mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 22:51:50 +00:00
- refactored Anubis.
This now stores its data in the actor, not a static array.
This commit is contained in:
parent
fa8edc7493
commit
0ac449ab95
8 changed files with 113 additions and 118 deletions
|
@ -51,8 +51,7 @@ int BuildSplash(int nSprite, int nSector);
|
|||
|
||||
// anubis
|
||||
|
||||
void InitAnubis();
|
||||
void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer);
|
||||
void BuildAnubis(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer);
|
||||
void FuncAnubis(int, int a, int b, int c);
|
||||
|
||||
// bubbles
|
||||
|
@ -93,6 +92,14 @@ void DestroyBullet(short nRun);
|
|||
int MoveBullet(short nBullet);
|
||||
void SetBulletEnemy(short nBullet, short nEnemy);
|
||||
int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle, int val2, int val3);
|
||||
inline DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int val1, int nAngle, DExhumedActor* pTarget, int val3)
|
||||
{
|
||||
int v = BuildBullet(pActor->GetSpriteIndex(), nType, 0, 0, val1, nAngle, pTarget->GetSpriteIndex() + 10000, val3);
|
||||
if (v < 0) return nullptr;
|
||||
auto a = &exhumedActors[v & 0xffff];
|
||||
a->nPhase = (v >> 16);
|
||||
return a;
|
||||
}
|
||||
void IgniteSprite(int nSprite);
|
||||
void FuncBullet(int, int, int, int);
|
||||
void BackUpBullet(int *x, int *y, short nAngle);
|
||||
|
|
|
@ -25,20 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
|
||||
BEGIN_PS_NS
|
||||
|
||||
struct Anubis
|
||||
{
|
||||
short nHealth;
|
||||
short nFrame;
|
||||
short nAction;
|
||||
short nSprite;
|
||||
short nTarget;
|
||||
short nCount;
|
||||
};
|
||||
|
||||
static TArray<Anubis> AnubisList;
|
||||
static int nAnubisDrum = 0;
|
||||
|
||||
static actionSeq AnubisSeq[] = {
|
||||
static const actionSeq AnubisSeq[] = {
|
||||
{ 0, 0 },
|
||||
{ 8, 0 },
|
||||
{ 16, 0 },
|
||||
|
@ -56,48 +43,18 @@ static actionSeq AnubisSeq[] = {
|
|||
{ 43, 1 },
|
||||
};
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, Anubis& w, Anubis* def)
|
||||
void BuildAnubis(DExhumedActor* ap, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
|
||||
{
|
||||
if (arc.BeginObject(keyname))
|
||||
{
|
||||
arc("health", w.nHealth)
|
||||
("frame", w.nFrame)
|
||||
("action", w.nAction)
|
||||
("sprite", w.nSprite)
|
||||
("target", w.nTarget)
|
||||
("count", w.nCount)
|
||||
.EndObject();
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
||||
void SerializeAnubis(FSerializer& arc)
|
||||
{
|
||||
arc("anubis", AnubisList)
|
||||
("anubisdrum", nAnubisDrum);
|
||||
}
|
||||
|
||||
void InitAnubis()
|
||||
{
|
||||
AnubisList.Clear();
|
||||
nAnubisDrum = 1;
|
||||
}
|
||||
|
||||
void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
|
||||
{
|
||||
auto nAnubis = AnubisList.Reserve(1);
|
||||
auto ap = &AnubisList[nAnubis];
|
||||
|
||||
spritetype* sp;
|
||||
if (nSprite == -1)
|
||||
if (ap == nullptr)
|
||||
{
|
||||
nSprite = insertsprite(nSector, 101);
|
||||
sp = &sprite[nSprite];
|
||||
ap = insertActor(nSector, 101);
|
||||
sp = &ap->s();
|
||||
}
|
||||
else
|
||||
{
|
||||
changespritestat(nSprite, 101);
|
||||
sp = &sprite[nSprite];
|
||||
ChangeActorStat(ap, 101);
|
||||
sp = &ap->s();
|
||||
|
||||
x = sp->x;
|
||||
y = sp->y;
|
||||
|
@ -105,8 +62,6 @@ void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint
|
|||
nAngle = sp->ang;
|
||||
}
|
||||
|
||||
assert(nSprite >=0 && nSprite < kMaxSprites);
|
||||
|
||||
sp->x = x;
|
||||
sp->y = y;
|
||||
sp->z = z;
|
||||
|
@ -131,6 +86,7 @@ void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint
|
|||
|
||||
if (bIsDrummer)
|
||||
{
|
||||
auto& nAnubisDrum = Counters[kCountAnubisDrum];
|
||||
ap->nAction = nAnubisDrum + 6;
|
||||
nAnubisDrum++;
|
||||
|
||||
|
@ -143,35 +99,33 @@ void BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint
|
|||
ap->nAction = 0;
|
||||
}
|
||||
|
||||
ap->nPhase = Counters[kCountAnubis]++;
|
||||
ap->nHealth = 540;
|
||||
ap->nFrame = 0;
|
||||
ap->nSprite = nSprite;
|
||||
ap->nTarget = -1;
|
||||
ap->pTarget = nullptr;
|
||||
ap->nCount = 0;
|
||||
|
||||
sp->owner = runlist_AddRunRec(sp->lotag - 1, nAnubis, 0x90000);
|
||||
sp->owner = runlist_AddRunRec(sp->lotag - 1, ap, 0x90000);
|
||||
|
||||
runlist_AddRunRec(NewRun, nAnubis, 0x90000);
|
||||
runlist_AddRunRec(NewRun, ap, 0x90000);
|
||||
nCreaturesTotal++;
|
||||
}
|
||||
|
||||
void AIAnubis::Tick(RunListEvent* ev)
|
||||
{
|
||||
int nAnubis = RunData[ev->nRun].nObjIndex;
|
||||
auto ap = &AnubisList[nAnubis];
|
||||
int nSprite = ap->nSprite;
|
||||
auto sp = &sprite[nSprite];
|
||||
auto ap = ev->pObjActor;
|
||||
auto sp = &ap->s();
|
||||
int nAction = ap->nAction;
|
||||
|
||||
bool bVal = false;
|
||||
|
||||
if (nAction < 11) {
|
||||
Gravity(nSprite);
|
||||
Gravity(ap);
|
||||
}
|
||||
|
||||
short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a;
|
||||
|
||||
seq_MoveSequence(nSprite, nSeq, ap->nFrame);
|
||||
seq_MoveSequence(ap, nSeq, ap->nFrame);
|
||||
|
||||
sp->picnum = seq_GetSeqPicnum2(nSeq, ap->nFrame);
|
||||
|
||||
|
@ -182,34 +136,33 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
bVal = true;
|
||||
}
|
||||
|
||||
short nTarget = ap->nTarget;
|
||||
auto pTarget = nTarget < 0 ? nullptr : &sprite[nTarget];
|
||||
auto pTarget = ap->pTarget;
|
||||
|
||||
short nFrame = SeqBase[nSeq] + ap->nFrame;
|
||||
short nFlag = FrameFlag[nFrame];
|
||||
|
||||
int nMov = 0;
|
||||
Collision move(0);
|
||||
|
||||
if (nAction > 0 && nAction < 11) {
|
||||
nMov = MoveCreatureWithCaution(nSprite);
|
||||
move = MoveCreatureWithCaution(ap);
|
||||
}
|
||||
|
||||
switch (nAction)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
|
||||
if ((ap->nPhase & 0x1F) == (totalmoves & 0x1F))
|
||||
{
|
||||
if (nTarget < 0) {
|
||||
nTarget = FindPlayer(nSprite, 100);
|
||||
if (pTarget == nullptr) {
|
||||
pTarget = FindPlayer(ap, 100);
|
||||
}
|
||||
|
||||
if (nTarget >= 0)
|
||||
if (pTarget)
|
||||
{
|
||||
D3PlayFX(StaticSound[kSound8], nSprite);
|
||||
D3PlayFX(StaticSound[kSound8], ap);
|
||||
ap->nAction = 1;
|
||||
ap->nFrame = 0;
|
||||
ap->nTarget = nTarget;
|
||||
ap->pTarget = pTarget;
|
||||
|
||||
sp->xvel = bcos(sp->ang, -2);
|
||||
sp->yvel = bsin(sp->ang, -2);
|
||||
|
@ -219,22 +172,22 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
}
|
||||
case 1:
|
||||
{
|
||||
if ((nAnubis & 0x1F) == (totalmoves & 0x1F))
|
||||
if ((ap->nPhase & 0x1F) == (totalmoves & 0x1F) && pTarget)
|
||||
{
|
||||
PlotCourseToSprite(nSprite, nTarget);
|
||||
PlotCourseToSprite(ap, pTarget);
|
||||
|
||||
int nAngle = sp->ang & 0xFFF8;
|
||||
sp->xvel = bcos(nAngle, -2);
|
||||
sp->yvel = bsin(nAngle, -2);
|
||||
}
|
||||
|
||||
switch (nMov & 0xC000)
|
||||
switch (move.type)
|
||||
{
|
||||
case 0xC000:
|
||||
case kHitSprite:
|
||||
{
|
||||
if ((nMov & 0x3FFF) == nTarget)
|
||||
if (move.actor == pTarget)
|
||||
{
|
||||
int nAng = getangle(pTarget->x - sp->x, pTarget->y - sp->y);
|
||||
int nAng = getangle(pTarget->s().x - sp->x, pTarget->s().y - sp->y);
|
||||
int nAngDiff = AngleDiff(sp->ang, nAng);
|
||||
|
||||
if (nAngDiff < 64)
|
||||
|
@ -245,9 +198,9 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
break;
|
||||
}
|
||||
// else we fall through to 0x8000
|
||||
fallthrough__;
|
||||
[[fallthrough]];
|
||||
}
|
||||
case 0x8000:
|
||||
case kHitWall:
|
||||
{
|
||||
sp->ang = (sp->ang + 256) & kAngleMask;
|
||||
sp->xvel = bcos(sp->ang, -2);
|
||||
|
@ -265,14 +218,14 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
{
|
||||
ap->nCount = 60;
|
||||
|
||||
if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
|
||||
if (pTarget != nullptr) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
|
||||
{
|
||||
if (cansee(sp->x, sp->y, sp->z - GetSpriteHeight(nSprite), sp->sectnum,
|
||||
pTarget->x, pTarget->y, pTarget->z - GetSpriteHeight(nTarget), pTarget->sectnum))
|
||||
if (cansee(sp->x, sp->y, sp->z - GetActorHeight(ap), sp->sectnum,
|
||||
pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sectnum))
|
||||
{
|
||||
sp->xvel = 0;
|
||||
sp->yvel = 0;
|
||||
sp->ang = GetMyAngle(pTarget->x - sp->x, pTarget->y - sp->y);
|
||||
sp->ang = GetMyAngle(pTarget->s().x - sp->x, pTarget->s().y - sp->y);
|
||||
|
||||
ap->nAction = 3;
|
||||
ap->nFrame = 0;
|
||||
|
@ -286,14 +239,14 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
}
|
||||
case 2:
|
||||
{
|
||||
if (nTarget == -1)
|
||||
if (pTarget == nullptr)
|
||||
{
|
||||
ap->nAction = 0;
|
||||
ap->nCount = 50;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (PlotCourseToSprite(nSprite, nTarget) >= 768)
|
||||
if (PlotCourseToSprite(ap, pTarget) >= 768)
|
||||
{
|
||||
ap->nAction = 1;
|
||||
}
|
||||
|
@ -301,7 +254,7 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (nFlag & 0x80)
|
||||
{
|
||||
runlist_DamageEnemy(nTarget, nSprite, 7);
|
||||
runlist_DamageEnemy(pTarget, ap, 7);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -323,7 +276,7 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
// loc_25718:
|
||||
if (nFlag & 0x80)
|
||||
{
|
||||
BuildBullet(nSprite, 8, 0, 0, -1, sp->ang, nTarget + 10000, 1);
|
||||
BuildBullet(ap, 8, -1, sp->ang, pTarget, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -380,44 +333,45 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
}
|
||||
|
||||
// loc_2564C:
|
||||
if (nAction && nTarget != -1)
|
||||
if (nAction && pTarget != nullptr)
|
||||
{
|
||||
if (!(pTarget->cstat & 0x101))
|
||||
if (!(pTarget->s().cstat & 0x101))
|
||||
{
|
||||
ap->nAction = 0;
|
||||
ap->nFrame = 0;
|
||||
ap->nCount = 100;
|
||||
ap->nTarget = -1;
|
||||
ap->pTarget = nullptr;
|
||||
|
||||
sp->xvel = 0;
|
||||
sp->yvel = 0;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void AIAnubis::Draw(RunListEvent* ev)
|
||||
{
|
||||
auto ap = &AnubisList[RunData[ev->nRun].nObjIndex];
|
||||
auto ap = ev->pObjActor;
|
||||
if (!ap) return;
|
||||
|
||||
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqAnubis] + AnubisSeq[ap->nAction].a, ap->nFrame, AnubisSeq[ap->nAction].b);
|
||||
}
|
||||
|
||||
void AIAnubis::RadialDamage(RunListEvent* ev)
|
||||
{
|
||||
auto ap = &AnubisList[RunData[ev->nRun].nObjIndex];
|
||||
auto ap = ev->pObjActor;
|
||||
if (!ap) return;
|
||||
if (ap->nAction < 11)
|
||||
{
|
||||
ev->nDamage = runlist_CheckRadialDamage(ap->nSprite);
|
||||
ev->nDamage = runlist_CheckRadialDamage(ap);
|
||||
Damage(ev);
|
||||
}
|
||||
}
|
||||
|
||||
void AIAnubis::Damage(RunListEvent* ev)
|
||||
{
|
||||
auto ap = &AnubisList[RunData[ev->nRun].nObjIndex];
|
||||
int nSprite = ap->nSprite;
|
||||
auto sp = &sprite[nSprite];
|
||||
auto ap = ev->pObjActor;
|
||||
if (!ap) return;
|
||||
auto sp = &ap->s();
|
||||
int nAction = ap->nAction;
|
||||
int nDamage = ev->nDamage;
|
||||
|
||||
|
@ -430,18 +384,16 @@ void AIAnubis::Damage(RunListEvent* ev)
|
|||
|
||||
if (ap->nHealth > 0)
|
||||
{
|
||||
int nTarget = ev->nParam;
|
||||
|
||||
// loc_258D6:
|
||||
if (nTarget < 0) {
|
||||
if (ev->pOtherActor == nullptr) {
|
||||
return;
|
||||
}
|
||||
auto pTarget = &sprite[nTarget];
|
||||
auto pTarget = &ev->pOtherActor->s();
|
||||
|
||||
if (pTarget->statnum == 100 || pTarget->statnum < 199)
|
||||
{
|
||||
if (!RandomSize(5)) {
|
||||
ap->nTarget = nTarget;
|
||||
ap->pTarget = ev->pOtherActor;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -449,8 +401,8 @@ void AIAnubis::Damage(RunListEvent* ev)
|
|||
{
|
||||
if (nAction >= 6 && nAction <= 10)
|
||||
{
|
||||
int nDrumSprite = insertsprite(sp->sectnum, kStatAnubisDrum);
|
||||
auto pDrumSprite = &sprite[nDrumSprite];
|
||||
auto pDrumActor = insertActor(sp->sectnum, kStatAnubisDrum);
|
||||
auto pDrumSprite = &pDrumActor->s();
|
||||
|
||||
pDrumSprite->x = sp->x;
|
||||
pDrumSprite->y = sp->y;
|
||||
|
@ -459,16 +411,17 @@ void AIAnubis::Damage(RunListEvent* ev)
|
|||
pDrumSprite->yrepeat = 40;
|
||||
pDrumSprite->shade = -64;
|
||||
|
||||
BuildObject(nDrumSprite, 2, 0);
|
||||
BuildObject(pDrumActor->GetSpriteIndex(), 2, 0);
|
||||
}
|
||||
|
||||
ap->pTarget = ev->pOtherActor;
|
||||
ap->nAction = 4;
|
||||
ap->nFrame = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// loc_259B5:
|
||||
D3PlayFX(StaticSound[kSound39], nSprite);
|
||||
D3PlayFX(StaticSound[kSound39], ap);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -486,7 +439,7 @@ void AIAnubis::Damage(RunListEvent* ev)
|
|||
|
||||
if (nAction < 11)
|
||||
{
|
||||
DropMagic(nSprite);
|
||||
DropMagic(ap);
|
||||
ap->nAction = (ev->nMessage == EMessageType::RadialDamage) + 11;
|
||||
ap->nFrame = 0;
|
||||
}
|
||||
|
|
|
@ -72,6 +72,16 @@ extern int movefifoend;
|
|||
extern int movefifopos;
|
||||
extern short nCurBodyGunNum;
|
||||
|
||||
// all static counters combined in an array for easier maintenance.
|
||||
enum ECounter
|
||||
{
|
||||
kCountAnubis,
|
||||
kCountAnubisDrum,
|
||||
|
||||
kNumCounters
|
||||
};
|
||||
extern int Counters[kNumCounters];
|
||||
|
||||
void SnapSectors(short nSectorA, short nSectorB, short b);
|
||||
|
||||
extern short SectSound[];
|
||||
|
|
|
@ -596,6 +596,21 @@ extern uint8_t* Worktile;
|
|||
extern int lHeadStartClock;
|
||||
extern short* pPupData;
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, DExhumedActor& w, DExhumedActor* def)
|
||||
{
|
||||
if (arc.BeginObject(keyname))
|
||||
{
|
||||
arc("phase", w.nPhase)
|
||||
("health", w.nHealth)
|
||||
("frame", w.nFrame)
|
||||
("action", w.nAction)
|
||||
("target", w.pTarget)
|
||||
("count", w.nCount)
|
||||
.EndObject();
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
||||
void SerializeState(FSerializer& arc)
|
||||
{
|
||||
int loaded = 0;
|
||||
|
|
|
@ -85,6 +85,14 @@ class DExhumedActor
|
|||
DExhumedActor* base();
|
||||
|
||||
public:
|
||||
DExhumedActor* pTarget;
|
||||
|
||||
short nPhase;
|
||||
|
||||
short nHealth;
|
||||
short nFrame;
|
||||
short nAction;
|
||||
short nCount;
|
||||
|
||||
DExhumedActor() :index(int(this - base())) {}
|
||||
DExhumedActor& operator=(const DExhumedActor& other) = default;
|
||||
|
|
|
@ -60,6 +60,8 @@ short SectDamage[kMaxSectors] = { 0 };
|
|||
short SectSpeed[kMaxSectors] = { 0 };
|
||||
int SectBelow[kMaxSectors] = { 0 };
|
||||
|
||||
int Counters[kNumCounters];
|
||||
|
||||
|
||||
uint8_t bIsVersion6 = true;
|
||||
|
||||
|
@ -88,6 +90,7 @@ uint8_t LoadLevel(MapRecord* map)
|
|||
nFreeze = 0;
|
||||
nSpiritSprite = -1;
|
||||
PlayClock = 0;
|
||||
memset(Counters, 0, sizeof(Counters));
|
||||
|
||||
InitLion();
|
||||
InitRexs();
|
||||
|
@ -108,7 +111,6 @@ uint8_t LoadLevel(MapRecord* map)
|
|||
InitObjects();
|
||||
InitLava();
|
||||
InitPushBlocks();
|
||||
InitAnubis();
|
||||
InitSpider();
|
||||
InitMummy();
|
||||
InitScorp();
|
||||
|
@ -331,7 +333,8 @@ void InitSectFlag()
|
|||
|
||||
void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
|
||||
{
|
||||
auto pSprite = &sprite[nSprite];
|
||||
auto pActor = &exhumedActors[nSprite];
|
||||
auto pSprite = &pActor->s();
|
||||
int nChannel = runlist_AllocChannel(nHitag % 1000);
|
||||
|
||||
int nSpeed = nLotag / 1000;
|
||||
|
@ -506,7 +509,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
|
|||
return;
|
||||
}
|
||||
|
||||
BuildAnubis(nSprite, 0, 0, 0, 0, 0, 1);
|
||||
BuildAnubis(pActor, 0, 0, 0, 0, 0, 1);
|
||||
return;
|
||||
}
|
||||
case 117:
|
||||
|
@ -636,7 +639,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
|
|||
return;
|
||||
}
|
||||
|
||||
BuildAnubis(nSprite, 0, 0, 0, 0, 0, 0);
|
||||
BuildAnubis(pActor, 0, 0, 0, 0, 0, 0);
|
||||
return;
|
||||
}
|
||||
case 99: // underwater type 2
|
||||
|
@ -926,6 +929,7 @@ void SerializeInit(FSerializer& arc)
|
|||
.Array("sectdamage", SectDamage, numsectors)
|
||||
.Array("sectspeed", SectSpeed, numsectors)
|
||||
.Array("sectbelow", SectBelow, numsectors)
|
||||
.Array("counters", Counters, kNumCounters)
|
||||
.EndObject();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -80,7 +80,7 @@ static int osdcmd_spawn(CCmdFuncPtr parm)
|
|||
if (parm->numparms != 1) return CCMD_SHOWHELP;
|
||||
auto c = parm->parms[0];
|
||||
|
||||
if (!stricmp(c, "anubis")) BuildAnubis(-1, initx, inity, sector[initsect].floorz, initsect, inita, false);
|
||||
if (!stricmp(c, "anubis")) BuildAnubis(nullptr, initx, inity, sector[initsect].floorz, initsect, inita, false);
|
||||
else if (!stricmp(c, "spider")) BuildSpider(-1, initx, inity, sector[initsect].floorz, initsect, inita);
|
||||
else if (!stricmp(c, "mummy")) BuildMummy(-1, initx, inity, sector[initsect].floorz, initsect, inita);
|
||||
else if (!stricmp(c, "fish")) BuildFish(-1, initx, inity, initz + eyelevel[nLocalPlayer], initsect, inita);
|
||||
|
|
|
@ -48,7 +48,6 @@ void SerializeSnake(FSerializer& arc);
|
|||
void SerializeSwitch(FSerializer& arc);
|
||||
void SerializeView(FSerializer& arc);
|
||||
|
||||
void SerializeAnubis(FSerializer& arc);
|
||||
void SerializeFish(FSerializer& arc);
|
||||
void SerializeLavadude(FSerializer& arc);
|
||||
void SerializeLion(FSerializer& arc);
|
||||
|
@ -86,7 +85,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
|
|||
SerializeSwitch(arc);
|
||||
SerializeView(arc);
|
||||
|
||||
SerializeAnubis(arc);
|
||||
SerializeFish(arc);
|
||||
SerializeLavadude(arc);
|
||||
SerializeLion(arc);
|
||||
|
|
Loading…
Reference in a new issue