- stuff that was missed.

This commit is contained in:
Christoph Oelckers 2021-12-26 00:08:09 +01:00
parent 85b687ba13
commit b522356120

View file

@ -10626,7 +10626,6 @@ void SpawnMineExp(DSWActor* actor)
auto expActor = SpawnActor(STAT_MISSILE, MINE_EXP, s_MineExp, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
eu = expActor->u();
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(GetOwner(actor), expActor);
@ -10680,8 +10679,6 @@ DSWActor* SpawnSectorExp(DSWActor* actor)
auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
eu = expActor->u();
expActor->spr.hitag = LUMINOUS; //Always full brightness
expActor->spr.shade = -40;
expActor->spr.xrepeat = 90; // was 40,40
@ -10707,8 +10704,6 @@ DSWActor* SpawnLargeExp(DSWActor* actor)
auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
eu = expActor->u();
expActor->spr.hitag = LUMINOUS; //Always full brightness
expActor->spr.shade = -40;
expActor->spr.xrepeat = 90; // was 40,40
@ -10749,8 +10744,6 @@ void SpawnMeteorExp(DSWActor* actor)
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
}
eu = expActor->u();
expActor->spr.hitag = LUMINOUS; //Always full brightness
expActor->spr.shade = -40;
if (actor->spr.yrepeat < 64)
@ -10780,8 +10773,6 @@ void SpawnLittleExp(DSWActor* actor)
auto expActor = SpawnActor(STAT_MISSILE, BOLT_EXP, s_SectorExp, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
eu = expActor->u();
expActor->spr.hitag = LUMINOUS; //Always full brightness
expActor->spr.shade = -127;
@ -11022,7 +11013,6 @@ int DoNapalm(DSWActor* actor)
auto expActor = SpawnActor(STAT_MISSILE, NAP_EXP, s_NapExp, actor->spr.sector(),
actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
eu = expActor->u();
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(actor, expActor);
@ -12231,7 +12221,6 @@ int InitSwordAttack(PLAYERp pp)
int InitFistAttack(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
unsigned stat;
int dist;
short reach,face;
@ -12872,7 +12861,6 @@ void WeaponHitscanShootFeet(DSWActor* actor, DSWActor* hitActor, int *zvect)
int InitStar(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = plActor->u();
int nx, ny, nz;
int zvel;
@ -12880,7 +12868,7 @@ int InitStar(PLAYERp pp)
const int STAR_REPEAT = 26;
const int STAR_HORIZ_ADJ = 100;
PlayerUpdateAmmo(pp, u->WeaponNum, -3);
PlayerUpdateAmmo(pp, plActor->user.WeaponNum, -3);
PlaySound(DIGI_STAR, pp, v3df_dontpan|v3df_doppler);
@ -12907,7 +12895,7 @@ int InitStar(PLAYERp pp)
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.WeaponNum = u->WeaponNum;
actorNew->user.WeaponNum = plActor->user.WeaponNum;
actorNew->user.Radius = 100;
actorNew->user.Counter = 0;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);