mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- Fix all GCC warnings in the game-side code.
* Most of these were due to mixed spaces/tabs playing nastiness with non-braced if/else statements.
This commit is contained in:
parent
084be1a45c
commit
526db7f8b0
21 changed files with 66 additions and 72 deletions
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@ -61,7 +61,8 @@ bool AllowedKillType(DBloodActor* actor)
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{
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if (!actor || actor->spr.statnum != kStatDude)
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return false;
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auto type = actor->GetType();
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auto type = actor->GetType();
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return type != kDudeBat && type != kDudeRat && type != kDudeInnocent && type != kDudeBurningInnocent;
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}
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@ -4333,7 +4333,7 @@ bool condCheckPlayer(DBloodActor* aCond, int cmpOp, bool PUSH)
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case 0: // check if this player is connected
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if (!condCmp(pPlayer->pnum + 1, arg1, arg2, cmpOp) || pPlayer->GetActor() == nullptr) return false;
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else if (PUSH) condPush(aCond, pPlayer->GetActor());
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return (pPlayer->pnum >= 0);
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return true;
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case 1: return condCmp((gGameOptions.nGameType != 3) ? 0 : pPlayer->teamId + 1, arg1, arg2, cmpOp); // compare team
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case 2: return (arg1 > 0 && arg1 < 8 && pPlayer->hasKey[arg1 - 1]);
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case 3: return (arg1 > 0 && arg1 < 15 && pPlayer->hasWeapon[arg1 - 1]);
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@ -746,7 +746,7 @@ void checkdive(DDukeActor* transporter, DDukeActor* transported)
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int onfloorz = transporter->temp_data[4];
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Collision coll;
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double ll = abs(transported->vel.Z), ll2;
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double ll = abs(transported->vel.Z), ll2 = 0;
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if (transported->vel.Z >= 0)
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warpdir = 2;
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else
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@ -54,7 +54,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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t = tsprites.get(j);
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h = static_cast<DDukeActor*>(t->ownerActor);
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if (!(h->flags2 & SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguy(static_cast<DDukeActor*>(t->ownerActor)) && t->extra > 0) || t->statnum == STAT_PLAYER)
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if ((!(h->flags2 & SFLAG2_FORCESECTORSHADE) && (t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguy(static_cast<DDukeActor*>(t->ownerActor)) && t->extra > 0) || t->statnum == STAT_PLAYER)
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{
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if (h->sector()->shadedsector == 1 && h->spr.statnum != STAT_ACTOR)
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{
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@ -49,7 +49,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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t = tsprites.get(j);
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h = static_cast<DDukeActor*>(t->ownerActor);
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if (!(h->flags2 & SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || badguy(static_cast<DDukeActor*>(t->ownerActor)) || t->statnum == STAT_PLAYER)
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if ((!(h->flags2 & SFLAG2_FORCESECTORSHADE) && (t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || badguy(static_cast<DDukeActor*>(t->ownerActor)) || t->statnum == STAT_PLAYER)
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{
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if (h->sector()->shadedsector == 1 && h->spr.statnum != 1)
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{
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@ -201,7 +201,7 @@ DDukeActor* aim(DDukeActor* actor, int abase, bool force, bool* b)
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{
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DAngle aang = mapangle(abase);
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bool gotshrinker, gotfreezer;
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bool gotshrinker = false, gotfreezer = false;
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static const int aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR };
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DAngle a = actor->spr.Angles.Yaw;
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@ -266,12 +266,7 @@ DDukeActor* aim(DDukeActor* actor, int abase, bool force, bool* b)
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DDukeActor* aimed = nullptr;
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// if(actor->isPlayer() && ps[actor->PlayerIndex()].aim_mode) return -1;
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if (isRR())
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{
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gotshrinker = false;
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gotfreezer = false;
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}
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else if (actor->isPlayer())
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if (!isRR() && actor->isPlayer())
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{
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const auto plr = getPlayer(actor->PlayerIndex());
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@ -48,7 +48,7 @@ BEGIN_DUKE_NS
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void prelevel_d(int g, TArray<DDukeActor*>& actors)
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{
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int j, lotaglist;
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unsigned j;
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TArray<short> lotags;
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prelevel_common(g);
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@ -85,7 +85,6 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
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spriteinit(actor, actors);
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}
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}
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lotaglist = 0;
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it.Reset(STAT_DEFAULT);
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while (auto actor = it.Next())
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@ -43,8 +43,7 @@ BEGIN_DUKE_NS
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void prelevel_r(int g, TArray<DDukeActor*>& actors)
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{
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DDukePlayer* p;
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int j;
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int lotaglist;
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unsigned j;
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TArray<short> lotags;
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int speed = 0;
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int dist;
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@ -235,8 +234,6 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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}
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}
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lotaglist = 0;
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it.Reset(STAT_DEFAULT);
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while (auto ac = it.Next())
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{
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@ -97,10 +97,10 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, const FName seqFile, int seqInde
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if (nFlag & 0x80)
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pActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT; // set transluscence
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pActor->spr.pos = pos;
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pActor->spr.pos = pos;
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pActor->spr.cstat = 0;
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pActor->clipdist = 2.5;
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pActor->spr.scale = DVector2(nScale, nScale);
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pActor->spr.scale = DVector2(nScale, nScale);
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setvalidpic(pActor);
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pActor->spr.Angles.Yaw = nullAngle;
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pActor->spr.xoffset = 0;
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@ -391,6 +391,7 @@ MOVEEND:
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hitactor = coll.actor();
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goto HITSPRITE;
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}
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break;
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default:
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if (coll.exbits)
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goto HITSECT;
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@ -69,7 +69,7 @@ public:
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Type& operator[](size_t index)
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{
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return DataList[index];
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return DataList[std::min(index, (size_t)count-1)];
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}
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void Serialize(FSerializer& arc, const char* key)
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@ -301,7 +301,7 @@ static Collision CheckCloseRange(DExhumedPlayer* const pPlayer, DVector3& pos, s
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if (sqrtNum >= ecx * ecx)
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return c;
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pos = hit.hitpos;
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pos = hit.hitpos;
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*ppSector = hit.hitSector;
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if (hit.actor()) {
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@ -586,10 +586,10 @@ double PlotCourseToSprite(DExhumedActor* pActor1, DExhumedActor* pActor2)
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{
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if (pActor1 == nullptr || pActor2 == nullptr)
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return -1;
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auto vect = pActor2->spr.pos.XY() - pActor1->spr.pos.XY();
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pActor1->spr.Angles.Yaw = vect.Angle();
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return vect.Length();
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auto vect = pActor2->spr.pos.XY() - pActor1->spr.pos.XY();
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pActor1->spr.Angles.Yaw = vect.Angle();
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return vect.Length();
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}
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@ -606,7 +606,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage)
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if (nDistance < 0)
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nDistance = 100;
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auto pSector =pActor->sector();
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auto pSector =pActor->sector();
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nDistance <<= 4;
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DExhumedActor* pPlayerActor = nullptr;
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@ -311,17 +311,17 @@ void RestartPlayer(DExhumedPlayer* const pPlayer)
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if (pPlayer->nRun < 0)
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pPlayer->nRun = runlist_AddRunRec(NewRun, pPlayer->pnum, 0xA0000);
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if (!(currentLevel->gameflags & LEVEL_EX_MULTI))
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{
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RestoreMinAmmo(pPlayer);
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}
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else
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{
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ResetPlayerWeapons(pPlayer);
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pPlayer->nMagic = 0;
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}
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if (!(currentLevel->gameflags & LEVEL_EX_MULTI))
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{
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RestoreMinAmmo(pPlayer);
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}
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else
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{
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ResetPlayerWeapons(pPlayer);
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pPlayer->nMagic = 0;
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}
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BuildRa(pPlayer->pnum);
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BuildRa(pPlayer->pnum);
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}
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//---------------------------------------------------------------------------
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@ -775,7 +775,7 @@ static void doPickupWeapon(DExhumedPlayer* pPlayer, DExhumedActor* pPickupActor,
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static void doPickupHealth(DExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, int nItem, const int nAmount, int nSound)
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{
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if (!pPickupActor->spr.hitag || nAmount > 0 && pPlayer->nHealth >= 800)
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if (!pPickupActor->spr.hitag || (nAmount > 0 && pPlayer->nHealth >= 800))
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return;
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int tintRed = 0, tintGreen = 16;
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@ -126,7 +126,7 @@ static TMap<FName, TArray<Seq>> FileSeqMap;
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//
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//---------------------------------------------------------------------------
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const TArray<Seq>* const getFileSeqs(const FName nSeqFile)
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TArray<Seq>* getFileSeqs(const FName nSeqFile)
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{
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return FileSeqMap.CheckKey(nSeqFile);
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}
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@ -46,7 +46,7 @@ struct SeqFrame
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return chunks.Size() ? chunks[0].tex : FNullTextureID();
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}
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const void playSound(DExhumedActor* const pActor) const
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void playSound(DExhumedActor* const pActor) const
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{
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if (sound == -1)
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return;
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@ -84,9 +84,9 @@ void seq_PlotSequence(const int nSprite, const FName seqFile, const int16_t seqI
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void seq_PlotArrowSequence(const int nSprite, const FName seqFile, const int16_t seqIndex, const int frameIndex);
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void seq_DrawPilotLightSeq(double xPos, double yPos, double nAngle);
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const TArray<Seq>* const getFileSeqs(const FName nSeqFile);
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TArray<Seq>* getFileSeqs(const FName nSeqFile);
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inline const Seq* const getSequence(const FName nSeqFile, const unsigned nSeqIndex = 0)
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inline Seq* getSequence(const FName nSeqFile, const unsigned nSeqIndex = 0)
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{
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return getFileSeqs(nSeqFile)->Data(nSeqIndex);
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}
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@ -412,7 +412,7 @@ void EXSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
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{
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if (pos != nullptr)
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{
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DVector3 campos;
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DVector3 campos{};
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if (nSnakeCam > -1)
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{
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Snake* pSnake = &SnakeList[nSnakeCam];
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@ -487,8 +487,8 @@ void GameInterface::UpdateSounds()
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const auto pActor = getPlayer(nLocalPlayer)->GetActor();
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DVector3 pos;
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DAngle ang;
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DVector3 pos{};
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DAngle ang{};
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if (nSnakeCam > -1)
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{
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Snake* pSnake = &SnakeList[nSnakeCam];
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@ -2129,6 +2129,7 @@ struct ANIM
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case ANIM_Spritez:
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if (animactor == nullptr) return;
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animactor->spr.pos.Z = value;
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break;
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case ANIM_Userz:
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if (animactor == nullptr) return;
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animactor->user.pos.Z = value;
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@ -299,7 +299,7 @@ void SpawnMidSplash(DSWActor* actor)
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if (RANDOM_P2(1024) < 512)
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actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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actor->user.change.Zero();
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actor->user.change.Zero();
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if (actor->user.Flags & (SPR_UNDERWATER))
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actorNew->user.Flags |= (SPR_UNDERWATER);
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@ -325,7 +325,7 @@ void SpawnFloorSplash(DSWActor* actor)
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if (RANDOM_P2(1024) < 512)
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actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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actor->user.change.Zero();
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actor->user.change.Zero();
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if (actor->user.Flags & (SPR_UNDERWATER))
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actorNew->user.Flags |= (SPR_UNDERWATER);
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@ -1370,7 +1370,7 @@ int InitChemBomb(DSWActor* actor)
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if (SpriteInUnderwaterArea(actorNew))
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actorNew->user.Flags |= (SPR_UNDERWATER);
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actorNew->vel.Z = RandomZVel();
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actorNew->vel.Z = RandomZVel();
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actorNew->clipdist = 0;
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if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121 || actor->user.ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
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@ -1744,7 +1744,7 @@ void DoPlayerSlide(DSWPlayer* pp)
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if (pp->sop)
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return;
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pp->slide_vect *= PLAYER_SLIDE_FRICTION;
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pp->slide_vect *= PLAYER_SLIDE_FRICTION;
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if (abs(pp->slide_vect.X) < 0.05 && abs(pp->slide_vect.Y) < 0.05)
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pp->slide_vect.Zero();
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@ -2416,8 +2416,8 @@ void DoPlayerMoveVehicle(DSWPlayer* pp)
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}
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else
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{
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pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE;
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pp->vect *= TANK_FRICTION;
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pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE;
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pp->vect *= TANK_FRICTION;
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pp->vect = (pp->vect + (pp->ovect*1))/2;
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}
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@ -3081,8 +3081,8 @@ void DoPlayerClimb(DSWPlayer* pp)
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if (Prediction)
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return;
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pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE;
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pp->vect *= PLAYER_CLIMB_FRICTION;
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pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE;
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pp->vect *= PLAYER_CLIMB_FRICTION;
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if (abs(pp->vect.X) < 0.05 && abs(pp->vect.Y) < 0.05)
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pp->vect.X = pp->vect.Y = 0;
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@ -4518,7 +4518,7 @@ void DoPlayerCurrent(DSWPlayer* pp)
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if (!sectu)
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return;
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auto vect = sectu->angle.ToVector() / 256. * sectu->speed * synctics; // 16384 >> 4 - Beware of clipmove's odd format for vect!
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auto vect = sectu->angle.ToVector() / 256. * sectu->speed * synctics; // 16384 >> 4 - Beware of clipmove's odd format for vect!
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push_ret = pushmove(pp->GetActor()->spr.pos.XY(), pp->GetActor()->getOffsetZ(), &pp->cursector, pp->GetActor()->clipdist, pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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if (push_ret < 0)
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@ -3931,7 +3931,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVe
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actorNew->user.jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
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actorNew->user.jump_speed = -actorNew->user.jump_speed;
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UpdateChangeXY(actorNew);
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UpdateChangeXY(actorNew);
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// for FastShrap
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actorNew->user.change.Z = (abs(actorNew->user.jump_speed*4) - RandomRange(abs(actorNew->user.jump_speed)*8)) * JUMP_FACTOR;
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@ -9556,8 +9556,8 @@ int DoElectro(DSWActor* actor)
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if (actor->user.Counter > 0)
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MissileSeek(actor, 30, DAngle90/*, 3, 52, 2*/);
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auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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double daz = actor->vel.Z;
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auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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double daz = actor->vel.Z;
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actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -11251,7 +11251,7 @@ int DoRing(DSWActor* actor)
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else
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z = ActorZOfMiddle(own) + 30;
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actor->spr.pos = DVector3(own->spr.pos.XY(), z);
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actor->spr.pos = DVector3(own->spr.pos.XY(), z);
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// go out until its time to come back in
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if (actor->user.Counter2 == false)
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@ -11607,7 +11607,7 @@ void InitVulcanBoulder(DSWActor* actor)
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zvel_rand = 40;
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}
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UpdateChangeXY(actorNew);
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UpdateChangeXY(actorNew);
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actorNew->user.change.Z = -zvel -RandomRange(zvel_rand);
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}
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@ -12760,7 +12760,7 @@ int InitStar(DSWPlayer* pp)
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zvel = actorNew->vel.Z;
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}
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UpdateChangeXY(actorNew);
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UpdateChangeXY(actorNew);
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actorNew->user.change.Z = zvel;
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if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
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@ -13276,7 +13276,7 @@ int InitRail(DSWPlayer* pp)
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else
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zvel = actorNew->vel.Z; // Let autoaiming set zvel now
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UpdateChangeXY(actorNew);
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UpdateChangeXY(actorNew);
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actorNew->user.change.Z = zvel;
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return 0;
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@ -13349,7 +13349,7 @@ int InitZillaRail(DSWActor* actor)
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else
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zvel = actorNew->vel.Z; // Let autoaiming set zvel now
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UpdateChangeXY(actorNew);
|
||||
UpdateChangeXY(actorNew);
|
||||
actorNew->user.change.Z = zvel;
|
||||
|
||||
return 0;
|
||||
|
@ -13459,7 +13459,7 @@ int InitRocket(DSWPlayer* pp)
|
|||
else
|
||||
zvel = actorNew->vel.Z; // Let autoaiming set zvel now
|
||||
|
||||
UpdateChangeXY(actorNew);
|
||||
UpdateChangeXY(actorNew);
|
||||
actorNew->user.change.Z = zvel;
|
||||
|
||||
return 0;
|
||||
|
@ -13563,7 +13563,7 @@ int InitBunnyRocket(DSWPlayer* pp)
|
|||
else
|
||||
zvel = actorNew->vel.Z; // Let autoaiming set zvel now
|
||||
|
||||
UpdateChangeXY(actorNew);
|
||||
UpdateChangeXY(actorNew);
|
||||
actorNew->user.change.Z = zvel;
|
||||
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER1;
|
||||
|
||||
|
@ -13656,7 +13656,7 @@ int InitNuke(DSWPlayer* pp)
|
|||
else
|
||||
zvel = actorNew->vel.Z; // Let autoaiming set zvel now
|
||||
|
||||
UpdateChangeXY(actorNew);
|
||||
UpdateChangeXY(actorNew);
|
||||
actorNew->user.change.Z = zvel;
|
||||
|
||||
PlayerDamageSlide(pp, -40, pp->GetActor()->spr.Angles.Yaw + DAngle180); // Recoil slide
|
||||
|
@ -13731,7 +13731,7 @@ int InitEnemyNuke(DSWActor* actor)
|
|||
else
|
||||
zvel = actorNew->vel.Z; // Let autoaiming set zvel now
|
||||
|
||||
UpdateChangeXY(actorNew);
|
||||
UpdateChangeXY(actorNew);
|
||||
actorNew->user.change.Z = zvel;
|
||||
|
||||
return 0;
|
||||
|
@ -16626,7 +16626,7 @@ int InitEnemyMine(DSWActor* actor)
|
|||
actorNew->spr.Angles.Yaw += DAngle90;
|
||||
|
||||
actorNew->user.change. Z = -5000 / 256.;
|
||||
UpdateChangeXY(actorNew);
|
||||
UpdateChangeXY(actorNew);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -16722,7 +16722,7 @@ int InitFireball(DSWPlayer* pp)
|
|||
actorNew->spr.Angles.Yaw -= mapangle(9);
|
||||
}
|
||||
|
||||
UpdateChangeXY(actorNew);
|
||||
UpdateChangeXY(actorNew);
|
||||
actorNew->user.change.Z = zvel;
|
||||
|
||||
return 0;
|
||||
|
@ -17321,7 +17321,7 @@ int SpawnSmokePuff(DSWActor* actor)
|
|||
|
||||
actorNew->spr.Angles.Yaw = RandomAngle();
|
||||
actorNew->vel.X = RandomRangeF(2);
|
||||
UpdateChangeXY(actorNew);
|
||||
UpdateChangeXY(actorNew);
|
||||
actorNew->vel.Z = 4 + RandomRangeF(4);
|
||||
|
||||
return false;
|
||||
|
@ -17742,9 +17742,9 @@ int QueueFootPrint(DSWActor* actor)
|
|||
|
||||
if (TestDontStickSector(actor->sector()))
|
||||
return -1; // Not on special sectors you don't
|
||||
|
||||
if (!isAwayFromWall(actor, 5.25))
|
||||
return -1; // not if it goes ouzside the sector
|
||||
|
||||
if (!isAwayFromWall(actor, 5.25))
|
||||
return -1; // not if it goes ouzside the sector
|
||||
|
||||
// So, are we like, done checking now!?
|
||||
if (FloorBloodQueue[FloorBloodQueueHead] != nullptr)
|
||||
|
|
Loading…
Reference in a new issue