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https://github.com/ZDoom/Raze.git
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- converted Ra.
This commit is contained in:
parent
d023f9633a
commit
bf1f87eff9
4 changed files with 38 additions and 35 deletions
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@ -366,11 +366,12 @@ void FuncQueen(int, int, int, int);
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struct RA
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{
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DExhumedActor* pActor;
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DExhumedActor* pTarget;
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short nAction;
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short nFrame;
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short nRun;
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short nSprite;
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short nTarget;
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short field_A;
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short field_C;
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short nPlayer;
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@ -434,7 +434,7 @@ void GameInterface::Ticker()
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sPlayerInput[nLocalPlayer].nAngle = localInput.avel;
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sPlayerInput[nLocalPlayer].pan = localInput.horz;
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Ra[nLocalPlayer].nTarget = besttarget;
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Ra[nLocalPlayer].pTarget = &exhumedActors[besttarget];
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lLocalCodes = 0;
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@ -404,7 +404,7 @@ void MoveWeapons(short nPlayer)
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{
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if (nWeapon == kWeaponRing)
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{
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if (Ra[nPlayer].nTarget == -1)
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if (Ra[nPlayer].pTarget == nullptr)
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break;
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Ra[nPlayer].nAction = 0;
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@ -43,8 +43,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, RA& w, RA* def)
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{
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arc ("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.nSprite)
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("target", w.nTarget)
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("sprite", w.pActor)
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("target", w.pTarget)
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("run", w.nRun)
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("ata", w.field_A)
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("atc", w.field_C)
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@ -63,22 +63,22 @@ void SerializeRa(FSerializer& arc)
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void FreeRa(short nPlayer)
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{
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int nRun = Ra[nPlayer].nRun;
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int nSprite = Ra[nPlayer].nSprite;
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auto pSprite = &sprite[nSprite];
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auto pActor = Ra[nPlayer].pActor;
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auto pSprite = &pActor->s();
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runlist_SubRunRec(nRun);
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runlist_DoSubRunRec(pSprite->owner);
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runlist_FreeRun(pSprite->lotag - 1);
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mydeletesprite(nSprite);
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DeleteActor(pActor);
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}
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void BuildRa(short nPlayer)
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{
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short nPlayerSprite = PlayerList[nPlayer].nSprite;
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int nSprite = insertsprite(sprite[nPlayerSprite].sectnum, 203);
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auto pSprite = &sprite[nSprite];
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auto pActor = insertActor(sprite[nPlayerSprite].sectnum, 203);
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auto pSprite = &pActor->s();
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pSprite->cstat = 0x8000;
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pSprite->xvel = 0;
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@ -97,10 +97,10 @@ void BuildRa(short nPlayer)
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// GrabTimeSlot(3);
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Ra[nPlayer].nSprite = nSprite;
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Ra[nPlayer].pActor = pActor;
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Ra[nPlayer].nRun = runlist_AddRunRec(NewRun, nPlayer, 0x210000);
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Ra[nPlayer].nTarget = -1;
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Ra[nPlayer].pTarget = nullptr;
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Ra[nPlayer].nFrame = 0;
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Ra[nPlayer].nAction = 0;
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Ra[nPlayer].field_C = 0;
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@ -114,16 +114,17 @@ void InitRa()
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void MoveRaToEnemy(short nPlayer)
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{
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short nTarget = Ra[nPlayer].nTarget;
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short nSprite = Ra[nPlayer].nSprite;
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auto pTarget = Ra[nPlayer].pTarget;
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auto pActor = Ra[nPlayer].pActor;
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short nAction = Ra[nPlayer].nAction;
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auto pSprite = &sprite[nSprite];
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auto pSprite = &pActor->s();
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if (nTarget != -1)
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if (pTarget)
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{
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if (!(sprite[nTarget].cstat & 0x101) || sprite[nTarget].sectnum == MAXSECTORS)
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auto pTargSprite = &pTarget->s();
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if (!(pTargSprite->cstat & 0x101) || pTargSprite->sectnum == MAXSECTORS)
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{
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Ra[nPlayer].nTarget = -1;
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Ra[nPlayer].pTarget = nullptr;
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if (nAction == 0 || nAction == 3) {
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return;
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}
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@ -134,8 +135,8 @@ void MoveRaToEnemy(short nPlayer)
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}
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else
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{
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if (pSprite->sectnum != sprite[nTarget].sectnum) {
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mychangespritesect(nSprite, sprite[nTarget].sectnum);
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if (pSprite->sectnum != pTargSprite->sectnum) {
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ChangeActorSect(pActor, pTargSprite->sectnum);
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}
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}
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}
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@ -153,15 +154,16 @@ void MoveRaToEnemy(short nPlayer)
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}
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pSprite->cstat = 0x8000;
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nTarget = PlayerList[nPlayer].nSprite;
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pTarget = PlayerList[nPlayer].Actor();
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}
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auto pTargSprite = &pTarget->s();
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pSprite->x = sprite[nTarget].x;
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pSprite->y = sprite[nTarget].y;
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pSprite->z = sprite[nTarget].z - GetSpriteHeight(nTarget);
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pSprite->x = pTargSprite->x;
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pSprite->y = pTargSprite->y;
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pSprite->z = pTargSprite->z - GetActorHeight(pTarget);
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if (pSprite->sectnum != sprite[nTarget].sectnum) {
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mychangespritesect(nSprite, sprite[nTarget].sectnum);
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if (pSprite->sectnum != pTargSprite->sectnum) {
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ChangeActorSect(pActor, pTargSprite->sectnum);
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}
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}
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@ -171,17 +173,17 @@ void AIRa::Tick(RunListEvent* ev)
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short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
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short nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
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short nSprite = Ra[nPlayer].nSprite;
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auto pSprite = &sprite[nSprite];
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auto pActor = Ra[nPlayer].pActor;
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auto pSprite = &pActor->s();
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bool bVal = false;
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Ra[nPlayer].nTarget = sPlayerInput[nPlayer].nTarget;
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Ra[nPlayer].pTarget = sPlayerInput[nPlayer].nTarget <= -1? nullptr : &exhumedActors[sPlayerInput[nPlayer].nTarget] ;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, Ra[nPlayer].nFrame);
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if (Ra[nPlayer].nAction)
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{
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seq_MoveSequence(nSprite, nSeq, Ra[nPlayer].nFrame);
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seq_MoveSequence(pActor, nSeq, Ra[nPlayer].nFrame);
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Ra[nPlayer].nFrame++;
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if (Ra[nPlayer].nFrame >= SeqSize[nSeq])
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@ -197,7 +199,7 @@ void AIRa::Tick(RunListEvent* ev)
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{
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MoveRaToEnemy(nPlayer);
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if (!Ra[nPlayer].field_C || Ra[nPlayer].nTarget <= -1)
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if (!Ra[nPlayer].field_C || Ra[nPlayer].pTarget == nullptr)
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{
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pSprite->cstat = 0x8000;
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}
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@ -241,7 +243,7 @@ void AIRa::Tick(RunListEvent* ev)
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}
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else
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{
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if (Ra[nPlayer].nFrame || Ra[nPlayer].nTarget <= -1)
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if (Ra[nPlayer].nFrame || Ra[nPlayer].pTarget == nullptr)
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{
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if (!bVal) {
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return;
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@ -254,9 +256,9 @@ void AIRa::Tick(RunListEvent* ev)
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{
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if (PlayerList[nPlayer].nAmmo[kWeaponRing] > 0)
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{
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runlist_DamageEnemy(Ra[nPlayer].nTarget, PlayerList[Ra[nPlayer].nPlayer].nSprite, BulletInfo[kWeaponRing].nDamage);
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runlist_DamageEnemy(Ra[nPlayer].pTarget, PlayerList[Ra[nPlayer].nPlayer].Actor(), BulletInfo[kWeaponRing].nDamage);
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AddAmmo(nPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
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SetQuake(nSprite, 100);
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SetQuake(pActor, 100);
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}
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else
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{
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