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- the remaining SpawnActor calls.
This commit is contained in:
parent
80f019c429
commit
12b238b2bf
2 changed files with 11 additions and 21 deletions
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@ -16249,18 +16249,12 @@ int InitGrenade(PLAYER* pp)
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int InitSpriteGrenade(DSWActor* actor)
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int InitSpriteGrenade(DSWActor* actor)
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{
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{
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int nx, ny, nz;
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PlaySound(DIGI_30MMFIRE, actor, v3df_dontpan|v3df_doppler);
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PlaySound(DIGI_30MMFIRE, actor, v3df_dontpan|v3df_doppler);
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nx = actor->int_pos().X;
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ny = actor->int_pos().Y;
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nz = actor->int_pos().Z - Z(40);
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// Spawn a shot
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// Spawn a shot
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// Inserting and setting up variables
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// Inserting and setting up variables
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auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], actor->sector(),
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auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], actor->sector(),
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nx, ny, nz, actor->int_ang(), GRENADE_VELOCITY);
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actor->spr.pos.plusZ(-40), actor->spr.angle, GRENADE_VELOCITY);
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actorNew->user.RotNum = 5;
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actorNew->user.RotNum = 5;
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NewStateGroup(actorNew, &sg_Grenade[0]);
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NewStateGroup(actorNew, &sg_Grenade[0]);
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@ -16375,8 +16369,7 @@ int InitEnemyMine(DSWActor* actor)
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// Spawn a shot
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// Spawn a shot
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// Inserting and setting up variables
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// Inserting and setting up variables
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auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, actor->sector(),
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auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, actor->sector(), actor->spr.pos.plusZ(-40), actor->spr.angle, MINE_VELOCITY);
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nx, ny, nz, actor->int_ang(), MINE_VELOCITY);
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SetOwner(actor, actorNew);
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SetOwner(actor, actorNew);
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actorNew->spr.yrepeat = 32;
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actorNew->spr.yrepeat = 32;
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@ -16972,7 +16965,7 @@ DSWActor* SpawnBubble(DSWActor* actor)
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if (Prediction)
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if (Prediction)
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return nullptr;
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return nullptr;
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auto actorNew = SpawnActor(STAT_MISSILE, BUBBLE, s_Bubble, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 0);
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auto actorNew = SpawnActor(STAT_MISSILE, BUBBLE, s_Bubble, actor->sector(), actor->spr.pos, actor->spr.angle, 0);
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actorNew->spr.xrepeat = 8 + (RANDOM_P2(8 << 8) >> 8);
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actorNew->spr.xrepeat = 8 + (RANDOM_P2(8 << 8) >> 8);
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actorNew->spr.yrepeat = actorNew->spr.xrepeat;
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actorNew->spr.yrepeat = actorNew->spr.xrepeat;
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@ -17009,8 +17002,7 @@ int SpawnVehicleSmoke(DSWActor* actor)
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if (MoveSkip2 != 0)
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if (MoveSkip2 != 0)
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return false;
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return false;
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_VehicleSmoke, actor->sector(),
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_VehicleSmoke, actor->sector(), actor->spr.pos.plusZ(-RANDOM_P2F(8, 8)), actor->spr.angle, 0);
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actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - RANDOM_P2(Z(8)), actor->int_ang(), 0);
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actorNew->user.WaitTics = 1*120;
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actorNew->user.WaitTics = 1*120;
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actorNew->spr.shade = -40;
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actorNew->spr.shade = -40;
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@ -17035,8 +17027,7 @@ int SpawnVehicleSmoke(DSWActor* actor)
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int SpawnSmokePuff(DSWActor* actor)
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int SpawnSmokePuff(DSWActor* actor)
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{
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{
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_WaterSmoke, actor->sector(),
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_WaterSmoke, actor->sector(), actor->spr.pos.plusZ(-RANDOM_P2F(8, 8)), actor->spr.angle, 0);
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actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - RANDOM_P2(Z(8)), actor->int_ang(), 0);
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actorNew->user.WaitTics = 1*120;
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actorNew->user.WaitTics = 1*120;
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actorNew->spr.shade = -40;
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actorNew->spr.shade = -40;
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@ -17329,7 +17320,7 @@ int QueueFloorBlood(DSWActor* actor)
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KillActor(FloorBloodQueue[FloorBloodQueueHead]);
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KillActor(FloorBloodQueue[FloorBloodQueueHead]);
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FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
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FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
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SpawnActor(STAT_SKIP4, FLOORBLOOD1, s_FloorBlood1, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 0);
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SpawnActor(STAT_SKIP4, FLOORBLOOD1, s_FloorBlood1, actor->sector(), actor->spr.pos, actor->spr.angle, 0);
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FloorBloodQueueHead = (FloorBloodQueueHead+1) & (MAX_FLOORBLOOD_QUEUE-1);
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FloorBloodQueueHead = (FloorBloodQueueHead+1) & (MAX_FLOORBLOOD_QUEUE-1);
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@ -17422,13 +17413,13 @@ int QueueFootPrint(DSWActor* actor)
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if (rnd_num > 683)
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if (rnd_num > 683)
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FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
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FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
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SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT1, s_FootPrint1, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 0);
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SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT1, s_FootPrint1, actor->sector(), actor->spr.pos, actor->spr.angle, 0);
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else if (rnd_num > 342)
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else if (rnd_num > 342)
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FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
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FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
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SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT2, s_FootPrint2, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 0);
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SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT2, s_FootPrint2, actor->sector(), actor->spr.pos, actor->spr.angle, 0);
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else
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else
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FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
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FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
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SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT3, s_FootPrint3, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 0);
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SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT3, s_FootPrint3, actor->sector(), actor->spr.pos, actor->spr.angle, 0);
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FloorBloodQueueHead = (FloorBloodQueueHead+1) & (MAX_FLOORBLOOD_QUEUE-1);
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FloorBloodQueueHead = (FloorBloodQueueHead+1) & (MAX_FLOORBLOOD_QUEUE-1);
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@ -18192,8 +18183,7 @@ void QueueLoWangs(DSWActor* actor)
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if (LoWangsQueue[LoWangsQueueHead] == nullptr)
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if (LoWangsQueue[LoWangsQueueHead] == nullptr)
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{
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{
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LoWangsQueue[LoWangsQueueHead] = spawnedActor =
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LoWangsQueue[LoWangsQueueHead] = spawnedActor =
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SpawnActor(STAT_GENERIC_QUEUE, actor->spr.picnum, s_DeadLoWang, actor->sector(),
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SpawnActor(STAT_GENERIC_QUEUE, actor->spr.picnum, s_DeadLoWang, actor->sector(), actor->spr.pos, actor->spr.angle, 0);
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actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 0);
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}
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}
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else
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else
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{
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{
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@ -776,7 +776,7 @@ void SpawnZombie(PLAYER* pp, DSWActor* weaponActor)
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if (ownerActor == nullptr)
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if (ownerActor == nullptr)
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return;
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return;
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auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->angle.ang.Buildang(), 0);
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auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos, pp->angle.ang, 0);
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SetOwner(actorNew, ownerActor);
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SetOwner(actorNew, ownerActor);
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actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
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actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
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actorNew->spr.angle = RANDOM_ANGLE();
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actorNew->spr.angle = RANDOM_ANGLE();
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