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- code cleanup to eliminate wrappers.
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parent
45f37525e0
commit
3ac4b6300f
4 changed files with 12 additions and 16 deletions
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@ -471,7 +471,7 @@ int DoGenerateSewerDebris(DSWActor* actor)
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{
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actor->user.Tics = actor->user.WaitTics;
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auto spawned = SpawnActor(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 200);
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auto spawned = SpawnActor(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], actor->sector(), actor->spr.pos, actor->spr.angle, 200);
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SetOwner(actor, spawned);
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}
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@ -560,8 +560,7 @@ void KeepActorOnFloor(DSWActor* actor)
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{
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double ceilz, florz;
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Collision ctrash, ftrash;
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FAFgetzrangepoint(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(),
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&ceilz, &ctrash, &florz, &ftrash);
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FAFgetzrangepoint(actor->spr.pos, actor->sector(),&ceilz, &ctrash, &florz, &ftrash);
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actor->spr.pos.Z = actor->user.oz = florz;
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actor->backupz();
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@ -839,7 +839,7 @@ int DoActorMoveCloser(DSWActor* actor)
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else
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{
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// turn to face player
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actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
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actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
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}
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}
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@ -863,7 +863,7 @@ int FindTrackToPlayer(DSWActor* actor)
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int point, track_dir, track;
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int i, size;
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const uint16_t* type;
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int zdiff;
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double zdiff;
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static const uint16_t PlayerAbove[] =
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{
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@ -894,9 +894,9 @@ int FindTrackToPlayer(DSWActor* actor)
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BIT(TT_SCAN)
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};
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zdiff = int_ActorUpperZ(actor->user.targetActor) - (actor->int_pos().Z - int_ActorSizeZ(actor) + Z(8));
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zdiff = ActorUpperZ(actor->user.targetActor) - (actor->spr.pos.Z - ActorSizeZ(actor) + 8);
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if (abs(zdiff) <= Z(20))
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if (abs(zdiff) <= 20)
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{
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type = PlayerOnLevel;
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size = SIZ(PlayerOnLevel);
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@ -1100,7 +1100,7 @@ int InitActorAttack(DSWActor* actor)
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//NewStateGroup(actor, actor->user.ActorActionSet->Stand);
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// face player when attacking
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actor->set_int_ang(NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)));
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actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
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// If it's your own kind, lay off!
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if (actor->user.ID == actor->user.targetActor->user.ID && !actor->user.targetActor->user.PlayerP)
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@ -541,7 +541,7 @@ int NewCoolg(DSWActor* actor)
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{
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ANIMATOR DoActorDecide;
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auto actorNew = SpawnActor(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 50);
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auto actorNew = SpawnActor(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], actor->sector(), actor->spr.pos, actor->spr.angle, 50);
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ChangeState(actorNew, &s_CoolgBirth[0]);
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actorNew->user.StateEnd = s_CoolgDie;
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@ -160,20 +160,17 @@ void CopySectorMatch(int match)
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// don't move ST1 Copy Tags
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if (SP_TAG1(itActor) != SECT_COPY_SOURCE)
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{
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int sx,sy,dx,dy,src_xoff,src_yoff,trash;
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// move sprites from source to dest - use center offset
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// get center of src and dest sect
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SectorMidPoint(sActor->sector(), &sx, &sy, &trash);
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SectorMidPoint(dActor->sector(), &dx, &dy, &trash);
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auto spos =SectorMidPoint(sActor->sector());
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auto dpos = SectorMidPoint(dActor->sector());
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// get offset
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src_xoff = sx - itActor->int_pos().X;
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src_yoff = sy - itActor->int_pos().Y;
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auto src_off = spos.XY() - itActor->spr.pos.XY();
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// move sprite to dest sector
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itActor->set_int_xy(dx - src_xoff, dy - src_yoff);
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itActor->spr.pos.XY() = dpos.XY() - src_off;
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// change sector
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ChangeActorSect(itActor, dsectp);
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