From 44e4367ee7a882f8ca7481c22f177503f9e241b5 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 4 Sep 2022 19:14:35 +0200 Subject: [PATCH] - function separators in the first half of actor.cpp --- source/games/sw/src/actor.cpp | 56 +++++++++++++++++++++++++++++++++-- 1 file changed, 54 insertions(+), 2 deletions(-) diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index bed697701..f09c61202 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -55,6 +55,12 @@ extern STATE* sg_NinjaGrabThroat[]; +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + int DoScaleSprite(DSWActor* actor) { int scale_value; @@ -85,6 +91,12 @@ int DoScaleSprite(DSWActor* actor) return 0; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) { change_actor_stat(actor, STAT_DEAD_ACTOR); @@ -281,6 +293,12 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) return 0; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + void DoDebrisCurrent(DSWActor* actor) { int nx, ny; @@ -306,6 +324,12 @@ void DoDebrisCurrent(DSWActor* actor) actor->spr.pos.Z = actor->user.loz; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + int DoActorSectorDamage(DSWActor* actor) { sectortype* sectp = actor->sector(); @@ -368,6 +392,11 @@ int DoActorSectorDamage(DSWActor* actor) return false; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- bool move_debris(DSWActor* actor, const DVector2& change) { @@ -375,8 +404,12 @@ bool move_debris(DSWActor* actor, const DVector2& change) return actor->user.coll.type == kHitNone; } +//--------------------------------------------------------------------------- +// // !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has // current move with the current. +// +//--------------------------------------------------------------------------- int DoActorDebris(DSWActor* actor) { @@ -432,6 +465,11 @@ int DoActorDebris(DSWActor* actor) return 0; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- int DoFireFly(DSWActor* actor) { @@ -447,6 +485,12 @@ int DoFireFly(DSWActor* actor) return 0; } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + int DoGenerateSewerDebris(DSWActor* actor) { static STATE* Debris[] = @@ -471,7 +515,11 @@ int DoGenerateSewerDebris(DSWActor* actor) return 0; } +//--------------------------------------------------------------------------- +// // !AIC - Tries to keep actors correctly on the floor. More that a bit messy. +// +//--------------------------------------------------------------------------- void KeepActorOnFloor(DSWActor* actor) { @@ -558,10 +606,14 @@ void KeepActorOnFloor(DSWActor* actor) actor->backupz(); } #endif - - } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + int DoActorBeginSlide(DSWActor* actor, int ang, int vel, int dec) { actor->user.Flags |= (SPR_SLIDING);