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- replaced changespritestat with ChangeActorStat in newstatus.
Like before, just one search / replace for all of this.
This commit is contained in:
parent
a789fe97af
commit
c62dff2606
2 changed files with 113 additions and 108 deletions
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@ -192,5 +192,9 @@ inline FSerializer& Serialize(FSerializer& arc, const char* keyname, DWHActor*&
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return arc;
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}
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inline void ChangeActorStat(DWHActor* actor, int newstat)
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{
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changespritestat(actor->GetSpriteIndex(), newstat);
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}
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END_SW_NS
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@ -136,32 +136,33 @@ void processobjs(PLAYER& plr) {
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}
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void newstatus(short sn, const int seq) {
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auto& spr = sprite[sn];
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auto actor = &whActors[sn];
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auto& spr = actor->s();
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switch (seq) {
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case AMBUSH:
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changespritestat(sn, AMBUSH);
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ChangeActorStat(actor, AMBUSH);
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break;
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case LAND:
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changespritestat(sn, LAND);
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ChangeActorStat(actor, LAND);
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break;
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case EVILSPIRIT:
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changespritestat(sn, EVILSPIRIT);
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ChangeActorStat(actor, EVILSPIRIT);
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spr.lotag = (short) (120 + (krand() & 64));
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break;
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case PATROL:
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changespritestat(sn, PATROL);
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ChangeActorStat(actor, PATROL);
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break;
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case WARPFX:
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changespritestat(sn, WARPFX);
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ChangeActorStat(actor, WARPFX);
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spr.lotag = 12;
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break;
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case NUKED:
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changespritestat(sn, NUKED);
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ChangeActorStat(actor, NUKED);
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if (!isWh2())
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spr.lotag = 24;
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break;
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case BROKENVASE:
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changespritestat(sn, BROKENVASE);
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ChangeActorStat(actor, BROKENVASE);
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switch (spr.picnum) {
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case VASEA:
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spritesound(S_GLASSBREAK1 + (krand() % 3), &spr);
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@ -197,47 +198,47 @@ void newstatus(short sn, const int seq) {
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spr.cstat &= ~3;
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break;
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case DRAIN:
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changespritestat(sn, DRAIN);
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ChangeActorStat(actor, DRAIN);
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spr.lotag = 24;
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spr.pal = 7;
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break;
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case ANIMLEVERDN:
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spritesound(S_PULLCHAIN1, &spr);
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spr.picnum = LEVERUP;
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changespritestat(sn, ANIMLEVERDN);
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ChangeActorStat(actor, ANIMLEVERDN);
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spr.lotag = 24;
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break;
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case ANIMLEVERUP:
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spritesound(S_PULLCHAIN1, &spr);
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spr.picnum = LEVERDOWN;
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changespritestat(sn, ANIMLEVERUP);
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ChangeActorStat(actor, ANIMLEVERUP);
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spr.lotag = 24;
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break;
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case SKULLPULLCHAIN1:
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case PULLTHECHAIN:
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spritesound(S_PULLCHAIN1, &spr);
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changespritestat(sn, PULLTHECHAIN);
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ChangeActorStat(actor, PULLTHECHAIN);
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SND_Sound(S_CHAIN1);
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spr.lotag = 24;
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break;
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case FROZEN:
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// JSA_NEW
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spritesound(S_FREEZE, &spr);
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changespritestat(sn, FROZEN);
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ChangeActorStat(actor, FROZEN);
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spr.lotag = 3600;
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break;
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case DEVILFIRE:
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changespritestat(sn, DEVILFIRE);
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ChangeActorStat(actor, DEVILFIRE);
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spr.lotag = (short) (krand() & 120 + 360);
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break;
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case DRIP:
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changespritestat(sn, DRIP);
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ChangeActorStat(actor, DRIP);
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break;
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case BLOOD:
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changespritestat(sn, BLOOD);
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ChangeActorStat(actor, BLOOD);
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break;
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case WAR:
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changespritestat(sn, WAR);
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ChangeActorStat(actor, WAR);
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break;
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case PAIN:
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spr.lotag = 36;
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@ -246,19 +247,19 @@ void newstatus(short sn, const int seq) {
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spr.lotag = 24;
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spritesound(S_GUARDIANPAIN1 + (krand() % 2), &spr);
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spr.picnum = DEMON - 1;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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break;
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case NEWGUYTYPE:
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spr.lotag = 24;
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spr.picnum = NEWGUYPAIN;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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spritesound(S_AGM_PAIN1, &spr);
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break;
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case KURTTYPE:
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spr.lotag = 24;
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spr.picnum = GONZOCSWPAIN;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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spritesound(S_GRONPAINA + (krand() % 3), &spr);
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break;
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@ -289,29 +290,29 @@ void newstatus(short sn, const int seq) {
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spritesound(S_GRONPAINA, &spr);
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break;
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default:
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changespritestat(sn, FLEE);
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ChangeActorStat(actor, FLEE);
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break;
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}
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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break;
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case KATIETYPE:
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spr.picnum = KATIEPAIN;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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break;
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case JUDYTYPE:
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spr.lotag = 24;
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spr.picnum = JUDY;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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break;
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case FATWITCHTYPE:
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spr.lotag = 24;
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spr.picnum = FATWITCHDIE;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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break;
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case SKULLYTYPE:
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spr.lotag = 24;
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spr.picnum = SKULLYDIE;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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break;
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case GUARDIANTYPE:
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spr.lotag = 24;
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@ -320,11 +321,11 @@ void newstatus(short sn, const int seq) {
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if(isWh2()) spr.picnum = GUARDIAN;
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else spr.picnum = GUARDIANCHAR;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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break;
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case GRONTYPE:
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spr.lotag = 24;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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spritesound(S_GRONPAINA + krand() % 3, &spr);
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if(spr.picnum == GRONHAL || spr.picnum == GRONHALATTACK)
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@ -336,17 +337,17 @@ void newstatus(short sn, const int seq) {
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break;
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case KOBOLDTYPE:
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spr.picnum = KOBOLDDIE;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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spritesound(S_KPAIN1 + (krand() % 2), &spr);
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break;
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case DEVILTYPE:
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spritesound(S_MPAIN1, &spr);
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spr.picnum = DEVILPAIN;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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break;
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case FREDTYPE:
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spr.picnum = FREDPAIN;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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// EG: Sounds for Fred (currently copied from ogre)
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spritesound(S_KPAIN1 + (rand() % 2), &spr);
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break;
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@ -355,57 +356,57 @@ void newstatus(short sn, const int seq) {
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if (isWh2() && (spr.picnum == IMP || spr.picnum == IMPATTACK)) {
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spr.lotag = 24;
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spr.picnum = IMPPAIN;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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} else {
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spr.picnum = GOBLINPAIN;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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spritesound(S_GOBPAIN1 + (krand() % 2), &spr);
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}
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break;
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case MINOTAURTYPE:
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spr.picnum = MINOTAURPAIN;
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changespritestat(sn, PAIN);
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ChangeActorStat(actor, PAIN);
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spritesound(S_MPAIN1, &spr);
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break;
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default:
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changespritestat(sn, FLEE);
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ChangeActorStat(actor, FLEE);
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break;
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}
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break;
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case FLOCKSPAWN:
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spr.lotag = 36;
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spr.extra = 10;
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changespritestat(sn, FLOCKSPAWN);
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ChangeActorStat(actor, FLOCKSPAWN);
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break;
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case FLOCK:
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spr.lotag = 128;
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spr.extra = 0;
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spr.pal = 0;
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changespritestat(sn, FLOCK);
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ChangeActorStat(actor, FLOCK);
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break;
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case FINDME:
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spr.lotag = 360;
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if (spr.picnum == RAT) {
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spr.ang = (short) (((krand() & 512 - 256) + spr.ang + 1024) & 2047); // NEW
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changespritestat(sn, FLEE);
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ChangeActorStat(actor, FLEE);
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} else
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changespritestat(sn, FINDME);
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ChangeActorStat(actor, FINDME);
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break;
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case SKIRMISH:
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spr.lotag = 60;
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if (spr.picnum == RAT) {
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spr.ang = (short) (((krand() & 512 - 256) + spr.ang + 1024) & 2047); // NEW
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changespritestat(sn, FLEE);
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ChangeActorStat(actor, FLEE);
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} else
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changespritestat(sn, SKIRMISH);
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ChangeActorStat(actor, SKIRMISH);
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break;
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case CHILL:
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spr.lotag = 60;
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changespritestat(sn, CHILL);
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ChangeActorStat(actor, CHILL);
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break;
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case WITCHSIT:
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spr.lotag = 12;
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changespritestat(sn, WITCHSIT);
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ChangeActorStat(actor, WITCHSIT);
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break;
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case DORMANT:
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spr.lotag = (short) (krand() & 2047 + 2047);
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@ -470,35 +471,35 @@ void newstatus(short sn, const int seq) {
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break;
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}
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changespritestat(sn, FLEE);
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ChangeActorStat(actor, FLEE);
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if (!isWh2() && spr.picnum == DEVILATTACK && spr.picnum == DEVIL)
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spr.lotag = (short) (120 + (krand() & 360));
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else
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spr.lotag = 60;
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break;
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case BOB:
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changespritestat(sn, BOB);
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ChangeActorStat(actor, BOB);
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break;
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case LIFTUP:
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if (soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, -1, CHAN_CART) == 0) {
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spritesound(S_CLUNK, &spr);
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spritesound(S_CHAIN1, &spr, 5, CHAN_CART);
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}
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changespritestat(sn, LIFTUP);
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ChangeActorStat(actor, LIFTUP);
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break;
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case LIFTDN:
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if (soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, -1, CHAN_CART) == 0) {
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spritesound(S_CLUNK, &spr);
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spritesound(S_CHAIN1, &spr, 5, CHAN_CART);
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}
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changespritestat(sn, LIFTDN);
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ChangeActorStat(actor, LIFTDN);
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break;
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case SHOVE:
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spr.lotag = 128;
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changespritestat(sn, SHOVE);
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ChangeActorStat(actor, SHOVE);
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break;
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case SHATTER:
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changespritestat(sn, SHATTER);
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ChangeActorStat(actor, SHATTER);
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switch (spr.picnum) {
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case FBARRELFALL:
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spr.picnum = FSHATTERBARREL;
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@ -506,20 +507,20 @@ void newstatus(short sn, const int seq) {
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}
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break;
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case YELL:
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changespritestat(sn, YELL);
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ChangeActorStat(actor, YELL);
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spr.lotag = 12;
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break;
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case ATTACK2: //WH1
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if(isWh2()) break;
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spr.lotag = 40;
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spr.cstat |= 1;
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changespritestat(sn, ATTACK2);
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ChangeActorStat(actor, ATTACK2);
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spr.picnum = DRAGONATTACK2;
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spritesound(S_DRAGON1 + (krand() % 3), &spr);
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case ATTACK:
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spr.lotag = 64;
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spr.cstat |= 1;
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changespritestat(sn, ATTACK);
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ChangeActorStat(actor, ATTACK);
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switch (spr.detail) {
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case NEWGUYTYPE:
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if (spr.extra > 20) {
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@ -643,17 +644,17 @@ void newstatus(short sn, const int seq) {
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}
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break;
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case FACE:
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changespritestat(sn, FACE);
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ChangeActorStat(actor, FACE);
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break;
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case STAND:
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changespritestat(sn, FACE);
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ChangeActorStat(actor, FACE);
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spr.lotag = 0;
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break;
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case CHASE:
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if (spr.picnum == RAT)
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changespritestat(sn, FLEE);
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ChangeActorStat(actor, FLEE);
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else
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changespritestat(sn, CHASE);
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ChangeActorStat(actor, CHASE);
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spr.lotag = 256;
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switch (spr.detail) {
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case NEWGUYTYPE:
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@ -754,10 +755,10 @@ void newstatus(short sn, const int seq) {
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}
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break;
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case MISSILE:
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changespritestat(sn, MISSILE);
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ChangeActorStat(actor, MISSILE);
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break;
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case CAST:
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changespritestat(sn, CAST);
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ChangeActorStat(actor, CAST);
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spr.lotag = 12;
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if(spr.picnum == GRONHALATTACK
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@ -768,7 +769,7 @@ void newstatus(short sn, const int seq) {
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spr.lotag = 36;
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break;
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case FX:
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changespritestat(sn, FX);
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ChangeActorStat(actor, FX);
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break;
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case DIE:
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if(spr.statnum == DIE || spr.statnum == DEAD) //already dying
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@ -942,7 +943,7 @@ void newstatus(short sn, const int seq) {
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spr.picnum = WILLOWEXPLO;
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break;
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}
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changespritestat(sn, DIE);
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ChangeActorStat(actor, DIE);
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break;
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case RESURECT:
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@ -950,37 +951,37 @@ void newstatus(short sn, const int seq) {
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switch (spr.picnum) {
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case GONZOBSHDEAD:
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spr.cstat &= ~3;
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changespritestat(sn, RESURECT);
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ChangeActorStat(actor, RESURECT);
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addscore(aiGetPlayerTarget(sn), 85);
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spr.detail = GONZOTYPE;
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break;
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case NEWGUYDEAD:
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spr.cstat &= ~3;
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changespritestat(sn, RESURECT);
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ChangeActorStat(actor, RESURECT);
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addscore(aiGetPlayerTarget(sn), 55);
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spr.detail = NEWGUYTYPE;
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break;
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case GONZOCSWDEAD:
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spr.cstat &= ~3;
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changespritestat(sn, RESURECT);
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ChangeActorStat(actor, RESURECT);
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addscore(aiGetPlayerTarget(sn), 55);
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spr.detail = GONZOTYPE;
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break;
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case GONZOGSWDEAD:
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spr.cstat &= ~3;
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changespritestat(sn, RESURECT);
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ChangeActorStat(actor, RESURECT);
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addscore(aiGetPlayerTarget(sn), 105);
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spr.detail = GONZOTYPE;
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break;
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case GONZOGHMDEAD:
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spr.cstat &= ~3;
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changespritestat(sn, RESURECT);
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ChangeActorStat(actor, RESURECT);
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addscore(aiGetPlayerTarget(sn), 100);
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spr.detail = GONZOTYPE;
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break;
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case GONZOGSHDEAD:
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spr.cstat &= ~3;
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changespritestat(sn, RESURECT);
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ChangeActorStat(actor, RESURECT);
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addscore(aiGetPlayerTarget(sn), 110);
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spr.detail = GONZOTYPE;
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break;
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@ -988,7 +989,7 @@ void newstatus(short sn, const int seq) {
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trailingsmoke(sn, true);
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spr.picnum = KATIEDEAD;
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spr.cstat &= ~3;
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changespritestat(sn, RESURECT);
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ChangeActorStat(actor, RESURECT);
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spawnhornskull(sn);
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addscore(aiGetPlayerTarget(sn), 5000);
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spr.detail = KATIETYPE;
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@ -997,21 +998,21 @@ void newstatus(short sn, const int seq) {
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trailingsmoke(sn, true);
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spr.picnum = DEVILDEAD;
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spr.cstat &= ~3;
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changespritestat(sn, RESURECT);
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ChangeActorStat(actor, RESURECT);
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addscore(aiGetPlayerTarget(sn), 70);
|
||||
spr.detail = DEVILTYPE;
|
||||
break;
|
||||
case IMPDEAD:
|
||||
spr.picnum = IMPDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
addscore(aiGetPlayerTarget(sn), 115);
|
||||
spr.detail = IMPTYPE;
|
||||
break;
|
||||
case KOBOLDDEAD:
|
||||
spr.picnum = KOBOLDDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
spr.detail = KOBOLDTYPE;
|
||||
if(isWh2()) {
|
||||
switch (spr.pal) {
|
||||
|
@ -1032,56 +1033,56 @@ void newstatus(short sn, const int seq) {
|
|||
case DRAGONDEAD:
|
||||
spr.picnum = DRAGONDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
addscore(aiGetPlayerTarget(sn), 4000);
|
||||
spr.detail = DRAGONTYPE;
|
||||
break;
|
||||
case FREDDEAD:
|
||||
spr.picnum = FREDDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
addscore(aiGetPlayerTarget(sn), 40);
|
||||
spr.detail = FREDTYPE;
|
||||
break;
|
||||
case GOBLINDEAD:
|
||||
spr.picnum = GOBLINDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
addscore(aiGetPlayerTarget(sn), 25);
|
||||
spr.detail = GOBLINTYPE;
|
||||
break;
|
||||
case MINOTAURDEAD:
|
||||
spr.picnum = MINOTAURDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
addscore(aiGetPlayerTarget(sn), isWh2() ? 95 : 170);
|
||||
spr.detail = MINOTAURTYPE;
|
||||
break;
|
||||
case SPIDERDEAD:
|
||||
spr.picnum = SPIDERDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
addscore(aiGetPlayerTarget(sn), 5);
|
||||
spr.detail = SPIDERTYPE;
|
||||
break;
|
||||
case SKULLYDEAD:
|
||||
spr.picnum = SKULLYDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
addscore(aiGetPlayerTarget(sn), 1000);
|
||||
spr.detail = SKULLYTYPE;
|
||||
break;
|
||||
case FATWITCHDEAD:
|
||||
spr.picnum = FATWITCHDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
addscore(aiGetPlayerTarget(sn), 900);
|
||||
spr.detail = FATWITCHTYPE;
|
||||
break;
|
||||
case JUDYDEAD:
|
||||
spr.picnum = JUDYDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
addscore(aiGetPlayerTarget(sn), 7000);
|
||||
spr.detail = JUDYTYPE;
|
||||
break;
|
||||
|
@ -1089,7 +1090,7 @@ void newstatus(short sn, const int seq) {
|
|||
if(spr.picnum == SKELETONDEAD) {
|
||||
spr.picnum = SKELETONDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
spr.detail = SKELETONTYPE;
|
||||
addscore(aiGetPlayerTarget(sn), isWh2() ? 20 : 10);
|
||||
} else if(spr.picnum == GRONDEAD) {
|
||||
|
@ -1097,7 +1098,7 @@ void newstatus(short sn, const int seq) {
|
|||
spr.cstat &= ~3;
|
||||
spr.extra = 3;
|
||||
spr.detail = GRONTYPE;
|
||||
changespritestat(sn, RESURECT);
|
||||
ChangeActorStat(actor, RESURECT);
|
||||
if(isWh2()) {
|
||||
switch (spr.pal) {
|
||||
case 0:
|
||||
|
@ -1124,19 +1125,19 @@ void newstatus(short sn, const int seq) {
|
|||
if(spr.picnum == SKELETONDEAD) {
|
||||
spr.picnum = SKELETONDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
if(isWh2()) {
|
||||
addscore(aiGetPlayerTarget(sn), 70);
|
||||
monsterweapon(sn);
|
||||
}
|
||||
} else if(spr.picnum == FISH || spr.picnum == RAT) {
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), 5);
|
||||
} else if(spr.picnum == GRONDEAD) {
|
||||
spr.picnum = GRONDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
if(isWh2()) {
|
||||
switch (spr.pal) {
|
||||
case 0:
|
||||
|
@ -1164,12 +1165,12 @@ void newstatus(short sn, const int seq) {
|
|||
}
|
||||
spr.picnum = GONZOBSHDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
if (spr.pal == 4) {
|
||||
changespritestat(sn, SHADE);
|
||||
ChangeActorStat(actor, SHADE);
|
||||
deaddude(sn);
|
||||
} else {
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
if (spr.shade < 25)
|
||||
monsterweapon(sn);
|
||||
}
|
||||
|
@ -1182,10 +1183,10 @@ void newstatus(short sn, const int seq) {
|
|||
spr.picnum = GONZOCSWDEAD;
|
||||
spr.cstat &= ~3;
|
||||
if (spr.pal == 4) {
|
||||
changespritestat(sn, SHADE);
|
||||
ChangeActorStat(actor, SHADE);
|
||||
deaddude(sn);
|
||||
} else {
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
monsterweapon(sn);
|
||||
}
|
||||
addscore(aiGetPlayerTarget(sn), 55);
|
||||
|
@ -1197,10 +1198,10 @@ void newstatus(short sn, const int seq) {
|
|||
spr.picnum = GONZOGSWDEAD;
|
||||
spr.cstat &= ~3;
|
||||
if (spr.pal == 4) {
|
||||
changespritestat(sn, SHADE);
|
||||
ChangeActorStat(actor, SHADE);
|
||||
deaddude(sn);
|
||||
} else {
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
monsterweapon(sn);
|
||||
}
|
||||
addscore(aiGetPlayerTarget(sn), 105);
|
||||
|
@ -1212,10 +1213,10 @@ void newstatus(short sn, const int seq) {
|
|||
spr.picnum = GONZOGHMDEAD;
|
||||
spr.cstat &= ~3;
|
||||
if (spr.pal == 4) {
|
||||
changespritestat(sn, SHADE);
|
||||
ChangeActorStat(actor, SHADE);
|
||||
deaddude(sn);
|
||||
} else {
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
monsterweapon(sn);
|
||||
}
|
||||
addscore(aiGetPlayerTarget(sn), 100);
|
||||
|
@ -1226,7 +1227,7 @@ void newstatus(short sn, const int seq) {
|
|||
}
|
||||
spr.picnum = NEWGUYDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
monsterweapon(sn);
|
||||
addscore(aiGetPlayerTarget(sn), 50);
|
||||
break;
|
||||
|
@ -1239,10 +1240,10 @@ void newstatus(short sn, const int seq) {
|
|||
spr.cstat &= ~3;
|
||||
else spr.cstat &= ~1;
|
||||
if (spr.pal == 4) {
|
||||
changespritestat(sn, SHADE);
|
||||
ChangeActorStat(actor, SHADE);
|
||||
deaddude(sn);
|
||||
} else {
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
monsterweapon(sn);
|
||||
}
|
||||
addscore(aiGetPlayerTarget(sn), 110);
|
||||
|
@ -1254,7 +1255,7 @@ void newstatus(short sn, const int seq) {
|
|||
trailingsmoke(sn, true);
|
||||
spr.picnum = DEVILDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
spawnhornskull(sn);
|
||||
addscore(aiGetPlayerTarget(sn), 500);
|
||||
break;
|
||||
|
@ -1263,27 +1264,27 @@ void newstatus(short sn, const int seq) {
|
|||
break;
|
||||
spr.picnum = IMPDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), 115);
|
||||
monsterweapon(sn);
|
||||
break;
|
||||
case KOBOLDDEAD:
|
||||
spr.picnum = KOBOLDDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), 10);
|
||||
break;
|
||||
case DRAGONDEAD:
|
||||
spr.picnum = DRAGONDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), 4000);
|
||||
break;
|
||||
case DEVILDEAD:
|
||||
trailingsmoke(sn, true);
|
||||
spr.picnum = DEVILDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), isWh2() ? 70 : 50);
|
||||
if(isWh2())
|
||||
monsterweapon(sn);
|
||||
|
@ -1291,13 +1292,13 @@ void newstatus(short sn, const int seq) {
|
|||
case FREDDEAD:
|
||||
spr.picnum = FREDDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), 40);
|
||||
break;
|
||||
case GOBLINDEAD:
|
||||
spr.picnum = GOBLINDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), 25);
|
||||
if ((rand() % 100) > 60)
|
||||
monsterweapon(sn);
|
||||
|
@ -1305,7 +1306,7 @@ void newstatus(short sn, const int seq) {
|
|||
case MINOTAURDEAD:
|
||||
spr.picnum = MINOTAURDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), isWh2() ? 95 : 70);
|
||||
if ((rand() % 100) > 60)
|
||||
monsterweapon(sn);
|
||||
|
@ -1313,32 +1314,32 @@ void newstatus(short sn, const int seq) {
|
|||
case SPIDERDEAD:
|
||||
spr.picnum = SPIDERDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), 5);
|
||||
break;
|
||||
case SKULLYDEAD:
|
||||
spr.picnum = SKULLYDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), 100);
|
||||
break;
|
||||
case FATWITCHDEAD:
|
||||
spr.picnum = FATWITCHDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
addscore(aiGetPlayerTarget(sn), 900);
|
||||
break;
|
||||
case JUDYDEAD:
|
||||
spr.picnum = JUDYDEAD;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, DEAD);
|
||||
ChangeActorStat(actor, DEAD);
|
||||
spawnapentagram(sn);
|
||||
addscore(aiGetPlayerTarget(sn), 7000);
|
||||
break;
|
||||
case WILLOWEXPLO + 2:
|
||||
spr.pal = 0;
|
||||
spr.cstat &= ~3;
|
||||
changespritestat(sn, (short) 0);
|
||||
ChangeActorStat(actor, (short) 0);
|
||||
deletesprite(sn);
|
||||
addscore(aiGetPlayerTarget(sn), isWh2() ? 15 : 150);
|
||||
return;
|
||||
|
|
Loading…
Reference in a new issue