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https://github.com/ZDoom/Raze.git
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- SW: use a DVector3 in SpawnVis
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parent
89816f4582
commit
661655fb67
5 changed files with 27 additions and 27 deletions
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@ -344,7 +344,7 @@ struct TVector3
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return X == 0 && Y == 0 && Z == 0;
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}
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TVector3 plusZ(double z)
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TVector3 plusZ(double z) const
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{
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return { X, Y, Z + z };
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}
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@ -40,7 +40,7 @@ inline DSWActor* WarpPlane(DVector3& pos, sectortype** sect)
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void ProcessVisOn(void);
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void VisViewChange(PLAYER* pp, int* vis);
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void SpawnVis(DSWActor* Parent, sectortype* sect, int x, int y, int z, int amt);
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void SpawnVis(DSWActor* Parent, sectortype* sect, const DVector3& pos, int amt);
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enum TriggerType { TRIGGER_TYPE_REMOTE_SO };
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@ -2283,7 +2283,7 @@ void pUziFire(PANEL_SPRITE* psp)
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}
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else
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{
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SpawnVis(psp->PlayerP->actor, nullptr, -1, -1, -1, 32);
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SpawnVis(psp->PlayerP->actor, nullptr, {}, 32);
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if (!WeaponOK(psp->PlayerP))
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return;
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@ -2923,7 +2923,7 @@ void pShotgunAction(PANEL_SPRITE* psp)
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void pShotgunFire(PANEL_SPRITE* psp)
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{
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SpawnVis(psp->PlayerP->actor, nullptr, -1, -1, -1, 32);
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SpawnVis(psp->PlayerP->actor, nullptr, {}, 32);
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InitShotgun(psp->PlayerP);
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//SpawnShotgunShell(psp);
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}
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@ -3281,7 +3281,7 @@ void pRailAction(PANEL_SPRITE* psp)
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void pRailFire(PANEL_SPRITE* psp)
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{
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SpawnVis(psp->PlayerP->actor, nullptr, -1, -1, -1, 16);
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SpawnVis(psp->PlayerP->actor, nullptr, {}, 16);
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InitRail(psp->PlayerP);
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}
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@ -3675,15 +3675,15 @@ void pHotheadAttack(PANEL_SPRITE* psp)
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switch (psp->PlayerP->WpnFlameType)
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{
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case 0:
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SpawnVis(psp->PlayerP->actor, nullptr, -1, -1, -1, 32);
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SpawnVis(psp->PlayerP->actor, nullptr, {}, 32);
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InitFireball(psp->PlayerP);
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break;
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case 1:
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SpawnVis(psp->PlayerP->actor, nullptr, -1, -1, -1, 20);
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SpawnVis(psp->PlayerP->actor, nullptr, {}, 20);
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InitSpellRing(psp->PlayerP);
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break;
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case 2:
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SpawnVis(psp->PlayerP->actor, nullptr, -1, -1, -1, 16);
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SpawnVis(psp->PlayerP->actor, nullptr, {}, 16);
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InitSpellNapalm(psp->PlayerP);
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break;
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}
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@ -4212,7 +4212,7 @@ void pMicroAction(PANEL_SPRITE* psp)
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void pMicroFire(PANEL_SPRITE* psp)
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{
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SpawnVis(psp->PlayerP->actor, nullptr, -1, -1, -1, 20);
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SpawnVis(psp->PlayerP->actor, nullptr, {}, 20);
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switch (psp->PlayerP->WpnRocketType)
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{
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case 0:
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@ -5000,7 +5000,7 @@ void pGrenadeAction(PANEL_SPRITE* psp)
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void pGrenadeFire(PANEL_SPRITE* psp)
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{
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SpawnVis(psp->PlayerP->actor, nullptr, -1, -1, -1, 32);
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SpawnVis(psp->PlayerP->actor, nullptr, {}, 32);
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InitGrenade(psp->PlayerP);
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}
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@ -120,7 +120,7 @@ void VisViewChange(PLAYER* pp, int *vis)
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*vis = BrightestVis;
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}
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void SpawnVis(DSWActor* parentActor, sectortype* sect, int x, int y, int z, int amt)
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void SpawnVis(DSWActor* parentActor, sectortype* sect, const DVector3& pos, int amt)
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{
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DSWActor* actorNew = nullptr;
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if (parentActor != nullptr)
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@ -159,7 +159,7 @@ void SpawnVis(DSWActor* parentActor, sectortype* sect, int x, int y, int z, int
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actorNew = insertActor(sect, STAT_VIS_ON);
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actorNew->set_int_pos({ x, y, z - Z(20) });
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actorNew->spr.pos = pos.plusZ(-20);
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}
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actorNew->spr.cstat = 0;
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@ -9957,7 +9957,7 @@ void SpawnBoltExp(DSWActor* actor)
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DoExpDamageTest(expActor);
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SetExpQuake(actor); // !JIM! made rocket launcher shake things
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SpawnVis(nullptr, expActor->sector(), expActor->int_pos().X, expActor->int_pos().Y, expActor->int_pos().Z, 16);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
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}
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int SpawnBunnyExp(DSWActor* actor)
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@ -10003,7 +10003,7 @@ void SpawnTankShellExp(DSWActor* actor)
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SpawnExpZadjust(actor, expActor, Z(40), Z(40));
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DoExpDamageTest(expActor);
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SpawnVis(nullptr, expActor->sector(), expActor->int_pos().X, expActor->int_pos().Y, expActor->int_pos().Z, 16);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
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}
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@ -10184,7 +10184,7 @@ void SpawnMicroExp(DSWActor* actor)
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//
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SpawnExpZadjust(actor, expActor, Z(20), Z(20));
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SpawnVis(nullptr, expActor->sector(), expActor->int_pos().X, expActor->int_pos().Y, expActor->int_pos().Z, 16);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
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}
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void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECT* sop)
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@ -10375,7 +10375,7 @@ void SpawnGrenadeExp(DSWActor* actor)
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DoExpDamageTest(expActor);
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SetExpQuake(expActor);
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SpawnVis(nullptr, expActor->sector(), expActor->int_pos().X, expActor->int_pos().Y, expActor->int_pos().Z, 0);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 0);
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}
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void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int lower_zsize)
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@ -10450,7 +10450,7 @@ void SpawnMineExp(DSWActor* actor)
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//
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SpawnExpZadjust(actor, expActor, Z(100), Z(20));
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SpawnVis(nullptr, expActor->sector(), expActor->int_pos().X, expActor->int_pos().Y, expActor->int_pos().Z, 16);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
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SetExpQuake(expActor);
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}
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@ -10491,7 +10491,7 @@ DSWActor* SpawnSectorExp(DSWActor* actor)
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DoExpDamageTest(expActor);
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SetExpQuake(expActor);
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SpawnVis(nullptr, expActor->sector(), expActor->int_pos().X, expActor->int_pos().Y, expActor->int_pos().Z, 16);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
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return expActor;
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}
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@ -10517,7 +10517,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor)
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// Should not cause other sectors to explode
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DoExpDamageTest(expActor);
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SetExpQuake(expActor);
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SpawnVis(nullptr, expActor->sector(), expActor->int_pos().X, expActor->int_pos().Y, expActor->int_pos().Z, 16);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
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return expActor;
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}
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@ -10577,7 +10577,7 @@ void SpawnLittleExp(DSWActor* actor)
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expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius;
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DoExpDamageTest(expActor);
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SpawnVis(nullptr, expActor->sector(), expActor->int_pos().X, expActor->int_pos().Y, expActor->int_pos().Z, 16);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
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}
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int DoFireball(DSWActor* actor)
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@ -15768,7 +15768,7 @@ int InitSobjGun(PLAYER* pp)
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{
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case 32:
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case 0:
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SpawnVis(actor, nullptr, -1, -1, -1, 8);
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SpawnVis(actor, nullptr, {}, 8);
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SpawnBigGunFlames(actor, pp->actor, pp->sop, false);
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SetGunQuake(actor);
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InitTankShell(actor, pp);
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@ -15778,7 +15778,7 @@ int InitSobjGun(PLAYER* pp)
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pp->FirePause = SP_TAG5(actor);
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break;
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case 1:
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, {}, 32);
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SpawnBigGunFlames(actor, pp->actor, pp->sop, true);
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InitSobjMachineGun(actor, pp);
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if (!SP_TAG5(actor))
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@ -15788,7 +15788,7 @@ int InitSobjGun(PLAYER* pp)
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break;
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case 2:
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if (SW_SHAREWARE) break;
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, {}, 32);
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InitTurretLaser(actor, pp);
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if (!SP_TAG5(actor))
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pp->FirePause = 120;
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@ -15797,7 +15797,7 @@ int InitSobjGun(PLAYER* pp)
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break;
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case 3:
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if (SW_SHAREWARE) break;
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, {}, 32);
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InitTurretRail(actor, pp);
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if (!SP_TAG5(actor))
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pp->FirePause = 120;
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@ -15806,7 +15806,7 @@ int InitSobjGun(PLAYER* pp)
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break;
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case 4:
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if (SW_SHAREWARE) break;
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, {}, 32);
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InitTurretFireball(actor, pp);
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if (!SP_TAG5(actor))
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pp->FirePause = 20;
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@ -15815,7 +15815,7 @@ int InitSobjGun(PLAYER* pp)
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break;
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case 5:
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if (SW_SHAREWARE) break;
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, {}, 32);
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InitTurretRocket(actor, pp);
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if (!SP_TAG5(actor))
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pp->FirePause = 100;
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@ -15824,7 +15824,7 @@ int InitSobjGun(PLAYER* pp)
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break;
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case 6:
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if (SW_SHAREWARE) break;
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, {}, 32);
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InitTurretMicro(actor, pp);
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if (!SP_TAG5(actor))
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pp->FirePause = 100;
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