- function separators in the first half of actor.cpp

This commit is contained in:
Christoph Oelckers 2022-09-04 19:14:35 +02:00
parent 84eace7680
commit 44e4367ee7

View file

@ -55,6 +55,12 @@ extern STATE* sg_NinjaGrabThroat[];
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoScaleSprite(DSWActor* actor) int DoScaleSprite(DSWActor* actor)
{ {
int scale_value; int scale_value;
@ -85,6 +91,12 @@ int DoScaleSprite(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
{ {
change_actor_stat(actor, STAT_DEAD_ACTOR); change_actor_stat(actor, STAT_DEAD_ACTOR);
@ -281,6 +293,12 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoDebrisCurrent(DSWActor* actor) void DoDebrisCurrent(DSWActor* actor)
{ {
int nx, ny; int nx, ny;
@ -306,6 +324,12 @@ void DoDebrisCurrent(DSWActor* actor)
actor->spr.pos.Z = actor->user.loz; actor->spr.pos.Z = actor->user.loz;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorSectorDamage(DSWActor* actor) int DoActorSectorDamage(DSWActor* actor)
{ {
sectortype* sectp = actor->sector(); sectortype* sectp = actor->sector();
@ -368,6 +392,11 @@ int DoActorSectorDamage(DSWActor* actor)
return false; return false;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool move_debris(DSWActor* actor, const DVector2& change) 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; return actor->user.coll.type == kHitNone;
} }
//---------------------------------------------------------------------------
//
// !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has // !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has
// current move with the current. // current move with the current.
//
//---------------------------------------------------------------------------
int DoActorDebris(DSWActor* actor) int DoActorDebris(DSWActor* actor)
{ {
@ -432,6 +465,11 @@ int DoActorDebris(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoFireFly(DSWActor* actor) int DoFireFly(DSWActor* actor)
{ {
@ -447,6 +485,12 @@ int DoFireFly(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoGenerateSewerDebris(DSWActor* actor) int DoGenerateSewerDebris(DSWActor* actor)
{ {
static STATE* Debris[] = static STATE* Debris[] =
@ -471,7 +515,11 @@ int DoGenerateSewerDebris(DSWActor* actor)
return 0; return 0;
} }
//---------------------------------------------------------------------------
//
// !AIC - Tries to keep actors correctly on the floor. More that a bit messy. // !AIC - Tries to keep actors correctly on the floor. More that a bit messy.
//
//---------------------------------------------------------------------------
void KeepActorOnFloor(DSWActor* actor) void KeepActorOnFloor(DSWActor* actor)
{ {
@ -558,10 +606,14 @@ void KeepActorOnFloor(DSWActor* actor)
actor->backupz(); actor->backupz();
} }
#endif #endif
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoActorBeginSlide(DSWActor* actor, int ang, int vel, int dec) int DoActorBeginSlide(DSWActor* actor, int ang, int vel, int dec)
{ {
actor->user.Flags |= (SPR_SLIDING); actor->user.Flags |= (SPR_SLIDING);