mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-14 16:40:52 +00:00
- a lot of simple picnum or TILE_* replacements.
This commit is contained in:
parent
5d43975467
commit
a6600c200f
13 changed files with 41 additions and 39 deletions
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@ -553,7 +553,7 @@ void handle_se06_r(DDukeActor *actor)
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ns->spr.pal = 7;
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ns->spr.scale = DVector2(1.25, 3.984375);
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}
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ns = spawn(actor, 296);
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ns = spawn(actor, RedneckTeleportClass);
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if (ns)
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{
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ns->spr.cstat = 0;
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@ -120,3 +120,12 @@ xx(RedneckRock)
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xx(RedneckRock2)
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xx(RedneckDestroyTags)
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xx(RedneckDestructo)
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xx(RedneckDynamite)
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xx(RedneckWaterSurface)
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xx(RedneckLadder)
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xx(RedneckTeleport)
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xx(RedneckRevolver)
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xx(RedneckShotgun)
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xx(RedneckRipsaw)
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xx(RedneckBlaster)
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xx(RedneckPowderKeg)
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@ -19,7 +19,6 @@ inline int player_struct::GetPlayerNum()
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return actor->PlayerIndex();
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}
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DDukeActor* spawn(DDukeActor* spawner, int type);
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DDukeActor* spawn(DDukeActor* spawner, PClassActor* pname);
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// return type is int for scripting - the value must still be true or false!
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@ -1894,7 +1894,7 @@ int ParseState::parse(void)
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case concmd_spawn:
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insptr++;
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if(g_ac->insector())
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spawn(g_ac,*insptr);
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spawn(g_ac, GetSpawnType(*insptr));
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insptr++;
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break;
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case concmd_ifwasweapon:
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@ -2388,7 +2388,7 @@ int ParseState::parse(void)
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lIn = *insptr++;
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lIn = GetGameVarID(lIn, g_ac, g_p).safeValue();
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if(g_ac->insector())
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lReturn = spawn(g_ac, lIn);
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lReturn = spawn(g_ac, GetSpawnType(lIn));
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SetGameVarID(g_iReturnVarID, (lReturn), g_ac, g_p);
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break;
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@ -2398,7 +2398,7 @@ int ParseState::parse(void)
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DDukeActor* lReturn = nullptr;
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insptr++;
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if(g_ac->insector())
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lReturn = spawn(g_ac, *insptr);
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lReturn = spawn(g_ac, GetSpawnType(*insptr));
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insptr++;
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SetGameVarID(g_iReturnVarID, (lReturn), g_ac, g_p);
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break;
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@ -221,7 +221,7 @@ void selectweapon_d(int snum, int weap) // playernum, weaponnum
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DukeStatIterator it(STAT_ACTOR);
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while (auto act = it.Next())
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{
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if (act->spr.picnum == DTILE_HEAVYHBOMB && act->GetOwner() == p->GetActor())
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if (act->GetClass() == DukePipeBombClass && act->GetOwner() == p->GetActor())
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{
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p->gotweapon[HANDBOMB_WEAPON] = true;
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j = HANDREMOTE_WEAPON;
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@ -194,7 +194,7 @@ void selectweapon_r(int snum, int weap)
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DukeStatIterator it(STAT_ACTOR);
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while (auto act = it.Next())
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{
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if (act->spr.picnum == RTILE_DYNAMITE && act->GetOwner() == p->GetActor())
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if (act->GetClass() == RedneckDynamiteClass && act->GetOwner() == p->GetActor())
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{
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p->gotweapon[DYNAMITE_WEAPON] = true;
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j = THROWINGDYNAMITE_WEAPON;
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@ -600,15 +600,15 @@ int doincrements_r(player_struct* p)
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void checkweapons_r(player_struct* p)
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{
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static const uint16_t weapon_sprites[MAX_WEAPONS] = { RTILE_KNEE, RTILE_FIRSTGUNSPRITE, RTILE_SHOTGUNSPRITE,
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RTILE_RIFLEGUNSPRITE, RTILE_DYNAMITE, RTILE_CROSSBOWSPRITE, RTILE_RIPSAWSPRITE, RTILE_ALIENBLASTERSPRITE,
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RTILE_POWDERKEG, RTILE_BOWLINGBALLSPRITE, RTILE_TITSPRITE, RTILE_DYNAMITE };
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static PClassActor* const* const weapon_sprites[MAX_WEAPONS] = { &DukeMeleeAttackClass, &RedneckRevolverClass, &RedneckShotgunClass,
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&RedneckRiflegunClass, &RedneckDynamiteClass, &RedneckCrossbowClass, &RedneckRipsawClass, &RedneckBlasterClass,
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&RedneckPowderKegClass, &RedneckBowlingBallClass, &RedneckTitgunClass, &RedneckDynamiteClass };
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if (isRRRA())
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{
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if (p->OnMotorcycle && numplayers > 1)
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{
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auto j = spawn(p->GetActor(), 7220);
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auto j = spawn(p->GetActor(), RedneckEmptyBikeClass);
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if (j)
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{
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j->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
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@ -627,7 +627,7 @@ void checkweapons_r(player_struct* p)
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}
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else if (p->OnBoat && numplayers > 1)
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{
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auto j = spawn(p->GetActor(), 7233);
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auto j = spawn(p->GetActor(), RedneckEmptyBoatClass);
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if (j)
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{
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j->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
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@ -649,7 +649,7 @@ void checkweapons_r(player_struct* p)
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if (p->curr_weapon > 0)
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{
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if (krand() & 1)
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spawn(p->GetActor(), weapon_sprites[p->curr_weapon]);
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spawn(p->GetActor(), *weapon_sprites[p->curr_weapon]);
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else switch (p->curr_weapon)
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{
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case CHICKEN_WEAPON:
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@ -1966,7 +1966,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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if ((p->kickback_pic % 3) == 0)
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{
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auto j = spawn(pact, RTILE_SHELL);
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auto j = spawn(pact, DukeShellClass);
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if (j)
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{
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@ -2369,7 +2369,7 @@ void processinput_r(int snum)
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DukeSectIterator it(psectp);
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while (auto act2 = it.Next())
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{
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if (act2->spr.picnum == RTILE_WATERSURFACE)
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if (act2->GetClass() == RedneckWaterSurfaceClass)
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if (act2->spr.pos.Z - 8 < p->GetActor()->getOffsetZ())
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psectlotag = ST_2_UNDERWATER;
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}
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@ -2418,7 +2418,7 @@ void processinput_r(int snum)
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chz.setNone();
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ceilingz = p->truecz;
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}
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else if (chz.actor()->spr.picnum == RTILE_LADDER)
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else if (chz.actor()->GetClass() == RedneckLadderClass)
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{
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if (!p->stairs)
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{
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@ -2463,7 +2463,7 @@ void processinput_r(int snum)
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auto ang = (clz.actor()->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle();
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p->vel.XY() -= ang.ToVector();
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}
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if (clz.actor()->spr.picnum == RTILE_LADDER)
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if (clz.actor()->GetClass() == RedneckLadderClass)
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{
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if (!p->stairs)
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{
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@ -111,7 +111,7 @@ void DoSpawn(player_struct *p, int snum)
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if(!aplWeaponSpawn(p->curr_weapon, snum))
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return;
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auto j = spawn(p->GetActor(), aplWeaponSpawn(p->curr_weapon, snum));
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auto j = spawn(p->GetActor(), GetSpawnType(aplWeaponSpawn(p->curr_weapon, snum)));
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if (!j) return;
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if((aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_SPAWNTYPE2 ) )
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@ -175,7 +175,6 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
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if ((targ->spr.picnum != DTILE_DRONE) && (targ->spr.picnum != DTILE_ROTATEGUN) && (targ->spr.picnum != DTILE_COMMANDER) && targ->spr.picnum != DTILE_GREENSLIME)
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if (proj->spr.picnum != DTILE_FREEZEBLAST)
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//if (actortype[targ->spr.picnum] == 0) //TRANSITIONAL.
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{
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auto spawned = spawn(proj, DukeJibs6Class);
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if (spawned)
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@ -260,7 +259,7 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
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}
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}
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if (targ->spr.scale.X < 0.375 && proj->spr.picnum == DTILE_SHRINKSPARK)
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if (targ->spr.scale.X < 0.375 && proj->GetClass() == DukeShrinkSparkClass)
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return;
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auto hitowner = targ->GetHitOwner();
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@ -173,7 +173,6 @@ void checkhitdefault_r(DDukeActor* targ, DDukeActor* proj)
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if ((targ->spr.picnum != RTILE_DRONE))
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if (proj->spr.picnum != RTILE_FREEZEBLAST)
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//if (actortype[targ->spr.picnum] == 0)
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{
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auto spawned = spawn(proj, DukeJibs6Class);
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if (spawned)
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@ -622,7 +621,7 @@ void tearitup(sectortype* sect)
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DukeSectIterator it(sect);
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while (auto act = it.Next())
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{
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if (act->spr.picnum == RTILE_DESTRUCTO)
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if (act->GetClass() == RedneckDestructoClass)
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{
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act->attackertype = DukeShotSparkClass;
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act->hitextra = 1;
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@ -260,20 +260,6 @@ bool initspriteforspawn(DDukeActor* act)
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//
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//---------------------------------------------------------------------------
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DDukeActor* spawn(DDukeActor* actj, int pn)
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{
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if (actj)
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{
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auto spawned = CreateActor(actj->sector(), actj->spr.pos, pn, 0, DVector2(0, 0), nullAngle, 0., 0., actj, 0);
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if (spawned)
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{
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spawned->attackertype = static_cast<PClassActor*>(actj->GetClass());
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return spawninit(actj, spawned, nullptr);
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}
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}
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return nullptr;
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}
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DDukeActor* spawn(DDukeActor* actj, PClassActor * cls)
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{
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if (actj && cls)
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@ -491,11 +491,12 @@ DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, movesprite_ex, DukeActor_movesprite_ex
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ACTION_RETURN_INT(DukeActor_movesprite_ex(self, velx, vely, velz, clipmask, coll));
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}
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DDukeActor* DukeActor_Spawnsprite(DDukeActor* origin, int picnum)
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DDukeActor* DukeActor_Spawnsprite(DDukeActor* origin, int typeId)
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{
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if (picnum >= 0 && picnum < MAXTILES)
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auto st = GetSpawnType(typeId);
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if (st)
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{
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return spawn(origin, picnum);
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return spawn(origin, st);
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}
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return nullptr;
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}
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@ -371,5 +371,6 @@ spawnclasses
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1990 = RedneckTikilamp
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3845 = DukePlayerPawn, noskill
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380 = RedneckWaterSurface, noskill
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}
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@ -164,3 +164,11 @@ class RedneckTikiLamp : DukeItemBase
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+FULLBRIGHT
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}
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}
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class RedneckWaterSurface : DukeActor
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{
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default
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{
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pic "WATERSURFACE";
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}
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}
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