mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-02 00:53:16 +00:00
- checksector6
This commit is contained in:
parent
394675e9a8
commit
6eca4d721d
23 changed files with 102 additions and 102 deletions
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@ -548,13 +548,13 @@ void aisearch(PLAYER& plr, short i, boolean fly) {
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setsprite(i, spr.x, spr.y, spr.z);
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setsprite(i, spr.x, spr.y, spr.z);
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}
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}
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boolean checksector6(short i) {
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boolean checksector6(DWHActor* actor) {
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SPRITE& spr = sprite[i];
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SPRITE& spr = actor->s();
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if (sector[spr.sectnum].floorz - (32 << 8) < sector[spr.sectnum].ceilingz) {
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if (sector[spr.sectnum].floorz - (32 << 8) < sector[spr.sectnum].ceilingz) {
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if (sector[spr.sectnum].lotag == 6)
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if (sector[spr.sectnum].lotag == 6)
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newstatus(i, DIE);
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SetNewStatus(actor, DIE);
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else {
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else {
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deletesprite(i);
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deletesprite(actor->GetSpriteIndex());
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return true;
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return true;
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}
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}
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}
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}
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@ -123,7 +123,7 @@ void aiProcess();
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int aimove(short i);
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int aimove(short i);
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int aifly(short i);
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int aifly(short i);
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void aisearch(PLAYER& plr, short i, boolean fly);
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void aisearch(PLAYER& plr, short i, boolean fly);
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boolean checksector6(short i);
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boolean checksector6(DWHActor* i);
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int checkfluid(int i, int zr_florhit);
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int checkfluid(int i, int zr_florhit);
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void processfluid(int i, int zr_florhit, boolean fly);
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void processfluid(int i, int zr_florhit, boolean fly);
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void castspell(PLAYER& plr, int i);
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void castspell(PLAYER& plr, int i);
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@ -53,7 +53,7 @@ static void chasedemon(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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checksector6(i);
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checksector6(actor);
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processfluid(i, zr_florhit, true);
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processfluid(i, zr_florhit, true);
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@ -81,7 +81,7 @@ static void searchdemon(PLAYER& plr, DWHActor* actor)
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SPRITE& spr = actor->s();
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SPRITE& spr = actor->s();
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aisearch(plr, i, true);
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aisearch(plr, i, true);
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checksector6(i);
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checksector6(actor);
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}
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}
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static void paindemon(PLAYER& plr, DWHActor* actor)
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static void paindemon(PLAYER& plr, DWHActor* actor)
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@ -183,7 +183,7 @@ static void fleedemon(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, true);
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processfluid(i, zr_florhit, true);
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@ -48,7 +48,7 @@ static void chasedevil(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -158,7 +158,7 @@ static void fleedevil(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -215,7 +215,7 @@ static void searchdevil(PLAYER& plr, DWHActor* actor)
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int i = actor->GetSpriteIndex();
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int i = actor->GetSpriteIndex();
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aisearch(plr, i, false);
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aisearch(plr, i, false);
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checksector6(i);
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checksector6(actor);
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}
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}
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static void frozendevil(PLAYER& plr, DWHActor* actor)
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static void frozendevil(PLAYER& plr, DWHActor* actor)
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@ -270,7 +270,7 @@ static void castdevil(PLAYER& plr, DWHActor* actor)
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castspell(plr, i);
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castspell(plr, i);
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SetNewStatus(actor, CHASE);
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SetNewStatus(actor, CHASE);
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}
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}
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checksector6(i);
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checksector6(actor);
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}
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}
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@ -56,7 +56,7 @@ static void chasedragon(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -97,7 +97,7 @@ static void fleedragon(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -195,7 +195,7 @@ static void castdragon(PLAYER& plr, DWHActor* actor)
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break;
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break;
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}
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}
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checksector6(i);
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checksector6(actor);
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}
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}
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static void attackdragon(PLAYER& plr, DWHActor* actor)
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static void attackdragon(PLAYER& plr, DWHActor* actor)
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@ -233,7 +233,7 @@ static void searchdragon(PLAYER& plr, DWHActor* actor)
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int i = actor->GetSpriteIndex();
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int i = actor->GetSpriteIndex();
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aisearch(plr, i, true);
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aisearch(plr, i, true);
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checksector6(i);
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checksector6(actor);
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}
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}
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static void frozendragon(PLAYER& plr, DWHActor* actor)
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static void frozendragon(PLAYER& plr, DWHActor* actor)
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@ -339,7 +339,7 @@ static void dragonAttack2(PLAYER& plr, DWHActor* actor)
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else
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else
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spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
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spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
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checksector6(i);
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checksector6(actor);
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}
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}
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static void firebreath(PLAYER& plr, int i, int a, int b, int c)
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static void firebreath(PLAYER& plr, int i, int a, int b, int c)
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@ -48,7 +48,7 @@ static void chasefatwitch(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -81,7 +81,7 @@ static void searchfatwitch(PLAYER& plr, DWHActor* actor)
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int i = actor->GetSpriteIndex();
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int i = actor->GetSpriteIndex();
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aisearch(plr, i, false);
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aisearch(plr, i, false);
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checksector6(i);
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checksector6(actor);
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}
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}
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static void nukedfatwitch(PLAYER& plr, DWHActor* actor)
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static void nukedfatwitch(PLAYER& plr, DWHActor* actor)
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@ -203,7 +203,7 @@ static void fleefatwitch(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -227,7 +227,7 @@ static void castfatwitch(PLAYER& plr, DWHActor* actor)
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throwspank(plr, actor);
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throwspank(plr, actor);
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SetNewStatus(actor, CHASE);
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SetNewStatus(actor, CHASE);
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}
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}
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checksector6(i);
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checksector6(actor);
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}
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}
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static void diefatwitch(PLAYER& plr, DWHActor* actor)
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static void diefatwitch(PLAYER& plr, DWHActor* actor)
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@ -58,7 +58,7 @@ static void chasefish(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -119,7 +119,7 @@ static void attackfish(PLAYER& plr, DWHActor* actor)
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}
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}
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spr.lotag -= TICSPERFRAME;
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spr.lotag -= TICSPERFRAME;
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checksector6(i);
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checksector6(actor);
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}
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}
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static void skirmishfish(PLAYER& plr, DWHActor* actor)
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static void skirmishfish(PLAYER& plr, DWHActor* actor)
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@ -143,7 +143,7 @@ static void skirmishfish(PLAYER& plr, DWHActor* actor)
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setsprite(i, spr.x, spr.y, spr.z);
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setsprite(i, spr.x, spr.y, spr.z);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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}
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}
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@ -152,7 +152,7 @@ static void searchfish(PLAYER& plr, DWHActor* actor)
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int i = actor->GetSpriteIndex();
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int i = actor->GetSpriteIndex();
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aisearch(plr, i, false);
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aisearch(plr, i, false);
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checksector6(i);
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checksector6(actor);
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}
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}
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static void facefish(PLAYER& plr, DWHActor* actor)
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static void facefish(PLAYER& plr, DWHActor* actor)
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@ -60,7 +60,7 @@ static void chasefred(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -104,7 +104,7 @@ static void skirmishfred(PLAYER& plr, DWHActor* actor)
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setsprite(i, spr.x, spr.y, spr.z);
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setsprite(i, spr.x, spr.y, spr.z);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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checkexplfred(plr, actor);
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checkexplfred(plr, actor);
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@ -136,7 +136,7 @@ static void searchfred(PLAYER& plr, DWHActor* actor)
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int i = actor->GetSpriteIndex();
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int i = actor->GetSpriteIndex();
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aisearch(plr, i, false);
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aisearch(plr, i, false);
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if (!checksector6(i))
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if (!checksector6(actor))
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checkexplfred(plr, actor);
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checkexplfred(plr, actor);
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}
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}
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@ -223,7 +223,7 @@ static void attackfred(PLAYER& plr, DWHActor* actor)
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}
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}
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spr.lotag -= TICSPERFRAME;
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spr.lotag -= TICSPERFRAME;
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checksector6(i);
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checksector6(actor);
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}
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}
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static void fleefred(PLAYER& plr, DWHActor* actor)
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static void fleefred(PLAYER& plr, DWHActor* actor)
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@ -254,7 +254,7 @@ static void fleefred(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -66,7 +66,7 @@ static void chasegoblin(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -190,7 +190,7 @@ static void fleegoblin(PLAYER& plr, DWHActor* actor)
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
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warpsprite(actor);
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warpsprite(actor);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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processfluid(i, zr_florhit, false);
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processfluid(i, zr_florhit, false);
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@ -228,7 +228,7 @@ static void standgoblin(PLAYER& plr, DWHActor* actor)
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}
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}
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}
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}
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checksector6(i);
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checksector6(actor);
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}
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}
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static void attackgoblin(PLAYER& plr, DWHActor* actor)
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static void attackgoblin(PLAYER& plr, DWHActor* actor)
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@ -269,7 +269,7 @@ static void attackgoblin(PLAYER& plr, DWHActor* actor)
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}
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}
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spr.lotag -= TICSPERFRAME;
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spr.lotag -= TICSPERFRAME;
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checksector6(i);
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checksector6(actor);
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}
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}
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static void resurectgoblin(PLAYER& plr, DWHActor* actor)
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static void resurectgoblin(PLAYER& plr, DWHActor* actor)
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@ -291,7 +291,7 @@ static void searchgoblin(PLAYER& plr, DWHActor* actor)
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int i = actor->GetSpriteIndex();
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int i = actor->GetSpriteIndex();
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aisearch(plr, i, false);
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aisearch(plr, i, false);
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if (!checksector6(i))
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if (!checksector6(actor))
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checkexplgoblin(plr, actor);
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checkexplgoblin(plr, actor);
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}
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}
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@ -345,7 +345,7 @@ static void skirmishgoblin(PLAYER& plr, DWHActor* actor)
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setsprite(i, spr.x, spr.y, spr.z);
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setsprite(i, spr.x, spr.y, spr.z);
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if (checksector6(i))
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if (checksector6(actor))
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return;
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return;
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checkexplgoblin(plr, actor);
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checkexplgoblin(plr, actor);
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@ -447,7 +447,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
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else
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else
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spr.picnum = GOBLIN;
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spr.picnum = GOBLIN;
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if (checksector6(i))
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if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
@ -494,7 +494,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
||||||
setsprite(i, spr.x, spr.y, spr.z);
|
setsprite(i, spr.x, spr.y, spr.z);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
@ -513,7 +513,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
|
||||||
spr.extra = 0;
|
spr.extra = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -166,7 +166,7 @@ static void chasegonzo(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -243,7 +243,7 @@ static void skirmishgonzo(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
||||||
setsprite(i, spr.x, spr.y, spr.z);
|
setsprite(i, spr.x, spr.y, spr.z);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
checkexplgonzo(plr, actor);
|
checkexplgonzo(plr, actor);
|
||||||
|
@ -254,7 +254,7 @@ static void searchgonzo(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
SPRITE& spr = actor->s();
|
SPRITE& spr = actor->s();
|
||||||
|
|
||||||
if (!checksector6(i))
|
if (!checksector6(actor))
|
||||||
checkexplgonzo(plr, actor);
|
checkexplgonzo(plr, actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -444,7 +444,7 @@ static void attackgonzo(PLAYER& plr, DWHActor* actor)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void fleegonzo(PLAYER& plr, DWHActor* actor)
|
static void fleegonzo(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -477,7 +477,7 @@ static void fleegonzo(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
|
|
@ -98,7 +98,7 @@ static void chasegron(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -173,7 +173,7 @@ static void skirmishgron(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
||||||
setsprite(i, spr.x, spr.y, spr.z);
|
setsprite(i, spr.x, spr.y, spr.z);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
checkexplgron(plr, actor);
|
checkexplgron(plr, actor);
|
||||||
|
@ -184,7 +184,7 @@ static void searchgron(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
|
|
||||||
aisearch(plr, i, false);
|
aisearch(plr, i, false);
|
||||||
if (!checksector6(i))
|
if (!checksector6(actor))
|
||||||
checkexplgron(plr, actor);
|
checkexplgron(plr, actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -338,7 +338,7 @@ static void attackgron(PLAYER& plr, DWHActor* actor)
|
||||||
spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
|
spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void fleegron(PLAYER& plr, DWHActor* actor)
|
static void fleegron(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -368,7 +368,7 @@ static void fleegron(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -399,7 +399,7 @@ static void castgron(PLAYER& plr, DWHActor* actor)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void diegron(PLAYER& plr, DWHActor* actor)
|
static void diegron(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
|
@ -49,7 +49,7 @@ static void chaseguardian(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, true);
|
processfluid(i, zr_florhit, true);
|
||||||
|
@ -156,7 +156,7 @@ static void searchguardian(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
|
|
||||||
aisearch(plr, i, true);
|
aisearch(plr, i, true);
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void fleeguardian(PLAYER& plr, DWHActor* actor)
|
static void fleeguardian(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -190,7 +190,7 @@ static void fleeguardian(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, true);
|
processfluid(i, zr_florhit, true);
|
||||||
|
@ -239,7 +239,7 @@ static void castguardian(PLAYER& plr, DWHActor* actor)
|
||||||
castspell(plr, i);
|
castspell(plr, i);
|
||||||
SetNewStatus(actor, CHASE);
|
SetNewStatus(actor, CHASE);
|
||||||
}
|
}
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -67,7 +67,7 @@ static void chaseimp(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -226,7 +226,7 @@ static void fleeimp(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -272,7 +272,7 @@ static void attackimp(PLAYER& plr, DWHActor* actor)
|
||||||
}
|
}
|
||||||
spr.lotag -= TICSPERFRAME;
|
spr.lotag -= TICSPERFRAME;
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void searchimp(PLAYER& plr, DWHActor* actor)
|
static void searchimp(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -280,7 +280,7 @@ static void searchimp(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
|
|
||||||
aisearch(plr, i, false);
|
aisearch(plr, i, false);
|
||||||
if (!checksector6(i))
|
if (!checksector6(actor))
|
||||||
checkexplimp(plr, actor);
|
checkexplimp(plr, actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -306,7 +306,7 @@ static void skirmishimp(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
||||||
setsprite(i, spr.x, spr.y, spr.z);
|
setsprite(i, spr.x, spr.y, spr.z);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
checkexplimp(plr, actor);
|
checkexplimp(plr, actor);
|
||||||
|
|
|
@ -58,7 +58,7 @@ static void chasejudy(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -92,7 +92,7 @@ static void searchjudy(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
|
|
||||||
aisearch(plr, i, false);
|
aisearch(plr, i, false);
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void nukedjudy(PLAYER& plr, DWHActor* actor)
|
static void nukedjudy(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -217,7 +217,7 @@ static void fleejudy(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -337,7 +337,7 @@ static void castjudy(PLAYER& plr, DWHActor* actor)
|
||||||
}
|
}
|
||||||
SetNewStatus(actor, CHASE);
|
SetNewStatus(actor, CHASE);
|
||||||
}
|
}
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void diejudy(PLAYER& plr, DWHActor* actor)
|
static void diejudy(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
|
@ -48,7 +48,7 @@ static void chasekatie(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -82,7 +82,7 @@ static void searchkatie(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
|
|
||||||
aisearch(plr, i, false);
|
aisearch(plr, i, false);
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void painkatie(PLAYER& plr, DWHActor* actor)
|
static void painkatie(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -195,7 +195,7 @@ static void fleekatie(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -260,7 +260,7 @@ static void castkatie(PLAYER& plr, DWHActor* actor)
|
||||||
SetNewStatus(actor, CHASE);
|
SetNewStatus(actor, CHASE);
|
||||||
spr.extra++;
|
spr.extra++;
|
||||||
}
|
}
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void diekatie(PLAYER& plr, DWHActor* actor)
|
static void diekatie(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
|
@ -70,7 +70,7 @@ static void chasekobold(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -195,7 +195,7 @@ static void fleekobold(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -240,7 +240,7 @@ static void attackkobold(PLAYER& plr, DWHActor* actor)
|
||||||
}
|
}
|
||||||
spr.lotag -= TICSPERFRAME;
|
spr.lotag -= TICSPERFRAME;
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void resurectkobold(PLAYER& plr, DWHActor* actor)
|
static void resurectkobold(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -264,7 +264,7 @@ static void searchkobold(PLAYER& plr, DWHActor* actor)
|
||||||
if ((krand() % 100) > 98)
|
if ((krand() % 100) > 98)
|
||||||
spritesound(S_KSNARL1 + (krand() % 4), &sprite[i]);
|
spritesound(S_KSNARL1 + (krand() % 4), &sprite[i]);
|
||||||
aisearch(plr, i, false);
|
aisearch(plr, i, false);
|
||||||
if (!checksector6(i))
|
if (!checksector6(actor))
|
||||||
checkexplkobold(plr, actor);
|
checkexplkobold(plr, actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -325,7 +325,7 @@ static void skirmishkobold(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
||||||
setsprite(i, spr.x, spr.y, spr.z);
|
setsprite(i, spr.x, spr.y, spr.z);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
checkexplkobold(plr, actor);
|
checkexplkobold(plr, actor);
|
||||||
|
|
|
@ -67,7 +67,7 @@ static void chaseminotaur(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -126,7 +126,7 @@ static void skirmishminotaur(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
||||||
setsprite(i, spr.x, spr.y, spr.z);
|
setsprite(i, spr.x, spr.y, spr.z);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
checkexplminotaur(plr, actor);
|
checkexplminotaur(plr, actor);
|
||||||
|
@ -245,7 +245,7 @@ static void attackminotaur(PLAYER& plr, DWHActor* actor)
|
||||||
}
|
}
|
||||||
spr.lotag -= TICSPERFRAME;
|
spr.lotag -= TICSPERFRAME;
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void dieminotaur(PLAYER& plr, DWHActor* actor)
|
static void dieminotaur(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -296,7 +296,7 @@ static void fleeminotaur(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -324,7 +324,7 @@ static void searchminotaur(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
|
|
||||||
aisearch(plr, i, false);
|
aisearch(plr, i, false);
|
||||||
if (!checksector6(i))
|
if (!checksector6(actor))
|
||||||
checkexplminotaur(plr, actor);
|
checkexplminotaur(plr, actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -84,7 +84,7 @@ static void chasenewguy(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -159,7 +159,7 @@ static void skirmishnewguy(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
||||||
setsprite(i, spr.x, spr.y, spr.z);
|
setsprite(i, spr.x, spr.y, spr.z);
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void searchnewguy(PLAYER& plr, DWHActor* actor)
|
static void searchnewguy(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -167,7 +167,7 @@ static void searchnewguy(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
|
|
||||||
aisearch(plr, i, false);
|
aisearch(plr, i, false);
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void nukednewguy(PLAYER& plr, DWHActor* actor)
|
static void nukednewguy(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -257,7 +257,7 @@ static void fleenewguy(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -315,7 +315,7 @@ static void attacknewguy(PLAYER& plr, DWHActor* actor)
|
||||||
}
|
}
|
||||||
spr.lotag -= TICSPERFRAME;
|
spr.lotag -= TICSPERFRAME;
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -366,7 +366,7 @@ static void castnewguy(PLAYER& plr, DWHActor* actor)
|
||||||
newguyarrow(i, plr);
|
newguyarrow(i, plr);
|
||||||
SetNewStatus(actor, CHASE);
|
SetNewStatus(actor, CHASE);
|
||||||
}
|
}
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void newguyarrow(short s, PLAYER& plr) {
|
static void newguyarrow(short s, PLAYER& plr) {
|
||||||
|
|
|
@ -69,7 +69,7 @@ static void fleerat(PLAYER& plr, DWHActor* actor)
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
|
|
@ -67,7 +67,7 @@ static void chaseskeleton(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -176,7 +176,7 @@ static void fleeskeleton(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -211,7 +211,7 @@ static void standskeleton(PLAYER& plr, DWHActor* actor)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void attackskeleton(PLAYER& plr, DWHActor* actor)
|
static void attackskeleton(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -249,7 +249,7 @@ static void attackskeleton(PLAYER& plr, DWHActor* actor)
|
||||||
}
|
}
|
||||||
spr.lotag -= TICSPERFRAME;
|
spr.lotag -= TICSPERFRAME;
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void resurectskeleton(PLAYER& plr, DWHActor* actor)
|
static void resurectskeleton(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -271,7 +271,7 @@ static void searchskeleton(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
|
|
||||||
aisearch(plr, i, false);
|
aisearch(plr, i, false);
|
||||||
if (!checksector6(i))
|
if (!checksector6(actor))
|
||||||
checkexplskeleton(plr, actor);
|
checkexplskeleton(plr, actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -332,7 +332,7 @@ static void skirmishskeleton(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
||||||
setsprite(i, spr.x, spr.y, spr.z);
|
setsprite(i, spr.x, spr.y, spr.z);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
checkexplskeleton(plr, actor);
|
checkexplskeleton(plr, actor);
|
||||||
|
|
|
@ -45,7 +45,7 @@ static void chaseskully(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -78,7 +78,7 @@ static void searchskully(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
|
|
||||||
aisearch(plr, i, false);
|
aisearch(plr, i, false);
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void nukedskully(PLAYER& plr, DWHActor* actor)
|
static void nukedskully(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -202,7 +202,7 @@ static void fleeskully(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -227,7 +227,7 @@ static void castskully(PLAYER& plr, DWHActor* actor)
|
||||||
skullycastspell(plr, i);
|
skullycastspell(plr, i);
|
||||||
SetNewStatus(actor, CHASE);
|
SetNewStatus(actor, CHASE);
|
||||||
}
|
}
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void dieskully(PLAYER& plr, DWHActor* actor)
|
static void dieskully(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
|
@ -67,7 +67,7 @@ static void chasespider(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
@ -126,7 +126,7 @@ static void skirmishspider(PLAYER& plr, DWHActor* actor)
|
||||||
|
|
||||||
setsprite(i, spr.x, spr.y, spr.z);
|
setsprite(i, spr.x, spr.y, spr.z);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
checkexplspider(plr, actor);
|
checkexplspider(plr, actor);
|
||||||
|
@ -137,7 +137,7 @@ static void searchspider(PLAYER& plr, DWHActor* actor)
|
||||||
int i = actor->GetSpriteIndex();
|
int i = actor->GetSpriteIndex();
|
||||||
|
|
||||||
aisearch(plr, i, false);
|
aisearch(plr, i, false);
|
||||||
if (!checksector6(i))
|
if (!checksector6(actor))
|
||||||
checkexplspider(plr, actor);
|
checkexplspider(plr, actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -230,7 +230,7 @@ static void attackspider(PLAYER& plr, DWHActor* actor)
|
||||||
}
|
}
|
||||||
spr.lotag -= TICSPERFRAME;
|
spr.lotag -= TICSPERFRAME;
|
||||||
|
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void fleespider(PLAYER& plr, DWHActor* actor)
|
static void fleespider(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -261,7 +261,7 @@ static void fleespider(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, false);
|
processfluid(i, zr_florhit, false);
|
||||||
|
|
|
@ -49,7 +49,7 @@ static void chasewillow(PLAYER& plr, DWHActor* actor)
|
||||||
if (spr.z < zr_ceilz - (32 << 8))
|
if (spr.z < zr_ceilz - (32 << 8))
|
||||||
spr.z = zr_ceilz - (32 << 8);
|
spr.z = zr_ceilz - (32 << 8);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, true);
|
processfluid(i, zr_florhit, true);
|
||||||
|
@ -179,7 +179,7 @@ static void searchwillow(PLAYER& plr, DWHActor* actor)
|
||||||
SPRITE& spr = actor->s();
|
SPRITE& spr = actor->s();
|
||||||
|
|
||||||
aisearch(plr, i, true);
|
aisearch(plr, i, true);
|
||||||
checksector6(i);
|
checksector6(actor);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void fleewillow(PLAYER& plr, DWHActor* actor)
|
static void fleewillow(PLAYER& plr, DWHActor* actor)
|
||||||
|
@ -210,7 +210,7 @@ static void fleewillow(PLAYER& plr, DWHActor* actor)
|
||||||
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
if ((spr.sectnum != osectnum) && (sector[spr.sectnum].lotag == 10))
|
||||||
warpsprite(actor);
|
warpsprite(actor);
|
||||||
|
|
||||||
if (checksector6(i))
|
if (checksector6(actor))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
processfluid(i, zr_florhit, true);
|
processfluid(i, zr_florhit, true);
|
||||||
|
|
Loading…
Reference in a new issue