mirror of
https://github.com/ZDoom/Raze.git
synced 2025-03-13 20:42:11 +00:00
another batch of set_int_pos in Exhumed.
This commit is contained in:
parent
f485f9d42e
commit
360e01a778
5 changed files with 15 additions and 15 deletions
|
@ -41,7 +41,7 @@ DExhumedActor* BuildLavaLimb(DExhumedActor* pActor, int move, int ebx)
|
|||
{
|
||||
auto pLimbActor = insertActor(pActor->sector(), 118);
|
||||
|
||||
pLimbActor->set_int_pos({ pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z - RandomLong() % ebx });
|
||||
pLimbActor->spr.pos = pActor->spr.pos.plusZ((-RandomLong() % ebx) * zmaptoworld);
|
||||
pLimbActor->spr.cstat = 0;
|
||||
pLimbActor->spr.shade = -127;
|
||||
pLimbActor->spr.pal = 1;
|
||||
|
|
|
@ -393,7 +393,7 @@ DExhumedActor* BuildWallSprite(sectortype* pSector)
|
|||
|
||||
auto pActor = insertActor(pSector, 401);
|
||||
|
||||
pActor->set_int_pos({ wal->center().X, wal->center().Y, (pSector->int_floorz() + pSector->int_ceilingz()) / 2 });
|
||||
pActor->spr.pos = DVector3(wal->fcenter(), (pSector->floorz + pSector->ceilingz) * 0.5);
|
||||
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
|
||||
return pActor;
|
||||
|
@ -1020,7 +1020,7 @@ int BuildSlide(int nChannel, walltype* pStartWall, walltype* pWall1, walltype* p
|
|||
|
||||
SlideData[nSlide].pActor = pActor;
|
||||
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
pActor->set_int_pos({ pStartWall->wall_int_pos().X, pStartWall->wall_int_pos().Y, pSector->int_floorz() });
|
||||
pActor->spr.pos = DVector3(pStartWall->pos, pSector->floorz);
|
||||
pActor->backuppos();
|
||||
|
||||
SlideData[nSlide].nRunC = 0;
|
||||
|
@ -1826,8 +1826,8 @@ DExhumedActor* BuildObject(DExhumedActor* pActor, int nOjectType, int nHitag)
|
|||
pActor->nIndex2 = -1;
|
||||
|
||||
pActor2->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
pActor2->set_int_pos(pActor->int_pos());
|
||||
}
|
||||
pActor2->spr.pos = pActor->spr.pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
pActor->nFrame = 0;
|
||||
|
@ -1963,7 +1963,7 @@ void AIObject::Tick(RunListEvent* ev)
|
|||
StartRegenerate(pActor);
|
||||
pActor->nHealth = 120;
|
||||
|
||||
pActor->set_int_pos(pActor->pTarget->int_pos());
|
||||
pActor->spr.pos = pActor->pTarget->spr.pos;
|
||||
ChangeActorSect(pActor, pActor->pTarget->sector());
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -263,14 +263,14 @@ void RestartPlayer(int nPlayer)
|
|||
nCurStartSprite = 0;
|
||||
}
|
||||
|
||||
pActor->set_int_pos(nNStartSprite->int_pos());
|
||||
pActor->spr.pos = nNStartSprite->spr.pos;
|
||||
ChangeActorSect(pActor, nNStartSprite->sector());
|
||||
plr->angle.ang = nNStartSprite->spr.angle.Normalized360();
|
||||
pActor->spr.angle = plr->angle.ang;
|
||||
|
||||
floorsprt = insertActor(pActor->sector(), 0);
|
||||
|
||||
floorsprt->set_int_pos(pActor->int_pos());
|
||||
floorsprt->spr.pos = pActor->spr.pos;
|
||||
floorsprt->spr.yrepeat = 64;
|
||||
floorsprt->spr.xrepeat = 64;
|
||||
floorsprt->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
|
||||
|
@ -311,7 +311,7 @@ void RestartPlayer(int nPlayer)
|
|||
pActor->spr.extra = -1;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
|
||||
pDActor->set_int_pos(pActor->int_pos());
|
||||
pDActor->spr.pos = pActor->spr.pos;
|
||||
pDActor->spr.xrepeat = pActor->spr.xrepeat;
|
||||
pDActor->spr.yrepeat = pActor->spr.yrepeat;
|
||||
pDActor->spr.xoffset = 0;
|
||||
|
@ -454,7 +454,7 @@ void StartDeathSeq(int nPlayer, int nVal)
|
|||
auto pGunActor = GrabBodyGunSprite();
|
||||
ChangeActorSect(pGunActor, pSector);
|
||||
|
||||
pGunActor->set_int_pos({ pActor->int_pos().X, pActor->int_pos().Y, pSector->int_floorz() - 512 });
|
||||
pGunActor->spr.pos = { pActor->spr.pos.X, pActor->spr.pos.Y, pSector->floorz - 2 };
|
||||
|
||||
ChangeActorStat(pGunActor, nGunLotag[nWeapon] + 900);
|
||||
|
||||
|
@ -2572,7 +2572,7 @@ sectdone:
|
|||
}
|
||||
|
||||
// loc_1C4E1
|
||||
pDopple->set_int_pos(pPlayerActor->int_pos());
|
||||
pDopple->spr.pos = pPlayerActor->spr.pos;
|
||||
|
||||
if (pPlayerActor->sector()->pAbove != nullptr)
|
||||
{
|
||||
|
|
|
@ -100,7 +100,7 @@ void BuildRa(int nPlayer)
|
|||
pActor->spr.pal = 1;
|
||||
pActor->spr.xrepeat = 64;
|
||||
pActor->spr.yrepeat = 64;
|
||||
pActor->set_int_pos(pPlayerActor->int_pos());
|
||||
pActor->spr.pos = pPlayerActor->spr.pos;
|
||||
|
||||
// GrabTimeSlot(3);
|
||||
|
||||
|
@ -163,7 +163,7 @@ void MoveRaToEnemy(int nPlayer)
|
|||
pTarget = PlayerList[nPlayer].pActor;
|
||||
}
|
||||
|
||||
pActor->set_int_pos({ pTarget->int_pos().X, pTarget->int_pos().Y, pTarget->int_pos().Z - GetActorHeight(pTarget) });
|
||||
pActor->spr.pos = pTarget->spr.pos.plusZ(-GetActorHeight(pTarget) * zinttoworld);
|
||||
|
||||
if (pActor->sector() != pTarget->sector()) {
|
||||
ChangeActorSect(pActor, pTarget->sector());
|
||||
|
|
|
@ -110,7 +110,7 @@ void BuildSoul(DExhumedActor* pSet)
|
|||
pActor->spr.xvel = 0;
|
||||
pActor->spr.yvel = 0;
|
||||
pActor->spr.zvel = (-256) - RandomSize(10);
|
||||
pActor->set_int_pos({ pSet->int_pos().X, pSet->int_pos().Y, (RandomSize(8) << 8) + 8192 + pActor->sector()->int_ceilingz() - GetActorHeight(pActor) });
|
||||
pActor->spr.pos = DVector3(pSet->spr.pos.X, pSet->spr.pos.Y, RandomSize(8) + 32 + pActor->sector()->ceilingz - GetActorHeight(pActor) * zinttoworld);
|
||||
|
||||
//pActor->spr.hitag = nSet;
|
||||
pActor->pTarget = pSet;
|
||||
|
@ -150,7 +150,7 @@ void AISoul::Tick(RunListEvent* ev)
|
|||
pActor->spr.cstat = 0;
|
||||
pActor->spr.yrepeat = 1;
|
||||
pActor->spr.xrepeat = 1;
|
||||
pActor->set_int_pos({ pSet->int_pos().X, pSet->int_pos().Y, pSet->int_pos().Z - (GetActorHeight(pSet) >> 1) });
|
||||
pActor->spr.pos = pSet->spr.pos.plusZ(-((GetActorHeight(pSet) >> 1) * zinttoworld));
|
||||
ChangeActorSect(pActor, pSet->sector());
|
||||
return;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue