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- a few automatic replacements.
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93f5a111bf
commit
28f7303af3
6 changed files with 20 additions and 18 deletions
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@ -2616,16 +2616,17 @@ int actWallBounceVector(int* x, int* y, int nWall, int a4)
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int actFloorBounceVector(int* x, int* y, int* z, int nSector, int a5)
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{
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int t = 0x10000 - a5;
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if (sector[nSector].floorheinum == 0)
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auto pSector = §or[nSector];
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if (pSector->floorheinum == 0)
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{
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int t2 = MulScale(*z, t, 16);
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*z = -(*z - t2);
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return t2;
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}
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walltype* pWall = &wall[sector[nSector].wallptr];
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walltype* pWall2 = &wall[pWall->point2];
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walltype* pWall = pSector->firstWall();
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walltype* pWall2 = pWall->point2Wall();
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int angle = getangle(pWall2->x - pWall->x, pWall2->y - pWall->y) + 512;
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int t2 = sector[nSector].floorheinum << 4;
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int t2 = pSector->floorheinum << 4;
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int t3 = approxDist(-0x10000, t2);
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int t4 = DivScale(-0x10000, t3, 16);
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int t5 = DivScale(t2, t3, 16);
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@ -5019,11 +5020,11 @@ void MoveDude(DBloodActor* actor)
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{
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case kMarkerLowStack:
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if (pPlayer == gView)
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setgotpic(sector[pSprite->sectnum].floorpicnum);
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setgotpic(pSprite->sector()->floorpicnum);
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break;
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case kMarkerUpStack:
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if (pPlayer == gView)
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setgotpic(sector[pSprite->sectnum].ceilingpicnum);
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setgotpic(pSprite->sector()->ceilingpicnum);
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break;
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case kMarkerLowWater:
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case kMarkerLowGoo:
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@ -6895,13 +6896,14 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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{
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int nWall = gHitInfo.hitwall;
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assert(nWall >= 0 && nWall < kMaxWalls);
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nSurf = surfType[wall[nWall].picnum];
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auto pWall = &wall[nWall];
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nSurf = surfType[pWall->picnum];
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if (actCanSplatWall(nWall))
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{
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int x = gHitInfo.hitx - MulScale(a4, 16, 14);
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int y = gHitInfo.hity - MulScale(a5, 16, 14);
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int z = gHitInfo.hitz - MulScale(a6, 256, 14);
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int nSurf = surfType[wall[nWall].picnum];
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int nSurf = surfType[pWall->picnum];
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assert(nSurf < kSurfMax);
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if (pVectorData->surfHit[nSurf].fx1 >= 0)
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{
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@ -2557,10 +2557,10 @@ bool genDudePrepare(DBloodActor* actor, int propId)
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// make sure dudes aren't in the floor or ceiling
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int zTop, zBot; GetSpriteExtents(pSprite, &zTop, &zBot);
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if (!(sector[pSprite->sectnum].ceilingstat & 0x0001))
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pSprite->z += ClipLow(sector[pSprite->sectnum].ceilingz - zTop, 0);
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if (!(sector[pSprite->sectnum].floorstat & 0x0001))
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pSprite->z += ClipHigh(sector[pSprite->sectnum].floorz - zBot, 0);
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if (!(pSprite->sector()->ceilingstat & 0x0001))
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pSprite->z += ClipLow(pSprite->sector()->ceilingz - zTop, 0);
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if (!(pSprite->sector()->floorstat & 0x0001))
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pSprite->z += ClipHigh(pSprite->sector()->floorz - zBot, 0);
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pSprite->clipdist = ClipRange((pSprite->xrepeat + pSprite->yrepeat) >> 1, 4, 120);
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if (propId) break;
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@ -205,7 +205,7 @@ void CFX::fxProcess(void)
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pSprite->y += actor->yvel>>12;
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pSprite->z += actor->zvel>>8;
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// Weird...
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if (actor->xvel || (actor->yvel && pSprite->z >= sector[pSprite->sectnum].floorz))
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if (actor->xvel || (actor->yvel && pSprite->z >= pSprite->sector()->floorz))
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{
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updatesector(pSprite->x, pSprite->y, &nSector);
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if (nSector == -1)
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@ -746,8 +746,8 @@ void nnExtInitModernStuff()
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// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector floorz / ceilgz
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if (pSprite->sectnum >= 0 && pXSprite->Touch && (pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) {
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if (pSprite->z == sector[pSprite->sectnum].floorz) pSprite->z--;
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else if (pSprite->z == sector[pSprite->sectnum].ceilingz) pSprite->z++;
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if (pSprite->z == pSprite->sector()->floorz) pSprite->z--;
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else if (pSprite->z == pSprite->sector()->ceilingz) pSprite->z++;
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}
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// make Proximity flag work not just for dudes and things...
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@ -3177,7 +3177,7 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
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case 3:
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case 4:
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if (!sectRangeIsFine(pSprite->sectnum)) pos = top;
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else pos = (pXSource->data4 == 3) ? sector[pSprite->sectnum].floorz : sector[pSprite->sectnum].ceilingz;
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else pos = (pXSource->data4 == 3) ? pSprite->sector()->floorz : pSprite->sector()->ceilingz;
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break;
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default:
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pos = top;
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@ -1339,7 +1339,7 @@ void doslopetilting(PLAYER* pPlayer, double const scaleAdjust = 1)
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auto* const pXSprite = pPlayer->pXSprite;
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int const florhit = pPlayer->actor->hit.florhit.type;
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bool const va = pXSprite->height < 16 && (florhit == kHitSector || florhit == 0) ? 1 : 0;
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pPlayer->horizon.calcviewpitch(pSprite->pos.vec2, buildang(pSprite->ang), va, sector[pSprite->sectnum].floorstat & 2, pSprite->sectnum, scaleAdjust);
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pPlayer->horizon.calcviewpitch(pSprite->pos.vec2, buildang(pSprite->ang), va, pSprite->sector()->floorstat & 2, pSprite->sectnum, scaleAdjust);
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}
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void ProcessInput(PLAYER *pPlayer)
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@ -356,7 +356,7 @@ void SEQINST::Update()
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if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && actor->zvel == 0 && actor->xvel != 0) {
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if (getUpperLink(pSprite->sectnum)) break; // don't play surface sound for stacked sectors
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int surf = tileGetSurfType(sector[pSprite->sectnum].floorpicnum);
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int surf = tileGetSurfType(pSprite->sector()->floorpicnum);
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if (!surf) break;
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static int surfSfxMove[15][4] = {
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/* {snd1, snd2, gameVolume, myVolume} */
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