Eliminate misused DemoRecordStatus usages

This commit is contained in:
carnivoroussociety 2021-08-21 20:16:48 +10:00
parent 1f6181fa99
commit 44e6ccb3d4
5 changed files with 23 additions and 23 deletions

View file

@ -2661,7 +2661,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int
{
uint8_t sectmap[(kMaxSectors + 7) >> 3];
auto pOwner = source->GetOwner();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode() && !DemoRecordStatus(); // use new sector checking logic
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(nSector, x, y, nDist, sectmap, nullptr, newSectCheckMethod);
nDist <<= 4;
if (flags & 2)
@ -3092,7 +3092,7 @@ static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType)
break;
case kDudeTinyCaleb:
if (cl_bloodvanillaenemies || VanillaMode() || DemoRecordStatus())
if (cl_bloodvanillaenemies || VanillaMode())
break;
if (damageType == kDamageBurn && pXSprite->medium == kMediumNormal)
{
@ -3936,7 +3936,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
actBurnSprite(missileActor->GetOwner(), actorHit, 360);
// by NoOne: make Life Leech heal user, just like it was in 1.0x versions
if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus() && pDudeInfo != nullptr)
if (gGameOptions.weaponsV10x && !VanillaMode() && pDudeInfo != nullptr)
{
if (missileOwner->IsDudeActor() && missileOwner->hasX() && missileOwner->x().health != 0)
actHealDude(missileOwner, nDamage >> 2, getDudeInfo(missileOwner->s().type)->startHealth);
@ -4042,7 +4042,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
actRadiusDamage(missileOwner, pMissile->x, pMissile->y, pMissile->z, pMissile->sectnum, 16, 20, 10, kDamageBullet, 6, 480);
// by NoOne: allow additional bullet damage for Flare Gun
if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus())
if (gGameOptions.weaponsV10x && !VanillaMode())
{
int nDamage = (20 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
@ -4651,7 +4651,7 @@ int MoveThing(spritetype *pSprite)
{
short bakCstat = pSprite->cstat;
pSprite->cstat &= ~257;
if ((pSprite->owner >= 0) && !cl_bloodvanillaexplosions && !VanillaMode() && !DemoRecordStatus())
if ((pSprite->owner >= 0) && !cl_bloodvanillaexplosions && !VanillaMode())
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
v8 = gSpriteHit[nXSprite].hit = ClipMove((int*)&pSprite->x, (int*)&pSprite->y, (int*)&pSprite->z, &nSector, xvel[nSprite]>>12, yvel[nSprite]>>12, pSprite->clipdist<<2, (pSprite->z-top)/4, (bottom-pSprite->z)/4, CLIPMASK0);
enginecompatibility_mode = bakCompat; // restore
@ -5016,7 +5016,7 @@ void MoveDude(spritetype *pSprite)
}
if (pPlayer && zvel[nSprite] > 0x155555 && !pPlayer->fallScream && pXSprite->height > 0)
{
const bool playerAlive = (pXSprite->health > 0) || VanillaMode() || DemoRecordStatus(); // only trigger falling scream if player is alive or vanilla mode
const bool playerAlive = (pXSprite->health > 0) || VanillaMode(); // only trigger falling scream if player is alive or vanilla mode
if (playerAlive)
{
pPlayer->fallScream = 1;
@ -5114,7 +5114,7 @@ void MoveDude(spritetype *pSprite)
break;
case kDudeBurningCultist:
{
const bool fixRandomCultist = !cl_bloodvanillaenemies && (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode() && !DemoRecordStatus(); // fix burning cultists randomly switching types underwater
const bool fixRandomCultist = !cl_bloodvanillaenemies && (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
if (Chance(chance))
pSprite->type = kDudeCultistTommy;
else
@ -5440,7 +5440,7 @@ int MoveMissile(spritetype *pSprite)
int z = pSprite->z;
int nSector2 = pSprite->sectnum;
clipmoveboxtracenum = 1;
if ((pSprite->owner >= 0) && !isFlameSprite && !cl_bloodvanillaexplosions && !VanillaMode() && !DemoRecordStatus())
if ((pSprite->owner >= 0) && !isFlameSprite && !cl_bloodvanillaexplosions && !VanillaMode())
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
int vdx = ClipMove(&x, &y, &z, &nSector2, vx, vy, pSprite->clipdist<<2, (z-top)/4, (bottom-z)/4, CLIPMASK0);
enginecompatibility_mode = bakCompat; // restore
@ -6013,7 +6013,7 @@ void actProcessSprites(void)
// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
// so only allow this new checking method for dude spawned explosions
short gAffectedXWalls[kMaxXWalls];
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode() && !DemoRecordStatus(); // use new sector checking logic
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(nSector, x, y, radius, sectmap, gAffectedXWalls, newSectCheckMethod);
for (int i = 0; i < kMaxXWalls; i++)
@ -6206,7 +6206,7 @@ void actProcessSprites(void)
if (nXSprite > 0)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
const bool fixBurnGlitch = !cl_bloodvanillaenemies && IsBurningDude(pSprite) && !VanillaMode() && !DemoRecordStatus(); // if enemies are burning, always apply burning damage per tick
const bool fixBurnGlitch = !cl_bloodvanillaenemies && IsBurningDude(pSprite) && !VanillaMode(); // if enemies are burning, always apply burning damage per tick
if ((pXSprite->burnTime > 0) || fixBurnGlitch)
{
switch (pSprite->type)

View file

@ -1033,7 +1033,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
DUDEEXTRA *pDudeExtra = &gDudeExtra[pSprite->extra];
pDudeExtra->recoil = 1;
}
const bool fixRandomCultist = !cl_bloodvanillaenemies && (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode() && !DemoRecordStatus(); // fix burning cultists randomly switching types underwater
const bool fixRandomCultist = !cl_bloodvanillaenemies && (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
switch (pSprite->type)
{
case kDudeCultistTommy:
@ -1110,7 +1110,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
case kDudeTinyCaleb:
if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
{
if (!cl_bloodvanillaenemies && !VanillaMode() && !DemoRecordStatus()) // fix burning sprite for tiny caleb
if (!cl_bloodvanillaenemies && !VanillaMode()) // fix burning sprite for tiny caleb
{
pSprite->type = kDudeBurningTinyCaleb;
aiNewState(actor, &tinycalebBurnGoto);
@ -1480,7 +1480,7 @@ void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite)
if (pXSprite->state)
{
uint8_t sectmap[(kMaxSectors+7)>>3];
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode() && !DemoRecordStatus(); // use new sector checking logic
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, sectmap, nullptr, newSectCheckMethod);
int nSprite2;

View file

@ -95,7 +95,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
int nSector = pSprite->sectnum;
int v1c = 5+2*gGameOptions.nDifficulty;
int v10 = 25+30*gGameOptions.nDifficulty;
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode() && !DemoRecordStatus(); // use new sector checking logic
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(nSector, x, y, vc, sectmap, nullptr, newSectCheckMethod);
char v4 = 0;
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);

View file

@ -491,7 +491,7 @@ void nnExtInitModernStuff(bool bSaveLoad) {
nnExtResetGlobals();
// use true random only for single player mode, otherwise use Blood's default one.
if (gGameOptions.nGameType == 0 && !VanillaMode() && !DemoRecordStatus()) {
if (gGameOptions.nGameType == 0 && !VanillaMode()) {
gStdRandom.seed(std::random_device()());

View file

@ -155,7 +155,7 @@ static bool checkFired6or7(PLAYER *pPlayer)
case 6:
return 1;
case 7:
if (VanillaMode() || DemoRecordStatus())
if (VanillaMode())
return 0;
return 1;
}
@ -731,7 +731,7 @@ void WeaponLower(PLAYER *pPlayer)
}
break;
case 7: // throwing ignited alt fire spray
if (VanillaMode() || DemoRecordStatus() || (pPlayer->newWeapon != 0))
if (VanillaMode() || (pPlayer->newWeapon != 0))
break;
pPlayer->weaponState = 1;
StartQAV(pPlayer, 11, -1, 0);
@ -1479,7 +1479,7 @@ void AltFireVoodoo(int nTrigger, PLAYER *pPlayer)
// by NoOne: trying to simulate v1.0x voodoo here.
// dunno how exactly it works, but at least it not spend all the ammo on alt fire
if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) {
if (gGameOptions.weaponsV10x && !VanillaMode()) {
int nCount = ClipHigh(pPlayer->ammoCount[9], pPlayer->aimTargetsCount);
if (nCount > 0)
{
@ -2203,7 +2203,7 @@ void WeaponProcess(PLAYER *pPlayer) {
}
if (pPlayer->newWeapon)
{
if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->newWeapon) && !checkFired6or7(pPlayer) && !VanillaMode() && !DemoRecordStatus()) // skip banned weapons when underwater and using next/prev weapon key inputs
if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->newWeapon) && !checkFired6or7(pPlayer) && !VanillaMode()) // skip banned weapons when underwater and using next/prev weapon key inputs
{
if (prevNewWeaponVal == WeaponSel_Next || prevNewWeaponVal == WeaponSel_Prev) // if player switched weapons
{
@ -2254,7 +2254,7 @@ void WeaponProcess(PLAYER *pPlayer) {
pPlayer->newWeapon = 12;
}
}
else if ((pPlayer->newWeapon == 7) && !VanillaMode() && !DemoRecordStatus())
else if ((pPlayer->newWeapon == 7) && !VanillaMode())
{
if ((pPlayer->curWeapon == 7) && (pPlayer->weaponState == 2)) // fix spray can state glitch when switching from spray to tnt and back quickly
{
@ -2577,10 +2577,10 @@ void WeaponProcess(PLAYER *pPlayer) {
case 5:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
// by NoOne: allow napalm launcher alt fire act like in v1.0x versions
if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) StartQAV(pPlayer, 123, nClientFireNapalm2, 0);
if (gGameOptions.weaponsV10x && !VanillaMode()) StartQAV(pPlayer, 123, nClientFireNapalm2, 0);
else StartQAV(pPlayer, 122, nClientAltFireNapalm, 0);
else
StartQAV(pPlayer, 91, (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) ? nClientFireNapalm : nClientAltFireNapalm, 0);
StartQAV(pPlayer, 91, (gGameOptions.weaponsV10x && !VanillaMode()) ? nClientFireNapalm : nClientAltFireNapalm, 0);
return;
case 2:
if (CheckAmmo(pPlayer, 1, 8))
@ -2625,7 +2625,7 @@ void teslaHit(spritetype *pMissile, int a2)
int nDist = 300;
int nSector = pMissile->sectnum;
int nOwner = pMissile->owner;
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && !VanillaMode() && !DemoRecordStatus(); // use new sector checking logic
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(nSector, x, y, nDist, sectmap, nullptr, newSectCheckMethod);
bool v4 = true;
DBloodActor* actor = nullptr;