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Rename G_HaveActor() and G_DefaultActorHealth() for clarity
The new names are G_TileHasActor() and G_DefaultActorHealthForTile(). # Conflicts: # source/duke3d/src/duke3d.h
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c8f15f8e4b
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01bb5491af
7 changed files with 20 additions and 20 deletions
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@ -1371,7 +1371,7 @@ ACTOR_STATIC void G_MovePlayers(void)
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otherPlayerDist = 0;
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}
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if (G_HaveActor(sprite[spriteNum].picnum))
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if (G_TileHasActor(sprite[spriteNum].picnum))
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A_Execute(spriteNum, P_GetP(pSprite), otherPlayerDist);
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pPlayer->q16angvel = P_GetQ16AngleDeltaForTic(pPlayer);
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@ -2737,7 +2737,7 @@ DETONATE:
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case STEAM__STATIC:
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case CEILINGSTEAM__STATIC:
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case WATERBUBBLEMAKER__STATIC:
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if (!G_HaveActor(sprite[spriteNum].picnum))
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if (!G_TileHasActor(sprite[spriteNum].picnum))
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goto next_sprite;
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{
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int32_t playerDist;
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@ -2911,7 +2911,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
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{
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case PROJECTILE_HITSCAN:
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{
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if (!G_HaveActor(sprite[spriteNum].picnum))
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if (!G_TileHasActor(sprite[spriteNum].picnum))
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return;
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int32_t playerDist;
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int const playerNum = A_FindPlayer(pSprite, &playerDist);
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@ -3198,7 +3198,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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{
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case SHOTSPARK1__STATIC:
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{
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if (!G_HaveActor(sprite[spriteNum].picnum))
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if (!G_TileHasActor(sprite[spriteNum].picnum))
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goto next_sprite;
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int32_t playerDist;
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int const playerNum = A_FindPlayer(pSprite, &playerDist);
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@ -4048,7 +4048,7 @@ ACTOR_STATIC void G_MoveActors(void)
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if (!WORLDTOUR)
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goto next_sprite;
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if (G_HaveActor(sprite[spriteNum].picnum))
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if (G_TileHasActor(sprite[spriteNum].picnum))
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{
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int32_t playerDist;
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int const playerNum = A_FindPlayer(pSprite, &playerDist);
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@ -5375,7 +5375,7 @@ DETONATEB:
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}
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}
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if (G_HaveActor(sprite[spriteNum].picnum))
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if (G_TileHasActor(sprite[spriteNum].picnum))
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{
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int32_t playerDist;
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int const playerNum = A_FindPlayer(pSprite, &playerDist);
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@ -5474,7 +5474,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
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case LASERSITE__STATIC:
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#endif
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{
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if (!G_HaveActor(sprite[spriteNum].picnum))
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if (!G_TileHasActor(sprite[spriteNum].picnum))
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goto next_sprite;
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int const playerNum = A_FindPlayer(pSprite, &playerDist);
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A_Execute(spriteNum, playerNum, playerDist);
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@ -5919,7 +5919,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
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goto next_sprite;
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case FIREFLYFLYINGEFFECT__STATIC:
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if (WORLDTOUR && G_HaveActor(sprite[spriteNum].picnum))
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if (WORLDTOUR && G_TileHasActor(sprite[spriteNum].picnum))
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{
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int playerDist;
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int const playerNum = A_FindPlayer(pSprite, &playerDist);
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@ -132,14 +132,14 @@ EDUKE32_STATIC_ASSERT(7 <= MAXTILES-MAXUSERTILES);
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BEGIN_DUKE_NS
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static inline int32_t G_HaveActor(int spriteNum)
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static inline int32_t G_TileHasActor(int const tileNum)
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{
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return g_tile[spriteNum].execPtr!=NULL;
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return g_tile[tileNum].execPtr!=NULL;
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}
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static inline int32_t G_DefaultActorHealth(int spriteNum)
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static inline int32_t G_DefaultActorHealthForTile(int const tileNum)
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{
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return G_HaveActor(spriteNum) ? g_tile[spriteNum].execPtr[0] : 0;
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return G_TileHasActor(tileNum) ? g_tile[tileNum].execPtr[0] : 0;
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}
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@ -3171,7 +3171,7 @@ int A_Spawn(int spriteNum, int tileNum)
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}
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// implementation of the default case
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if (G_HaveActor(pSprite->picnum))
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if (G_TileHasActor(pSprite->picnum))
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{
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if (spriteNum == -1 && pSprite->lotag > ud.player_skill)
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{
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@ -3880,7 +3880,7 @@ PALONLY:
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break;
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}
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if (G_HaveActor(pSprite->picnum))
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if (G_TileHasActor(pSprite->picnum))
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{
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#if !defined LUNATIC
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if ((unsigned)scrofs_action + ACTION_PARAM_COUNT > (unsigned)g_scriptSize)
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@ -990,7 +990,7 @@ static int32_t A_GetWaterZOffset(int const spriteNum)
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return 0;
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// fix for flying/jumping monsters getting stuck in water
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if ((AC_MOVFLAGS(pSprite, pActor) & jumptoplayer_only) || (G_HaveActor(pSprite->picnum) && A_GetVerticalVel(pActor) != 0))
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if ((AC_MOVFLAGS(pSprite, pActor) & jumptoplayer_only) || (G_TileHasActor(pSprite->picnum) && A_GetVerticalVel(pActor) != 0))
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return 0;
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return ACTOR_ONWATER_ADDZ;
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@ -3954,7 +3954,7 @@ badindex:
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pActor->flags = 0;
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pSprite->hitag = 0;
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if (G_HaveActor(pSprite->picnum))
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if (G_TileHasActor(pSprite->picnum))
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{
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auto actorptr = g_tile[pSprite->picnum].execPtr;
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// offsets
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@ -918,7 +918,7 @@ static void Net_CopyActorFromNet(const netactor_t* netActor, actor_t *gameActor)
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bool aiIDChanged = (gameActor->t_data[5] != netActor->t_data_5);
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// If the sprite is a CON sprite, don't overwrite AC_Action_Count
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bool isActor = G_HaveActor(netActor->spr_picnum);
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bool isActor = G_TileHasActor(netActor->spr_picnum);
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// Fixes ambient sound infinite sound replay glitch (stand in the outdoor area of E1L1, the "airplane noise" will get very loud and loop endlessly.
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bool isSoundActor = (DYNAMICTILEMAP(netActor->picnum) == MUSICANDSFX);
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@ -1210,14 +1210,14 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
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if (playerNum >= 0)
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{
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spawnedSprite = Proj_InsertShotspark(&hitData, spriteNum, projecTile, 10, shootAng, G_DefaultActorHealth(projecTile) + (krand() % 6));
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spawnedSprite = Proj_InsertShotspark(&hitData, spriteNum, projecTile, 10, shootAng, G_DefaultActorHealthForTile(projecTile) + (krand() % 6));
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if (P_PostFireHitscan(playerNum, spawnedSprite, &hitData, spriteNum, projecTile, Zvel, -SMALLSMOKE, BULLETHOLE, SHOTSPARK1, 0) < 0)
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return -1;
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}
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else
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{
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spawnedSprite = A_PostFireHitscan(&hitData, spriteNum, projecTile, Zvel, shootAng, G_DefaultActorHealth(projecTile), -SMALLSMOKE,
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spawnedSprite = A_PostFireHitscan(&hitData, spriteNum, projecTile, Zvel, shootAng, G_DefaultActorHealthForTile(projecTile), -SMALLSMOKE,
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SHOTSPARK1);
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}
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@ -2072,7 +2072,7 @@ void A_DamageObject_Duke3D(int spriteNum, int const dmgSrc)
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case FUELPOD__STATIC:
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case SOLARPANNEL__STATIC:
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case ANTENNA__STATIC:
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if (sprite[dmgSrc].extra != G_DefaultActorHealth(SHOTSPARK1))
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if (sprite[dmgSrc].extra != G_DefaultActorHealthForTile(SHOTSPARK1))
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{
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for (bssize_t j=15; j>0; j--)
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A_InsertSprite(SECT(spriteNum),SX(spriteNum),SY(spriteNum),sector[SECT(spriteNum)].floorz-ZOFFSET4-(j<<9),SCRAP1+(krand()&15),-8,64,64,
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