mirror of
https://github.com/ZDoom/Raze.git
synced 2025-04-04 06:55:48 +00:00
- some simple replacements.
This commit is contained in:
parent
1ab1852af8
commit
b327f7f03a
20 changed files with 40 additions and 40 deletions
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@ -7087,7 +7087,7 @@ void actPostProcess(void)
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void MakeSplash(DBloodActor* actor)
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{
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actor->spr.flags &= ~2;
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actor->add_int_z(-(4 << 8));
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actor->spr.pos.Z -= 4;
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int nSurface = tileGetSurfType(actor->hit.florhit);
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switch (actor->spr.type)
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{
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@ -221,7 +221,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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if (!pNSprite)
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break;
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pNSprite->set_int_z(pTSprite->int_pos().Z);
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pNSprite->pos.Z = pTSprite->pos.Z;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->shade = -128;
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pNSprite->xrepeat = pTSprite->xrepeat;
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@ -314,7 +314,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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break;
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pNSprite->shade = -128;
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pNSprite->set_int_z(pTSprite->int_pos().Z);
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pNSprite->pos.Z = pTSprite->pos.Z;
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pNSprite->picnum = 908;
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pNSprite->statnum = kStatDecoration;
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pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum) * pTSprite->xrepeat) / 64;
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@ -431,7 +431,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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pNSprite->shade = -128;
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pNSprite->pal = 2;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->set_int_z(pTSprite->int_pos().Z);
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pNSprite->pos.Z = pTSprite->pos.Z;
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pNSprite->xrepeat = pTSprite->xrepeat;
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pNSprite->yrepeat = pTSprite->yrepeat;
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pNSprite->picnum = 2427;
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@ -479,7 +479,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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if (!pNSprite)
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break;
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pNSprite->set_int_z(pTSprite->int_pos().Z);
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pNSprite->pos.Z = pTSprite->pos.Z;
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if (gDetail > 1)
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP;
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pNSprite->shade = ClipLow(pTSprite->shade - 32, -128);
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@ -709,7 +709,7 @@ void movefallers_d(void)
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if (act->temp_data[0] == 0)
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{
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act->add_int_z(-(16 << 8));
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act->spr.pos.Z -= 16;
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act->temp_data[1] = act->spr.ang;
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x = act->spr.extra;
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j = fi.ifhitbyweapon(act);
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@ -923,7 +923,7 @@ static void movetripbomb(DDukeActor *actor)
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actor->temp_data[0]++;
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actor->set_int_xy(actor->temp_data[3], actor->temp_data[4]);
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actor->add_int_z(3 << 8);
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actor->spr.pos.Z += 3;
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ChangeActorSect(actor, oldSect);
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actor->temp_data[3] = 0;
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if (hit && lTripBombControl & TRIPBOMB_TRIPWIRE)
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@ -946,7 +946,7 @@ static void movetripbomb(DDukeActor *actor)
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x = hitasprite(actor, nullptr);
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actor->set_int_xy(actor->temp_data[3], actor->temp_data[4]);
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actor->add_int_z(3 << 8);
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actor->spr.pos.Z += 3;
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SetActor(actor, actor->spr.pos);
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if (actor->ovel.X != x && lTripBombControl & TRIPBOMB_TRIPWIRE)
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@ -630,7 +630,7 @@ void movefallers_r(void)
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if (act->temp_data[0] == 0)
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{
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act->add_int_z(-(16 << 8));
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act->spr.pos.Z -= 16;
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act->temp_data[1] = act->spr.ang;
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int x = act->spr.extra;
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int j = fi.ifhitbyweapon(act);
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@ -661,7 +661,7 @@ void movefallers_r(void)
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}
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}
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act->spr.ang = act->temp_data[1];
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act->add_int_z(16 << 8);
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act->spr.pos.Z += 16;
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}
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else if (act->temp_data[0] == 1)
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{
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@ -2139,7 +2139,7 @@ void rr_specialstats()
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{
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if (act->spr.hitag == 100)
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{
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act->add_int_z(4 << 8);
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act->spr.pos.Z += 4;
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if (act->int_pos().Z >= act->sector()->int_floorz() + 15168)
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act->set_int_z(act->sector()->int_floorz() + 15168);
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}
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@ -227,7 +227,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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break;
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case ATOMICHEALTH:
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t->add_int_z(-(4 << 8));
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t->pos.Z -= 4;
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break;
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case CRYSTALAMMO:
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t->shade = bsin(PlayClock << 4, -10);
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@ -223,7 +223,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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break;
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case ATOMICHEALTH:
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t->add_int_z(-(4 << 8));
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t->pos.Z -= 4;
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break;
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case CRYSTALAMMO:
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t->shade = bsin(PlayClock << 4, -10);
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@ -261,7 +261,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
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if (p >= 0)
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{
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auto k = spawn(knee, SMALLSMOKE);
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if (k) k->add_int_z(-(8 << 8));
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if (k) k->spr.pos.Z -= 8;
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S_PlayActorSound(KICK_HIT, knee);
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}
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@ -439,7 +439,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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auto jib = spawn(spark, JIBS6);
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if (jib)
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{
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jib->add_int_z(4 << 8);
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jib->spr.pos.Z += 4;
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jib->spr.xvel = 16;
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jib->spr.xrepeat = jib->spr.yrepeat = 24;
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jib->spr.ang += 64 - (krand() & 127);
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@ -2212,7 +2212,7 @@ static void operateweapon(int snum, ESyncBits actions)
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if (k == 15)
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{
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spawned->spr.yvel = 3;
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spawned->add_int_z(8 << 8);
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spawned->spr.pos.Z += 8;
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}
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k = hits(pact);
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@ -2377,7 +2377,7 @@ static void operateweapon(int snum, ESyncBits actions)
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j->spr.ang += 1024;
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j->spr.ang &= 2047;
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j->spr.xvel += 32;
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j->add_int_z(3 << 8);
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j->spr.pos.Z += 3;
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ssp(j, CLIPMASK0);
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}
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}
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@ -153,7 +153,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa,
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if (p >= 0)
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{
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auto k = spawn(wpn, SMALLSMOKE);
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if (k) k->add_int_z(-(8 << 8));
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if (k) k->spr.pos.Z -= 8;
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if (atwith == KNEE) S_PlayActorSound(KICK_HIT, wpn);
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else if (isRRRA() && atwith == SLINGBLADE) S_PlayActorSound(260, wpn);
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}
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@ -334,7 +334,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
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spark->spr.xrepeat = spark->spr.yrepeat = 0;
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if (l)
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{
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l->add_int_z(4 << 8);
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l->spr.pos.Z += 4;
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l->spr.xvel = 16;
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l->spr.xrepeat = l->spr.yrepeat = 24;
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l->spr.ang += 64 - (krand() & 127);
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@ -2755,7 +2755,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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if (k == 15)
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{
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spawned->spr.yvel = 3;
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spawned->add_int_z(8 << 8);
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spawned->spr.pos.Z += 8;
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}
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k = hits(p->GetActor());
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@ -2980,7 +2980,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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j->spr.ang += 1024;
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j->spr.ang &= 2047;
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j->spr.xvel += 32;
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j->add_int_z(3 << 8);
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j->spr.pos.Z += 3;
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ssp(j, CLIPMASK0);
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}
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}
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@ -361,7 +361,7 @@ void operateweapon_ww(int snum, ESyncBits actions)
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if (k == 15)
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{
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j->spr.yvel = 3;
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j->add_int_z(8 << 8);
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j->spr.pos.Z += 8;
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}
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k = hits(p->GetActor());
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@ -1221,7 +1221,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
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if (targ->spr.cstat & CSTAT_SPRITE_BLOCK)
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{
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S_PlayActorSound(GLASS_BREAKING, targ);
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targ->add_int_z(16 << 8);
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targ->spr.pos.Z += 16;
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targ->spr.cstat = 0;
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lotsofglass(targ, nullptr, 5);
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}
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@ -1374,7 +1374,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
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{
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if (proj->spr.pal == 6)
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spawned->spr.pal = 6;
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spawned->add_int_z(4 << 8);
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spawned->spr.pos.Z += 4;
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spawned->spr.xvel = 16;
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spawned->spr.xrepeat = spawned->spr.yrepeat = 24;
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spawned->spr.ang += 32 - (krand() & 63);
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@ -2330,7 +2330,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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{
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if (proj->spr.pal == 6)
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spawned->spr.pal = 6;
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spawned->add_int_z(4 << 8);
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spawned->spr.pos.Z += 4;
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spawned->spr.xvel = 16;
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spawned->spr.xrepeat = spawned->spr.yrepeat = 24;
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spawned->spr.ang += 32 - (krand() & 63);
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@ -536,7 +536,7 @@ void initwaterdrip(DDukeActor* actj, DDukeActor* actor)
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}
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else if (!actj)
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{
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actor->add_int_z(4 << 8);
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actor->spr.pos.Z += 4;
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actor->temp_data[0] = actor->int_pos().Z;
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if (!isRR()) actor->temp_data[1] = krand() & 127;
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}
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@ -314,7 +314,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
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act->spr.xrepeat = 7 + (krand() & 7);
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act->spr.yrepeat = 7 + (krand() & 7);
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act->add_int_z(-(16 << 8));
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act->spr.pos.Z -= 16;
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if (actj && actj->spr.pal == 6)
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act->spr.pal = 6;
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insertspriteq(act);
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@ -679,7 +679,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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}
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case WATERBUBBLE:
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if (actj && actj->spr.picnum == APLAYER)
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act->add_int_z(-(16 << 8));
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act->spr.pos.Z -= 16;
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if (act->spr.picnum == WATERBUBBLE)
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{
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if (actj)
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@ -353,7 +353,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
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act->spr.xrepeat = 7 + (krand() & 7);
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act->spr.yrepeat = 7 + (krand() & 7);
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act->add_int_z(-(16 << 8));
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act->spr.pos.Z -= 16;
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if (actj && actj->spr.pal == 6)
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act->spr.pal = 6;
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insertspriteq(act);
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@ -684,7 +684,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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}
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case WATERBUBBLE:
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if (actj && actj->spr.picnum == APLAYER)
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act->add_int_z(-(16 << 8));
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act->spr.pos.Z -= 16;
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if (act->spr.picnum == WATERBUBBLE)
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{
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if (actj)
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@ -1112,7 +1112,7 @@ void BunnyHatch(DSWActor* actor)
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for (int i = 0; i < MAX_BUNNYS; i++)
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{
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auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
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actorNew->set_int_pos(actor->int_pos());
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actorNew->spr.pos = actor->spr.pos;
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actorNew->spr.xrepeat = 30; // Baby size
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actorNew->spr.yrepeat = 24;
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actorNew->spr.ang = rip_ang[i];
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@ -1168,7 +1168,7 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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{
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auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
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actorNew->set_int_pos(actor->int_pos());
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actorNew->spr.pos = actor->spr.pos;
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actorNew->spr.xrepeat = 30; // Baby size
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actorNew->spr.yrepeat = 24;
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actorNew->spr.ang = RANDOM_P2(2048);
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@ -1174,7 +1174,7 @@ void RipperHatch(DSWActor* actor)
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{
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auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
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ClearOwner(actorNew);
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actorNew->set_int_pos(actor->int_pos());
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actorNew->spr.pos = actor->spr.pos;
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
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actorNew->spr.ang = rip_ang[i];
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actorNew->spr.pal = 0;
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@ -1199,7 +1199,7 @@ void Ripper2Hatch(DSWActor* actor)
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{
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auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
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ClearOwner(actorNew);
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actorNew->set_int_pos(actor->int_pos());
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actorNew->spr.pos = actor->spr.pos;
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
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actorNew->spr.ang = rip_ang[i];
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@ -2490,7 +2490,7 @@ void SpriteSetup(void)
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->set_int_pos(actor->int_pos());
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actorNew->spr.pos = actor->spr.pos;
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actorNew->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
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actorNew->spr.picnum = actor->spr.picnum;
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@ -303,7 +303,7 @@ DSWActor* TrackClonePoint(DSWActor* actor)
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->set_int_pos(actor->int_pos());
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actorNew->spr.pos = actor->spr.pos;
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actorNew->spr.ang = actor->spr.ang;
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actorNew->spr.lotag = actor->spr.lotag;
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actorNew->spr.hitag = actor->spr.hitag;
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@ -17398,7 +17398,7 @@ int QueueStar(DSWActor* actor)
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{
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// move old star to new stars place
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auto osp = StarQueue[StarQueueHead];
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osp->set_int_pos(actor->int_pos());
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osp->spr.pos = actor->spr.pos;
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ChangeActorSect(osp, actor->sector());
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KillActor(actor);
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actor = osp;
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@ -17511,7 +17511,7 @@ int QueueFloorBlood(DSWActor* actor)
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spawnedActor->spr.extra = 0;
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spawnedActor->spr.clipdist = 0;
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spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0;
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spawnedActor->set_int_pos(actor->int_pos());
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spawnedActor->spr.pos = actor->spr.pos;
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spawnedActor->add_int_z(Z(1));
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spawnedActor->spr.ang = RANDOM_P2(2048); // Just make it any old angle
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spawnedActor->spr.shade -= 5; // Brighten it up just a bit
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@ -17612,7 +17612,7 @@ int QueueFootPrint(DSWActor* actor)
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spawnedActor->spr.extra = 0;
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spawnedActor->spr.clipdist = 0;
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spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0;
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spawnedActor->set_int_pos(actor->int_pos());
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spawnedActor->spr.pos = actor->spr.pos;
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spawnedActor->spr.ang = actor->spr.ang;
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spawnedActor->user.Flags &= ~(SPR_SHADOW);
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switch (FootMode)
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@ -17885,7 +17885,7 @@ void QueueGeneric(DSWActor* actor, short pic)
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{
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// move old sprite to new sprite's place
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auto osp = GenericQueue[GenericQueueHead];
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osp->set_int_pos(actor->int_pos());
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osp->spr.pos = actor->spr.pos;
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ChangeActorSect(osp, actor->sector());
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KillActor(actor);
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actor = GenericQueue[GenericQueueHead];
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