mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- got rid of a large chunk of picnum accesses in Exhumed.
This commit is contained in:
parent
f115f9427d
commit
0e097903c4
17 changed files with 27 additions and 20 deletions
|
@ -101,7 +101,7 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, const FName seqFile, int seqInde
|
||||||
pActor->spr.cstat = 0;
|
pActor->spr.cstat = 0;
|
||||||
pActor->clipdist = 2.5;
|
pActor->clipdist = 2.5;
|
||||||
pActor->spr.scale = DVector2(nScale, nScale);
|
pActor->spr.scale = DVector2(nScale, nScale);
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.Angles.Yaw = nullAngle;
|
pActor->spr.Angles.Yaw = nullAngle;
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
|
|
|
@ -68,7 +68,7 @@ void BuildAnubis(DExhumedActor* ap, const DVector3& pos, sectortype* pSector, DA
|
||||||
ap->spr.xoffset = 0;
|
ap->spr.xoffset = 0;
|
||||||
ap->spr.shade = -12;
|
ap->spr.shade = -12;
|
||||||
ap->spr.yoffset = 0;
|
ap->spr.yoffset = 0;
|
||||||
ap->spr.picnum = 1;
|
setvalidpic(ap);
|
||||||
ap->spr.pal = ap->sector()->ceilingpal;
|
ap->spr.pal = ap->sector()->ceilingpal;
|
||||||
ap->clipdist = 15;
|
ap->clipdist = 15;
|
||||||
ap->spr.Angles.Yaw = nAngle;
|
ap->spr.Angles.Yaw = nAngle;
|
||||||
|
|
|
@ -64,7 +64,7 @@ static DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector, cons
|
||||||
pActor->spr.scale = DVector2(0.625, 0.625);
|
pActor->spr.scale = DVector2(0.625, 0.625);
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.Angles.Yaw = nAngle;
|
pActor->spr.Angles.Yaw = nAngle;
|
||||||
pActor->vel.X = 0;
|
pActor->vel.X = 0;
|
||||||
pActor->vel.Y = 0;
|
pActor->vel.Y = 0;
|
||||||
|
|
|
@ -34,6 +34,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||||
#include "exhumedactor.h"
|
#include "exhumedactor.h"
|
||||||
#include "serialize_obj.h"
|
#include "serialize_obj.h"
|
||||||
#include "texturemanager.h"
|
#include "texturemanager.h"
|
||||||
|
#include "texinfo.h"
|
||||||
#include "player.h"
|
#include "player.h"
|
||||||
|
|
||||||
BEGIN_PS_NS
|
BEGIN_PS_NS
|
||||||
|
@ -86,6 +87,12 @@ void menu_DoPlasma();
|
||||||
void DoEnergyTile();
|
void DoEnergyTile();
|
||||||
void InitEnergyTile();
|
void InitEnergyTile();
|
||||||
|
|
||||||
|
void setvalidpic(DExhumedActor* actor)
|
||||||
|
{
|
||||||
|
// all we want here is setting it to something that passes renderer validation. This is never used to draw the sprite.
|
||||||
|
actor->spr.setspritetexture(tileGetTextureID(1));
|
||||||
|
}
|
||||||
|
|
||||||
extern int EndLevel;
|
extern int EndLevel;
|
||||||
extern int32_t g_commandSetup;
|
extern int32_t g_commandSetup;
|
||||||
extern int32_t g_noSetup;
|
extern int32_t g_noSetup;
|
||||||
|
|
|
@ -66,7 +66,7 @@ void BuildFishLimb(DExhumedActor* pActor, int anim)
|
||||||
|
|
||||||
//getSequence(pChunkActor->nSeqFile, pChunkActor->nCount)->getFirstTexID();
|
//getSequence(pChunkActor->nSeqFile, pChunkActor->nCount)->getFirstTexID();
|
||||||
|
|
||||||
pChunkActor->spr.picnum = anim;
|
setvalidpic(pChunkActor);
|
||||||
pChunkActor->spr.lotag = runlist_HeadRun() + 1;
|
pChunkActor->spr.lotag = runlist_HeadRun() + 1;
|
||||||
pChunkActor->clipdist = 0;
|
pChunkActor->clipdist = 0;
|
||||||
|
|
||||||
|
|
|
@ -129,7 +129,7 @@ void BuildGrenade(int nPlayer)
|
||||||
pActor->spr.shade = -64;
|
pActor->spr.shade = -64;
|
||||||
pActor->spr.scale = DVector2(0.3125, 0.3125);
|
pActor->spr.scale = DVector2(0.3125, 0.3125);
|
||||||
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.pal = 0;
|
pActor->spr.pal = 0;
|
||||||
pActor->clipdist = 7.5;
|
pActor->clipdist = 7.5;
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
|
|
|
@ -51,7 +51,7 @@ DExhumedActor* BuildLavaLimb(DExhumedActor* pActor, int move, double height)
|
||||||
pLimbActor->spr.xoffset = 0;
|
pLimbActor->spr.xoffset = 0;
|
||||||
pLimbActor->spr.yoffset = 0;
|
pLimbActor->spr.yoffset = 0;
|
||||||
pLimbActor->spr.scale = DVector2(1.40625, 1.40625);
|
pLimbActor->spr.scale = DVector2(1.40625, 1.40625);
|
||||||
pLimbActor->spr.picnum = (move & 3) % 3;
|
pLimbActor->spr.detail = (move & 3) % 3;
|
||||||
pLimbActor->spr.hitag = 0;
|
pLimbActor->spr.hitag = 0;
|
||||||
pLimbActor->spr.lotag = runlist_HeadRun() + 1;
|
pLimbActor->spr.lotag = runlist_HeadRun() + 1;
|
||||||
pLimbActor->clipdist = 0;
|
pLimbActor->clipdist = 0;
|
||||||
|
|
|
@ -59,7 +59,7 @@ void BuildLion(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
|
||||||
pActor->clipdist = 15;
|
pActor->clipdist = 15;
|
||||||
pActor->spr.shade = -12;
|
pActor->spr.shade = -12;
|
||||||
pActor->spr.scale = DVector2(0.625, 0.625);
|
pActor->spr.scale = DVector2(0.625, 0.625);
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.pal = pActor->sector()->ceilingpal;
|
pActor->spr.pal = pActor->sector()->ceilingpal;
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
|
|
|
@ -67,7 +67,7 @@ void BuildMummy(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
pActor->spr.Angles.Yaw = nAngle;
|
pActor->spr.Angles.Yaw = nAngle;
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.hitag = 0;
|
pActor->spr.hitag = 0;
|
||||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||||
pActor->spr.extra = -1;
|
pActor->spr.extra = -1;
|
||||||
|
|
|
@ -430,7 +430,7 @@ void BuildTail()
|
||||||
pTailActor->spr.cstat = 0;
|
pTailActor->spr.cstat = 0;
|
||||||
pTailActor->clipdist = 25;
|
pTailActor->clipdist = 25;
|
||||||
pTailActor->spr.scale = DVector2(1.25, 1.25);
|
pTailActor->spr.scale = DVector2(1.25, 1.25);
|
||||||
pTailActor->spr.picnum = 1;
|
setvalidpic(pTailActor);
|
||||||
pTailActor->spr.pal = pTailActor->sector()->ceilingpal;
|
pTailActor->spr.pal = pTailActor->sector()->ceilingpal;
|
||||||
pTailActor->spr.xoffset = 0;
|
pTailActor->spr.xoffset = 0;
|
||||||
pTailActor->spr.yoffset = 0;
|
pTailActor->spr.yoffset = 0;
|
||||||
|
@ -475,8 +475,8 @@ void BuildQueenEgg(int nQueen, int nVal)
|
||||||
pActor2->spr.xoffset = 0;
|
pActor2->spr.xoffset = 0;
|
||||||
pActor2->spr.yoffset = 0;
|
pActor2->spr.yoffset = 0;
|
||||||
pActor2->spr.shade = -12;
|
pActor2->spr.shade = -12;
|
||||||
pActor2->spr.picnum = 1;
|
setvalidpic(pActor2);
|
||||||
pActor2->spr.Angles.Yaw = pActor->spr.Angles.Yaw + RandomAngle9() - DAngle45;
|
pActor2->spr.Angles.Yaw = pActor->spr.Angles.Yaw + RandomAngle9() - DAngle45;
|
||||||
pActor2->backuppos();
|
pActor2->backuppos();
|
||||||
|
|
||||||
if (!nVal)
|
if (!nVal)
|
||||||
|
@ -757,7 +757,7 @@ void BuildQueenHead(int nQueen)
|
||||||
pActor2->clipdist = 17.5;
|
pActor2->clipdist = 17.5;
|
||||||
pActor2->spr.scale = DVector2(1.25, 1.25);
|
pActor2->spr.scale = DVector2(1.25, 1.25);
|
||||||
pActor2->spr.cstat = 0;
|
pActor2->spr.cstat = 0;
|
||||||
pActor2->spr.picnum = 1;
|
setvalidpic(pActor2);
|
||||||
pActor2->spr.shade = -12;
|
pActor2->spr.shade = -12;
|
||||||
pActor2->spr.pal = 0;
|
pActor2->spr.pal = 0;
|
||||||
pActor2->spr.xoffset = 0;
|
pActor2->spr.xoffset = 0;
|
||||||
|
@ -1182,7 +1182,7 @@ void BuildQueen(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
|
||||||
pActor->spr.scale = DVector2(1.25, 1.25);
|
pActor->spr.scale = DVector2(1.25, 1.25);
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.Angles.Yaw = nAngle;
|
pActor->spr.Angles.Yaw = nAngle;
|
||||||
pActor->vel.X = 0;
|
pActor->vel.X = 0;
|
||||||
pActor->vel.Y = 0;
|
pActor->vel.Y = 0;
|
||||||
|
|
|
@ -90,7 +90,7 @@ void BuildRat(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D
|
||||||
pActor->spr.shade = -12;
|
pActor->spr.shade = -12;
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.pal = pActor->sector()->ceilingpal;
|
pActor->spr.pal = pActor->sector()->ceilingpal;
|
||||||
pActor->clipdist = 7.5;
|
pActor->clipdist = 7.5;
|
||||||
pActor->spr.Angles.Yaw = nAngle;
|
pActor->spr.Angles.Yaw = nAngle;
|
||||||
|
|
|
@ -61,7 +61,7 @@ void BuildRex(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D
|
||||||
pActor->clipdist = 20;
|
pActor->clipdist = 20;
|
||||||
pActor->spr.shade = -12;
|
pActor->spr.shade = -12;
|
||||||
pActor->spr.scale = DVector2(1, 1);
|
pActor->spr.scale = DVector2(1, 1);
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.pal = pActor->sector()->ceilingpal;
|
pActor->spr.pal = pActor->sector()->ceilingpal;
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
|
|
|
@ -58,7 +58,7 @@ void BuildRoach(int nType, DExhumedActor* pActor, const DVector3& pos, sectortyp
|
||||||
pActor->spr.shade = -12;
|
pActor->spr.shade = -12;
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.pal = pActor->sector()->ceilingpal;
|
pActor->spr.pal = pActor->sector()->ceilingpal;
|
||||||
pActor->clipdist = 15;
|
pActor->clipdist = 15;
|
||||||
pActor->spr.Angles.Yaw = angle;
|
pActor->spr.Angles.Yaw = angle;
|
||||||
|
|
|
@ -62,7 +62,7 @@ void BuildScorp(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
|
||||||
pActor->clipdist = 17.5;
|
pActor->clipdist = 17.5;
|
||||||
pActor->spr.shade = -12;
|
pActor->spr.shade = -12;
|
||||||
pActor->spr.scale = DVector2(1.25, 1.25);
|
pActor->spr.scale = DVector2(1.25, 1.25);
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.pal = pActor->sector()->ceilingpal;
|
pActor->spr.pal = pActor->sector()->ceilingpal;
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
|
|
|
@ -70,7 +70,7 @@ void BuildSet(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
pActor->spr.Angles.Yaw = nAngle;
|
pActor->spr.Angles.Yaw = nAngle;
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.hitag = 0;
|
pActor->spr.hitag = 0;
|
||||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||||
pActor->spr.extra = -1;
|
pActor->spr.extra = -1;
|
||||||
|
|
|
@ -68,7 +68,7 @@ DExhumedActor* BuildSpider(DExhumedActor* spp, const DVector3& pos, sectortype*
|
||||||
spp->spr.xoffset = 0;
|
spp->spr.xoffset = 0;
|
||||||
spp->spr.yoffset = 0;
|
spp->spr.yoffset = 0;
|
||||||
spp->spr.Angles.Yaw = nAngle;
|
spp->spr.Angles.Yaw = nAngle;
|
||||||
spp->spr.picnum = 1;
|
setvalidpic(spp);
|
||||||
spp->spr.hitag = 0;
|
spp->spr.hitag = 0;
|
||||||
spp->spr.lotag = runlist_HeadRun() + 1;
|
spp->spr.lotag = runlist_HeadRun() + 1;
|
||||||
spp->spr.extra = -1;
|
spp->spr.extra = -1;
|
||||||
|
|
|
@ -70,7 +70,7 @@ DExhumedActor* BuildWasp(DExhumedActor* pActor, const DVector3& pos, sectortype*
|
||||||
|
|
||||||
pActor->spr.xoffset = 0;
|
pActor->spr.xoffset = 0;
|
||||||
pActor->spr.yoffset = 0;
|
pActor->spr.yoffset = 0;
|
||||||
pActor->spr.picnum = 1;
|
setvalidpic(pActor);
|
||||||
pActor->spr.Angles.Yaw = nAngle;
|
pActor->spr.Angles.Yaw = nAngle;
|
||||||
pActor->vel.X = 0;
|
pActor->vel.X = 0;
|
||||||
pActor->vel.Y = 0;
|
pActor->vel.Y = 0;
|
||||||
|
|
Loading…
Reference in a new issue