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https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- some pSprite2's plus CheckSector.
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parent
fbb8f1ee70
commit
88c77ec71a
5 changed files with 25 additions and 28 deletions
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@ -2657,7 +2657,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSect
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if (act2->hasX())
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{
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if (act2->spr.flags & 0x20) continue;
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if (!CheckSector(sectorMap, pSprite2)) continue;
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if (!CheckSector(sectorMap, act2)) continue;
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if (!CheckProximity(act2, x, y, z, pSector, nDist)) continue;
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int dx = abs(x - act2->spr.pos.X);
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@ -2682,7 +2682,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSect
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while (auto act2 = it.Next())
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{
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if (act2->spr.flags & 0x20) continue;
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if (!CheckSector(sectorMap, pSprite2)) continue;
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if (!CheckSector(sectorMap, act2)) continue;
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if (!CheckProximity(act2, x, y, z, pSector, nDist)) continue;
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XSPRITE* pXSprite2 = &act2->x();
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@ -5909,7 +5909,7 @@ static void actCheckExplosion()
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if (pDude->flags & 32) continue;
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if (CheckSector(sectorMap, pDude))
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if (CheckSector(sectorMap, dudeactor))
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{
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if (pXSprite->data1 && CheckProximity(dudeactor, x, y, z, pSector, radius))
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{
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@ -5938,7 +5938,7 @@ static void actCheckExplosion()
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if (pThing->flags & 32) continue;
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if (CheckSector(sectorMap, pThing))
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if (CheckSector(sectorMap, thingactor))
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{
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if (pXSprite->data1 && CheckProximity(thingactor, x, y, z, pSector, radius) && thingactor->hasX())
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{
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@ -5960,10 +5960,10 @@ static void actCheckExplosion()
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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spritetype* pSprite2 = gPlayer[p].pSprite;
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int dx = (x - pSprite2->pos.X) >> 4;
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int dy = (y - pSprite2->pos.Y) >> 4;
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int dz = (z - pSprite2->pos.Z) >> 8;
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auto pos = gPlayer[p].pSprite->pos;
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int dx = (x - pos.X) >> 4;
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int dy = (y - pos.Y) >> 4;
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int dz = (z - pos.Z) >> 8;
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int nDist = dx * dx + dy * dy + dz * dz + 0x40000;
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int t = DivScale(pXSprite->data2, nDist, 16);
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gPlayer[p].flickerEffect += t;
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@ -5982,7 +5982,7 @@ static void actCheckExplosion()
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spritetype* pDebris = &physactor->s();
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if (!pDebris->insector() || (pDebris->flags & kHitagFree) != 0) continue;
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if (!CheckSector(sectorMap, pDebris) || !CheckProximity(physactor, x, y, z, pSector, radius)) continue;
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if (!CheckSector(sectorMap, physactor) || !CheckProximity(physactor, x, y, z, pSector, radius)) continue;
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else debrisConcuss(Owner, i, x, y, z, pExplodeInfo->dmgType);
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}
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}
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@ -5996,7 +5996,7 @@ static void actCheckExplosion()
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DBloodActor* impactactor = gImpactSpritesList[i];
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if (!impactactor->hasX() || !impactactor->spr.insector() || (impactactor->spr.flags & kHitagFree) != 0) continue;
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if (!CheckSector(sectorMap, &impactactor->s()) || !CheckProximity(impactactor, x, y, z, pSector, radius))
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if (!CheckSector(sectorMap, impactactor) || !CheckProximity(impactactor, x, y, z, pSector, radius))
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continue;
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trTriggerSprite(impactactor, kCmdSpriteImpact);
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@ -6137,8 +6137,7 @@ static void actCheckDudes()
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BloodStatIterator it1(kStatDude);
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while (auto actor2 = it1.Next())
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{
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spritetype* pSprite2 = &actor2->s();
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if (pSprite2->flags & 32) continue;
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if (actor2->spr.flags & 32) continue;
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XSPRITE* pXSprite2 = &actor2->x();
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@ -6362,7 +6361,6 @@ DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4)
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XSPRITE* pXSource = &source->x();
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auto spawned = actSpawnSprite(source, kStatDude);
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if (!spawned) return NULL;
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spritetype* pSprite2 = &spawned->s();
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XSPRITE* pXSprite2 = &spawned->x();
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int angle = pSource->ang;
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int nDude = nType - kDudeBase;
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@ -6378,12 +6376,12 @@ DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4)
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x = pSource->pos.X + mulscale30r(Cos(angle), a3);
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y = pSource->pos.Y + mulscale30r(Sin(angle), a3);
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}
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pSprite2->type = nType;
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pSprite2->ang = angle;
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spawned->spr.type = nType;
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spawned->spr.ang = angle;
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vec3_t pos = { x, y, z };
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SetActor(spawned, &pos);
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pSprite2->cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_BLOOD_BIT1;
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pSprite2->clipdist = getDudeInfo(nDude + kDudeBase)->clipdist;
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spawned->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_BLOOD_BIT1;
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spawned->spr.clipdist = getDudeInfo(nDude + kDudeBase)->clipdist;
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pXSprite2->health = getDudeInfo(nDude + kDudeBase)->startHealth << 4;
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pXSprite2->respawn = 1;
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if (getSequence(getDudeInfo(nDude + kDudeBase)->seqStartID))
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@ -6399,7 +6397,7 @@ DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4)
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{
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case kMarkerDudeSpawn:
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//inherit pal?
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if (pSprite2->pal <= 0) pSprite2->pal = pSource->pal;
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if (spawned->spr.pal <= 0) spawned->spr.pal = pSource->pal;
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// inherit spawn sprite trigger settings, so designer can count monsters.
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pXSprite2->txID = pXSource->txID;
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@ -110,7 +110,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
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continue;
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if (pSprite2->flags & 32)
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continue;
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if (CheckSector(sectorMap, pSprite2) && CheckProximity(actor2, x, y, z, pSector, vc))
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, x, y, z, pSector, vc))
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{
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int top, bottom;
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GetActorExtents(actor1, &top, &bottom);
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@ -141,7 +141,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
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spritetype* pSprite2 = &actor2->s();
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if (pSprite2->flags & 32)
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continue;
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if (CheckSector(sectorMap, pSprite2) && CheckProximity(actor2, x, y, z, pSector, vc))
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, x, y, z, pSector, vc))
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{
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XSPRITE* pXSprite = &actor2->x();
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if (pXSprite->locked)
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@ -179,4 +179,9 @@ inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom)
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GetSpriteExtents(&actor->s(), top, bottom);
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}
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inline bool CheckSector(const BitArray& bits, DBloodActor* act)
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{
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return bits[act->spr.sectno()];
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}
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END_BLD_NS
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@ -51,10 +51,4 @@ BitArray GetClosestSpriteSectors(sectortype* pSector, int x, int y, int nDist, T
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int picWidth(int nPic, int repeat);
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int picHeight(int nPic, int repeat);
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inline bool CheckSector(const BitArray& bits, spritetype* spr)
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{
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return bits[spr->sectno()];
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}
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END_BLD_NS
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@ -2682,7 +2682,7 @@ void teslaHit(DBloodActor *missileactor, int a2)
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spritetype *pHitSprite = &hitactor->s();
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if (pHitSprite->flags&32)
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continue;
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if (CheckSector(sectorMap, pHitSprite) && CheckProximity(hitactor, x, y, z, pSector, nDist))
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if (CheckSector(sectorMap, hitactor) && CheckProximity(hitactor, x, y, z, pSector, nDist))
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{
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int dx = pMissile->pos.X - pHitSprite->pos.X;
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int dy = pMissile->pos.Y - pHitSprite->pos.Y;
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@ -2699,7 +2699,7 @@ void teslaHit(DBloodActor *missileactor, int a2)
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spritetype *pHitSprite = &hitactor->s();
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if (pHitSprite->flags&32)
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continue;
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if (CheckSector(sectorMap, pHitSprite) && CheckProximity(hitactor, x, y, z, pSector, nDist))
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if (CheckSector(sectorMap, hitactor) && CheckProximity(hitactor, x, y, z, pSector, nDist))
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{
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XSPRITE *pXSprite = &hitactor->x();
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if (!pXSprite->locked)
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