diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 0c7ce17d3..ec3427ef4 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -1280,8 +1280,8 @@ int PlayerInitChemBomb(PLAYER* pp) actorNew->spr.shade = -15; actorNew->user.WeaponNum = plActor->user.WeaponNum; actorNew->user.Radius = 200; - actorNew->user.ceiling_dist = (3); - actorNew->user.floor_dist = (3); + actorNew->user.ceiling_dist = 3; + actorNew->user.floor_dist = 3; actorNew->user.Counter = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK); @@ -1298,7 +1298,7 @@ int PlayerInitChemBomb(PLAYER* pp) MissileSetPos(actorNew, DoChemBomb, 1000); plActor->spr.clipdist = uint8_t(oclipdist); - actorNew->spr.clipdist = 80L >> 2; + actorNew->spr.clipdist = 80 >> 2; UpdateChange(actorNew, 0.5); @@ -1312,6 +1312,12 @@ int PlayerInitChemBomb(PLAYER* pp) return 0; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + int InitSpriteChemBomb(DSWActor* actor) { PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler); @@ -1335,7 +1341,7 @@ int InitSpriteChemBomb(DSWActor* actor) actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK); - actorNew->set_int_zvel(short(-RandomRange(100) * HORIZ_MULT)); + actorNew->vel.Z = (-RandomRange(100) * HORIZ_MULT) * zmaptoworld; actorNew->spr.clipdist = 80L >> 2; @@ -1347,6 +1353,11 @@ int InitSpriteChemBomb(DSWActor* actor) return 0; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- int InitChemBomb(DSWActor* actor) { @@ -1361,8 +1372,8 @@ int InitChemBomb(DSWActor* actor) actorNew->spr.xrepeat = 32; actorNew->spr.shade = -15; actorNew->user.Radius = 200; - actorNew->user.ceiling_dist = (3); - actorNew->user.floor_dist = (3); + actorNew->user.ceiling_dist = 3; + actorNew->user.floor_dist = 3; actorNew->user.Counter = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation // invis. @@ -1371,7 +1382,7 @@ int InitChemBomb(DSWActor* actor) if (SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); - actorNew->set_int_zvel(short(-RandomRange(100) * HORIZ_MULT)); + actorNew->vel.Z = (-RandomRange(100) * HORIZ_MULT) * zmaptoworld; actorNew->spr.clipdist = 0; if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121 || actor->user.ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP @@ -1626,8 +1637,8 @@ int PlayerInitCaltrops(PLAYER* pp) actorNew->spr.shade = -15; actorNew->user.WeaponNum = plActor->user.WeaponNum; actorNew->user.Radius = 200; - actorNew->user.ceiling_dist = (3); - actorNew->user.floor_dist = (3); + actorNew->user.ceiling_dist = 3; + actorNew->user.floor_dist = 3; actorNew->user.Counter = 0; // spawnedActor->spr.cstat |= (CSTAT_SPRITE_BLOCK); @@ -1677,8 +1688,8 @@ int InitCaltrops(DSWActor* actor) actorNew->spr.clipdist = actor->spr.clipdist; actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 200; - actorNew->user.ceiling_dist = (3); - actorNew->user.floor_dist = (3); + actorNew->user.ceiling_dist = 3; + actorNew->user.floor_dist = 3; actorNew->user.Counter = 0; actorNew->set_int_zvel(short(-RandomRange(100) * HORIZ_MULT)); @@ -1717,8 +1728,8 @@ int InitPhosphorus(DSWActor* actor) actorNew->spr.clipdist = actor->spr.clipdist; actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 600; - actorNew->user.ceiling_dist = (3); - actorNew->user.floor_dist = (3); + actorNew->user.ceiling_dist = 3; + actorNew->user.floor_dist = 3; actorNew->user.Counter = 0; actorNew->set_int_zvel(short(-RandomRange(100) * HORIZ_MULT)); @@ -1782,8 +1793,8 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity) actorNew->spr.clipdist = actor->spr.clipdist; actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 600; - actorNew->user.ceiling_dist = (3); - actorNew->user.floor_dist = (3); + actorNew->user.ceiling_dist = 3; + actorNew->user.floor_dist = 3; actorNew->user.Counter = 0; actorNew->set_int_zvel(short((-10 - RandomRange(50)) * HORIZ_MULT));