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synced 2025-03-13 20:42:11 +00:00
- formatting only.
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parent
e3b8980ecd
commit
c54dd079fb
1 changed files with 42 additions and 19 deletions
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@ -6637,11 +6637,18 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, int objIndex, DBlood
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void useDataChanger(XSPRITE* pXSource, int objType, int objIndex) {
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auto objActor = &bloodActors[objIndex];
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spritetype* pSource = &sprite[pXSource->reference];
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switch (objType) {
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switch (objType)
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{
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case OBJ_SECTOR:
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if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767))
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setDataValueOfObject(objType, objIndex, nullptr, 1, pXSource->data1);
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@ -6666,6 +6673,12 @@ void useDataChanger(XSPRITE* pXSource, int objType, int objIndex) {
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void useSectorLigthChanger(XSPRITE* pXSource, XSECTOR* pXSector) {
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spritetype* pSource = &sprite[pXSource->reference];
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@ -6682,26 +6695,27 @@ void useSectorLigthChanger(XSPRITE* pXSource, XSECTOR* pXSector) {
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if (valueIsBetween(pXSource->data4, -1, 65535))
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pXSector->phase = ClipHigh(pXSource->data4, 255);
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if (pSource->flags) {
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if (pSource->flags != kModernTypeFlag1) {
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if (pSource->flags)
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{
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if (pSource->flags != kModernTypeFlag1)
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{
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pXSector->shadeAlways = (pSource->flags & 0x0001) ? true : false;
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pXSector->shadeFloor = (pSource->flags & 0x0002) ? true : false;
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pXSector->shadeCeiling = (pSource->flags & 0x0004) ? true : false;
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pXSector->shadeWalls = (pSource->flags & 0x0008) ? true : false;
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} else {
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}
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else
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{
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pXSector->shadeAlways = true;
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}
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}
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// add to shadeList if amplitude was set to 0 previously
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if (oldAmplitude != pXSector->amplitude && shadeCount < kMaxXSectors) {
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if (oldAmplitude != pXSector->amplitude && shadeCount < kMaxXSectors)
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{
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bool found = false;
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for (int i = 0; i < shadeCount; i++) {
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for (int i = 0; i < shadeCount; i++)
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{
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if (shadeList[i] != sector[pXSector->reference].extra) continue;
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found = true;
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break;
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@ -6712,11 +6726,18 @@ void useSectorLigthChanger(XSPRITE* pXSource, XSECTOR* pXSector) {
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) {
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if (!IsDudeSprite(pSprite) || pSprite->statnum != kStatDude) {
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switch (pSprite->type) { // can be dead dude turned in gib
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switch (pSprite->type) // can be dead dude turned in gib
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{
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// make current target and all other dudes not attack this dude anymore
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case kThingBloodBits:
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case kThingBloodChunks:
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@ -6728,18 +6749,17 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) {
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}
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//spritetype* pSource = &sprite[pXSource->reference];
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auto actor = &bloodActors[pSprite->index];
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XSPRITE* pXSprite = &xsprite[pSprite->extra];
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spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; int receiveHp = 33 + Random(33);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int matesPerEnemy = 1;
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// dude is burning?
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if (pXSprite->burnTime > 0 && spriRangeIsFine(pXSprite->burnSource)) {
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if (pXSprite->burnTime > 0 && spriRangeIsFine(pXSprite->burnSource))
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{
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if (IsBurningDude(pSprite)) return;
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else {
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else
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{
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spritetype* pBurnSource = &sprite[pXSprite->burnSource];
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if (pBurnSource->extra >= 0) {
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if (pXSource->data2 == 1 && pXSprite->rxID == xsprite[pBurnSource->extra].rxID) {
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@ -6761,12 +6781,15 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) {
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{
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auto pPlayer = &playeractor->s();
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auto actLeech = leechIsDropped(actor);
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if (pXSource->data4 == 3) {
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if (pXSource->data4 == 3)
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{
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aiSetTarget_(pXSprite, pSprite->x, pSprite->y, pSprite->z);
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aiSetGenIdleState(&bloodActors[pSprite->index]);
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if (pSprite->type == kDudeModernCustom && actLeech)
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removeLeech(actLeech);
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} else if (pXSource->data4 == 4) {
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}
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else if (pXSource->data4 == 4)
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{
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aiSetTarget_(pXSprite, pPlayer->x, pPlayer->y, pPlayer->z);
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if (pSprite->type == kDudeModernCustom && actLeech)
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removeLeech(actLeech);
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