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- renaming in hitradius
This commit is contained in:
parent
81717b54ee
commit
7dbe9d4bfb
2 changed files with 103 additions and 102 deletions
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@ -347,28 +347,28 @@ void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4)
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static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
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short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
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auto s = &sprite[i];
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auto spri = &sprite[i];
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if(s->picnum == RPG && s->xrepeat < 11) goto SKIPWALLCHECK;
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if(spri->picnum == RPG && spri->xrepeat < 11) goto SKIPWALLCHECK;
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if(s->picnum != SHRINKSPARK)
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if(spri->picnum != SHRINKSPARK)
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{
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tempshort[0] = s->sectnum;
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dasect = s->sectnum;
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tempshort[0] = spri->sectnum;
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dasect = spri->sectnum;
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sectcnt = 0; sectend = 1;
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do
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{
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dasect = tempshort[sectcnt++];
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if (((sector[dasect].ceilingz - s->z) >> 8) < r)
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if (((sector[dasect].ceilingz - spri->z) >> 8) < r)
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{
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d = abs(wall[sector[dasect].wallptr].x - s->x) + abs(wall[sector[dasect].wallptr].y - s->y);
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d = abs(wall[sector[dasect].wallptr].x - spri->x) + abs(wall[sector[dasect].wallptr].y - spri->y);
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if (d < r)
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fi.checkhitceiling(dasect);
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else
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{
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// ouch...
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d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - s->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - s->y);
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d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - spri->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - spri->y);
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if (d < r)
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fi.checkhitceiling(dasect);
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}
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@ -377,7 +377,7 @@ void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4)
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startwall = sector[dasect].wallptr;
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endwall = startwall + sector[dasect].wallnum;
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for (x = startwall, wal = &wall[startwall]; x < endwall; x++, wal++)
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if ((abs(wal->x - s->x) + abs(wal->y - s->y)) < r)
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if ((abs(wal->x - spri->x) + abs(wal->y - spri->y)) < r)
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{
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nextsect = wal->nextsector;
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if (nextsect >= 0)
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@ -386,11 +386,11 @@ void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4)
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if (tempshort[dasect] == nextsect) break;
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if (dasect < 0) tempshort[sectend++] = nextsect;
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}
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x1 = (((wal->x + wall[wal->point2].x) >> 1) + s->x) >> 1;
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y1 = (((wal->y + wall[wal->point2].y) >> 1) + s->y) >> 1;
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x1 = (((wal->x + wall[wal->point2].x) >> 1) + spri->x) >> 1;
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y1 = (((wal->y + wall[wal->point2].y) >> 1) + spri->y) >> 1;
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updatesector(x1, y1, §);
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if (sect >= 0 && cansee(x1, y1, s->z, sect, s->x, s->y, s->z, s->sectnum))
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fi.checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum);
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if (sect >= 0 && cansee(x1, y1, spri->z, sect, spri->x, spri->y, spri->z, spri->sectnum))
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fi.checkhitwall(i, x, wal->x, wal->y, spri->z, spri->picnum);
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}
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} while (sectcnt < sectend);
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}
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@ -404,119 +404,119 @@ SKIPWALLCHECK:
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StatIterator itj(statlist[x]);
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while ((j = itj.NextIndex()) >= 0)
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{
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auto sj = &sprite[j];
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auto ht = &hittype[j];
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auto spri2 = &sprite[j];
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auto act2 = &hittype[j];
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if (isWorldTour())
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{
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if (sprite[s->owner].picnum == APLAYER && sj->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && s->owner != j)
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if (sprite[spri->owner].picnum == APLAYER && spri2->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && spri->owner != j)
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{
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continue;
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}
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if (s->picnum == FLAMETHROWERFLAME && ((sprite[s->owner].picnum == FIREFLY && sj->picnum == FIREFLY) || (sprite[s->owner].picnum == BOSS5 && sj->picnum == BOSS5)))
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if (spri->picnum == FLAMETHROWERFLAME && ((sprite[spri->owner].picnum == FIREFLY && spri2->picnum == FIREFLY) || (sprite[spri->owner].picnum == BOSS5 && spri2->picnum == BOSS5)))
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{
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continue;
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}
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}
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if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum))
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if (x == 0 || x >= 5 || AFLAMABLE(spri2->picnum))
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{
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if (s->picnum != SHRINKSPARK || (sj->cstat & 257))
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if (dist(s, sj) < r)
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if (spri->picnum != SHRINKSPARK || (spri2->cstat & 257))
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if (dist(spri, spri2) < r)
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{
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if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum))
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if (badguy(spri2) && !cansee(spri2->x, spri2->y, spri2->z + q, spri2->sectnum, spri->x, spri->y, spri->z + q, spri->sectnum))
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continue;
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fi.checkhitsprite(j, i);
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}
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}
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else if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || badguy(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD))
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else if (spri2->extra >= 0 && spri2 != spri && (spri2->picnum == TRIPBOMB || badguy(spri2) || spri2->picnum == QUEBALL || spri2->picnum == STRIPEBALL || (spri2->cstat & 257) || spri2->picnum == DUKELYINGDEAD))
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{
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if (s->picnum == SHRINKSPARK && sj->picnum != SHARK && (j == s->owner || sj->xrepeat < 24))
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if (spri->picnum == SHRINKSPARK && spri2->picnum != SHARK && (j == spri->owner || spri2->xrepeat < 24))
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{
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continue;
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}
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if (s->picnum == MORTER && j == s->owner)
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if (spri->picnum == MORTER && j == spri->owner)
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{
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continue;
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}
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if (sj->picnum == APLAYER) sj->z -= PHEIGHT;
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d = dist(s, sj);
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if (sj->picnum == APLAYER) sj->z += PHEIGHT;
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if (spri2->picnum == APLAYER) spri2->z -= PHEIGHT;
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d = dist(spri, spri2);
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if (spri2->picnum == APLAYER) spri2->z += PHEIGHT;
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if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum))
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if (d < r && cansee(spri2->x, spri2->y, spri2->z - (8 << 8), spri2->sectnum, spri->x, spri->y, spri->z - (12 << 8), spri->sectnum))
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{
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ht->ang = getangle(sj->x - s->x, sj->y - s->y);
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act2->ang = getangle(spri2->x - spri->x, spri2->y - spri->y);
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if (s->picnum == RPG && sj->extra > 0)
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ht->picnum = RPG;
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if (spri->picnum == RPG && spri2->extra > 0)
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act2->picnum = RPG;
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else if (!isWorldTour())
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{
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if (s->picnum == SHRINKSPARK)
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ht->picnum = SHRINKSPARK;
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else ht->picnum = RADIUSEXPLOSION;
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if (spri->picnum == SHRINKSPARK)
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act2->picnum = SHRINKSPARK;
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else act2->picnum = RADIUSEXPLOSION;
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}
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else
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{
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if (s->picnum == SHRINKSPARK || s->picnum == FLAMETHROWERFLAME)
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ht->picnum = s->picnum;
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else if (s->picnum != FIREBALL || sprite[s->owner].picnum != APLAYER)
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if (spri->picnum == SHRINKSPARK || spri->picnum == FLAMETHROWERFLAME)
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act2->picnum = spri->picnum;
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else if (spri->picnum != FIREBALL || sprite[spri->owner].picnum != APLAYER)
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{
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if (s->picnum == LAVAPOOL)
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ht->picnum = FLAMETHROWERFLAME;
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if (spri->picnum == LAVAPOOL)
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act2->picnum = FLAMETHROWERFLAME;
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else
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ht->picnum = RADIUSEXPLOSION;
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act2->picnum = RADIUSEXPLOSION;
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}
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else
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ht->picnum = FLAMETHROWERFLAME;
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act2->picnum = FLAMETHROWERFLAME;
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}
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if (s->picnum != SHRINKSPARK && (!isWorldTour() || s->picnum != LAVAPOOL))
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if (spri->picnum != SHRINKSPARK && (!isWorldTour() || spri->picnum != LAVAPOOL))
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{
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if (d < r / 3)
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{
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if (hp4 == hp3) hp4++;
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ht->extra = hp3 + (krand() % (hp4 - hp3));
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act2->extra = hp3 + (krand() % (hp4 - hp3));
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}
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else if (d < 2 * r / 3)
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{
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if (hp3 == hp2) hp3++;
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ht->extra = hp2 + (krand() % (hp3 - hp2));
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act2->extra = hp2 + (krand() % (hp3 - hp2));
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}
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else if (d < r)
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{
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if (hp2 == hp1) hp2++;
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ht->extra = hp1 + (krand() % (hp2 - hp1));
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act2->extra = hp1 + (krand() % (hp2 - hp1));
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}
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if (sj->picnum != TANK && sj->picnum != ROTATEGUN && sj->picnum != RECON && !bossguy(sj))
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if (spri2->picnum != TANK && spri2->picnum != ROTATEGUN && spri2->picnum != RECON && !bossguy(spri2))
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{
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if (sj->xvel < 0) sj->xvel = 0;
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sj->xvel += (s->extra << 2);
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if (spri2->xvel < 0) spri2->xvel = 0;
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spri2->xvel += (spri->extra << 2);
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}
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if (sj->picnum == PODFEM1 || sj->picnum == FEM1 ||
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sj->picnum == FEM2 || sj->picnum == FEM3 ||
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sj->picnum == FEM4 || sj->picnum == FEM5 ||
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sj->picnum == FEM6 || sj->picnum == FEM7 ||
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sj->picnum == FEM8 || sj->picnum == FEM9 ||
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sj->picnum == FEM10 || sj->picnum == STATUE ||
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sj->picnum == STATUEFLASH || sj->picnum == SPACEMARINE || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL)
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if (spri2->picnum == PODFEM1 || spri2->picnum == FEM1 ||
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spri2->picnum == FEM2 || spri2->picnum == FEM3 ||
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spri2->picnum == FEM4 || spri2->picnum == FEM5 ||
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spri2->picnum == FEM6 || spri2->picnum == FEM7 ||
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spri2->picnum == FEM8 || spri2->picnum == FEM9 ||
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spri2->picnum == FEM10 || spri2->picnum == STATUE ||
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spri2->picnum == STATUEFLASH || spri2->picnum == SPACEMARINE || spri2->picnum == QUEBALL || spri2->picnum == STRIPEBALL)
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fi.checkhitsprite(j, i);
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}
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else if (s->extra == 0) ht->extra = 0;
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else if (spri->extra == 0) act2->extra = 0;
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if (sj->picnum != RADIUSEXPLOSION &&
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s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
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if (spri2->picnum != RADIUSEXPLOSION &&
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spri->owner >= 0 && sprite[spri->owner].statnum < MAXSTATUS)
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{
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if (sj->picnum == APLAYER)
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if (spri2->picnum == APLAYER)
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{
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p = sj->yvel;
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p = spri2->yvel;
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if (isWorldTour() && ht->picnum == FLAMETHROWERFLAME && sprite[s->owner].picnum == APLAYER)
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if (isWorldTour() && act2->picnum == FLAMETHROWERFLAME && sprite[spri->owner].picnum == APLAYER)
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{
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ps[p].numloogs = -1 - s->yvel;
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ps[p].numloogs = -1 - spri->yvel;
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}
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if (ps[p].newowner >= 0)
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@ -524,7 +524,7 @@ SKIPWALLCHECK:
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clearcamera(&ps[p]);
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}
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}
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ht->owner = s->owner;
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act2->owner = spri->owner;
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}
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}
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}
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@ -216,7 +216,7 @@ void addweapon_r(struct player_struct* p, int weapon)
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void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4)
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{
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spritetype* s, * sj;
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spritetype* spri, * spri2;
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walltype* wal;
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int d, q, x1, y1;
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int sectcnt, sectend, dasect, startwall, endwall, nextsect;
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@ -224,29 +224,29 @@ void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4)
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static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
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short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
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s = &sprite[i];
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spri = &sprite[i];
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if (s->xrepeat < 11)
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if (spri->xrepeat < 11)
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{
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if (s->picnum == RPG || ((isRRRA()) && s->picnum == RPG2)) goto SKIPWALLCHECK;
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if (spri->picnum == RPG || ((isRRRA()) && spri->picnum == RPG2)) goto SKIPWALLCHECK;
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}
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tempshort[0] = s->sectnum;
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dasect = s->sectnum;
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tempshort[0] = spri->sectnum;
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dasect = spri->sectnum;
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sectcnt = 0; sectend = 1;
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do
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{
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dasect = tempshort[sectcnt++];
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if (((sector[dasect].ceilingz - s->z) >> 8) < r)
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if (((sector[dasect].ceilingz - spri->z) >> 8) < r)
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{
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d = abs(wall[sector[dasect].wallptr].x - s->x) + abs(wall[sector[dasect].wallptr].y - s->y);
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d = abs(wall[sector[dasect].wallptr].x - spri->x) + abs(wall[sector[dasect].wallptr].y - spri->y);
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if (d < r)
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fi.checkhitceiling(dasect);
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else
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{
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// ouch...
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d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - s->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - s->y);
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d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - spri->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - spri->y);
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if (d < r)
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fi.checkhitceiling(dasect);
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}
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@ -255,7 +255,7 @@ void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4)
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startwall = sector[dasect].wallptr;
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endwall = startwall + sector[dasect].wallnum;
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for (x = startwall, wal = &wall[startwall]; x < endwall; x++, wal++)
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if ((abs(wal->x - s->x) + abs(wal->y - s->y)) < r)
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if ((abs(wal->x - spri->x) + abs(wal->y - spri->y)) < r)
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{
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nextsect = wal->nextsector;
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if (nextsect >= 0)
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@ -264,11 +264,11 @@ void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4)
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if (tempshort[dasect] == nextsect) break;
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if (dasect < 0) tempshort[sectend++] = nextsect;
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}
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x1 = (((wal->x + wall[wal->point2].x) >> 1) + s->x) >> 1;
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y1 = (((wal->y + wall[wal->point2].y) >> 1) + s->y) >> 1;
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x1 = (((wal->x + wall[wal->point2].x) >> 1) + spri->x) >> 1;
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y1 = (((wal->y + wall[wal->point2].y) >> 1) + spri->y) >> 1;
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updatesector(x1, y1, §);
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if (sect >= 0 && cansee(x1, y1, s->z, sect, s->x, s->y, s->z, s->sectnum))
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fi.checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum);
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if (sect >= 0 && cansee(x1, y1, spri->z, sect, spri->x, spri->y, spri->z, spri->sectnum))
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fi.checkhitwall(i, x, wal->x, wal->y, spri->z, spri->picnum);
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}
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} while (sectcnt < sectend);
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@ -281,65 +281,66 @@ SKIPWALLCHECK:
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StatIterator it1(statlist[x]);
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while ((j = it1.NextIndex()) >= 0)
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{
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sj = &sprite[j];
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spri2 = &sprite[j];
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auto act2 = &hittype[j];
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if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum))
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if (x == 0 || x >= 5 || AFLAMABLE(spri2->picnum))
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{
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if (sj->cstat & 257)
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if (dist(s, sj) < r)
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if (spri2->cstat & 257)
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if (dist(spri, spri2) < r)
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{
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if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum))
|
||||
if (badguy(spri2) && !cansee(spri2->x, spri2->y, spri2->z + q, spri2->sectnum, spri->x, spri->y, spri->z + q, spri->sectnum))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
fi.checkhitsprite(j, i);
|
||||
}
|
||||
}
|
||||
else if (sj->extra >= 0 && sj != s && (badguy(sj) || sj->picnum == QUEBALL || sj->picnum == RRTILE3440 || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD))
|
||||
else if (spri2->extra >= 0 && spri2 != spri && (badguy(spri2) || spri2->picnum == QUEBALL || spri2->picnum == RRTILE3440 || spri2->picnum == STRIPEBALL || (spri2->cstat & 257) || spri2->picnum == DUKELYINGDEAD))
|
||||
{
|
||||
if (s->picnum == MORTER && j == s->owner)
|
||||
if (spri->picnum == MORTER && j == spri->owner)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if ((isRRRA()) && s->picnum == CHEERBOMB && j == s->owner)
|
||||
if ((isRRRA()) && spri->picnum == CHEERBOMB && j == spri->owner)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (sj->picnum == APLAYER) sj->z -= PHEIGHT;
|
||||
d = dist(s, sj);
|
||||
if (sj->picnum == APLAYER) sj->z += PHEIGHT;
|
||||
if (spri2->picnum == APLAYER) spri2->z -= PHEIGHT;
|
||||
d = dist(spri, spri2);
|
||||
if (spri2->picnum == APLAYER) spri2->z += PHEIGHT;
|
||||
|
||||
if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum))
|
||||
if (d < r && cansee(spri2->x, spri2->y, spri2->z - (8 << 8), spri2->sectnum, spri->x, spri->y, spri->z - (12 << 8), spri->sectnum))
|
||||
{
|
||||
if ((isRRRA()) && sprite[j].picnum == MINION && sprite[j].pal == 19)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
hittype[j].ang = getangle(sj->x - s->x, sj->y - s->y);
|
||||
act2->ang = getangle(spri2->x - spri->x, spri2->y - spri->y);
|
||||
|
||||
if (s->picnum == RPG && sj->extra > 0)
|
||||
hittype[j].picnum = RPG;
|
||||
else if ((isRRRA()) && s->picnum == RPG2 && sj->extra > 0)
|
||||
hittype[j].picnum = RPG;
|
||||
if (spri->picnum == RPG && spri2->extra > 0)
|
||||
act2->picnum = RPG;
|
||||
else if ((isRRRA()) && spri->picnum == RPG2 && spri2->extra > 0)
|
||||
act2->picnum = RPG;
|
||||
else
|
||||
hittype[j].picnum = RADIUSEXPLOSION;
|
||||
act2->picnum = RADIUSEXPLOSION;
|
||||
|
||||
if (d < r / 3)
|
||||
{
|
||||
if (hp4 == hp3) hp4++;
|
||||
hittype[j].extra = hp3 + (krand() % (hp4 - hp3));
|
||||
act2->extra = hp3 + (krand() % (hp4 - hp3));
|
||||
}
|
||||
else if (d < 2 * r / 3)
|
||||
{
|
||||
if (hp3 == hp2) hp3++;
|
||||
hittype[j].extra = hp2 + (krand() % (hp3 - hp2));
|
||||
act2->extra = hp2 + (krand() % (hp3 - hp2));
|
||||
}
|
||||
else if (d < r)
|
||||
{
|
||||
if (hp2 == hp1) hp2++;
|
||||
hittype[j].extra = hp1 + (krand() % (hp2 - hp1));
|
||||
act2->extra = hp1 + (krand() % (hp2 - hp1));
|
||||
}
|
||||
|
||||
int pic = sprite[j].picnum;
|
||||
|
@ -351,12 +352,12 @@ SKIPWALLCHECK:
|
|||
sprite[j].xvel += (sprite[j].extra << 2);
|
||||
}
|
||||
|
||||
if (sj->picnum == STATUEFLASH || sj->picnum == QUEBALL ||
|
||||
sj->picnum == STRIPEBALL || sj->picnum == RRTILE3440)
|
||||
if (spri2->picnum == STATUEFLASH || spri2->picnum == QUEBALL ||
|
||||
spri2->picnum == STRIPEBALL || spri2->picnum == RRTILE3440)
|
||||
fi.checkhitsprite(j, i);
|
||||
|
||||
if (sprite[j].picnum != RADIUSEXPLOSION &&
|
||||
s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
|
||||
spri->owner >= 0 && sprite[spri->owner].statnum < MAXSTATUS)
|
||||
{
|
||||
if (sprite[j].picnum == APLAYER)
|
||||
{
|
||||
|
@ -366,7 +367,7 @@ SKIPWALLCHECK:
|
|||
clearcamera(&ps[p]);
|
||||
}
|
||||
}
|
||||
hittype[j].owner = s->owner;
|
||||
act2->owner = spri->owner;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue