- very simple replacements

This commit is contained in:
Christoph Oelckers 2022-09-09 18:37:55 +02:00
parent 42cb8a74ea
commit 8e48911723
7 changed files with 11 additions and 11 deletions

View file

@ -198,7 +198,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6
auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->set_int_ang(0);
pFX->spr.angle = nullAngle;
pFX->vel = actor->vel * (1./256);
}
evPostActor(actor, 6, kCallbackFXBloodSpurt);
@ -623,7 +623,7 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18
pFX = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
if (pFX)
{
pFX->set_int_ang(0);
pFX->spr.angle = nullAngle;
pFX->vel = actor->vel * (1./256);
}
evPostActor(actor, 6, kCallbackFXPodBloodSpray);

View file

@ -2971,7 +2971,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
actor->vel.X = 0;
operateactivators(actor->spr.hitag + (short)actor->temp_data[3], -1);
actor->SetOwner(nullptr);
actor->add_int_ang(1024);
actor->spr.angle += DAngle180;
actor->temp_data[4] = 0;
fi.operateforcefields(actor, actor->spr.hitag);
}

View file

@ -2358,9 +2358,9 @@ static void operateweapon(int snum, ESyncBits actions)
auto j = spawn(pact, SHOTGUNSHELL);
if (j)
{
j->add_int_ang(1024);
j->spr.angle += DAngle180;
ssp(j, CLIPMASK0);
j->add_int_ang(1024);
j->spr.angle -= DAngle180;
}
p->kickback_pic++;
break;
@ -2386,7 +2386,7 @@ static void operateweapon(int snum, ESyncBits actions)
auto j = spawn(pact, SHELL);
if (j)
{
j->set_int_ang((j->int_ang() + 1024) & 2047);
j->spr.angle += DAngle180;
j->add_int_xvel( 32);
j->spr.pos.Z += 3;
ssp(j, CLIPMASK0);

View file

@ -117,9 +117,9 @@ void DoSpawn(player_struct *p, int snum)
if((aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_SPAWNTYPE2 ) )
{
// like shotgun shells
j->add_int_ang(1024);
j->spr.angle += DAngle180;
ssp(j,CLIPMASK0);
j->add_int_ang(1024);
j->spr.angle += DAngle180;
// p->kickback_pic++;
}
else if((aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_SPAWNTYPE3 ) )

View file

@ -927,7 +927,7 @@ static void handle_st25(sectortype* sptr, DDukeActor* actor)
if (act3->spr.lotag == 15)
{
act3->sector()->lotag ^= 0x8000; // Toggle the open or close
act3->add_int_ang(1024);
act3->spr.angle += DAngle180;
if (act3->temp_data[4]) callsound(act3->sector(), act3);
callsound(act3->sector(), act3);
if (act3->sector()->lotag & 0x8000) act3->temp_data[4] = 1;

View file

@ -83,7 +83,7 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, const DVector
pActor->spr.xrepeat = nRepeat;
pActor->spr.yrepeat = nRepeat;
pActor->spr.picnum = 1;
pActor->set_int_ang(0);
pActor->spr.angle = nullAngle;
pActor->spr.xoffset = 0;
pActor->spr.yoffset = 0;
pActor->vel.X = 0;

View file

@ -678,7 +678,7 @@ void CheckAmbience(sectortype* sect)
{
if (sect == pSector2)
{
amb = GetSoundPos(PlayerList[0].pActor->int_pos());
amb = GetSoundPos(PlayerList[0].pActor->spr.pos);
}
else
{