mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-16 16:51:08 +00:00
- SW: game.h cleanup
Turned almost all #defines into enums or inline functions, removed unused declarations and all leftover MONO_PRINT fragments elsewhere.
This commit is contained in:
parent
96396385e7
commit
c24aafd3d6
10 changed files with 90 additions and 144 deletions
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@ -823,13 +823,10 @@ int DoActorCantMoveCloser(DSWActor* actor)
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actor->user.ActorActionFunc = DoActorDecide;
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NewStateGroup(actor, actor->user.ActorActionSet->Run);
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//MONO_PRINT("Trying to get to the track point\n");
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}
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else
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{
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// Try to move closer
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//MONO_PRINT("Move Closer - Trying to move around\n");
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InitActorReposition(actor);
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}
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return 0;
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@ -1024,8 +1021,6 @@ int FindWanderTrack(DSWActor* actor)
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BIT(TT_OPERATE)
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};
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//MONO_PRINT("FindWanderTrack\n");
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for (i = 0; i < SIZ(WanderTracks); i++)
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{
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track = ActorFindTrack(actor, -1, WanderTracks[i], &point, &track_dir);
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@ -102,7 +102,7 @@ DAMAGE_ENTRY(DMG_VOMIT, nullptr, 5, 15, 0, -1, -1
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// inanimate objects
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DAMAGE_ENTRY(DMG_BLADE, nullptr, 10, 20, 0, -1, -1, -1)
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DAMAGE_ENTRY(MAX_WEAPONS, nullptr, 10, 20, 0, -1, -1, -1)
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DAMAGE_ENTRY(MAX_WEAPONDEF, nullptr, 10, 20, 0, -1, -1, -1)
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#undef DAMAGE_ENTRY
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#undef DAMAGE_ENTRY_WPN
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@ -1093,8 +1093,6 @@ void PrintSpriteInfo(PLAYERp pp)
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void DrawCrosshair(PLAYERp pp)
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{
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extern bool CameraTestMode;
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if (!(CameraTestMode))
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{
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::DrawCrosshair(2326, pp->actor->user.Health, -pp->angle.look_anghalf(smoothratio), TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
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@ -1167,9 +1165,6 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, sectortype** tsect, binan
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// new horiz to player
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*thoriz = q16horiz(clamp(-(zvect << 8), gi->playerHorizMin(), gi->playerHorizMax()));
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//DSPRINTF(ds,"xvect %d,yvect %d,zvect %d,thoriz %d",xvect,yvect,zvect,*thoriz.asbuild());
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MONO_PRINT(ds);
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*tang = ang;
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*tx = actor->spr.pos.X;
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*ty = actor->spr.pos.Y;
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@ -28,10 +28,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#define GAME_H
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#ifndef DEBUG
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#define DEBUG 0
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#endif
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#ifdef _MSC_VER
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#pragma warning(disable:4101) // there's too many of these... :(
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#endif
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@ -108,22 +104,13 @@ enum
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#define ASSERT assert
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#define MONO_PRINT(str)
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#define HEAP_CHECK()
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#define RANDOM_DEBUG 0
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int RandomRange(int);
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inline int RANDOM(void)
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{
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randomseed = ((randomseed * 21 + 1) & 65535);
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return randomseed;
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}
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#define MOD_P2(number,modby) ((number) & ((modby)-1))
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#define RANDOM_P2(pwr_of_2) (MOD_P2(RANDOM(),(pwr_of_2)))
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int RANDOM_P2(int pwr_of_2) { return (RANDOM() & (pwr_of_2 - 1)); }
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//
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// Map directions/degrees
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@ -250,16 +237,16 @@ inline int GetSpriteSizeToBottom(const spritetypebase* sp)
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// actual Z for TOS and BOS - handles both WYSIWYG and old style
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inline int GetSpriteZOfTop(const spritetypebase* sp)
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{
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return (TEST(sp->cstat, CSTAT_SPRITE_YCENTER) ?
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return (sp->cstat & CSTAT_SPRITE_YCENTER) ?
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sp->pos.Z - GetSpriteSizeToTop(sp) :
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sp->pos.Z - GetSpriteSizeZ(sp));
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sp->pos.Z - GetSpriteSizeZ(sp);
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}
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inline int GetSpriteZOfBottom(const spritetypebase* sp)
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{
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return (TEST(sp->cstat, CSTAT_SPRITE_YCENTER) ?
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return (sp->cstat & CSTAT_SPRITE_YCENTER) ?
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sp->pos.Z + GetSpriteSizeToBottom(sp) :
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sp->pos.Z);
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sp->pos.Z;
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}
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// mid and upper/lower sprite calculations
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@ -452,17 +439,18 @@ void QueueLoWangs(DSWActor*); // Weapon.c
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int SpawnShell(DSWActor* actor, int ShellNum); // JWeapon.c
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void UnlockKeyLock(short key_num, DSWActor* actor); // JSector.c
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#define MAX_PAIN 5
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enum
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{
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MAX_PAIN = 5,
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MAX_TAUNTAI = 33,
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MAX_GETSOUNDS = 5,
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MAX_YELLSOUNDS = 3,
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};
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extern int PlayerPainVocs[MAX_PAIN];
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extern int PlayerLowHealthPainVocs[MAX_PAIN];
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#define MAX_TAUNTAI 33
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extern int TauntAIVocs[MAX_TAUNTAI];
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#define MAX_GETSOUNDS 5
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extern int PlayerGetItemVocs[MAX_GETSOUNDS];
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#define MAX_YELLSOUNDS 3
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extern int PlayerYellVocs[MAX_YELLSOUNDS];
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void BossHealthMeter(void);
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@ -481,14 +469,16 @@ void BossHealthMeter(void);
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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#define MAX_WEAPONS_KEYS 10
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#define MAX_WEAPONS_EXTRA 4 // extra weapons like the two extra head attacks
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#define MAX_WEAPONS (MAX_WEAPONS_KEYS + MAX_WEAPONS_EXTRA)
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// weapons that not missile type sprites
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#define WPN_NM_LAVA (-8)
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#define WPN_NM_SECTOR_SQUISH (-9)
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enum
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{
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MAX_WEAPONS_KEYS = 10,
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MAX_WEAPONS_EXTRA = 4, // extra weapons like the two extra head attacks
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MAX_WEAPONS = (MAX_WEAPONS_KEYS + MAX_WEAPONS_EXTRA),
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// weapons that not missile type sprites
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WPN_NM_LAVA = (-8),
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WPN_NM_SECTOR_SQUISH = (-9),
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};
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//#define WEAP_ENTRY(id, init_func, damage_lo, damage_hi, radius)
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typedef struct
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@ -535,16 +525,16 @@ extern void (*InitWeapon[MAX_WEAPONS]) (PLAYERp);
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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#define MAX_SW_PLAYERS_SW (4)
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#define MAX_SW_PLAYERS_REG (8)
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enum
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{
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MAX_SW_PLAYERS_SW = (4),
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MAX_SW_PLAYERS_REG = (8)
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};
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#define MAX_SW_PLAYERS (SW_SHAREWARE ? MAX_SW_PLAYERS_SW : MAX_SW_PLAYERS_REG)
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extern int ThemeTrack[6]; // w
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extern FString ThemeSongs[6]; //
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#define MAX_EPISODE_NAME_LEN 24
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extern char EpisodeNames[3][MAX_EPISODE_NAME_LEN+2];
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enum
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{
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MAX_KEYS = 8,
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@ -586,8 +576,6 @@ enum
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};
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#define PACK 1
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extern bool CameraTestMode;
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enum PlayerDeathTypes
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@ -843,29 +831,34 @@ enum
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// Hit Points
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//
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#define HEALTH_RIPPER 70
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#define HEALTH_RIPPER2 200
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#define HEALTH_MOMMA_RIPPER 500
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#define HEALTH_NINJA 40
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#define HEALTH_RED_NINJA 160
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#define HEALTH_COOLIE 120
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#define HEALTH_COOLIE_GHOST 65
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#define HEALTH_SKEL_PRIEST 90
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#define HEALTH_GORO 200
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#define HEALTH_HORNET 4
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#define HEALTH_SKULL 4
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#define HEALTH_EEL 100
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#define HEALTH_SERP_GOD 3800
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enum
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{
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HEALTH_RIPPER = 70 ,
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HEALTH_RIPPER2 = 200 ,
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HEALTH_MOMMA_RIPPER = 500 ,
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HEALTH_NINJA = 40 ,
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HEALTH_RED_NINJA = 160 ,
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HEALTH_COOLIE = 120 ,
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HEALTH_COOLIE_GHOST = 65 ,
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HEALTH_SKEL_PRIEST = 90 ,
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HEALTH_GORO = 200 ,
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HEALTH_HORNET = 4 ,
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HEALTH_SKULL = 4 ,
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HEALTH_EEL = 100 ,
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HEALTH_SERP_GOD = 3800,
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};
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//
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// Action Set Structure
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//
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enum
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{
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MAX_ACTOR_CLOSE_ATTACK = 2,
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MAX_ACTOR_ATTACK = 6,
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};
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typedef struct
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{
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#define MAX_ACTOR_CLOSE_ATTACK 2
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#define MAX_ACTOR_ATTACK 6
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STATEp *Stand;
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STATEp *Run;
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STATEp *Jump;
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@ -931,12 +924,6 @@ using ROTATORp = ROTATOR*;
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struct USER
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{
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// C++'s default init rules suck, so we have to help it out a bit to do what we need (i.e. setting all POD members to 0.
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USER()
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{
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memset(&WallP, 0, sizeof(USER) - myoffsetof(USER, WallP));
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}
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void Clear()
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{
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rotator.Clear();
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@ -1337,8 +1324,6 @@ typedef struct
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int16_t TimeOut;
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} DOOR_AUTO_CLOSE, *DOOR_AUTO_CLOSEp;
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#define MAX_DOOR_AUTO_CLOSE 16
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typedef struct
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{
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int origx[17], origy[17];
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@ -1381,9 +1366,15 @@ struct SPRING_BOARD
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extern SPRING_BOARD SpringBoard[20];
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extern SWING Rotate[17];
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enum
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{
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MAX_DOOR_AUTO_CLOSE = 16,
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MAXANIM = 256
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};
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extern DOOR_AUTO_CLOSE DoorAutoClose[MAX_DOOR_AUTO_CLOSE];
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#define MAXANIM 256
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typedef void ANIM_CALLBACK (ANIMp, void *);
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typedef ANIM_CALLBACK *ANIM_CALLBACKp;
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typedef void *ANIM_DATAp;
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@ -1433,23 +1424,26 @@ typedef struct TRACK
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// Most track type flags are in tags.h
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// Regular track flags
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#define TF_TRACK_OCCUPIED BIT(0)
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typedef struct
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{
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uint8_t FromRange,ToRange,FromColor,ToColor;
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} COLOR_MAP, *COLOR_MAPp;
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#define MAX_TRACKS 100
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enum
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{
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TF_TRACK_OCCUPIED = BIT(0),
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MAX_TRACKS = 100,
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MAX_SO_SECTOR = 40,
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MAX_SO_POINTS = (MAX_SO_SECTOR*15),
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MAX_SO_SPRITE = 60,
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MAX_CLIPBOX = 32
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};
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extern TRACK Track[MAX_TRACKS];
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struct SECTOR_OBJECTstruct
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{
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#define MAX_SO_SECTOR 40
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#define MAX_SO_POINTS (MAX_SO_SECTOR*15)
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#define MAX_SO_SPRITE 60
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#define MAX_CLIPBOX 32
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soANIMATORp PreMoveAnimator;
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soANIMATORp PostMoveAnimator;
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@ -1720,8 +1714,11 @@ void CollectPortals();
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int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, int hit_y, int hit_z);
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#define FAF_PLACE_MIRROR_PIC 341
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#define FAF_MIRROR_PIC 2356
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enum
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{
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FAF_PLACE_MIRROR_PIC = 341,
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FAF_MIRROR_PIC = 2356
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};
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inline bool FAF_ConnectCeiling(sectortype* sect)
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{
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@ -1767,7 +1764,6 @@ enum SoundType
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void DoSoundSpotMatch(short match, short sound_num, short sound_type);
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#define ACTOR_GRAVITY 8
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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@ -1787,22 +1783,28 @@ extern bool ReloadPrompt;
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extern int lockspeed;
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// Various scattered constants
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enum
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{
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synctics = 3,
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ACTORMOVETICS = (synctics << 1),
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TICSPERMOVEMENT = synctics,
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ACTOR_GRAVITY = 8,
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// subtract value from clipdist on getzrange calls
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GETZRANGE_CLIP_ADJ = 8,
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STAT_DAMAGE_LIST_SIZE = 20,
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COLOR_PAIN = 128, // Light red range
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NTAG_SEARCH_LO = 1,
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NTAG_SEARCH_HI = 2,
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NTAG_SEARCH_LO_HI = 3,
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ANIM_SERP = 1,
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ANIM_SUMO =2,
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ANIM_ZILLA =3
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};
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// subtract value from clipdist on getzrange calls
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#define GETZRANGE_CLIP_ADJ 8
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// MULTIPLAYER
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// VARIABLES: (You should extern these in your game.c)
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/*
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extern short numplayers, myconnectindex;
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extern short connecthead, connectpoint2[MAXPLAYERS];
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*/
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extern int *lastpacket2clock;
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@ -1817,7 +1819,6 @@ extern int MoveSkip4, MoveSkip2, MoveSkip8;
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extern int MinEnemySkill;
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extern short screenpeek;
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#define STAT_DAMAGE_LIST_SIZE 20
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extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE];
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///////////////////////////////////////////////////////////////
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@ -1826,7 +1827,6 @@ extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE];
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//
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///////////////////////////////////////////////////////////////
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#define COLOR_PAIN 128 // Light red range
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extern void SetFadeAmt(PLAYERp pp, short damage, uint8_t startcolor);
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extern void DoPaletteFlash(PLAYERp pp);
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extern bool NightVision;
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@ -1905,10 +1905,6 @@ bool CanSeeWallMove(DSWActor* wp,int match); // wallmove.c
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void DoSpikeOperate(sectortype* sect); // spike.c
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void SetSpikeActive(DSWActor*); // spike.c
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#define NTAG_SEARCH_LO 1
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#define NTAG_SEARCH_HI 2
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#define NTAG_SEARCH_LO_HI 3
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DSWActor* insertActor(sectortype* sect, int statnum);
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void AudioUpdate(void); // stupid
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@ -1935,10 +1931,6 @@ extern int ChopTics;
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extern int Bunny_Count;
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#define ANIM_SERP 1
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#define ANIM_SUMO 2
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#define ANIM_ZILLA 3
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struct GameInterface : public ::GameInterface
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{
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const char* Name() override { return "ShadowWarrior"; }
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@ -1998,13 +1990,13 @@ BEGIN_SW_NS
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// OVER and UNDER water macros
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inline bool SectorIsDiveArea(sectortype* sect)
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{
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return (TEST(sect->extra, SECTFX_DIVE_AREA) ? true : false);
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return (sect->extra & SECTFX_DIVE_AREA) ? true : false;
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}
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inline bool SectorIsUnderwaterArea(sectortype* sect)
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{
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if (!sect) return false;
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return (TEST(sect->extra, SECTFX_UNDERWATER | SECTFX_UNDERWATER2) ? true : false);
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return (sect->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2)) ? true : false;
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}
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inline int PlayerFacingRange(PLAYERp pp, DSWActor* a, int range)
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@ -2133,12 +2125,12 @@ inline int GetRepeatFromHeight(DSWActor* sp, int zh)
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inline bool SpriteInDiveArea(DSWActor* a)
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{
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return (TEST(a->spr.sector()->extra, SECTFX_DIVE_AREA) ? true : false);
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return (a->spr.sector()->extra & SECTFX_DIVE_AREA) ? true : false;
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}
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inline bool SpriteInUnderwaterArea(DSWActor* a)
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{
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return (TEST(a->spr.sector()->extra, SECTFX_UNDERWATER | SECTFX_UNDERWATER2) ? true : false);
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return (a->spr.sector()->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2)) ? true : false;
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}
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@ -248,9 +248,6 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
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}
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else if (value <= -1000)
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{
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//DSPRINTF(ds,"value = %d\n",value);
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MONO_PRINT(ds);
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value += 1000;
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IsChem = true;
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}
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@ -1466,9 +1463,6 @@ void pStarRest(PANEL_SPRITEp psp)
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if (!WeaponOK(psp->PlayerP))
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return;
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// //DSPRINTF(ds,"StarFire");
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// MONO_PRINT(ds);
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DoPlayerChooseYell(psp->PlayerP);
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pSetState(psp, psp->ActionState);
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@ -6504,8 +6504,6 @@ void PlayerGlobal(PLAYERp pp)
|
|||
{
|
||||
if (!(pp->Flags & PF_DEAD))
|
||||
{
|
||||
////DSPRINTF(ds,"Squish diff %d, min %d, cz %d, fz %d, lo %d, hi %d",labs(pp->loz - pp->hiz)>>8,min_height>>8, pp->ceiling_dist>>8, pp->floor_dist>>8,pp->lo_sectp-sector,pp->hi_sectp-sector);
|
||||
//MONO_PRINT(ds);
|
||||
PlayerUpdateHealth(pp, -pp->actor->user.Health); // Make sure he dies!
|
||||
PlayerCheckDeath(pp, nullptr);
|
||||
|
||||
|
|
|
@ -142,9 +142,6 @@ void CorrectPrediction(int actualfifoplc)
|
|||
return;
|
||||
}
|
||||
|
||||
// //DSPRINTF(ds,"PREDICT ERROR: %ld %ld %ld %ld %ld %ld %ld %ld %ld %ld", predict->angle.ang.asbuild(), Player[myconnectindex].angle.ang.asbuild(), predict->x, Player[myconnectindex].posx, predict->y, Player[myconnectindex].posy, predict->z, Player[myconnectindex].posz, predict->horiz.asbuild(), Player[myconnectindex].horizon.horiz.asbuild()));
|
||||
// MONO_PRINT(ds);
|
||||
|
||||
InitPrediction(&Player[myconnectindex]);
|
||||
// puts the predicted pos back to actual pos
|
||||
predictmovefifoplc = movefifoplc;
|
||||
|
|
|
@ -2520,10 +2520,6 @@ void AnimDelete(int animtype, int animindex, DSWActor* animactor)
|
|||
|
||||
// move the last entry to the current one to free the last entry up
|
||||
Anim[j] = Anim[AnimCnt];
|
||||
|
||||
//DSPRINTF(ds, "Deleted a Anim");
|
||||
MONO_PRINT(ds);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -141,8 +141,6 @@ short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* tr
|
|||
// Skip if already someone on this track
|
||||
if (TEST(t->flags, TF_TRACK_OCCUPIED))
|
||||
{
|
||||
//DSPRINTF(ds,"occupied!");
|
||||
MONO_PRINT(ds);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -848,8 +846,6 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
switch (itActor->spr.statnum)
|
||||
{
|
||||
case STAT_WALL_MOVE:
|
||||
////DSPRINTF(ds,"Damage Wall attached ");
|
||||
//MONO_PRINT(ds);
|
||||
break;
|
||||
case STAT_DEFAULT:
|
||||
switch (itActor->spr.hitag)
|
||||
|
@ -2390,9 +2386,6 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
|
|||
sop->bob_sine_ndx = 0;
|
||||
sop->bob_amt = 0;
|
||||
|
||||
//DSPRINTF(ds,"dest sector %d",dest_sector);
|
||||
MONO_PRINT(ds);
|
||||
|
||||
for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++)
|
||||
{
|
||||
if (sop->sectp[i]->hasU() && TEST(sop->sectp[i]->flags, SECTFU_SO_DONT_SINK))
|
||||
|
@ -3363,7 +3356,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
|||
}
|
||||
auto wal = near.hitWall;
|
||||
|
||||
#if DEBUG
|
||||
#if 0
|
||||
if (!wal->twoSided())
|
||||
{
|
||||
I_Error("Take out white wall ladder x = %d, y = %d",wal->x, wal->y);
|
||||
|
|
|
@ -5212,9 +5212,6 @@ int ActorDamageSlide(DSWActor* actor, int damage, int ang)
|
|||
{
|
||||
slide_vel = (damage * 6) - (actor->user.MaxHealth);
|
||||
|
||||
//DSPRINTF(ds,"slide_vel = %ld",slide_vel);
|
||||
MONO_PRINT(ds);
|
||||
|
||||
if (slide_vel < -1000) slide_vel = -1000;
|
||||
slide_dec = 5;
|
||||
|
||||
|
@ -5890,7 +5887,6 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
|
|||
}
|
||||
else if (actor->user.PlayerP)
|
||||
{
|
||||
MONO_PRINT("Stat Hit Actor");
|
||||
// Is the player blocking?
|
||||
if (actor->user.PlayerP->WpnKungFuMove == 3)
|
||||
damage /= 3;
|
||||
|
@ -5905,7 +5901,6 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
|
|||
}
|
||||
else
|
||||
{
|
||||
MONO_PRINT("Star Hit Actor");
|
||||
ActorHealth(actor, damage);
|
||||
ActorPain(actor);
|
||||
ActorStdMissile(actor, weapActor);
|
||||
|
@ -6335,8 +6330,6 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
|
|||
|
||||
case BOLT_EXP:
|
||||
damage = GetDamage(actor, weapActor, DMG_BOLT_EXP);
|
||||
// //DSPRINTF(ds,"Damage Bolt: %d\n",damage);
|
||||
// MONO_PRINT(ds);
|
||||
if (actor->user.sop_parent)
|
||||
{
|
||||
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
|
||||
|
@ -6472,9 +6465,6 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
|
|||
|
||||
damage = GetDamage(actor, weapActor, DMG_MINE_EXP);
|
||||
|
||||
// //DSPRINTF(ds,"Damage Micro: %d\n",damage);
|
||||
// MONO_PRINT(ds);
|
||||
|
||||
if (actor->user.sop_parent)
|
||||
{
|
||||
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
|
||||
|
@ -18288,10 +18278,6 @@ int ShrapKillSprite(DSWActor* actor)
|
|||
|
||||
bool CheckBreakToughness(BREAK_INFOp break_info, int ID)
|
||||
{
|
||||
////DSPRINTF(ds,"CheckBreakToughness called with %d",ID);
|
||||
//CON_Message(ds);
|
||||
//MONO_PRINT(ds);
|
||||
|
||||
if (TEST(break_info->flags, BF_TOUGH))
|
||||
{
|
||||
switch (ID)
|
||||
|
|
Loading…
Reference in a new issue