mirror of
https://github.com/ZDoom/Raze.git
synced 2025-03-30 20:51:02 +00:00
- remove vel clear wrappers
This commit is contained in:
parent
b924569755
commit
62ba753585
42 changed files with 359 additions and 379 deletions
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@ -841,7 +841,7 @@ int FileSystem::GetFileFlags (int lump)
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uint32_t FileSystem::LumpNameHash (const char *s)
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{
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const uint32_t *table = GetCRCTable ();;
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const uint32_t *table = GetCRCTable ();
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uint32_t hash = 0xffffffff;
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int i;
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@ -1698,4 +1698,4 @@ CCMD(fs_dir)
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bool hidden = fileSystem.FindFile(fn1) != i;
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Printf(PRINT_NONOTIFY, "%s%-64s %-15s (%5d) %10d %s %s\n", hidden ? TEXTCOLOR_RED : TEXTCOLOR_UNTRANSLATED, fn1, fns, fnid, length, container, hidden ? "(h)" : "");
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}
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}
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}
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@ -577,7 +577,7 @@ struct TVector3
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}
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up = n ^right;
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right.MakeUnit();;
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right.MakeUnit();
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up.MakeUnit();
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}
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@ -123,11 +123,6 @@ public:
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return vel.Z;
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}
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void clear_zvel()
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{
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vel.Z = 0;
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}
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void set_int_zvel(int v)
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{
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vel.Z = v * zinttoworld;
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@ -143,11 +138,6 @@ public:
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vel.Z *= v;
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}
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void clear_xyvel()
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{
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vel.X = vel.Y = 0;
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}
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// Note: Both Duke and SW use Q12.4 for this, Exhumed doesn't seem to treat horizontal velocity with a fixed factor.
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int int_xvel() const
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{
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@ -159,11 +149,6 @@ public:
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return vel.X;
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}
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void clear_xvel()
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{
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vel.X = 0;
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}
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void set_int_xvel(int v)
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{
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vel.X = v * inttoworld;
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@ -190,11 +175,6 @@ public:
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return vel.Y;
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}
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void clear_yvel()
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{
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vel.Y = 0;
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}
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void set_int_yvel(int v)
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{
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vel.Y = v * inttoworld;
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@ -4615,7 +4615,7 @@ static Collision MoveThing(DBloodActor* actor)
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actor->spr.flags |= 4;
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auto vec4 = actFloorBounceVector(actor, FixedToFloat(v20), actor->sector(), FixedToFloat(pThingInfo->elastic));
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actor->vel,XY() = vec4.XY();
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actor->vel.XY() = vec4.XY();
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int vax = FloatToFixed(vec4.W);
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int nDamage = MulScale(vax, vax, 30) - pThingInfo->dmgResist;
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@ -741,7 +741,7 @@ void movecrane(DDukeActor *actor, int crane)
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if (actor->spr.pos.Z < cpt.pos.Z)
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{
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actor->temp_data[0]++;
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actor->clear_xvel();
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actor->vel.X = 0;
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}
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else
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actor->spr.pos.Z -= 6;
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@ -784,7 +784,7 @@ void movecrane(DDukeActor *actor, int crane)
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Owner->opos = actor->spr.pos;
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actor->clear_zvel();
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actor->vel.Z = 0;
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}
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else if (actor->IsActiveCrane())
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{
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@ -1481,7 +1481,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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}
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actor->add_int_xvel(-1);
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if(actor->float_xvel() < 0) actor->clear_xvel();
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if(actor->float_xvel() < 0) actor->vel.X = 0;
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if (actor->spr.picnum == stripeball)
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{
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actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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@ -1687,7 +1687,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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{
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actor->temp_data[3] = 0;
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if(actor->float_xvel() > 0) actor->add_int_xvel(-16);
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else actor->clear_xvel();
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else actor->vel.X = 0;
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if (actor->temp_data[0] == 2)
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{
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@ -1734,7 +1734,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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else
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{
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if(actor->float_xvel() > 0) actor->add_int_xvel(-16);
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else actor->clear_xvel();
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else actor->vel.X = 0;
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}
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}
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@ -2153,7 +2153,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
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auto sectp = actor->sector();
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if(actor->float_xvel() > 0) actor->add_int_xvel(-1);
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else actor->clear_xvel();
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else actor->vel.X = 0;
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if (timeout)
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{
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@ -2252,7 +2252,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
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double ll = getflorzofslopeptrf(actor->sector(), actor->spr.pos);
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actor->spr.pos.Z = ll - 2;
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actor->clear_xvel();
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actor->vel.X = 0;
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if (actor->spr.picnum == JIBS6)
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{
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@ -2385,7 +2385,7 @@ void shell(DDukeActor* actor, bool morecheck)
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else actor->add_int_zvel(- 64);
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if(actor->float_xvel() > 0)
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actor->add_int_xvel(-4);
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else actor->clear_xvel();
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else actor->vel.X = 0;
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}
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else
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{
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@ -2448,7 +2448,7 @@ void glasspieces(DDukeActor* actor)
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static const ESpriteFlags flips[] = { 0, CSTAT_SPRITE_XFLIP, CSTAT_SPRITE_YFLIP, CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP };
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actor->spr.cstat = flips[int(actor->float_xvel() * 16) & 3];
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}
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else actor->clear_xvel();
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else actor->vel.X = 0;
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ssp(actor, CLIPMASK0);
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}
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@ -2465,7 +2465,7 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
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if(actor->float_xvel() > 0)
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actor->add_int_xvel(-1);
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else actor->clear_xvel();
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else actor->vel.X = 0;
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if (actor->float_zvel() > 4 && actor->float_zvel() < 5)
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{
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@ -2965,13 +2965,13 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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int l = FindDistance2D(Owner->int_pos().vec2 - actor->int_pos().vec2);
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if (l <= 128)
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actor->clear_xvel();
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actor->vel.X = 0;
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if(actor->float_xvel() > 0)
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actor->add_int_xvel(-16);
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else
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{
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actor->clear_xvel();
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actor->vel.X = 0;
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operateactivators(actor->spr.hitag + (short)actor->temp_data[3], -1);
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actor->SetOwner(nullptr);
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actor->add_int_ang(1024);
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@ -4857,7 +4857,7 @@ void makeitfall(DDukeActor* actor)
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if (actor->spr.pos.Z >= actor->floorz - FOURSLEIGHT_F)
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{
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actor->spr.pos.Z = actor->floorz - FOURSLEIGHT_F;
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actor->clear_zvel();
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actor->vel.Z = 0;
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}
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}
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@ -5114,7 +5114,7 @@ void fall_common(DDukeActor *actor, int playernum, int JIBS6, int DRONE, int BLO
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actor->attackertype = SHOTSPARK1;
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actor->hitextra = 1;
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actor->clear_zvel();
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actor->vel.Z = 0;
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}
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else if (actor->float_zvel() > 8 && actor->sector()->lotag != 1)
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{
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@ -5129,7 +5129,7 @@ void fall_common(DDukeActor *actor, int playernum, int JIBS6, int DRONE, int BLO
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}
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if (actor->sector()->lotag == 1)
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actor->add_int_z(gs.actorinfo[actor->spr.picnum].falladjustz);
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else actor->clear_zvel();
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else actor->vel.Z = 0;
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}
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}
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}
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@ -237,7 +237,7 @@ bool ifsquished(DDukeActor* actor, int p)
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FTA(QUOTE_SQUISHED, &ps[p]);
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if (badguy(actor))
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actor->clear_xvel();
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actor->vel.X = 0;
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if (actor->spr.pal == 1)
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{
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@ -394,7 +394,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (act2->spr.picnum != TANK && act2->spr.picnum != ROTATEGUN && act2->spr.picnum != RECON && !bossguy(act2))
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{
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if (act2->int_xvel() < 0) act2->clear_xvel();
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if (act2->int_xvel() < 0) act2->vel.X = 0;
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act2->add_int_xvel( (actor->spr.extra << 2));
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}
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@ -1602,8 +1602,8 @@ static void weaponcommon_d(DDukeActor* proj)
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{
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return;
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}
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proj->clear_xvel();
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proj->clear_zvel();
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proj->vel.X = 0;
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proj->vel.Z = 0;
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}
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bool fireball = (isWorldTour() && proj->spr.picnum == FIREBALL && (!proj->GetOwner() || proj->GetOwner()->spr.picnum != FIREBALL));
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@ -2295,7 +2295,7 @@ static void greenslime(DDukeActor *actor)
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makeitfall(actor);
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if (s5)
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{
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s5->clear_xvel();
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s5->vel.X = 0;
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actor->spr.pos = s5->spr.pos + s5->spr.angle.ToVector() * 0.5;
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actor->spr.picnum = GREENSLIME + 2 + (global_random & 1);
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@ -2347,7 +2347,7 @@ static void greenslime(DDukeActor *actor)
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if (actor->temp_data[0] == 2)
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{
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actor->clear_zvel();
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actor->vel.Z = 0;
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actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
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if ((sectp->ceilingstat & CSTAT_SECTOR_SKY) || (actor->ceilingz + 24) < actor->spr.pos.Z)
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@ -2386,7 +2386,7 @@ static void greenslime(DDukeActor *actor)
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if (rnd(4) && (sectp->ceilingstat & CSTAT_SECTOR_SKY) == 0 &&
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fabs(actor->floorz - actor->ceilingz) < 192)
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{
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actor->clear_zvel();
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actor->vel.Z = 0;
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actor->temp_data[0]++;
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}
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@ -2403,7 +2403,7 @@ static void greenslime(DDukeActor *actor)
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if (actor->spr.pos.Z < actor->ceilingz + 16)
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{
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actor->spr.pos.Z = actor->ceilingz + 16;
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actor->clear_xvel();
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actor->vel.X = 0;
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actor->temp_data[0] = 2;
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}
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}
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@ -2429,7 +2429,7 @@ static void greenslime(DDukeActor *actor)
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{
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actor->spr.pos.Z = actor->floorz - 8;
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actor->temp_data[0] = 0;
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actor->clear_xvel();
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actor->vel.X = 0;
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}
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}
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}
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@ -2499,8 +2499,8 @@ static void flamethrowerflame(DDukeActor *actor)
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}
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if (coll.type != 0) {
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actor->clear_xyvel();
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actor->clear_zvel();
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actor->ZeroVelocityXY();
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actor->vel.Z = 0;
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if (coll.type == kHitSprite)
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{
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fi.checkhitsprite(coll.actor(), actor);
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@ -2569,7 +2569,7 @@ static void heavyhbomb(DDukeActor *actor)
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actor->temp_data[3] = 1;
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actor->temp_data[4] = 0;
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l = 0;
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actor->clear_xvel();
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actor->vel.X = 0;
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goto DETONATEB;
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}
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}
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@ -2590,7 +2590,7 @@ static void heavyhbomb(DDukeActor *actor)
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if (actor->spr.pos.Z < actor->ceilingz) // && sectp->lotag != 2 )
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{
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actor->spr.pos.Z = actor->ceilingz + 3;
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actor->clear_zvel();
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actor->vel.Z = 0;
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}
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}
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@ -2616,7 +2616,7 @@ static void heavyhbomb(DDukeActor *actor)
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actor->temp_data[3] = 1;
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actor->temp_data[4] = 0;
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l = 0;
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actor->clear_xvel();
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actor->vel.X = 0;
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goto DETONATEB;
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}
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@ -2631,7 +2631,7 @@ static void heavyhbomb(DDukeActor *actor)
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actor->add_int_xvel(-10);
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if(actor->float_xvel() < 0)
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actor->clear_xvel();
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actor->vel.X = 0;
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if (int(actor->float_xvel() * 16) & 8) actor->spr.cstat ^= CSTAT_SPRITE_XFLIP;
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}
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@ -3164,7 +3164,7 @@ void handle_se06_d(DDukeActor* actor)
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if (actor->temp_data[4] >= (k - (k >> 3)))
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actor->add_int_xvel(-(k >> 5));
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if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3)))
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actor->clear_xvel();
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actor->vel.X = 0;
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if (actor->temp_data[4] < (k >> 1))
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actor->add_int_xvel( (k >> 5));
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if (actor->temp_data[4] < ((k >> 1) - (k >> 3)))
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@ -3558,7 +3558,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (actor->spr.picnum != APLAYER)
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alterang(a, actor, playernum);
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if (actor->int_xvel() > -6 && actor->int_xvel() < 6) actor->clear_xvel();
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if (actor->int_xvel() > -6 && actor->int_xvel() < 6) actor->vel.X = 0;
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a = badguy(actor);
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@ -3578,13 +3578,13 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (actor->spr.pos.Z > f - 8)
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{
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actor->spr.pos.Z = f - 8;
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actor->clear_zvel();
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actor->vel.Z = 0;
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}
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if (actor->spr.pos.Z < c + 80)
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{
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actor->spr.pos.Z = c + 80;
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actor->clear_zvel();
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actor->vel.Z = 0;
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}
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}
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else
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@ -3603,7 +3603,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (actor->spr.pos.Z < c + 50)
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{
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actor->spr.pos.Z = c + 50;
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actor->clear_zvel();
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actor->vel.Z = 0;
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}
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}
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}
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@ -330,7 +330,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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(pic != HULK && pic != MAMA && pic != BILLYPLAY && pic != COOTPLAY && pic != MAMACLOUD) :
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(pic != HULK && pic != SBMOVE))
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{
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if (act2->int_xvel() < 0) act2->clear_xvel();
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if (act2->int_xvel() < 0) act2->vel.X = 0;
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act2->add_int_xvel( (act2->spr.extra << 2));
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}
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@ -2341,7 +2341,7 @@ static void heavyhbomb(DDukeActor *actor)
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actor->temp_data[3] = 1;
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actor->temp_data[4] = 0;
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l = 0;
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actor->clear_xvel();
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actor->vel.X = 0;
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goto DETONATEB;
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}
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}
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@ -2370,7 +2370,7 @@ static void heavyhbomb(DDukeActor *actor)
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if (actor->spr.picnum != CHEERBOMB && actor->spr.pos.Z < actor->ceilingz + 16 && sectp->lotag != 2)
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{
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actor->spr.pos.Z = actor->ceilingz + 16;
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actor->clear_zvel();
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actor->vel.Z = 0;
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}
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Collision coll;
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@ -2387,7 +2387,7 @@ static void heavyhbomb(DDukeActor *actor)
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actor->temp_data[5] = 1;
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spawn(actor, WATERSPLASH2);
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if (isRRRA() && actor->spr.picnum == MORTER)
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actor->clear_xvel();
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actor->vel.X = 0;
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}
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}
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else actor->temp_data[5] = 0;
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@ -2397,7 +2397,7 @@ static void heavyhbomb(DDukeActor *actor)
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actor->temp_data[3] = 1;
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actor->temp_data[4] = 0;
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l = 0;
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actor->clear_xvel();
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actor->vel.X = 0;
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goto DETONATEB;
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}
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@ -2406,7 +2406,7 @@ static void heavyhbomb(DDukeActor *actor)
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actor->temp_data[3] = 1;
|
||||
actor->temp_data[4] = 0;
|
||||
l = 0;
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
goto DETONATEB;
|
||||
}
|
||||
|
||||
|
@ -2421,7 +2421,7 @@ static void heavyhbomb(DDukeActor *actor)
|
|||
actor->add_int_xvel(-10);
|
||||
|
||||
if(actor->float_xvel() < 0)
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
if (int(actor->float_xvel() * 16) & 8) actor->spr.cstat ^= CSTAT_SPRITE_XFLIP;
|
||||
}
|
||||
|
||||
|
@ -2437,7 +2437,7 @@ static void heavyhbomb(DDukeActor *actor)
|
|||
actor->temp_data[3] = 1;
|
||||
actor->temp_data[4] = 0;
|
||||
l = 0;
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
goto DETONATEB;
|
||||
}
|
||||
actor->set_int_ang(((k << 1) - actor->int_ang()) & 2047);
|
||||
|
@ -2557,7 +2557,7 @@ static int henstand(DDukeActor *actor)
|
|||
}
|
||||
}
|
||||
if (actor->sector()->lotag == 900)
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
if(actor->float_xvel() != 0)
|
||||
{
|
||||
makeitfall(actor);
|
||||
|
@ -2591,7 +2591,7 @@ static int henstand(DDukeActor *actor)
|
|||
}
|
||||
}
|
||||
actor->add_int_xvel(-1);
|
||||
if(actor->float_xvel() < 0) actor->clear_xvel();
|
||||
if(actor->float_xvel() < 0) actor->vel.X = 0;
|
||||
actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
||||
if (actor->spr.picnum == BOWLINGPIN)
|
||||
{
|
||||
|
@ -3153,7 +3153,7 @@ void handle_se06_r(DDukeActor *actor)
|
|||
if (actor->temp_data[4] >= (k - (k >> 3)))
|
||||
actor->add_int_xvel(-(k >> 5));
|
||||
if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3)))
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
if (actor->temp_data[4] < (k >> 1))
|
||||
actor->add_int_xvel( (k >> 5));
|
||||
if (actor->temp_data[4] < ((k >> 1) - (k >> 3)))
|
||||
|
@ -3629,7 +3629,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
|
|||
if (actor->spr.picnum != APLAYER)
|
||||
alterang(a, actor, pnum);
|
||||
|
||||
if (actor->int_xvel() > -6 && actor->int_xvel() < 6) actor->clear_xvel();
|
||||
if (actor->int_xvel() > -6 && actor->int_xvel() < 6) actor->vel.X = 0;
|
||||
|
||||
a = badguy(actor);
|
||||
|
||||
|
@ -3654,7 +3654,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
|
|||
if (actor->spr.pos.Z < c + 50)
|
||||
{
|
||||
actor->spr.pos.Z = c + 50;
|
||||
actor->clear_zvel();
|
||||
actor->vel.Z = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -299,7 +299,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
|
|||
splash->spr.angle = ps[p].angle.ang; // Total tweek
|
||||
splash->set_int_xvel(32);
|
||||
ssp(actor, CLIPMASK0);
|
||||
splash->clear_xvel();
|
||||
splash->vel.X = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1065,7 +1065,7 @@ void shoot_d(DDukeActor* actor, int atwith)
|
|||
k->spr.pos = spos;
|
||||
k->spr.angle = sang;
|
||||
k->set_int_xvel(500);
|
||||
k->clear_zvel();
|
||||
k->vel.Z = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -2848,7 +2848,7 @@ void processinput_d(int snum)
|
|||
if (p->newOwner != nullptr)
|
||||
{
|
||||
p->vel.X = p->vel.Y = 0;
|
||||
pact->clear_xvel();
|
||||
pact->vel.X = 0;
|
||||
|
||||
fi.doincrements(p);
|
||||
|
||||
|
|
|
@ -189,7 +189,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa,
|
|||
splash->spr.angle = ps[p].angle.ang; // Total tweek
|
||||
splash->set_int_xvel(32);
|
||||
ssp(actor, 0);
|
||||
splash->clear_xvel();
|
||||
splash->vel.X = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3561,7 +3561,7 @@ void processinput_r(int snum)
|
|||
if (p->newOwner != nullptr)
|
||||
{
|
||||
p->vel.X = p->vel.Y = 0;
|
||||
pact->clear_xvel();
|
||||
pact->vel.X = 0;
|
||||
|
||||
fi.doincrements(p);
|
||||
|
||||
|
|
|
@ -899,7 +899,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
}
|
||||
|
||||
if (act->spr.picnum == ROTATEGUN)
|
||||
act->clear_zvel();
|
||||
act->vel.Z = 0;
|
||||
|
||||
break;
|
||||
|
||||
|
|
|
@ -527,7 +527,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
act->spr.clipdist = 8;
|
||||
act->spr.xrepeat = 13;
|
||||
act->spr.yrepeat = 10;
|
||||
act->clear_xvel();
|
||||
act->vel.X = 0;
|
||||
ChangeActorStat(act, 1);
|
||||
break;
|
||||
case BOWLINGPIN:
|
||||
|
@ -1160,7 +1160,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
}
|
||||
else
|
||||
{
|
||||
act->clear_zvel();
|
||||
act->vel.Z = 0;
|
||||
}
|
||||
ssp(act, CLIPMASK0);
|
||||
act->spr.cstat = randomXFlip();
|
||||
|
|
|
@ -86,9 +86,9 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, const DVector
|
|||
pActor->set_int_ang(0);
|
||||
pActor->spr.xoffset = 0;
|
||||
pActor->spr.yoffset = 0;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->backuppos();
|
||||
|
||||
// CHECKME - where is hitag set otherwise?
|
||||
|
|
|
@ -68,9 +68,9 @@ void BuildAnubis(DExhumedActor* ap, const DVector3& pos, sectortype* pSector, in
|
|||
ap->set_int_ang(nAngle);
|
||||
ap->spr.xrepeat = 40;
|
||||
ap->spr.yrepeat = 40;
|
||||
ap->clear_xvel();
|
||||
ap->clear_yvel();
|
||||
ap->clear_zvel();
|
||||
ap->vel.X = 0;
|
||||
ap->vel.Y = 0;
|
||||
ap->vel.Z = 0;
|
||||
ap->spr.hitag = 0;
|
||||
ap->spr.lotag = runlist_HeadRun() + 1;
|
||||
ap->spr.extra = -1;
|
||||
|
@ -214,8 +214,8 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
if (cansee(ap->spr.pos.plusZ(-GetActorHeightF(ap)), ap->sector(),
|
||||
pTarget->spr.pos.plusZ(-GetActorHeightF(pTarget)), pTarget->sector()))
|
||||
{
|
||||
ap->clear_xvel();
|
||||
ap->clear_yvel();
|
||||
ap->vel.X = 0;
|
||||
ap->vel.Y = 0;
|
||||
ap->spr.angle = VecToAngle(pTarget->spr.pos - ap->spr.pos);
|
||||
|
||||
ap->nAction = 3;
|
||||
|
@ -276,8 +276,8 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
case 4:
|
||||
case 5:
|
||||
{
|
||||
ap->clear_xvel();
|
||||
ap->clear_yvel();
|
||||
ap->vel.X = 0;
|
||||
ap->vel.Y = 0;
|
||||
|
||||
if (bVal)
|
||||
{
|
||||
|
@ -307,8 +307,8 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
ap->nAction = nAction + 2;
|
||||
ap->nFrame = 0;
|
||||
|
||||
ap->clear_xvel();
|
||||
ap->clear_yvel();
|
||||
ap->vel.X = 0;
|
||||
ap->vel.Y = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -333,8 +333,8 @@ void AIAnubis::Tick(RunListEvent* ev)
|
|||
ap->nCount = 100;
|
||||
ap->pTarget = nullptr;
|
||||
|
||||
ap->clear_xvel();
|
||||
ap->clear_yvel();
|
||||
ap->vel.X = 0;
|
||||
ap->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -413,9 +413,9 @@ void AIAnubis::Damage(RunListEvent* ev)
|
|||
else
|
||||
{
|
||||
// he ded.
|
||||
ap->clear_xvel();
|
||||
ap->clear_yvel();
|
||||
ap->clear_zvel();
|
||||
ap->vel.X = 0;
|
||||
ap->vel.Y = 0;
|
||||
ap->vel.Z = 0;
|
||||
ap->spr.pos.Z = ap->sector()->floorz;
|
||||
ap->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||
|
||||
|
|
|
@ -53,8 +53,8 @@ DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector)
|
|||
pActor->spr.yoffset = 0;
|
||||
pActor->spr.picnum = 1;
|
||||
pActor->set_int_ang(inita);
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->set_int_zvel(-1200);
|
||||
pActor->spr.hitag = -1;
|
||||
pActor->spr.extra = -1;
|
||||
|
|
|
@ -618,9 +618,9 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
|
|||
pBulletActor->spr.xoffset = 0;
|
||||
pBulletActor->spr.yoffset = 0;
|
||||
pBulletActor->set_int_ang(nAngle);
|
||||
pBulletActor->clear_xvel();
|
||||
pBulletActor->clear_yvel();
|
||||
pBulletActor->clear_zvel();
|
||||
pBulletActor->vel.X = 0;
|
||||
pBulletActor->vel.Y = 0;
|
||||
pBulletActor->vel.Z = 0;
|
||||
pBulletActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pBulletActor->spr.extra = -1;
|
||||
pBulletActor->spr.hitag = 0;
|
||||
|
|
|
@ -106,7 +106,7 @@ void AIFishLimb::Tick(RunListEvent* ev)
|
|||
|
||||
if ((pActor->spr.pos.Z - FloorZ) > 100)
|
||||
{
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Z = 0;
|
||||
runlist_DoSubRunRec(pActor->spr.intowner);
|
||||
runlist_FreeRun(pActor->spr.lotag - 1);
|
||||
runlist_SubRunRec(pActor->spr.hitag);
|
||||
|
@ -122,8 +122,8 @@ void AIFishLimb::Tick(RunListEvent* ev)
|
|||
auto coll = movesprite(pActor, pActor->int_xvel() << 8, pActor->int_yvel() << 8, pActor->int_zvel(), 2560, -2560, CLIPMASK1);
|
||||
if (coll.type != kHitNone)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -160,9 +160,9 @@ void BuildFish(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
|
|||
pActor->spr.xoffset = 0;
|
||||
pActor->spr.yoffset = 0;
|
||||
pActor->spr.picnum = seq_GetSeqPicnum(kSeqFish, FishSeq[0].a, 0);
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->set_int_ang(nAngle);
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.hitag = 0;
|
||||
|
@ -378,8 +378,8 @@ void AIFish::Tick(RunListEvent* ev)
|
|||
}
|
||||
else
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
|
||||
pActor->set_int_zvel(int((pTargetActor->spr.pos.Z - pActor->spr.pos.Z) * zworldtoint / 8));
|
||||
|
|
|
@ -114,9 +114,9 @@ void BuildGrenade(int nPlayer)
|
|||
pActor->spr.yoffset = 0;
|
||||
pActor->spr.angle = pPlayerActor->spr.angle;
|
||||
pActor->spr.intowner = nPlayer;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.hitag = 0;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.extra = -1;
|
||||
|
@ -306,7 +306,7 @@ void AIGrenade::Tick(RunListEvent* ev)
|
|||
D3PlayFX(StaticSound[kSound5], pActor);
|
||||
pActor->nCount = 0;
|
||||
pActor->nHealth = 0;
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Z = 0;
|
||||
pActor->nIndex = 1;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -422,9 +422,9 @@ void DoRegenerates()
|
|||
pActor->spr.yint = 0;
|
||||
pActor->spr.xint = 0;
|
||||
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Z = 0;
|
||||
|
||||
|
||||
if (pActor->spr.statnum == kStatExplodeTrigger) {
|
||||
|
|
|
@ -77,9 +77,9 @@ void AILavaDudeLimb::Tick(RunListEvent* ev)
|
|||
|
||||
if (coll.type || pActor->spr.shade > 100)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
|
||||
runlist_DoSubRunRec(pActor->spr.intowner);
|
||||
runlist_FreeRun(pActor->spr.lotag - 1);
|
||||
|
@ -122,9 +122,9 @@ void BuildLava(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
|
|||
pActor->spr.xoffset = 0;
|
||||
pActor->spr.yoffset = 0;
|
||||
pActor->spr.picnum = seq_GetSeqPicnum(kSeqLavag, LavadudeSeq[3].a, 0);
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->set_int_ang(nAngle);
|
||||
pActor->spr.hitag = 0;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
|
|
|
@ -65,9 +65,9 @@ void BuildLion(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
|
|||
pActor->spr.xoffset = 0;
|
||||
pActor->spr.yoffset = 0;
|
||||
pActor->set_int_ang(nAngle);
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.hitag = 0;
|
||||
pActor->spr.extra = -1;
|
||||
|
@ -119,9 +119,9 @@ void AILion::Damage(RunListEvent* ev)
|
|||
if (pActor->nHealth <= 0)
|
||||
{
|
||||
// R.I.P.
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||
|
||||
pActor->nHealth = 0;
|
||||
|
@ -160,8 +160,8 @@ void AILion::Damage(RunListEvent* ev)
|
|||
if (RandomSize(8) <= (pActor->nHealth >> 2))
|
||||
{
|
||||
pActor->nAction = 4;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
else if (RandomSize(1))
|
||||
{
|
||||
|
@ -173,8 +173,8 @@ void AILion::Damage(RunListEvent* ev)
|
|||
else
|
||||
{
|
||||
pActor->nAction = 8;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||
}
|
||||
|
||||
|
@ -257,8 +257,8 @@ void AILion::Tick(RunListEvent* ev)
|
|||
}
|
||||
else
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
|
||||
pActor->nCount = 100;
|
||||
|
@ -304,8 +304,8 @@ void AILion::Tick(RunListEvent* ev)
|
|||
{
|
||||
pActor->nAction = 9;
|
||||
pActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -528,8 +528,8 @@ void AILion::Tick(RunListEvent* ev)
|
|||
pActor->nFrame = 0;
|
||||
pActor->nCount = 100;
|
||||
pActor->pTarget = nullptr;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -295,7 +295,7 @@ int BelowNear(DExhumedActor* pActor, double walldist)
|
|||
{
|
||||
pActor->set_int_z(z2);
|
||||
overridesect = pSector;
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Z = 0;
|
||||
|
||||
bTouchFloor = true;
|
||||
|
||||
|
@ -412,7 +412,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis
|
|||
nRet = loHit;
|
||||
}
|
||||
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Z = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -438,7 +438,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis
|
|||
}
|
||||
}
|
||||
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Z = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -589,14 +589,14 @@ void Gravity(DExhumedActor* pActor)
|
|||
{
|
||||
pActor->add_int_zvel(- 64);
|
||||
if (pActor->float_zvel() < 0) {
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Z = 0;
|
||||
}
|
||||
}
|
||||
else if (pActor->float_zvel() < 0)
|
||||
{
|
||||
pActor->add_int_zvel( 64);
|
||||
if (pActor->float_zvel() > 0) {
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Z = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1359,9 +1359,9 @@ void AICreatureChunk::Tick(RunListEvent* ev)
|
|||
// re-grab this variable as it may have changed in movesprite(). Note the check above is against the value *before* movesprite so don't change it.
|
||||
pSector = pActor->sector();
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.pos.Z = pSector->floorz;
|
||||
}
|
||||
else
|
||||
|
|
|
@ -53,9 +53,9 @@ void BuildMummy(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
|
|||
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
||||
pActor->spr.shade = -12;
|
||||
pActor->spr.clipdist = 32;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.xrepeat = 42;
|
||||
pActor->spr.yrepeat = 42;
|
||||
pActor->spr.pal = pActor->sector()->ceilingpal;
|
||||
|
@ -147,8 +147,8 @@ void AIMummy::Tick(RunListEvent* ev)
|
|||
{
|
||||
pActor->nAction = 0;
|
||||
pActor->nFrame = 0;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -207,8 +207,8 @@ void AIMummy::Tick(RunListEvent* ev)
|
|||
pActor->nAction = 3;
|
||||
pActor->nFrame = 0;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -228,14 +228,14 @@ void AIMummy::Tick(RunListEvent* ev)
|
|||
{
|
||||
pActor->add_int_xvel(-1024);
|
||||
if (pActor->float_xvel() < 0) {
|
||||
pActor->clear_xvel();
|
||||
pActor->vel.X = 0;
|
||||
}
|
||||
}
|
||||
else if (pActor->float_xvel() < 0)
|
||||
{
|
||||
pActor->add_int_xvel( 1024);
|
||||
if (pActor->float_xvel() > 0) {
|
||||
pActor->clear_xvel();
|
||||
pActor->vel.X = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -243,14 +243,14 @@ void AIMummy::Tick(RunListEvent* ev)
|
|||
{
|
||||
pActor->add_int_yvel(-1024);
|
||||
if (pActor->float_yvel() < 0) {
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
else if (pActor->float_yvel() < 0)
|
||||
{
|
||||
pActor->add_int_yvel(1024);
|
||||
if (pActor->float_yvel() > 0) {
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -275,8 +275,8 @@ void AIMummy::Tick(RunListEvent* ev)
|
|||
pActor->nAction = 2;
|
||||
pActor->nFrame = 0;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
@ -379,8 +379,8 @@ void AIMummy::Tick(RunListEvent* ev)
|
|||
|
||||
if (bVal)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
||||
|
||||
pActor->nAction = 0;
|
||||
|
@ -440,9 +440,9 @@ void AIMummy::Damage(RunListEvent* ev)
|
|||
pActor->nFrame = 0;
|
||||
pActor->nAction = 4;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.pos.Z = pActor->sector()->floorz;
|
||||
}
|
||||
else
|
||||
|
@ -452,8 +452,8 @@ void AIMummy::Damage(RunListEvent* ev)
|
|||
pActor->nAction = 7;
|
||||
pActor->nFrame = 0;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1202,9 +1202,9 @@ int BuildTrap(DExhumedActor* pActor, int edx, int ebx, int ecx)
|
|||
ChangeActorStat(pActor, 0);
|
||||
|
||||
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.extra = -1;
|
||||
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
|
@ -1446,9 +1446,9 @@ void AISpark::Tick(RunListEvent* ev)
|
|||
}
|
||||
}
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
|
||||
if (pActor->spr.picnum > kTile3000) {
|
||||
nSmokeSparks--;
|
||||
|
@ -1583,9 +1583,9 @@ DExhumedActor* BuildEnergyBlock(sectortype* pSector)
|
|||
|
||||
pActor->spr.xrepeat = nRepeat;
|
||||
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.extra = -1;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.hitag = 0;
|
||||
|
@ -1784,9 +1784,9 @@ DExhumedActor* BuildObject(DExhumedActor* pActor, int nOjectType, int nHitag)
|
|||
|
||||
// 0x7FFD to ensure set as blocking ('B' and 'H') sprite and also disable translucency and set not invisible
|
||||
pActor->spr.cstat = (pActor->spr.cstat | CSTAT_SPRITE_BLOCK_ALL) & ~(CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_INVISIBLE);
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.extra = -1;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.hitag = 0;
|
||||
|
@ -1902,8 +1902,8 @@ void AIObject::Tick(RunListEvent* ev)
|
|||
|
||||
if (nMov.type == kHitSprite)
|
||||
{
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_xvel();
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.X = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2031,9 +2031,9 @@ void AIObject::RadialDamage(RunListEvent* ev)
|
|||
|
||||
if (pActor->spr.statnum == kStatExplodeTarget)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
}
|
||||
else if (pActor->spr.statnum != kStatAnubisDrum)
|
||||
{
|
||||
|
|
|
@ -300,9 +300,9 @@ void RestartPlayer(int nPlayer)
|
|||
pActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0);
|
||||
|
||||
int nHeight = GetActorHeight(pActor);
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
|
||||
nStandHeight = nHeight;
|
||||
|
||||
|
@ -545,8 +545,8 @@ void SetPlayerMummified(int nPlayer, int bIsMummified)
|
|||
{
|
||||
DExhumedActor* pActor = PlayerList[nPlayer].pActor;
|
||||
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_xvel();
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.X = 0;
|
||||
|
||||
PlayerList[nPlayer].bIsMummified = bIsMummified;
|
||||
|
||||
|
@ -923,9 +923,9 @@ void AIPlayer::Tick(RunListEvent* ev)
|
|||
lPlayerXVel = 0;
|
||||
lPlayerYVel = 0;
|
||||
|
||||
pPlayerActor->clear_xvel();
|
||||
pPlayerActor->clear_yvel();
|
||||
pPlayerActor->clear_zvel();
|
||||
pPlayerActor->vel.X = 0;
|
||||
pPlayerActor->vel.Y = 0;
|
||||
pPlayerActor->vel.Z = 0;
|
||||
|
||||
if (nFreeze < 1)
|
||||
{
|
||||
|
@ -976,8 +976,8 @@ void AIPlayer::Tick(RunListEvent* ev)
|
|||
|
||||
if (PlayerList[nPlayer].nHealth <= 0)
|
||||
{
|
||||
pPlayerActor->clear_xvel();
|
||||
pPlayerActor->clear_yvel();
|
||||
pPlayerActor->vel.X = 0;
|
||||
pPlayerActor->vel.Y = 0;
|
||||
|
||||
StopActorSound(pPlayerActor);
|
||||
PlayFXAtXYZ(StaticSound[kSoundJonFDie], pPlayerActor->spr.pos, CHANF_NONE, 1); // CHECKME
|
||||
|
|
|
@ -453,8 +453,8 @@ void BuildQueenEgg(int nQueen, int nVal)
|
|||
{
|
||||
pActor2->spr.xrepeat = 60;
|
||||
pActor2->spr.yrepeat = 60;
|
||||
pActor2->clear_xvel();
|
||||
pActor2->clear_yvel();
|
||||
pActor2->vel.X = 0;
|
||||
pActor2->vel.Y = 0;
|
||||
pActor2->set_int_zvel(-2000);
|
||||
pActor2->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
||||
}
|
||||
|
@ -622,7 +622,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
|
|||
pActor->set_int_zvel(-(pActor->int_zvel() - 256));
|
||||
if (pActor->float_zvel() < -2)
|
||||
{
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Z = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -802,7 +802,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
|
|||
if (pActor->float_zvel() > -1)
|
||||
{
|
||||
nVelShift = 100;
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Z = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -816,8 +816,8 @@ void AIQueenHead::Tick(RunListEvent* ev)
|
|||
}
|
||||
else
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
|
||||
if (pActor->float_zvel() == 0)
|
||||
{
|
||||
|
@ -1098,9 +1098,9 @@ void BuildQueen(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
|
|||
pActor->spr.yoffset = 0;
|
||||
pActor->spr.picnum = 1;
|
||||
pActor->set_int_ang(nAngle);
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.extra = -1;
|
||||
pActor->spr.hitag = 0;
|
||||
|
@ -1222,8 +1222,8 @@ void AIQueen::Tick(RunListEvent* ev)
|
|||
if (QueenList[nQueen].nIndex <= 0)
|
||||
{
|
||||
QueenList[nQueen].nFrame = 0;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
QueenList[nQueen].nAction = si + 4;
|
||||
QueenList[nQueen].nIndex = RandomSize(6) + 30;
|
||||
break;
|
||||
|
@ -1290,8 +1290,8 @@ void AIQueen::Tick(RunListEvent* ev)
|
|||
QueenList[nQueen].nIndex = 100;
|
||||
QueenList[nQueen].pTarget = nullptr;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1419,9 +1419,9 @@ void AIQueen::Damage(RunListEvent* ev)
|
|||
|
||||
if (QueenList[nQueen].nHealth <= 0)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
|
||||
QueenList[nQueen].nAction2++;
|
||||
|
||||
|
|
|
@ -90,9 +90,9 @@ void BuildRa(int nPlayer)
|
|||
auto pActor = insertActor(pPlayerActor->sector(), 203);
|
||||
|
||||
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.extra = -1;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.hitag = 0;
|
||||
|
|
|
@ -97,9 +97,9 @@ void BuildRat(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, i
|
|||
pActor->set_int_ang(nAngle);
|
||||
pActor->spr.xrepeat = 50;
|
||||
pActor->spr.yrepeat = 50;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.hitag = 0;
|
||||
pActor->spr.extra = -1;
|
||||
|
@ -171,8 +171,8 @@ void AIRat::Damage(RunListEvent* ev)
|
|||
if (ev->nDamage)
|
||||
{
|
||||
pActor->spr.cstat = 0;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->nAction = 3;
|
||||
pActor->nFrame = 0;
|
||||
}
|
||||
|
@ -234,8 +234,8 @@ void AIRat::Tick(RunListEvent* ev)
|
|||
pActor->nFrame = 0;
|
||||
pActor->pTarget = nullptr;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -272,8 +272,8 @@ void AIRat::Tick(RunListEvent* ev)
|
|||
pActor->nFrame = 0;
|
||||
pActor->pTarget = nullptr;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
|
||||
MoveCreature(pActor);
|
||||
|
@ -299,8 +299,8 @@ void AIRat::Tick(RunListEvent* ev)
|
|||
pActor->nFrame = 0;
|
||||
pActor->nPhase = RandomSize(3);
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
return;
|
||||
}
|
||||
case 2:
|
||||
|
@ -319,8 +319,8 @@ void AIRat::Tick(RunListEvent* ev)
|
|||
pActor->nCount = RandomSize(6);
|
||||
if (pActor->float_xvel() != 0 || pActor->float_yvel() != 0)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -61,9 +61,9 @@ void BuildRex(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, i
|
|||
pActor->spr.xoffset = 0;
|
||||
pActor->spr.yoffset = 0;
|
||||
pActor->set_int_ang(nAngle);
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.extra = -1;
|
||||
pActor->spr.hitag = 0;
|
||||
|
@ -122,9 +122,9 @@ void AIRex::Damage(RunListEvent* ev)
|
|||
|
||||
if (pActor->nHealth <= 0)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||
|
||||
pActor->nHealth = 0;
|
||||
|
@ -246,8 +246,8 @@ void AIRex::Tick(RunListEvent* ev)
|
|||
{
|
||||
pActor->nAction = 5;
|
||||
pActor->nFrame = 0;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
return;
|
||||
}
|
||||
else
|
||||
|
@ -437,8 +437,8 @@ void AIRex::Tick(RunListEvent* ev)
|
|||
pActor->nFrame = 0;
|
||||
pActor->nCount = 0;
|
||||
pActor->pTarget = nullptr;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
|
|
@ -59,9 +59,9 @@ void BuildRoach(int nType, DExhumedActor* pActor, const DVector3& pos, sectortyp
|
|||
pActor->set_int_ang(angle);
|
||||
pActor->spr.xrepeat = 40;
|
||||
pActor->spr.yrepeat = 40;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.hitag = 0;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.extra = -1;
|
||||
|
@ -130,9 +130,9 @@ void AIRoach::Damage(RunListEvent* ev)
|
|||
pActor->nHealth -= dmgAdjust(ev->nDamage);
|
||||
if (pActor->nHealth <= 0)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||
|
||||
pActor->nHealth = 0;
|
||||
|
@ -271,8 +271,8 @@ void AIRoach::Tick(RunListEvent* ev)
|
|||
pActor->nIndex = RandomSize(2) + 1;
|
||||
pActor->nAction = 3;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->spr.angle = VecToAngle(pTarget->spr.pos - pActor->spr.pos);
|
||||
|
||||
pActor->nFrame = 0;
|
||||
|
@ -300,8 +300,8 @@ void AIRoach::Tick(RunListEvent* ev)
|
|||
pActor->nIndex = RandomSize(2) + 1;
|
||||
pActor->nAction = 3;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->spr.angle = VecToAngle(pTarget->spr.pos - pActor->spr.pos);
|
||||
|
||||
pActor->nFrame = 0;
|
||||
|
@ -314,8 +314,8 @@ void AIRoach::Tick(RunListEvent* ev)
|
|||
pActor->nFrame = 0;
|
||||
pActor->nCount = 100;
|
||||
pActor->pTarget = nullptr;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
|
|
|
@ -62,9 +62,9 @@ void BuildScorp(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
|
|||
pActor->spr.xoffset = 0;
|
||||
pActor->spr.yoffset = 0;
|
||||
pActor->set_int_ang(nAngle);
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.extra = -1;
|
||||
pActor->spr.hitag = 0;
|
||||
|
@ -127,9 +127,9 @@ void AIScorp::Damage(RunListEvent* ev)
|
|||
pActor->nFrame = 0;
|
||||
pActor->nCount = 10;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||
|
||||
nCreaturesKilled++;
|
||||
|
@ -426,8 +426,8 @@ void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode)
|
|||
if (cansee(pActor->spr.pos.plusZ(-GetActorHeightF(pActor)), pActor->sector(),
|
||||
pTarget->spr.pos.plusZ(-GetActorHeightF(pTarget)), pTarget->sector()))
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->spr.angle = VecToAngle(pTarget->spr.pos - pActor->spr.pos);
|
||||
|
||||
pActor->nIndex = RandomSize(2) + RandomSize(3);
|
||||
|
@ -455,8 +455,8 @@ void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode)
|
|||
pActor->nCount = 30;
|
||||
pActor->pTarget = nullptr;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -56,9 +56,9 @@ void BuildSet(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, i
|
|||
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
||||
pActor->spr.shade = -12;
|
||||
pActor->spr.clipdist = 110;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.xrepeat = 87;
|
||||
pActor->spr.yrepeat = 96;
|
||||
pActor->spr.pal = pActor->sector()->ceilingpal;
|
||||
|
@ -105,8 +105,8 @@ void BuildSoul(DExhumedActor* pSet)
|
|||
pActor->spr.yoffset = 0;
|
||||
pActor->spr.picnum = seq_GetSeqPicnum(kSeqSet, 75, 0);
|
||||
pActor->set_int_ang(RandomSize(11));
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->set_int_zvel((-256) - RandomSize(10));
|
||||
pActor->spr.pos = DVector3(pSet->spr.pos.XY(), RandomSize(8) + 32 + pActor->sector()->ceilingz - GetActorHeightF(pActor));
|
||||
|
||||
|
@ -185,9 +185,9 @@ void AISet::Damage(RunListEvent* ev)
|
|||
|
||||
if (pActor->nHealth <= 0)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||
|
||||
pActor->nHealth = 0;
|
||||
|
@ -326,8 +326,8 @@ void AISet::Tick(RunListEvent* ev)
|
|||
pActor->nIndex = 0;
|
||||
pActor->nFrame = 0;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
|
||||
pActor->pTarget = FindPlayer(pActor, 1000);
|
||||
}
|
||||
|
@ -357,8 +357,8 @@ void AISet::Tick(RunListEvent* ev)
|
|||
pActor->nIndex = 0;
|
||||
pActor->nAction = 7;
|
||||
pActor->nFrame = 0;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
return;
|
||||
}
|
||||
case 1:
|
||||
|
@ -368,8 +368,8 @@ void AISet::Tick(RunListEvent* ev)
|
|||
pActor->nAction = 6;
|
||||
pActor->nFrame = 0;
|
||||
pActor->nRun = 5;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
return;
|
||||
}
|
||||
default:
|
||||
|
@ -411,8 +411,8 @@ void AISet::Tick(RunListEvent* ev)
|
|||
pActor->nIndex = 1;
|
||||
pActor->nAction = 7;
|
||||
pActor->nFrame = 0;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -440,8 +440,8 @@ void AISet::Tick(RunListEvent* ev)
|
|||
pActor->nIndex = 1;
|
||||
pActor->nAction = 7;
|
||||
pActor->nFrame = 0;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -551,8 +551,8 @@ void AISet::Tick(RunListEvent* ev)
|
|||
|
||||
if (bVal)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
|
||||
PlotCourseToSprite(pActor, pTarget);
|
||||
|
||||
|
@ -560,8 +560,8 @@ void AISet::Tick(RunListEvent* ev)
|
|||
pActor->nFrame = 0;
|
||||
pActor->nRun = 5;
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -608,8 +608,8 @@ void AISet::Tick(RunListEvent* ev)
|
|||
pActor->nFrame = 0;
|
||||
pActor->nCount = 100;
|
||||
pActor->pTarget = nullptr;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -215,9 +215,9 @@ void BuildSnake(int nPlayer, int zVal)
|
|||
pActor->spr.xoffset = 0;
|
||||
pActor->spr.yoffset = 0;
|
||||
pActor->spr.angle = pPlayerActor->spr.angle;
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.hitag = 0;
|
||||
pActor->spr.extra = -1;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
|
|
|
@ -54,9 +54,9 @@ DExhumedActor* BuildSpider(DExhumedActor* spp, const DVector3& pos, sectortype*
|
|||
spp->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
|
||||
spp->spr.shade = -12;
|
||||
spp->spr.clipdist = 15;
|
||||
spp->clear_xvel();
|
||||
spp->clear_yvel();
|
||||
spp->clear_zvel();
|
||||
spp->vel.X = 0;
|
||||
spp->vel.Y = 0;
|
||||
spp->vel.Z = 0;
|
||||
spp->spr.xrepeat = 40;
|
||||
spp->spr.yrepeat = 40;
|
||||
spp->spr.pal = spp->sector()->ceilingpal;
|
||||
|
@ -174,7 +174,7 @@ void AISpider::Tick(RunListEvent* ev)
|
|||
|
||||
if (spp->spr.cstat & CSTAT_SPRITE_YFLIP)
|
||||
{
|
||||
spp->clear_zvel();
|
||||
spp->vel.Z = 0;
|
||||
spp->spr.pos.Z = pSector->ceilingz + (tileHeight(spp->spr.picnum) / 8.); // was << 5 in Build coordinates
|
||||
|
||||
if (pSector->ceilingstat & CSTAT_SECTOR_SKY)
|
||||
|
@ -198,8 +198,8 @@ void AISpider::Tick(RunListEvent* ev)
|
|||
}
|
||||
else
|
||||
{
|
||||
spp->clear_xvel();
|
||||
spp->clear_yvel();
|
||||
spp->vel.X = 0;
|
||||
spp->vel.Y = 0;
|
||||
}
|
||||
|
||||
if (spp->nAction == 1 && RandomBit())
|
||||
|
@ -256,8 +256,8 @@ void AISpider::Tick(RunListEvent* ev)
|
|||
else
|
||||
{
|
||||
spp->nAction = 0;
|
||||
spp->clear_xvel();
|
||||
spp->clear_yvel();
|
||||
spp->vel.X = 0;
|
||||
spp->vel.Y = 0;
|
||||
}
|
||||
|
||||
spp->nFrame = 0;
|
||||
|
@ -271,8 +271,8 @@ void AISpider::Tick(RunListEvent* ev)
|
|||
spp->nAction = 0;
|
||||
spp->nFrame = 0;
|
||||
|
||||
spp->clear_xvel();
|
||||
spp->clear_yvel();
|
||||
spp->vel.X = 0;
|
||||
spp->vel.Y = 0;
|
||||
}
|
||||
|
||||
auto nMov = movesprite(spp, spp->int_xvel() << nVel, spp->int_yvel() << nVel, spp->int_zvel(), 1280, -1280, CLIPMASK0);
|
||||
|
@ -287,7 +287,7 @@ void AISpider::Tick(RunListEvent* ev)
|
|||
{
|
||||
spp->spr.cstat |= CSTAT_SPRITE_YFLIP;
|
||||
spp->spr.pos.Z = spp->sector()->ceilingz + GetActorHeightF(spp);
|
||||
spp->clear_zvel();
|
||||
spp->vel.Z = 0;
|
||||
|
||||
spp->nAction = 1;
|
||||
spp->nFrame = 0;
|
||||
|
|
|
@ -74,9 +74,9 @@ DExhumedActor* BuildWasp(DExhumedActor* pActor, const DVector3& pos, sectortype*
|
|||
pActor->spr.yoffset = 0;
|
||||
pActor->spr.picnum = 1;
|
||||
pActor->set_int_ang(nAngle);
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->spr.hitag = 0;
|
||||
pActor->spr.lotag = runlist_HeadRun() + 1;
|
||||
pActor->spr.extra = -1;
|
||||
|
@ -243,7 +243,7 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
else
|
||||
{
|
||||
pActor->angle2 = 0;
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.Z = 0;
|
||||
pActor->nAction = 1;
|
||||
pActor->nFrame = 0;
|
||||
pActor->nVel = 1500;
|
||||
|
@ -287,8 +287,8 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (nChaseVal.actor() == pTarget)
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
runlist_DamageEnemy(pTarget, pActor, pActor->nDamage);
|
||||
pActor->nAction = 2;
|
||||
pActor->nFrame = 0;
|
||||
|
@ -320,8 +320,8 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
|
||||
//if (nMove.type != kHitNone) // The code messed up the return value so this check always was true.
|
||||
{
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->set_int_zvel(1024);
|
||||
pActor->nAction = 5;
|
||||
pActor->nFrame = 0;
|
||||
|
@ -343,9 +343,9 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
pActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
||||
}
|
||||
|
||||
pActor->clear_xvel();
|
||||
pActor->clear_yvel();
|
||||
pActor->clear_zvel();
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->vel.Z = 0;
|
||||
pActor->nAction = 6;
|
||||
pActor->nFrame = 0;
|
||||
runlist_SubRunRec(pActor->nRun);
|
||||
|
|
|
@ -167,7 +167,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
|
|||
if (RandomRange(1000) > 500)
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
|
||||
ChangeState(actor, actor->user.StateEnd);
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
actor->user.jump_speed = 0;
|
||||
DoActorBeginJump(actor);
|
||||
}
|
||||
|
@ -205,7 +205,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
|
|||
}
|
||||
else
|
||||
{
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
actor->user.jump_speed = -10 - RandomRange(25);
|
||||
DoActorBeginJump(actor);
|
||||
}
|
||||
|
|
|
@ -437,7 +437,7 @@ int DoBloodSpray(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
actor->user.change.X = actor->user.change.Y = 0;
|
||||
actor->spr.xrepeat = actor->spr.yrepeat = 70 - RandomRange(25);
|
||||
actor->spr.pos.XY() = bldActor->spr.pos.XY();
|
||||
|
@ -1332,8 +1332,8 @@ int InitChemBomb(DSWActor* actor)
|
|||
if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121 || actor->user.ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
|
||||
{
|
||||
actor->user.change.Zero();
|
||||
actorNew->clear_xvel();
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.X = 0;
|
||||
actorNew->vel.Z = 0;
|
||||
// Smoke will come out for this many seconds
|
||||
actorNew->user.WaitTics = 40*120;
|
||||
}
|
||||
|
|
|
@ -131,8 +131,8 @@ int SetupToiletGirl(DSWActor* actor)
|
|||
|
||||
actor->spr.xrepeat = 38;
|
||||
actor->spr.yrepeat = 32;
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = TOILETGIRL_R0;
|
||||
actor->user.FlagOwner = 0;
|
||||
actor->user.ID = TOILETGIRL_R0;
|
||||
|
@ -190,8 +190,8 @@ int DoToiletGirl(DSWActor* actor)
|
|||
|
||||
// take damage from environment
|
||||
DoActorSectorDamage(actor);
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -353,8 +353,8 @@ int SetupWashGirl(DSWActor* actor)
|
|||
|
||||
actor->spr.xrepeat = 28;
|
||||
actor->spr.yrepeat = 24;
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = WASHGIRL_R0;
|
||||
actor->user.FlagOwner = 0;
|
||||
actor->user.ID = WASHGIRL_R0;
|
||||
|
@ -421,8 +421,8 @@ int DoWashGirl(DSWActor* actor)
|
|||
|
||||
// take damage from environment
|
||||
DoActorSectorDamage(actor);
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -549,8 +549,8 @@ int SetupTrashCan(DSWActor* actor)
|
|||
|
||||
actor->spr.xrepeat = 46;
|
||||
actor->spr.yrepeat = 42;
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
actor->user.ID = TRASHCAN;
|
||||
|
||||
actor->user.Flags &= ~(SPR_XFLIP_TOGGLE);
|
||||
|
@ -570,8 +570,8 @@ int DoTrashCan(DSWActor* actor)
|
|||
KeepActorOnFloor(actor);
|
||||
}
|
||||
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -642,8 +642,8 @@ int SetupPachinkoLight(DSWActor* actor)
|
|||
actor->user.RotNum = 0;
|
||||
actor->user.ID = PACHINKOLIGHT_R0;
|
||||
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = TAG_PACHINKOLIGHT;
|
||||
actor->spr.shade = -2;
|
||||
actor->user.spal = actor->spr.pal;
|
||||
|
@ -733,7 +733,7 @@ int SetupPachinko1(DSWActor* actor)
|
|||
actor->user.RotNum = 0;
|
||||
actor->user.ID = PACHINKO1;
|
||||
|
||||
actor->clear_zvel();
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = PACHINKO1;
|
||||
|
||||
actor->user.Flags &= ~(SPR_XFLIP_TOGGLE);
|
||||
|
@ -885,7 +885,7 @@ int SetupPachinko2(DSWActor* actor)
|
|||
actor->user.RotNum = 0;
|
||||
actor->user.ID = PACHINKO2;
|
||||
|
||||
actor->clear_zvel();
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = PACHINKO2;
|
||||
|
||||
actor->user.Flags &= ~(SPR_XFLIP_TOGGLE);
|
||||
|
@ -961,7 +961,7 @@ int SetupPachinko3(DSWActor* actor)
|
|||
actor->user.RotNum = 0;
|
||||
actor->user.ID = PACHINKO3;
|
||||
|
||||
actor->clear_zvel();
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = PACHINKO3;
|
||||
|
||||
actor->user.Flags &= ~(SPR_XFLIP_TOGGLE);
|
||||
|
@ -1038,7 +1038,7 @@ int SetupPachinko4(DSWActor* actor)
|
|||
actor->user.RotNum = 0;
|
||||
actor->user.ID = PACHINKO4;
|
||||
|
||||
actor->clear_zvel();
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = PACHINKO4;
|
||||
|
||||
actor->user.Flags &= ~(SPR_XFLIP_TOGGLE);
|
||||
|
@ -1145,8 +1145,8 @@ int SetupCarGirl(DSWActor* actor)
|
|||
|
||||
actor->spr.xrepeat = 29;
|
||||
actor->spr.yrepeat = 25;
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = CARGIRL_R0;
|
||||
actor->user.FlagOwner = 0;
|
||||
actor->user.ID = CARGIRL_R0;
|
||||
|
@ -1196,8 +1196,8 @@ int DoCarGirl(DSWActor* actor)
|
|||
|
||||
// take damage from environment
|
||||
DoActorSectorDamage(actor);
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1348,8 +1348,8 @@ int SetupMechanicGirl(DSWActor* actor)
|
|||
|
||||
actor->spr.xrepeat = 27;
|
||||
actor->spr.yrepeat = 26;
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = MECHANICGIRL_R0;
|
||||
actor->user.FlagOwner = 0;
|
||||
actor->user.ID = MECHANICGIRL_R0;
|
||||
|
@ -1398,8 +1398,8 @@ int DoMechanicGirl(DSWActor* actor)
|
|||
|
||||
// take damage from environment
|
||||
DoActorSectorDamage(actor);
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1550,8 +1550,8 @@ int SetupSailorGirl(DSWActor* actor)
|
|||
|
||||
actor->spr.xrepeat = 28;
|
||||
actor->spr.yrepeat = 26;
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = SAILORGIRL_R0;
|
||||
actor->user.FlagOwner = 0;
|
||||
actor->user.ID = SAILORGIRL_R0;
|
||||
|
@ -1605,8 +1605,8 @@ int DoSailorGirl(DSWActor* actor)
|
|||
|
||||
// take damage from environment
|
||||
DoActorSectorDamage(actor);
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1746,8 +1746,8 @@ int SetupPruneGirl(DSWActor* actor)
|
|||
|
||||
actor->spr.xrepeat = 33;
|
||||
actor->spr.yrepeat = 28;
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
actor->spr.lotag = PRUNEGIRL_R0;
|
||||
actor->user.FlagOwner = 0;
|
||||
actor->user.ID = PRUNEGIRL_R0;
|
||||
|
@ -1812,8 +1812,8 @@ int DoPruneGirl(DSWActor* actor)
|
|||
|
||||
// take damage from environment
|
||||
DoActorSectorDamage(actor);
|
||||
actor->clear_xvel();
|
||||
actor->clear_zvel();
|
||||
actor->vel.X = 0;
|
||||
actor->vel.Z = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -1974,7 +1974,7 @@ int DoNinjaGrabThroat(DSWActor* actor)
|
|||
|
||||
|
||||
ChangeState(actor, actor->user.StateEnd);
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
PlaySound(DIGI_NINJASCREAM, actor, v3df_follow);
|
||||
}
|
||||
|
||||
|
|
|
@ -440,7 +440,7 @@ int DoSkullWait(DSWActor* actor)
|
|||
// look for closest player every once in a while
|
||||
if (dist < 3500)
|
||||
{
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
actor->user.jump_speed = -600;
|
||||
NewStateGroup(actor, sg_SkullJump);
|
||||
DoBeginJump(actor);
|
||||
|
@ -802,7 +802,7 @@ int DoBettyWait(DSWActor* actor)
|
|||
// look for closest player every once in a while
|
||||
if (dist < 3500)
|
||||
{
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
actor->user.jump_speed = -600;
|
||||
NewStateGroup(actor, sg_BettyJump);
|
||||
DoBeginJump(actor);
|
||||
|
|
|
@ -1827,7 +1827,7 @@ void SpriteSetup(void)
|
|||
{
|
||||
// if moves with SO
|
||||
if (TEST_BOOL1(actor))
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
else
|
||||
actor->set_int_xvel(actor->spr.lotag);
|
||||
|
||||
|
@ -1841,7 +1841,7 @@ void SpriteSetup(void)
|
|||
{
|
||||
// if moves with SO
|
||||
if (TEST_BOOL1(actor))
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
else
|
||||
actor->set_int_xvel(actor->spr.lotag);
|
||||
StartInterpolation(actor->sector(), Interp_Sect_CeilingPanX);
|
||||
|
@ -1867,7 +1867,7 @@ void SpriteSetup(void)
|
|||
actor->tempwall = hit.hitWall;
|
||||
// if moves with SO
|
||||
if (TEST_BOOL1(actor))
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
else
|
||||
actor->set_int_xvel(actor->spr.lotag);
|
||||
actor->set_int_ang(SP_TAG6(actor));
|
||||
|
@ -4971,7 +4971,7 @@ int DoGet(DSWActor* actor)
|
|||
{
|
||||
if (!DoItemFly(actor))
|
||||
{
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
change_actor_stat(actor, STAT_ITEM);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3224,7 +3224,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor)
|
|||
{
|
||||
actor->user.Flags &= ~(SPR_ZDIFF_MODE);
|
||||
actor->spr.pos.Z = actor->sector()->floorz;
|
||||
actor->clear_zvel();
|
||||
actor->vel.Z = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3442,7 +3442,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics)
|
|||
{
|
||||
actor->user.Flags &= ~(SPR_CLIMBING);
|
||||
|
||||
actor->clear_zvel();
|
||||
actor->vel.Z = 0;
|
||||
|
||||
actor->spr.angle = VecToAngle(tpoint->pos - actor->spr.pos);
|
||||
|
||||
|
|
|
@ -10848,7 +10848,7 @@ int DoMirv(DSWActor* actor)
|
|||
actorNew->spr.xrepeat = 40;
|
||||
actorNew->spr.yrepeat = 40;
|
||||
actorNew->spr.clipdist = 32L >> 2;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
||||
actorNew->user.ceiling_dist = (16);
|
||||
|
@ -11063,7 +11063,7 @@ void InitSpellRing(PLAYER* pp)
|
|||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.xrepeat = 32;
|
||||
actorNew->spr.yrepeat = 32;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
|
||||
actorNew->user.pos.Z = 20;
|
||||
actorNew->user.Dist = RING_INNER_DIST;
|
||||
|
@ -11223,7 +11223,7 @@ int InitLavaThrow(DSWActor* actor)
|
|||
actorNew->spr.yrepeat = 72;
|
||||
actorNew->spr.xrepeat = 72;
|
||||
actorNew->spr.shade = -15;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.angle = actor->spr.angle;
|
||||
|
||||
if (RANDOM_P2(1024) > 512)
|
||||
|
@ -13769,7 +13769,7 @@ int InitSerpSpell(DSWActor* actor)
|
|||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.clipdist = 32L >> 2;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
||||
actorNew->user.ceiling_dist = (16);
|
||||
|
@ -13860,7 +13860,7 @@ int InitSerpMonstSpell(DSWActor* actor)
|
|||
actorNew->spr.xrepeat = 122;
|
||||
actorNew->spr.yrepeat = 116;
|
||||
actorNew->spr.clipdist = 32L >> 2;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
||||
actorNew->user.ceiling_dist = (16);
|
||||
|
@ -13926,7 +13926,7 @@ int InitEnemyRocket(DSWActor* actor)
|
|||
actorNew->spr.yrepeat = 28;
|
||||
actorNew->spr.xrepeat = 28;
|
||||
actorNew->spr.shade = -15;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.angle = actor->spr.angle;
|
||||
actorNew->spr.clipdist = 64L>>2;
|
||||
|
||||
|
@ -13995,7 +13995,7 @@ int InitEnemyRail(DSWActor* actor)
|
|||
actorNew->spr.yrepeat = 52;
|
||||
actorNew->spr.xrepeat = 52;
|
||||
actorNew->spr.shade = -15;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
|
||||
actorNew->user.RotNum = 5;
|
||||
NewStateGroup(actorNew, &sg_Rail[0]);
|
||||
|
@ -14054,7 +14054,7 @@ int InitZillaRocket(DSWActor* actor)
|
|||
actorNew->spr.yrepeat = 28;
|
||||
actorNew->spr.xrepeat = 28;
|
||||
actorNew->spr.shade = -15;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.angle = actor->spr.angle;
|
||||
actorNew->spr.clipdist = 64 >>2;
|
||||
|
||||
|
@ -14105,7 +14105,7 @@ int InitEnemyStar(DSWActor* actor)
|
|||
actorNew->spr.yrepeat = 16;
|
||||
actorNew->spr.xrepeat = 16;
|
||||
actorNew->spr.shade = -25;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.angle = actor->spr.angle;
|
||||
actorNew->spr.clipdist = 64L>>2;
|
||||
|
||||
|
@ -14135,7 +14135,7 @@ int InitEnemyCrossbow(DSWActor* actor)
|
|||
actorNew->spr.xrepeat = 16;
|
||||
actorNew->spr.yrepeat = 26;
|
||||
actorNew->spr.shade = -25;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.angle = actor->spr.angle;
|
||||
actorNew->spr.clipdist = 64>>2;
|
||||
|
||||
|
@ -14172,7 +14172,7 @@ int InitSkelSpell(DSWActor* actor)
|
|||
actorNew->spr.xrepeat -= 20;
|
||||
actorNew->spr.yrepeat -= 20;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.angle = actor->spr.angle;
|
||||
actorNew->spr.clipdist = 64L>>2;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
@ -14207,7 +14207,7 @@ int InitCoolgFire(DSWActor* actor)
|
|||
actorNew->spr.yrepeat = 18;
|
||||
actorNew->spr.xrepeat = 18;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.angle = actor->spr.angle;
|
||||
actorNew->spr.clipdist = 32>>2;
|
||||
actorNew->user.ceiling_dist = (4);
|
||||
|
@ -14255,7 +14255,7 @@ int InitCoolgDrip(DSWActor* actor)
|
|||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 20;
|
||||
actorNew->spr.shade = -5;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.clipdist = 16L>>2;
|
||||
actorNew->user.ceiling_dist = (4);
|
||||
actorNew->user.floor_dist = (4);
|
||||
|
@ -14288,7 +14288,7 @@ int GenerateDrips(DSWActor* actor)
|
|||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 20;
|
||||
actorNew->spr.shade = -10;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.clipdist = 16L>>2;
|
||||
actorNew->user.ceiling_dist = (4);
|
||||
actorNew->user.floor_dist = (4);
|
||||
|
@ -14350,7 +14350,7 @@ void InitFireballTrap(DSWActor* actor)
|
|||
actorNew->spr.yrepeat -= 20;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.clipdist = 32>>2;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
actorNew->user.WeaponNum = WPN_HOTHEAD;
|
||||
|
||||
|
@ -14370,7 +14370,7 @@ void InitBoltTrap(DSWActor* actor)
|
|||
actorNew->spr.yrepeat = 32;
|
||||
actorNew->spr.xrepeat = 32;
|
||||
actorNew->spr.shade = -15;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
||||
actorNew->user.RotNum = 5;
|
||||
|
@ -14438,7 +14438,7 @@ int InitTracerUzi(PLAYER* pp)
|
|||
actorNew->spr.yrepeat = 10;
|
||||
actorNew->spr.xrepeat = 10;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.clipdist = 32 >> 2;
|
||||
|
||||
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
||||
|
@ -14497,7 +14497,7 @@ int InitTracerTurret(DSWActor* actor, DSWActor* Operator, fixed_t q16horiz)
|
|||
actorNew->spr.yrepeat = 10;
|
||||
actorNew->spr.xrepeat = 10;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.clipdist = 8 >> 2;
|
||||
|
||||
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
||||
|
@ -14533,7 +14533,7 @@ int InitTracerAutoTurret(DSWActor* actor, int xchange, int ychange, int zchange)
|
|||
actorNew->spr.yrepeat = 10;
|
||||
actorNew->spr.xrepeat = 10;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.clipdist = 8 >> 2;
|
||||
|
||||
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
||||
|
@ -14881,7 +14881,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp)
|
|||
actorNew->spr.yrepeat = 8;
|
||||
actorNew->spr.xrepeat = 8;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.clipdist = 32 >> 2;
|
||||
|
||||
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
||||
|
@ -15014,7 +15014,7 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp)
|
|||
actorNew->spr.yrepeat = 40;
|
||||
actorNew->spr.xrepeat = 40;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.clipdist = 32 >> 2;
|
||||
|
||||
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
||||
|
@ -15048,7 +15048,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp)
|
|||
actorNew->spr.yrepeat = 40;
|
||||
actorNew->spr.xrepeat = 40;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.clipdist = 32 >> 2;
|
||||
|
||||
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
||||
|
@ -16162,7 +16162,7 @@ int InitEnemyFireball(DSWActor* actor)
|
|||
actorNew->spr.shade = -40;
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->clear_zvel();
|
||||
actorNew->vel.Z = 0;
|
||||
actorNew->spr.clipdist = 16>>2;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + lat_ang[i]));
|
||||
|
@ -17758,7 +17758,7 @@ int DoItemFly(DSWActor* actor)
|
|||
{
|
||||
actor->spr.pos.Z = actor->user.loz;
|
||||
actor->user.Counter = 0;
|
||||
actor->clear_xvel();
|
||||
actor->vel.X = 0;
|
||||
actor->user.change.Zero();
|
||||
return false;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue