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- renaming stuff
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parent
388b3062fd
commit
4eb32d5b18
1 changed files with 28 additions and 28 deletions
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@ -1663,23 +1663,23 @@ int PlayerInitCaltrops(PLAYERp pp)
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ny = pp->pos.Y;
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nz = pp->pos.Z + pp->bob_z + Z(8);
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auto spawnedActor = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector,
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auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector,
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nx, ny, nz, pp->angle.ang.asbuild(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2);
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wu = spawnedActor->u();
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wu = actorNew->u();
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// don't throw it as far if crawling
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if (TEST(pp->Flags, PF_CRAWLING))
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{
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spawnedActor->spr.xvel -= (spawnedActor->spr.xvel >> 2);
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actorNew->spr.xvel -= (actorNew->spr.xvel >> 2);
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}
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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SetOwner(pp->Actor(), spawnedActor);
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spawnedActor->spr.yrepeat = 64;
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spawnedActor->spr.xrepeat = 64;
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spawnedActor->spr.shade = -15;
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SetOwner(pp->Actor(), actorNew);
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actorNew->spr.yrepeat = 64;
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actorNew->spr.xrepeat = 64;
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actorNew->spr.shade = -15;
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wu->WeaponNum = u->WeaponNum;
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wu->Radius = 200;
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wu->ceiling_dist = Z(3);
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@ -1687,33 +1687,33 @@ int PlayerInitCaltrops(PLAYERp pp)
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wu->Counter = 0;
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// SET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK);
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if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(spawnedActor))
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if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew))
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SET(wu->Flags, SPR_UNDERWATER);
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// They go out at different angles
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// spawnedActor->spr.ang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
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spawnedActor->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
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actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
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DSWActor* plActor = pp->actor;
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oclipdist = plActor->spr.clipdist;
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plActor->spr.clipdist = 0;
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spawnedActor->spr.clipdist = 0;
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actorNew->spr.clipdist = 0;
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MissileSetPos(spawnedActor, DoCaltrops, 1000);
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MissileSetPos(actorNew, DoCaltrops, 1000);
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plActor->spr.clipdist = uint8_t(oclipdist);
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spawnedActor->spr.clipdist = 80L >> 2;
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actorNew->spr.clipdist = 80L >> 2;
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wu->xchange = MOVEx(spawnedActor->spr.xvel, spawnedActor->spr.ang);
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wu->ychange = MOVEy(spawnedActor->spr.xvel, spawnedActor->spr.ang);
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wu->zchange = spawnedActor->spr.zvel >> 1;
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wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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wu->zchange = actorNew->spr.zvel >> 1;
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// adjust xvel according to player velocity
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wu->xchange += pp->xvect >> 14;
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wu->ychange += pp->yvect >> 14;
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SetupSpriteForBreak(spawnedActor); // Put Caltrops in the break queue
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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return 0;
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}
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@ -1731,34 +1731,34 @@ int InitCaltrops(DSWActor* actor)
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// Spawn a shot
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// Inserting and setting up variables
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auto spawnedActor = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, actor->spr.sector(),
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auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, actor->spr.sector(),
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nx, ny, nz, actor->spr.ang, CHEMBOMB_VELOCITY / 2);
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wu = spawnedActor->u();
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wu = actorNew->u();
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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SetOwner(actor, spawnedActor);
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spawnedActor->spr.yrepeat = 64;
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spawnedActor->spr.xrepeat = 64;
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spawnedActor->spr.shade = -15;
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SetOwner(actor, actorNew);
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actorNew->spr.yrepeat = 64;
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actorNew->spr.xrepeat = 64;
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actorNew->spr.shade = -15;
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// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
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spawnedActor->spr.clipdist = actor->spr.clipdist;
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actorNew->spr.clipdist = actor->spr.clipdist;
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wu->WeaponNum = u->WeaponNum;
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wu->Radius = 200;
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wu->ceiling_dist = Z(3);
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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spawnedActor->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
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actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
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// spawnedActor->spr.clipdist = 80L>>2;
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wu->xchange = MOVEx(spawnedActor->spr.xvel, spawnedActor->spr.ang);
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wu->ychange = MOVEy(spawnedActor->spr.xvel, spawnedActor->spr.ang);
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wu->zchange = spawnedActor->spr.zvel >> 1;
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wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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wu->zchange = actorNew->spr.zvel >> 1;
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SetupSpriteForBreak(spawnedActor); // Put Caltrops in the break queue
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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return 0;
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}
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