renamed at* fields in gib.cpp

This commit is contained in:
Christoph Oelckers 2023-09-26 22:15:19 +02:00
parent 3625a510d2
commit bcad8a85d2

View file

@ -33,11 +33,11 @@ BEGIN_BLD_NS
struct GIBFX
{
FX_ID fxId;
int at1;
int palcopy;
int chance;
int at9;
int atd;
int at11;
int counts;
int randxy;
int randz;
};
@ -46,18 +46,18 @@ struct GIBTHING
int type;
int picno;
int chance;
int atc;
int at10;
int randxy;
int randz;
FTextureID textureID() const { return tileGetTextureID(picno); }
};
struct GIBLIST
{
GIBFX* gibFX;
int Kills;
GIBTHING* at8;
int atc;
int at10;
int FXCount;
GIBTHING* things;
int thingcount;
int sound;
};
GIBFX gibFxGlassT[] = {
@ -280,7 +280,7 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel)
double ceilZ, floorZ;
calcSlope(pSector, gPos.XY(), &ceilZ, &floorZ);
int nCount = ChanceToCount(pGFX->chance, pGFX->at9);
int nCount = ChanceToCount(pGFX->chance, pGFX->counts);
double dz1 = floorZ - gPos.Z;
double dz2 = gPos.Z - ceilZ;
double top, bottom;
@ -295,20 +295,20 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel)
auto pFX = gFX.fxSpawnActor(pGFX->fxId, pSector, gPos);
if (pFX)
{
if (pGFX->at1 < 0)
if (pGFX->palcopy < 0)
pFX->spr.pal = actor->spr.pal;
if (pVel)
{
pFX->vel = *pVel + DVector3(Random2F(pGFX->atd, 4), Random2F(pGFX->atd, 4), -RandomF(pGFX->at11, 8));
pFX->vel = *pVel + DVector3(Random2F(pGFX->randxy, 4), Random2F(pGFX->randxy, 4), -RandomF(pGFX->randz, 8));
}
else
{
pFX->vel.X = Random2F((pGFX->atd << 18) / 120);
pFX->vel.Y = Random2F((pGFX->atd << 18) / 120);
pFX->vel.X = Random2F((pGFX->randxy << 18) / 120);
pFX->vel.Y = Random2F((pGFX->randxy << 18) / 120);
switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
{
case 16:
pFX->vel.Z = Random2F((pGFX->at11 << 18) / 120);
pFX->vel.Z = Random2F((pGFX->randz << 18) / 120);
break;
default:
if (dz2 < dz1 && dz2 < 0x400)
@ -317,14 +317,14 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel)
}
else if (dz2 > dz1 && dz1 < 0x400)
{
pFX->vel.Z = -Random2F((abs(pGFX->at11) << 18) / 120);
pFX->vel.Z = -Random2F((abs(pGFX->randz) << 18) / 120);
}
else
{
if ((pGFX->at11 << 18) / 120 < 0)
pFX->vel.Z = -Random2F((abs(pGFX->at11) << 18) / 120);
if ((pGFX->randz << 18) / 120 < 0)
pFX->vel.Z = -Random2F((abs(pGFX->randz) << 18) / 120);
else
pFX->vel.Z = Random2F((pGFX->at11 << 18) / 120);
pFX->vel.Z = Random2F((pGFX->randz << 18) / 120);
}
break;
}
@ -374,16 +374,16 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, DVector3* p
gibactor->spr.setspritetexture(pGThing->textureID());
if (pVel)
{
gibactor->vel = *pVel + DVector3(Random2F(pGThing->atc, 4), Random2F(pGThing->atc, 4), -RandomF(pGThing->at10, 8));
gibactor->vel = *pVel + DVector3(Random2F(pGThing->randxy, 4), Random2F(pGThing->randxy, 4), -RandomF(pGThing->randz, 8));
}
else
{
gibactor->vel.X = Random2F((pGThing->atc << 18) / 120);
gibactor->vel.Y = Random2F((pGThing->atc << 18) / 120);
gibactor->vel.X = Random2F((pGThing->randxy << 18) / 120);
gibactor->vel.Y = Random2F((pGThing->randxy << 18) / 120);
switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
{
case 16:
gibactor->vel.Z = Random2F((pGThing->at10 << 18) / 120);
gibactor->vel.Z = Random2F((pGThing->randz << 18) / 120);
break;
default:
if (dz2 < dz1 && dz2 < 0x400)
@ -392,11 +392,11 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, DVector3* p
}
else if (dz2 > dz1 && dz1 < 0x400)
{
gibactor->vel.Z = -Random2F((pGThing->at10 << 18) / 120);
gibactor->vel.Z = -Random2F((pGThing->randz << 18) / 120);
}
else
{
gibactor->vel.Z = Random2F((pGThing->at10 << 18) / 120);
gibactor->vel.Z = Random2F((pGThing->randz << 18) / 120);
}
break;
}
@ -418,15 +418,15 @@ void GibSprite(DBloodActor* actor, GIBTYPE nGibType, DVector3* pPos, DVector3* p
if (!actor->insector())
return;
GIBLIST* pGib = &gibList[nGibType];
for (int i = 0; i < pGib->Kills; i++)
for (int i = 0; i < pGib->FXCount; i++)
{
GIBFX* pGibFX = &pGib->gibFX[i];
assert(pGibFX->chance > 0);
GibFX(actor, pGibFX, pPos, pVel);
}
for (int i = 0; i < pGib->atc; i++)
for (int i = 0; i < pGib->thingcount; i++)
{
GIBTHING* pGibThing = &pGib->at8[i];
GIBTHING* pGibThing = &pGib->things[i];
assert(pGibThing->chance > 0);
GibThing(actor, pGibThing, pPos, pVel);
}
@ -441,7 +441,7 @@ void GibSprite(DBloodActor* actor, GIBTYPE nGibType, DVector3* pPos, DVector3* p
void GibFX(walltype* pWall, GIBFX* pGFX, double ceilZ, const DVector3& spread, DVector3* pVel)
{
assert(pWall);
int nCount = ChanceToCount(pGFX->chance, pGFX->at9);
int nCount = ChanceToCount(pGFX->chance, pGFX->counts);
auto pSector = pWall->sectorp();
for (int i = 0; i < nCount; i++)
{
@ -452,13 +452,13 @@ void GibFX(walltype* pWall, GIBFX* pGFX, double ceilZ, const DVector3& spread, D
auto pGib = gFX.fxSpawnActor(pGFX->fxId, pSector, r);
if (pGib)
{
if (pGFX->at1 < 0)
if (pGFX->palcopy < 0)
pGib->spr.pal = pWall->pal;
if (!pVel)
{
pGib->vel.X = Random2F((pGFX->atd << 18) / 120);
pGib->vel.Y = Random2F((pGFX->atd << 18) / 120);
pGib->vel.Z = -Random2F((pGFX->at11 << 18) / 120);
pGib->vel.X = Random2F((pGFX->randxy << 18) / 120);
pGib->vel.Y = Random2F((pGFX->randxy << 18) / 120);
pGib->vel.Z = -Random2F((pGFX->randz << 18) / 120);
}
else
{
@ -498,8 +498,8 @@ void GibWall(walltype* pWall, GIBTYPE nGibType, DVector3* pVel)
center.Z = (ceilZ + floorZ) * 0.5;
GIBLIST* pGib = &gibList[nGibType];
sfxPlay3DSound(center, pGib->at10, pSector);
for (int i = 0; i < pGib->Kills; i++)
sfxPlay3DSound(center, pGib->sound, pSector);
for (int i = 0; i < pGib->FXCount; i++)
{
GIBFX* pGibFX = &pGib->gibFX[i];
assert(pGibFX->chance > 0);
@ -517,10 +517,10 @@ void gibPrecache()
{
for (int i = 0; i < kGibMax; i++)
{
auto const pThing = gibList[i].at8;
auto const pThing = gibList[i].things;
if (pThing)
{
for (int j = 0; j < gibList[i].atc; j++)
for (int j = 0; j < gibList[i].thingcount; j++)
{
if (pThing[j].textureID().isValid())
tilePrecacheTile(pThing[j].textureID(), -1, 0);