diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 09d43c4b9..53d4c7494 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -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) diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index 6349b64cb..3d88c236b 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -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; diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp index 5edf271f0..f3316df08 100644 --- a/source/games/blood/src/aibeast.cpp +++ b/source/games/blood/src/aibeast.cpp @@ -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); diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 87efb285e..e8667549d 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -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()()); diff --git a/source/games/blood/src/weapon.cpp b/source/games/blood/src/weapon.cpp index 321a9c3d9..ee19f0953 100644 --- a/source/games/blood/src/weapon.cpp +++ b/source/games/blood/src/weapon.cpp @@ -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;