- tabified two files in Duke that were missed somehow, plus some comment cleanup elsewhere.

This commit is contained in:
Christoph Oelckers 2021-11-10 00:05:42 +01:00
parent b54d3f3567
commit 5cda9d0858
16 changed files with 1904 additions and 1902 deletions

View file

@ -3376,7 +3376,7 @@ void useSpriteDamager(DBloodActor* sourceactor, int objType, int objIndex, DBloo
sectortype* pSector = &sector[pSource->sectnum];
int top, bottom, i;
int top, bottom;
bool floor, ceil, wall, enter;
switch (objType)
@ -3431,7 +3431,7 @@ void useSpriteDamager(DBloodActor* sourceactor, int objType, int objIndex, DBloo
}
}
break;
}
}
}
}

View file

@ -9,7 +9,7 @@ void SE40_Draw(int tag, spritetype *spr, int x, int y, int z, binangle a, fixedh
if (spr->ang != 512) return;
i = FOF; //Effect TILE
i = FOF; //Effect TILE
tileDelete(FOF);
if (!testgotpic(FOF, true)) return;
@ -139,10 +139,10 @@ void se40code(int x, int y, int z, binangle a, fixedhoriz h, int smoothratio)
{
switch (act->s->lotag - tag + 40)
{
// case 40:
// case 41:
// SE40_Draw(i,x,y,a,smoothratio);
// break;
//case 40:
//case 41:
// SE40_Draw(i,x,y,a,smoothratio);
// break;
case 42:
case 43:
case 44:

View file

@ -2009,7 +2009,7 @@ void movetransports_d(void)
auto spr2 = act2->s;
switch (spr2->statnum)
{
case STAT_PLAYER: // Player
case STAT_PLAYER:
if (act2->GetOwner())
{
@ -2085,7 +2085,7 @@ void movetransports_d(void)
int k = 0;
if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].pos.z > (sectp->floorz - (16 << 8)) && (PlayerInput(p, SB_CROUCH) || ps[p].poszv > 2048))
// if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) )
// if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) )
{
k = 1;
if (screenpeek == p)
@ -2105,7 +2105,7 @@ void movetransports_d(void)
if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].pos.z < (sectp->ceilingz + (6 << 8)))
{
k = 1;
// if( spr2->extra <= 0) break;
// if( spr2->extra <= 0) break;
if (screenpeek == p)
{
FX_StopAllSounds();

View file

@ -144,8 +144,9 @@ void animatesprites_d(spritetype* tsprite, int& spritesortcnt, int x, int y, int
}
for (j = 0; j < spritesortcnt; j++) //Between drawrooms() and drawmasks()
{ //is the perfect time to animate sprites
//Between drawrooms() and drawmasks() is the perfect time to animate sprites
for (j = 0; j < spritesortcnt; j++)
{
t = &tsprite[j];
i = t->owner;
h = &hittype[i];

View file

@ -134,8 +134,9 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
}
for (j = 0; j < spritesortcnt; j++) //Between drawrooms() and drawmasks()
{ //is the perfect time to animate sprites
//Between drawrooms() and drawmasks() is the perfect time to animate sprites
for (j = 0; j < spritesortcnt; j++)
{
t = &tsprite[j];
i = t->owner;
h = &hittype[i];

View file

@ -111,15 +111,15 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
p->oposy = p->pos.y = y;
p->oposz = p->pos.z = z;
if (ang != INT_MIN)
{
p->angle.oang = p->angle.ang = buildang(ang);
}
if (ang != INT_MIN)
{
p->angle.oang = p->angle.ang = buildang(ang);
}
if (horz != INT_MIN)
{
p->horizon.ohoriz = p->horizon.horiz = buildhoriz(horz);
}
if (horz != INT_MIN)
{
p->horizon.ohoriz = p->horizon.horiz = buildhoriz(horz);
}
}
void GameInterface::ToggleThirdPerson()

View file

@ -1,4 +1,4 @@
// original index for reference. Raze never uses literal indices anywhere and should not care about the actual numbers
// original index for reference. Raze never uses literal indices anywhere and should not care about the actual numbers
cmd(definelevelname) // 0
cmd(actor) // 1
cmd(addammo) // 2

View file

@ -421,7 +421,7 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang,
if ((spr->cstat & 257) != 0) switch (spr->cstat & 48)
{
case 0:
// break;
//break;
ox = sprx - cposx;
oy = spry - cposy;

View file

@ -45,23 +45,23 @@ BEGIN_DUKE_NS
// Player Actions - used by ifp instruction.
enum playeraction_t {
pstanding = 0x00000001,
pwalking = 0x00000002,
prunning = 0x00000004,
pducking = 0x00000008,
pfalling = 0x00000010,
pjumping = 0x00000020,
phigher = 0x00000040,
pwalkingback = 0x00000080,
prunningback = 0x00000100,
pkicking = 0x00000200,
pshrunk = 0x00000400,
pjetpack = 0x00000800,
ponsteroids = 0x00001000,
ponground = 0x00002000,
palive = 0x00004000,
pdead = 0x00008000,
pfacing = 0x00010000
pstanding = 0x00000001,
pwalking = 0x00000002,
prunning = 0x00000004,
pducking = 0x00000008,
pfalling = 0x00000010,
pjumping = 0x00000020,
phigher = 0x00000040,
pwalkingback = 0x00000080,
prunningback = 0x00000100,
pkicking = 0x00000200,
pshrunk = 0x00000400,
pjetpack = 0x00000800,
ponsteroids = 0x00001000,
ponground = 0x00002000,
palive = 0x00004000,
pdead = 0x00008000,
pfacing = 0x00010000
};

View file

@ -769,7 +769,7 @@ void displayweapon_d(int snum, double smoothratio)
if (*kb <= aplWeaponFireDelay[HANDBOMB_WEAPON][snum])
{
// it holds here
gun_pos -= 5 * kickback_pic; //D
gun_pos -= 5 * kickback_pic; //D
}
else if (*kb <
(

View file

@ -602,7 +602,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
{
int x;
int j = findplayer(actor, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
sa += 16 - (krand() & 31);
zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor);
}
@ -960,7 +960,7 @@ static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int
k = 0;
// RESHOOTGROW:
//RESHOOTGROW:
s->cstat &= ~257;
hitscan(sx, sy, sz, sect, bcos(sa), bsin(sa),
@ -2294,7 +2294,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
S_PlayActorSound(EJECT_CLIP, pact);
break;
//#ifdef NAM
// case WEAPON2_RELOAD_TIME - 15:
// case WEAPON2_RELOAD_TIME - 15:
//#else
case 8:
//#endif
@ -3143,7 +3143,7 @@ HORIZONLY:
if (p->last_weapon >= 0)
{
p->oweapon_pos = p->weapon_pos = 10;
// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
p->last_weapon = -1;
}
else if (p->holster_weapon == 0)

View file

@ -524,7 +524,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
{
int x;
int j = findplayer(actor, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
if (s->picnum == HULK)
sa -= (krand() & 31);
else if (s->picnum == VIXEN)
@ -4002,7 +4002,7 @@ HORIZONLY:
if (p->last_weapon >= 0)
{
p->oweapon_pos = p->weapon_pos = 10;
// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
p->last_weapon = -1;
}
else if (p->holster_weapon == 0)

View file

@ -188,7 +188,7 @@ void fireweapon_ww(int snum)
case PISTOL_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
// p->ammo_amount[p->curr_weapon]--;
//p->ammo_amount[p->curr_weapon]--;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{

View file

@ -398,8 +398,8 @@ void fakedomovethings(void)
myxvel = 0;
myyvel = 0;
}
else if ( syn->avel ) //p->ang += syncangvel * constant
{ //ENGINE calculates angvel for you
else if ( syn->avel )//p->ang += syncangvel * constant
{ //ENGINE calculates angvel for you
int tempang;
tempang = syn->avel<<1;

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