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- renamed all np-> in weapon.cpp
This commit is contained in:
parent
5eb958938d
commit
730c9e65e4
1 changed files with 167 additions and 167 deletions
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@ -4133,10 +4133,10 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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// Don't do central blood splats for every hitscan
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if (RANDOM_P2(1024) < 950)
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{
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np->xrepeat = np->yrepeat = 0;
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 0;
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}
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if (RANDOM_P2(1024) < 512)
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SET(np->cstat, CSTAT_SPRITE_XFLIP);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
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//shrap_xsize = 96;
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//shrap_ysize = 75;
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//shrap_xsize = 10;
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@ -4146,39 +4146,39 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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if (p->random_disperse)
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{
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np->ang = hit_ang + (RANDOM_P2(p->ang_range<<5)>>5) - DIV2(p->ang_range);
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np->ang = NORM_ANGLE(np->ang);
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actorNew->spr.ang = hit_ang + (RANDOM_P2(p->ang_range<<5)>>5) - DIV2(p->ang_range);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang);
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}
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else
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{
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np->ang = start_ang + (i * dang);
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np->ang = NORM_ANGLE(np->ang);
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actorNew->spr.ang = start_ang + (i * dang);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang);
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}
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SET(nu->Flags, SPR_BOUNCE);
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np->shade = int8_t(shrap_shade);
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np->xrepeat = uint8_t(shrap_xsize);
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np->yrepeat = uint8_t(shrap_ysize);
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np->clipdist = 16 >> 2;
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actorNew->spr.shade = int8_t(shrap_shade);
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actorNew->spr.xrepeat = uint8_t(shrap_xsize);
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actorNew->spr.yrepeat = uint8_t(shrap_ysize);
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actorNew->spr.clipdist = 16 >> 2;
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np->pal = nu->spal = uint8_t(shrap_pal);
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actorNew->spr.pal = nu->spal = uint8_t(shrap_pal);
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np->xvel = p->min_vel;
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np->xvel += RandomRange(p->max_vel - p->min_vel);
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actorNew->spr.xvel = p->min_vel;
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actorNew->spr.xvel += RandomRange(p->max_vel - p->min_vel);
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// special case
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// blood coming off of actors should have the acceleration of the actor
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// so add it in
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np->xvel += actor->spr.xvel;
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actorNew->spr.xvel += actor->spr.xvel;
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nu->ceiling_dist = nu->floor_dist = Z(2);
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nu->jump_speed = p->min_jspeed;
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nu->jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
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nu->jump_speed = -nu->jump_speed;
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nu->xchange = MOVEx(np->xvel, np->ang);
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nu->ychange = MOVEy(np->xvel, np->ang);
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nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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// for FastShrap
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nu->zchange = labs(nu->jump_speed*4) - RandomRange(labs(nu->jump_speed)*8);
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@ -8109,12 +8109,12 @@ int InitPlasmaFountain(DSWActor* wActor, DSWActor* sActor)
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np = &actorNew->s();
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nu = actorNew->u();
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np->shade = -40;
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actorNew->spr.shade = -40;
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if (wActor)
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SetOwner(GetOwner(wActor), actorNew);
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SetAttach(sActor, actorNew);
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np->yrepeat = 0;
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np->clipdist = 8>>2;
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actorNew->spr.yrepeat = 0;
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actorNew->spr.clipdist = 8>>2;
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nu->WaitTics = 120+60;
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nu->Radius = 50;
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@ -8605,12 +8605,12 @@ int DoGrenade(DSWActor* actor)
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nu = actorNew->u();
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SetOwner(actor, actorNew);
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np->shade = -40;
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np->xrepeat = 40;
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np->yrepeat = 40;
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np->opos = actor->spr.opos;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 40;
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actorNew->spr.yrepeat = 40;
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actorNew->spr.opos = actor->spr.opos;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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@ -9400,13 +9400,13 @@ int DoLaser(DSWActor* actor)
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np = &actorNew->s();
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nu = actorNew->u();
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np->shade = -40;
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np->xrepeat = 16;
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np->yrepeat = 16;
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np->pal = nu->spal = PALETTE_RED_LIGHTING;
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 16;
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actorNew->spr.yrepeat = 16;
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actorNew->spr.pal = nu->spal = PALETTE_RED_LIGHTING;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = nu->ychange = nu->zchange = 0;
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}
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@ -9496,19 +9496,19 @@ int DoRail(DSWActor* actor)
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np = &actorNew->s();
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nu = actorNew->u();
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np->xvel += (RandomRange(140)-RandomRange(140));
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np->yvel += (RandomRange(140)-RandomRange(140));
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np->zvel += (RandomRange(140)-RandomRange(140));
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actorNew->spr.xvel += (RandomRange(140)-RandomRange(140));
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actorNew->spr.yvel += (RandomRange(140)-RandomRange(140));
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actorNew->spr.zvel += (RandomRange(140)-RandomRange(140));
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nu->RotNum = 5;
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NewStateGroup(actorNew, sg_RailPuff);
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np->shade = -40;
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np->xrepeat = 10;
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np->yrepeat = 10;
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np->opos = actor->spr.opos;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 10;
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actorNew->spr.yrepeat = 10;
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actorNew->spr.opos = actor->spr.opos;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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@ -9606,12 +9606,12 @@ int DoRocket(DSWActor* actor)
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nu = actorNew->u();
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SetOwner(actor, actorNew);
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np->shade = -40;
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np->xrepeat = 40;
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np->yrepeat = 40;
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np->opos = actor->spr.opos;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 40;
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actorNew->spr.yrepeat = 40;
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actorNew->spr.opos = actor->spr.opos;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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@ -9711,13 +9711,13 @@ int DoMicro(DSWActor* actor)
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nu = actorNew->u();
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SetOwner(GetOwner(actor), actorNew);
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np->shade = -40;
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np->xrepeat = 20;
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np->yrepeat = 20;
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np->opos = actor->spr.opos;
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np->zvel = actor->spr.zvel;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 20;
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actorNew->spr.yrepeat = 20;
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actorNew->spr.opos = actor->spr.opos;
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actorNew->spr.zvel = actor->spr.zvel;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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@ -9731,7 +9731,7 @@ int DoMicro(DSWActor* actor)
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// last smoke
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if ((u->WaitTics -= MISSILEMOVETICS) <= 0)
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{
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SetActorZ(actorNew, &np->pos);
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SetActorZ(actorNew, &actorNew->spr.pos);
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NewStateGroup(actor, &sg_MicroMini[0]);
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actor->spr.xrepeat = actor->spr.yrepeat = 10;
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RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
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@ -10064,13 +10064,13 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
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auto np = &actorNew->s();
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auto nu = actorNew->u();
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np->hitag = LUMINOUS; //Always full brightness
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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if (enemyActor != nullptr)
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eu->flameActor = actorNew;
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np->xrepeat = 16;
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np->yrepeat = 16;
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actorNew->spr.xrepeat = 16;
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actorNew->spr.yrepeat = 16;
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if (enemyActor != nullptr)
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{
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// large flame for trees and such
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@ -10090,10 +10090,10 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
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}
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SetOwner(GetOwner(actor), actorNew);
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np->shade = -40;
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np->pal = nu->spal = u->spal;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->spr.shade = -40;
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actorNew->spr.pal = nu->spal = u->spal;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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//nu->Radius = DamageData[DMG_FIREBALL_FLAMES].radius;
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nu->Radius = 200;
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@ -10104,7 +10104,7 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
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}
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else
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{
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if (TestDontStickSector(np->sector()))
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if (TestDontStickSector(actorNew->spr.sector()))
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{
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KillActor(actorNew);
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return;
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@ -10131,18 +10131,18 @@ int SpawnBreakFlames(DSWActor* actor)
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np = &actorNew->s();
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nu = actorNew->u();
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np->hitag = LUMINOUS; //Always full brightness
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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np->xrepeat = 16;
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np->yrepeat = 16;
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actorNew->spr.xrepeat = 16;
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actorNew->spr.yrepeat = 16;
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nu->Counter = 48; // max flame size
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np->shade = -40;
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actorNew->spr.shade = -40;
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if (u)
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np->pal = nu->spal = u->spal;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->spr.pal = nu->spal = u->spal;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->Radius = 200;
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@ -10170,22 +10170,22 @@ void SpawnBreakStaticFlames(DSWActor* actor)
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nu = actorNew->u();
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if (RandomRange(1000) > 500)
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np->picnum = 3143;
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actorNew->spr.picnum = 3143;
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else
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np->picnum = 3157;
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actorNew->spr.picnum = 3157;
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np->hitag = LUMINOUS; //Always full brightness
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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np->xrepeat = 32;
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np->yrepeat = 32;
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actorNew->spr.xrepeat = 32;
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actorNew->spr.yrepeat = 32;
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np->shade = -40;
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np->pal = nu->spal = u->spal;
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RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->spr.shade = -40;
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actorNew->spr.pal = nu->spal = u->spal;
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->Radius = 200;
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nu->floor_dist = nu->ceiling_dist = 0;
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np->pos.Z = getflorzofslopeptr(np->sector(), np->pos.X, np->pos.Y);
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actorNew->spr.pos.Z = getflorzofslopeptr(actorNew->spr.sector(), actorNew->spr.pos.X, actorNew->spr.pos.Y);
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PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
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}
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@ -11453,21 +11453,21 @@ int DoMirv(DSWActor* actor)
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nu->StateEnd = s_MirvMeteorExp;
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SetOwner(actor, actorNew);
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np->shade = -40;
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np->xrepeat = 40;
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np->yrepeat = 40;
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np->clipdist = 32L >> 2;
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np->zvel = 0;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 40;
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actorNew->spr.yrepeat = 40;
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actorNew->spr.clipdist = 32L >> 2;
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actorNew->spr.zvel = 0;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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nu->ceiling_dist = Z(16);
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nu->floor_dist = Z(16);
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nu->Dist = 200;
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//nu->Dist = 0;
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nu->xchange = MOVEx(np->xvel, np->ang);
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nu->ychange = MOVEy(np->xvel, np->ang);
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nu->zchange = np->zvel;
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nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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nu->zchange = actorNew->spr.zvel;
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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@ -11991,22 +11991,22 @@ int InitSerpRing(DSWActor* actor)
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np = &actorNew->s();
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nu = actorNew->u();
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np->xvel = 500;
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actorNew->spr.xvel = 500;
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SetOwner(actor, actorNew);
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np->shade = -20;
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np->xrepeat = 64;
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np->yrepeat = 64;
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np->yvel = 2*RINGMOVETICS;
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np->zvel = Z(3);
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np->pal = 0;
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actorNew->spr.shade = -20;
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actorNew->spr.xrepeat = 64;
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actorNew->spr.yrepeat = 64;
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actorNew->spr.yvel = 2*RINGMOVETICS;
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actorNew->spr.zvel = Z(3);
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actorNew->spr.pal = 0;
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np->pos.Z = ActorZOfTop(actor) - Z(20);
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actorNew->spr.pos.Z = ActorZOfTop(actor) - Z(20);
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nu->sz = Z(50);
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// ang around the serp is now slide_ang
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nu->slide_ang = np->ang;
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nu->slide_ang = actorNew->spr.ang;
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// randomize the head turning angle
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np->ang = RANDOM_P2(2048<<5)>>5;
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actorNew->spr.ang = RANDOM_P2(2048<<5)>>5;
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// control direction of spinning
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FLIP(u->Flags, SPR_BOUNCE);
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@ -12022,11 +12022,11 @@ int InitSerpRing(DSWActor* actor)
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// defaults do change the statnum
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EnemyDefaults(actorNew, nullptr, nullptr);
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change_actor_stat(actorNew, STAT_SKIP4);
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RESET(np->extra, SPRX_PLAYER_OR_ENEMY);
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RESET(actorNew->spr.extra, SPRX_PLAYER_OR_ENEMY);
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np->clipdist = (128+64) >> 2;
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actorNew->spr.clipdist = (128+64) >> 2;
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SET(nu->Flags, SPR_XFLIP_TOGGLE);
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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nu->Radius = 400;
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}
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@ -12783,15 +12783,15 @@ int InitSumoSkull(DSWActor* actor)
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np = &actorNew->s();
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nu = actorNew->u();
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np->xvel = 500;
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actorNew->spr.xvel = 500;
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SetOwner(actor, actorNew);
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np->shade = -20;
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np->xrepeat = 64;
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np->yrepeat = 64;
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np->pal = 0;
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actorNew->spr.shade = -20;
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actorNew->spr.xrepeat = 64;
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actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.pal = 0;
|
||||
|
||||
// randomize the head turning angle
|
||||
np->ang = RANDOM_P2(2048<<5)>>5;
|
||||
actorNew->spr.ang = RANDOM_P2(2048<<5)>>5;
|
||||
|
||||
// control direction of spinning
|
||||
FLIP(u->Flags, SPR_BOUNCE);
|
||||
|
@ -12803,16 +12803,16 @@ int InitSumoSkull(DSWActor* actor)
|
|||
nu->Attrib = &SkullAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
nu->Counter = RANDOM_P2(2048);
|
||||
nu->sz = np->pos.Z;
|
||||
nu->sz = actorNew->spr.pos.Z;
|
||||
nu->Health = 100;
|
||||
|
||||
// defaults do change the statnum
|
||||
EnemyDefaults(actorNew, nullptr, nullptr);
|
||||
SET(np->extra, SPRX_PLAYER_OR_ENEMY);
|
||||
SET(actorNew->spr.extra, SPRX_PLAYER_OR_ENEMY);
|
||||
|
||||
np->clipdist = (128+64) >> 2;
|
||||
actorNew->spr.clipdist = (128+64) >> 2;
|
||||
SET(nu->Flags, SPR_XFLIP_TOGGLE);
|
||||
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
|
||||
nu->Radius = 400;
|
||||
return 0;
|
||||
|
@ -14747,21 +14747,21 @@ int InitSerpSpell(DSWActor* actor)
|
|||
auto np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
np->pos.Z = ActorZOfTop(actor);
|
||||
actorNew->spr.pos.Z = ActorZOfTop(actor);
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup(actorNew, &sg_SerpMeteor[0]);
|
||||
nu->StateEnd = s_MirvMeteorExp;
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
np->shade = -40;
|
||||
actorNew->spr.shade = -40;
|
||||
PlaySound(DIGI_SERPMAGICLAUNCH, actor, v3df_none);
|
||||
nu->spal = np->pal = 27; // Bright Green
|
||||
np->xrepeat = 64;
|
||||
np->yrepeat = 64;
|
||||
np->clipdist = 32L >> 2;
|
||||
np->zvel = 0;
|
||||
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
||||
nu->spal = actorNew->spr.pal = 27; // Bright Green
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
actorNew->spr.clipdist = 32L >> 2;
|
||||
actorNew->spr.zvel = 0;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
|
||||
nu->ceiling_dist = Z(16);
|
||||
nu->floor_dist = Z(16);
|
||||
|
@ -14770,20 +14770,20 @@ int InitSerpSpell(DSWActor* actor)
|
|||
auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 1;
|
||||
|
||||
np->ang = NORM_ANGLE(np->ang + lat_ang[i]);
|
||||
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + lat_ang[i]);
|
||||
HelpMissileLateral(actorNew, 4200);
|
||||
np->ang = NORM_ANGLE(np->ang - lat_ang[i]);
|
||||
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - lat_ang[i]);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(np->pos.X, np->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y);
|
||||
dist = Distance(actorNew->spr.pos.X, actorNew->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y);
|
||||
if (dist != 0)
|
||||
np->zvel = (np->xvel * (ActorUpperZ(u->targetActor) - np->pos.Z)) / dist;
|
||||
actorNew->spr.zvel = (actorNew->spr.xvel * (ActorUpperZ(u->targetActor) - actorNew->spr.pos.Z)) / dist;
|
||||
|
||||
np->ang = NORM_ANGLE(np->ang + delta_ang[i]);
|
||||
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + delta_ang[i]);
|
||||
|
||||
nu->xchange = MOVEx(np->xvel, np->ang);
|
||||
nu->ychange = MOVEy(np->xvel, np->ang);
|
||||
nu->zchange = np->zvel;
|
||||
nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->zchange = actorNew->spr.zvel;
|
||||
|
||||
MissileSetPos(actorNew, DoMirvMissile, 400);
|
||||
actor->spr.clipdist = oclipdist;
|
||||
|
@ -14856,20 +14856,20 @@ int InitSerpMonstSpell(DSWActor* actor)
|
|||
np = &actorNew->s();
|
||||
nu = actorNew->u();
|
||||
|
||||
nu->spal = np->pal = 25; // Bright Red
|
||||
np->pos.Z = ActorZOfTop(actor);
|
||||
nu->spal = actorNew->spr.pal = 25; // Bright Red
|
||||
actorNew->spr.pos.Z = ActorZOfTop(actor);
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup(actorNew, &sg_SerpMeteor[0]);
|
||||
nu->StateEnd = s_TeleportEffect2;
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
np->shade = -40;
|
||||
np->xrepeat = 122;
|
||||
np->yrepeat = 116;
|
||||
np->clipdist = 32L >> 2;
|
||||
np->zvel = 0;
|
||||
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.xrepeat = 122;
|
||||
actorNew->spr.yrepeat = 116;
|
||||
actorNew->spr.clipdist = 32L >> 2;
|
||||
actorNew->spr.zvel = 0;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
|
||||
nu->ceiling_dist = Z(16);
|
||||
nu->floor_dist = Z(16);
|
||||
|
@ -14879,20 +14879,20 @@ int InitSerpMonstSpell(DSWActor* actor)
|
|||
auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 1;
|
||||
|
||||
np->ang = NORM_ANGLE(np->ang + lat_ang[i]);
|
||||
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + lat_ang[i]);
|
||||
HelpMissileLateral(actorNew, 4200);
|
||||
np->ang = NORM_ANGLE(np->ang - lat_ang[i]);
|
||||
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - lat_ang[i]);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(np->pos.X, np->pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y);
|
||||
dist = Distance(actorNew->spr.pos.X, actorNew->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y);
|
||||
if (dist != 0)
|
||||
np->zvel = (np->xvel * (ActorUpperZ(u->targetActor) - np->pos.Z)) / dist;
|
||||
actorNew->spr.zvel = (actorNew->spr.xvel * (ActorUpperZ(u->targetActor) - actorNew->spr.pos.Z)) / dist;
|
||||
|
||||
np->ang = NORM_ANGLE(np->ang + delta_ang[i]);
|
||||
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + delta_ang[i]);
|
||||
|
||||
nu->xchange = MOVEx(np->xvel, np->ang);
|
||||
nu->ychange = MOVEy(np->xvel, np->ang);
|
||||
nu->zchange = np->zvel;
|
||||
nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->zchange = actorNew->spr.zvel;
|
||||
|
||||
MissileSetPos(actorNew, DoMirvMissile, 400);
|
||||
actor->spr.clipdist = oclipdist;
|
||||
|
@ -18134,22 +18134,22 @@ int SpawnVehicleSmoke(DSWActor* actor)
|
|||
nu = actorNew->u();
|
||||
|
||||
nu->WaitTics = 1*120;
|
||||
np->shade = -40;
|
||||
np->xrepeat = 64;
|
||||
np->yrepeat = 64;
|
||||
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
||||
RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
if (RANDOM_P2(1024) < 512)
|
||||
SET(np->cstat, CSTAT_SPRITE_XFLIP);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
|
||||
if (RANDOM_P2(1024) < 512)
|
||||
SET(np->cstat, CSTAT_SPRITE_YFLIP);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
|
||||
|
||||
np->ang = RANDOM_P2(2048);
|
||||
np->xvel = RANDOM_P2(32);
|
||||
nu->xchange = MOVEx(np->xvel, np->ang);
|
||||
nu->ychange = MOVEy(np->xvel, np->ang);
|
||||
np->zvel = Z(4) + RANDOM_P2(Z(4));
|
||||
actorNew->spr.ang = RANDOM_P2(2048);
|
||||
actorNew->spr.xvel = RANDOM_P2(32);
|
||||
nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -18167,23 +18167,23 @@ int SpawnSmokePuff(DSWActor* actor)
|
|||
nu = actorNew->u();
|
||||
|
||||
nu->WaitTics = 1*120;
|
||||
np->shade = -40;
|
||||
np->xrepeat = 64;
|
||||
np->yrepeat = 64;
|
||||
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
||||
RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
if (RANDOM_P2(1024) < 512)
|
||||
SET(np->cstat, CSTAT_SPRITE_XFLIP);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
|
||||
if (RANDOM_P2(1024) < 512)
|
||||
SET(np->cstat, CSTAT_SPRITE_YFLIP);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
|
||||
|
||||
np->ang = RANDOM_P2(2048);
|
||||
np->xvel = RANDOM_P2(32);
|
||||
nu->xchange = MOVEx(np->xvel, np->ang);
|
||||
nu->ychange = MOVEy(np->xvel, np->ang);
|
||||
//np->zvel = Z(4) + RANDOM_P2(Z(4));
|
||||
np->zvel = Z(1) + RANDOM_P2(Z(2));
|
||||
actorNew->spr.ang = RANDOM_P2(2048);
|
||||
actorNew->spr.xvel = RANDOM_P2(32);
|
||||
nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
//actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
|
||||
actorNew->spr.zvel = Z(1) + RANDOM_P2(Z(2));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue