- animateobjs JAVLIN loop

This commit is contained in:
Christoph Oelckers 2021-11-21 12:10:06 +01:00
parent 88842d8e96
commit 2393fe6fc6

View file

@ -981,43 +981,45 @@ void animateobjs(PLAYER& plr) {
for (i = headspritestat[JAVLIN]; i >= 0; i = nextsprite) {
nextsprite = nextspritestat[i];
sprite[i].lotag -= TICSPERFRAME;
if (isBlades(sprite[i].picnum)) {
sprite[i].z -= sprite[i].zvel;
if (sprite[i].z < sector[sprite[i].sectnum].ceilingz + (4 << 8)) {
sprite[i].z = sector[sprite[i].sectnum].ceilingz + (4 << 8);
sprite[i].zvel = (short) -(sprite[i].zvel >> 1);
auto& spr = sprite[i];
spr.lotag -= TICSPERFRAME;
if (isBlades(spr.picnum)) {
spr.z -= spr.zvel;
if (spr.z < sector[spr.sectnum].ceilingz + (4 << 8)) {
spr.z = sector[spr.sectnum].ceilingz + (4 << 8);
spr.zvel = (short) -(spr.zvel >> 1);
}
if (sprite[i].z > sector[sprite[i].sectnum].floorz - (4 << 8)) {
sprite[i].z = sector[sprite[i].sectnum].floorz - (4 << 8);
if (sector[sprite[i].sectnum].floorpicnum == WATER || sector[sprite[i].sectnum].floorpicnum == SLIME
|| sector[sprite[i].sectnum].floorpicnum == FLOORMIRROR)
if (spr.z > sector[spr.sectnum].floorz - (4 << 8)) {
spr.z = sector[spr.sectnum].floorz - (4 << 8);
if (sector[spr.sectnum].floorpicnum == WATER || sector[spr.sectnum].floorpicnum == SLIME
|| sector[spr.sectnum].floorpicnum == FLOORMIRROR)
if (krand() % 100 > 60)
makemonstersplash(SPLASHAROO, i);
deletesprite((short) i);
continue;
}
dax = sprite[i].xvel;
day = sprite[i].yvel;
dax = spr.xvel;
day = spr.yvel;
if (isWh2())
daz = sprite[i].zvel;
daz = spr.zvel;
else
daz = (((sprite[i].zvel) * TICSPERFRAME) >> 3);
daz = (((spr.zvel) * TICSPERFRAME) >> 3);
}
osectnum = sprite[i].sectnum;
osectnum = spr.sectnum;
sprite[i].cstat = 0;
spr.cstat = 0;
hitobject = (short) movesprite(i, (bcos(sprite[i].extra) * TICSPERFRAME) << 6,
(bsin(sprite[i].extra) * TICSPERFRAME) << 6, daz, 4 << 8, 4 << 8, 0);
hitobject = (short) movesprite(i, (bcos(spr.extra) * TICSPERFRAME) << 6,
(bsin(spr.extra) * TICSPERFRAME) << 6, daz, 4 << 8, 4 << 8, 0);
if (sprite[i].picnum == WALLARROW || sprite[i].picnum == THROWHALBERD)
sprite[i].cstat = 0x11;
else if (sprite[i].picnum == DART)
sprite[i].cstat = 0x10;
if (spr.picnum == WALLARROW || spr.picnum == THROWHALBERD)
spr.cstat = 0x11;
else if (spr.picnum == DART)
spr.cstat = 0x10;
else
sprite[i].cstat = 0x15;
spr.cstat = 0x15;
if ((hitobject & 0xc000) == 16384) { // Hits a ceiling / floor
// EG Bugfix 17 Aug 2014: Since the game thinks that a javlin hitting the
@ -1025,11 +1027,11 @@ void animateobjs(PLAYER& plr) {
// floor/ceiling hit rather than a sprite hit, we'll need to check if the JAVLIN
// is
// actually in the floor/ceiling before going inactive.
if (sprite[i].z <= sector[sprite[i].sectnum].ceilingz
&& sprite[i].z >= sector[sprite[i].sectnum].floorz) {
if (sprite[i].picnum == THROWPIKE) {
sprite[i].picnum++;
sprite[i].detail = WALLPIKETYPE;
if (spr.z <= sector[spr.sectnum].ceilingz
&& spr.z >= sector[spr.sectnum].floorz) {
if (spr.picnum == THROWPIKE) {
spr.picnum++;
spr.detail = WALLPIKETYPE;
}
changespritestat(i, INACTIVE); // EG Note: RAF.H gives this a nice name, so use it
@ -1037,9 +1039,9 @@ void animateobjs(PLAYER& plr) {
continue;
} else if ((hitobject & 0xc000) == 32768) { // hit a wall
if (sprite[i].picnum == THROWPIKE) {
sprite[i].picnum++;
sprite[i].detail = WALLPIKETYPE;
if (spr.picnum == THROWPIKE) {
spr.picnum++;
spr.detail = WALLPIKETYPE;
}
changespritestat(i, INACTIVE);
@ -1053,7 +1055,7 @@ void animateobjs(PLAYER& plr) {
if (hitdamage)
continue;
// if (sprite[i].owner != hitobject) {
// if (spr.owner != hitobject) {
// hitdamage = damageactor(plr, hitobject, i);
// continue;
// }