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- renamed all nu-> in weapon.cpp.
This commit is contained in:
parent
13e14553eb
commit
d096eda3a9
1 changed files with 103 additions and 103 deletions
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@ -4100,7 +4100,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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hit_x, hit_y, hit_z, hit_ang, 0);
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nu = actorNew->u();
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switch (nu->ID)
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switch (actorNew->user.ID)
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{
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case ELECTRO_SHARD:
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shrap_xsize = 7;
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@ -4133,14 +4133,14 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang);
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}
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SET(nu->Flags, SPR_BOUNCE);
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SET(actorNew->user.Flags, SPR_BOUNCE);
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actorNew->spr.shade = int8_t(shrap_shade);
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actorNew->spr.xrepeat = uint8_t(shrap_xsize);
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actorNew->spr.yrepeat = uint8_t(shrap_ysize);
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actorNew->spr.clipdist = 16 >> 2;
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actorNew->spr.pal = nu->spal = uint8_t(shrap_pal);
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actorNew->spr.pal = actorNew->user.spal = uint8_t(shrap_pal);
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actorNew->spr.xvel = p->min_vel;
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actorNew->spr.xvel += RandomRange(p->max_vel - p->min_vel);
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@ -4150,17 +4150,17 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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// so add it in
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actorNew->spr.xvel += actor->spr.xvel;
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nu->ceiling_dist = nu->floor_dist = Z(2);
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nu->jump_speed = p->min_jspeed;
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nu->jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
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nu->jump_speed = -nu->jump_speed;
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actorNew->user.ceiling_dist = actorNew->user.floor_dist = Z(2);
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actorNew->user.jump_speed = p->min_jspeed;
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actorNew->user.jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
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actorNew->user.jump_speed = -actorNew->user.jump_speed;
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nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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// for FastShrap
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nu->zchange = labs(nu->jump_speed*4) - RandomRange(labs(nu->jump_speed)*8);
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nu->WaitTics = 64 + RANDOM_P2(32);
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actorNew->user.zchange = labs(actorNew->user.jump_speed*4) - RandomRange(labs(actorNew->user.jump_speed)*8);
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actorNew->user.WaitTics = 64 + RANDOM_P2(32);
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SET(u->Flags, SPR_BOUNCE);
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@ -8074,8 +8074,8 @@ int InitPlasmaFountain(DSWActor* wActor, DSWActor* sActor)
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actorNew->spr.yrepeat = 0;
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actorNew->spr.clipdist = 8>>2;
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nu->WaitTics = 120+60;
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nu->Radius = 50;
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actorNew->user.WaitTics = 120+60;
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actorNew->user.Radius = 50;
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return 0;
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}
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@ -8565,14 +8565,14 @@ int DoGrenade(DSWActor* actor)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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nu->zchange = u->zchange;
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actorNew->user.xchange = u->xchange;
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actorNew->user.ychange = u->ychange;
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actorNew->user.zchange = u->zchange;
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ScaleSpriteVector(actorNew, 22000);
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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}
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return false;
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@ -9348,12 +9348,12 @@ int DoLaser(DSWActor* actor)
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 16;
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actorNew->spr.yrepeat = 16;
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actorNew->spr.pal = nu->spal = PALETTE_RED_LIGHTING;
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actorNew->spr.pal = actorNew->user.spal = PALETTE_RED_LIGHTING;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = nu->ychange = nu->zchange = 0;
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actorNew->user.xchange = actorNew->user.ychange = actorNew->user.zchange = 0;
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}
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}
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}
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@ -9442,7 +9442,7 @@ int DoRail(DSWActor* actor)
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actorNew->spr.yvel += (RandomRange(140)-RandomRange(140));
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actorNew->spr.zvel += (RandomRange(140)-RandomRange(140));
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nu->RotNum = 5;
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actorNew->user.RotNum = 5;
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NewStateGroup(actorNew, sg_RailPuff);
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actorNew->spr.shade = -40;
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@ -9452,14 +9452,14 @@ int DoRail(DSWActor* actor)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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nu->zchange = u->zchange;
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actorNew->user.xchange = u->xchange;
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actorNew->user.ychange = u->ychange;
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actorNew->user.zchange = u->zchange;
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ScaleSpriteVector(actorNew, 1500);
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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}
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}
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}
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@ -9552,14 +9552,14 @@ int DoRocket(DSWActor* actor)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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nu->zchange = u->zchange;
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actorNew->user.xchange = u->xchange;
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actorNew->user.ychange = u->ychange;
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actorNew->user.zchange = u->zchange;
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ScaleSpriteVector(actorNew, 20000);
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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}
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return false;
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}
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@ -9654,14 +9654,14 @@ int DoMicro(DSWActor* actor)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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nu->zchange = u->zchange;
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actorNew->user.xchange = u->xchange;
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actorNew->user.ychange = u->ychange;
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actorNew->user.zchange = u->zchange;
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ScaleSpriteVector(actorNew, 20000);
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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// last smoke
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if ((u->WaitTics -= MISSILEMOVETICS) <= 0)
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@ -10004,26 +10004,26 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
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if (TEST(enemyActor->spr.extra, SPRX_BURNABLE))
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{
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int sizez = ActorSizeZ(enemyActor) + (ActorSizeZ(enemyActor) >> 2);
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nu->Counter = GetRepeatFromHeight(actorNew, sizez);
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actorNew->user.Counter = GetRepeatFromHeight(actorNew, sizez);
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}
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else
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{
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nu->Counter = GetRepeatFromHeight(actorNew, ActorSizeZ(enemyActor)>>1);
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actorNew->user.Counter = GetRepeatFromHeight(actorNew, ActorSizeZ(enemyActor)>>1);
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}
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}
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else
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{
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nu->Counter = 48; // max flame size
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actorNew->user.Counter = 48; // max flame size
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}
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SetOwner(GetOwner(actor), actorNew);
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actorNew->spr.shade = -40;
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actorNew->spr.pal = nu->spal = u->spal;
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actorNew->spr.pal = actorNew->user.spal = u->spal;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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//nu->Radius = DamageData[DMG_FIREBALL_FLAMES].radius;
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nu->Radius = 200;
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//actorNew->user.Radius = DamageData[DMG_FIREBALL_FLAMES].radius;
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actorNew->user.Radius = 200;
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if (enemyActor != nullptr)
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{
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@ -10037,10 +10037,10 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
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return;
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}
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nu->floor_dist = nu->ceiling_dist = 0;
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actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
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DoFindGround(actorNew);
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nu->jump_speed = 0;
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actorNew->user.jump_speed = 0;
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DoBeginJump(actorNew);
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}
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@ -10060,21 +10060,21 @@ int SpawnBreakFlames(DSWActor* actor)
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actorNew->spr.xrepeat = 16;
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actorNew->spr.yrepeat = 16;
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nu->Counter = 48; // max flame size
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actorNew->user.Counter = 48; // max flame size
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actorNew->spr.shade = -40;
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if (u)
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actorNew->spr.pal = nu->spal = u->spal;
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actorNew->spr.pal = actorNew->user.spal = u->spal;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->Radius = 200;
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actorNew->user.Radius = 200;
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nu->floor_dist = nu->ceiling_dist = 0;
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actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
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DoFindGround(actorNew);
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nu->jump_speed = 0;
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actorNew->user.jump_speed = 0;
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DoBeginJump(actorNew);
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PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
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@ -10103,11 +10103,11 @@ void SpawnBreakStaticFlames(DSWActor* actor)
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actorNew->spr.yrepeat = 32;
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actorNew->spr.shade = -40;
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actorNew->spr.pal = nu->spal = u->spal;
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actorNew->spr.pal = actorNew->user.spal = u->spal;
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->Radius = 200;
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nu->floor_dist = nu->ceiling_dist = 0;
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actorNew->user.Radius = 200;
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actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
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actorNew->spr.pos.Z = getflorzofslopeptr(actorNew->spr.sector(), actorNew->spr.pos.X, actorNew->spr.pos.Y);
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PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
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@ -11360,9 +11360,9 @@ int DoMirv(DSWActor* actor)
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nu = actorNew->u();
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nu->RotNum = 5;
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actorNew->user.RotNum = 5;
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NewStateGroup(actorNew, &sg_MirvMeteor[0]);
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nu->StateEnd = s_MirvMeteorExp;
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actorNew->user.StateEnd = s_MirvMeteorExp;
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SetOwner(actor, actorNew);
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actorNew->spr.shade = -40;
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@ -11372,17 +11372,17 @@ int DoMirv(DSWActor* actor)
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actorNew->spr.zvel = 0;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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nu->ceiling_dist = Z(16);
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nu->floor_dist = Z(16);
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nu->Dist = 200;
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//nu->Dist = 0;
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actorNew->user.ceiling_dist = Z(16);
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actorNew->user.floor_dist = Z(16);
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actorNew->user.Dist = 200;
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//actorNew->user.Dist = 0;
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nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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nu->zchange = actorNew->spr.zvel;
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel;
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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}
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}
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@ -11902,23 +11902,23 @@ int InitSerpRing(DSWActor* actor)
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actorNew->spr.pal = 0;
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actorNew->spr.pos.Z = ActorZOfTop(actor) - Z(20);
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nu->sz = Z(50);
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actorNew->user.sz = Z(50);
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// ang around the serp is now slide_ang
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nu->slide_ang = actorNew->spr.ang;
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actorNew->user.slide_ang = actorNew->spr.ang;
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// randomize the head turning angle
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actorNew->spr.ang = RANDOM_P2(2048<<5)>>5;
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// control direction of spinning
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FLIP(u->Flags, SPR_BOUNCE);
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SET(nu->Flags, TEST(u->Flags, SPR_BOUNCE));
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SET(actorNew->user.Flags, TEST(u->Flags, SPR_BOUNCE));
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nu->Dist = 600;
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nu->TargetDist = SERP_RING_DIST;
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nu->Counter2 = 0;
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actorNew->user.Dist = 600;
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actorNew->user.TargetDist = SERP_RING_DIST;
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actorNew->user.Counter2 = 0;
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nu->StateEnd = s_SkullExplode;
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nu->Rot = sg_SkullRing;
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actorNew->user.StateEnd = s_SkullExplode;
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actorNew->user.Rot = sg_SkullRing;
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// defaults do change the statnum
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EnemyDefaults(actorNew, nullptr, nullptr);
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@ -11926,10 +11926,10 @@ int InitSerpRing(DSWActor* actor)
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RESET(actorNew->spr.extra, SPRX_PLAYER_OR_ENEMY);
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actorNew->spr.clipdist = (128+64) >> 2;
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SET(nu->Flags, SPR_XFLIP_TOGGLE);
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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nu->Radius = 400;
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actorNew->user.Radius = 400;
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}
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return 0;
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}
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@ -12676,26 +12676,26 @@ int InitSumoSkull(DSWActor* actor)
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// control direction of spinning
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FLIP(u->Flags, SPR_BOUNCE);
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SET(nu->Flags, TEST(u->Flags, SPR_BOUNCE));
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SET(actorNew->user.Flags, TEST(u->Flags, SPR_BOUNCE));
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nu->StateEnd = s_SkullExplode;
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nu->Rot = sg_SkullWait;
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actorNew->user.StateEnd = s_SkullExplode;
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actorNew->user.Rot = sg_SkullWait;
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nu->Attrib = &SkullAttrib;
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actorNew->user.Attrib = &SkullAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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nu->Counter = RANDOM_P2(2048);
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nu->sz = actorNew->spr.pos.Z;
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nu->Health = 100;
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actorNew->user.Counter = RANDOM_P2(2048);
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actorNew->user.sz = actorNew->spr.pos.Z;
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actorNew->user.Health = 100;
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// defaults do change the statnum
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EnemyDefaults(actorNew, nullptr, nullptr);
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SET(actorNew->spr.extra, SPRX_PLAYER_OR_ENEMY);
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actorNew->spr.clipdist = (128+64) >> 2;
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SET(nu->Flags, SPR_XFLIP_TOGGLE);
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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nu->Radius = 400;
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actorNew->user.Radius = 400;
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return 0;
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}
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@ -14572,23 +14572,23 @@ int InitSerpSpell(DSWActor* actor)
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actorNew->spr.pos.Z = ActorZOfTop(actor);
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nu->RotNum = 5;
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actorNew->user.RotNum = 5;
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NewStateGroup(actorNew, &sg_SerpMeteor[0]);
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nu->StateEnd = s_MirvMeteorExp;
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actorNew->user.StateEnd = s_MirvMeteorExp;
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SetOwner(actor, actorNew);
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actorNew->spr.shade = -40;
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PlaySound(DIGI_SERPMAGICLAUNCH, actor, v3df_none);
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nu->spal = actorNew->spr.pal = 27; // Bright Green
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actorNew->user.spal = actorNew->spr.pal = 27; // Bright Green
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actorNew->spr.xrepeat = 64;
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actorNew->spr.yrepeat = 64;
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actorNew->spr.clipdist = 32L >> 2;
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actorNew->spr.zvel = 0;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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nu->ceiling_dist = Z(16);
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nu->floor_dist = Z(16);
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nu->Dist = 200;
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actorNew->user.ceiling_dist = Z(16);
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actorNew->user.floor_dist = Z(16);
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actorNew->user.Dist = 200;
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auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 1;
|
||||
|
@ -14604,15 +14604,15 @@ int InitSerpSpell(DSWActor* actor)
|
|||
|
||||
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + delta_ang[i]);
|
||||
|
||||
nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->zchange = actorNew->spr.zvel;
|
||||
actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->user.zchange = actorNew->spr.zvel;
|
||||
|
||||
MissileSetPos(actorNew, DoMirvMissile, 400);
|
||||
actor->spr.clipdist = oclipdist;
|
||||
|
||||
if (TEST(u->Flags, SPR_UNDERWATER))
|
||||
SET(nu->Flags, SPR_UNDERWATER);
|
||||
SET(actorNew->user.Flags, SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
@ -14677,12 +14677,12 @@ int InitSerpMonstSpell(DSWActor* actor)
|
|||
|
||||
nu = actorNew->u();
|
||||
|
||||
nu->spal = actorNew->spr.pal = 25; // Bright Red
|
||||
actorNew->user.spal = actorNew->spr.pal = 25; // Bright Red
|
||||
actorNew->spr.pos.Z = ActorZOfTop(actor);
|
||||
|
||||
nu->RotNum = 5;
|
||||
actorNew->user.RotNum = 5;
|
||||
NewStateGroup(actorNew, &sg_SerpMeteor[0]);
|
||||
nu->StateEnd = s_TeleportEffect2;
|
||||
actorNew->user.StateEnd = s_TeleportEffect2;
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.shade = -40;
|
||||
|
@ -14692,10 +14692,10 @@ int InitSerpMonstSpell(DSWActor* actor)
|
|||
actorNew->spr.zvel = 0;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
|
||||
nu->ceiling_dist = Z(16);
|
||||
nu->floor_dist = Z(16);
|
||||
actorNew->user.ceiling_dist = Z(16);
|
||||
actorNew->user.floor_dist = Z(16);
|
||||
|
||||
nu->Dist = 200;
|
||||
actorNew->user.Dist = 200;
|
||||
|
||||
auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 1;
|
||||
|
@ -14711,15 +14711,15 @@ int InitSerpMonstSpell(DSWActor* actor)
|
|||
|
||||
actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + delta_ang[i]);
|
||||
|
||||
nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->zchange = actorNew->spr.zvel;
|
||||
actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->user.zchange = actorNew->spr.zvel;
|
||||
|
||||
MissileSetPos(actorNew, DoMirvMissile, 400);
|
||||
actor->spr.clipdist = oclipdist;
|
||||
|
||||
if (TEST(u->Flags, SPR_UNDERWATER))
|
||||
SET(nu->Flags, SPR_UNDERWATER);
|
||||
SET(actorNew->user.Flags, SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
@ -17848,7 +17848,7 @@ int SpawnVehicleSmoke(DSWActor* actor)
|
|||
|
||||
nu = actorNew->u();
|
||||
|
||||
nu->WaitTics = 1*120;
|
||||
actorNew->user.WaitTics = 1*120;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
|
@ -17862,8 +17862,8 @@ int SpawnVehicleSmoke(DSWActor* actor)
|
|||
|
||||
actorNew->spr.ang = RANDOM_P2(2048);
|
||||
actorNew->spr.xvel = RANDOM_P2(32);
|
||||
nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
|
||||
|
||||
return false;
|
||||
|
@ -17879,7 +17879,7 @@ int SpawnSmokePuff(DSWActor* actor)
|
|||
|
||||
nu = actorNew->u();
|
||||
|
||||
nu->WaitTics = 1*120;
|
||||
actorNew->user.WaitTics = 1*120;
|
||||
actorNew->spr.shade = -40;
|
||||
actorNew->spr.xrepeat = 64;
|
||||
actorNew->spr.yrepeat = 64;
|
||||
|
@ -17893,8 +17893,8 @@ int SpawnSmokePuff(DSWActor* actor)
|
|||
|
||||
actorNew->spr.ang = RANDOM_P2(2048);
|
||||
actorNew->spr.xvel = RANDOM_P2(32);
|
||||
nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
|
||||
//actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
|
||||
actorNew->spr.zvel = Z(1) + RANDOM_P2(Z(2));
|
||||
|
||||
|
|
Loading…
Reference in a new issue