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https://github.com/ZDoom/Raze.git
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- all shorts done!
This commit is contained in:
parent
620cc72f0e
commit
a30450d6fb
15 changed files with 86 additions and 85 deletions
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@ -436,7 +436,6 @@ Collision aimove(DWHActor* actor)
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int ox = spr.x;
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int oy = spr.y;
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int oz = spr.z;
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// short osect = spr.sectnum;
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Collision moveStat = movesprite(actor, (bcos(spr.ang) * TICSPERFRAME) << 3,
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(bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, CLIFFCLIP);
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@ -466,7 +465,7 @@ Collision aifly(DWHActor* actor) {
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(bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, CLIFFCLIP);
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spr.z -= TICSPERFRAME << 8;
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short ocs = spr.cstat;
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auto ocs = spr.cstat;
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spr.cstat = 0;
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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spr.cstat = ocs;
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@ -686,7 +685,7 @@ void attack(PLAYER& plr, DWHActor* actor) {
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auto& pspr = plr.actor()->s();
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if (!droptheshield && plr.shieldpoints > 0 && plr.selectedgun > 0 && plr.selectedgun < 5) {
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short a = getangle(spr.x - plr.x, spr.y - plr.y);
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int a = getangle(spr.x - plr.x, spr.y - plr.y);
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auto ang = plr.angle.ang.asbuild();
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if ((a < ang && ang - a < 128) || (a > ang && ((ang + a) & 2047) < 128)) {
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if (krand() % 100 > 80) {
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@ -3,15 +3,15 @@
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BEGIN_WH_NS
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short adjusthp(int hp);
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int adjusthp(int hp);
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struct EnemyInfo
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{
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short sizx, sizy;
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int16_t sizx, sizy;
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int attackdist;
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int attackdamage;
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int attackheight;
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short health;
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int16_t health;
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bool fly;
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int clipdist;
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int score;
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@ -29,7 +29,7 @@ struct EnemyInfo
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this->score = score;
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}
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short (*getHealth)(EnemyInfo& e, SPRITE& spr) = [](EnemyInfo& e, SPRITE& spr)
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int (*getHealth)(EnemyInfo& e, SPRITE& spr) = [](EnemyInfo& e, SPRITE& spr)
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{
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return adjusthp(e.health);
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};
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@ -591,7 +591,7 @@ void premapGoblin(DWHActor* actor) {
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if (spr.hitag < 90 || spr.hitag > 99)
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enemy[GOBLINTYPE].info.set(spr);
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else {
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short ohitag = spr.hitag;
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auto ohitag = spr.hitag;
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enemy[GOBLINTYPE].info.set(spr);
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if (spr.pal != 0)
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spr.xrepeat = 30;
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@ -727,7 +727,7 @@ void createGonzoAI() {
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return out;
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};
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e.info.getHealth = [](EnemyInfo& e, SPRITE& spr) ->short
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e.info.getHealth = [](EnemyInfo& e, SPRITE& spr)
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{
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switch (spr.picnum) {
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case KURTAT:
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@ -46,7 +46,7 @@ static void fleerat(PLAYER& plr, DWHActor* actor)
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if (moveStat.type == kHitWall) {
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WALL& wal = wall[moveStat.index];
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short wallang = ((getangle(wall[wal.point2].x - wal.x, wall[wal.point2].y - wal.y) + 512)
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int wallang = ((getangle(wall[wal.point2].x - wal.x, wall[wal.point2].y - wal.y) + 512)
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& 2047);
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spr.ang = (krand() & 512 - 256 + wallang);
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}
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@ -94,7 +94,7 @@ static void fleerat(PLAYER& plr, DWHActor* actor)
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void createRatAI() {
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auto& e = enemy[RATTYPE];
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e.info.Init(32, 32, 512, 120, 0, 32, false, 0, 0);
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e.info.getHealth = [](EnemyInfo&, SPRITE& spr) -> short
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e.info.getHealth = [](EnemyInfo&, SPRITE& spr)
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{
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return 10;
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};
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@ -344,7 +344,7 @@ void analyzesprites(PLAYER& plr, int dasmoothratio,tspritetype* tsprite, int& sp
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if (spritesortcnt < (MAXSPRITESONSCREEN - 2)) {
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int fz = getflorzofslope(tspr.sectnum, tspr.x, tspr.y);
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if (fz > plr.z) {
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short siz = std::max((tspr.xrepeat - ((fz - tspr.z) >> 10)), 1);
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int siz = std::max((tspr.xrepeat - ((fz - tspr.z) >> 10)), 1);
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if(siz > 4) {
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SPRITE& tshadow = tsprite[spritesortcnt];
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tshadow = tspr;
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@ -193,7 +193,7 @@ void plrfireweapon(PLAYER& plr) {
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weaponuseless = 1;
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}
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break;
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case 2: // short sword
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case 2: // Short sword
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if (plr.ammo[plr.selectedgun] == 10) {
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showmessage("Short Sword is damaged", 360);
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}
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@ -451,7 +451,7 @@ void weaponsprocess(int snum) {
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if ((plr.currweaponanim == 5 || plr.currweaponanim == 9) && plr.currweapontics == 8)
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swingdasound(plr.currweapon, plr.weapon[plr.currweapon] == 3);
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break;
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case 2: // shortsword
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case 2: // Shortsword
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if (plr.currweaponframe == GOBSWORDATTACK + 4 || plr.currweaponframe == ZSHORTATTACK + 7)
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if (plr.currweaponanim == 4 && plr.currweapontics == 10)
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swingdasound(plr.currweapon, plr.weapon[plr.currweapon] == 3);
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@ -938,7 +938,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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if (plr.currweaponanim == 5 || plr.currweaponanim == 9 && plr.currweapontics == 8)
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swingdapunch(plr, plr.currweapon);
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break;
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case 2: // short sword
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case 2: // Short sword
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if (plr.currweaponframe == GOBSWORDATTACK + 4 || plr.currweaponframe == ZSHORTATTACK + 7)
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if (plr.currweaponanim == 4 && plr.currweapontics == 10)
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swingdapunch(plr, plr.currweapon);
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@ -1080,7 +1080,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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k = (krand() & 3) + 5;
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break;
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case 2: // short sword
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case 2: // Short sword
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if (isWh2()) {
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k = (krand() % 10) + 5;
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break;
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@ -1205,7 +1205,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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if (plr.currweaponanim == 5 || plr.currweaponanim == 9 && plr.currweapontics == 8)
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swingdacrunch(plr, plr.currweapon);
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break;
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case 2: // short sword
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case 2: // Short sword
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if (plr.currweaponframe == GOBSWORDATTACK + 4 || plr.currweaponframe == ZSHORTATTACK + 7)
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if (plr.currweaponanim == 4 && plr.currweapontics == 10)
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swingdacrunch(plr, plr.currweapon);
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@ -1305,7 +1305,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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chunksofmeat(plr, hitActor, pHitInfo.hitx, pHitInfo.hity,
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pHitInfo.hitz, pHitInfo.hitsect, daang);
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break;
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case 2: // short sword
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case 2: // Short sword
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if (plr.currweaponframe == GOBSWORDATTACK + 4
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|| plr.currweaponframe == ZSHORTATTACK + 7)
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if (plr.currweaponanim == 4 && plr.currweapontics == 10)
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@ -1510,7 +1510,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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chunksofmeat(plr, hitActor, pHitInfo.hitx, pHitInfo.hity,
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pHitInfo.hitz, pHitInfo.hitsect, daang);
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break;
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case 2: // short sword
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case 2: // Short sword
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if (plr.currweaponframe == GOBSWORDATTACK + 4
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|| plr.currweaponframe == ZSHORTATTACK + 7)
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if (plr.currweaponanim == 4 && plr.currweapontics == 10)
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@ -2388,7 +2388,7 @@ void swingdaweapon(PLAYER& plr) {
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shootgun(plr, daang, 0);
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plr.hasshot = 1;
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break;
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case 2: // shortsword
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case 2: // Shortsword
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shootgun(plr, daang, 0);
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plr.hasshot = 1;
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break;
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@ -2446,7 +2446,7 @@ void swingdacrunch(PLAYER& plr, int daweapon) {
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if ((krand() % 2) != 0)
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spritesound(S_GORE1 + (krand() % 4), plr.actor());
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break;
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case 2: // short sword
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case 2: // Short sword
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spritesound(S_SWORD2 + (krand() % 3), plr.actor());
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break;
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case 3: // morningstar
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@ -2491,7 +2491,7 @@ void swingdasound(int daweapon, boolean enchanted) {
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case 1: // knife
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SND_Sound(S_PLRWEAPON1);
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break;
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case 2: // short sword
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case 2: // Short sword
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if (isWh2() && enchanted)
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SND_Sound(S_FIRESWING);
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else
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@ -22,13 +22,13 @@ int playertorch = 0;
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uint8_t ceilingshadearray[MAXSECTORS];
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uint8_t floorshadearray[MAXSECTORS];
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uint8_t wallshadearray[MAXWALLS];
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short floormirrorsector[64];
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int floormirrorsector[64];
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int floormirrorcnt;
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// We owe this to Java. Unfortunately WitchavenGDX was a bit sloppy with the use of its global variables so the wrapper is here to stay. :(
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int zr_ceilz, zr_florz;
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Collision zr_florHit;
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void getzrange(int x, int y, int z, short sectnum, int walldist, int cliptype)
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void getzrange(int x, int y, int z, int sectnum, int walldist, int cliptype)
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{
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int zr_ceilhit; // The game does not use this.
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int lflorhit;
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@ -44,7 +44,7 @@ void neartag(int32_t xs, int32_t ys, int32_t zs, int16_t sectnum, int16_t ange
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nt.tagactor = tagsprite >= 0 ? &whActors[tagsprite] : nullptr;
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}
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int hitscan(int xs, int ys, int zs, short sectnum, int vx, int vy, int vz, Hitscan& hit, int cliptype)
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int hitscan(int xs, int ys, int zs, int sectnum, int vx, int vy, int vz, Hitscan& hit, int cliptype)
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{
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return ::hitscan(xs, ys, zs, sectnum, vx, vy, vz, &hit.hitsect, &hit.hitwall, &hit.hitsprite, &hit.hitx, &hit.hity, &hit.hitz, cliptype);
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}
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@ -161,13 +161,13 @@ extern int playertorch;
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extern uint8_t ceilingshadearray[MAXSECTORS];
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extern uint8_t floorshadearray[MAXSECTORS];
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extern uint8_t wallshadearray[MAXWALLS];
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extern short floormirrorsector[64];
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extern int floormirrorsector[64];
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extern int floormirrorcnt;
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extern int arrowcnt, throwpikecnt;
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extern int zr_ceilz, zr_florz;
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extern Collision zr_florHit;
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void getzrange(int x, int y, int z, short sectnum, int walldist, int cliptype);
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void getzrange(int x, int y, int z, int sectnum, int walldist, int cliptype);
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struct Neartag {
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int taghitdist;
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@ -181,13 +181,13 @@ struct Hitscan {
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short hitsect = -1, hitwall = -1, hitsprite = -1;
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};
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int hitscan(int xs, int ys, int zs, short sectnum, int vx, int vy, int vz, Hitscan& hit, int cliptype);
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int hitscan(int xs, int ys, int zs, int sectnum, int vx, int vy, int vz, Hitscan& hit, int cliptype);
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Point rotatepoint(int xpivot, int ypivot, int x, int y, int16_t daang);
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// whobj
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extern byte flashflag;
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extern short torchpattern[];
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extern const uint8_t torchpattern[];
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extern int monsterwarptime;
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void timerprocess(PLAYER& plr);
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@ -217,7 +217,7 @@ inline int PLAYER::playerNum()
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return int(this - player);
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}
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extern PLOCATION gPrevPlayerLoc[MAXPLAYERS];
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extern short monsterangle[MAXSPRITESONSCREEN], monsterlist[MAXSPRITESONSCREEN];
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extern int16_t monsterangle[MAXSPRITESONSCREEN], monsterlist[MAXSPRITESONSCREEN];
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extern int shootgunzvel;
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extern boolean justteleported;
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extern int victor;
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@ -231,7 +231,7 @@ void playerdead(PLAYER& plr);
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void initplayersprite(PLAYER& plr);
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void updateviewmap(PLAYER& plr);
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void plruse(PLAYER& plr);
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void chunksofmeat(PLAYER& plr, DWHActor* hitsprite, int hitx, int hity, int hitz, short hitsect, int daang);
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void chunksofmeat(PLAYER& plr, DWHActor* hitsprite, int hitx, int hity, int hitz, int hitsect, int daang);
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void addhealth(PLAYER& plr, int hp);
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void addarmor(PLAYER& plr, int arm);
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void addscore(PLAYER* plr, int score);
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@ -253,21 +253,22 @@ extern int d_soundplayed;
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extern int delaycnt;
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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 ironbarsector[16];
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extern int ironbarscnt;
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extern int ironbarsgoal1[16], ironbarsgoal2[16];
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extern short ironbarsdone[16];
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extern int16_t ironbarsdone[16];
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extern DWHActor* ironbarsanim[16];
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extern int ironbarsgoal[16];
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extern int16_t ironbarsgoal[16];
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extern short warpsectorlist[64], warpsectorcnt;
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extern short xpanningsectorlist[16], xpanningsectorcnt;
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extern short ypanningwalllist[128], ypanningwallcnt;
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extern short floorpanninglist[64], floorpanningcnt;
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extern int warpsectorlist[64], warpsectorcnt;
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extern int xpanningsectorlist[16], xpanningsectorcnt;
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extern int ypanningwalllist[128], ypanningwallcnt;
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extern int floorpanninglist[64], floorpanningcnt;
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extern SwingDoor swingdoor[MAXSWINGDOORS];
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extern short swingcnt;
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extern int swingcnt;
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extern short dragsectorlist[16], dragxdir[16], dragydir[16], dragsectorcnt;
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extern int16_t dragxdir[16], dragydir[16];
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extern int dragsectorlist[16], dragsectorcnt;
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extern int dragx1[16], dragy1[16], dragx2[16], dragy2[16], dragfloorz[16];
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@ -352,13 +353,13 @@ void randompotion(DWHActor* i);
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// whfx
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extern short skypanlist[64], skypancnt;
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extern short lavadrylandsector[32];
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extern short lavadrylandcnt;
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extern short bobbingsectorlist[16], bobbingsectorcnt;
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extern int skypanlist[64], skypancnt;
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extern int lavadrylandsector[32];
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extern int lavadrylandcnt;
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extern int bobbingsectorlist[16], bobbingsectorcnt;
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extern DWHActor* lastbat;
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extern short revolveclip[16];
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extern short revolvesector[4], revolveang[4], revolvecnt;
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extern int revolveclip[16];
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extern int revolvesector[4], revolveang[4], revolvecnt;
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extern int revolvex[4][32], revolvey[4][32];
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extern int revolvepivotx[4], revolvepivoty[4];
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extern int warpx, warpy, warpz, warpang;
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@ -378,7 +379,7 @@ void panningfx();
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void revolvefx();
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void bobbingsector();
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void teleporter();
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void warp(int x, int y, int z, int daang, short dasector);
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void warp(int x, int y, int z, int daang, int dasector);
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void warpsprite(DWHActor* spritenum);
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void ironbars();
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void sectorsounds();
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@ -400,7 +401,7 @@ void shards(DWHActor* i, int type);
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// animate
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struct ANIMATION
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{
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short id;
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int16_t id;
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byte type;
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int goal;
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int vel;
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@ -9,11 +9,11 @@ BEGIN_WH_NS
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void animateobjs(PLAYER& plr) {
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boolean hitdamage = false;
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short osectnum = 0;
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int osectnum = 0;
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int dax, day, daz = 0, j, k;
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Collision moveStat = 0;
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short startwall, endwall;
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int startwall, endwall;
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if (plr.sector < 0 || plr.sector >= numsectors)
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return;
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@ -15,20 +15,20 @@ BEGIN_WH_NS
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#define WATERMAXDROPS 1
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short skypanlist[64], skypancnt;
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short lavadrylandsector[32];
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short lavadrylandcnt;
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short bobbingsectorlist[16], bobbingsectorcnt;
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int skypanlist[64], skypancnt;
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int lavadrylandsector[32];
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int lavadrylandcnt;
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int bobbingsectorlist[16], bobbingsectorcnt;
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DWHActor* lastbat = nullptr;
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short revolveclip[16];
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short revolvesector[4], revolveang[4], revolvecnt;
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int revolveclip[16];
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int revolvesector[4], revolveang[4], revolvecnt;
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int revolvex[4][32], revolvey[4][32];
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int revolvepivotx[4], revolvepivoty[4];
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static int revolvesyncstat;
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static short revolvesyncang, revolvesyncrotang;
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static int revolvesyncang, revolvesyncrotang;
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static int revolvesyncx, revolvesyncy;
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|
||||
int warpx, warpy, warpz, warpang;
|
||||
|
@ -359,7 +359,7 @@ void panningfx() {
|
|||
|
||||
void revolvefx() {
|
||||
|
||||
short startwall, endwall;
|
||||
int startwall, endwall;
|
||||
|
||||
int dax, day;
|
||||
PLAYER& plr = player[pyrn];
|
||||
|
@ -370,7 +370,7 @@ void revolvefx() {
|
|||
endwall = (startwall + sector[revolvesector[i]].wallnum - 1);
|
||||
|
||||
revolveang[i] = ((revolveang[i] + 2048 - ((TICSPERFRAME) << 1)) & 2047);
|
||||
for (short k = startwall; k <= endwall; k++) {
|
||||
for (int k = startwall; k <= endwall; k++) {
|
||||
Point out = rotatepoint(revolvepivotx[i], revolvepivoty[i], revolvex[i][k - startwall],
|
||||
revolvey[i][k - startwall], revolveang[i]);
|
||||
dax = out.getX();
|
||||
|
@ -396,15 +396,15 @@ void revolvefx() {
|
|||
|
||||
void bobbingsector() {
|
||||
for (int i = 0; i < bobbingsectorcnt; i++) {
|
||||
short dasector = bobbingsectorlist[i];
|
||||
int dasector = bobbingsectorlist[i];
|
||||
sector[dasector].floorz += bsin(PlayClock << 4, -6);
|
||||
}
|
||||
}
|
||||
|
||||
void teleporter() {
|
||||
|
||||
short dasector;
|
||||
short startwall, endwall;
|
||||
int dasector;
|
||||
int startwall, endwall;
|
||||
int i, j;
|
||||
int s;
|
||||
int16_t daang;
|
||||
|
@ -477,7 +477,7 @@ void teleporter() {
|
|||
}
|
||||
}
|
||||
|
||||
void warp(int x, int y, int z, int daang, short dasector) {
|
||||
void warp(int x, int y, int z, int daang, int dasector) {
|
||||
warpx = x;
|
||||
warpy = y;
|
||||
warpz = z;
|
||||
|
@ -517,7 +517,7 @@ void warpsprite(DWHActor* actor) {
|
|||
if (monsterwarptime > 0)
|
||||
return;
|
||||
auto& spr = actor->s();
|
||||
short dasectnum = spr.sectnum;
|
||||
int dasectnum = spr.sectnum;
|
||||
warpfxsprite(actor);
|
||||
warp(spr.x, spr.y, spr.z, spr.ang, dasectnum);
|
||||
spr.x = warpx;
|
||||
|
|
|
@ -196,8 +196,8 @@ void preparesectors() {
|
|||
|
||||
boolean prepareboard(const char* fname) {
|
||||
|
||||
short i;
|
||||
short treesize;
|
||||
int i;
|
||||
int treesize;
|
||||
|
||||
PLAYER& plr = player[0];
|
||||
|
||||
|
|
|
@ -8,12 +8,12 @@ byte flashflag = 0x00;
|
|||
|
||||
static const int eg_onyx_effect = 1;
|
||||
|
||||
short torchpattern[] = { 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 4, 4, 6, 6, 4, 4, 6, 6, 4, 4, 6, 6, 4, 4, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2 };
|
||||
const uint8_t torchpattern[] = { 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 4, 4, 6, 6, 4, 4, 6, 6, 4, 4, 6, 6, 4, 4, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2 };
|
||||
|
||||
// EG 19 Aug 2017 - Try to prevent monsters teleporting back and forth wildly
|
||||
int monsterwarptime;
|
||||
|
||||
short adjusthp(int hp) {
|
||||
int adjusthp(int hp) {
|
||||
#if 0
|
||||
// this doesn't do much because 'factor' will always be 0 due to integer division
|
||||
float factor = (krand() % 20) / 100;
|
||||
|
|
|
@ -7,7 +7,7 @@ BEGIN_WH_NS
|
|||
PLAYER player[MAXPLAYERS];
|
||||
PLOCATION gPrevPlayerLoc[MAXPLAYERS];
|
||||
|
||||
short monsterangle[MAXSPRITESONSCREEN], monsterlist[MAXSPRITESONSCREEN];
|
||||
int16_t monsterangle[MAXSPRITESONSCREEN], monsterlist[MAXSPRITESONSCREEN];
|
||||
int shootgunzvel;
|
||||
|
||||
boolean justteleported;
|
||||
|
@ -282,10 +282,10 @@ void plruse(PLAYER& plr) {
|
|||
}
|
||||
}
|
||||
|
||||
void chunksofmeat(PLAYER& plr, DWHActor* hitActor, int hitx, int hity, int hitz, short hitsect, int daang) {
|
||||
void chunksofmeat(PLAYER& plr, DWHActor* hitActor, int hitx, int hity, int hitz, int hitsect, int daang) {
|
||||
|
||||
short k;
|
||||
short zgore = 0;
|
||||
int k;
|
||||
int zgore = 0;
|
||||
int chunk = REDCHUNKSTART;
|
||||
int newchunk;
|
||||
|
||||
|
|
|
@ -7,21 +7,22 @@ int d_soundplayed = 0;
|
|||
int delaycnt;
|
||||
Delayitem delayitem[MAXSECTORS];
|
||||
|
||||
short ironbarsector[16];
|
||||
short ironbarscnt;
|
||||
int ironbarsector[16];
|
||||
int ironbarscnt;
|
||||
int ironbarsgoal1[16], ironbarsgoal2[16];
|
||||
short ironbarsdone[16];
|
||||
int16_t ironbarsdone[16];
|
||||
DWHActor* ironbarsanim[16];
|
||||
int ironbarsgoal[16];
|
||||
int16_t ironbarsgoal[16];
|
||||
|
||||
short warpsectorlist[64], warpsectorcnt;
|
||||
short xpanningsectorlist[16], xpanningsectorcnt;
|
||||
short ypanningwalllist[128], ypanningwallcnt;
|
||||
short floorpanninglist[64], floorpanningcnt;
|
||||
int warpsectorlist[64], warpsectorcnt;
|
||||
int xpanningsectorlist[16], xpanningsectorcnt;
|
||||
int ypanningwalllist[128], ypanningwallcnt;
|
||||
int floorpanninglist[64], floorpanningcnt;
|
||||
SwingDoor swingdoor[MAXSWINGDOORS];
|
||||
short swingcnt;
|
||||
int swingcnt;
|
||||
|
||||
short dragsectorlist[16], dragxdir[16], dragydir[16], dragsectorcnt;
|
||||
int16_t dragxdir[16], dragydir[16];
|
||||
int dragsectorlist[16], dragsectorcnt;
|
||||
int dragx1[16], dragy1[16], dragx2[16], dragy2[16], dragfloorz[16];
|
||||
|
||||
|
||||
|
@ -96,7 +97,7 @@ void operatesector(PLAYER& plr, int s) {
|
|||
int doorantic, doorkey, doortype;
|
||||
|
||||
int temp1, temp2, temp3;
|
||||
short k;
|
||||
int k;
|
||||
|
||||
int keysok = 0;
|
||||
int datag = sector[s].lotag;
|
||||
|
@ -892,7 +893,7 @@ void operatesector(PLAYER& plr, int s) {
|
|||
void animatetags(int nPlayer) {
|
||||
|
||||
int endwall, good, j, k, oldang, startwall;
|
||||
short i;
|
||||
int i;
|
||||
int dasector;
|
||||
|
||||
PLAYER& plr = player[nPlayer];
|
||||
|
|
Loading…
Reference in a new issue