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- Blood: remove GetWallAngle variant with index parameter
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parent
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commit
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6 changed files with 6 additions and 14 deletions
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@ -152,7 +152,6 @@ extern TArray<walltype> wall;
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extern spritetype sprite[MAXSPRITES];
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EXTERN int leveltimer;
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extern TArray<sectortype> sectorbackup;
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extern TArray<walltype> wallbackup;
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@ -5785,7 +5785,7 @@ static void actCheckThings()
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speed = pXSector->panVel << 9;
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if (!pXSector->panAlways && pXSector->busy) speed = MulScale(speed, pXSector->busy, 16);
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}
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if (pSector->floorstat & 64) angle = (angle + GetWallAngle(pSector->wallptr) + 512) & 2047;
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if (pSector->floorstat & 64) angle = (angle + GetWallAngle(pSector->firstWall()) + 512) & 2047;
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actor->xvel += MulScale(speed, Cos(angle), 30);
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actor->yvel += MulScale(speed, Sin(angle), 30);
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@ -6235,7 +6235,7 @@ static void actCheckDudes()
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speed = MulScale(speed, pXSector->busy, 16);
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}
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if (pSector->floorstat & 64)
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angle = (angle + GetWallAngle(pSector->wallptr) + 512) & 2047;
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angle = (angle + GetWallAngle(pSector->firstWall()) + 512) & 2047;
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int dx = MulScale(speed, Cos(angle), 30);
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int dy = MulScale(speed, Sin(angle), 30);
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actor->xvel += dx;
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@ -6910,7 +6910,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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auto pFX = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx1, nSector, x, y, z, 0);
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if (pFX)
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{
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pFX->s().ang = (GetWallAngle(nWall) + 512) & 2047;
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pFX->s().ang = (GetWallAngle(pWall) + 512) & 2047;
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pFX->s().cstat |= 16;
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}
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}
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@ -7017,7 +7017,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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if (pFX)
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{
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pFX->zvel = 0x2222;
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pFX->s().ang = (GetWallAngle(nWall) + 512) & 2047;
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pFX->s().ang = (GetWallAngle(&wall[nWall]) + 512) & 2047;
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pFX->s().cstat |= 16;
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}
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}
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@ -284,12 +284,6 @@ bool CheckProximityWall(int nWall, int x, int y, int nDist)
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return check1 * check1 < check2 * nDist * nDist;
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}
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int GetWallAngle(int nWall)
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{
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int nWall2 = wall[nWall].point2;
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return getangle(wall[nWall2].x - wall[nWall].x, wall[nWall2].y - wall[nWall].y);
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}
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int GetWallAngle(walltype* pWall)
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{
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int nWall2 = pWall->point2;
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@ -56,7 +56,6 @@ bool FindSector(int nX, int nY, int *nSector);
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bool CheckProximity(DBloodActor *pSprite, int nX, int nY, int nZ, int nSector, int nDist);
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bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist);
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bool CheckProximityWall(int nWall, int x, int y, int nDist);
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int GetWallAngle(int nWall);
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int GetWallAngle(walltype* pWall);
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void GetWallNormal(int nWall, int *pX, int *pY);
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bool IntersectRay(int wx, int wy, int wdx, int wdy, int x1, int y1, int z1, int x2, int y2, int z2, int *ix, int *iy, int *iz);
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@ -1356,7 +1356,7 @@ void nnExtProcessSuperSprites()
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speed = MulScale(speed, pXSector->busy, 16);
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}
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if (sector[pDebris->sectnum].floorstat & 64)
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angle = (angle + GetWallAngle(sector[pDebris->sectnum].wallptr) + 512) & 2047;
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angle = (angle + GetWallAngle(sector[pDebris->sectnum].firstWall()) + 512) & 2047;
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int dx = MulScale(speed, Cos(angle), 30);
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int dy = MulScale(speed, Sin(angle), 30);
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debrisactor->xvel += dx;
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@ -410,7 +410,7 @@ static void fakeMoveDude(spritetype *pSprite)
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// ???
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}
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}
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actWallBounceVector(&predict.xvel, &predict.yvel, nHitWall, 0);
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actWallBounceVector(&predict.xvel, &predict.yvel, pHitWall, 0);
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break;
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}
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}
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