- eliminated DAMAGE function.

This commit is contained in:
Christoph Oelckers 2022-09-09 00:06:16 +02:00
parent 13c0455b0a
commit be1f510728
2 changed files with 5 additions and 17 deletions

View file

@ -202,16 +202,6 @@ constexpr int NORM_ANGLE(int ang) { return ((ang) & 2047); }
int StdRandomRange(int range);
// Distance macro - tx, ty, tmin are holding vars that must be declared in the routine
// that uses this macro
inline void DISTANCE(const DVector2& p1, const DVector2& p2, int& dist, int& tx, int& ty, int& tmin)
{
tx = int(abs(p2.X - p1.X) * worldtoint);
ty = int(abs(p2.Y - p1.Y) * worldtoint);
tmin = min(tx, ty);
dist = tx + ty - (tmin >> 1);
}
inline double GetSpriteSizeZ(const spritetypebase* sp)
{
return (tileHeight(sp->picnum) * sp->yrepeat) * REPEAT_SCALE;

View file

@ -5402,15 +5402,14 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
// if ndx does radius
if (d->radius > 0 && weapActor)
{
int dist,a,b,c;
int damage_per_pixel, damage_force, damage_amt;
DISTANCE(weapActor->spr.pos, actor->spr.pos,dist,a,b,c);
int dist = int((weapActor->spr.pos.XY() - actor->spr.pos.XY()).Length() * worldtoint);
// take off the box around the player or else you'll never get
// the max_damage;
dist -= ((int)actor->spr.clipdist)<<(2);
dist -= (((int)actor->spr.clipdist)<<(2));
if (dist < 0) dist = 0;
@ -18332,9 +18331,8 @@ DSWActor* QueueWallBlood(DSWActor* actor, DAngle bang)
int DoFloorBlood(DSWActor* actor)
{
const int FEET_IN_BLOOD_DIST = 300;
constexpr double FEET_IN_BLOOD_DIST = 18.75;
int dist, near_dist = FEET_IN_BLOOD_DIST, a,b,c;
short pnum;
PLAYER* pp;
short xsiz,ysiz;
@ -18369,9 +18367,9 @@ int DoFloorBlood(DSWActor* actor)
{
pp = &Player[pnum];
DISTANCE(actor->spr.pos, pp->pos, dist, a, b, c);
double dist = (actor->spr.pos.XY() - pp->pos.XY()).Length();
if (dist < near_dist)
if (dist < FEET_IN_BLOOD_DIST)
{
if (pp->NumFootPrints <= 0 || FootMode != BLOOD_FOOT)
{