mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 14:41:55 +00:00
- yet more SetScale uses.
This commit is contained in:
parent
e6a97157d7
commit
8d1626de02
18 changed files with 42 additions and 75 deletions
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@ -63,8 +63,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (act->spr.pal != 0)
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{
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act->clipdist = 20;
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act->spr.xrepeat = 40;
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act->spr.yrepeat = 40;
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act->spr.SetScale(0.625, 0.625);
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}
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else
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{
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@ -75,8 +74,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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}
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else
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{
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act->spr.xrepeat = 40;
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act->spr.yrepeat = 40;
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act->spr.SetScale(0.625, 0.625);
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act->clipdist = 20;
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}
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@ -123,7 +121,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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ChangeActorStat(act, STAT_MISC);
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act->spr.pos.X += krandf(16) - 8;
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act->spr.pos.Y += krandf(16) - 8;
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act->spr.xrepeat = 20;
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act->spr.SetScale(0.3125, 0.3125);
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act->spr.yrepeat = 20;
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return act;
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case SERIOUSSAM:
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@ -830,8 +828,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (act->spr.pal && (!isWorldTour() || !(currentLevel->flags & LEVEL_WT_BOSSSPAWN) || act->spr.pal != 22))
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{
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act->clipdist = 20;
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act->spr.xrepeat = 40;
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act->spr.yrepeat = 40;
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act->spr.SetScale(0.625, 0.625);
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}
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else
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{
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@ -844,8 +841,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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{
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if (act->spr.picnum != SHARK)
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{
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act->spr.xrepeat = 40;
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act->spr.yrepeat = 40;
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act->spr.SetScale(0.625, 0.625);
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act->clipdist = 20;
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}
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else
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@ -801,8 +801,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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case SHARK:
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case VIXEN:
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rrra_badguy2:
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act->spr.xrepeat = 40;
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act->spr.yrepeat = 40;
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act->spr.SetScale(0.625, 0.625);
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// Note: All inappropriate tiles have already been weeded out by the outer switch block so this does not need game type checks anymore.
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switch (act->spr.picnum)
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{
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@ -814,8 +813,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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}
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else
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{
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act->spr.xrepeat = 22;
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act->spr.yrepeat = 20;
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act->spr.SetScale(0.34375, 0.3125);
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}
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act->setClipDistFromTile();
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break;
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@ -911,14 +909,12 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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}
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else if (act->spr.pal == 32)
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{
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act->spr.xrepeat = 50;
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act->spr.yrepeat = 50;
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act->spr.SetScale(0.78125, 0.78125);
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act->clipdist = 25;
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}
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else
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{
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act->spr.xrepeat = 50;
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act->spr.yrepeat = 50;
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act->spr.SetScale(0.78125, 0.78125);
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act->clipdist = 25;
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}
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break;
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@ -944,8 +940,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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case CHEER:
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case CHEERSTAYPUT:
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act->spr.xrepeat = 20;
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act->spr.yrepeat = 20;
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act->spr.SetScale(0.34375, 0.3125);
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act->setClipDistFromTile();
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break;
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case MAKEOUT:
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@ -1266,8 +1261,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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case RPG2SPRITE:
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if (!isRRRA()) goto default_case;
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act->spr.xrepeat = 20;
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act->spr.yrepeat = 20;
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act->spr.SetScale(0.34375, 0.3125);
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break;
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case SHRINKERSPRITE:
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act->spr.xrepeat = 22;
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@ -72,8 +72,7 @@ void BuildAnubis(DExhumedActor* ap, const DVector3& pos, sectortype* pSector, DA
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ap->spr.pal = ap->sector()->ceilingpal;
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ap->clipdist = 15;
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ap->spr.angle = nAngle;
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ap->spr.xrepeat = 40;
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ap->spr.yrepeat = 40;
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ap->spr.SetScale(0.625, 0.625);
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ap->vel.X = 0;
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ap->vel.Y = 0;
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ap->vel.Z = 0;
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@ -413,8 +412,7 @@ void AIAnubis::Damage(RunListEvent* ev)
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auto pDrumActor = insertActor(ap->sector(), kStatAnubisDrum);
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pDrumActor->spr.pos = { ap->spr.pos.X, ap->spr.pos.Y, pDrumActor->sector()->floorz };
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pDrumActor->spr.xrepeat = 40;
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pDrumActor->spr.yrepeat = 40;
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pDrumActor->spr.SetScale(0.625, 0.625);
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pDrumActor->spr.shade = -64;
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BuildObject(pDrumActor, 2, 0);
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@ -59,8 +59,7 @@ DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector)
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pActor->spr.shade = -32;
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pActor->spr.pal = 0;
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pActor->clipdist = 1.25;
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pActor->spr.xrepeat = 40;
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pActor->spr.yrepeat = 40;
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pActor->spr.SetScale(0.625, 0.625);
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = 1;
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@ -360,8 +360,7 @@ int MoveBullet(int nBullet)
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{
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pBullet->nSeq = 45;
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pBullet->nFrame = 0;
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pActor->spr.xrepeat = 40;
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pActor->spr.yrepeat = 40;
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pActor->spr.SetScale(0.625, 0.625);
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pActor->spr.shade = 0;
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pActor->spr.pos.Z += 2;
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}
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@ -175,8 +175,7 @@ void BuildFish(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->spr.shade = -12;
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pActor->clipdist = 20;
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pActor->spr.xrepeat = 40;
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pActor->spr.yrepeat = 40;
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pActor->spr.SetScale(0.625, 0.625);
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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@ -127,8 +127,7 @@ void BuildGrenade(int nPlayer)
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pActor->spr.pos = pPlayerActor->spr.pos.plusZ(-15);
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pActor->spr.shade = -64;
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pActor->spr.xrepeat = 20;
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pActor->spr.yrepeat = 20;
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pActor->spr.SetScale(0.34375, 0.3125);
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pActor->spr.picnum = 1;
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pActor->spr.pal = 0;
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@ -58,8 +58,7 @@ void BuildLion(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->clipdist = 15;
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pActor->spr.shade = -12;
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pActor->spr.xrepeat = 40;
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pActor->spr.yrepeat = 40;
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pActor->spr.SetScale(0.625, 0.625);
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pActor->spr.picnum = 1;
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->spr.xoffset = 0;
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@ -1401,8 +1401,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal)
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pSpark->spr.pal = 1;
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pSpark->spr.xoffset = 0;
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pSpark->spr.yoffset = 0;
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pSpark->spr.xrepeat = 50;
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pSpark->spr.yrepeat = 50;
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pSpark->spr.SetScale(0.78125, 0.78125);
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if (nVal >= 2)
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{
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@ -322,8 +322,7 @@ void RestartPlayer(int nPlayer)
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pActor->spr.shade = -12;
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pActor->clipdist = 14.5;
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pActor->spr.pal = 0;
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pActor->spr.xrepeat = 40;
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pActor->spr.yrepeat = 40;
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pActor->spr.SetScale(0.625, 0.625);
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0);
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@ -112,8 +112,7 @@ void BuildRat(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->clipdist = 7.5;
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pActor->spr.angle = nAngle;
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pActor->spr.xrepeat = 50;
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pActor->spr.yrepeat = 50;
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pActor->spr.SetScale(0.78125, 0.78125);
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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@ -62,8 +62,7 @@ void BuildRoach(int nType, DExhumedActor* pActor, const DVector3& pos, sectortyp
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pActor->spr.pal = pActor->sector()->ceilingpal;
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pActor->clipdist = 15;
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pActor->spr.angle = angle;
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pActor->spr.xrepeat = 40;
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pActor->spr.yrepeat = 40;
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pActor->spr.SetScale(0.625, 0.625);
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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@ -63,8 +63,7 @@ DExhumedActor* BuildSpider(DExhumedActor* spp, const DVector3& pos, sectortype*
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spp->vel.X = 0;
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spp->vel.Y = 0;
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spp->vel.Z = 0;
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spp->spr.xrepeat = 40;
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spp->spr.yrepeat = 40;
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spp->spr.SetScale(0.625, 0.625);
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spp->spr.pal = spp->sector()->ceilingpal;
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spp->spr.xoffset = 0;
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spp->spr.yoffset = 0;
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@ -61,13 +61,11 @@ DExhumedActor* BuildWasp(DExhumedActor* pActor, const DVector3& pos, sectortype*
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if (bEggWasp)
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{
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pActor->spr.xrepeat = 20;
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pActor->spr.yrepeat = 20;
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pActor->spr.SetScale(0.34375, 0.3125);
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}
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else
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{
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pActor->spr.xrepeat = 50;
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pActor->spr.yrepeat = 50;
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pActor->spr.SetScale(0.78125, 0.78125);
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}
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pActor->spr.xoffset = 0;
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@ -952,8 +952,7 @@ int DoChemBomb(DSWActor* actor)
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SetOwner(actor, actorNew);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 40;
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actorNew->spr.yrepeat = 40;
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actorNew->spr.SetScale(0.625, 0.625);
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actorNew->opos = actor->opos;
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// !Frank - dont do translucent
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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@ -8600,8 +8600,7 @@ int DoGrenade(DSWActor* actor)
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SetOwner(actor, actorNew);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 40;
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actorNew->spr.yrepeat = 40;
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actorNew->spr.SetScale(0.625, 0.625);
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actorNew->opos = actor->opos;
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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@ -9603,8 +9602,7 @@ int DoRocket(DSWActor* actor)
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SetOwner(actor, actorNew);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 40;
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actorNew->spr.yrepeat = 40;
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actorNew->spr.SetScale(0.625, 0.625);
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actorNew->opos = actor->opos;
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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@ -9704,8 +9702,7 @@ int DoMicro(DSWActor* actor)
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SetOwner(GetOwner(actor), actorNew);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 20;
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actorNew->spr.yrepeat = 20;
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actorNew->spr.SetScale(0.34375, 0.3125);
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actorNew->opos = actor->opos;
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actorNew->vel.Z = -actor->vel.Z;
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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@ -11426,8 +11423,7 @@ int DoMirv(DSWActor* actor)
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SetOwner(actor, actorNew);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 40;
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actorNew->spr.yrepeat = 40;
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actorNew->spr.SetScale(0.625, 0.625);
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actorNew->clipdist = 2;
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actorNew->vel.Z = 0;
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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@ -15906,8 +15902,7 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp)
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auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, ROCKET_VELOCITY);
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SetOwner(pp->actor, actorNew);
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actorNew->spr.yrepeat = 40;
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actorNew->spr.xrepeat = 40;
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actorNew->spr.SetScale(0.625, 0.625);
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actorNew->spr.shade = -40;
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actorNew->vel.Z = 0;
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actorNew->clipdist = 2;
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@ -15946,8 +15941,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp)
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auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL, s_Fireball, actor->sector(), actor->spr.pos, actor->spr.angle, FIREBALL_VELOCITY);
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SetOwner(pp->actor, actorNew);
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actorNew->spr.yrepeat = 40;
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actorNew->spr.xrepeat = 40;
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actorNew->spr.SetScale(0.625, 0.625);
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actorNew->spr.shade = -40;
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actorNew->vel.Z = 0;
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actorNew->clipdist = 2;
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@ -16320,7 +16314,7 @@ int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const
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auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hitpos, hit_ang, 0);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 20;
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actorNew->spr.SetScale(0.34375, 0.3125);
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SetOwner(pp->actor, actorNew);
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actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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@ -16335,7 +16329,7 @@ int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const
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actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hitpos, hit_ang, 0);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 20;
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actorNew->spr.SetScale(0.34375, 0.3125);
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SetOwner(pp->actor, actorNew);
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actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT;
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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@ -17030,8 +17024,7 @@ int InitFireball(PLAYER* pp)
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auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->angle.ang, FIREBALL_VELOCITY);
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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actorNew->spr.xrepeat = 40;
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actorNew->spr.yrepeat = 40;
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actorNew->spr.SetScale(0.625, 0.625);
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actorNew->spr.shade = -40;
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actorNew->clipdist = 2;
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SetOwner(pp->actor, actorNew);
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@ -17108,8 +17101,7 @@ int InitEnemyFireball(DSWActor* actor)
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DVector3(actor->spr.pos, nz), actor->spr.angle, GORO_FIREBALL_VELOCITY);
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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actorNew->spr.xrepeat = 20;
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actorNew->spr.yrepeat = 20;
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actorNew->spr.SetScale(0.34375, 0.3125);
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actorNew->spr.shade = -40;
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SetOwner(actor, actorNew);
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@ -20,8 +20,8 @@ class CoreActor native
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native uint8 pal;
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native uint8 intclipdist;
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native uint8 blend;
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native uint8 xrepeat;
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native uint8 yrepeat;
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//native uint8 xrepeat;
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//native uint8 yrepeat;
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native int8 xoffset;
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native int8 yoffset;
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native int16 owner;
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@ -239,8 +239,8 @@ struct walltype native
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native int8 shade;
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native uint8 pal;
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native uint8 xrepeat;
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native uint8 yrepeat;
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//native uint8 xrepeat;
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//native uint8 yrepeat;
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native void setxpan(double add);
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|
@ -291,8 +291,8 @@ struct tspritetype native
|
|||
native uint8 pal;
|
||||
native uint8 clipdist;
|
||||
native uint8 blend;
|
||||
native uint8 xrepeat;
|
||||
native uint8 yrepeat;
|
||||
//native uint8 xrepeat;
|
||||
//native uint8 yrepeat;
|
||||
native int8 xoffset;
|
||||
native int8 yoffset;
|
||||
native CoreActor ownerActor;
|
||||
|
|
Loading…
Reference in a new issue