > lockOut & & pHitXSector & & pHitXSector - > Wallpush & & ! pHitXSector - > Key & & ! pHitXSector - > dudeLockout & & ! pHitXSector - > state & & ! pHitXSector - > busy & & ! pPlayer )
trTriggerSector ( pHitWall - > nextsector , pHitXSector , kCmdSectorPush ) ;
if ( top < pHitSector - > ceilingz | | bottom > pHitSector - > floorz )
{
// ???
}
}
actWallBounceVector ( ( int * ) & actor - > xvel ( ) , ( int * ) & actor - > yvel ( ) , nHitWall , 0 ) ;
break ;
}
}
}
else
{
assert ( nSector > = 0 & & nSector < kMaxSectors ) ;
FindSector ( pSprite - > x , pSprite - > y , pSprite - > z , & nSector ) ;
}
if ( pSprite - > sectnum ! = nSector )
{
assert ( nSector > = 0 & & nSector < kMaxSectors ) ;
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XSECTOR * pXSector ;
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int nXSector = sector [ pSprite - > sectnum ] . extra ;
if ( nXSector > 0 )
pXSector = & xsector [ nXSector ] ;
else
pXSector = nullptr ;
if ( pXSector & & pXSector - > Exit & & ( pPlayer | | ! pXSector - > dudeLockout ) )
trTriggerSector ( pSprite - > sectnum , pXSector , kCmdSectorExit ) ;
ChangeSpriteSect ( pSprite - > index , nSector ) ;
nXSector = sector [ nSector ] . extra ;
pXSector = ( nXSector > 0 ) ? & xsector [ nXSector ] : nullptr ;
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if ( pXSector & & pXSector - > Enter & & ( pPlayer | | ! pXSector - > dudeLockout ) )
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{
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if ( sector [ nSector ] . type = = kSectorTeleport )
pXSector - > data = pPlayer ? pSprite - > index : - 1 ;
trTriggerSector ( nSector , pXSector , kCmdSectorEnter ) ;
}
nSector = pSprite - > sectnum ;
}
int bUnderwater = 0 ;
int bDepth = 0 ;
if ( sector [ nSector ] . extra > 0 )
{
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XSECTOR * pXSector = & xsector [ sector [ nSector ] . extra ] ;
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if ( pXSector - > Underwater ) bUnderwater = 1 ;
if ( pXSector - > Depth ) bDepth = 1 ;
}
auto pUpperLink = getUpperLink ( nSector ) ;
auto pLowerLink = getLowerLink ( nSector ) ;
if ( pUpperLink & & ( pUpperLink - > s ( ) . type = = kMarkerUpWater | | pUpperLink - > s ( ) . type = = kMarkerUpGoo ) ) bDepth = 1 ;
if ( pLowerLink & & ( pLowerLink - > s ( ) . type = = kMarkerLowWater | | pLowerLink - > s ( ) . type = = kMarkerLowGoo ) ) bDepth = 1 ;
if ( pPlayer ) wd + = 16 ;
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if ( actor - > zvel ( ) ) pSprite - > z + = actor - > zvel ( ) > > 8 ;
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int ceilZ , ceilHit , floorZ , floorHit ;
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GetZRange ( pSprite , & ceilZ , & ceilHit , & floorZ , & floorHit , wd , CLIPMASK0 , PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR ) ;
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GetActorExtents ( actor , & top , & bottom ) ;
if ( pSprite - > flags & 2 )
{
int vc = 58254 ;
if ( bDepth )
{
if ( bUnderwater )
{
int cz = getceilzofslope ( nSector , pSprite - > x , pSprite - > y ) ;
if ( cz > top )
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vc + = ( ( bottom - cz ) * - 80099 ) / ( bottom - top ) ;
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else
vc = 0 ;
}
else
{
int fz = getflorzofslope ( nSector , pSprite - > x , pSprite - > y ) ;
if ( fz < bottom )
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vc + = ( ( bottom - fz ) * - 80099 ) / ( bottom - top ) ;
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}
}
else
{
if ( bUnderwater )
vc = 0 ;
else if ( bottom > = floorZ )
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vc = 0 ;
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}
if ( vc )
{
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pSprite - > z + = ( ( vc * 4 ) / 2 ) > > 8 ;
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actor - > zvel ( ) + = vc ;
}
}
if ( pPlayer & & actor - > zvel ( ) > 0x155555 & & ! pPlayer - > fallScream & & pXSprite - > height > 0 )
{
const bool playerAlive = ( pXSprite - > health > 0 ) | | VanillaMode ( ) ; // only trigger falling scream if player is alive or vanilla mode
if ( playerAlive )
{
pPlayer - > fallScream = 1 ;
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sfxPlay3DSound ( actor , 719 , 0 , 0 ) ;
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}
}
vec3_t const oldpos = pSprite - > pos ;
int nLink = CheckLink ( pSprite ) ;
if ( nLink )
{
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GetZRange ( pSprite , & ceilZ , & ceilHit , & floorZ , & floorHit , wd , CLIPMASK0 , PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR ) ;
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if ( pPlayer )
playerCorrectInertia ( pPlayer , & oldpos ) ;
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switch ( nLink )
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{
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case kMarkerLowStack :
if ( pPlayer = = gView )
setgotpic ( sector [ pSprite - > sectnum ] . floorpicnum ) ;
break ;
case kMarkerUpStack :
if ( pPlayer = = gView )
setgotpic ( sector [ pSprite - > sectnum ] . ceilingpicnum ) ;
break ;
case kMarkerLowWater :
case kMarkerLowGoo :
pXSprite - > medium = kMediumNormal ;
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if ( pPlayer )
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{
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pPlayer - > posture = 0 ;
pPlayer - > bubbleTime = 0 ;
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if ( ! pPlayer - > cantJump & & ( pPlayer - > input . actions & SB_JUMP ) )
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{
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actor - > zvel ( ) = - 0x6aaaa ;
pPlayer - > cantJump = 1 ;
}
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sfxPlay3DSound ( actor , 721 , - 1 , 0 ) ;
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}
else
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{
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switch ( pSprite - > type )
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{
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case kDudeCultistTommy :
case kDudeCultistShotgun :
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aiNewState ( actor , & cultistGoto ) ;
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break ;
case kDudeGillBeast :
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aiNewState ( actor , & gillBeastGoto ) ;
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pSprite - > flags | = 6 ;
break ;
case kDudeBoneEel :
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actKillDude ( actor , actor , kDamageFall , 1000 < < 4 ) ;
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break ;
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}
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# ifdef NOONE_EXTENSIONS
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if ( IsDudeSprite ( pSprite ) & & pXSprite - > health > 0 & & aiInPatrolState ( nAiStateType ) )
aiPatrolState ( pSprite , kAiStatePatrolMoveL ) ; // continue patrol when going from water
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# endif
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}
break ;
case kMarkerUpWater :
case kMarkerUpGoo :
{
int chance = 0xa00 ; int medium = kMediumWater ;
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if ( nLink = = kMarkerUpGoo ) {
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medium = kMediumGoo ;
chance = 0x400 ;
}
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pXSprite - > medium = medium ;
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if ( pPlayer )
{
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# ifdef NOONE_EXTENSIONS
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// look for palette in data2 of marker. If value <= 0, use default ones.
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if ( gModernMap )
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{
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pPlayer - > nWaterPal = 0 ;
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auto pUpper = getUpperLink ( nSector ) ;
if ( pUpper & & pUpper - > hasX ( ) ) pPlayer - > nWaterPal = pUpper - > x ( ) . data2 ;
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}
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# endif
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pPlayer - > posture = 1 ;
pXSprite - > burnTime = 0 ;
pPlayer - > bubbleTime = abs ( actor - > zvel ( ) ) > > 12 ;
evPost ( actor , 0 , kCallbackPlayerBubble ) ;
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sfxPlay3DSound ( actor , 720 , - 1 , 0 ) ;
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}
else
{
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switch ( pSprite - > type )
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{
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case kDudeCultistTommy :
case kDudeCultistShotgun :
pXSprite - > burnTime = 0 ;
evPost ( actor , 0 , kCallbackEnemeyBubble ) ;
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sfxPlay3DSound ( actor , 720 , - 1 , 0 ) ;
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aiNewState ( actor , & cultistSwimGoto ) ;
break ;
case kDudeBurningCultist :
{
const bool fixRandomCultist = ! cl_bloodvanillaenemies & & ( pSprite - > inittype > = kDudeBase ) & & ( pSprite - > inittype < kDudeMax ) & & ! VanillaMode ( ) ; // fix burning cultists randomly switching types underwater
if ( Chance ( chance ) )
pSprite - > type = kDudeCultistTommy ;
else
pSprite - > type = kDudeCultistShotgun ;
if ( fixRandomCultist ) // fix burning cultists randomly switching types underwater
pSprite - > type = pSprite - > inittype ; // restore back to spawned cultist type
pXSprite - > burnTime = 0 ;
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evPost ( actor , 0 , kCallbackEnemeyBubble ) ;
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sfxPlay3DSound ( actor , 720 , - 1 , 0 ) ;
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aiNewState ( actor , & cultistSwimGoto ) ;
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break ;
}
case kDudeZombieAxeNormal :
pXSprite - > burnTime = 0 ;
evPost ( actor , 0 , kCallbackEnemeyBubble ) ;
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sfxPlay3DSound ( actor , 720 , - 1 , 0 ) ;
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aiNewState ( actor , & zombieAGoto ) ;
break ;
case kDudeZombieButcher :
pXSprite - > burnTime = 0 ;
evPost ( actor , 0 , kCallbackEnemeyBubble ) ;
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sfxPlay3DSound ( actor , 720 , - 1 , 0 ) ;
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aiNewState ( actor , & zombieFGoto ) ;
break ;
case kDudeGillBeast :
pXSprite - > burnTime = 0 ;
evPost ( actor , 0 , kCallbackEnemeyBubble ) ;
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sfxPlay3DSound ( actor , 720 , - 1 , 0 ) ;
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aiNewState ( actor , & gillBeastSwimGoto ) ;
pSprite - > flags & = ~ 6 ;
break ;
case kDudeGargoyleFlesh :
case kDudeHellHound :
case kDudeSpiderBrown :
case kDudeSpiderRed :
case kDudeSpiderBlack :
case kDudeBat :
case kDudeRat :
case kDudeBurningInnocent :
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actKillDude ( actor , actor , kDamageFall , 1000 < < 4 ) ;
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break ;
}
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# ifdef NOONE_EXTENSIONS
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if ( gModernMap ) {
if ( pSprite - > type = = kDudeModernCustom ) {
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evPost ( actor , 0 , kCallbackEnemeyBubble ) ;
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if ( ! canSwim ( actor ) ) actKillDude ( actor , actor , kDamageFall , 1000 < < 4 ) ;
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break ;
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}
// continue patrol when fall into water
if ( IsDudeSprite ( pSprite ) & & pXSprite - > health > 0 & & aiInPatrolState ( nAiStateType ) )
aiPatrolState ( pSprite , kAiStatePatrolMoveW ) ;
}
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# endif
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}
break ;
}
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}
}
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GetActorExtents ( actor , & top , & bottom ) ;
if ( pPlayer & & bottom > = floorZ )
{
int floorZ2 = floorZ ;
int floorHit2 = floorHit ;
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GetZRange ( pSprite , & ceilZ , & ceilHit , & floorZ , & floorHit , pSprite - > clipdist < < 2 , CLIPMASK0 , PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR ) ;
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if ( bottom < = floorZ & & pSprite - > z - floorZ2 < bz )
{
floorZ = floorZ2 ;
floorHit = floorHit2 ;
}
}
if ( floorZ < = bottom )
{
actor - > hit ( ) . florhit = floorHit ;
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pSprite - > z + = floorZ - bottom ;
int v30 = actor - > zvel ( ) - velFloor [ pSprite - > sectnum ] ;
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if ( v30 > 0 )
{
int vax = actFloorBounceVector ( ( int * ) & actor - > xvel ( ) , ( int * ) & actor - > yvel ( ) , ( int * ) & v30 , pSprite - > sectnum , 0 ) ;
int nDamage = MulScale ( vax , vax , 30 ) ;
if ( pPlayer )
{
pPlayer - > fallScream = 0 ;
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if ( nDamage > ( 15 < < 4 ) & & ( pSprite - > flags & 4 ) )
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playerLandingSound ( pPlayer ) ;
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if ( nDamage > ( 30 < < 4 ) )
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sfxPlay3DSound ( actor , 701 , 0 , 0 ) ;
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}
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nDamage - = 100 < < 4 ;
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if ( nDamage > 0 )
actDamageSprite ( actor , actor , kDamageFall , nDamage ) ;
actor - > zvel ( ) = v30 ;
if ( abs ( actor - > zvel ( ) ) < 0x10000 )
{
actor - > zvel ( ) = velFloor [ pSprite - > sectnum ] ;
pSprite - > flags & = ~ 4 ;
}
else
pSprite - > flags | = 4 ;
switch ( tileGetSurfType ( floorHit ) )
{
case kSurfWater :
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gFX . fxSpawnActor ( FX_9 , pSprite - > sectnum , pSprite - > x , pSprite - > y , floorZ , 0 ) ;
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break ;
case kSurfLava :
{
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auto pFX = gFX . fxSpawnActor ( FX_10 , pSprite - > sectnum , pSprite - > x , pSprite - > y , floorZ , 0 ) ;
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if ( pFX )
{
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auto pFXs = & pFX - > s ( ) ;
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for ( int i = 0 ; i < 7 ; i + + )
{
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auto pFX2 = gFX . fxSpawnActor ( FX_14 , pFXs - > sectnum , pFXs - > x , pFXs - > y , pFXs - > z , 0 ) ;
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if ( pFX2 )
{
pFX2 - > xvel ( ) = Random2 ( 0x6aaaa ) ;
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pFX2 - > yvel ( ) = Random2 ( 0x6aaaa ) ;
pFX2 - > zvel ( ) = - ( int ) Random ( 0xd5555 ) ;
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}
}
}
break ;
}
}
}
else if ( actor - > zvel ( ) = = 0 )
pSprite - > flags & = ~ 4 ;
}
else
{
actor - > hit ( ) . florhit = 0 ;
2019-10-20 14:50:47 +00:00
2020-12-05 09:40:13 +00:00
if ( pSprite - > flags & 2 )
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pSprite - > flags | = 4 ;
}
if ( top < = ceilZ )
{
actor - > hit ( ) . ceilhit = ceilHit ;
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pSprite - > z + = ClipLow ( ceilZ - top , 0 ) ;
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2020-12-05 09:40:13 +00:00
if ( actor - > zvel ( ) < = 0 & & ( pSprite - > flags & 4 ) )
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actor - > zvel ( ) = MulScale ( - actor - > zvel ( ) , 0x2000 , 16 ) ;
}
else
actor - > hit ( ) . ceilhit = 0 ;
2020-12-04 23:08:51 +00:00
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GetActorExtents ( actor , & top , & bottom ) ;
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2020-12-05 09:40:13 +00:00
pXSprite - > height = ClipLow ( floorZ - bottom , 0 ) > > 8 ;
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if ( actor - > xvel ( ) | | actor - > yvel ( ) )
{
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Collision coll = floorHit ;
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if ( coll . type = = kHitSprite )
{
auto hitAct = coll . actor ;
if ( ( hitAct - > s ( ) . cstat & 0x30 ) = = 0 )
{
actor - > xvel ( ) + = MulScale ( 4 , pSprite - > x - hitAct - > s ( ) . x , 2 ) ;
actor - > yvel ( ) + = MulScale ( 4 , pSprite - > y - hitAct - > s ( ) . y , 2 ) ;
return ;
}
}
int nXSector = sector [ pSprite - > sectnum ] . extra ;
if ( nXSector > 0 & & xsector [ nXSector ] . Underwater )
return ;
if ( pXSprite - > height > = 0x100 )
return ;
int nDrag = gDudeDrag ;
if ( pXSprite - > height > 0 )
nDrag - = scale ( gDudeDrag , pXSprite - > height , 0x100 ) ;
actor - > xvel ( ) - = mulscale16r ( actor - > xvel ( ) , nDrag ) ;
actor - > yvel ( ) - = mulscale16r ( actor - > yvel ( ) , nDrag ) ;
if ( approxDist ( actor - > xvel ( ) , actor - > yvel ( ) ) < 0x1000 )
actor - > xvel ( ) = actor - > yvel ( ) = 0 ;
}
2019-09-19 22:42:45 +00:00
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int MoveMissile ( DBloodActor * actor )
2019-09-19 22:42:45 +00:00
{
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auto pSprite = & actor - > s ( ) ;
auto pXSprite = & actor - > x ( ) ;
auto Owner = actor - > GetOwner ( ) ;
int cliptype = - 1 ;
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int bakCstat = 0 ;
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spritetype * pOwner = nullptr ;
if ( Owner & & Owner - > IsDudeActor ( ) )
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{
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pOwner = & Owner - > s ( ) ;
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bakCstat = pOwner - > cstat ;
pOwner - > cstat & = ~ 257 ;
}
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gHitInfo . clearObj ( ) ;
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if ( pSprite - > type = = kMissileFlameSpray ) actAirDrag ( actor , 0x1000 ) ;
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if ( actor - > GetTarget ( ) ! = nullptr & & ( actor - > xvel ( ) | | actor - > yvel ( ) | | actor - > zvel ( ) ) )
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{
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auto target = actor - > GetTarget ( ) ;
spritetype * pTarget = & target - > s ( ) ;
XSPRITE * pXTarget = target - > hasX ( ) ? & target - > x ( ) : nullptr ;
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if ( pTarget - > statnum = = kStatDude & & pXTarget & & pXTarget - > health > 0 )
{
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int nTargetAngle = getangle ( - ( pTarget - > y - pSprite - > y ) , pTarget - > x - pSprite - > x ) ;
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int vx = missileInfo [ pSprite - > type - kMissileBase ] . velocity ;
int vy = 0 ;
2020-12-05 11:17:28 +00:00
RotatePoint ( & vx , & vy , ( nTargetAngle + 1536 ) & 2047 , 0 , 0 ) ;
actor - > xvel ( ) = vx ;
actor - > yvel ( ) = vy ;
int dx = pTarget - > x - pSprite - > x ;
int dy = pTarget - > y - pSprite - > y ;
int dz = pTarget - > z - pSprite - > z ;
int deltaz = dz / 10 ;
if ( pTarget - > z < pSprite - > z ) deltaz = - deltaz ;
actor - > zvel ( ) + = deltaz ;
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}
}
2020-12-05 11:17:28 +00:00
int vx = actor - > xvel ( ) > > 12 ;
int vy = actor - > yvel ( ) > > 12 ;
int vz = actor - > zvel ( ) > > 8 ;
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int top , bottom ;
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GetActorExtents ( actor , & top , & bottom ) ;
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int i = 1 ;
const int bakCompat = enginecompatibility_mode ;
const bool isFlameSprite = ( pSprite - > type = = kMissileFlameSpray | | pSprite - > type = = kMissileFlameHound ) ; // do not use accurate clipmove for flame based sprites (changes damage too much)
while ( 1 )
{
int x = pSprite - > x ;
int y = pSprite - > y ;
int z = pSprite - > z ;
int nSector2 = pSprite - > sectnum ;
clipmoveboxtracenum = 1 ;
const short bakSpriteCstat = pSprite - > cstat ;
if ( pOwner & & ! isFlameSprite & & ! cl_bloodvanillaexplosions & & ! VanillaMode ( ) )
{
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE ; // improved clipmove accuracy
pSprite - > cstat & = ~ 257 ; // remove self collisions for accurate clipmove
}
2020-12-05 11:17:28 +00:00
Collision clipmoveresult = ClipMove ( & x , & y , & z , & nSector2 , vx , vy , pSprite - > clipdist < < 2 , ( z - top ) / 4 , ( bottom - z ) / 4 , CLIPMASK0 ) ;
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enginecompatibility_mode = bakCompat ; // restore
pSprite - > cstat = bakSpriteCstat ;
clipmoveboxtracenum = 3 ;
short nSector = nSector2 ;
if ( nSector2 < 0 )
{
2020-12-05 11:17:28 +00:00
cliptype = - 1 ;
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break ;
}
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if ( clipmoveresult . type = = kHitSprite )
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{
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gHitInfo . hitactor = clipmoveresult . actor ;
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cliptype = 3 ;
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}
2020-12-05 11:17:28 +00:00
else if ( clipmoveresult . type = = kHitWall )
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{
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gHitInfo . hitwall = clipmoveresult . index ;
if ( wall [ clipmoveresult . index ] . nextsector = = - 1 ) cliptype = 0 ;
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else
{
int32_t fz , cz ;
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getzsofslope ( wall [ clipmoveresult . index ] . nextsector , x , y , & cz , & fz ) ;
if ( z < = cz | | z > = fz ) cliptype = 0 ;
else cliptype = 4 ;
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}
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}
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if ( cliptype = = 4 )
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{
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walltype * pWall = & wall [ gHitInfo . hitwall ] ;
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if ( pWall - > extra > 0 )
{
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XWALL * pXWall = & xwall [ pWall - > extra ] ;
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if ( pXWall - > triggerVector )
{
trTriggerWall ( gHitInfo . hitwall , pXWall , kCmdWallImpact ) ;
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if ( ! ( pWall - > cstat & 64 ) )
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{
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cliptype = - 1 ;
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if ( i - - > 0 )
continue ;
2020-12-05 11:17:28 +00:00
cliptype = 0 ;
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break ;
}
}
}
}
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if ( cliptype > = 0 & & cliptype ! = 3 )
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{
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int nAngle = getangle ( actor - > xvel ( ) , actor - > yvel ( ) ) ;
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x - = MulScale ( Cos ( nAngle ) , 16 , 30 ) ;
y - = MulScale ( Sin ( nAngle ) , 16 , 30 ) ;
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int nVel = approxDist ( actor - > xvel ( ) , actor - > yvel ( ) ) ;
vz - = scale ( 0x100 , actor - > zvel ( ) , nVel ) ;
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updatesector ( x , y , & nSector ) ;
nSector2 = nSector ;
}
int ceilZ , ceilHit , floorZ , floorHit ;
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GetZRangeAtXYZ ( x , y , z , nSector2 , & ceilZ , & ceilHit , & floorZ , & floorHit , pSprite - > clipdist < < 2 , CLIPMASK0 ) ;
GetActorExtents ( actor , & top , & bottom ) ;
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top + = vz ;
bottom + = vz ;
if ( bottom > = floorZ )
{
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actor - > hit ( ) . florhit = floorHit ;
vz + = floorZ - bottom ;
cliptype = 2 ;
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}
if ( top < = ceilZ )
{
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actor - > hit ( ) . ceilhit = ceilHit ;
vz + = ClipLow ( ceilZ - top , 0 ) ;
cliptype = 1 ;
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}
pSprite - > x = x ;
pSprite - > y = y ;
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pSprite - > z = z + vz ;
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updatesector ( x , y , & nSector ) ;
if ( nSector > = 0 & & nSector ! = pSprite - > sectnum )
{
assert ( nSector > = 0 & & nSector < kMaxSectors ) ;
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ChangeSpriteSect ( pSprite - > index , nSector ) ;
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}
CheckLink ( pSprite ) ;
gHitInfo . hitsect = pSprite - > sectnum ;
gHitInfo . hitx = pSprite - > x ;
gHitInfo . hity = pSprite - > y ;
gHitInfo . hitz = pSprite - > z ;
break ;
}
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if ( pOwner ) pOwner - > cstat = bakCstat ;
return cliptype ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actExplodeSprite ( DBloodActor * actor )
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{
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if ( ! actor - > hasX ( ) ) return ;
auto pSprite = & actor - > s ( ) ;
auto pXSprite = & actor - > x ( ) ;
//auto Owner = actor->GetOwner();
if ( pSprite - > statnum = = kStatExplosion ) return ;
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sfxKill3DSound ( pSprite , - 1 , - 1 ) ;
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evKill ( actor ) ;
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int nType = kExplosionStandard ;
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switch ( pSprite - > type )
{
case kMissileFireballNapalm :
nType = kExplosionNapalm ;
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seqSpawn ( 4 , actor , - 1 ) ;
if ( Chance ( 0x8000 ) ) pSprite - > cstat | = 4 ;
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sfxPlay3DSound ( actor , 303 , - 1 , 0 ) ;
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GibSprite ( pSprite , GIBTYPE_5 , nullptr , nullptr ) ;
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break ;
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case kMissileFlareAlt :
nType = kExplosionFireball ;
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seqSpawn ( 9 , actor , - 1 ) ;
if ( Chance ( 0x8000 ) ) pSprite - > cstat | = 4 ;
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sfxPlay3DSound ( actor , 306 , 24 + ( pSprite - > index & 3 ) , FX_GlobalChannel ) ; // ouch...
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GibSprite ( pSprite , GIBTYPE_5 , nullptr , nullptr ) ;
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break ;
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case kMissileFireballCerberus :
case kMissileFireballTchernobog :
nType = kExplosionFireball ;
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seqSpawn ( 5 , actor , - 1 ) ;
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sfxPlay3DSound ( actor , 304 , - 1 , 0 ) ;
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GibSprite ( pSprite , GIBTYPE_5 , nullptr , nullptr ) ;
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break ;
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case kThingArmedTNTStick :
nType = kExplosionSmall ;
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if ( actor - > hit ( ) . florhit = = 0 ) seqSpawn ( 4 , actor , - 1 ) ;
else seqSpawn ( 3 , actor , - 1 ) ;
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sfxPlay3DSound ( actor , 303 , - 1 , 0 ) ;
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GibSprite ( pSprite , GIBTYPE_5 , nullptr , nullptr ) ;
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break ;
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case kThingArmedProxBomb :
case kThingArmedRemoteBomb :
case kThingArmedTNTBundle :
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# ifdef NOONE_EXTENSIONS
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case kModernThingTNTProx :
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# endif
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nType = kExplosionStandard ;
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if ( actor - > hit ( ) . florhit = = 0 ) seqSpawn ( 4 , actor , - 1 ) ;
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else
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seqSpawn ( 3 , actor , - 1 ) ;
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sfxPlay3DSound ( actor , 304 , - 1 , 0 ) ;
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GibSprite ( pSprite , GIBTYPE_5 , nullptr , nullptr ) ;
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break ;
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case kThingArmedSpray :
nType = kExplosionSpray ;
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seqSpawn ( 5 , actor , - 1 ) ;
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sfxPlay3DSound ( actor , 307 , - 1 , 0 ) ;
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GibSprite ( pSprite , GIBTYPE_5 , nullptr , nullptr ) ;
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break ;
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case kThingTNTBarrel :
{
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auto spawned = actSpawnSprite ( pSprite - > sectnum , pSprite - > x , pSprite - > y , pSprite - > z , 0 , 1 ) ;
spawned - > SetOwner ( actor - > GetOwner ( ) ) ;
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if ( actCheckRespawn ( actor ) )
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{
pXSprite - > state = 1 ;
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pXSprite - > health = thingInfo [ 0 ] . startHealth < < 4 ;
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}
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else actPostSprite ( actor , kStatFree ) ;
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nType = kExplosionLarge ;
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seqSpawn ( 4 , spawned , - 1 ) ;
actor = spawned ;
pSprite = & spawned - > s ( ) ;
pXSprite = & spawned - > x ( ) ;
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sfxPlay3DSound ( actor , 305 , - 1 , 0 ) ;
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GibSprite ( pSprite , GIBTYPE_14 , nullptr , nullptr ) ;
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break ;
}
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case kTrapExploder :
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{
// Defaults for exploder
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nType = 1 ;
int nSnd = 304 ;
int nSeq = 4 ;
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# ifdef NOONE_EXTENSIONS
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// allow to customize hidden exploder trap
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if ( gModernMap )
{
nType = pXSprite - > data1 ; // Explosion type
int tSeq = pXSprite - > data2 ; // SEQ id
int tSnd = pXSprite - > data3 ; // Sound Id
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if ( nType < = 1 | | nType > kExplodeMax ) { nType = 1 ; nSeq = 4 ; nSnd = 304 ; }
else if ( nType = = 2 ) { nSeq = 4 ; nSnd = 305 ; }
else if ( nType = = 3 ) { nSeq = 9 ; nSnd = 307 ; }
else if ( nType = = 4 ) { nSeq = 5 ; nSnd = 307 ; }
else if ( nType < = 6 ) { nSeq = 4 ; nSnd = 303 ; }
else if ( nType = = 7 ) { nSeq = 4 ; nSnd = 303 ; }
else if ( nType = = 8 ) { nType = 0 ; nSeq = 3 ; nSnd = 303 ; }
// Override previous sound and seq assigns
if ( tSeq > 0 ) nSeq = tSeq ;
if ( tSnd > 0 ) nSnd = tSnd ;
}
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# endif
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if ( getSequence ( nSeq ) ) seqSpawn ( nSeq , actor , - 1 ) ;
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sfxPlay3DSound ( actor , nSnd , - 1 , 0 ) ;
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break ;
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}
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case kThingPodFireBall :
nType = kExplosionFireball ;
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seqSpawn ( 9 , actor , - 1 ) ;
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sfxPlay3DSound ( actor , 307 , - 1 , 0 ) ;
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GibSprite ( pSprite , GIBTYPE_5 , nullptr , nullptr ) ;
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sub_746D4 ( pSprite , 240 ) ;
break ;
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default :
nType = kExplosionStandard ;
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seqSpawn ( 4 , actor , - 1 ) ;
if ( Chance ( 0x8000 ) ) pSprite - > cstat | = 4 ;
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sfxPlay3DSound ( actor , 303 , - 1 , 0 ) ;
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GibSprite ( pSprite , GIBTYPE_5 , nullptr , nullptr ) ;
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break ;
}
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actor - > xvel ( ) = actor - > yvel ( ) = actor - > zvel ( ) = 0 ;
actPostSprite ( actor , kStatExplosion ) ;
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pSprite - > xrepeat = pSprite - > yrepeat = explodeInfo [ nType ] . repeat ;
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pSprite - > flags & = ~ 3 ;
pSprite - > type = nType ;
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const EXPLOSION * pExplodeInfo = & explodeInfo [ nType ] ;
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pXSprite - > target_i = 0 ;
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pXSprite - > data1 = pExplodeInfo - > ticks ;
pXSprite - > data2 = pExplodeInfo - > quakeEffect ;
pXSprite - > data3 = pExplodeInfo - > flashEffect ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void actActivateGibObject ( DBloodActor * actor )
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{
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auto pXSprite = & actor - > x ( ) ;
auto pSprite = & actor - > s ( ) ;
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int gib1 = ClipRange ( pXSprite - > data1 , 0 , 31 ) ;
int gib2 = ClipRange ( pXSprite - > data2 , 0 , 31 ) ;
int gib3 = ClipRange ( pXSprite - > data3 , 0 , 31 ) ;
int sound = pXSprite - > data4 ;
int dropmsg = pXSprite - > dropMsg ;
if ( gib1 > 0 ) GibSprite ( pSprite , ( GIBTYPE ) ( gib1 - 1 ) , nullptr , nullptr ) ;
if ( gib2 > 0 ) GibSprite ( pSprite , ( GIBTYPE ) ( gib2 - 1 ) , nullptr , nullptr ) ;
if ( gib3 > 0 & & pXSprite - > burnTime > 0 ) GibSprite ( pSprite , ( GIBTYPE ) ( gib3 - 1 ) , nullptr , nullptr ) ;
if ( sound > 0 ) sfxPlay3DSound ( pSprite - > x , pSprite - > y , pSprite - > z , sound , pSprite - > sectnum ) ;
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if ( dropmsg > 0 ) actDropObject ( actor , dropmsg ) ;
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if ( ! ( pSprite - > cstat & 32768 ) & & ! ( pSprite - > flags & kHitagRespawn ) )
actPostSprite ( actor , kStatFree ) ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void actCheckProximity ( )
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{
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BloodStatIterator it ( kStatThing ) ;
while ( auto actor = it . Next ( ) )
{
spritetype * pSprite = & actor - > s ( ) ;
if ( pSprite - > flags & 32 ) continue ;
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if ( actor - > hasX ( ) )
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{
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XSPRITE * pXSprite = & actor - > x ( ) ;
switch ( pSprite - > type )
{
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case kThingBloodBits :
case kThingBloodChunks :
case kThingZombieHead :
if ( pXSprite - > locked & & PlayClock > = pXSprite - > targetX ) pXSprite - > locked = 0 ;
break ;
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}
if ( pXSprite - > burnTime > 0 )
{
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pXSprite - > burnTime = ClipLow ( pXSprite - > burnTime - 4 , 0 ) ;
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actDamageSprite ( actor - > GetBurnSource ( ) , actor , kDamageBurn , 8 ) ;
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}
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if ( pXSprite - > Proximity )
{
# ifdef NOONE_EXTENSIONS
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// don't process locked or 1-shot things for proximity
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if ( gModernMap & & ( pXSprite - > locked | | pXSprite - > isTriggered ) )
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continue ;
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# endif
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if ( pSprite - > type = = kThingDroppedLifeLeech ) actor - > SetTarget ( nullptr ) ;
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BloodStatIterator it1 ( kStatDude ) ;
while ( auto dudeactor = it1 . Next ( ) )
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{
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auto nextdude = it1 . Peek ( ) ;
spritetype * pSprite2 = & dudeactor - > s ( ) ;
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if ( pSprite2 - > flags & 32 | | ! dudeactor - > hasX ( ) ) continue ;
XSPRITE * pXSprite2 = & dudeactor - > x ( ) ;
if ( ( unsigned int ) pXSprite2 - > health > 0 )
{
int proxyDist = 96 ;
# ifdef NOONE_EXTENSIONS
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// allow dudeLockout for proximity flag
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if ( gModernMap & & pSprite - > type ! = kThingDroppedLifeLeech & & pXSprite - > DudeLockout & & ! dudeactor - > IsPlayerActor ( ) )
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continue ;
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if ( pSprite - > type = = kModernThingEnemyLifeLeech ) proxyDist = 512 ;
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# endif
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if ( pSprite - > type = = kThingDroppedLifeLeech & & actor - > GetTarget ( ) = = nullptr )
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{
auto Owner = actor - > GetOwner ( ) ;
if ( ! Owner - > IsPlayerActor ( ) ) continue ;
spritetype * pOwner = & Owner - > s ( ) ;
PLAYER * pPlayer = & gPlayer [ pOwner - > type - kDudePlayer1 ] ;
PLAYER * pPlayer2 = dudeactor - > IsPlayerActor ( ) ? & gPlayer [ pSprite2 - > type - kDudePlayer1 ] : nullptr ;
if ( dudeactor = = Owner | | pSprite2 - > type = = kDudeZombieAxeBuried | | pSprite2 - > type = = kDudeRat | | pSprite2 - > type = = kDudeBat ) continue ;
if ( gGameOptions . nGameType = = 3 & & pPlayer2 & & pPlayer - > teamId = = pPlayer2 - > teamId ) continue ;
if ( gGameOptions . nGameType = = 1 & & pPlayer2 ) continue ;
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proxyDist = 512 ;
}
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if ( CheckProximity ( pSprite2 , pSprite - > x , pSprite - > y , pSprite - > z , pSprite - > sectnum , proxyDist ) )
{
switch ( pSprite - > type )
{
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case kThingDroppedLifeLeech :
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if ( ! Chance ( 0x4000 ) & & nextdude ) continue ;
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if ( pSprite2 - > cstat & CLIPMASK0 ) actor - > SetTarget ( dudeactor ) ;
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else continue ;
break ;
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# ifdef NOONE_EXTENSIONS
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case kModernThingTNTProx :
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if ( ! dudeactor - > IsPlayerActor ( ) ) continue ;
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pSprite - > pal = 0 ;
break ;
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case kModernThingEnemyLifeLeech :
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if ( actor - > GetTarget ( ) ! = dudeactor ) continue ;
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break ;
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# endif
default :
break ;
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}
if ( pSprite - > owner = = - 1 ) pSprite - > owner = pSprite2 - > index ;
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trTriggerSprite ( actor , kCmdSpriteProximity ) ;
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}
}
}
}
}
}
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}
2020-10-15 15:08:21 +00:00
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckThings ( )
{
BloodStatIterator it ( kStatThing ) ;
while ( auto actor = it . Next ( ) )
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{
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spritetype * pSprite = & actor - > s ( ) ;
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if ( pSprite - > flags & 32 ) continue ;
if ( ! actor - > hasX ( ) ) continue ;
auto pXSprite = & actor - > x ( ) ;
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int nSector = pSprite - > sectnum ;
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int nXSector = sector [ nSector ] . extra ;
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XSECTOR * pXSector = NULL ;
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if ( nXSector > 0 )
{
assert ( nXSector > 0 & & nXSector < kMaxXSectors ) ;
assert ( xsector [ nXSector ] . reference = = nSector ) ;
pXSector = & xsector [ nXSector ] ;
}
if ( pXSector & & pXSector - > panVel & & ( pXSector - > panAlways | | pXSector - > state | | pXSector - > busy ) )
{
int nType = pSprite - > type - kThingBase ;
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const THINGINFO * pThingInfo = & thingInfo [ nType ] ;
if ( pThingInfo - > flags & 1 ) pSprite - > flags | = 1 ;
if ( pThingInfo - > flags & 2 ) pSprite - > flags | = 4 ;
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}
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if ( pSprite - > flags & 3 )
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{
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viewBackupSpriteLoc ( actor ) ;
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if ( pXSector & & pXSector - > panVel )
{
int top , bottom ;
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GetActorExtents ( actor , & top , & bottom ) ;
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if ( getflorzofslope ( nSector , pSprite - > x , pSprite - > y ) < = bottom )
{
int angle = pXSector - > panAngle ;
int speed = 0 ;
if ( pXSector - > panAlways | | pXSector - > state | | pXSector - > busy )
{
speed = pXSector - > panVel < < 9 ;
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if ( ! pXSector - > panAlways & & pXSector - > busy ) speed = MulScale ( speed , pXSector - > busy , 16 ) ;
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}
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if ( sector [ nSector ] . floorstat & 64 ) angle = ( angle + GetWallAngle ( sector [ nSector ] . wallptr ) + 512 ) & 2047 ;
actor - > xvel ( ) + = MulScale ( speed , Cos ( angle ) , 30 ) ;
actor - > yvel ( ) + = MulScale ( speed , Sin ( angle ) , 30 ) ;
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}
}
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actAirDrag ( actor , 128 ) ;
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if ( ( ( pSprite - > index > > 8 ) & 15 ) = = ( gFrameCount & 15 ) & & ( pSprite - > flags & 2 ) ) pSprite - > flags | = 4 ;
if ( ( pSprite - > flags & 4 ) | | actor - > xvel ( ) | | actor - > yvel ( ) | | actor - > zvel ( ) | | velFloor [ pSprite - > sectnum ] | | velCeil [ pSprite - > sectnum ] )
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{
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Collision hit = MoveThing ( actor ) ;
if ( hit . type )
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{
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if ( pXSprite - > Impact ) trTriggerSprite ( actor , kCmdOff ) ;
switch ( pSprite - > type )
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{
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case kThingDripWater :
case kThingDripBlood :
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MakeSplash ( actor ) ;
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break ;
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# ifdef NOONE_EXTENSIONS
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case kModernThingThrowableRock :
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seqSpawn ( 24 , actor , - 1 ) ;
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if ( hit . type = = kHitSprite )
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{
pSprite - > xrepeat = 32 ;
pSprite - > yrepeat = 32 ;
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actDamageSprite ( actor - > GetOwner ( ) , hit . actor , kDamageFall , pXSprite - > data1 ) ;
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}
break ;
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# endif
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case kThingBone :
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seqSpawn ( 24 , actor , - 1 ) ;
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if ( hit . type = = kHitSprite )
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{
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actDamageSprite ( actor - > GetOwner ( ) , hit . actor , kDamageFall , 12 ) ;
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}
break ;
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case kThingPodGreenBall :
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if ( hit . type = = kHitSector )
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{
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actRadiusDamage ( actor - > GetOwner ( ) , pSprite - > x , pSprite - > y , pSprite - > z , pSprite - > sectnum , 200 , 1 , 20 , kDamageExplode , 6 , 0 ) ;
evPost ( actor , 0 , kCallbackFXPodBloodSplat ) ;
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}
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else if ( hit . type = = kHitSprite )
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{
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actDamageSprite ( actor - > GetOwner ( ) , hit . actor , kDamageFall , 12 ) ;
evPost ( actor , 0 , kCallbackFXPodBloodSplat ) ;
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}
break ;
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case kThingPodFireBall :
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actExplodeSprite ( actor ) ;
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break ;
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}
}
}
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}
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void actCheckProjectiles ( )
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{
BloodStatIterator it ( kStatProjectile ) ;
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while ( auto actor = it . Next ( ) )
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{
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spritetype * pSprite = & actor - > s ( ) ;
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if ( pSprite - > flags & 32 )
continue ;
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viewBackupSpriteLoc ( actor ) ;
int hit = MoveMissile ( actor ) ;
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if ( hit > = 0 ) actImpactMissile ( actor , hit ) ;
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}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckExplosion ( )
{
BloodStatIterator it ( kStatExplosion ) ;
while ( auto actor = it . Next ( ) )
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{
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spritetype * pSprite = & actor - > s ( ) ;
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if ( pSprite - > flags & 32 )
continue ;
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if ( ! actor - > hasX ( ) ) continue ;
XSPRITE * pXSprite = & actor - > x ( ) ;
auto Owner = actor - > GetOwner ( ) ;
auto pOwner = Owner ? & Owner - > s ( ) : nullptr ;
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int nType = pSprite - > type ;
assert ( nType > = 0 & & nType < kExplodeMax ) ;
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const EXPLOSION * pExplodeInfo = & explodeInfo [ nType ] ;
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int x = pSprite - > x ;
int y = pSprite - > y ;
int z = pSprite - > z ;
int nSector = pSprite - > sectnum ;
int radius = pExplodeInfo - > radius ;
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# ifdef NOONE_EXTENSIONS
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// Allow to override explosion radius by data4 field of any sprite which have statnum 2 set in editor
// or of Hidden Exploder.
if ( gModernMap & & pXSprite - > data4 > 0 )
radius = pXSprite - > data4 ;
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# endif
uint8_t sectormap [ ( kMaxSectors + 7 ) > > 3 ] ;
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// GetClosestSpriteSectors() has issues checking some sectors due to optimizations
// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
// so only allow this new checking method for dude spawned explosions
short gAffectedXWalls [ kMaxXWalls ] ;
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const bool newSectCheckMethod = ! cl_bloodvanillaexplosions & & Owner & & Owner - > IsDudeActor ( ) & & ! VanillaMode ( ) ; // use new sector checking logic
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GetClosestSpriteSectors ( nSector , x , y , radius , sectormap , gAffectedXWalls , newSectCheckMethod ) ;
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for ( int i = 0 ; i < kMaxXWalls ; i + + )
{
int nWall = gAffectedXWalls [ i ] ;
if ( nWall = = - 1 )
break ;
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XWALL * pXWall = & xwall [ wall [ nWall ] . extra ] ;
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trTriggerWall ( nWall , pXWall , kCmdWallImpact ) ;
}
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BloodStatIterator it1 ( kStatDude ) ;
while ( auto dudeactor = it1 . Next ( ) )
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{
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spritetype * pDude = & dudeactor - > s ( ) ;
if ( pDude - > flags & 32 ) continue ;
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if ( TestBitString ( sectormap , pDude - > sectnum ) )
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{
if ( pXSprite - > data1 & & CheckProximity ( pDude , x , y , z , nSector , radius ) )
{
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if ( pExplodeInfo - > dmg & & pXSprite - > target_i = = 0 )
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{
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pXSprite - > target_i = 1 ;
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actDamageSprite ( Owner , dudeactor , kDamageFall , ( pExplodeInfo - > dmg + Random ( pExplodeInfo - > dmgRng ) ) < < 4 ) ;
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}
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if ( pExplodeInfo - > dmgType ) ConcussSprite ( actor , dudeactor , x , y , z , pExplodeInfo - > dmgType ) ;
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if ( pExplodeInfo - > burnTime )
{
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assert ( dudeactor - > hasX ( ) ) ;
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XSPRITE * pXDude = & dudeactor - > x ( ) ;
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if ( ! pXDude - > burnTime ) evPost ( dudeactor , 0 , kCallbackFXFlameLick ) ;
actBurnSprite ( Owner , dudeactor , pExplodeInfo - > burnTime < < 2 ) ;
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}
}
}
}
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it1 . Reset ( kStatThing ) ;
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while ( auto thingactor = it1 . Next ( ) )
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{
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spritetype * pThing = & thingactor - > s ( ) ;
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if ( pThing - > flags & 32 ) continue ;
if ( TestBitString ( sectormap , pThing - > sectnum ) )
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{
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if ( pXSprite - > data1 & & CheckProximity ( pThing , x , y , z , nSector , radius ) & & thingactor - > hasX ( ) )
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{
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XSPRITE * pXThing = & thingactor - > x ( ) ;
if ( ! pXThing - > locked )
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{
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if ( pExplodeInfo - > dmgType ) ConcussSprite ( Owner , thingactor , x , y , z , pExplodeInfo - > dmgType ) ;
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if ( pExplodeInfo - > burnTime )
{
if ( pThing - > type = = kThingTNTBarrel & & ! pXThing - > burnTime )
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evPost ( thingactor , 0 , kCallbackFXFlameLick ) ;
actBurnSprite ( Owner , thingactor , pExplodeInfo - > burnTime < < 2 ) ;
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}
}
}
}
}
for ( int p = connecthead ; p > = 0 ; p = connectpoint2 [ p ] )
{
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spritetype * pSprite2 = gPlayer [ p ] . pSprite ;
int dx = ( x - pSprite2 - > x ) > > 4 ;
int dy = ( y - pSprite2 - > y ) > > 4 ;
int dz = ( z - pSprite2 - > z ) > > 8 ;
int nDist = dx * dx + dy * dy + dz * dz + 0x40000 ;
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int t = DivScale ( pXSprite - > data2 , nDist , 16 ) ;
gPlayer [ p ] . flickerEffect + = t ;
}
2020-03-01 20:36:28 +00:00
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# ifdef NOONE_EXTENSIONS
if ( pXSprite - > data1 ! = 0 )
{
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// add impulse for sprites from physics list
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if ( gPhysSpritesCount > 0 & & pExplodeInfo - > dmgType ! = 0 )
{
for ( int i = 0 ; i < gPhysSpritesCount ; i + + )
{
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if ( gPhysSpritesList [ i ] = = - 1 ) continue ;
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auto physactor = & bloodActors [ gPhysSpritesList [ i ] ] ;
spritetype * pDebris = & physactor - > s ( ) ;
if ( pDebris - > sectnum < 0 | | ( pDebris - > flags & kHitagFree ) ! = 0 ) continue ;
2019-09-21 11:02:17 +00:00
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if ( ! TestBitString ( sectormap , pDebris - > sectnum ) | | ! CheckProximity ( pDebris , x , y , z , nSector , radius ) ) continue ;
else debrisConcuss ( Owner ? Owner - > s ( ) . index : - 1 , i , x , y , z , pExplodeInfo - > dmgType ) ;
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}
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}
2020-03-01 20:36:28 +00:00
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// trigger sprites from impact list
if ( gImpactSpritesCount > 0 ) {
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for ( int i = 0 ; i < gImpactSpritesCount ; i + + )
{
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if ( gImpactSpritesList [ i ] = = - 1 ) continue ;
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auto impactactor = & bloodActors [ gImpactSpritesList [ i ] ] ;
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if ( ! impactactor - > hasX ( ) | | impactactor - > s ( ) . sectnum < 0 | | ( impactactor - > s ( ) . flags & kHitagFree ) ! = 0 ) continue ;
2020-03-01 20:36:28 +00:00
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if ( /*pXImpact->state == pXImpact->restState ||*/ ! TestBitString ( sectormap , impactactor - > s ( ) . sectnum ) | | ! CheckProximity ( & impactactor - > s ( ) , x , y , z , nSector , radius ) )
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continue ;
2020-12-05 15:23:01 +00:00
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trTriggerSprite ( impactactor , kCmdSpriteImpact ) ;
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}
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}
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}
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if ( ! gModernMap | | ! ( pSprite - > flags & kModernTypeFlag1 ) )
{
// if data4 > 0, do not remove explosion. This can be useful when designer wants put explosion generator in map manually via sprite statnum 2.
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pXSprite - > data1 = ClipLow ( pXSprite - > data1 - 4 , 0 ) ;
pXSprite - > data2 = ClipLow ( pXSprite - > data2 - 4 , 0 ) ;
pXSprite - > data3 = ClipLow ( pXSprite - > data3 - 4 , 0 ) ;
}
2020-12-05 15:23:01 +00:00
# else
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pXSprite - > data1 = ClipLow ( pXSprite - > data1 - 4 , 0 ) ;
pXSprite - > data2 = ClipLow ( pXSprite - > data2 - 4 , 0 ) ;
pXSprite - > data3 = ClipLow ( pXSprite - > data3 - 4 , 0 ) ;
2020-12-05 15:23:01 +00:00
# endif
2019-09-19 22:42:45 +00:00
2020-12-05 15:23:01 +00:00
if ( pXSprite - > data1 = = 0 & & pXSprite - > data2 = = 0 & & pXSprite - > data3 = = 0 & & seqGetStatus ( actor ) < 0 )
actPostSprite ( actor , kStatFree ) ;
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}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckTraps ( )
{
BloodStatIterator it ( kStatTraps ) ;
while ( auto actor = it . Next ( ) )
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{
2020-12-05 15:23:01 +00:00
spritetype * pSprite = & actor - > s ( ) ;
2019-10-20 14:50:47 +00:00
2020-12-05 15:23:01 +00:00
if ( ( pSprite - > flags & 32 ) | | ! actor - > hasX ( ) )
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continue ;
2020-12-05 15:23:01 +00:00
XSPRITE * pXSprite = & actor - > x ( ) ;
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switch ( pSprite - > type ) {
case kTrapSawCircular :
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pXSprite - > data2 = ClipLow ( pXSprite - > data2 - 4 , 0 ) ;
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break ;
2020-12-05 15:23:01 +00:00
2021-08-23 17:21:41 +00:00
case kTrapFlame :
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if ( pXSprite - > state & & seqGetStatus ( actor ) < 0 )
{
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int x = pSprite - > x ;
int y = pSprite - > y ;
int z = pSprite - > z ;
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int t = ( pXSprite - > data1 < < 23 ) / 120 ;
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int dx = MulScale ( t , Cos ( pSprite - > ang ) , 30 ) ;
int dy = MulScale ( t , Sin ( pSprite - > ang ) , 30 ) ;
for ( int i = 0 ; i < 2 ; i + + )
{
2020-12-05 15:23:01 +00:00
auto pFX = gFX . fxSpawnActor ( FX_32 , pSprite - > sectnum , x , y , z , 0 ) ;
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if ( pFX )
{
2020-12-05 15:23:01 +00:00
pFX - > xvel ( ) = dx + Random2 ( 0x8888 ) ;
pFX - > yvel ( ) = dy + Random2 ( 0x8888 ) ;
pFX - > zvel ( ) = Random2 ( 0x8888 ) ;
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}
2020-12-05 15:23:01 +00:00
x + = ( dx / 2 ) > > 12 ;
y + = ( dy / 2 ) > > 12 ;
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}
dy = SinScale16 ( pSprite - > ang ) ;
dx = CosScale16 ( pSprite - > ang ) ;
2020-12-05 15:23:01 +00:00
gVectorData [ kVectorTchernobogBurn ] . maxDist = pXSprite - > data1 < < 9 ;
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actFireVector ( actor , 0 , 0 , dx , dy , Random2 ( 0x8888 ) , kVectorTchernobogBurn ) ;
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}
break ;
}
}
2020-12-05 15:23:01 +00:00
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckDudes ( )
{
BloodStatIterator it ( kStatDude ) ;
while ( auto actor = it . Next ( ) )
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{
2020-12-05 15:23:01 +00:00
spritetype * pSprite = & actor - > s ( ) ;
2019-10-20 14:50:47 +00:00
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if ( pSprite - > flags & 32 )
continue ;
2020-12-05 15:23:01 +00:00
if ( actor - > hasX ( ) )
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{
2020-12-05 15:23:01 +00:00
XSPRITE * pXSprite = & actor - > x ( ) ;
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const bool fixBurnGlitch = ! cl_bloodvanillaenemies & & IsBurningDude ( pSprite ) & & ! VanillaMode ( ) ; // if enemies are burning, always apply burning damage per tick
if ( ( pXSprite - > burnTime > 0 ) | | fixBurnGlitch )
{
switch ( pSprite - > type )
{
case kDudeBurningInnocent :
case kDudeBurningCultist :
case kDudeBurningZombieAxe :
case kDudeBurningZombieButcher :
2020-12-05 15:23:01 +00:00
actDamageSprite ( actor - > GetBurnSource ( ) , actor , kDamageBurn , 8 ) ;
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break ;
2020-12-05 15:23:01 +00:00
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default :
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pXSprite - > burnTime = ClipLow ( pXSprite - > burnTime - 4 , 0 ) ;
actDamageSprite ( actor - > GetBurnSource ( ) , actor , kDamageBurn , 8 ) ;
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break ;
}
}
2019-09-19 22:42:45 +00:00
2020-12-05 15:23:01 +00:00
# ifdef NOONE_EXTENSIONS
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// handle incarnations of custom dude
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if ( pSprite - > type = = kDudeModernCustom & & pXSprite - > txID > 0 & & pXSprite - > sysData1 = = kGenDudeTransformStatus )
{
actor - > xvel ( ) = actor - > yvel ( ) = 0 ;
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if ( seqGetStatus ( actor ) < 0 ) genDudeTransform ( actor ) ;
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}
2020-12-05 15:23:01 +00:00
# endif
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if ( pSprite - > type = = kDudeCerberusTwoHead )
{
2020-12-05 15:23:01 +00:00
if ( pXSprite - > health < = 0 & & seqGetStatus ( actor ) < 0 )
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{
2020-12-05 15:23:01 +00:00
pXSprite - > health = dudeInfo [ 28 ] . startHealth < < 4 ;
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pSprite - > type = kDudeCerberusOneHead ;
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if ( actor - > GetTarget ( ) ! = nullptr ) aiSetTarget ( actor , actor - > GetTarget ( ) ) ;
2020-12-05 15:23:01 +00:00
aiActivateDude ( actor ) ;
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}
}
if ( pXSprite - > Proximity & & ! pXSprite - > isTriggered )
{
2020-12-05 15:23:01 +00:00
BloodStatIterator it1 ( kStatDude ) ;
while ( auto actor2 = it1 . Next ( ) )
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{
2020-12-05 15:23:01 +00:00
spritetype * pSprite2 = & actor - > s ( ) ;
if ( pSprite2 - > flags & 32 ) continue ;
2019-10-20 14:50:47 +00:00
2020-12-05 15:23:01 +00:00
XSPRITE * pXSprite2 = & actor - > x ( ) ;
if ( ( unsigned int ) pXSprite2 - > health > 0 & & IsPlayerSprite ( pSprite2 ) )
{
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if ( CheckProximity ( pSprite2 , pSprite - > x , pSprite - > y , pSprite - > z , pSprite - > sectnum , 128 ) )
2020-12-05 15:23:01 +00:00
trTriggerSprite ( actor , kCmdSpriteProximity ) ;
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}
}
}
2020-12-05 15:23:01 +00:00
if ( actor - > IsPlayerActor ( ) )
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{
2020-12-05 15:23:01 +00:00
PLAYER * pPlayer = & gPlayer [ pSprite - > type - kDudePlayer1 ] ;
if ( pPlayer - > voodooTargets ) voodooTarget ( pPlayer ) ;
if ( pPlayer - > hand & & Chance ( 0x8000 ) ) actDamageSprite ( actor , actor , kDamageDrown , 12 ) ;
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if ( pPlayer - > isUnderwater )
{
char bActive = packItemActive ( pPlayer , 1 ) ;
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if ( bActive | | pPlayer - > godMode ) pPlayer - > underwaterTime = 1200 ;
else pPlayer - > underwaterTime = ClipLow ( pPlayer - > underwaterTime - 4 , 0 ) ;
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if ( pPlayer - > underwaterTime < 1080 & & packCheckItem ( pPlayer , 1 ) & & ! bActive )
packUseItem ( pPlayer , 1 ) ;
2020-12-05 15:23:01 +00:00
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if ( ! pPlayer - > underwaterTime )
{
pPlayer - > chokeEffect + = 4 ;
if ( Chance ( pPlayer - > chokeEffect ) )
2020-12-05 15:23:01 +00:00
actDamageSprite ( actor , actor , kDamageDrown , 3 < < 4 ) ;
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}
else
pPlayer - > chokeEffect = 0 ;
2020-12-05 15:23:01 +00:00
if ( actor - > xvel ( ) | | actor - > yvel ( ) )
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sfxPlay3DSound ( actor , 709 , 100 , 2 ) ;
2020-12-05 15:23:01 +00:00
pPlayer - > bubbleTime = ClipLow ( pPlayer - > bubbleTime - 4 , 0 ) ;
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}
else if ( gGameOptions . nGameType = = 0 )
{
if ( pPlayer - > pXSprite - > health > 0 & & pPlayer - > restTime > = 1200 & & Chance ( 0x200 ) )
{
pPlayer - > restTime = - 1 ;
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sfxPlay3DSound ( actor , 3100 + Random ( 11 ) , 0 , 2 ) ;
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}
}
}
2020-12-05 15:23:01 +00:00
ProcessTouchObjects ( actor ) ;
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}
}
2020-12-05 15:23:01 +00:00
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it . Reset ( kStatDude ) ;
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while ( auto actor = it . Next ( ) )
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{
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spritetype * pSprite = & actor - > s ( ) ;
if ( pSprite - > flags & 32 | | ! actor - > hasX ( ) ) continue ;
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int nSector = pSprite - > sectnum ;
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viewBackupSpriteLoc ( actor ) ;
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int nXSector = sector [ nSector ] . extra ;
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XSECTOR * pXSector = NULL ;
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if ( nXSector > 0 )
{
assert ( nXSector > 0 & & nXSector < kMaxXSectors ) ;
assert ( xsector [ nXSector ] . reference = = nSector ) ;
pXSector = & xsector [ nXSector ] ;
}
if ( pXSector )
{
int top , bottom ;
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GetActorExtents ( actor , & top , & bottom ) ;
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if ( getflorzofslope ( nSector , pSprite - > x , pSprite - > y ) < = bottom )
{
int angle = pXSector - > panAngle ;
int speed = 0 ;
if ( pXSector - > panAlways | | pXSector - > state | | pXSector - > busy )
{
speed = pXSector - > panVel < < 9 ;
if ( ! pXSector - > panAlways & & pXSector - > busy )
speed = MulScale ( speed , pXSector - > busy , 16 ) ;
}
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if ( sector [ nSector ] . floorstat & 64 )
angle = ( angle + GetWallAngle ( sector [ nSector ] . wallptr ) + 512 ) & 2047 ;
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int dx = MulScale ( speed , Cos ( angle ) , 30 ) ;
int dy = MulScale ( speed , Sin ( angle ) , 30 ) ;
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actor - > xvel ( ) + = dx ;
actor - > yvel ( ) + = dy ;
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}
}
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if ( pXSector & & pXSector - > Underwater ) actAirDrag ( actor , 5376 ) ;
else actAirDrag ( actor , 128 ) ;
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if ( ( pSprite - > flags & 4 ) | | actor - > xvel ( ) | | actor - > yvel ( ) | | actor - > zvel ( ) | | velFloor [ pSprite - > sectnum ] | | velCeil [ pSprite - > sectnum ] )
MoveDude ( actor ) ;
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}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actCheckFlares ( )
{
BloodStatIterator it ( kStatFlare ) ;
while ( auto actor = it . Next ( ) )
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{
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spritetype * pSprite = & actor - > s ( ) ;
if ( ( pSprite - > flags & 32 ) | | ! actor - > hasX ( ) ) continue ;
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XSPRITE * pXSprite = & actor - > x ( ) ;
auto target = actor - > GetTarget ( ) ;
if ( ! target ) continue ;
viewBackupSpriteLoc ( actor ) ;
spritetype * pTarget = & target - > s ( ) ;
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auto pXTarget = target - > hasX ( ) ? & target - > x ( ) : nullptr ;
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if ( pTarget - > statnum = = kMaxStatus )
{
GibSprite ( pSprite , GIBTYPE_17 , NULL , NULL ) ;
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actPostSprite ( actor , kStatFree ) ;
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}
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if ( pXTarget & & pXTarget - > health > 0 )
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{
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int x = pTarget - > x + mulscale30r ( Cos ( pXSprite - > goalAng + pTarget - > ang ) , pTarget - > clipdist * 2 ) ;
int y = pTarget - > y + mulscale30r ( Sin ( pXSprite - > goalAng + pTarget - > ang ) , pTarget - > clipdist * 2 ) ;
int z = pTarget - > z + pXSprite - > targetZ ;
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vec3_t pos = { x , y , z } ;
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setsprite ( pSprite - > index , & pos ) ;
actor - > xvel ( ) = target - > xvel ( ) ;
actor - > yvel ( ) = target - > yvel ( ) ;
actor - > zvel ( ) = target - > zvel ( ) ;
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}
else
{
GibSprite ( pSprite , GIBTYPE_17 , NULL , NULL ) ;
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actPostSprite ( actor , kStatFree ) ;
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}
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actProcessSprites ( void )
{
# ifdef NOONE_EXTENSIONS
if ( gModernMap ) nnExtProcessSuperSprites ( ) ;
# endif
actCheckProximity ( ) ;
actCheckThings ( ) ;
actCheckProjectiles ( ) ;
actCheckExplosion ( ) ;
actCheckTraps ( ) ;
actCheckDudes ( ) ;
actCheckFlares ( ) ;
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aiProcessDudes ( ) ;
gFX . fxProcess ( ) ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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DBloodActor * actSpawnSprite ( int nSector , int x , int y , int z , int nStat , bool setextra )
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{
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int nSprite = InsertSprite ( nSector , nStat ) ;
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if ( nSprite > = 0 ) sprite [ nSprite ] . extra = - 1 ;
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else
{
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BloodStatIterator it ( kStatPurge ) ;
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nSprite = it . NextIndex ( ) ;
assert ( nSprite > = 0 ) ;
assert ( nSector > = 0 & & nSector < kMaxSectors ) ;
ChangeSpriteSect ( nSprite , nSector ) ;
actPostSprite ( nSprite , nStat ) ;
}
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DBloodActor * actor = & bloodActors [ nSprite ] ;
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vec3_t pos = { x , y , z } ;
setsprite ( nSprite , & pos ) ;
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spritetype * pSprite = & actor - > s ( ) ;
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pSprite - > type = kSpriteDecoration ;
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if ( setextra & & ! actor - > hasX ( ) )
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{
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actor - > addExtra ( ) ;
actor - > hit ( ) . florhit = 0 ;
actor - > hit ( ) . ceilhit = 0 ;
if ( ! VanillaMode ( ) ) actor - > SetTarget ( nullptr ) ;
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}
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return actor ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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DBloodActor * actSpawnSprite ( DBloodActor * source , int nStat )
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{
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auto pSource = & source - > s ( ) ;
int nSprite = InsertSprite ( pSource - > sectnum , nStat ) ;
if ( nSprite < 0 )
{
StatIterator it ( kStatPurge ) ;
nSprite = it . NextIndex ( ) ;
assert ( nSprite > = 0 ) ;
assert ( pSource - > sectnum > = 0 & & pSource - > sectnum < kMaxSectors ) ;
ChangeSpriteSect ( nSprite , pSource - > sectnum ) ;
actPostSprite ( nSprite , nStat ) ;
}
auto actor = & bloodActors [ nSprite ] ;
spritetype * pSprite = & actor - > s ( ) ;
pSprite - > x = pSource - > x ;
pSprite - > y = pSource - > y ;
pSprite - > z = pSource - > z ;
actor - > xvel ( ) = source - > xvel ( ) ;
actor - > yvel ( ) = source - > yvel ( ) ;
actor - > zvel ( ) = source - > zvel ( ) ;
pSprite - > flags = 0 ;
actor - > addX ( ) ;
actor - > hit ( ) . florhit = 0 ;
actor - > hit ( ) . ceilhit = 0 ;
if ( ! VanillaMode ( ) ) actor - > SetTarget ( nullptr ) ;
return actor ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor * actSpawnDude ( DBloodActor * source , short nType , int a3 , int a4 )
{
auto pSource = & source - > s ( ) ;
XSPRITE * pXSource = & source - > x ( ) ;
auto spawned = actSpawnSprite ( source , kStatDude ) ;
if ( ! spawned ) return NULL ;
spritetype * pSprite2 = & spawned - > s ( ) ;
XSPRITE * pXSprite2 = & spawned - > x ( ) ;
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int angle = pSource - > ang ;
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int nDude = nType - kDudeBase ;
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int x , y , z ;
z = a4 + pSource - > z ;
if ( a3 < 0 )
{
x = pSource - > x ;
y = pSource - > y ;
}
else
{
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x = pSource - > x + mulscale30r ( Cos ( angle ) , a3 ) ;
y = pSource - > y + mulscale30r ( Sin ( angle ) , a3 ) ;
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}
pSprite2 - > type = nType ;
pSprite2 - > ang = angle ;
vec3_t pos = { x , y , z } ;
setsprite ( pSprite2 - > index , & pos ) ;
pSprite2 - > cstat | = 0x1101 ;
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pSprite2 - > clipdist = getDudeInfo ( nDude + kDudeBase ) - > clipdist ;
pXSprite2 - > health = getDudeInfo ( nDude + kDudeBase ) - > startHealth < < 4 ;
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pXSprite2 - > respawn = 1 ;
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if ( getSequence ( getDudeInfo ( nDude + kDudeBase ) - > seqStartID ) )
seqSpawn ( getDudeInfo ( nDude + kDudeBase ) - > seqStartID , spawned , - 1 ) ;
# ifdef NOONE_EXTENSIONS
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// add a way to inherit some values of spawner type 18 by dude.
// This way designer can count enemies via switches and do many other interesting things.
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if ( gModernMap & & pSource - > flags & kModernTypeFlag1 )
{
// allow inheriting only for selected source types
switch ( pSource - > type )
{
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case kMarkerDudeSpawn :
//inherit pal?
if ( pSprite2 - > pal < = 0 ) pSprite2 - > pal = pSource - > pal ;
// inherit spawn sprite trigger settings, so designer can count monsters.
pXSprite2 - > txID = pXSource - > txID ;
pXSprite2 - > command = pXSource - > command ;
pXSprite2 - > triggerOn = pXSource - > triggerOn ;
pXSprite2 - > triggerOff = pXSource - > triggerOff ;
// inherit drop items
pXSprite2 - > dropMsg = pXSource - > dropMsg ;
// inherit dude flags
pXSprite2 - > dudeDeaf = pXSource - > dudeDeaf ;
pXSprite2 - > dudeGuard = pXSource - > dudeGuard ;
pXSprite2 - > dudeAmbush = pXSource - > dudeAmbush ;
pXSprite2 - > dudeFlag4 = pXSource - > dudeFlag4 ;
pXSprite2 - > unused1 = pXSource - > unused1 ;
break ;
}
}
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# endif
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aiInitSprite ( spawned ) ;
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return spawned ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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DBloodActor * actSpawnThing ( int nSector , int x , int y , int z , int nThingType )
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{
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assert ( nThingType > = kThingBase & & nThingType < kThingMax ) ;
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auto actor = actSpawnSprite ( nSector , x , y , z , 4 , 1 ) ;
spritetype * pSprite = & actor - > s ( ) ;
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int nType = nThingType - kThingBase ;
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pSprite - > type = nThingType ;
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assert ( actor - > hasX ( ) ) ;
XSPRITE * pXThing = & actor - > x ( ) ;
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const THINGINFO * pThingInfo = & thingInfo [ nType ] ;
pXThing - > health = pThingInfo - > startHealth < < 4 ;
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pSprite - > clipdist = pThingInfo - > clipdist ;
pSprite - > flags = pThingInfo - > flags ;
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if ( pSprite - > flags & 2 ) pSprite - > flags | = 4 ;
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pSprite - > cstat | = pThingInfo - > cstat ;
pSprite - > picnum = pThingInfo - > picnum ;
pSprite - > shade = pThingInfo - > shade ;
pSprite - > pal = pThingInfo - > pal ;
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if ( pThingInfo - > xrepeat ) pSprite - > xrepeat = pThingInfo - > xrepeat ;
if ( pThingInfo - > yrepeat ) pSprite - > yrepeat = pThingInfo - > yrepeat ;
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pSprite - > cstat2 | = CSTAT2_SPRITE_MAPPED ;
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switch ( nThingType )
{
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case kThingVoodooHead :
pXThing - > data1 = 0 ;
pXThing - > data2 = 0 ;
pXThing - > data3 = 0 ;
pXThing - > data4 = 0 ;
pXThing - > state = 1 ;
pXThing - > triggerOnce = 1 ;
pXThing - > isTriggered = 0 ;
break ;
case kThingDroppedLifeLeech :
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# ifdef NOONE_EXTENSIONS
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case kModernThingEnemyLifeLeech :
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# endif
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pXThing - > data1 = 0 ;
pXThing - > data2 = 0 ;
pXThing - > data3 = 0 ;
pXThing - > data4 = 0 ;
pXThing - > state = 1 ;
pXThing - > triggerOnce = 0 ;
pXThing - > isTriggered = 0 ;
break ;
case kThingZombieHead :
pXThing - > data1 = 8 ;
pXThing - > data2 = 0 ;
pXThing - > data3 = 0 ;
pXThing - > data4 = 318 ;
pXThing - > targetX = PlayClock + 180 ;
pXThing - > locked = 1 ;
pXThing - > state = 1 ;
pXThing - > triggerOnce = 0 ;
pXThing - > isTriggered = 0 ;
break ;
case kThingBloodBits :
case kThingBloodChunks :
pXThing - > data1 = ( nThingType = = kThingBloodBits ) ? 19 : 8 ;
pXThing - > data2 = 0 ;
pXThing - > data3 = 0 ;
pXThing - > data4 = 318 ;
pXThing - > targetX = PlayClock + 180 ;
pXThing - > locked = 1 ;
pXThing - > state = 1 ;
pXThing - > triggerOnce = 0 ;
pXThing - > isTriggered = 0 ;
break ;
case kThingArmedTNTStick :
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evPost ( actor , 0 , kCallbackFXDynPuff ) ;
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sfxPlay3DSound ( actor , 450 , 0 , 0 ) ;
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break ;
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case kThingArmedTNTBundle :
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sfxPlay3DSound ( actor , 450 , 0 , 0 ) ;
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evPost ( actor , 0 , kCallbackFXDynPuff ) ;
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break ;
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case kThingArmedSpray :
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evPost ( actor , 0 , kCallbackFXDynPuff ) ;
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break ;
}
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return actor ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor * actFireThing ( DBloodActor * actor , int a2 , int a3 , int a4 , int thingType , int a6 )
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{
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auto pSprite = & actor - > s ( ) ;
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assert ( thingType > = kThingBase & & thingType < kThingMax ) ;
int x = pSprite - > x + MulScale ( a2 , Cos ( pSprite - > ang + 512 ) , 30 ) ;
int y = pSprite - > y + MulScale ( a2 , Sin ( pSprite - > ang + 512 ) , 30 ) ;
int z = pSprite - > z + a3 ;
x + = MulScale ( pSprite - > clipdist , Cos ( pSprite - > ang ) , 28 ) ;
y + = MulScale ( pSprite - > clipdist , Sin ( pSprite - > ang ) , 28 ) ;
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if ( HitScan ( pSprite , z , x - pSprite - > x , y - pSprite - > y , 0 , CLIPMASK0 , pSprite - > clipdist ) ! = - 1 )
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{
x = gHitInfo . hitx - MulScale ( pSprite - > clipdist < < 1 , Cos ( pSprite - > ang ) , 28 ) ;
y = gHitInfo . hity - MulScale ( pSprite - > clipdist < < 1 , Sin ( pSprite - > ang ) , 28 ) ;
}
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auto fired = actSpawnThing ( pSprite - > sectnum , x , y , z , thingType ) ;
spritetype * pThing = & fired - > s ( ) ;
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pThing - > owner = pSprite - > index ;
pThing - > ang = pSprite - > ang ;
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fired - > xvel ( ) = MulScale ( a6 , Cos ( pThing - > ang ) , 30 ) ;
fired - > yvel ( ) = MulScale ( a6 , Sin ( pThing - > ang ) , 30 ) ;
fired - > zvel ( ) = MulScale ( a6 , a4 , 14 ) ;
fired - > xvel ( ) + = actor - > xvel ( ) / 2 ;
fired - > yvel ( ) + = actor - > yvel ( ) / 2 ;
fired - > zvel ( ) + = actor - > zvel ( ) / 2 ;
return fired ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-12-02 21:33:14 +00:00
2020-12-05 20:23:53 +00:00
void actBuildMissile ( DBloodActor * spawned , DBloodActor * actor )
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{
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auto pMissile = & spawned - > s ( ) ;
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int nMissile = pMissile - > index ;
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switch ( pMissile - > type )
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{
case kMissileLifeLeechRegular :
evPost ( nMissile , 3 , 0 , kCallbackFXFlameLick ) ;
break ;
case kMissileTeslaAlt :
evPost ( nMissile , 3 , 0 , kCallbackFXTeslaAlt ) ;
break ;
case kMissilePukeGreen :
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seqSpawn ( 29 , spawned , - 1 ) ;
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break ;
case kMissileButcherKnife :
pMissile - > cstat | = 16 ;
break ;
case kMissileTeslaRegular :
sfxPlay3DSound ( pMissile , 251 , 0 , 0 ) ;
break ;
case kMissileEctoSkull :
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seqSpawn ( 2 , spawned , - 1 ) ;
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sfxPlay3DSound ( pMissile , 493 , 0 , 0 ) ;
break ;
case kMissileFireballNapalm :
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seqSpawn ( 61 , spawned , nNapalmClient ) ;
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sfxPlay3DSound ( pMissile , 441 , 0 , 0 ) ;
break ;
case kMissileFireball :
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seqSpawn ( 22 , spawned , nFireballClient ) ;
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sfxPlay3DSound ( pMissile , 441 , 0 , 0 ) ;
break ;
case kMissileFlameHound :
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seqSpawn ( 27 , spawned , - 1 ) ;
spawned - > xvel ( ) + = actor - > xvel ( ) / 2 + Random2 ( 0x11111 ) ;
spawned - > yvel ( ) + = actor - > yvel ( ) / 2 + Random2 ( 0x11111 ) ;
spawned - > zvel ( ) + = actor - > zvel ( ) / 2 + Random2 ( 0x11111 ) ;
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break ;
case kMissileFireballCerberus :
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seqSpawn ( 61 , spawned , dword_2192E0 ) ;
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sfxPlay3DSound ( pMissile , 441 , 0 , 0 ) ;
break ;
case kMissileFireballTchernobog :
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seqSpawn ( 23 , spawned , dword_2192D8 ) ;
spawned - > xvel ( ) + = actor - > xvel ( ) / 2 + Random2 ( 0x11111 ) ;
spawned - > yvel ( ) + = actor - > yvel ( ) / 2 + Random2 ( 0x11111 ) ;
spawned - > zvel ( ) + = actor - > zvel ( ) / 2 + Random2 ( 0x11111 ) ;
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break ;
case kMissileFlameSpray :
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if ( Chance ( 0x8000 ) ) seqSpawn ( 0 , spawned , - 1 ) ;
else seqSpawn ( 1 , spawned , - 1 ) ;
spawned - > xvel ( ) + = actor - > xvel ( ) / 2 + Random2 ( 0x11111 ) ;
spawned - > yvel ( ) + = actor - > yvel ( ) / 2 + Random2 ( 0x11111 ) ;
spawned - > zvel ( ) + = actor - > zvel ( ) / 2 + Random2 ( 0x11111 ) ;
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break ;
case kMissileFlareAlt :
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evPost ( spawned , 30 , kCallbackFXFlareBurst ) ;
evPost ( spawned , 0 , kCallbackFXFlareSpark ) ;
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sfxPlay3DSound ( pMissile , 422 , 0 , 0 ) ;
break ;
case kMissileFlareRegular :
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evPost ( spawned , 0 , kCallbackFXFlareSpark ) ;
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sfxPlay3DSound ( pMissile , 422 , 0 , 0 ) ;
break ;
case kMissileLifeLeechAltSmall :
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evPost ( spawned , 0 , kCallbackFXArcSpark ) ;
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break ;
case kMissileArcGargoyle :
sfxPlay3DSound ( pMissile , 252 , 0 , 0 ) ;
break ;
}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor * actFireMissile ( DBloodActor * actor , int a2 , int a3 , int a4 , int a5 , int a6 , int nType )
{
assert ( nType > = kMissileBase & & nType < kMissileMax ) ;
char v4 = 0 ;
auto pSprite = & actor - > s ( ) ;
int nSprite = pSprite - > index ;
const MissileType * pMissileInfo = & missileInfo [ nType - kMissileBase ] ;
int x = pSprite - > x + MulScale ( a2 , Cos ( pSprite - > ang + 512 ) , 30 ) ;
int y = pSprite - > y + MulScale ( a2 , Sin ( pSprite - > ang + 512 ) , 30 ) ;
int z = pSprite - > z + a3 ;
int clipdist = pMissileInfo - > clipDist + pSprite - > clipdist ;
x + = MulScale ( clipdist , Cos ( pSprite - > ang ) , 28 ) ;
y + = MulScale ( clipdist , Sin ( pSprite - > ang ) , 28 ) ;
int hit = HitScan ( pSprite , z , x - pSprite - > x , y - pSprite - > y , 0 , CLIPMASK0 , clipdist ) ;
if ( hit ! = - 1 )
{
if ( hit = = 3 | | hit = = 0 )
{
v4 = 1 ;
x = gHitInfo . hitx - MulScale ( Cos ( pSprite - > ang ) , 16 , 30 ) ;
y = gHitInfo . hity - MulScale ( Sin ( pSprite - > ang ) , 16 , 30 ) ;
}
else
{
x = gHitInfo . hitx - MulScale ( pMissileInfo - > clipDist < < 1 , Cos ( pSprite - > ang ) , 28 ) ;
y = gHitInfo . hity - MulScale ( pMissileInfo - > clipDist < < 1 , Sin ( pSprite - > ang ) , 28 ) ;
}
}
auto spawned = actSpawnSprite ( pSprite - > sectnum , x , y , z , 5 , 1 ) ;
spritetype * pMissile = & spawned - > s ( ) ;
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pMissile - > cstat2 | = CSTAT2_SPRITE_MAPPED ;
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pMissile - > type = nType ;
pMissile - > shade = pMissileInfo - > shade ;
pMissile - > pal = 0 ;
pMissile - > clipdist = pMissileInfo - > clipDist ;
pMissile - > flags = 1 ;
pMissile - > xrepeat = pMissileInfo - > xrepeat ;
pMissile - > yrepeat = pMissileInfo - > yrepeat ;
pMissile - > picnum = pMissileInfo - > picnum ;
pMissile - > ang = ( pSprite - > ang + pMissileInfo - > angleOfs ) & 2047 ;
spawned - > xvel ( ) = MulScale ( pMissileInfo - > velocity , a4 , 14 ) ;
spawned - > yvel ( ) = MulScale ( pMissileInfo - > velocity , a5 , 14 ) ;
spawned - > zvel ( ) = MulScale ( pMissileInfo - > velocity , a6 , 14 ) ;
pMissile - > owner = pSprite - > index ;
pMissile - > cstat | = 1 ;
spawned - > SetTarget ( nullptr ) ;
evPost ( spawned , 600 , kCallbackRemove ) ;
actBuildMissile ( spawned , actor ) ;
if ( v4 )
{
actImpactMissile ( spawned , hit ) ;
return nullptr ;
}
return spawned ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int actGetRespawnTime ( DBloodActor * actor )
{
spritetype * pSprite = & actor - > s ( ) ;
if ( ! actor - > hasX ( ) ) return - 1 ;
XSPRITE * pXSprite = & actor - > x ( ) ;
if ( actor - > IsDudeActor ( ) & & ! actor - > IsPlayerActor ( ) )
{
if ( pXSprite - > respawn = = 2 | | ( pXSprite - > respawn ! = 1 & & gGameOptions . nMonsterSettings = = 2 ) )
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return gGameOptions . nMonsterRespawnTime ;
return - 1 ;
}
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if ( actor - > IsWeaponActor ( ) )
{
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if ( pXSprite - > respawn = = 3 | | gGameOptions . nWeaponSettings = = 1 ) return 0 ;
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else if ( pXSprite - > respawn ! = 1 & & gGameOptions . nWeaponSettings ! = 0 )
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return gGameOptions . nWeaponRespawnTime ;
return - 1 ;
}
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if ( actor - > IsAmmoActor ( ) )
{
if ( pXSprite - > respawn = = 2 | | ( pXSprite - > respawn ! = 1 & & gGameOptions . nWeaponSettings ! = 0 ) )
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return gGameOptions . nWeaponRespawnTime ;
return - 1 ;
}
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if ( actor - > IsItemActor ( ) )
{
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if ( pXSprite - > respawn = = 3 & & gGameOptions . nGameType = = 1 ) return 0 ;
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else if ( pXSprite - > respawn = = 2 | | ( pXSprite - > respawn ! = 1 & & gGameOptions . nItemSettings ! = 0 ) )
{
switch ( pSprite - > type )
{
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case kItemShadowCloak :
case kItemTwoGuns :
case kItemReflectShots :
return gGameOptions . nSpecialRespawnTime ;
case kItemDeathMask :
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return gGameOptions . nSpecialRespawnTime < < 1 ;
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default :
return gGameOptions . nItemRespawnTime ;
}
}
return - 1 ;
}
return - 1 ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool actCheckRespawn ( DBloodActor * actor )
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{
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spritetype * pSprite = & actor - > s ( ) ;
if ( actor - > hasX ( ) )
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{
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XSPRITE * pXSprite = & actor - > x ( ) ;
int nRespawnTime = actGetRespawnTime ( actor ) ;
if ( nRespawnTime < 0 ) return 0 ;
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pXSprite - > respawnPending = 1 ;
if ( pSprite - > type > = kThingBase & & pSprite - > type < kThingMax )
{
pXSprite - > respawnPending = 3 ;
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if ( pSprite - > type = = kThingTNTBarrel ) pSprite - > cstat | = 32768 ;
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}
if ( nRespawnTime > 0 )
{
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if ( pXSprite - > respawnPending = = 1 ) nRespawnTime = MulScale ( nRespawnTime , 0xa000 , 16 ) ;
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pSprite - > owner = pSprite - > statnum ;
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actPostSprite ( actor , kStatRespawn ) ;
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pSprite - > flags | = kHitagRespawn ;
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if ( ! ( pSprite - > type > = kDudeBase & & pSprite - > type < kDudeMax ) )
{
pSprite - > cstat & = ~ 257 ;
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pSprite - > x = actor - > basePoint ( ) . x ;
pSprite - > y = actor - > basePoint ( ) . y ;
pSprite - > z = actor - > basePoint ( ) . z ;
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}
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evPost ( actor , nRespawnTime , kCallbackRespawn ) ;
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}
return 1 ;
}
return 0 ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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bool actCanSplatWall ( int nWall )
{
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assert ( nWall > = 0 & & nWall < kMaxWalls ) ;
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walltype * pWall = & wall [ nWall ] ;
if ( pWall - > cstat & 16384 ) return 0 ;
if ( pWall - > cstat & 32768 ) return 0 ;
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int nType = GetWallType ( nWall ) ;
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if ( nType > = kWallBase & & nType < kWallMax ) return 0 ;
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if ( pWall - > nextsector ! = - 1 )
{
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sectortype * pSector = & sector [ pWall - > nextsector ] ;
if ( pSector - > type > = kSectorBase & & pSector - > type < kSectorMax ) return 0 ;
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}
return 1 ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actFireVector ( DBloodActor * shooter , int a2 , int a3 , int a4 , int a5 , int a6 , VECTOR_TYPE vectorType )
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{
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auto pShooter = & shooter - > s ( ) ;
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assert ( vectorType > = 0 & & vectorType < kVectorMax ) ;
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const VECTORDATA * pVectorData = & gVectorData [ vectorType ] ;
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int nRange = pVectorData - > maxDist ;
int hit = VectorScan ( pShooter , a2 , a3 , a4 , a5 , a6 , nRange , 1 ) ;
if ( hit = = 3 )
{
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auto hitactor = gHitInfo . hitactor ;
assert ( hitactor ! = nullptr ) ;
spritetype * pSprite = & hitactor - > s ( ) ;
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if ( ! gGameOptions . bFriendlyFire & & IsTargetTeammate ( pShooter , pSprite ) ) return ;
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if ( IsPlayerSprite ( pSprite ) )
{
PLAYER * pPlayer = & gPlayer [ pSprite - > type - kDudePlayer1 ] ;
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if ( powerupCheck ( pPlayer , kPwUpReflectShots ) )
{
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gHitInfo . hitactor = shooter ;
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gHitInfo . hitx = pShooter - > x ;
gHitInfo . hity = pShooter - > y ;
gHitInfo . hitz = pShooter - > z ;
}
}
}
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int x = gHitInfo . hitx - MulScale ( a4 , 16 , 14 ) ;
int y = gHitInfo . hity - MulScale ( a5 , 16 , 14 ) ;
int z = gHitInfo . hitz - MulScale ( a6 , 256 , 14 ) ;
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short nSector = gHitInfo . hitsect ;
uint8_t nSurf = kSurfNone ;
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if ( nRange = = 0 | | approxDist ( gHitInfo . hitx - pShooter - > x , gHitInfo . hity - pShooter - > y ) < nRange )
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{
switch ( hit )
{
case 1 :
{
int nSector = gHitInfo . hitsect ;
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if ( sector [ nSector ] . ceilingstat & 1 )
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nSurf = kSurfNone ;
else
nSurf = surfType [ sector [ nSector ] . ceilingpicnum ] ;
break ;
}
case 2 :
{
int nSector = gHitInfo . hitsect ;
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if ( sector [ nSector ] . floorstat & 1 )
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nSurf = kSurfNone ;
else
nSurf = surfType [ sector [ nSector ] . floorpicnum ] ;
break ;
}
case 0 :
{
int nWall = gHitInfo . hitwall ;
assert ( nWall > = 0 & & nWall < kMaxWalls ) ;
nSurf = surfType [ wall [ nWall ] . picnum ] ;
if ( actCanSplatWall ( nWall ) )
{
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int x = gHitInfo . hitx - MulScale ( a4 , 16 , 14 ) ;
int y = gHitInfo . hity - MulScale ( a5 , 16 , 14 ) ;
int z = gHitInfo . hitz - MulScale ( a6 , 256 , 14 ) ;
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int nSurf = surfType [ wall [ nWall ] . picnum ] ;
assert ( nSurf < kSurfMax ) ;
if ( pVectorData - > surfHit [ nSurf ] . fx1 > = 0 )
{
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auto pFX = gFX . fxSpawnActor ( pVectorData - > surfHit [ nSurf ] . fx1 , nSector , x , y , z , 0 ) ;
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if ( pFX )
{
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pFX - > s ( ) . ang = ( GetWallAngle ( nWall ) + 512 ) & 2047 ;
pFX - > s ( ) . cstat | = 16 ;
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}
}
}
break ;
}
case 4 :
{
int nWall = gHitInfo . hitwall ;
assert ( nWall > = 0 & & nWall < kMaxWalls ) ;
nSurf = surfType [ wall [ nWall ] . overpicnum ] ;
int nXWall = wall [ nWall ] . extra ;
if ( nXWall > 0 )
{
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XWALL * pXWall = & xwall [ nXWall ] ;
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if ( pXWall - > triggerVector )
trTriggerWall ( nWall , pXWall , kCmdWallImpact ) ;
}
break ;
}
case 3 :
{
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auto actor = gHitInfo . hitactor ;
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spritetype * pSprite = & actor - > s ( ) ;
nSurf = surfType [ pSprite - > picnum ] ;
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x - = MulScale ( a4 , 112 , 14 ) ;
y - = MulScale ( a5 , 112 , 14 ) ;
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z - = MulScale ( a6 , 112 < < 4 , 14 ) ;
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int shift = 4 ;
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if ( vectorType = = kVectorTine & & ! actor - > IsPlayerActor ( ) ) shift = 3 ;
actDamageSprite ( shooter , actor , pVectorData - > dmgType , pVectorData - > dmg < < shift ) ;
if ( actor - > hasX ( ) & & actor - > x ( ) . Vector ) trTriggerSprite ( actor , kCmdSpriteImpact ) ;
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if ( pSprite - > statnum = = kStatThing )
{
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int t = thingInfo [ pSprite - > type - kThingBase ] . mass ;
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if ( t > 0 & & pVectorData - > impulse )
{
int t2 = DivScale ( pVectorData - > impulse , t , 8 ) ;
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actor - > xvel ( ) + = MulScale ( a4 , t2 , 16 ) ;
actor - > yvel ( ) + = MulScale ( a5 , t2 , 16 ) ;
actor - > zvel ( ) + = MulScale ( a6 , t2 , 16 ) ;
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}
if ( pVectorData - > burnTime )
{
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if ( ! actor - > x ( ) . burnTime ) evPost ( actor , 0 , kCallbackFXFlameLick ) ;
actBurnSprite ( shooter - > GetOwner ( ) , actor , pVectorData - > burnTime ) ;
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}
}
if ( pSprite - > statnum = = kStatDude & & actor - > hasX ( ) )
{
int t = getDudeInfo ( pSprite - > type ) - > mass ;
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# ifdef NOONE_EXTENSIONS
if ( actor - > IsDudeActor ( ) )
{
switch ( pSprite - > type )
{
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case kDudeModernCustom :
case kDudeModernCustomBurning :
t = getSpriteMassBySize ( pSprite ) ;
break ;
}
}
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# endif
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if ( t > 0 & & pVectorData - > impulse )
{
int t2 = DivScale ( pVectorData - > impulse , t , 8 ) ;
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actor - > xvel ( ) + = MulScale ( a4 , t2 , 16 ) ;
actor - > yvel ( ) + = MulScale ( a5 , t2 , 16 ) ;
actor - > zvel ( ) + = MulScale ( a6 , t2 , 16 ) ;
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}
if ( pVectorData - > burnTime )
{
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if ( ! actor - > x ( ) . burnTime ) evPost ( actor , 0 , kCallbackFXFlameLick ) ;
actBurnSprite ( shooter - > GetOwner ( ) , actor , pVectorData - > burnTime ) ;
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}
if ( Chance ( pVectorData - > fxChance ) )
{
int t = gVectorData [ 19 ] . maxDist ;
a4 + = Random3 ( 4000 ) ;
a5 + = Random3 ( 4000 ) ;
a6 + = Random3 ( 4000 ) ;
if ( HitScan ( pSprite , gHitInfo . hitz , a4 , a5 , a6 , CLIPMASK1 , t ) = = 0 )
{
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if ( approxDist ( gHitInfo . hitx - pSprite - > x , gHitInfo . hity - pSprite - > y ) < = t )
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{
int nWall = gHitInfo . hitwall ;
int nSector = gHitInfo . hitsect ;
if ( actCanSplatWall ( nWall ) )
{
int x = gHitInfo . hitx - MulScale ( a4 , 16 , 14 ) ;
int y = gHitInfo . hity - MulScale ( a5 , 16 , 14 ) ;
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int z = gHitInfo . hitz - MulScale ( a6 , 16 < < 4 , 14 ) ;
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int nSurf = surfType [ wall [ nWall ] . picnum ] ;
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const VECTORDATA * pVectorData = & gVectorData [ 19 ] ;
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FX_ID t2 = pVectorData - > surfHit [ nSurf ] . fx2 ;
FX_ID t3 = pVectorData - > surfHit [ nSurf ] . fx3 ;
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DBloodActor * pFX = nullptr ;
if ( t2 > FX_NONE & & ( t3 = = FX_NONE | | Chance ( 0x4000 ) ) ) pFX = gFX . fxSpawnActor ( t2 , nSector , x , y , z , 0 ) ;
else if ( t3 > FX_NONE ) pFX = gFX . fxSpawnActor ( t3 , nSector , x , y , z , 0 ) ;
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if ( pFX )
{
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pFX - > zvel ( ) = 0x2222 ;
pFX - > s ( ) . ang = ( GetWallAngle ( nWall ) + 512 ) & 2047 ;
pFX - > s ( ) . cstat | = 16 ;
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}
}
}
}
}
for ( int i = 0 ; i < pVectorData - > bloodSplats ; i + + )
if ( Chance ( pVectorData - > splatChance ) )
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fxSpawnBlood ( pSprite , pVectorData - > dmg < < 4 ) ;
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}
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# ifdef NOONE_EXTENSIONS
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// add impulse for sprites from physics list
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if ( gPhysSpritesCount > 0 & & pVectorData - > impulse )
{
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if ( actor - > hasX ( ) )
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{
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XSPRITE * pXSprite = & actor - > x ( ) ;
if ( pXSprite - > physAttr & kPhysDebrisVector ) {
int impulse = DivScale ( pVectorData - > impulse , ClipLow ( gSpriteMass [ pSprite - > extra ] . mass , 10 ) , 6 ) ;
actor - > xvel ( ) + = MulScale ( a4 , impulse , 16 ) ;
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actor - > yvel ( ) + = MulScale ( a5 , impulse , 16 ) ;
actor - > zvel ( ) + = MulScale ( a6 , impulse , 16 ) ;
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if ( pVectorData - > burnTime ! = 0 ) {
if ( ! pXSprite - > burnTime ) evPost ( actor , 0 , kCallbackFXFlameLick ) ;
actBurnSprite ( shooter - > GetOwner ( ) , actor , pVectorData - > burnTime ) ;
}
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if ( pSprite - > type > = kThingBase & & pSprite - > type < kThingMax ) {
pSprite - > statnum = kStatThing ; // temporary change statnum property
actDamageSprite ( shooter , actor , pVectorData - > dmgType , pVectorData - > dmg < < 4 ) ;
pSprite - > statnum = kStatDecoration ; // return statnum property back
}
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}
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}
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}
# endif
break ;
}
}
}
assert ( nSurf < kSurfMax ) ;
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# ifdef NOONE_EXTENSIONS
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// let the patrol enemies hear surface hit sounds!
if ( pVectorData - > surfHit [ nSurf ] . fx2 > = 0 ) {
spritetype * pFX2 = gFX . fxSpawn ( pVectorData - > surfHit [ nSurf ] . fx2 , nSector , x , y , z , 0 ) ;
if ( pFX2 & & gModernMap )
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pFX2 - > owner = pShooter - > index ;
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}
if ( pVectorData - > surfHit [ nSurf ] . fx3 > = 0 ) {
spritetype * pFX3 = gFX . fxSpawn ( pVectorData - > surfHit [ nSurf ] . fx3 , nSector , x , y , z , 0 ) ;
if ( pFX3 & & gModernMap )
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pFX3 - > owner = pShooter - > index ;
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}
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# else
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if ( pVectorData - > surfHit [ nSurf ] . fx2 > = 0 )
gFX . fxSpawn ( pVectorData - > surfHit [ nSurf ] . fx2 , nSector , x , y , z , 0 ) ;
if ( pVectorData - > surfHit [ nSurf ] . fx3 > = 0 )
gFX . fxSpawn ( pVectorData - > surfHit [ nSurf ] . fx3 , nSector , x , y , z , 0 ) ;
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# endif
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if ( pVectorData - > surfHit [ nSurf ] . fxSnd > = 0 )
sfxPlay3DSound ( x , y , z , pVectorData - > surfHit [ nSurf ] . fxSnd , nSector ) ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void FireballSeqCallback ( int , DBloodActor * actor )
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{
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auto pSprite = & actor - > s ( ) ;
auto pFX = gFX . fxSpawnActor ( FX_11 , pSprite - > sectnum , pSprite - > x , pSprite - > y , pSprite - > z , 0 ) ;
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if ( pFX )
{
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pFX - > xvel ( ) = actor - > xvel ( ) ;
pFX - > yvel ( ) = actor - > yvel ( ) ;
pFX - > zvel ( ) = actor - > zvel ( ) ;
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}
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}
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void NapalmSeqCallback ( int , DBloodActor * actor )
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{
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auto pSprite = & actor - > s ( ) ;
auto pFX = gFX . fxSpawnActor ( FX_12 , pSprite - > sectnum , pSprite - > x , pSprite - > y , pSprite - > z , 0 ) ;
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if ( pFX )
{
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pFX - > xvel ( ) = actor - > xvel ( ) ;
pFX - > yvel ( ) = actor - > yvel ( ) ;
pFX - > zvel ( ) = actor - > zvel ( ) ;
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}
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}
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void Fx32Callback ( int , DBloodActor * actor )
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{
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auto pSprite = & actor - > s ( ) ;
auto pFX = gFX . fxSpawnActor ( FX_32 , pSprite - > sectnum , pSprite - > x , pSprite - > y , pSprite - > z , 0 ) ;
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if ( pFX )
{
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pFX - > xvel ( ) = actor - > xvel ( ) ;
pFX - > yvel ( ) = actor - > yvel ( ) ;
pFX - > zvel ( ) = actor - > zvel ( ) ;
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}
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}
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void Fx33Callback ( int , DBloodActor * actor )
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{
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auto pSprite = & actor - > s ( ) ;
auto pFX = gFX . fxSpawnActor ( FX_33 , pSprite - > sectnum , pSprite - > x , pSprite - > y , pSprite - > z , 0 ) ;
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if ( pFX )
{
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pFX - > xvel ( ) = actor - > xvel ( ) ;
pFX - > yvel ( ) = actor - > yvel ( ) ;
pFX - > zvel ( ) = actor - > zvel ( ) ;
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}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void TreeToGibCallback ( int , DBloodActor * actor )
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{
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XSPRITE * pXSprite = & actor - > x ( ) ;
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spritetype * pSprite = & actor - > s ( ) ;
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pSprite - > type = kThingObjectExplode ;
pXSprite - > state = 1 ;
pXSprite - > data1 = 15 ;
pXSprite - > data2 = 0 ;
pXSprite - > data3 = 0 ;
pXSprite - > health = thingInfo [ 17 ] . startHealth ;
pXSprite - > data4 = 312 ;
pSprite - > cstat | = 257 ;
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}
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void DudeToGibCallback1 ( int , DBloodActor * actor )
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{
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XSPRITE * pXSprite = & actor - > x ( ) ;
spritetype * pSprite = & actor - > s ( ) ;
pSprite - > type = kThingBloodChunks ;
pXSprite - > data1 = 8 ;
pXSprite - > data2 = 0 ;
pXSprite - > data3 = 0 ;
pXSprite - > health = thingInfo [ 26 ] . startHealth ;
pXSprite - > data4 = 319 ;
pXSprite - > triggerOnce = 0 ;
pXSprite - > isTriggered = 0 ;
pXSprite - > locked = 0 ;
pXSprite - > targetX = PlayClock ;
pXSprite - > state = 1 ;
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}
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void DudeToGibCallback2 ( int , DBloodActor * actor )
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{
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XSPRITE * pXSprite = & actor - > x ( ) ;
spritetype * pSprite = & actor - > s ( ) ;
pSprite - > type = kThingBloodChunks ;
pXSprite - > data1 = 3 ;
pXSprite - > data2 = 0 ;
pXSprite - > data3 = 0 ;
pXSprite - > health = thingInfo [ 26 ] . startHealth ;
pXSprite - > data4 = 319 ;
pXSprite - > triggerOnce = 0 ;
pXSprite - > isTriggered = 0 ;
pXSprite - > locked = 0 ;
pXSprite - > targetX = PlayClock ;
pXSprite - > state = 1 ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actPostSprite ( DBloodActor * actor , int nStatus )
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{
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assert ( nStatus > = 0 & & nStatus < = kStatFree ) ;
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auto sp = & actor - > s ( ) ;
if ( sp - > flags & 32 )
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{
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for ( auto & post : gPost )
if ( post . sprite = = actor )
{
post . status = nStatus ;
return ;
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}
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}
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else
{
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sp - > flags | = 32 ;
gPost . Push ( { actor , nStatus } ) ;
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}
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}
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void actPostProcess ( void )
{
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for ( auto & p : gPost )
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{
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p . sprite - > s ( ) . flags & = ~ 32 ;
int nStatus = p . status ;
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if ( nStatus = = kStatFree )
{
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if ( p . sprite - > s ( ) . statnum ! = kStatFree )
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{
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evKill ( p . sprite ) ;
if ( p . sprite - > hasX ( ) ) seqKill ( p . sprite ) ;
DeleteSprite ( p . sprite - > s ( ) . index ) ;
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}
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}
else
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ChangeSpriteStat ( p . sprite - > s ( ) . index , nStatus ) ;
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}
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gPost . Clear ( ) ;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void MakeSplash ( DBloodActor * actor )
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{
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auto pXSprite = & actor - > x ( ) ;
auto pSprite = & actor - > s ( ) ;
pSprite - > flags & = ~ 2 ;
int nXSprite = pSprite - > extra ;
pSprite - > z - = 4 < < 8 ;
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int nSurface = tileGetSurfType ( actor - > hit ( ) . florhit ) ;
switch ( pSprite - > type )
{
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case kThingDripWater :
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switch ( nSurface )
{
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case kSurfWater :
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seqSpawn ( 6 , actor , - 1 ) ;
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sfxPlay3DSound ( actor , 356 , - 1 , 0 ) ;
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break ;
default :
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seqSpawn ( 7 , actor , - 1 ) ;
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sfxPlay3DSound ( actor , 354 , - 1 , 0 ) ;
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break ;
}
break ;
case kThingDripBlood :
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seqSpawn ( 8 , actor , - 1 ) ;
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sfxPlay3DSound ( actor , 354 , - 1 , 0 ) ;
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break ;
}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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FSerializer & Serialize ( FSerializer & arc , const char * keyname , SPRITEHIT & w , SPRITEHIT * def )
{
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int empty = 0 ;
if ( arc . isReading ( ) ) w = { } ;
if ( arc . BeginObject ( keyname ) )
{
arc ( " hit " , w . hit , & empty )
( " ceilhit " , w . ceilhit , & empty )
( " florhit " , w . florhit , & empty )
. EndObject ( ) ;
}
return arc ;
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}
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void SerializeActor ( FSerializer & arc )
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{
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if ( arc . BeginObject ( " actor " ) )
{
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arc ( " maxdist20 " , gVectorData [ kVectorTchernobogBurn ] . maxDist ) // The code messes around with this field so better save it.
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. SparseArray ( " spritehit " , gSpriteHit , kMaxSprites , activeXSprites )
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. EndObject ( ) ;
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if ( arc . isReading ( ) & & gGameOptions . nMonsterSettings ! = 0 )
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{
for ( int i = 0 ; i < kDudeMax - kDudeBase ; i + + )
for ( int j = 0 ; j < 7 ; j + + )
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dudeInfo [ i ] . damageVal [ j ] = MulScale ( DudeDifficulty [ gGameOptions . nDifficulty ] , dudeInfo [ i ] . startDamage [ j ] , 8 ) ;
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}
}
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}
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// dumping ground for temporary wrappers.
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void HITINFO : : set ( hitdata_t * hit )
{
hitsect = hit - > sect ;
hitwall = hit - > wall ;
hitsprite = hit - > sprite ;
hitactor = hit - > sprite > = 0 ? & bloodActors [ hit - > sprite ] : nullptr ;
hitx = hit - > pos . x ;
hity = hit - > pos . y ;
hitz = hit - > pos . z ;
}
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void actPostSprite ( int nSprite , int nStatus )
{
actPostSprite ( & bloodActors [ nSprite ] , nStatus ) ;
}
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void aiSetTarget_ ( XSPRITE * pXSprite , int nTarget )
{
aiSetTarget ( & bloodActors [ pXSprite - > reference ] , & bloodActors [ nTarget ] ) ;
}
void aiSetTarget_ ( XSPRITE * pXSprite , int x , int y , int z )
{
aiSetTarget ( & bloodActors [ pXSprite - > reference ] , x , y , z ) ;
}
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END_BLD_NS