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Remaining sanitizing of .yvel usage plus minor cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@4229 1a8010ca-5511-0410-912e-c29ae57300e0
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2dd9b7e495
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4 changed files with 28 additions and 22 deletions
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@ -2780,7 +2780,7 @@ ACTOR_STATIC void Proj_MoveCustom(int32_t i)
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} while (!j && --cnt > 0);
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}
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if (!(proj->workslike & PROJECTILE_BOUNCESOFFWALLS) &&
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if (!(proj->workslike & PROJECTILE_BOUNCESOFFWALLS) && // NOT_BOUNCESOFFWALLS_YVEL
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(unsigned)s->yvel < MAXSPRITES && sprite[s->yvel].sectnum != MAXSECTORS)
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if (FindDistance2D(s->x-sprite[s->yvel].x, s->y-sprite[s->yvel].y) < 256)
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j = 49152|s->yvel;
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@ -3059,7 +3059,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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}
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if (s->picnum == RPG && (unsigned)s->yvel < MAXSPRITES)
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if (s->picnum == RPG && (unsigned)s->yvel < MAXSPRITES) // RPG_YVEL
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if (FindDistance2D(s->x-sprite[s->yvel].x,s->y-sprite[s->yvel].y) < 256)
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j = 49152|s->yvel;
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@ -5551,9 +5551,9 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
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}
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else
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{
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if (s->picnum == SCRAP1 && s->yvel > 0)
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if (s->picnum == SCRAP1 && s->yvel > 0 && s->yvel < MAXUSERTILES)
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{
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int32_t j = A_Spawn(i,s->yvel);
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int32_t j = A_Spawn(i, s->yvel);
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setsprite(j,(vec3_t *)s);
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A_GetZLimits(j);
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@ -7587,14 +7587,16 @@ PALONLY:
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t->xrepeat = t->yrepeat = 0;
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continue;
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}
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if (t->pal == 6) t->shade = -120;
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if (t->pal == 6)
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t->shade = -120;
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/* fall-through */
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case SCRAP1__STATIC:
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case SCRAP2__STATIC:
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case SCRAP3__STATIC:
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case SCRAP4__STATIC:
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case SCRAP5__STATIC:
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if (actor[i].picnum == BLIMP && t->picnum == SCRAP1 && s->yvel >= 0)
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t->picnum = s->yvel;
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t->picnum = s->yvel < MAXUSERTILES ? s->yvel : 0;
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else t->picnum += T1;
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t->shade -= 6;
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@ -5217,7 +5217,8 @@ finish_qsprintf:
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case PODFEM1__STATIC:
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case NAKED1__STATIC:
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case STATUE__STATIC:
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if (vm.g_sp->yvel) G_OperateRespawns(vm.g_sp->yvel);
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if (vm.g_sp->yvel)
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G_OperateRespawns(vm.g_sp->yvel);
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break;
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default:
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// if (vm.g_sp->hitag >= 0)
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@ -938,10 +938,11 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
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if (p >= 0)
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{
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j = GetAutoAimAngle(i, p, atwith, 8 << 8, 0 + 2, srcvect, vel, &zvel, &sa);
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// NOTE: j is a SPRITE_INDEX
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j = GetAutoAimAngle(i, p, atwith, 8<<8, 0+2, srcvect, vel, &zvel, &sa);
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if (j < 0)
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zvel = (100 - ps->horiz - ps->horizoff)*(proj->vel / 8);
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zvel = (100-ps->horiz-ps->horizoff)*(proj->vel/8);
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if (proj->sound >= 0)
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A_PlaySound(proj->sound, i);
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@ -950,8 +951,9 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
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{
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if (!(proj->workslike & PROJECTILE_NOAIM))
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{
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// NOTE: j is a player index
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j = A_FindPlayer(s, NULL);
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sa = getangle(g_player[j].ps->opos.x - srcvect->x, g_player[j].ps->opos.y - srcvect->y);
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sa = getangle(g_player[j].ps->opos.x-srcvect->x, g_player[j].ps->opos.y-srcvect->y);
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l = safeldist(g_player[j].ps->i, s);
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zvel = ((g_player[j].ps->opos.z - srcvect->z)*vel) / l;
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@ -961,12 +963,11 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
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}
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}
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if (p >= 0 && j >= 0)
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l = j;
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else l = -1;
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if (numplayers > 1 && g_netClient) return -1;
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// l may be a SPRITE_INDEX, see above
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l = (p >= 0 && j >= 0) ? j : -1;
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zvel = A_GetShootZvel(zvel);
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j = A_InsertSprite(sect,
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srcvect->x + (sintable[(348 + sa + 512) & 2047] / proj->offset),
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@ -980,7 +981,7 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
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sprite[j].extra += (krand()&proj->extra_rand);
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if (!(proj->workslike & PROJECTILE_BOUNCESOFFWALLS))
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sprite[j].yvel = l;
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sprite[j].yvel = l; // NOT_BOUNCESOFFWALLS_YVEL
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else
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{
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if (proj->bounces >= 1) sprite[j].yvel = proj->bounces;
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@ -1410,6 +1411,7 @@ int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
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if (p >= 0)
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{
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// NOTE: j is a SPRITE_INDEX
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j = GetAutoAimAngle(i, p, atwith, 8<<8, 0+2, &srcvect, vel, &zvel, &sa);
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if (j < 0)
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@ -1420,8 +1422,9 @@ int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
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}
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else
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{
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// NOTE: j is a player index
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j = A_FindPlayer(s, NULL);
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sa = getangle(g_player[j].ps->opos.x-srcvect.x,g_player[j].ps->opos.y-srcvect.y);
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sa = getangle(g_player[j].ps->opos.x-srcvect.x, g_player[j].ps->opos.y-srcvect.y);
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if (PN == BOSS3)
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srcvect.z -= MinibossScale(32<<8);
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else if (PN == BOSS2)
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@ -1431,17 +1434,17 @@ int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
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}
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l = safeldist(g_player[j].ps->i, s);
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zvel = ((g_player[j].ps->opos.z-srcvect.z)*vel) / l;
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zvel = ((g_player[j].ps->opos.z - srcvect.z)*vel) / l;
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if (A_CheckEnemySprite(s) && (s->hitag&face_player_smart))
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sa = s->ang+(krand()&31)-16;
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}
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if (p >= 0 && j >= 0)
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l = j;
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else l = -1;
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if (numplayers > 1 && g_netClient)
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return -1;
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if (numplayers > 1 && g_netClient) return -1;
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// l may be a SPRITE_INDEX, see above
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l = (p >= 0 && j >= 0) ? j : -1;
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zvel = A_GetShootZvel(zvel);
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j = A_InsertSprite(sect,
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@ -1451,7 +1454,7 @@ int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
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sprite[j].extra += (krand()&7);
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if (atwith != FREEZEBLAST)
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sprite[j].yvel = l;
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sprite[j].yvel = l; // RPG_YVEL
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else
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{
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sprite[j].yvel = g_numFreezeBounces;
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