mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-29 15:32:24 +00:00
- we're done here!
This commit is contained in:
parent
352dbe74df
commit
8cb68f1b12
15 changed files with 29 additions and 61 deletions
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@ -419,7 +419,6 @@ void aiProcess() {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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switch (checkfluid(actor, zr_florHit)) {
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@ -842,7 +842,7 @@ DEFINE_FIELD_X(WhPlayer,PLAYER,height);
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DEFINE_FIELD_X(WhPlayer,PLAYER,hvel);
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DEFINE_FIELD_X(WhPlayer,PLAYER, sector);
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DEFINE_FIELD_X(WhPlayer,PLAYER, oldsector);
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DEFINE_FIELD_X(WhPlayer,PLAYER, spritenum);
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//DEFINE_FIELD_X(WhPlayer,PLAYER, spritenum);
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DEFINE_FIELD_X(WhPlayer,PLAYER, keytoggle);
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DEFINE_FIELD_X(WhPlayer,PLAYER,flags);
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DEFINE_FIELD_X(WhPlayer,PLAYER,weapon);
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@ -22,8 +22,8 @@ struct PLAYER {
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int hvel;
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int sector;
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int oldsector;
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short spritenum;
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DWHActor* actor() { return &whActors[spritenum]; }
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DWHActor* theactor;
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DWHActor* actor() { return theactor; }
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sectortype* Sector() { return &::sector[sector]; }
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int playerNum();
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boolean keytoggle;
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@ -138,7 +138,7 @@ void GameInterface::UpdateSounds()
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return false;
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});
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if (player[pyrn].spritenum >= 0)
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if (player[pyrn].actor() != nullptr)
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{
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listener.angle = float(-FixedToFloat(player[pyrn].angle.ang.asq16()) * pi::pi() / 1024); // Build uses a period of 2048.
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listener.velocity.Zero();
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@ -240,8 +240,7 @@ void speelbookprocess(PLAYER& plr) {
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}
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}
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void nukespell(PLAYER& plr, short const j) {
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auto actor = &whActors[j];
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void nukespell(PLAYER& plr, DWHActor* actor) {
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auto& spr = actor->s();
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if(spr.detail != WILLOWTYPE && spr.pal == 6) //don't nuke freezed enemies
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@ -2230,7 +2230,6 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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while (auto itActor = it.Next())
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{
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auto& spk = itActor->s();
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int j = itActor->GetSpriteIndex();
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switch (spk.detail) {
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case DEMONTYPE:
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case NEWGUYTYPE:
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@ -2257,7 +2256,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spk.z - (tileHeight(spk.picnum) << 7), spk.sectnum))
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if ((isWh2() && itActor->GetPlayerOwner() != plr.playerNum())
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|| checkmedusadist(itActor, plr.x, plr.y, plr.z, 12))
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nukespell(plr, j);
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nukespell(plr, itActor);
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break;
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}
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}
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@ -256,7 +256,8 @@ extern Delayitem delayitem[MAXSECTORS];
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extern short ironbarsector[16];
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extern short ironbarscnt;
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extern int ironbarsgoal1[16], ironbarsgoal2[16];
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extern short ironbarsdone[16], ironbarsanim[16];
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extern short ironbarsdone[16];
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extern DWHActor* ironbarsanim[16];
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extern int ironbarsgoal[16];
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extern short warpsectorlist[64], warpsectorcnt;
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@ -334,7 +335,7 @@ void bookprocess(int snum);
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boolean changebook(PLAYER& plr, int i);
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boolean lvlspellcheck(PLAYER& plr);
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void speelbookprocess(PLAYER& plr);
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void nukespell(PLAYER& plr, short j);
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void nukespell(PLAYER& plr, DWHActor* j);
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void medusa(PLAYER& plr, DWHActor* j);
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void displayspelltext(PLAYER& plr);
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void orbpic(PLAYER& plr, int currentorb);
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@ -491,7 +491,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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osectnum = spr.sectnum;
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j = (torchpattern[PlayClock % 38]);
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@ -508,7 +507,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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osectnum = spr.sectnum;
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j = (torchpattern[PlayClock % 38]);
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@ -533,7 +531,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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switch (spr.lotag) {
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case 1821:
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@ -576,7 +573,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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int ironbarmove = 0;
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@ -623,7 +619,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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spr.z = spr.sector()->floorz + (tileHeight(spr.picnum) << 8);
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@ -646,7 +641,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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@ -666,7 +660,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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@ -698,7 +691,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2,
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CLIPMASK0);
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@ -744,7 +736,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2,
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CLIPMASK0);
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@ -788,7 +779,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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@ -820,7 +810,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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if (isWh2()) {
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osectnum = spr.sectnum;
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@ -849,7 +838,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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if (isWh2()) {
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spr.lotag -= TICSPERFRAME;
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@ -888,7 +876,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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@ -960,9 +947,9 @@ void animateobjs(PLAYER& plr) {
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if (moveStat.type != kHitNone && spr.picnum == MONSTERBALL)
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if (actor->GetPlayerOwner() == plr.playerNum()) {
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explosion2(actor, spr.x, spr.y, spr.z, i);
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explosion2(actor, spr.x, spr.y, spr.z, 0);
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} else {
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explosion(actor, spr.x, spr.y, spr.z, i);
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explosion(actor, spr.x, spr.y, spr.z, 0);
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}
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if (moveStat.type == kHitSector) { // Hits a ceiling / floor
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@ -979,9 +966,9 @@ void animateobjs(PLAYER& plr) {
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if (spr.picnum == MONSTERBALL) {
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if (actor->GetPlayerOwner() == plr.playerNum())
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explosion2(actor, spr.x, spr.y, spr.z, i);
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explosion2(actor, spr.x, spr.y, spr.z, 0);
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else
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explosion(actor, spr.x, spr.y, spr.z, i);
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explosion(actor, spr.x, spr.y, spr.z, 0);
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}
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if (spr.picnum == THROWPIKE) {
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spr.picnum++;
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@ -998,9 +985,9 @@ void animateobjs(PLAYER& plr) {
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if (moveStat.type == kHitSprite) { // Bullet hit a sprite
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if (spr.picnum == MONSTERBALL) {
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if (actor->GetPlayerOwner() == plr.playerNum())
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explosion2(actor, spr.x, spr.y, spr.z, i);
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explosion2(actor, spr.x, spr.y, spr.z, 0);
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else
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explosion(actor, spr.x, spr.y, spr.z, i);
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explosion(actor, spr.x, spr.y, spr.z, 0);
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}
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if (actor->GetOwner() != moveStat.actor)
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@ -1035,7 +1022,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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if (isBlades(spr.picnum)) {
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@ -1126,7 +1112,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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dax = spr.xvel >> 3;
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@ -1156,7 +1141,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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@ -1213,7 +1197,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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if (spr.lotag < 0) {
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@ -1231,7 +1214,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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if (plr.invisibletime < 0) {
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spr.lotag -= TICSPERFRAME;
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@ -1251,7 +1233,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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spr.z += spr.zvel;
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@ -1274,17 +1255,12 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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//
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// spr.z -= (TICSPERFRAME << 6);
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if (spr.xrepeat > 1)
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spr.xrepeat = spr.yrepeat -= TICSPERFRAME;
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// SetActorPos(actor, &spr.pos);
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if (spr.lotag < 0) {
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DeleteActor(actor);
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}
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@ -1295,7 +1271,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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spr.x += ((spr.xvel * TICSPERFRAME) >> 5);
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@ -1348,7 +1323,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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spr.picnum++;
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@ -1360,7 +1334,6 @@ void animateobjs(PLAYER& plr) {
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while (auto sectactor = it.Next())
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{
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SPRITE& tspr = sectactor->s();
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int j = sectactor->GetSpriteIndex();
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int dx = abs(spr.x - tspr.x); // x distance to sprite
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int dy = abs(spr.y - tspr.y); // y distance to sprite
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@ -1400,7 +1373,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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if (spr.lotag < 0) {
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@ -1437,7 +1409,6 @@ void animateobjs(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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spr.lotag -= TICSPERFRAME;
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@ -536,8 +536,7 @@ void warpsprite(DWHActor* actor) {
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void ironbars() {
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for (int i = 0; i < ironbarscnt; i++) {
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if (ironbarsdone[i] == 1) {
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short spritenum = ironbarsanim[i];
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auto actor = &whActors[spritenum];
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auto actor = ironbarsanim[i];
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auto& spr = actor->s();
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switch (spr.hitag) {
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case 1:
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@ -1083,7 +1082,6 @@ void weaponpowerup(PLAYER& plr) {
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while (auto actor = it.Next())
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{
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SPRITE& tspr = actor->s();
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int j = actor->GetSpriteIndex();
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if (tspr.picnum == CONE) {
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DeleteActor(actor);
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@ -36,7 +36,7 @@ FSerializer& Serialize(FSerializer& arc, const char* key, PLAYER& sw, PLAYER* de
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("hvel", sw.hvel)
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("sector", sw.sector)
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("oldsector", sw.oldsector)
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("spritenum", sw.spritenum)
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("spritenum", sw.theactor)
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("keytoggle", sw.keytoggle)
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("flags", sw.flags)
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.Array("weapon", sw.weapon, countof(sw.weapon))
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@ -327,7 +327,7 @@ boolean prepareboard(const char* fname) {
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if (spr.lotag == 80) {
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ironbarsector[ironbarscnt] = spr.sectnum;
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ironbarsdone[ironbarscnt] = 0;
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ironbarsanim[ironbarscnt] = (short) i;
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ironbarsanim[ironbarscnt] = actor;
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ironbarsgoal[ironbarscnt] = 0;
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ironbarscnt++;
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}
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@ -776,7 +776,7 @@ boolean prepareboard(const char* fname) {
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auto pactor = InsertActor(plr.sector, (short)0);
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auto& pspr = pactor->s();
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plr.spritenum = pactor->GetSpriteIndex();
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plr.theactor = pactor;
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plr.oldsector = plr.sector;
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pspr.x = plr.x;
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@ -1698,7 +1698,7 @@ boolean damageactor(PLAYER& plr, DWHActor* hitactor, DWHActor* actor)
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// raf because monsters could shatter a guy thats been frozen
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if (hitspr.pal == 6) {
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for (int k = 0; k < 32; k++)
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icecubes(hitactor, hitspr.x, hitspr.y, hitspr.z, hitactor->GetSpriteIndex());
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icecubes(hitactor, hitspr.x, hitspr.y, hitspr.z, 0);
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// EG 26 Oct 2017: Move this here from medusa (anti multi-freeze exploit)
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addscore(&plr, 100);
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DeleteActor(hitactor);
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@ -91,7 +91,7 @@ void initplayersprite(PLAYER& plr) {
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plr.z = plr.Sector()->floorz - (plr.height << 8);
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auto pactor = InsertActor(plr.sector, (short)0);
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plr.spritenum = pactor->GetSpriteIndex();
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plr.theactor = pactor;
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auto& spr = pactor->s();
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plr.onsomething = 1;
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@ -10,7 +10,8 @@ Delayitem delayitem[MAXSECTORS];
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short ironbarsector[16];
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short ironbarscnt;
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int ironbarsgoal1[16], ironbarsgoal2[16];
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short ironbarsdone[16], ironbarsanim[16];
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short ironbarsdone[16];
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DWHActor* ironbarsanim[16];
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int ironbarsgoal[16];
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short warpsectorlist[64], warpsectorcnt;
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@ -798,7 +799,7 @@ void operatesector(PLAYER& plr, int s) {
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if (ironbarsector[k] == s) {
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ironbarsdone[k] = 1;
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switch (sprite[ironbarsanim[k]].picnum) {
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switch (ironbarsanim[k]->s().picnum) {
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case SWINGDOOR:
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@ -829,7 +830,7 @@ void operatesector(PLAYER& plr, int s) {
|
|||
break;
|
||||
}
|
||||
|
||||
int pic = sprite[ironbarsanim[k]].picnum;
|
||||
int pic = ironbarsanim[k]->s().picnum;
|
||||
if(pic == SWINGGATE3 || pic == SWINGGATE4 || pic == SWINGGATE5 || pic == GEARS2START)
|
||||
SND_Sound(S_CREAKDOOR1);
|
||||
}
|
||||
|
|
|
@ -232,7 +232,7 @@ struct WhPlayer native {
|
|||
native int hvel;
|
||||
native int sector;
|
||||
native int oldsector;
|
||||
native int16 spritenum;
|
||||
//native int16 spritenum;
|
||||
native bool keytoggle;
|
||||
native int flags;
|
||||
native int weapon[Witchaven.MAXWEAPONS], preenchantedweapon[Witchaven.MAXWEAPONS];
|
||||
|
|
Loading…
Reference in a new issue