- drips and eels.

This commit is contained in:
Christoph Oelckers 2021-11-04 18:29:37 +01:00
parent 84e99a377d
commit 845cf124e1

View file

@ -16633,8 +16633,7 @@ InitCoolgFire(DSWActor* actor)
int DoCoolgDrip(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
SPRITEp sp = &actor->s();
u->Counter += 220;
sp->z += u->Counter;
@ -16650,8 +16649,7 @@ int DoCoolgDrip(DSWActor* actor)
return 0;
}
int
InitCoolgDrip(DSWActor* actor)
int InitCoolgDrip(DSWActor* actor)
{
SPRITEp sp = &actor->s(), wp;
USERp wu;
@ -16662,14 +16660,13 @@ InitCoolgDrip(DSWActor* actor)
ny = sp->y;
nz = sp->z;
w = SpawnSprite(STAT_MISSILE, COOLG_DRIP, s_CoolgDrip, sp->sectnum,
auto actorNew = SpawnActor(STAT_MISSILE, COOLG_DRIP, s_CoolgDrip, sp->sectnum,
nx, ny, nz, sp->ang, 0);
wp = &sprite[w];
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
SetOwner(actor, &swActors[w]);
SetOwner(actor, actorNew);
wp->yrepeat = wp->xrepeat = 20;
wp->shade = -5;
wp->zvel = 0;
@ -16680,15 +16677,13 @@ InitCoolgDrip(DSWActor* actor)
DoFindGroundPoint(actor);
return w;
return 0;
}
int
GenerateDrips(DSWActor* actor)
int GenerateDrips(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
SPRITEp sp = &actor->s(), wp;
USERp wu;
int nx, ny, nz;
short w = 0;
@ -16710,14 +16705,13 @@ GenerateDrips(DSWActor* actor)
ny = sp->y;
nz = sp->z;
w = SpawnSprite(STAT_SHRAP, COOLG_DRIP, s_CoolgDrip, sp->sectnum,
auto actorNew = SpawnActor(STAT_SHRAP, COOLG_DRIP, s_CoolgDrip, sp->sectnum,
nx, ny, nz, sp->ang, 0);
wp = &sprite[w];
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
SetOwner(SpriteNum, w);
SetOwner(actor, actorNew);
wp->yrepeat = wp->xrepeat = 20;
wp->shade = -10;
wp->zvel = 0;
@ -16733,28 +16727,24 @@ GenerateDrips(DSWActor* actor)
return 1;
}
int
InitEelFire(DSWActor* actor)
int InitEelFire(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
USERp hu;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp sp = &actor->s();
USERp hu;
SPRITEp hp;
int i;
unsigned stat;
int dist, a, b, c;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
auto itActor = &swActors[i];
hp = &sprite[i];
hu = User[i].Data();
hp = &itActor->s();
hu = itActor->u();
if (i == SpriteNum)
if (itActor == actor)
continue;
if (itActor != u->targetActor)
@ -16767,8 +16757,8 @@ InitEelFire(DSWActor* actor)
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150))
{
PlaySound(DIGI_GIBS1, sp, v3df_none);
DoDamage(i, SpriteNum);
PlaySound(DIGI_GIBS1, actor, v3df_none);
DoDamage(itActor->GetSpriteIndex(), actor->GetSpriteIndex());
}
else
InitActorReposition(actor);