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- Duke: added two more flags to eliminate the references to the crane's tile numbers.
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parent
e3103fff02
commit
5bc8b1c2d3
14 changed files with 23 additions and 9 deletions
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@ -4379,7 +4379,7 @@ void handle_se27(DDukeActor* actor)
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//
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//---------------------------------------------------------------------------
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void handle_se24(DDukeActor *actor, const int16_t *list1, const int16_t *list2, bool scroll, int TRIPBOMB, int LASERLINE, int CRANE, int shift)
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void handle_se24(DDukeActor *actor, const int16_t *list1, const int16_t *list2, bool scroll, int TRIPBOMB, int LASERLINE, int shift)
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{
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auto testlist = [](const int16_t* list, int val) { for (int i = 0; list[i] > 0; i++) if (list[i] == val) return true; return false; };
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@ -4416,7 +4416,7 @@ void handle_se24(DDukeActor *actor, const int16_t *list1, const int16_t *list2,
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wallswitchcheck(a2))
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break;
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if (!(a2->spr.picnum >= CRANE && a2->spr.picnum <= (CRANE + 3)))
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if (!(gs.actorinfo[a2->spr.picnum].flags & SFLAG_SE24_NOFLOORCHECK))
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{
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if (a2->spr.pos.Z > (a2->floorz - (16 << 8)))
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{
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@ -4426,7 +4426,7 @@ void handle_se24(DDukeActor *actor, const int16_t *list1, const int16_t *list2,
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SetActor(a2, a2->spr.pos);
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if (a2->sector()->floorstat & CSTAT_SECTOR_SLOPE)
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if (a2->spr.statnum == 2)
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if (a2->spr.statnum == STAT_ZOMBIEACTOR)
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makeitfall(a2);
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}
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}
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@ -3446,7 +3446,7 @@ void moveeffectors_d(void) //STATNUM 3
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{
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static const int16_t list1[] = { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, FOOTPRINTS4, BULLETHOLE, BLOODSPLAT1, BLOODSPLAT2, BLOODSPLAT3, BLOODSPLAT4, -1 };
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static const int16_t list2[] = { BOLT1, BOLT1 + 1,BOLT1 + 2, BOLT1 + 3, SIDEBOLT1, SIDEBOLT1 + 1, SIDEBOLT1 + 2, SIDEBOLT1 + 3, -1 };
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handle_se24(act, list1, list2, true, TRIPBOMB, LASERLINE, CRANE, 2);
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handle_se24(act, list1, list2, true, TRIPBOMB, LASERLINE, 2);
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break;
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}
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case SE_35:
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@ -3401,7 +3401,7 @@ void moveeffectors_r(void) //STATNUM 3
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{
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static const int16_t list1[] = { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, -1 };
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static const int16_t list2[] = { BOLT1, BOLT1 + 1,BOLT1 + 2, BOLT1 + 3, -1 };
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handle_se24(act, list1, list2, st != 156, BULLETHOLE, -1, CRANE, 1);
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handle_se24(act, list1, list2, st != 156, BULLETHOLE, -1, 1);
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break;
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}
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@ -171,7 +171,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in
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t->pos.Z = interpolatedvalue(ps[h->spr.yvel].opos.Z, ps[h->spr.yvel].pos.Z, smoothratio);
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t->pos.Z += PHEIGHT_DUKE;
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}
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else if (h->spr.picnum != CRANEPOLE)
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else if (!(gs.actorinfo[h->spr.picnum].flags & SFLAG_NOINTERPOLATE))
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{
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t->pos = h->interpolatedvec3(smoothratio);
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}
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@ -154,7 +154,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in
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h->spr.xrepeat = 24;
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h->spr.yrepeat = 17;
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}
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else if (h->spr.picnum != CRANEPOLE)
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else if (!(gs.actorinfo[h->spr.picnum].flags & SFLAG_NOINTERPOLATE))
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{
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t->pos = h->interpolatedvec3(smoothratio);
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}
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@ -313,6 +313,8 @@ enum sflags_t
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SFLAG_MOVEFTA_WAKEUPCHECK = 0x00010000,
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SFLAG_MOVEFTA_CHECKSEEWITHPAL8 = 0x00020000, // let's hope this can be done better later. For now this was what blocked merging the Duke and RR variants of movefta
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SFLAG_NOSHADOW = 0x00040000,
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SFLAG_SE24_NOFLOORCHECK = 0x00080000,
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SFLAG_NOINTERPOLATE = 0x00100000,
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};
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@ -198,6 +198,8 @@ void initactorflags_d()
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if (isWorldTour()) setflag(SFLAG_BOSS, { BOSS2STAYPUT, BOSS3STAYPUT, BOSS5, BOSS5STAYPUT });
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setflag(SFLAG_NOWATERDIP, { OCTABRAIN, COMMANDER, DRONE });
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setflag(SFLAG_GREENSLIMEFOOD, { LIZTROOP, LIZMAN, PIGCOP, NEWBEAST });
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setflag(SFLAG_SE24_NOFLOORCHECK, { CRANE, CRANE1, CRANE2, BARBROKE });
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setflag(SFLAG_NOINTERPOLATE, { CRANEPOLE });
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if (isWorldTour())
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{
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@ -228,6 +228,9 @@ void initactorflags_r()
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NUKEBARRELLEAKED
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});
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setflag(SFLAG_SE24_NOFLOORCHECK, { CRANE, CRANE1, CRANE2, BARBROKE });
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setflag(SFLAG_NOINTERPOLATE, { CRANEPOLE });
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// Animals were not supposed to have this, but due to a coding bug the logic was unconditional for everything in the game.
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for (auto& ainf : gs.actorinfo)
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{
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@ -85,7 +85,7 @@ void handle_se19(DDukeActor* i, int BIGFORCE);
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void handle_se20(DDukeActor* i);
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void handle_se21(DDukeActor* i);
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void handle_se22(DDukeActor* i);
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void handle_se24(DDukeActor* actor, const int16_t* list1, const int16_t* list2, bool scroll, int TRIPBOMB, int LASERLINE, int CRANE, int shift);
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void handle_se24(DDukeActor* actor, const int16_t* list1, const int16_t* list2, bool scroll, int TRIPBOMB, int LASERLINE, int shift);
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void handle_se25(DDukeActor* a, int t_index, int snd1, int snd2);
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void handle_se26(DDukeActor* i);
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void handle_se27(DDukeActor* i);
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@ -323,6 +323,8 @@ x(COLAMACHINE, 1215)
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x(COLAMACHINEBROKE, 1217)
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x(CRANEPOLE, 1221)
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x(CRANE, 1222)
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x(CRANE1, 1223)
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x(CRANE2, 1224)
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x(BARBROKE, 1225)
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x(BLOODPOOL, 1226)
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x(NUKEBARREL, 1227)
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@ -390,6 +390,8 @@ x(COLAMACHINE, 1294)
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x(COLAMACHINEBROKE, 1296)
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x(CRANEPOLE, 1298)
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x(CRANE, 1299)
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x(CRANE1, 1300)
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x(CRANE2, 1301)
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x(BARBROKE, 1302)
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x(BLOODPOOL, 1303)
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x(NUKEBARREL, 1304)
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@ -305,6 +305,7 @@ void DDukeActor::Serialize(FSerializer& arc)
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("tempang", tempang)
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("actorstayput", actorstayput)
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("dispicnum", dispicnum)
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("basepicnum", basepicnum)
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("timetosleep", timetosleep)
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("floorz", floorz)
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("ceilingz", ceilingz)
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@ -36,7 +36,7 @@ public:
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uint8_t cgg;
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uint8_t spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'.
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short attackertype, hitang, hitextra, movflag;
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short tempang, dispicnum;
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short tempang, dispicnum, basepicnum;
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short timetosleep;
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vec2_t ovel;
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int floorz, ceilingz;
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@ -36,5 +36,7 @@ class DukeActor : CoreActor native
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//flagdef MoveFTA_WakeupCheck: flags1, 16; // this one needs to be auto-set for RR, not for Duke, should not be exposed unless the feature becomes generally available.
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flagdef CheckSeeWithPal8: flags1, 17;
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flagdef NoShadow: flags1, 18;
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flagdef SE24_NoFloorCheck: flags1, 19;
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flagdef NoInterpolate: flags1, 20;
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}
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