- SpawnVis

This commit is contained in:
Christoph Oelckers 2021-11-25 18:30:10 +01:00
parent 1457cf2c0d
commit c4f29772ae
4 changed files with 27 additions and 27 deletions

View file

@ -43,7 +43,7 @@ DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
void ProcessVisOn(void);
void VisViewChange(PLAYERp pp, int* vis);
void SpawnVis(DSWActor* Parent, short sectnum, int x, int y, int z, int amt);
void SpawnVis(DSWActor* Parent, sectortype* sect, int x, int y, int z, int amt);
enum TriggerType { TRIGGER_TYPE_REMOTE_SO };

View file

@ -2345,7 +2345,7 @@ pUziFire(PANEL_SPRITEp psp)
}
else
{
SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 32);
SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 32);
if (!WeaponOK(psp->PlayerP))
return;
@ -3005,7 +3005,7 @@ pShotgunAction(PANEL_SPRITEp psp)
void
pShotgunFire(PANEL_SPRITEp psp)
{
SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 32);
SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 32);
InitShotgun(psp->PlayerP);
//SpawnShotgunShell(psp);
}
@ -3376,7 +3376,7 @@ pRailAction(PANEL_SPRITEp psp)
void
pRailFire(PANEL_SPRITEp psp)
{
SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 16);
SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 16);
InitRail(psp->PlayerP);
}
@ -3780,15 +3780,15 @@ pHotheadAttack(PANEL_SPRITEp psp)
switch (psp->PlayerP->WpnFlameType)
{
case 0:
SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 32);
SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 32);
InitFireball(psp->PlayerP);
break;
case 1:
SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 20);
SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 20);
InitSpellRing(psp->PlayerP);
break;
case 2:
SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 16);
SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 16);
InitSpellNapalm(psp->PlayerP);
break;
}
@ -4331,7 +4331,7 @@ pMicroAction(PANEL_SPRITEp psp)
void
pMicroFire(PANEL_SPRITEp psp)
{
SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 20);
SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 20);
switch (psp->PlayerP->WpnRocketType)
{
case 0:
@ -5151,7 +5151,7 @@ pGrenadeAction(PANEL_SPRITEp psp)
void
pGrenadeFire(PANEL_SPRITEp psp)
{
SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 32);
SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 32);
InitGrenade(psp->PlayerP);
}

View file

@ -127,7 +127,7 @@ void VisViewChange(PLAYERp pp, int *vis)
*vis = BrightestVis;
}
void SpawnVis(DSWActor* parentActor, short sectnum, int x, int y, int z, int amt)
void SpawnVis(DSWActor* parentActor, sectortype* sect, int x, int y, int z, int amt)
{
SPRITEp sp;
if (parentActor != nullptr)
@ -167,10 +167,10 @@ void SpawnVis(DSWActor* parentActor, short sectnum, int x, int y, int z, int amt
}
else
{
if (sector[sectnum].floorpal == PALETTE_FOG)
if (sect->floorpal == PALETTE_FOG)
return;
auto actorNew = InsertActor(sectnum, STAT_VIS_ON);
auto actorNew = InsertActor(sect, STAT_VIS_ON);
sp = &actorNew->s();
sp->x = x;

View file

@ -10385,7 +10385,7 @@ void SpawnBoltExp(DSWActor* actor)
DoExpDamageTest(expActor);
SetExpQuake(actor); // !JIM! made rocket launcher shake things
SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
}
int SpawnBunnyExp(DSWActor* actor)
@ -10441,7 +10441,7 @@ void SpawnTankShellExp(DSWActor* actor)
SpawnExpZadjust(actor, expActor, Z(40), Z(40));
DoExpDamageTest(expActor);
SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
}
@ -10651,7 +10651,7 @@ void SpawnMicroExp(DSWActor* actor)
//
SpawnExpZadjust(actor, expActor, Z(20), Z(20));
SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
}
void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)
@ -10865,7 +10865,7 @@ void SpawnGrenadeExp(DSWActor* actor)
DoExpDamageTest(expActor);
SetExpQuake(expActor);
SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 0);
SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 0);
}
void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int lower_zsize)
@ -10950,7 +10950,7 @@ void SpawnMineExp(DSWActor* actor)
//
SpawnExpZadjust(actor, expActor, Z(100), Z(20));
SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
SetExpQuake(expActor);
}
@ -11003,7 +11003,7 @@ DSWActor* SpawnSectorExp(DSWActor* actor)
DoExpDamageTest(expActor);
SetExpQuake(expActor);
SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
return expActor;
}
@ -11036,7 +11036,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor)
// Should not cause other sectors to explode
DoExpDamageTest(expActor);
SetExpQuake(expActor);
SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
return expActor;
}
@ -11109,7 +11109,7 @@ void SpawnLittleExp(DSWActor* actor)
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->Radius = DamageData[DMG_BASIC_EXP].radius;
DoExpDamageTest(expActor);
SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
}
int DoFireball(DSWActor* actor)
@ -16841,7 +16841,7 @@ int InitSobjGun(PLAYERp pp)
{
case 32:
case 0:
SpawnVis(actor, -1, -1, -1, -1, 8);
SpawnVis(actor, nullptr, -1, -1, -1, 8);
SpawnBigGunFlames(actor, pp->Actor(), pp->sop, false);
SetGunQuake(actor);
InitTankShell(actor, pp);
@ -16851,7 +16851,7 @@ int InitSobjGun(PLAYERp pp)
pp->FirePause = SP_TAG5(sp);
break;
case 1:
SpawnVis(actor, -1, -1, -1, -1, 32);
SpawnVis(actor, nullptr, -1, -1, -1, 32);
SpawnBigGunFlames(actor, pp->Actor(), pp->sop, true);
InitSobjMachineGun(actor, pp);
if (!SP_TAG5(sp))
@ -16861,7 +16861,7 @@ int InitSobjGun(PLAYERp pp)
break;
case 2:
if (SW_SHAREWARE) break;
SpawnVis(actor, -1, -1, -1, -1, 32);
SpawnVis(actor, nullptr, -1, -1, -1, 32);
InitTurretLaser(actor, pp);
if (!SP_TAG5(sp))
pp->FirePause = 120;
@ -16870,7 +16870,7 @@ int InitSobjGun(PLAYERp pp)
break;
case 3:
if (SW_SHAREWARE) break;
SpawnVis(actor, -1, -1, -1, -1, 32);
SpawnVis(actor, nullptr, -1, -1, -1, 32);
InitTurretRail(actor, pp);
if (!SP_TAG5(sp))
pp->FirePause = 120;
@ -16879,7 +16879,7 @@ int InitSobjGun(PLAYERp pp)
break;
case 4:
if (SW_SHAREWARE) break;
SpawnVis(actor, -1, -1, -1, -1, 32);
SpawnVis(actor, nullptr, -1, -1, -1, 32);
InitTurretFireball(actor, pp);
if (!SP_TAG5(sp))
pp->FirePause = 20;
@ -16888,7 +16888,7 @@ int InitSobjGun(PLAYERp pp)
break;
case 5:
if (SW_SHAREWARE) break;
SpawnVis(actor, -1, -1, -1, -1, 32);
SpawnVis(actor, nullptr, -1, -1, -1, 32);
InitTurretRocket(actor, pp);
if (!SP_TAG5(sp))
pp->FirePause = 100;
@ -16897,7 +16897,7 @@ int InitSobjGun(PLAYERp pp)
break;
case 6:
if (SW_SHAREWARE) break;
SpawnVis(actor, -1, -1, -1, -1, 32);
SpawnVis(actor, nullptr, -1, -1, -1, 32);
InitTurretMicro(actor, pp);
if (!SP_TAG5(sp))
pp->FirePause = 100;