mirror of
https://github.com/ZDoom/Raze.git
synced 2025-03-13 20:42:11 +00:00
- renamed temp_data[0] to 'counter' and map temp_data[5] to the now free temp_data[0].
This not only matches its use in CON but seems to be used as a counter in most other places as well. The main reason is to improve readability of CON to ZScript conversions.
This commit is contained in:
parent
8bd88b8678
commit
60af1b4c62
50 changed files with 403 additions and 400 deletions
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@ -445,9 +445,9 @@ void movedummyplayers(void)
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->spr.pos.Z = act->sector()->ceilingz + 27;
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act->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
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if (act->temp_data[0] == 8)
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act->temp_data[0] = 0;
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else act->temp_data[0]++;
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if (act->counter == 8)
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act->counter = 0;
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else act->counter++;
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}
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else
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{
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@ -604,7 +604,7 @@ void movefallers(void)
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{
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auto sectp = act->sector();
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if (act->temp_data[0] == 0)
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if (act->counter == 0)
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{
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act->spr.pos.Z -= 16;
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DAngle saved_angle = act->spr.Angles.Yaw;
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@ -616,13 +616,13 @@ void movefallers(void)
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{
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if (act->spr.extra <= 0)
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{
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act->temp_data[0] = 1;
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act->counter = 1;
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DukeStatIterator itj(STAT_FALLER);
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while (auto a2 = itj.Next())
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{
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if (a2->spr.hitag == act->spr.hitag)
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{
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a2->temp_data[0] = 1;
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a2->counter = 1;
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a2->spr.cstat &= ~CSTAT_SPRITE_ONE_SIDE;
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if (a2->IsKindOf(NAME_DukeSteamBase))
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a2->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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@ -639,7 +639,7 @@ void movefallers(void)
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act->spr.Angles.Yaw = saved_angle;
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act->spr.pos.Z += 16;
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}
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else if (act->temp_data[0] == 1)
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else if (act->counter == 1)
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{
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if (act->spr.lotag > 0)
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{
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@ -749,11 +749,11 @@ void detonate(DDukeActor *actor, PClassActor* explosion)
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effector->temp_data[4] = 1;
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else if (effector->spr.lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL)
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{
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if (effector->temp_data[0] == 0)
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effector->temp_data[0] = 1;
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if (effector->counter == 0)
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effector->counter = 1;
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}
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else if (effector->spr.lotag == SE_21_DROP_FLOOR)
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effector->temp_data[0] = 1;
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effector->counter = 1;
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}
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}
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@ -901,8 +901,8 @@ void handle_se00(DDukeActor* actor)
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}
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else
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{
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if (Owner->temp_data[0] == 0) return;
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if (Owner->temp_data[0] == 2)
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if (Owner->counter == 0) return;
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if (Owner->counter == 2)
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{
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actor->Destroy();
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return;
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@ -980,7 +980,7 @@ void handle_se01(DDukeActor *actor)
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{
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if (ac->spr.lotag == SE_19_EXPLOSION_LOWERS_CEILING && ac->spr.hitag == sh)
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{
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actor->temp_data[0] = 0;
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actor->counter = 0;
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break;
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}
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}
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@ -1003,7 +1003,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (actor->GetOwner() == nullptr)
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{
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auto NewOwner = LocateTheLocator(actor->temp_data[3], §or[actor->temp_data[0]]);
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auto NewOwner = LocateTheLocator(actor->temp_data[3], §or[actor->counter]);
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if (NewOwner == nullptr)
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{
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@ -1021,11 +1021,11 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (Owner->spr.hitag & 1)
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actor->temp_data[4] = sc->extra; //Slow it down
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actor->temp_data[3]++;
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auto NewOwner = LocateTheLocator(actor->temp_data[3], §or[actor->temp_data[0]]);
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auto NewOwner = LocateTheLocator(actor->temp_data[3], §or[actor->counter]);
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if (NewOwner == nullptr)
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{
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actor->temp_data[3] = 0;
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NewOwner = LocateTheLocator(0, §or[actor->temp_data[0]]);
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NewOwner = LocateTheLocator(0, §or[actor->counter]);
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}
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if (NewOwner) actor->SetOwner(NewOwner);
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}
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@ -1202,7 +1202,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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if (Owner == nullptr)
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{
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actor->temp_data[3] = !actor->temp_data[3];
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Owner = LocateTheLocator(actor->temp_data[3], §or[actor->temp_data[0]]);
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Owner = LocateTheLocator(actor->temp_data[3], §or[actor->counter]);
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actor->SetOwner(Owner);
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}
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else
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@ -1356,37 +1356,37 @@ void handle_se02(DDukeActor* actor)
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auto sc = actor->sector();
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int sh = actor->spr.hitag;
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if (actor->temp_data[4] > 0 && actor->temp_data[0] == 0)
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if (actor->temp_data[4] > 0 && actor->counter == 0)
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{
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if (actor->temp_data[4] < sh)
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actor->temp_data[4]++;
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else actor->temp_data[0] = 1;
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else actor->counter = 1;
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}
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if (actor->temp_data[0] > 0)
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if (actor->counter > 0)
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{
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actor->temp_data[0]++;
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actor->counter++;
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actor->vel.X = 3 / 16.;
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if (actor->temp_data[0] > 96)
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if (actor->counter > 96)
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{
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actor->temp_data[0] = -1; //Stop the quake
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actor->counter = -1; //Stop the quake
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actor->temp_data[4] = -1;
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actor->Destroy();
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return;
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}
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else
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{
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if ((actor->temp_data[0] & 31) == 8)
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if ((actor->counter & 31) == 8)
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{
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ud.earthquaketime = 48;
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S_PlayActorSound(EARTHQUAKE, ps[screenpeek].GetActor());
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}
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if (abs(sc->floorheinum - actor->temp_data[5]) < 8)
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sc->setfloorslope(actor->temp_data[5]);
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else sc->setfloorslope(sc->getfloorslope() + (Sgn(actor->temp_data[5] - sc->getfloorslope()) << 4));
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if (abs(sc->floorheinum - actor->temp_data[0]) < 8)
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sc->setfloorslope(actor->temp_data[0]);
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else sc->setfloorslope(sc->getfloorslope() + (Sgn(actor->temp_data[0] - sc->getfloorslope()) << 4));
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}
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auto vect = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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@ -1434,23 +1434,23 @@ void handle_se03(DDukeActor *actor)
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{
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sc->ceilingpal = palvals >> 8;
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sc->floorpal = palvals & 0xff;
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actor->temp_data[0] = actor->spr.shade + (global_random & 15);
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actor->counter = actor->spr.shade + (global_random & 15);
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}
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else
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{
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sc->ceilingpal = actor->spr.pal;
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sc->floorpal = actor->spr.pal;
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actor->temp_data[0] = actor->temp_data[3];
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actor->counter = actor->temp_data[3];
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}
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sc->ceilingshade = actor->temp_data[0];
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sc->floorshade = actor->temp_data[0];
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sc->ceilingshade = actor->counter;
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sc->floorshade = actor->counter;
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for(auto& wal : sc->walls)
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{
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if (wal.hitag != 1)
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{
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wal.shade = actor->temp_data[0];
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wal.shade = actor->counter;
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if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided())
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{
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wal.nextWall()->shade = wal.shade;
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@ -1476,7 +1476,7 @@ void handle_se04(DDukeActor *actor)
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if ((global_random / (sh + 1) & 31) < 4)
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{
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actor->temp_data[1] = actor->spr.shade + (global_random & 15);//Got really bright
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actor->temp_data[0] = actor->spr.shade + (global_random & 15);
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actor->counter = actor->spr.shade + (global_random & 15);
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sc->ceilingpal = palvals >> 8;
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sc->floorpal = palvals & 0xff;
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j = 1;
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@ -1484,7 +1484,7 @@ void handle_se04(DDukeActor *actor)
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else
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{
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actor->temp_data[1] = actor->temp_data[2];
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actor->temp_data[0] = actor->temp_data[3];
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actor->counter = actor->temp_data[3];
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sc->ceilingpal = actor->spr.pal;
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sc->floorpal = actor->spr.pal;
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@ -1502,7 +1502,7 @@ void handle_se04(DDukeActor *actor)
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if (wal.hitag != 1)
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{
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wal.shade = actor->temp_data[0];
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wal.shade = actor->counter;
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if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided())
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wal.nextWall()->shade = wal.shade;
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}
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@ -1611,7 +1611,7 @@ void handle_se05(DDukeActor* actor)
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actor->spr.pos.Z += actor->vel.Z;
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sc->setceilingz(actor->vel.Z);
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sector[actor->temp_data[0]].setceilingz(actor->vel.Z);
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sector[actor->counter].setceilingz(actor->vel.Z);
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movesector(actor, actor->temp_data[1], actor->temp_angle);
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//SetActor(actor, actor->spr.pos);
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}
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@ -1682,8 +1682,8 @@ void handle_se08(DDukeActor *actor, bool checkhitag1)
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if (sect->floorshade < minshade)
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sect->floorshade = minshade;
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else if (sect->floorshade > ac->temp_data[0])
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sect->floorshade = ac->temp_data[0];
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else if (sect->floorshade > ac->counter)
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sect->floorshade = ac->counter;
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if (sect->ceilingshade < minshade)
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sect->ceilingshade = minshade;
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@ -1721,7 +1721,7 @@ void handle_se10(DDukeActor* actor, const int* specialtags)
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if (j == 1)
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{
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if (actor->temp_data[0] > sh)
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if (actor->counter > sh)
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{
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if (specialtags) for (int i = 0; specialtags[i]; i++)
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{
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@ -1731,12 +1731,12 @@ void handle_se10(DDukeActor* actor, const int* specialtags)
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}
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}
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fi.activatebysector(actor->sector(), actor);
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actor->temp_data[0] = 0;
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actor->counter = 0;
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}
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else actor->temp_data[0]++;
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else actor->counter++;
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}
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}
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else actor->temp_data[0] = 0;
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else actor->counter = 0;
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}
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//---------------------------------------------------------------------------
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@ -1748,9 +1748,9 @@ void handle_se10(DDukeActor* actor, const int* specialtags)
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void handle_se11(DDukeActor *actor)
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{
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auto sc = actor->sector();
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if (actor->temp_data[5] > 0)
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if (actor->temp_data[0] > 0)
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{
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actor->temp_data[5]--;
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actor->temp_data[0]--;
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return;
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}
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@ -1779,7 +1779,7 @@ void handle_se11(DDukeActor *actor)
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{
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if (ac->GetOwner() && IsCloseToWall(ac->spr.pos.XY(), &wal, 9) == EClose::InFront)
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{
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actor->temp_data[5] = 8; // Delay
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actor->temp_data[0] = 8; // Delay
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actor->temp_angle -= mapangle(k);
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actor->temp_data[4] -= k;
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movesector(actor, actor->temp_data[1], actor->temp_angle);
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@ -1808,7 +1808,7 @@ void handle_se11(DDukeActor *actor)
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void handle_se12(DDukeActor *actor, int planeonly)
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{
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auto sc = actor->sector();
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if (actor->temp_data[0] == 3 || actor->temp_data[3] == 1) //Lights going off
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if (actor->counter == 3 || actor->temp_data[3] == 1) //Lights going off
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{
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sc->floorpal = 0;
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sc->ceilingpal = 0;
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@ -1823,7 +1823,7 @@ void handle_se12(DDukeActor *actor, int planeonly)
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}
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sc->floorshade = actor->temp_data[1];
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sc->ceilingshade = actor->temp_data[2];
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actor->temp_data[0] = 0;
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actor->counter = 0;
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DukeSectIterator it(sc);
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while (auto a2 = it.Next())
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@ -1842,7 +1842,7 @@ void handle_se12(DDukeActor *actor, int planeonly)
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return;
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}
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}
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if (actor->temp_data[0] == 1) //Lights flickering on
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if (actor->counter == 1) //Lights flickering on
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{
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// planeonly 1 is RRRA SE47, planeonly 2 is SE48
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int compshade = planeonly == 2 ? sc->ceilingshade : sc->floorshade;
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@ -1863,7 +1863,7 @@ void handle_se12(DDukeActor *actor, int planeonly)
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}
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}
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}
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else actor->temp_data[0] = 2;
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else actor->counter = 2;
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DukeSectIterator it(actor->sector());
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while (auto a2 = it.Next())
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@ -2044,7 +2044,7 @@ void handle_se17(DDukeActor* actor)
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int sh = actor->spr.hitag;
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double refheight = actor->spr.yint * zmaptoworld;
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double q = actor->temp_data[0] * refheight * 4;
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double q = actor->counter * refheight * 4;
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sc->addceilingz(q);
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sc->addfloorz(q);
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@ -2068,7 +2068,7 @@ void handle_se17(DDukeActor* actor)
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act1->ceilingz = sc->ceilingz;
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}
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if (actor->temp_data[0]) //If in motion
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if (actor->counter) //If in motion
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{
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if (abs(sc->floorz - actor->temp_pos.X) <= refheight)
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{
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@ -2076,7 +2076,7 @@ void handle_se17(DDukeActor* actor)
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return;
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}
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if (actor->temp_data[0] == -1)
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if (actor->counter == -1)
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{
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if (sc->floorz > actor->temp_pos.Y)
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return;
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@ -2091,7 +2091,7 @@ void handle_se17(DDukeActor* actor)
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while ((act2 = itr.Next()))
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{
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if (actor != act2 && (act2->spr.lotag) == 17)
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if ((sc->hitag - actor->temp_data[0]) == (act2->sector()->hitag) && sh == (act2->spr.hitag))
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if ((sc->hitag - actor->counter) == (act2->sector()->hitag) && sh == (act2->spr.hitag))
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break;
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}
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@ -2155,7 +2155,7 @@ void handle_se18(DDukeActor *actor, bool morecheck)
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double extra = sc->extra * zmaptoworld;
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double goal = FixedToFloat<8>(actor->temp_data[1]);
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if (actor->temp_data[0])
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if (actor->counter)
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{
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if (actor->spr.pal)
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{
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@ -2240,7 +2240,7 @@ void handle_se18(DDukeActor *actor, bool morecheck)
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if (actor->temp_data[2] >= actor->spr.hitag)
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{
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actor->temp_data[2] = 0;
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actor->temp_data[0] = 0;
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actor->counter = 0;
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}
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}
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}
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@ -2273,11 +2273,11 @@ void handle_se19(DDukeActor *actor)
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auto sc = actor->sector();
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int sh = actor->spr.hitag;
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if (actor->temp_data[0])
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if (actor->counter)
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{
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if (actor->temp_data[0] == 1)
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if (actor->counter == 1)
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{
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actor->temp_data[0]++;
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actor->counter++;
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for (auto& wal : sc->walls)
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{
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if (tileflags(wal.overtexture) & TFLAG_FORCEFIELD)
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@ -2309,7 +2309,7 @@ void handle_se19(DDukeActor *actor)
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auto sectp = a2Owner->sector();
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a2->sector()->floorpal = a2->sector()->ceilingpal = sectp->floorpal;
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a2->sector()->floorshade = a2->sector()->ceilingshade = sectp->floorshade;
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a2Owner->temp_data[0] = 2;
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a2Owner->counter = 2;
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}
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}
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actor->Destroy();
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@ -2344,9 +2344,9 @@ void handle_se19(DDukeActor *actor)
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case 19:
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if (sh == ac->spr.hitag)
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if (ac->temp_data[0] == 0)
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if (ac->counter == 0)
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{
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ac->temp_data[0] = 1; //Shut them all on
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ac->counter = 1; //Shut them all on
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ac->SetOwner(actor);
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}
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@ -2367,20 +2367,20 @@ void handle_se20(DDukeActor* actor)
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{
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auto sc = actor->sector();
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if (actor->temp_data[0] == 0) return;
|
||||
if (actor->counter == 0) return;
|
||||
|
||||
//if(actor->vel.X != 0) //Moving
|
||||
{
|
||||
auto vec = actor->spr.Angles.Yaw.ToVector() * (actor->temp_data[0] == 1 ? 0.5 : -0.5);
|
||||
auto vec = actor->spr.Angles.Yaw.ToVector() * (actor->counter == 1 ? 0.5 : -0.5);
|
||||
|
||||
actor->temp_data[3] += actor->temp_data[0] == 1? 8 :- 8;
|
||||
actor->temp_data[3] += actor->counter == 1? 8 :- 8;
|
||||
|
||||
actor->spr.pos += vec;
|
||||
|
||||
if (actor->temp_data[3] <= 0 || (actor->temp_data[3] >> 6) >= (actor->spr.yint >> 6))
|
||||
{
|
||||
actor->spr.pos -= vec;
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
callsound(actor->sector(), actor);
|
||||
return;
|
||||
}
|
||||
|
@ -2429,17 +2429,17 @@ void handle_se21(DDukeActor* actor)
|
|||
auto sc = actor->sector();
|
||||
double lp;
|
||||
|
||||
if (actor->temp_data[0] == 0) return;
|
||||
if (actor->counter == 0) return;
|
||||
|
||||
if (actor->spr.intangle == 1536)
|
||||
lp = sc->ceilingz;
|
||||
else
|
||||
lp = sc->floorz;
|
||||
|
||||
if (actor->temp_data[0] == 1) //Decide if the sector should go up or down
|
||||
if (actor->counter == 1) //Decide if the sector should go up or down
|
||||
{
|
||||
actor->vel.Z = (Sgn(actor->spr.pos.Z - lp) * (actor->spr.yint << 4) * zmaptoworld);
|
||||
actor->temp_data[0]++;
|
||||
actor->counter++;
|
||||
}
|
||||
|
||||
if (sc->extra == 0)
|
||||
|
@ -2472,7 +2472,7 @@ void handle_se22(DDukeActor* actor)
|
|||
auto sc = actor->sector();
|
||||
if (actor->temp_data[1])
|
||||
{
|
||||
if (getanimationindex(anim_ceilingz, §or[actor->temp_data[0]]) >= 0)
|
||||
if (getanimationindex(anim_ceilingz, §or[actor->counter]) >= 0)
|
||||
sc->addceilingz(sc->extra * 9 * zmaptoworld);
|
||||
else actor->temp_data[1] = 0;
|
||||
}
|
||||
|
@ -2543,10 +2543,10 @@ void handle_se27(DDukeActor* actor)
|
|||
p = findplayer(actor, &xx);
|
||||
if (ps[p].GetActor()->spr.extra > 0 && myconnectindex == screenpeek)
|
||||
{
|
||||
if (actor->temp_data[0] < 0)
|
||||
if (actor->counter < 0)
|
||||
{
|
||||
ud.cameraactor = actor;
|
||||
actor->temp_data[0]++;
|
||||
actor->counter++;
|
||||
}
|
||||
else if (ud.recstat == 2 && ps[p].newOwner == nullptr)
|
||||
{
|
||||
|
@ -2555,16 +2555,16 @@ void handle_se27(DDukeActor* actor)
|
|||
if (xx < sh * maptoworld)
|
||||
{
|
||||
ud.cameraactor = actor;
|
||||
actor->temp_data[0] = 999;
|
||||
actor->counter = 999;
|
||||
actor->spr.Angles.Yaw += deltaangle(actor->spr.Angles.Yaw, (ps[p].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle()) * 0.125;
|
||||
actor->spr.yint = 100 + int((actor->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) * (256. / 257.));
|
||||
|
||||
}
|
||||
else if (actor->temp_data[0] == 999)
|
||||
else if (actor->counter == 999)
|
||||
{
|
||||
if (ud.cameraactor == actor)
|
||||
actor->temp_data[0] = 0;
|
||||
else actor->temp_data[0] = -10;
|
||||
actor->counter = 0;
|
||||
else actor->counter = -10;
|
||||
ud.cameraactor = actor;
|
||||
|
||||
}
|
||||
|
@ -2573,11 +2573,11 @@ void handle_se27(DDukeActor* actor)
|
|||
{
|
||||
actor->spr.Angles.Yaw = (ps[p].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle();
|
||||
|
||||
if (actor->temp_data[0] == 999)
|
||||
if (actor->counter == 999)
|
||||
{
|
||||
if (ud.cameraactor == actor)
|
||||
actor->temp_data[0] = 0;
|
||||
else actor->temp_data[0] = -20;
|
||||
actor->counter = 0;
|
||||
else actor->counter = -20;
|
||||
ud.cameraactor = actor;
|
||||
}
|
||||
}
|
||||
|
@ -2693,7 +2693,7 @@ void handle_se32(DDukeActor *actor)
|
|||
{
|
||||
auto sc = actor->sector();
|
||||
|
||||
if (actor->temp_data[0] == 1)
|
||||
if (actor->counter == 1)
|
||||
{
|
||||
// Choose dir
|
||||
|
||||
|
@ -2708,7 +2708,7 @@ void handle_se32(DDukeActor *actor)
|
|||
sc->setceilingz(actor->spr.pos.Z);
|
||||
callsound(actor->sector(), actor);
|
||||
actor->temp_data[2] = 0;
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
}
|
||||
else sc->addceilingz(Sgn(actor->spr.pos.Z - sc->ceilingz) * targetval);
|
||||
}
|
||||
|
@ -2719,7 +2719,7 @@ void handle_se32(DDukeActor *actor)
|
|||
sc->setceilingz(actor->temp_pos.Z);
|
||||
callsound(actor->sector(), actor);
|
||||
actor->temp_data[2] = 0;
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
}
|
||||
else sc->addceilingz(Sgn(actor->temp_pos.Z - sc->ceilingz) * targetval);
|
||||
}
|
||||
|
@ -2730,7 +2730,7 @@ void handle_se32(DDukeActor *actor)
|
|||
{
|
||||
if (abs(sc->ceilingz - actor->spr.pos.Z) < targetval * 2)
|
||||
{
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
actor->temp_data[2] = !actor->temp_data[2];
|
||||
callsound(actor->sector(), actor);
|
||||
sc->setceilingz(actor->spr.pos.Z);
|
||||
|
@ -2741,7 +2741,7 @@ void handle_se32(DDukeActor *actor)
|
|||
{
|
||||
if (abs(sc->ceilingz - actor->temp_pos.Z) < targetval * 2)
|
||||
{
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
actor->temp_data[2] = !actor->temp_data[2];
|
||||
callsound(actor->sector(), actor);
|
||||
}
|
||||
|
@ -2778,21 +2778,21 @@ void handle_se35(DDukeActor *actor)
|
|||
|
||||
|
||||
double targetval = actor->spr.yint * zmaptoworld;
|
||||
switch (actor->temp_data[0])
|
||||
switch (actor->counter)
|
||||
{
|
||||
case 0:
|
||||
sc->addceilingz(targetval);
|
||||
if (sc->ceilingz > sc->floorz)
|
||||
sc->setfloorz(sc->ceilingz);
|
||||
if (sc->ceilingz > actor->spr.pos.Z + 32)
|
||||
actor->temp_data[0]++;
|
||||
actor->counter++;
|
||||
break;
|
||||
case 1:
|
||||
sc->addceilingz(-targetval * 4);
|
||||
if (sc->ceilingz < actor->temp_pos.Y)
|
||||
{
|
||||
sc->setceilingz(actor->temp_pos.Y);
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -2828,7 +2828,7 @@ void handle_se128(DDukeActor *actor)
|
|||
if (nextwal)
|
||||
nextwal->setovertexture(newtex);
|
||||
|
||||
if (actor->temp_data[0] < actor->temp_data[1]) actor->temp_data[0]++;
|
||||
if (actor->counter < actor->temp_data[1]) actor->counter++;
|
||||
else
|
||||
{
|
||||
wal->cstat &= (CSTAT_WALL_TRANSLUCENT | CSTAT_WALL_1WAY | CSTAT_WALL_XFLIP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_BOTTOM_SWAP);
|
||||
|
@ -2848,12 +2848,12 @@ void handle_se130(DDukeActor *actor, int countmax)
|
|||
{
|
||||
auto sc = actor->sector();
|
||||
|
||||
if (actor->temp_data[0] > countmax)
|
||||
if (actor->counter > countmax)
|
||||
{
|
||||
actor->Destroy();
|
||||
return;
|
||||
}
|
||||
else actor->temp_data[0]++;
|
||||
else actor->counter++;
|
||||
|
||||
double x = sc->floorz - sc->ceilingz;
|
||||
|
||||
|
@ -2896,7 +2896,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
{
|
||||
auto sec = actor->sector();
|
||||
|
||||
if (actor->temp_data[0] == 1)
|
||||
if (actor->counter == 1)
|
||||
{
|
||||
// Choose dir
|
||||
|
||||
|
@ -2914,7 +2914,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
{
|
||||
sec->setfloorz(actor->spr.pos.Z);
|
||||
actor->temp_data[2] = 0;
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
if (choosedir) actor->temp_data[3] = actor->spr.hitag;
|
||||
callsound(actor->sector(), actor);
|
||||
}
|
||||
|
@ -2944,7 +2944,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
sec->setfloorz(actor->temp_pos.Y);
|
||||
callsound(actor->sector(), actor);
|
||||
actor->temp_data[2] = 0;
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
if (choosedir) actor->temp_data[3] = actor->spr.hitag;
|
||||
}
|
||||
else
|
||||
|
@ -2974,7 +2974,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
if (abs(actor->spr.pos.Z - sec->floorz) < actor->temp_pos.Z)
|
||||
{
|
||||
callsound(actor->sector(), actor);
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
actor->temp_data[2] = 1;
|
||||
if (choosedir) actor->temp_data[3] = actor->spr.hitag;
|
||||
}
|
||||
|
@ -3001,7 +3001,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
{
|
||||
if (abs(sec->floorz - actor->temp_pos.Y) < actor->temp_pos.Z)
|
||||
{
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
callsound(actor->sector(), actor);
|
||||
actor->temp_data[2] = 1;
|
||||
actor->temp_data[3] = actor->spr.hitag;
|
||||
|
@ -3186,7 +3186,7 @@ DAngle furthestangle(DDukeActor *actor, int angs)
|
|||
DAngle angincs = DAngle360 / angs;
|
||||
|
||||
if (!actor->isPlayer())
|
||||
if ((actor->temp_data[0] & 63) > 2) return(actor->spr.Angles.Yaw + DAngle180);
|
||||
if ((actor->counter & 63) > 2) return(actor->spr.Angles.Yaw + DAngle180);
|
||||
|
||||
for (DAngle j = actor->spr.Angles.Yaw; j < DAngle360 + actor->spr.Angles.Yaw; j += angincs)
|
||||
{
|
||||
|
@ -3214,7 +3214,7 @@ int furthestcanseepoint(DDukeActor *actor, DDukeActor* tosee, DVector2& pos)
|
|||
DAngle angincs;
|
||||
HitInfo hit{};
|
||||
|
||||
if ((actor->temp_data[0] & 63)) return -1;
|
||||
if ((actor->counter & 63)) return -1;
|
||||
|
||||
if (ud.multimode < 2 && ud.player_skill < 3)
|
||||
angincs = DAngle180;
|
||||
|
@ -3251,7 +3251,7 @@ void alterang(int ang, DDukeActor* actor, int playernum)
|
|||
|
||||
auto moveptr = &ScriptCode[actor->temp_data[1]];
|
||||
|
||||
ticselapsed = (actor->temp_data[0]) & 31;
|
||||
ticselapsed = (actor->counter) & 31;
|
||||
|
||||
aang = actor->spr.Angles.Yaw;
|
||||
|
||||
|
|
|
@ -350,7 +350,7 @@ int movesprite_ex_d(DDukeActor* actor, const DVector3& change, unsigned int clip
|
|||
{
|
||||
if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER && actor->spr.picnum == DTILE_LIZMAN)
|
||||
actor->spr.Angles.Yaw = randomAngle();
|
||||
else if ((actor->temp_data[0]&3) == 1 && actor->spr.picnum != DTILE_COMMANDER)
|
||||
else if ((actor->counter&3) == 1 && actor->spr.picnum != DTILE_COMMANDER)
|
||||
actor->spr.Angles.Yaw = randomAngle();
|
||||
SetActor(actor,actor->spr.pos);
|
||||
if (dasectp == nullptr) dasectp = §or[0];
|
||||
|
@ -536,7 +536,7 @@ void movetransports_d(void)
|
|||
int sectlotag = sectp->lotag;
|
||||
int onfloorz = act->temp_data[4];
|
||||
|
||||
if (act->temp_data[0] > 0) act->temp_data[0]--;
|
||||
if (act->counter > 0) act->counter--;
|
||||
|
||||
DukeSectIterator itj(act->sector());
|
||||
while (auto act2 = itj.Next())
|
||||
|
@ -572,8 +572,8 @@ void movetransports_d(void)
|
|||
|
||||
if (Owner->GetOwner() != Owner)
|
||||
{
|
||||
act->temp_data[0] = 13;
|
||||
Owner->temp_data[0] = 13;
|
||||
act->counter = 13;
|
||||
Owner->counter = 13;
|
||||
ps[p].transporter_hold = 13;
|
||||
}
|
||||
|
||||
|
@ -700,9 +700,9 @@ void movetransports_d(void)
|
|||
|
||||
if (sectlotag == 0 && (onfloorz || abs(act2->spr.pos.Z - act->spr.pos.Z) < 16))
|
||||
{
|
||||
if ((!Owner || Owner->GetOwner() != Owner) && onfloorz && act->temp_data[0] > 0 && act2->spr.statnum != STAT_MISC)
|
||||
if ((!Owner || Owner->GetOwner() != Owner) && onfloorz && act->counter > 0 && act2->spr.statnum != STAT_MISC)
|
||||
{
|
||||
act->temp_data[0]++;
|
||||
act->counter++;
|
||||
goto BOLT;
|
||||
}
|
||||
warpspriteto = 1;
|
||||
|
@ -761,8 +761,8 @@ void movetransports_d(void)
|
|||
|
||||
if (Owner && Owner->GetOwner() == Owner)
|
||||
{
|
||||
act->temp_data[0] = 13;
|
||||
Owner->temp_data[0] = 13;
|
||||
act->counter = 13;
|
||||
Owner->counter = 13;
|
||||
}
|
||||
|
||||
ChangeActorSect(act2, Owner->sector());
|
||||
|
@ -835,7 +835,7 @@ void handle_se06_d(DDukeActor* actor)
|
|||
DukeStatIterator it(STAT_EFFECTOR);
|
||||
while (auto act2 = it.Next())
|
||||
{
|
||||
if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->temp_data[0] == actor->temp_data[0]))
|
||||
if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->counter == actor->counter))
|
||||
{
|
||||
act2->vel.X = actor->vel.X;
|
||||
//if( actor->temp_data[4] == 1 )
|
||||
|
@ -862,19 +862,19 @@ void handle_se06_d(DDukeActor* actor)
|
|||
|
||||
static void handle_se28(DDukeActor* actor)
|
||||
{
|
||||
if (actor->temp_data[5] > 0)
|
||||
if (actor->temp_data[0] > 0)
|
||||
{
|
||||
actor->temp_data[5]--;
|
||||
actor->temp_data[0]--;
|
||||
return;
|
||||
}
|
||||
|
||||
if (actor->temp_data[0] == 0)
|
||||
if (actor->counter == 0)
|
||||
{
|
||||
double x;
|
||||
findplayer(actor, &x);
|
||||
if (x > 15500 / 16.)
|
||||
return;
|
||||
actor->temp_data[0] = 1;
|
||||
actor->counter = 1;
|
||||
actor->temp_data[1] = 64 + (krand() & 511);
|
||||
actor->temp_data[2] = 0;
|
||||
}
|
||||
|
@ -883,7 +883,7 @@ static void handle_se28(DDukeActor* actor)
|
|||
actor->temp_data[2]++;
|
||||
if (actor->temp_data[2] > actor->temp_data[1])
|
||||
{
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
ps[screenpeek].visibility = ud.const_visibility;
|
||||
return;
|
||||
}
|
||||
|
@ -1095,13 +1095,13 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
break;
|
||||
case SE_36_PROJ_SHOOTER:
|
||||
|
||||
if (act->temp_data[0])
|
||||
if (act->counter)
|
||||
{
|
||||
if (act->temp_data[0] == 1)
|
||||
if (act->counter == 1)
|
||||
fi.shoot(act, sc->extra, nullptr);
|
||||
else if (act->temp_data[0] == 26 * 5)
|
||||
act->temp_data[0] = 0;
|
||||
act->temp_data[0]++;
|
||||
else if (act->counter == 26 * 5)
|
||||
act->counter = 0;
|
||||
act->counter++;
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1145,7 +1145,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
|
|||
|
||||
if (a == -1) a = 0;
|
||||
|
||||
actor->temp_data[0]++;
|
||||
actor->counter++;
|
||||
|
||||
if (a & face_player)
|
||||
{
|
||||
|
@ -1158,7 +1158,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
|
|||
}
|
||||
|
||||
if (a & spin)
|
||||
actor->spr.Angles.Yaw += DAngle45 * BobVal(actor->temp_data[0] << 3);
|
||||
actor->spr.Angles.Yaw += DAngle45 * BobVal(actor->counter << 3);
|
||||
|
||||
if (a & face_player_slow)
|
||||
{
|
||||
|
@ -1172,8 +1172,8 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
|
|||
|
||||
if ((a & jumptoplayer) == jumptoplayer)
|
||||
{
|
||||
if (actor->temp_data[0] < 16)
|
||||
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2;
|
||||
if (actor->counter < 16)
|
||||
actor->vel.Z -= BobVal(512 + (actor->counter << 4)) * 2;
|
||||
}
|
||||
|
||||
if (a & face_player_smart)
|
||||
|
@ -1297,12 +1297,12 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
|
|||
{
|
||||
if (actor->opos.Z != actor->spr.pos.Z || (ud.multimode < 2 && ud.player_skill < 2))
|
||||
{
|
||||
if ((actor->temp_data[0] & 1) || ps[playernum].actorsqu == actor) return;
|
||||
if ((actor->counter & 1) || ps[playernum].actorsqu == actor) return;
|
||||
else daxvel *= 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((actor->temp_data[0] & 3) || ps[playernum].actorsqu == actor) return;
|
||||
if ((actor->counter & 3) || ps[playernum].actorsqu == actor) return;
|
||||
else daxvel *= 4;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -314,7 +314,7 @@ int movesprite_ex_r(DDukeActor* actor, const DVector3& change, unsigned int clip
|
|||
{
|
||||
if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER)
|
||||
actor->spr.Angles.Yaw = randomAngle();
|
||||
else if ((actor->temp_data[0] & 3) == 1)
|
||||
else if ((actor->counter & 3) == 1)
|
||||
actor->spr.Angles.Yaw = randomAngle();
|
||||
SetActor(actor, actor->spr.pos);
|
||||
if (dasectp == nullptr) dasectp = §or[0];
|
||||
|
@ -465,7 +465,7 @@ void movetransports_r(void)
|
|||
|
||||
onfloorz = act->temp_data[4];
|
||||
|
||||
if (act->temp_data[0] > 0) act->temp_data[0]--;
|
||||
if (act->counter > 0) act->counter--;
|
||||
|
||||
DukeSectIterator itj(act->sector());
|
||||
while (auto act2 = itj.Next())
|
||||
|
@ -498,8 +498,8 @@ void movetransports_r(void)
|
|||
|
||||
if (Owner->GetOwner() != Owner)
|
||||
{
|
||||
act->temp_data[0] = 13;
|
||||
Owner->temp_data[0] = 13;
|
||||
act->counter = 13;
|
||||
Owner->counter = 13;
|
||||
ps[p].transporter_hold = 13;
|
||||
}
|
||||
|
||||
|
@ -663,9 +663,9 @@ void movetransports_r(void)
|
|||
|
||||
if (sectlotag == 0 && (onfloorz || abs(act2->spr.pos.Z - act->spr.pos.Z) < 16))
|
||||
{
|
||||
if (Owner->GetOwner() != Owner && onfloorz && act->temp_data[0] > 0 && act2->spr.statnum != 5)
|
||||
if (Owner->GetOwner() != Owner && onfloorz && act->counter > 0 && act2->spr.statnum != 5)
|
||||
{
|
||||
act->temp_data[0]++;
|
||||
act->counter++;
|
||||
continue;
|
||||
}
|
||||
warpspriteto = 1;
|
||||
|
@ -723,8 +723,8 @@ void movetransports_r(void)
|
|||
|
||||
if (Owner->GetOwner() != Owner)
|
||||
{
|
||||
act->temp_data[0] = 13;
|
||||
Owner->temp_data[0] = 13;
|
||||
act->counter = 13;
|
||||
Owner->counter = 13;
|
||||
}
|
||||
|
||||
ChangeActorSect(act2, Owner->sector());
|
||||
|
@ -975,7 +975,7 @@ void handle_se06_r(DDukeActor *actor)
|
|||
DukeStatIterator it(STAT_EFFECTOR);
|
||||
while (auto act2 = it.Next())
|
||||
{
|
||||
if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->temp_data[0] == actor->temp_data[0]))
|
||||
if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->counter == actor->counter))
|
||||
{
|
||||
act2->vel.X = actor->vel.X;
|
||||
//if( actor->temp_data[4] == 1 )
|
||||
|
@ -1156,13 +1156,13 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
break;
|
||||
case SE_36_PROJ_SHOOTER:
|
||||
|
||||
if (act->temp_data[0])
|
||||
if (act->counter)
|
||||
{
|
||||
if (act->temp_data[0] == 1)
|
||||
if (act->counter == 1)
|
||||
fi.shoot(act, sc->extra, nullptr);
|
||||
else if (act->temp_data[0] == 26 * 5)
|
||||
act->temp_data[0] = 0;
|
||||
act->temp_data[0]++;
|
||||
else if (act->counter == 26 * 5)
|
||||
act->counter = 0;
|
||||
act->counter++;
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1222,7 +1222,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
|
|||
|
||||
if (a == -1) a = 0;
|
||||
|
||||
actor->temp_data[0]++;
|
||||
actor->counter++;
|
||||
|
||||
if (a & face_player)
|
||||
{
|
||||
|
@ -1235,7 +1235,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
|
|||
}
|
||||
|
||||
if (a & spin)
|
||||
actor->spr.Angles.Yaw += DAngle45 * BobVal(actor->temp_data[0] << 3);
|
||||
actor->spr.Angles.Yaw += DAngle45 * BobVal(actor->counter << 3);
|
||||
|
||||
if (a & face_player_slow)
|
||||
{
|
||||
|
@ -1261,51 +1261,51 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
|
|||
{
|
||||
if (actor->spr.picnum == RTILE_CHEER)
|
||||
{
|
||||
if (actor->temp_data[0] < 16)
|
||||
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 1.6;
|
||||
if (actor->counter < 16)
|
||||
actor->vel.Z -= BobVal(512 + (actor->counter << 4)) * 1.6;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (actor->temp_data[0] < 16)
|
||||
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2;
|
||||
if (actor->counter < 16)
|
||||
actor->vel.Z -= BobVal(512 + (actor->counter << 4)) * 2;
|
||||
}
|
||||
}
|
||||
if (a & justjump1)
|
||||
{
|
||||
if (actor->spr.picnum == RTILE_RABBIT)
|
||||
{
|
||||
if (actor->temp_data[0] < 8)
|
||||
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2.133;
|
||||
if (actor->counter < 8)
|
||||
actor->vel.Z -= BobVal(512 + (actor->counter << 4)) * 2.133;
|
||||
}
|
||||
else if (actor->spr.picnum == RTILE_MAMA)
|
||||
{
|
||||
if (actor->temp_data[0] < 8)
|
||||
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 1.83;
|
||||
if (actor->counter < 8)
|
||||
actor->vel.Z -= BobVal(512 + (actor->counter << 4)) * 1.83;
|
||||
}
|
||||
}
|
||||
if (a & justjump2)
|
||||
{
|
||||
if (actor->spr.picnum == RTILE_RABBIT)
|
||||
{
|
||||
if (actor->temp_data[0] < 8)
|
||||
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2.667;
|
||||
if (actor->counter < 8)
|
||||
actor->vel.Z -= BobVal(512 + (actor->counter << 4)) * 2.667;
|
||||
}
|
||||
else if (actor->spr.picnum == RTILE_MAMA)
|
||||
{
|
||||
if (actor->temp_data[0] < 8)
|
||||
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2.286;
|
||||
if (actor->counter < 8)
|
||||
actor->vel.Z -= BobVal(512 + (actor->counter << 4)) * 2.286;
|
||||
}
|
||||
}
|
||||
if (a & windang)
|
||||
{
|
||||
if (actor->temp_data[0] < 8)
|
||||
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4) * 2.667);
|
||||
if (actor->counter < 8)
|
||||
actor->vel.Z -= BobVal(512 + (actor->counter << 4) * 2.667);
|
||||
}
|
||||
}
|
||||
else if ((a & jumptoplayer) == jumptoplayer)
|
||||
{
|
||||
if (actor->temp_data[0] < 16)
|
||||
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2;
|
||||
if (actor->counter < 16)
|
||||
actor->vel.Z -= BobVal(512 + (actor->counter << 4)) * 2;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1424,12 +1424,12 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
|
|||
{
|
||||
if (actor->opos.Z != actor->spr.pos.Z || (ud.multimode < 2 && ud.player_skill < 2))
|
||||
{
|
||||
if ((actor->temp_data[0] & 1) || ps[pnum].actorsqu == actor) return;
|
||||
if ((actor->counter & 1) || ps[pnum].actorsqu == actor) return;
|
||||
else daxvel *= 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((actor->temp_data[0] & 3) || ps[pnum].actorsqu == actor) return;
|
||||
if ((actor->counter & 3) || ps[pnum].actorsqu == actor) return;
|
||||
else daxvel *= 4;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -73,7 +73,7 @@ static const char *cheatGod(int myconnectindex, int state)
|
|||
if (isRRRA()) S_PlaySound(218, CHAN_AUTO, CHANF_UI);
|
||||
act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
||||
|
||||
act->temp_data[0] = 0;
|
||||
act->counter = 0;
|
||||
act->temp_data[3] = 0;
|
||||
act->curAction = &actions[0];
|
||||
act->curMove = &moves[0];
|
||||
|
|
|
@ -324,7 +324,7 @@ void cameratext(DDukeActor *cam)
|
|||
DrawTexture(twod, texids[tile], false, x, y, DTA_ViewportX, viewport3d.Left(), DTA_ViewportY, viewport3d.Top(), DTA_ViewportWidth, viewport3d.Width(),
|
||||
DTA_ViewportHeight, viewport3d.Height(), DTA_FlipX, flipx, DTA_FlipY, flipy, DTA_CenterOffsetRel, 2, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE);
|
||||
};
|
||||
if (!cam->temp_data[0])
|
||||
if (!cam->counter)
|
||||
{
|
||||
drawitem(0, 24, 33, false, false);
|
||||
drawitem(1, 320 - 26, 33, false, false);
|
||||
|
|
|
@ -1293,8 +1293,8 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
else SetGameVarID(lVar2, int(act->ovel.Y / maptoworld), sActor, sPlayer);
|
||||
break;
|
||||
case ACTOR_HTG_T0:
|
||||
if (bSet) act->temp_data[0] = lValue;
|
||||
else SetGameVarID(lVar2, act->temp_data[0], sActor, sPlayer);
|
||||
if (bSet) act->counter = lValue;
|
||||
else SetGameVarID(lVar2, act->counter, sActor, sPlayer);
|
||||
break;
|
||||
case ACTOR_HTG_T1:
|
||||
if (bSet) act->temp_data[1] = lValue;
|
||||
|
@ -1313,8 +1313,8 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
else SetGameVarID(lVar2, act->temp_data[4], sActor, sPlayer);
|
||||
break;
|
||||
case ACTOR_HTG_T5:
|
||||
if (bSet) act->temp_data[5] = lValue;
|
||||
else SetGameVarID(lVar2, act->temp_data[5], sActor, sPlayer);
|
||||
if (bSet) act->temp_data[0] = lValue;
|
||||
else SetGameVarID(lVar2, act->temp_data[0], sActor, sPlayer);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -1559,7 +1559,7 @@ int ParseState::parse(void)
|
|||
g_ac->curMove = &moves[ai->move];
|
||||
g_ac->spr.hitag = ai->moveflags;
|
||||
g_ac->actioncounter = g_ac->curframe = 0;
|
||||
g_ac->temp_data[0] = 0;
|
||||
g_ac->counter = 0;
|
||||
if (g_ac->spr.hitag & random_angle)
|
||||
g_ac->spr.Angles.Yaw = randomAngle();
|
||||
insptr++;
|
||||
|
@ -1888,7 +1888,7 @@ int ParseState::parse(void)
|
|||
while (1) if (parse()) break;
|
||||
break;
|
||||
case concmd_move:
|
||||
g_ac->temp_data[0]=0;
|
||||
g_ac->counter=0;
|
||||
insptr++;
|
||||
g_ac->curMove = &moves[*insptr];
|
||||
insptr++;
|
||||
|
@ -1931,7 +1931,7 @@ int ParseState::parse(void)
|
|||
break;
|
||||
case concmd_count:
|
||||
insptr++;
|
||||
g_ac->temp_data[0] = (short) *insptr;
|
||||
g_ac->counter = (short) *insptr;
|
||||
insptr++;
|
||||
break;
|
||||
case concmd_cstator:
|
||||
|
@ -1989,7 +1989,7 @@ int ParseState::parse(void)
|
|||
break;
|
||||
case concmd_ifcount:
|
||||
insptr++;
|
||||
parseifelse(g_ac->temp_data[0] >= *insptr);
|
||||
parseifelse(g_ac->counter >= *insptr);
|
||||
break;
|
||||
case concmd_ifactor:
|
||||
insptr++;
|
||||
|
@ -1997,7 +1997,7 @@ int ParseState::parse(void)
|
|||
break;
|
||||
case concmd_resetcount:
|
||||
insptr++;
|
||||
g_ac->temp_data[0] = 0;
|
||||
g_ac->counter = 0;
|
||||
break;
|
||||
case concmd_addinventory:
|
||||
insptr++;
|
||||
|
|
|
@ -2905,7 +2905,7 @@ HORIZONLY:
|
|||
if (ud.clipping == 0 && psectp->lotag == 31)
|
||||
{
|
||||
auto secact = barrier_cast<DDukeActor*>(psectp->hitagactor);
|
||||
if (secact && secact->vel.X != 0 && secact->temp_data[0] == 0)
|
||||
if (secact && secact->vel.X != 0 && secact->counter == 0)
|
||||
{
|
||||
quickkill(p);
|
||||
return;
|
||||
|
|
|
@ -3630,7 +3630,7 @@ HORIZONLY:
|
|||
if (ud.clipping == 0 && psectp->lotag == ST_31_TWO_WAY_TRAIN)
|
||||
{
|
||||
auto act = barrier_cast<DDukeActor*>(psectp->hitagactor);
|
||||
if (act && act->vel.X != 0 && act->temp_data[0] == 0)
|
||||
if (act && act->vel.X != 0 && act->counter == 0)
|
||||
{
|
||||
quickkill(p);
|
||||
return;
|
||||
|
|
|
@ -770,7 +770,7 @@ void resettimevars(void)
|
|||
cloudclock = 0;
|
||||
PlayClock = 0;
|
||||
if (camsprite != nullptr)
|
||||
camsprite->temp_data[0] = 0;
|
||||
camsprite->counter = 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -290,7 +290,7 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
|
|||
while (auto ac = it1.Next())
|
||||
{
|
||||
if (ac->spr.lotag == SE_12_LIGHT_SWITCH && ac->spr.hitag == actor->spr.lotag)
|
||||
ac->temp_data[0] = 1;
|
||||
ac->counter = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -578,7 +578,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
|
|||
while (auto actj = it1.Next())
|
||||
{
|
||||
if (actj->spr.lotag == SE_12_LIGHT_SWITCH && actj->spr.hitag == ac->spr.lotag)
|
||||
actj->temp_data[0] = 1;
|
||||
actj->counter = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -95,13 +95,13 @@ int callsound(sectortype* sn, DDukeActor* whatsprite, bool endstate)
|
|||
|
||||
// Reset if the desired actor isn't playing anything.
|
||||
bool hival = S_IsSoundValid(act->spr.hitag);
|
||||
if (act->temp_data[0] == 1 && !hival && !endstate)
|
||||
if (act->counter == 1 && !hival && !endstate)
|
||||
{
|
||||
if (!S_CheckActorSoundPlaying(act->temp_actor, snum))
|
||||
act->temp_data[0] = 0;
|
||||
act->counter = 0;
|
||||
}
|
||||
|
||||
if (act->temp_data[0] == 0)
|
||||
if (act->counter == 0)
|
||||
{
|
||||
if ((flags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL)
|
||||
{
|
||||
|
@ -114,7 +114,7 @@ int callsound(sectortype* sn, DDukeActor* whatsprite, bool endstate)
|
|||
}
|
||||
|
||||
if ((act->sector()->lotag & 0xff) != ST_22_SPLITTING_DOOR)
|
||||
act->temp_data[0] = 1;
|
||||
act->counter = 1;
|
||||
}
|
||||
}
|
||||
else if (act->spr.hitag < 1000)
|
||||
|
@ -129,7 +129,7 @@ int callsound(sectortype* sn, DDukeActor* whatsprite, bool endstate)
|
|||
if (act->spr.hitag == act->spr.lotag) stopped = true;
|
||||
}
|
||||
if (act->spr.hitag && !stopped) S_PlayActorSound(act->spr.hitag, whatsprite);
|
||||
act->temp_data[0] = 0;
|
||||
act->counter = 0;
|
||||
act->temp_actor = whatsprite;
|
||||
}
|
||||
return act->spr.lotag;
|
||||
|
@ -173,7 +173,7 @@ int check_activator_motion(int lotag)
|
|||
case SE_20_STRETCH_BRIDGE:
|
||||
case SE_31_FLOOR_RISE_FALL:
|
||||
case SE_32_CEILING_RISE_FALL:
|
||||
if (act2->temp_data[0])
|
||||
if (act2->counter)
|
||||
return(1);
|
||||
break;
|
||||
}
|
||||
|
@ -537,7 +537,7 @@ bool activatewarpelevators(DDukeActor* actor, int d) //Parm = sectoreffectornum
|
|||
if (act2->spr.lotag == SE_17_WARP_ELEVATOR || (isRRRA() && act2->spr.lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL))
|
||||
if (act2->spr.hitag == actor->spr.hitag)
|
||||
{
|
||||
act2->temp_data[0] = d;
|
||||
act2->counter = d;
|
||||
if (act2->spr.lotag == SE_17_WARP_ELEVATOR) act2->temp_data[1] = d; //Make all check warp (only SE17, in SE18 this is a coordinate)
|
||||
}
|
||||
}
|
||||
|
@ -739,7 +739,7 @@ static void handle_st29(sectortype* sptr, DDukeActor* actor)
|
|||
{
|
||||
act2->sector()->extra = -act2->sector()->extra;
|
||||
|
||||
act2->temp_data[0] = sectindex(sptr);
|
||||
act2->counter = sectindex(sptr);
|
||||
act2->temp_data[1] = 1;
|
||||
}
|
||||
}
|
||||
|
@ -965,8 +965,8 @@ static void handle_st27(sectortype* sptr, DDukeActor* actor)
|
|||
|
||||
sptr->lotag ^= 0x8000;
|
||||
if (sptr->lotag & 0x8000) //OPENING
|
||||
act2->temp_data[0] = 1;
|
||||
else act2->temp_data[0] = 2;
|
||||
act2->counter = 1;
|
||||
else act2->counter = 2;
|
||||
callsound(sptr, actor);
|
||||
break;
|
||||
}
|
||||
|
@ -997,9 +997,9 @@ static void handle_st28(sectortype* sptr, DDukeActor* actor)
|
|||
DukeStatIterator it1(STAT_EFFECTOR);
|
||||
while (auto act3 = it.Next())
|
||||
{
|
||||
if ((act3->spr.lotag & 0xff) == 21 && !act3->temp_data[0] &&
|
||||
if ((act3->spr.lotag & 0xff) == 21 && !act3->counter &&
|
||||
(act3->spr.hitag) == j)
|
||||
act3->temp_data[0] = 1;
|
||||
act3->counter = 1;
|
||||
}
|
||||
callsound(sptr, actor);
|
||||
}
|
||||
|
@ -1199,7 +1199,7 @@ void operateactivators(int low, player_struct* plr)
|
|||
case SE_36_PROJ_SHOOTER:
|
||||
case SE_31_FLOOR_RISE_FALL:
|
||||
case SE_32_CEILING_RISE_FALL:
|
||||
a2->temp_data[0] = 1 - a2->temp_data[0];
|
||||
a2->counter = 1 - a2->counter;
|
||||
callsound(act->sector(), a2);
|
||||
break;
|
||||
}
|
||||
|
@ -1725,9 +1725,9 @@ bool checkhitswitch(int snum, walltype* wwal, DDukeActor* act)
|
|||
|
||||
case SE_12_LIGHT_SWITCH:
|
||||
other->sector()->floorpal = 0;
|
||||
other->temp_data[0]++;
|
||||
if (other->temp_data[0] == 2)
|
||||
other->temp_data[0]++;
|
||||
other->counter++;
|
||||
if (other->counter == 2)
|
||||
other->counter++;
|
||||
|
||||
break;
|
||||
case SE_24_CONVEYOR:
|
||||
|
|
|
@ -582,7 +582,7 @@ void S_StopSound(FSoundID soundid, DDukeActor* actor, int channel)
|
|||
|
||||
// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
|
||||
if (S_IsAmbientSFX(actor) && actor->sector()->lotag < 3) // ST_2_UNDERWATER
|
||||
actor->temp_data[0] = 0;
|
||||
actor->counter = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -336,7 +336,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
switch (actor->spr.lotag)
|
||||
{
|
||||
case SE_28_LIGHTNING:
|
||||
if (!isRR()) actor->temp_data[5] = 65;// Delay for lightning
|
||||
if (!isRR()) actor->temp_data[0] = 65;// Delay for lightning
|
||||
break;
|
||||
case SE_7_TELEPORT: // Transporters!!!!
|
||||
case SE_23_ONE_WAY_TELEPORT:// XPTR END
|
||||
|
@ -361,7 +361,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
return;
|
||||
case SE_1_PIVOT:
|
||||
actor->SetOwner(nullptr);
|
||||
actor->temp_data[0] = 1;
|
||||
actor->counter = 1;
|
||||
break;
|
||||
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
|
||||
|
||||
|
@ -603,7 +603,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
case SE_8_UP_OPEN_DOOR_LIGHTS:
|
||||
//First, get the ceiling-floor shade
|
||||
|
||||
actor->temp_data[0] = sectp->floorshade;
|
||||
actor->counter = sectp->floorshade;
|
||||
actor->temp_data[1] = sectp->ceilingshade;
|
||||
|
||||
for (auto& wal : sectp->walls)
|
||||
|
@ -618,7 +618,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
//First, get the ceiling-floor shade
|
||||
if (!isRR()) break;
|
||||
|
||||
actor->temp_data[0] = sectp->floorshade;
|
||||
actor->counter = sectp->floorshade;
|
||||
actor->temp_data[1] = sectp->ceilingshade;
|
||||
|
||||
for (auto& wal : sectp->walls)
|
||||
|
@ -713,7 +713,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
}
|
||||
|
||||
actor->SetOwner(nullptr);
|
||||
actor->temp_data[0] = sectindex(s);
|
||||
actor->counter = sectindex(s);
|
||||
|
||||
if (actor->spr.lotag != SE_30_TWO_WAY_TRAIN)
|
||||
actor->temp_data[3] = actor->spr.hitag;
|
||||
|
@ -734,7 +734,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
}
|
||||
else if (actor->spr.lotag == SE_2_EARTHQUAKE)
|
||||
{
|
||||
actor->temp_data[5] = actor->sector()->getfloorslope();
|
||||
actor->temp_data[0] = actor->sector()->getfloorslope();
|
||||
actor->sector()->setfloorslope(0);
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -90,7 +90,8 @@ public:
|
|||
int tempsound;
|
||||
};
|
||||
// note: all this temp shit needs to be moved to subclass specific variables once things get cleaned up. This is a major issue with code readability.
|
||||
int temp_data[6];
|
||||
int counter; // sprite animation counters - were previously stored in temp_data.
|
||||
int temp_data[5];
|
||||
// Some SE's stored indices in temp_data. For purposes of clarity avoid that. These variables are meant to store these elements now
|
||||
walltype* temp_walls[2]; // SE20 + SE128
|
||||
sectortype* temp_sect, *actorstayput;
|
||||
|
@ -99,7 +100,7 @@ public:
|
|||
ActorMove* curMove;
|
||||
ActorAction* curAction;
|
||||
FName curAI; // no need to store the pointer here.
|
||||
int16_t counter, actioncounter, curframe; // sprite animation counters - were previously stored in temp_data.
|
||||
int16_t actioncounter, curframe; // sprite animation counters - were previously stored in temp_data.
|
||||
|
||||
EDukeFlags1 flags1;
|
||||
EDukeFlags2 flags2;
|
||||
|
|
|
@ -226,6 +226,7 @@ DEFINE_FIELD(DDukeActor, floorz)
|
|||
DEFINE_FIELD(DDukeActor, ceilingz)
|
||||
DEFINE_FIELD(DDukeActor, saved_ammo)
|
||||
DEFINE_FIELD(DDukeActor, palvals)
|
||||
DEFINE_FIELD(DDukeActor, counter)
|
||||
DEFINE_FIELD(DDukeActor, temp_data)
|
||||
DEFINE_FIELD(DDukeActor, temp_actor)
|
||||
DEFINE_FIELD(DDukeActor, seek_actor)
|
||||
|
|
|
@ -17,7 +17,7 @@ class DukeBloodPool : DukeActor
|
|||
else if (Owner.pal == 6 || Owner.bGREENBLOOD)
|
||||
{
|
||||
self.pal = 0; // Green
|
||||
self.temp_data[5] = 1; // this hurts!
|
||||
self.temp_data[0] = 1; // this hurts!
|
||||
}
|
||||
else if (Owner.bBROWNBLOOD)
|
||||
self.pal = 7; // Brown
|
||||
|
@ -40,9 +40,9 @@ class DukeBloodPool : DukeActor
|
|||
{
|
||||
let sectp = self.sector;
|
||||
|
||||
if (self.temp_data[0] == 0)
|
||||
if (self.counter == 0)
|
||||
{
|
||||
self.temp_data[0] = 1;
|
||||
self.counter = 1;
|
||||
if (sectp.floorstat & CSTAT_SECTOR_SLOPE)
|
||||
{
|
||||
self.Destroy();
|
||||
|
@ -87,7 +87,7 @@ class DukeBloodPool : DukeActor
|
|||
|
||||
if (xx < 844 / 16. && self.scale.X > 0.09375 && self.scale.Y > 0.09375)
|
||||
{
|
||||
if (random(0, 256) < 16 && self.temp_data[5])
|
||||
if (random(0, 256) < 16 && self.temp_data[0])
|
||||
{
|
||||
if (plr.boot_amount > 0)
|
||||
plr.boot_amount--;
|
||||
|
|
|
@ -20,15 +20,15 @@ class DukeBloodSplat1 : DukeActor
|
|||
|
||||
override void Tick()
|
||||
{
|
||||
if (self.temp_data[0] < 14 * 26)
|
||||
if (self.counter < 14 * 26)
|
||||
{
|
||||
let offset = frandom(0, 1);
|
||||
let lerp = 1. - (double(self.temp_data[0]) / (14 * 26));
|
||||
let lerp = 1. - (double(self.counter) / (14 * 26));
|
||||
let zadj = (1. / 16.) * lerp;
|
||||
let sadj = (1. / 12.) * lerp * REPEAT_SCALE;
|
||||
self.pos.Z += zadj + offset * zadj;
|
||||
self.scale.Y += sadj + offset * sadj;
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -42,7 +42,7 @@ class DukeActivator : DukeActor
|
|||
case SE_36_PROJ_SHOOTER:
|
||||
case SE_31_FLOOR_RISE_FALL:
|
||||
case SE_32_CEILING_RISE_FALL:
|
||||
a2.temp_data[0] = 1 - a2.temp_data[0];
|
||||
a2.counter = 1 - a2.counter;
|
||||
a2.callsound(self.sector());
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -30,7 +30,7 @@ class DukeCrack : DukeActor
|
|||
{
|
||||
if (self.hitag > 0)
|
||||
{
|
||||
self.temp_data[0] = self.cstat;
|
||||
self.counter = self.cstat;
|
||||
self.temp_angle = self.angle;
|
||||
if (self.ifhitbyweapon() == 2) // explosive damage
|
||||
{
|
||||
|
@ -45,7 +45,7 @@ class DukeCrack : DukeActor
|
|||
}
|
||||
else
|
||||
{
|
||||
self.cstat = self.temp_data[0];
|
||||
self.cstat = self.counter;
|
||||
self.angle = self.temp_angle;
|
||||
self.extra = 0;
|
||||
}
|
||||
|
|
|
@ -71,12 +71,12 @@ class DukeCrane : DukeActor
|
|||
let sectp = self.sector;
|
||||
double xx;
|
||||
|
||||
//self.temp_data[0] = state
|
||||
//self.counter = state
|
||||
//self.temp_data[1] = checking sector number
|
||||
|
||||
if (self.vel.X != 0) self.getGlobalZ();
|
||||
|
||||
if (self.temp_data[0] == 0) //Waiting to check the sector
|
||||
if (self.counter == 0) //Waiting to check the sector
|
||||
{
|
||||
DukeSectIterator it;
|
||||
for (DukeActor a2 = it.First(self.temp_sect); a2; a2 = it.Next())
|
||||
|
@ -89,13 +89,13 @@ class DukeCrane : DukeActor
|
|||
case STAT_PLAYER:
|
||||
self.angle = (self.polepos - self.pos.XY).Angle();
|
||||
if (a2.statnum != STAT_PLAYER) a2.SetPosition(( self.polepos, a2.pos.Z ));
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
else if (self.temp_data[0] == 1)
|
||||
else if (self.counter == 1)
|
||||
{
|
||||
if (self.vel.X < 11.5)
|
||||
{
|
||||
|
@ -104,21 +104,21 @@ class DukeCrane : DukeActor
|
|||
}
|
||||
self.DoMove(CLIPMASK0);
|
||||
if (self.sector == self.temp_sect)
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
}
|
||||
else if (self.temp_data[0] == 2 || self.temp_data[0] == 7)
|
||||
else if (self.counter == 2 || self.counter == 7)
|
||||
{
|
||||
self.pos.Z += 6;
|
||||
|
||||
if (self.temp_data[0] == 2)
|
||||
if (self.counter == 2)
|
||||
{
|
||||
if ((sectp.floorz - self.pos.Z) < 64)
|
||||
if (self.spritesetindex != PIC_DEFAULT) self.setSpritesetImage(self.spritesetindex - 1);
|
||||
|
||||
if ((sectp.floorz - self.pos.Z) < 20)
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
}
|
||||
if (self.temp_data[0] == 7)
|
||||
if (self.counter == 7)
|
||||
{
|
||||
if ((sectp.floorz - self.pos.Z) < 64)
|
||||
{
|
||||
|
@ -132,14 +132,14 @@ class DukeCrane : DukeActor
|
|||
if (pp.on_crane == self)
|
||||
pp.on_crane = null;
|
||||
}
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
self.isactive = false;
|
||||
self.ownerActor = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (self.temp_data[0] == 3)
|
||||
else if (self.counter == 3)
|
||||
{
|
||||
self.setSpritesetImage(self.spritesetindex + 1);
|
||||
if (self.spritesetindex == PIC_CLOSED)
|
||||
|
@ -169,43 +169,43 @@ class DukeCrane : DukeActor
|
|||
}
|
||||
}
|
||||
|
||||
self.temp_data[0]++;//Grabbed the sprite
|
||||
self.counter++;//Grabbed the sprite
|
||||
self.temp_data[2] = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (self.temp_data[0] == 4) //Delay before going up
|
||||
else if (self.counter == 4) //Delay before going up
|
||||
{
|
||||
self.temp_data[2]++;
|
||||
if (self.temp_data[2] > 10)
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
}
|
||||
else if (self.temp_data[0] == 5 || self.temp_data[0] == 8)
|
||||
else if (self.counter == 5 || self.counter == 8)
|
||||
{
|
||||
if (self.temp_data[0] == 8 && self.spritesetindex < PIC_CLOSED)
|
||||
if (self.counter == 8 && self.spritesetindex < PIC_CLOSED)
|
||||
if ((sectp.floorz - self.pos.Z) > 32)
|
||||
self.setSpritesetImage(self.spritesetindex + 1);
|
||||
|
||||
if (self.pos.Z < self.cranepos.Z)
|
||||
{
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
self.vel.X = 0;
|
||||
}
|
||||
else
|
||||
self.pos.Z -= 6;
|
||||
}
|
||||
else if (self.temp_data[0] == 6)
|
||||
else if (self.counter == 6)
|
||||
{
|
||||
if (self.vel.X < 12)
|
||||
self.vel.X += 0.5;
|
||||
self.angle = (self.cranepos.XY - self.pos.XY).Angle();
|
||||
self.DoMove(CLIPMASK0);
|
||||
if ((self.pos.XY - self.cranepos.XY).LengthSquared() < 8 * 8)
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
}
|
||||
|
||||
else if (self.temp_data[0] == 9)
|
||||
self.temp_data[0] = 0;
|
||||
else if (self.counter == 9)
|
||||
self.counter = 0;
|
||||
|
||||
if (self.poleactor)
|
||||
self.poleactor.SetPosition(self.pos.plusZ(-34));
|
||||
|
|
|
@ -24,10 +24,10 @@ class DukeDuck : DukeLetter // shooting gallery target
|
|||
{
|
||||
if (self.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
|
||||
{
|
||||
self.temp_data[0]++;
|
||||
if (self.temp_data[0] > 60)
|
||||
self.counter++;
|
||||
if (self.counter > 60)
|
||||
{
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
self.cstat = CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_ALIGNMENT_WALL;
|
||||
self.extra = 1;
|
||||
}
|
||||
|
|
|
@ -11,7 +11,7 @@ class DukeFlamethrowerFlame : DukeActor
|
|||
double xx;
|
||||
Super.Tick(); // Run CON or its replacement.
|
||||
if (self.bDestroyed) return; // killed by script.
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
if (sectp.lotag == ST_2_UNDERWATER)
|
||||
{
|
||||
let spawned = self.spawn("DukeExplosion2");
|
||||
|
@ -24,16 +24,16 @@ class DukeFlamethrowerFlame : DukeActor
|
|||
|
||||
self.getglobalz();
|
||||
|
||||
int ds = self.temp_data[0] / 6;
|
||||
int ds = self.counter / 6;
|
||||
if (self.scale.X < 0.1250)
|
||||
{
|
||||
self.scale.X += (ds * REPEAT_SCALE);
|
||||
self.scale.Y = (self.scale.X);
|
||||
}
|
||||
self.clipdist += ds * 0.25;
|
||||
if (self.temp_data[0] <= 2)
|
||||
if (self.counter <= 2)
|
||||
self.temp_data[3] = random(0, 9);
|
||||
if (self.temp_data[0] > 30)
|
||||
if (self.counter > 30)
|
||||
{
|
||||
let spawned = self.spawn("DukeExplosion2");
|
||||
if (spawned) spawned.shade = 127;
|
||||
|
|
|
@ -14,7 +14,7 @@ class DukeFlammable : DukeActor
|
|||
|
||||
override void Tick()
|
||||
{
|
||||
if (self.temp_data[0] == 1)
|
||||
if (self.counter == 1)
|
||||
{
|
||||
self.temp_data[1]++;
|
||||
if ((self.temp_data[1] & 3) > 0) return;
|
||||
|
@ -67,10 +67,10 @@ class DukeFlammable : DukeActor
|
|||
{
|
||||
if (hitter.bINFLAME)
|
||||
{
|
||||
if (self.temp_data[0] == 0)
|
||||
if (self.counter == 0)
|
||||
{
|
||||
self.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||
self.temp_data[0] = 1;
|
||||
self.counter = 1;
|
||||
self.spawn("DukeBurning");
|
||||
}
|
||||
}
|
||||
|
|
|
@ -86,28 +86,28 @@ class DukeForceSphere : DukeActor
|
|||
if (!Owner) return;
|
||||
if (Owner.temp_data[1] == 0)
|
||||
{
|
||||
if (self.temp_data[0] < 64)
|
||||
if (self.counter < 64)
|
||||
{
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
size += 0.046875;
|
||||
}
|
||||
}
|
||||
else
|
||||
if (self.temp_data[0] > 64)
|
||||
if (self.counter > 64)
|
||||
{
|
||||
self.temp_data[0]--;
|
||||
self.counter--;
|
||||
size -= 0.046875;
|
||||
}
|
||||
|
||||
self.pos = Owner.pos;;
|
||||
self.angle += Raze.BAngToDegree * Owner.temp_data[0];
|
||||
self.angle += Raze.BAngToDegree * Owner.counter;
|
||||
|
||||
size = clamp(size, 1 / 64., 1.);
|
||||
|
||||
self.scale = (size, size);
|
||||
self.shade = ((size * 32) - 48);
|
||||
|
||||
for (int j = self.temp_data[0]; j > 0; j--)
|
||||
for (int j = self.counter; j > 0; j--)
|
||||
self.DoMove(CLIPMASK0);
|
||||
}
|
||||
|
||||
|
@ -143,7 +143,7 @@ class DukeForceSphere : DukeActor
|
|||
let Owner = self.ownerActor;
|
||||
if (Owner)
|
||||
{
|
||||
Owner.temp_data[0] = 32;
|
||||
Owner.counter = 32;
|
||||
Owner.temp_data[1] = !Owner.temp_data[1];
|
||||
Owner.temp_data[2] ++;
|
||||
}
|
||||
|
|
|
@ -24,15 +24,15 @@ class DukeFrameEffect : DukeActor
|
|||
let Owner = self.ownerActor;
|
||||
if (Owner)
|
||||
{
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
|
||||
if (self.temp_data[0] > 7)
|
||||
if (self.counter > 7)
|
||||
{
|
||||
self.Destroy();
|
||||
return;
|
||||
}
|
||||
else if (self.temp_data[0] > 4) self.cstat |= CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT;
|
||||
else if (self.temp_data[0] > 2) self.cstat |= CSTAT_SPRITE_TRANSLUCENT;
|
||||
else if (self.counter > 4) self.cstat |= CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT;
|
||||
else if (self.counter > 2) self.cstat |= CSTAT_SPRITE_TRANSLUCENT;
|
||||
self.xoffset = Owner.xoffset;
|
||||
self.yoffset = Owner.yoffset;
|
||||
}
|
||||
|
|
|
@ -18,18 +18,18 @@ class DukeGlassPieces : DukeActor
|
|||
return;
|
||||
}
|
||||
|
||||
if (self.pos.Z == self.floorz - 1 && self.temp_data[0] < 3)
|
||||
if (self.pos.Z == self.floorz - 1 && self.counter < 3)
|
||||
{
|
||||
self.vel.Z = -(3 - self.temp_data[0]) - frandom(0, 2);
|
||||
self.vel.Z = -(3 - self.counter) - frandom(0, 2);
|
||||
if (sectp.lotag == 2)
|
||||
self.vel.Z *= 0.5;
|
||||
|
||||
self.scale *= 0.5;
|
||||
if (Duke.rnd(96))
|
||||
self.SetPosition(self.pos);
|
||||
self.temp_data[0]++;//Number of bounces
|
||||
self.counter++;//Number of bounces
|
||||
}
|
||||
else if (self.temp_data[0] == 3)
|
||||
else if (self.counter == 3)
|
||||
{
|
||||
self.Destroy();
|
||||
return;
|
||||
|
|
|
@ -53,13 +53,13 @@ class DukeGreenSlime : DukeActor
|
|||
}
|
||||
}
|
||||
|
||||
if (self.temp_data[0] == -5) // FROZEN
|
||||
if (self.counter == -5) // FROZEN
|
||||
{
|
||||
self.temp_data[3]++;
|
||||
if (self.temp_data[3] > 280)
|
||||
{
|
||||
self.pal = 0;
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
return;
|
||||
}
|
||||
self.makeitfall();
|
||||
|
@ -100,11 +100,11 @@ class DukeGreenSlime : DukeActor
|
|||
self.cstat = 0;
|
||||
else self.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
||||
|
||||
if (self.temp_data[0] == -4) //On the player
|
||||
if (self.counter == -4) //On the player
|
||||
{
|
||||
if (pactor.extra < 1)
|
||||
{
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -137,7 +137,7 @@ class DukeGreenSlime : DukeActor
|
|||
if (spawned) spawned.pal = 0;
|
||||
}
|
||||
self.addkill();
|
||||
self.temp_data[0] = -3;
|
||||
self.counter = -3;
|
||||
if (p.somethingonplayer == self)
|
||||
p.somethingonplayer = nullptr;
|
||||
self.Destroy();
|
||||
|
@ -201,10 +201,10 @@ class DukeGreenSlime : DukeActor
|
|||
if (p.somethingonplayer == nullptr)
|
||||
{
|
||||
p.somethingonplayer = self;
|
||||
if (self.temp_data[0] == 3 || self.temp_data[0] == 2) //Falling downward
|
||||
if (self.counter == 3 || self.counter == 2) //Falling downward
|
||||
self.temp_data[2] = (12 << 8);
|
||||
else self.temp_data[2] = -(13 << 8); //Climbing up duke
|
||||
self.temp_data[0] = -4;
|
||||
self.counter = -4;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -219,7 +219,7 @@ class DukeGreenSlime : DukeActor
|
|||
if (j == 1) // freeze damage
|
||||
{
|
||||
self.PlayActorSound("SOMETHINGFROZE");
|
||||
self.temp_data[0] = -5; self.temp_data[3] = 0;
|
||||
self.counter = -5; self.temp_data[3] = 0;
|
||||
return;
|
||||
}
|
||||
self.addkill();
|
||||
|
@ -243,12 +243,12 @@ class DukeGreenSlime : DukeActor
|
|||
spawned.pal = 6;
|
||||
}
|
||||
}
|
||||
self.temp_data[0] = -3;
|
||||
self.counter = -3;
|
||||
self.Destroy();
|
||||
return;
|
||||
}
|
||||
// All weap
|
||||
if (self.temp_data[0] == -1) //Shrinking down
|
||||
if (self.counter == -1) //Shrinking down
|
||||
{
|
||||
self.makeitfall();
|
||||
|
||||
|
@ -260,14 +260,14 @@ class DukeGreenSlime : DukeActor
|
|||
else
|
||||
{
|
||||
self.scale = (0.625, 0.25);
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
else if (self.temp_data[0] != -2) self.getglobalz();
|
||||
else if (self.counter != -2) self.getglobalz();
|
||||
|
||||
if (self.temp_data[0] == -2) //On top of somebody (an enemy)
|
||||
if (self.counter == -2) //On top of somebody (an enemy)
|
||||
{
|
||||
DukeActor s5 = self.temp_actor;
|
||||
self.makeitfall();
|
||||
|
@ -284,7 +284,7 @@ class DukeGreenSlime : DukeActor
|
|||
if (self.scale.X < 0.5) self.scale.X += (0.0625);
|
||||
else
|
||||
{
|
||||
self.temp_data[0] = -1;
|
||||
self.counter = -1;
|
||||
self.temp_actor = nullptr;
|
||||
double dist = (self.pos.XY - s5.pos.XY).LengthSquared();
|
||||
if (dist < 48*48) {
|
||||
|
@ -312,7 +312,7 @@ class DukeGreenSlime : DukeActor
|
|||
if (dist < 48*48 && (abs(self.pos.Z - a2.pos.Z) < 16)) //Gulp them
|
||||
{
|
||||
self.temp_actor = a2;
|
||||
self.temp_data[0] = -2;
|
||||
self.counter = -2;
|
||||
self.temp_data[1] = 0;
|
||||
return;
|
||||
}
|
||||
|
@ -322,14 +322,14 @@ class DukeGreenSlime : DukeActor
|
|||
|
||||
//Moving on the ground or ceiling
|
||||
|
||||
if (self.temp_data[0] == 0 || self.temp_data[0] == 2)
|
||||
if (self.counter == 0 || self.counter == 2)
|
||||
{
|
||||
self.setspriteSetImage(0);
|
||||
|
||||
if (random(0, 511) == 0)
|
||||
self.PlayActorSound("SLIM_ROAM");
|
||||
|
||||
if (self.temp_data[0] == 2)
|
||||
if (self.counter == 2)
|
||||
{
|
||||
self.vel.Z = 0;
|
||||
self.cstat &= ~CSTAT_SPRITE_YFLIP;
|
||||
|
@ -337,7 +337,7 @@ class DukeGreenSlime : DukeActor
|
|||
if ((sectp.ceilingstat & CSTAT_SECTOR_SKY) || (self.ceilingz + 24) < self.pos.Z)
|
||||
{
|
||||
self.pos.Z += 8;
|
||||
self.temp_data[0] = 3;
|
||||
self.counter = 3;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -369,12 +369,12 @@ class DukeGreenSlime : DukeActor
|
|||
abs(self.floorz - self.ceilingz) < 192)
|
||||
{
|
||||
self.vel.Z = 0;
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (self.temp_data[0] == 1)
|
||||
if (self.counter == 1)
|
||||
{
|
||||
self.setspriteSetImage(0);
|
||||
if (self.scale.Y < 0.625) self.scale.Y += (0.125);
|
||||
|
@ -386,11 +386,11 @@ class DukeGreenSlime : DukeActor
|
|||
{
|
||||
self.pos.Z = self.ceilingz + 16;
|
||||
self.vel.X = 0;
|
||||
self.temp_data[0] = 2;
|
||||
self.counter = 2;
|
||||
}
|
||||
}
|
||||
|
||||
if (self.temp_data[0] == 3)
|
||||
if (self.counter == 3)
|
||||
{
|
||||
self.setspriteSetImage(1);
|
||||
self.makeitfall();
|
||||
|
@ -409,7 +409,7 @@ class DukeGreenSlime : DukeActor
|
|||
if (self.pos.Z > self.floorz - 8)
|
||||
{
|
||||
self.pos.Z = self.floorz - 8;
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
self.vel.X = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -96,13 +96,13 @@ class DukePipeBomb : DukeActor
|
|||
if (sectp.lotag == ST_1_ABOVE_WATER && self.vel.Z == 0)
|
||||
{
|
||||
self.pos.Z += 32;
|
||||
if (self.temp_data[5] == 0)
|
||||
if (self.temp_data[0] == 0)
|
||||
{
|
||||
self.temp_data[5] = 1;
|
||||
self.temp_data[0] = 1;
|
||||
self.spawn("DukeWaterSplash");
|
||||
}
|
||||
}
|
||||
else self.temp_data[5] = 0;
|
||||
else self.temp_data[0] = 0;
|
||||
|
||||
if(self.vel.X > 0)
|
||||
{
|
||||
|
@ -140,7 +140,7 @@ class DukePipeBomb : DukeActor
|
|||
if (bBoom) self.DetonateIt();
|
||||
else self.pickupCheck(p);
|
||||
|
||||
if (self.temp_data[0] < 8) self.temp_data[0]++;
|
||||
if (self.counter < 8) self.counter++;
|
||||
}
|
||||
|
||||
void DetonateIt()
|
||||
|
@ -179,7 +179,7 @@ class DukePipeBomb : DukeActor
|
|||
let xx = (p.actor.pos - self.pos).Sum();
|
||||
let Owner = self.ownerActor;
|
||||
// Duke
|
||||
if (xx < 788 / 16. && self.temp_data[0] > 7 && self.vel.X == 0)
|
||||
if (xx < 788 / 16. && self.counter > 7 && self.vel.X == 0)
|
||||
if (Raze.cansee(self.pos.plusZ(-8), self.sector, p.actor.pos.plusZ(p.actor.viewzoffset), p.cursector))
|
||||
if (p.ammo_amount[weapon1] < gs.max_ammo_amount[weapon1])
|
||||
{
|
||||
|
|
|
@ -18,11 +18,11 @@ class DukeCar : DukeActor
|
|||
override void Tick()
|
||||
{
|
||||
self.pos.Z += self.vel.Z;
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
|
||||
if (self.temp_data[0] == 4) self.PlayActorSound("WAR_AMBIENCE2");
|
||||
if (self.counter == 4) self.PlayActorSound("WAR_AMBIENCE2");
|
||||
|
||||
if (self.temp_data[0] > (26 * 8))
|
||||
if (self.counter > (26 * 8))
|
||||
{
|
||||
Duke.PlaySound("RPG_EXPLODE");
|
||||
for (int j = 0; j < 32; j++)
|
||||
|
@ -31,7 +31,7 @@ class DukeCar : DukeActor
|
|||
self.Destroy();
|
||||
return;
|
||||
}
|
||||
else if ((self.temp_data[0] & 3) == 0)
|
||||
else if ((self.counter & 3) == 0)
|
||||
self.spawn("DukeExplosion2");
|
||||
self.DoMove(CLIPMASK0);
|
||||
}
|
||||
|
|
|
@ -65,8 +65,8 @@ class DukeJibs1 : DukeActor
|
|||
|
||||
if (!Raze.IsRR())
|
||||
{
|
||||
if (self.temp_data[5] < 30 * 10)
|
||||
self.temp_data[5]++;
|
||||
if (self.temp_data[0] < 30 * 10)
|
||||
self.temp_data[0]++;
|
||||
else
|
||||
{
|
||||
self.Destroy();
|
||||
|
@ -101,14 +101,14 @@ class DukeJibs1 : DukeActor
|
|||
self.temp_data[1] = 0;
|
||||
if (self.behavior == 1)
|
||||
{
|
||||
if (self.temp_data[0] > 6) self.temp_data[0] = 0;
|
||||
else self.temp_data[0]++;
|
||||
if (self.counter > 6) self.counter = 0;
|
||||
else self.counter++;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self.temp_data[0] > 2)
|
||||
self.temp_data[0] = 0;
|
||||
else self.temp_data[0]++;
|
||||
if (self.counter > 2)
|
||||
self.counter = 0;
|
||||
else self.counter++;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -155,8 +155,8 @@ class DukeJibs1 : DukeActor
|
|||
if (self.spritesetindex == 1)
|
||||
{
|
||||
self.temp_data[1]++;
|
||||
if ((self.temp_data[1] & 3) == 0 && self.temp_data[0] < 7)
|
||||
self.temp_data[0]++;
|
||||
if ((self.temp_data[1] & 3) == 0 && self.counter < 7)
|
||||
self.counter++;
|
||||
if (self.temp_data[1] > 20)
|
||||
{
|
||||
self.Destroy();
|
||||
|
@ -166,7 +166,7 @@ class DukeJibs1 : DukeActor
|
|||
else if (self.getspritesetsize() > 1)
|
||||
{
|
||||
self.setSpritesetImage(1);
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
self.temp_data[1] = 0;
|
||||
}
|
||||
else
|
||||
|
@ -191,7 +191,7 @@ class DukeJibs1 : DukeActor
|
|||
|
||||
if (spritesetindex == 1)
|
||||
{
|
||||
tspr.SetSpritePic(self, 1 + self.temp_data[0]);
|
||||
tspr.SetSpritePic(self, 1 + self.counter);
|
||||
}
|
||||
if (tspr.pal == 6) tspr.shade = -120;
|
||||
|
||||
|
|
|
@ -29,7 +29,7 @@ class DukeMasterSwitch : DukeActor
|
|||
case SE_31_FLOOR_RISE_FALL:
|
||||
case SE_32_CEILING_RISE_FALL:
|
||||
case SE_36_PROJ_SHOOTER:
|
||||
effector.temp_data[0] = 1;
|
||||
effector.counter = 1;
|
||||
break;
|
||||
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
|
||||
effector.temp_data[4] = 1;
|
||||
|
|
|
@ -12,7 +12,7 @@ class DukeMortar : DukeActor
|
|||
override void Tick()
|
||||
{
|
||||
let spawned = self.spawn("DukeFrameEffect");
|
||||
if (spawned) spawned.temp_data[0] = 3;
|
||||
if (spawned) spawned.counter = 3;
|
||||
Common(1);
|
||||
}
|
||||
|
||||
|
@ -77,13 +77,13 @@ class DukeMortar : DukeActor
|
|||
if (sectp.lotag == ST_1_ABOVE_WATER && self.vel.Z == 0)
|
||||
{
|
||||
self.pos.Z += 32;
|
||||
if (self.temp_data[5] == 0)
|
||||
if (self.temp_data[0] == 0)
|
||||
{
|
||||
self.temp_data[5] = 1;
|
||||
self.temp_data[0] = 1;
|
||||
self.spawn("DukeWaterSplash");
|
||||
}
|
||||
}
|
||||
else self.temp_data[5] = 0;
|
||||
else self.temp_data[0] = 0;
|
||||
|
||||
if (self.temp_data[3] == 0 && (coll.type || xx < 844 / 16.))
|
||||
{
|
||||
|
@ -149,7 +149,7 @@ class DukeMortar : DukeActor
|
|||
return;
|
||||
}
|
||||
}
|
||||
if (self.temp_data[0] < 8) self.temp_data[0]++;
|
||||
if (self.counter < 8) self.counter++;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -13,12 +13,12 @@ class DukeNukeButton : DukeActor
|
|||
|
||||
override void Tick()
|
||||
{
|
||||
if (self.temp_data[0])
|
||||
if (self.counter)
|
||||
{
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
let Owner = self.ownerActor;
|
||||
if (self.temp_data[0] == 8) self.setSpritesetImage(1);
|
||||
else if (self.temp_data[0] == 16 && Owner)
|
||||
if (self.counter == 8) self.setSpritesetImage(1);
|
||||
else if (self.counter == 16 && Owner)
|
||||
{
|
||||
self.setSpritesetImage(2);
|
||||
Owner.GetPlayer().fist_incs = 1;
|
||||
|
@ -30,9 +30,9 @@ class DukeNukeButton : DukeActor
|
|||
|
||||
override bool OnUse(DukePlayer p)
|
||||
{
|
||||
if (self.temp_data[0] == 0 && !p.hitablockingwall())
|
||||
if (self.counter == 0 && !p.hitablockingwall())
|
||||
{
|
||||
self.temp_data[0] = 1;
|
||||
self.counter = 1;
|
||||
self.ownerActor = p.actor;
|
||||
p.buttonpalette = self.pal;
|
||||
if (p.buttonpalette)
|
||||
|
|
|
@ -9,7 +9,7 @@ class DukeMoney : DukeActor
|
|||
override void Initialize()
|
||||
{
|
||||
self.scale = (0.125, 0.125);
|
||||
self.temp_data[0] = random(0, 2047);
|
||||
self.counter = random(0, 2047);
|
||||
self.cstat = self.randomFlip();
|
||||
self.angle = frandom(0, 360);
|
||||
self.ChangeStat(STAT_MISC);
|
||||
|
@ -27,9 +27,9 @@ class DukeMoney : DukeActor
|
|||
return;
|
||||
}
|
||||
|
||||
self.vel.X = frandom(0, 0.5) + Raze.BobVal(self.temp_data[0]) * 2;
|
||||
self.temp_data[0] += random(0, 63);
|
||||
if ((self.temp_data[0] & 2047) > 512 && (self.temp_data[0] & 2047) < 1596)
|
||||
self.vel.X = frandom(0, 0.5) + Raze.BobVal(self.counter) * 2;
|
||||
self.counter += random(0, 63);
|
||||
if ((self.counter & 2047) > 512 && (self.counter & 2047) < 1596)
|
||||
{
|
||||
if (sectp.lotag == ST_2_UNDERWATER)
|
||||
{
|
||||
|
|
|
@ -646,9 +646,9 @@ class DukeFireball : DukeProjectile // WorldTour only
|
|||
|
||||
if (self.detail != 1)
|
||||
{
|
||||
if (self.temp_data[0] >= 1 && self.temp_data[0] < 6)
|
||||
if (self.counter >= 1 && self.counter < 6)
|
||||
{
|
||||
double siz = 1.0 - (self.temp_data[0] * 0.2);
|
||||
double siz = 1.0 - (self.counter * 0.2);
|
||||
DukeActor trail = self.temp_actor;
|
||||
let ball = self.spawn('DukeFireball');
|
||||
if (ball)
|
||||
|
@ -658,7 +658,7 @@ class DukeFireball : DukeProjectile // WorldTour only
|
|||
ball.vel.X = self.vel.X;
|
||||
ball.vel.Z = self.vel.Z;
|
||||
ball.angle = self.angle;
|
||||
if (self.temp_data[0] > 1)
|
||||
if (self.counter > 1)
|
||||
{
|
||||
if (trail)
|
||||
{
|
||||
|
@ -678,7 +678,7 @@ class DukeFireball : DukeProjectile // WorldTour only
|
|||
ball.ChangeStat(STAT_PROJECTILE);
|
||||
}
|
||||
}
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
}
|
||||
if (self.vel.Z < 15000. / 256.)
|
||||
self.vel.Z += 200 / 256.;
|
||||
|
|
|
@ -34,12 +34,12 @@ class DukeRat : DukeActor
|
|||
if (self.DoMove(CLIPMASK0))
|
||||
{
|
||||
if (!Raze.isRRRA() && random(0, 255) == 0) self.PlayActorSound("RATTY");
|
||||
self.angle += Raze.BAngToDegree * (random(-15, 15) + Raze.BobVal(self.temp_data[0] << 8) * 8);
|
||||
self.angle += Raze.BAngToDegree * (random(-15, 15) + Raze.BobVal(self.counter << 8) * 8);
|
||||
}
|
||||
else
|
||||
{
|
||||
self.temp_data[0]++;
|
||||
if (self.temp_data[0] > 1)
|
||||
self.counter++;
|
||||
if (self.counter > 1)
|
||||
{
|
||||
self.Destroy();
|
||||
return;
|
||||
|
|
|
@ -78,7 +78,7 @@ class DukeReactor : DukeActor
|
|||
p.actor.extra--;
|
||||
p.pals = Color(32, 32, 0, 0);
|
||||
}
|
||||
self.temp_data[0] += 128;
|
||||
self.counter += 128;
|
||||
if (self.temp_data[3] == 0)
|
||||
self.temp_data[3] = 1;
|
||||
}
|
||||
|
|
|
@ -25,7 +25,7 @@ class DukeRecon : DukeActor
|
|||
|
||||
override void initialize()
|
||||
{
|
||||
self.temp_data[5] = 0;
|
||||
self.temp_data[0] = 0;
|
||||
self.extra = 130;
|
||||
self.pal = 0;
|
||||
self.shade = -17;
|
||||
|
@ -54,16 +54,16 @@ class DukeRecon : DukeActor
|
|||
|
||||
if (self.ifhitbyweapon() >= 0)
|
||||
{
|
||||
if (self.extra < 0 && self.temp_data[0] != -1)
|
||||
if (self.extra < 0 && self.counter != -1)
|
||||
{
|
||||
self.temp_data[0] = -1;
|
||||
self.counter = -1;
|
||||
self.extra = 0;
|
||||
}
|
||||
if (painsnd >= 0) self.PlayActorSound(painsnd);
|
||||
self.RANDOMSCRAP();
|
||||
}
|
||||
|
||||
if (self.temp_data[0] == -1)
|
||||
if (self.counter == -1)
|
||||
{
|
||||
self.pos.Z += 4;
|
||||
self.temp_data[2]++;
|
||||
|
@ -97,7 +97,7 @@ class DukeRecon : DukeActor
|
|||
|
||||
// 3 = findplayerz, 4 = shoot
|
||||
|
||||
if (self.temp_data[0] >= 4)
|
||||
if (self.counter >= 4)
|
||||
{
|
||||
self.temp_data[2]++;
|
||||
if ((self.temp_data[2] & 15) == 0)
|
||||
|
@ -110,21 +110,21 @@ class DukeRecon : DukeActor
|
|||
}
|
||||
if (self.temp_data[2] > (26 * 3) || !Raze.cansee(self.pos.plusZ(-16), self.sector, pactor.pos.plusZ(pactor.viewzoffset), p.cursector))
|
||||
{
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
self.temp_data[2] = 0;
|
||||
}
|
||||
else self.temp_angle +=
|
||||
deltaangle(self.temp_angle, (pactor.pos.XY - self.pos.XY).Angle()) / 3;
|
||||
}
|
||||
else if (self.temp_data[0] == 2 || self.temp_data[0] == 3)
|
||||
else if (self.counter == 2 || self.counter == 3)
|
||||
{
|
||||
if(self.vel.X > 0) self.vel.X -= 1;
|
||||
else self.vel.X = 0;
|
||||
|
||||
if (self.temp_data[0] == 2)
|
||||
if (self.counter == 2)
|
||||
{
|
||||
double l = pactor.pos.Z + pactor.viewzoffset - self.pos.Z;
|
||||
if (abs(l) < 48) self.temp_data[0] = 3;
|
||||
if (abs(l) < 48) self.counter = 3;
|
||||
else self.pos.Z += l < 0? -shift : shift; // The shift here differs between Duke and RR.
|
||||
}
|
||||
else
|
||||
|
@ -132,7 +132,7 @@ class DukeRecon : DukeActor
|
|||
self.temp_data[2]++;
|
||||
if (self.temp_data[2] > (26 * 3) || !Raze.cansee(self.pos.plusZ(-16), self.sector, pactor.pos.plusZ(pactor.viewzoffset), p.cursector))
|
||||
{
|
||||
self.temp_data[0] = 1;
|
||||
self.counter = 1;
|
||||
self.temp_data[2] = 0;
|
||||
}
|
||||
else if ((self.temp_data[2] & 15) == 0 && attacksnd >= 0)
|
||||
|
@ -144,7 +144,7 @@ class DukeRecon : DukeActor
|
|||
self.angle += deltaangle(self.angle, (pactor.pos.XY - self.pos.XY).Angle()) * 0.25;
|
||||
}
|
||||
|
||||
if (self.temp_data[0] != 2 && self.temp_data[0] != 3 && Owner)
|
||||
if (self.counter != 2 && self.counter != 3 && Owner)
|
||||
{
|
||||
double dist = (Owner.pos.XY - self.pos.XY).Length();
|
||||
if (dist <= 96)
|
||||
|
@ -154,11 +154,11 @@ class DukeRecon : DukeActor
|
|||
}
|
||||
else a = (Owner.pos.XY - self.pos.XY).Angle();
|
||||
|
||||
if (self.temp_data[0] == 1 || self.temp_data[0] == 4) // Found a locator and going with it
|
||||
if (self.counter == 1 || self.counter == 4) // Found a locator and going with it
|
||||
{
|
||||
dist = (Owner.pos - self.pos).Length();
|
||||
|
||||
if (dist <= 96) { if (self.temp_data[0] == 1) self.temp_data[0] = 0; else self.temp_data[0] = 5; }
|
||||
if (dist <= 96) { if (self.counter == 1) self.counter = 0; else self.counter = 5; }
|
||||
else
|
||||
{
|
||||
// Control speed here
|
||||
|
@ -170,25 +170,25 @@ class DukeRecon : DukeActor
|
|||
}
|
||||
}
|
||||
|
||||
if (self.temp_data[0] < 2) self.temp_data[2]++;
|
||||
if (self.counter < 2) self.temp_data[2]++;
|
||||
|
||||
if (xx < 384 && self.temp_data[0] < 2 && self.temp_data[2] > (26 * 4))
|
||||
if (xx < 384 && self.counter < 2 && self.temp_data[2] > (26 * 4))
|
||||
{
|
||||
self.temp_data[0] = 2 + random(0, 1) * 2;
|
||||
self.counter = 2 + random(0, 1) * 2;
|
||||
self.temp_data[2] = 0;
|
||||
self.temp_angle = self.angle;
|
||||
}
|
||||
}
|
||||
|
||||
if (self.temp_data[0] == 0 || self.temp_data[0] == 5)
|
||||
if (self.counter == 0 || self.counter == 5)
|
||||
{
|
||||
if (self.temp_data[0] == 0)
|
||||
self.temp_data[0] = 1;
|
||||
else self.temp_data[0] = 4;
|
||||
if (self.counter == 0)
|
||||
self.counter = 1;
|
||||
else self.counter = 4;
|
||||
let NewOwner = dlevel.LocateTheLocator(self.hitag, nullptr);
|
||||
if (!NewOwner)
|
||||
{
|
||||
self.hitag = self.temp_data[5];
|
||||
self.hitag = self.temp_data[0];
|
||||
NewOwner = dlevel.LocateTheLocator(self.hitag, nullptr);
|
||||
if (!NewOwner)
|
||||
{
|
||||
|
|
|
@ -16,15 +16,15 @@ class DukeRespawnMarker : DukeActor
|
|||
|
||||
override void Tick()
|
||||
{
|
||||
self.temp_data[0]++;
|
||||
if (self.temp_data[0] > gs.respawnitemtime)
|
||||
self.counter++;
|
||||
if (self.counter > gs.respawnitemtime)
|
||||
{
|
||||
self.Destroy();
|
||||
return;
|
||||
}
|
||||
if (self.temp_data[0] >= (gs.respawnitemtime >> 1) && self.temp_data[0] < ((gs.respawnitemtime >> 1) + (gs.respawnitemtime >> 2)))
|
||||
if (self.counter >= (gs.respawnitemtime >> 1) && self.counter < ((gs.respawnitemtime >> 1) + (gs.respawnitemtime >> 2)))
|
||||
self.setSpritesetImage(1);
|
||||
else if (self.temp_data[0] > ((gs.respawnitemtime >> 1) + (gs.respawnitemtime >> 2)))
|
||||
else if (self.counter > ((gs.respawnitemtime >> 1) + (gs.respawnitemtime >> 2)))
|
||||
self.setSpritesetImage(2);
|
||||
self.makeitfall();
|
||||
}
|
||||
|
|
|
@ -48,15 +48,15 @@ class DukeScrap : DukeActor
|
|||
|
||||
if (self.spriteextra < Scrap6 + 8)
|
||||
{
|
||||
if (self.temp_data[0] > 6)
|
||||
self.temp_data[0] = 0;
|
||||
else self.temp_data[0]++;
|
||||
if (self.counter > 6)
|
||||
self.counter = 0;
|
||||
else self.counter++;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self.temp_data[0] > 2)
|
||||
self.temp_data[0] = 0;
|
||||
else self.temp_data[0]++;
|
||||
if (self.counter > 2)
|
||||
self.counter = 0;
|
||||
else self.counter++;
|
||||
}
|
||||
}
|
||||
if (self.vel.Z < 16) self.vel.Z += (gs.gravity - 50 / 256.);
|
||||
|
@ -87,7 +87,7 @@ class DukeScrap : DukeActor
|
|||
}
|
||||
else
|
||||
{
|
||||
let frame = self.spriteextra + self.temp_data[0];
|
||||
let frame = self.spriteextra + self.counter;
|
||||
if (frame < 0 || frame >= ScrapMax) frame = Scrap3;
|
||||
tspr.setSpritePic(self, frame);
|
||||
if (brighter[frame]) tspr.shade -= 6;
|
||||
|
|
|
@ -19,7 +19,7 @@ class DukeShell : DukeActor
|
|||
let pactor = plr.actor;
|
||||
ang = pactor.angle - Raze.BAngToDegree * (random(8, 71)); //Fine tune
|
||||
|
||||
self.temp_data[0] = random(0, 1);
|
||||
self.counter = random(0, 1);
|
||||
self.pos.Z = 3 + pactor.pos.Z + pactor.viewzoffset + plr.pyoff + tan(plr.getPitchWithView()) * 8. + (!isshell ? 3 : 0);
|
||||
self.vel.Z = -frandom(0, 1);
|
||||
}
|
||||
|
@ -74,8 +74,8 @@ class DukeShell : DukeActor
|
|||
if (self.temp_data[1] > 8)
|
||||
{
|
||||
self.temp_data[1] = 0;
|
||||
self.temp_data[0]++;
|
||||
self.temp_data[0] &= 3;
|
||||
self.counter++;
|
||||
self.counter &= 3;
|
||||
}
|
||||
if (self.vel.Z < 0.5) self. vel.Z += (gs.gravity / 13); // 8
|
||||
else self.vel.Z -= 0.25;
|
||||
|
@ -89,8 +89,8 @@ class DukeShell : DukeActor
|
|||
if (self.temp_data[1] > 3)
|
||||
{
|
||||
self.temp_data[1] = 0;
|
||||
self.temp_data[0]++;
|
||||
self.temp_data[0] &= 3;
|
||||
self.counter++;
|
||||
self.counter &= 3;
|
||||
}
|
||||
if (self.vel.Z < 2) self.vel.Z += (gs.gravity / 3); // 52;
|
||||
if(self.vel.X > 0)
|
||||
|
@ -104,10 +104,10 @@ class DukeShell : DukeActor
|
|||
|
||||
override bool animate(tspritetype t)
|
||||
{
|
||||
if (self.GetSpriteSetsize() > 0) t.setspritepic(self, self.temp_data[0] & 1);
|
||||
if (self.GetSpriteSetsize() > 0) t.setspritepic(self, self.counter & 1);
|
||||
t.cstat |= (CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
|
||||
if (self.temp_data[0] > 1) t.cstat &= ~CSTAT_SPRITE_XFLIP;
|
||||
if (self.temp_data[0] > 2) t.cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
|
||||
if (self.counter > 1) t.cstat &= ~CSTAT_SPRITE_XFLIP;
|
||||
if (self.counter > 2) t.cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -21,23 +21,23 @@ class DukeSoundController : DukeActor
|
|||
if (self.temp_data[1] != Raze.SoundEnabled())
|
||||
{
|
||||
self.temp_data[1] = Raze.SoundEnabled();
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
}
|
||||
|
||||
let p = Duke.GetViewPlayer();
|
||||
if (self.lotag >= 1000 && self.lotag < 2000)
|
||||
{
|
||||
double dist = (p.actor.pos.XY - self.pos.XY).LengthSquared();
|
||||
if (dist < maxdist * maxdist && self.temp_data[0] == 0)
|
||||
if (dist < maxdist * maxdist && self.counter == 0)
|
||||
{
|
||||
Raze.SetReverb(self.lotag - 1100);
|
||||
self.temp_data[0] = 1;
|
||||
self.counter = 1;
|
||||
}
|
||||
if (dist >= maxdist * maxdist && self.temp_data[0] == 1)
|
||||
if (dist >= maxdist * maxdist && self.counter == 1)
|
||||
{
|
||||
Raze.SetReverb(0);
|
||||
Raze.SetReverbDelay(0);
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -50,13 +50,13 @@ class DukeSoundController : DukeActor
|
|||
{
|
||||
double distance = (p.actor.pos - self.pos).Length();
|
||||
|
||||
if (distance < maxdist && self.temp_data[0] == 0)
|
||||
if (distance < maxdist && self.counter == 0)
|
||||
{
|
||||
// Start playing an ambience sound.
|
||||
self.PlayActorSound(Raze.FindSoundByResID(self.lotag), CHAN_AUTO, CHANF_LOOP);
|
||||
self.temp_data[0] = 1; // AMBIENT_SFX_PLAYING
|
||||
self.counter = 1; // AMBIENT_SFX_PLAYING
|
||||
}
|
||||
else if (distance >= maxdist && self.temp_data[0] == 1)
|
||||
else if (distance >= maxdist && self.counter == 1)
|
||||
{
|
||||
// Stop playing ambience sound because we're out of its range.
|
||||
self.StopSound(self.lotag);
|
||||
|
@ -78,7 +78,7 @@ class DukeSoundController : DukeActor
|
|||
|
||||
override void OnDestroy()
|
||||
{
|
||||
if (self.temp_data[0] == 1)
|
||||
if (self.counter == 1)
|
||||
self.StopSound(-1);
|
||||
Super.OnDestroy();
|
||||
}
|
||||
|
|
|
@ -18,7 +18,7 @@ class DukeTongue : DukeActor
|
|||
|
||||
override void Tick()
|
||||
{
|
||||
self.temp_data[0] = int(Raze.BobVal(self.temp_data[1]) * 32);
|
||||
self.counter = int(Raze.BobVal(self.temp_data[1]) * 32);
|
||||
self.temp_data[1] += 32;
|
||||
if (self.temp_data[1] > 2047 || statnum == STAT_MISC)
|
||||
{
|
||||
|
@ -35,7 +35,7 @@ class DukeTongue : DukeActor
|
|||
self.angle = Owner.angle;
|
||||
self.pos = Owner.pos.plusZ(Owner.isPlayer() ? -34 : 0);
|
||||
|
||||
for (int k = 0; k < self.temp_data[0]; k++)
|
||||
for (int k = 0; k < self.counter; k++)
|
||||
{
|
||||
let pos = self.pos + self.angle.ToVector() * 2 * k;
|
||||
pos.Z += k * self.vel.Z / 12;
|
||||
|
@ -48,7 +48,7 @@ class DukeTongue : DukeActor
|
|||
q.pal = 8;
|
||||
}
|
||||
}
|
||||
int k = self.temp_data[0]; // do not depend on the above loop counter.
|
||||
int k = self.counter; // do not depend on the above loop counter.
|
||||
let pos = self.pos + self.angle.ToVector() * 2 * k;
|
||||
pos.Z += k * self.vel.Z / 12;
|
||||
let jaw = 'DukeInnerJaw';
|
||||
|
|
|
@ -82,14 +82,14 @@ class DukeTouchPlate : DukeActor
|
|||
return;
|
||||
}
|
||||
|
||||
if (self.temp_data[5] == 1) return;
|
||||
if (self.temp_data[0] == 1) return;
|
||||
|
||||
p = Duke.checkcursectnums(sectp);
|
||||
if (p != null && (p.on_ground || self.intangle == 512))
|
||||
{
|
||||
if (self.temp_data[0] == 0 && !dlevel.check_activator_motion(self.lotag))
|
||||
if (self.counter == 0 && !dlevel.check_activator_motion(self.lotag))
|
||||
{
|
||||
self.temp_data[0] = 1;
|
||||
self.counter = 1;
|
||||
self.temp_data[1] = 1;
|
||||
self.temp_data[3] = !self.temp_data[3];
|
||||
dlevel.operatemasterswitches(self.lotag);
|
||||
|
@ -97,11 +97,11 @@ class DukeTouchPlate : DukeActor
|
|||
if (self.hitag > 0)
|
||||
{
|
||||
self.hitag--;
|
||||
if (self.hitag == 0) self.temp_data[5] = 1;
|
||||
if (self.hitag == 0) self.temp_data[0] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
else self.temp_data[0] = 0;
|
||||
else self.counter = 0;
|
||||
|
||||
if (self.temp_data[1] == 1)
|
||||
{
|
||||
|
|
|
@ -100,15 +100,15 @@ class DukeTripBomb : DukeActor
|
|||
self.angle = ang;
|
||||
}
|
||||
|
||||
if (self.temp_data[0] < 32)
|
||||
if (self.counter < 32)
|
||||
{
|
||||
DukePlayer p;
|
||||
double x;
|
||||
[p, x] = self.findplayer();
|
||||
if (x > 48) self.temp_data[0]++;
|
||||
else if (self.temp_data[0] > 16) self.temp_data[0]++;
|
||||
if (x > 48) self.counter++;
|
||||
else if (self.counter > 16) self.counter++;
|
||||
}
|
||||
if (self.temp_data[0] == 32)
|
||||
if (self.counter == 32)
|
||||
{
|
||||
let ang = self.angle;
|
||||
self.angle = self.temp_angle;
|
||||
|
@ -164,7 +164,7 @@ class DukeTripBomb : DukeActor
|
|||
}
|
||||
}
|
||||
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
self.pos = self.temp_pos;
|
||||
self.ChangeSector(oldSect);
|
||||
self.temp_data[3] = 0;
|
||||
|
@ -175,7 +175,7 @@ class DukeTripBomb : DukeActor
|
|||
}
|
||||
else self.temp_data[2] = 0;
|
||||
}
|
||||
if (self.temp_data[0] == 33)
|
||||
if (self.counter == 33)
|
||||
{
|
||||
self.temp_data[1]++;
|
||||
|
||||
|
@ -211,7 +211,7 @@ class DukeTripBombPlaced : DukeTripBomb
|
|||
self.ownerActor = self;
|
||||
self.vel.X = 1;
|
||||
self.DoMove(CLIPMASK0);
|
||||
self.temp_data[0] = 17;
|
||||
self.counter = 17;
|
||||
self.temp_data[2] = 0;
|
||||
self.temp_angle = self.angle;
|
||||
self.ChangeStat(STAT_ZOMBIEACTOR);
|
||||
|
|
|
@ -29,7 +29,7 @@ class DukeViewscreen : DukeActor
|
|||
{
|
||||
camsprite = null;
|
||||
self.yint = 0;
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -61,7 +61,7 @@ class DukeViewscreen : DukeActor
|
|||
{
|
||||
let actor = DukeActor(tspr.ownerActor);
|
||||
let hitowner = actor.hitOwnerActor;
|
||||
if (camsprite != null && hitowner && hitowner.temp_data[0] == 1)
|
||||
if (camsprite != null && hitowner && hitowner.counter == 1)
|
||||
{
|
||||
tspr.SetSpritePic(self, 1);
|
||||
tspr.cstat &= ~ (CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
|
||||
|
@ -118,7 +118,7 @@ class DukeCamera : DukeActor
|
|||
|
||||
override void Tick()
|
||||
{
|
||||
if (self.temp_data[0] == 0)
|
||||
if (self.counter == 0)
|
||||
{
|
||||
self.temp_data[1] += 8;
|
||||
if (gs.camerashitable)
|
||||
|
@ -126,7 +126,7 @@ class DukeCamera : DukeActor
|
|||
int j = self.ifhitbyweapon();
|
||||
if (j >= 0)
|
||||
{
|
||||
self.temp_data[0] = 1; // static
|
||||
self.counter = 1; // static
|
||||
self.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
for (int x = 0; x < 5; x++)
|
||||
self.RANDOMSCRAP();
|
||||
|
|
|
@ -25,12 +25,12 @@ class DukeWaterFountain : DukeActor
|
|||
|
||||
override void Tick()
|
||||
{
|
||||
if (self.temp_data[0] > 0 && self.spritesetindex < 4)
|
||||
if (self.counter > 0 && self.spritesetindex < 4)
|
||||
{
|
||||
int frame = self.spritesetindex;
|
||||
if (self.temp_data[0] < 20)
|
||||
if (self.counter < 20)
|
||||
{
|
||||
self.temp_data[0]++;
|
||||
self.counter++;
|
||||
|
||||
frame++;
|
||||
|
||||
|
@ -45,10 +45,10 @@ class DukeWaterFountain : DukeActor
|
|||
// this does not really work, but fixing this will probably draw complaints for not being authentic.
|
||||
if ((self.pos - p.actor.pos.plusZ(28)).Sum() > 32)
|
||||
{
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
self.setSpritesetImage(0);
|
||||
}
|
||||
else self.temp_data[0] = 1;
|
||||
else self.counter = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -71,9 +71,9 @@ class DukeWaterFountain : DukeActor
|
|||
|
||||
override bool onUse(DukePlayer user)
|
||||
{
|
||||
if (self.temp_data[0] != 1)
|
||||
if (self.counter != 1)
|
||||
{
|
||||
self.temp_data[0] = 1;
|
||||
self.counter = 1;
|
||||
let act = user.actor;
|
||||
self.ownerActor = act;
|
||||
|
||||
|
|
|
@ -45,8 +45,8 @@ class DukeWatersplash : DukeActor
|
|||
void DoTick(bool check)
|
||||
{
|
||||
let sectp = self.sector;
|
||||
self.temp_data[0]++;
|
||||
if (self.temp_data[0] == 1)
|
||||
self.counter++;
|
||||
if (self.counter == 1)
|
||||
{
|
||||
if (check)
|
||||
{
|
||||
|
@ -56,9 +56,9 @@ class DukeWatersplash : DukeActor
|
|||
if (!Duke.CheckSoundPlaying("ITEM_SPLASH"))
|
||||
self.PlayActorSound("ITEM_SPLASH");
|
||||
}
|
||||
if (self.temp_data[0] == 3)
|
||||
if (self.counter == 3)
|
||||
{
|
||||
self.temp_data[0] = 0;
|
||||
self.counter = 0;
|
||||
self.temp_data[1]++;
|
||||
}
|
||||
if (self.temp_data[1] == 5)
|
||||
|
|
|
@ -168,7 +168,8 @@ class DukeActor : CoreActor native
|
|||
native double floorz, ceilingz, hitang;
|
||||
native int saved_ammo;
|
||||
native int palvals;
|
||||
native int temp_data[6];
|
||||
native int counter;
|
||||
native int temp_data[5];
|
||||
native private int flags1, flags2, flags3;
|
||||
native walltype temp_walls[2];
|
||||
native sectortype temp_sect, actorstayput;
|
||||
|
|
Loading…
Reference in a new issue