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https://github.com/ZDoom/Raze.git
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- got rid of a large chunk of picnum accesses in Exhumed.
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parent
f115f9427d
commit
0e097903c4
17 changed files with 27 additions and 20 deletions
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@ -101,7 +101,7 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, const FName seqFile, int seqInde
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pActor->spr.cstat = 0;
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pActor->clipdist = 2.5;
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pActor->spr.scale = DVector2(nScale, nScale);
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.Angles.Yaw = nullAngle;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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@ -68,7 +68,7 @@ void BuildAnubis(DExhumedActor* ap, const DVector3& pos, sectortype* pSector, DA
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ap->spr.xoffset = 0;
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ap->spr.shade = -12;
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ap->spr.yoffset = 0;
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ap->spr.picnum = 1;
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setvalidpic(ap);
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ap->spr.pal = ap->sector()->ceilingpal;
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ap->clipdist = 15;
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ap->spr.Angles.Yaw = nAngle;
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@ -64,7 +64,7 @@ static DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector, cons
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pActor->spr.scale = DVector2(0.625, 0.625);
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.Angles.Yaw = nAngle;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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@ -34,6 +34,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "exhumedactor.h"
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#include "serialize_obj.h"
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#include "texturemanager.h"
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#include "texinfo.h"
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#include "player.h"
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BEGIN_PS_NS
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@ -86,6 +87,12 @@ void menu_DoPlasma();
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void DoEnergyTile();
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void InitEnergyTile();
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void setvalidpic(DExhumedActor* actor)
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{
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// all we want here is setting it to something that passes renderer validation. This is never used to draw the sprite.
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actor->spr.setspritetexture(tileGetTextureID(1));
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}
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extern int EndLevel;
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extern int32_t g_commandSetup;
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extern int32_t g_noSetup;
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@ -66,7 +66,7 @@ void BuildFishLimb(DExhumedActor* pActor, int anim)
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//getSequence(pChunkActor->nSeqFile, pChunkActor->nCount)->getFirstTexID();
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pChunkActor->spr.picnum = anim;
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setvalidpic(pChunkActor);
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pChunkActor->spr.lotag = runlist_HeadRun() + 1;
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pChunkActor->clipdist = 0;
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@ -129,7 +129,7 @@ void BuildGrenade(int nPlayer)
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pActor->spr.shade = -64;
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pActor->spr.scale = DVector2(0.3125, 0.3125);
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.pal = 0;
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pActor->clipdist = 7.5;
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pActor->spr.xoffset = 0;
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@ -51,7 +51,7 @@ DExhumedActor* BuildLavaLimb(DExhumedActor* pActor, int move, double height)
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pLimbActor->spr.xoffset = 0;
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pLimbActor->spr.yoffset = 0;
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pLimbActor->spr.scale = DVector2(1.40625, 1.40625);
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pLimbActor->spr.picnum = (move & 3) % 3;
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pLimbActor->spr.detail = (move & 3) % 3;
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pLimbActor->spr.hitag = 0;
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pLimbActor->spr.lotag = runlist_HeadRun() + 1;
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pLimbActor->clipdist = 0;
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@ -59,7 +59,7 @@ void BuildLion(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
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pActor->clipdist = 15;
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pActor->spr.shade = -12;
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pActor->spr.scale = DVector2(0.625, 0.625);
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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@ -67,7 +67,7 @@ void BuildMummy(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.Angles.Yaw = nAngle;
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.hitag = 0;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.extra = -1;
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@ -430,7 +430,7 @@ void BuildTail()
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pTailActor->spr.cstat = 0;
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pTailActor->clipdist = 25;
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pTailActor->spr.scale = DVector2(1.25, 1.25);
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pTailActor->spr.picnum = 1;
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setvalidpic(pTailActor);
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pTailActor->spr.pal = pTailActor->sector()->ceilingpal;
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pTailActor->spr.xoffset = 0;
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pTailActor->spr.yoffset = 0;
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@ -475,8 +475,8 @@ void BuildQueenEgg(int nQueen, int nVal)
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pActor2->spr.xoffset = 0;
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pActor2->spr.yoffset = 0;
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pActor2->spr.shade = -12;
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pActor2->spr.picnum = 1;
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pActor2->spr.Angles.Yaw = pActor->spr.Angles.Yaw + RandomAngle9() - DAngle45;
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setvalidpic(pActor2);
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pActor2->spr.Angles.Yaw = pActor->spr.Angles.Yaw + RandomAngle9() - DAngle45;
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pActor2->backuppos();
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if (!nVal)
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@ -757,7 +757,7 @@ void BuildQueenHead(int nQueen)
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pActor2->clipdist = 17.5;
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pActor2->spr.scale = DVector2(1.25, 1.25);
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pActor2->spr.cstat = 0;
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pActor2->spr.picnum = 1;
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setvalidpic(pActor2);
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pActor2->spr.shade = -12;
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pActor2->spr.pal = 0;
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pActor2->spr.xoffset = 0;
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@ -1182,7 +1182,7 @@ void BuildQueen(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
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pActor->spr.scale = DVector2(1.25, 1.25);
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.Angles.Yaw = nAngle;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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@ -90,7 +90,7 @@ void BuildRat(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D
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pActor->spr.shade = -12;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->clipdist = 7.5;
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pActor->spr.Angles.Yaw = nAngle;
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@ -61,7 +61,7 @@ void BuildRex(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D
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pActor->clipdist = 20;
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pActor->spr.shade = -12;
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pActor->spr.scale = DVector2(1, 1);
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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@ -58,7 +58,7 @@ void BuildRoach(int nType, DExhumedActor* pActor, const DVector3& pos, sectortyp
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pActor->spr.shade = -12;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->clipdist = 15;
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pActor->spr.Angles.Yaw = angle;
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@ -62,7 +62,7 @@ void BuildScorp(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
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pActor->clipdist = 17.5;
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pActor->spr.shade = -12;
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pActor->spr.scale = DVector2(1.25, 1.25);
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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@ -70,7 +70,7 @@ void BuildSet(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.Angles.Yaw = nAngle;
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.hitag = 0;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.extra = -1;
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@ -68,7 +68,7 @@ DExhumedActor* BuildSpider(DExhumedActor* spp, const DVector3& pos, sectortype*
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spp->spr.xoffset = 0;
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spp->spr.yoffset = 0;
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spp->spr.Angles.Yaw = nAngle;
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spp->spr.picnum = 1;
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setvalidpic(spp);
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spp->spr.hitag = 0;
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spp->spr.lotag = runlist_HeadRun() + 1;
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spp->spr.extra = -1;
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@ -70,7 +70,7 @@ DExhumedActor* BuildWasp(DExhumedActor* pActor, const DVector3& pos, sectortype*
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = 1;
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setvalidpic(pActor);
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pActor->spr.Angles.Yaw = nAngle;
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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