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https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- migrated all simple EGS calls to CreateActor
The remaining ones require more work on the weapon code first
This commit is contained in:
parent
a48ebc51a6
commit
65b6b5ba71
5 changed files with 28 additions and 56 deletions
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@ -284,10 +284,7 @@ void hud_input(int plnum)
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p->inven_icon = 3;
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auto pactor =
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EGS(p->cursector,
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p->player_int_pos().X,
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p->player_int_pos().Y,
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p->player_int_pos().Z + (30 << 8), TILE_APLAYER, -64, 0, 0, p->angle.ang.Buildang(), 0, 0, nullptr, 10);
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CreateActor(p->cursector, p->pos.plusZ(30), TILE_APLAYER, -64, 0, 0, p->angle.ang.Buildang(), 0, 0, nullptr, 10);
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pactor->temp_data[3] = pactor->temp_data[4] = 0;
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p->holoduke_on = pactor;
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pactor->spr.yint = plnum;
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@ -962,7 +962,7 @@ static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int
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actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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auto spark = EGS(sect, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, GROWSPARK, -16, 28, 28, sa, 0, 0, actor, 1);
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auto spark = CreateActor(sect, hit.hitpos, GROWSPARK, -16, 28, 28, sa, 0, 0, actor, 1);
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if (!spark) return;
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spark->spr.pal = 2;
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@ -2211,10 +2211,7 @@ static void operateweapon(int snum, ESyncBits actions)
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i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
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}
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auto spawned = EGS(p->cursector,
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 8),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 8),
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p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9,
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auto spawned = CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, 9, 9,
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p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)), i, pact, 1);
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if (isNam())
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@ -854,6 +854,9 @@ void shoot_r(DDukeActor* actor, int atwith)
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sy += bcos(sa, -7);
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}
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}
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DVector3 svec(sx * inttoworld, sy * inttoworld, sz * zinttoworld);
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DAngle sang = DAngle::fromBuild(sa);
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SetGameVarID(g_iAtWithVarID, atwith, actor, p);
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SetGameVarID(g_iReturnVarID, 0, actor, p);
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@ -947,16 +950,11 @@ void shoot_r(DDukeActor* actor, int atwith)
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zvel = -2048;
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vel = x >> 4;
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sang += DAngle90;
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if (atwith == CHEERBOMB)
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EGS(sect,
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sx - bsin(sa + 512, -8),
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sy + bcos(sa + 512, -8),
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sz + (6 << 8), atwith, -64, 16, 16, sa, vel, zvel, actor, 1);
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CreateActor(sect, svec + DVector3(-sang.Sin() * 4, sang.Cos() * 4, 6), atwith, -64, 16, 16, sa, vel, zvel, actor, 1);
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else
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EGS(sect,
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sx - bsin(sa + 512, -8),
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sy + bcos(sa + 512, -8),
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sz + (6 << 8), atwith, -64, 32, 32, sa, vel, zvel, actor, 1);
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CreateActor(sect, svec + DVector3(-sang.Sin() * 4, sang.Cos() * 4, 6), atwith, -64, 32, 32, sa, vel, zvel, actor, 1);
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break;
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}
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}
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@ -2745,10 +2743,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
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}
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auto spawned = EGS(p->cursector,
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 8),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 8),
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p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9,
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auto spawned = CreateActor(p->cursector,p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, 9, 9,
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p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)) * 2, i, pact, 1);
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if (spawned)
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@ -3154,10 +3149,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
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}
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EGS(p->cursector,
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 8),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 8),
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p->player_int_pos().Z, POWDERKEG, -16, 9, 9,
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CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, POWDERKEG, -16, 9, 9,
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p->angle.ang.Buildang(), k * 2, i, pact, 1);
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}
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p->kickback_pic++;
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@ -340,10 +340,7 @@ void operateweapon_ww(int snum, ESyncBits actions)
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i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
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}
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auto j = EGS(p->cursector,
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 8),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 8),
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p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9,
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auto j = CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, 9, 9,
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p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)), i, p->GetActor(), 1);
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if (j)
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@ -927,47 +927,36 @@ void activatebysector_r(sectortype* sect, DDukeActor* activator)
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static void lotsofpopcorn(DDukeActor *actor, walltype* wal, int n)
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{
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int j, z;
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int a;
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sectortype* sect = nullptr;
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if (wal == nullptr)
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{
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for (j = n - 1; j >= 0; j--)
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for (int j = n - 1; j >= 0; j--)
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{
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a = actor->int_ang() - 256 + (krand() & 511) + 1024;
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CreateActor(actor->sector(), actor->spr.pos, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5);
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DAngle a = actor->spr.angle - DAngle45 + DAngle180 + randomAngle(90);
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CreateActor(actor->sector(), actor->spr.pos, POPCORN, -32, 36, 36, a.Buildang(), 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5);
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}
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return;
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}
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j = n + 1;
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auto pos = wal->pos;
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auto delta = wal->delta() / (n + 1);
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int x1 = wal->wall_int_pos().X;
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int y1 = wal->wall_int_pos().Y;
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pos.X -= Sgn(delta.X) * maptoworld;
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pos.Y += Sgn(delta.Y) * maptoworld;
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auto delta = wal->int_delta();
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x1 -= Sgn(delta.X);
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y1 += Sgn(delta.Y);
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delta.X /= j;
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delta.Y /= j;
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for (j = n; j > 0; j--)
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for (int j = n; j > 0; j--)
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{
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x1 += delta.X;
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y1 += delta.Y;
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updatesector(x1, y1, §);
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pos += delta;
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sect = actor->sector();
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updatesector(DVector3(pos, sect->floorz), §);
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if (sect)
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{
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z = sect->int_floorz() - (krand() & (abs(sect->int_ceilingz() - sect->int_floorz())));
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if (z < -(32 << 8) || z >(32 << 8))
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z = actor->int_pos().Z - (32 << 8) + (krand() & ((64 << 8) - 1));
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a = actor->int_ang() - 1024;
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EGS(actor->sector(), x1, y1, z, POPCORN, -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 1023), actor, 5);
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double z = sect->floorz - krandf(abs(sect->ceilingz - sect->floorz));
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if (abs(z) > 32)
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z = actor->spr.pos.Z - 32 + krandf(64);
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DAngle a = actor->spr.angle - DAngle180;
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CreateActor(actor->sector(), DVector3(pos, z), POPCORN, -32, 36, 36, a.Buildang(), 32 + (krand() & 63), -(krand() & 1023), actor, 5);
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}
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}
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}
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