From 3b76de7b7d9ef4ecc638a439e15665e9c302d390 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 25 Sep 2022 16:41:57 +0200 Subject: [PATCH] - Blood: renamed actFireVector's arguments. No way this can be refactored with names like a2, a3, a4 etc... --- source/games/blood/src/actor.cpp | 54 ++++++++++++++++---------------- 1 file changed, 27 insertions(+), 27 deletions(-) diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 9fa0ad706..cfc8160bf 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -6639,12 +6639,12 @@ bool actCanSplatWall(walltype* pWall) // //--------------------------------------------------------------------------- -void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType) +void actFireVector(DBloodActor* shooter, int offset, int zoffset, int dx, int dy, int dz, VECTOR_TYPE vectorType) { assert(vectorType >= 0 && vectorType < kVectorMax); const VECTORDATA* pVectorData = &gVectorData[vectorType]; int nRange = pVectorData->maxDist; - int hit = VectorScan(shooter, a2, a3, a4, a5, a6, nRange, 1); + int hit = VectorScan(shooter, offset, zoffset, dx, dy, dz, nRange, 1); if (hit == 3) { auto hitactor = gHitInfo.actor(); @@ -6660,9 +6660,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, } } } - int x = gHitInfo.int_hitpos().X - MulScale(a4, 16, 14); - int y = gHitInfo.int_hitpos().Y - MulScale(a5, 16, 14); - int z = gHitInfo.int_hitpos().Z - MulScale(a6, 256, 14); + int x = gHitInfo.int_hitpos().X - MulScale(dx, 16, 14); + int y = gHitInfo.int_hitpos().Y - MulScale(dy, 16, 14); + int z = gHitInfo.int_hitpos().Z - MulScale(dz, 256, 14); auto pSector = gHitInfo.hitSector; uint8_t nSurf = kSurfNone; if (nRange == 0 || approxDist(gHitInfo.hitpos.XY() - shooter->spr.pos.XY()) < nRange) @@ -6691,9 +6691,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, nSurf = surfType[pWall->picnum]; if (actCanSplatWall(pWall)) { - int xx = gHitInfo.int_hitpos().X - MulScale(a4, 16, 14); - int yy = gHitInfo.int_hitpos().Y - MulScale(a5, 16, 14); - int zz = gHitInfo.int_hitpos().Z - MulScale(a6, 256, 14); + int xx = gHitInfo.int_hitpos().X - MulScale(dx, 16, 14); + int yy = gHitInfo.int_hitpos().Y - MulScale(dy, 16, 14); + int zz = gHitInfo.int_hitpos().Z - MulScale(dz, 256, 14); int nnSurf = surfType[pWall->picnum]; assert(nnSurf < kSurfMax); if (pVectorData->surfHit[nnSurf].fx1 >= 0) @@ -6723,9 +6723,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, { auto actor = gHitInfo.actor(); nSurf = surfType[actor->spr.picnum]; - x -= MulScale(a4, 112, 14); - y -= MulScale(a5, 112, 14); - z -= MulScale(a6, 112 << 4, 14); + x -= MulScale(dx, 112, 14); + y -= MulScale(dy, 112, 14); + z -= MulScale(dz, 112 << 4, 14); int shift = 4; if (vectorType == kVectorTine && !actor->IsPlayerActor()) shift = 3; @@ -6738,9 +6738,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, if (t > 0 && pVectorData->impulse) { int t2 = DivScale(pVectorData->impulse, t, 8); - actor->add_int_bvel_x(MulScale(a4, t2, 16)); - actor->add_int_bvel_y(MulScale(a5, t2, 16)); - actor->add_int_bvel_z(MulScale(a6, t2, 16)); + actor->add_int_bvel_x(MulScale(dx, t2, 16)); + actor->add_int_bvel_y(MulScale(dy, t2, 16)); + actor->add_int_bvel_z(MulScale(dz, t2, 16)); } if (pVectorData->burnTime) { @@ -6768,9 +6768,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, if (t > 0 && pVectorData->impulse) { int t2 = DivScale(pVectorData->impulse, t, 8); - actor->add_int_bvel_x(MulScale(a4, t2, 16)); - actor->add_int_bvel_y(MulScale(a5, t2, 16)); - actor->add_int_bvel_z(MulScale(a6, t2, 16)); + actor->add_int_bvel_x(MulScale(dx, t2, 16)); + actor->add_int_bvel_y(MulScale(dy, t2, 16)); + actor->add_int_bvel_z(MulScale(dz, t2, 16)); } if (pVectorData->burnTime) { @@ -6780,10 +6780,10 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, if (Chance(pVectorData->fxChance)) { int tt = gVectorData[19].maxDist; - a4 += Random3(4000); - a5 += Random3(4000); - a6 += Random3(4000); - if (HitScan(actor, gHitInfo.hitpos.Z, a4, a5, a6, CLIPMASK1, tt) == 0) + dx += Random3(4000); + dy += Random3(4000); + dz += Random3(4000); + if (HitScan(actor, gHitInfo.hitpos.Z, dx, dy, dz, CLIPMASK1, tt) == 0) { if (approxDist(gHitInfo.hitpos.XY() - actor->spr.pos.XY()) <= tt) { @@ -6791,9 +6791,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, auto pSector1 = gHitInfo.hitSector; if (actCanSplatWall(pWall)) { - int xx = gHitInfo.int_hitpos().X - MulScale(a4, 16, 14); - int yy = gHitInfo.int_hitpos().Y - MulScale(a5, 16, 14); - int zz = gHitInfo.int_hitpos().Z - MulScale(a6, 16 << 4, 14); + int xx = gHitInfo.int_hitpos().X - MulScale(dx, 16, 14); + int yy = gHitInfo.int_hitpos().Y - MulScale(dy, 16, 14); + int zz = gHitInfo.int_hitpos().Z - MulScale(dz, 16 << 4, 14); int nnSurf = surfType[pWall->picnum]; const VECTORDATA* pVectorData1 = &gVectorData[19]; FX_ID t2 = pVectorData1->surfHit[nnSurf].fx2; @@ -6826,9 +6826,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, if (actor->xspr.physAttr & kPhysDebrisVector) { int impulse = DivScale(pVectorData->impulse, ClipLow(actor->spriteMass.mass, 10), 6); - actor->add_int_bvel_x(MulScale(a4, impulse, 16)); - actor->add_int_bvel_y(MulScale(a5, impulse, 16)); - actor->add_int_bvel_z(MulScale(a6, impulse, 16)); + actor->add_int_bvel_x(MulScale(dx, impulse, 16)); + actor->add_int_bvel_y(MulScale(dy, impulse, 16)); + actor->add_int_bvel_z(MulScale(dz, impulse, 16)); if (pVectorData->burnTime != 0) { if (!actor->xspr.burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);