mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- second large batch of NewStateGroup calls.
This commit is contained in:
parent
02031c77d0
commit
d60d3cd307
5 changed files with 61 additions and 57 deletions
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@ -1234,7 +1234,7 @@ void BunnyHatch(short Weapon)
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nu->ShellNum = 0; // Not Pregnant right now
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NewStateGroup_(New, nu->ActorActionSet->Jump);
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NewStateGroup(actorNew, nu->ActorActionSet->Jump);
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nu->ActorActionFunc = DoActorMoveJump;
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DoActorSetSpeed(actorNew, FAST_SPEED);
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PickJumpMaxSpeed(New, -600);
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@ -1292,7 +1292,7 @@ int BunnyHatch2(short Weapon)
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nu->ShellNum = 0; // Not Pregnant right now
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NewStateGroup_(New, nu->ActorActionSet->Jump);
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NewStateGroup(actorNew, nu->ActorActionSet->Jump);
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nu->ActorActionFunc = DoActorMoveJump;
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DoActorSetSpeed(actorNew, FAST_SPEED);
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if (TEST_BOOL3(wp))
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@ -1385,7 +1385,7 @@ DoBunnyMove(DSWActor* actor)
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case 3562:
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case 3563:
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case 3564:
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NewStateGroup_(SpriteNum,sg_BunnyStand);
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NewStateGroup(actor,sg_BunnyStand);
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break;
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default:
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sp->ang = NORM_ANGLE(RandomRange(2048 << 6) >> 6);
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@ -1453,10 +1453,10 @@ DoBunnyEat(DSWActor* actor)
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case 3563:
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case 3564:
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if (RandomRange(1000) > 970)
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NewStateGroup_(SpriteNum,sg_BunnyRun);
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NewStateGroup(actor,sg_BunnyRun);
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break;
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default:
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NewStateGroup_(SpriteNum,sg_BunnyRun);
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NewStateGroup(actor,sg_BunnyRun);
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break;
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}
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return 0;
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@ -1494,7 +1494,7 @@ DoBunnyScrew(DSWActor* actor)
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u->WaitTics -= ACTORMOVETICS;
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if ((u->FlagOwner || u->spal == PALETTE_PLAYER0) && u->WaitTics > 0) // Keep Girl still
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NewStateGroup_(SpriteNum,sg_BunnyScrew);
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NewStateGroup(actor,sg_BunnyScrew);
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if (u->spal == PALETTE_PLAYER0 && u->WaitTics <= 0) // Female has baby
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{
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@ -1506,7 +1506,7 @@ DoBunnyScrew(DSWActor* actor)
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{
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RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' back on
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u->FlagOwner = 0;
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NewStateGroup_(SpriteNum,sg_BunnyRun);
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NewStateGroup(actor,sg_BunnyRun);
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}
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return 0;
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@ -1067,12 +1067,12 @@ DoPlayerSpriteThrow(PLAYERp pp)
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if (!TEST(pp->Flags, PF_DIVING|PF_FLYING|PF_CRAWLING))
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{
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if (pp->CurWpn == pp->Wpn[WPN_SWORD] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaSword)
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NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaSword);
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NewStateGroup(pp->Actor(), sg_PlayerNinjaSword);
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else
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//if (pp->CurWpn == pp->Wpn[WPN_FIST] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaPunch)
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NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaPunch);
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NewStateGroup(pp->Actor(), sg_PlayerNinjaPunch);
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//else
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// NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaThrow);
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// NewStateGroup(pp->Actor(), sg_PlayerNinjaThrow);
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}
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}
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@ -1090,13 +1090,13 @@ DoPlayerSpriteReset(DSWActor* actor)
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// need to figure out what frames to put sprite into
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if (pp->DoPlayerAction == DoPlayerCrawl)
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Crawl);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Crawl);
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else
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{
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if (TEST(pp->Flags, PF_PLAYER_MOVED))
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
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else
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
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}
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return 0;
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@ -1421,7 +1421,7 @@ DoPlayerWarpTeleporter(PLAYERp pp)
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//DoPlayerStand(pp);
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pp->DoPlayerAction = DoPlayerTeleportPause;
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NewStateGroup_(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Stand);
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NewStateGroup(pp->Actor(), User[pp->PlayerSprite]->ActorActionSet->Stand);
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UpdatePlayerSprite(pp);
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DoSpawnTeleporterEffect(sp);
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@ -3014,7 +3014,7 @@ DoPlayerBeginJump(PLAYERp pp)
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///DamageData[u->WeaponNum].Init(pp);
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Jump);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Jump);
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}
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void
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@ -3036,7 +3036,7 @@ DoPlayerBeginForceJump(PLAYERp pp)
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///DamageData[u->WeaponNum].Init(pp);
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Jump);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Jump);
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}
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void
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@ -3183,7 +3183,7 @@ DoPlayerBeginFall(PLAYERp pp)
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// Only change to falling frame if you were in the jump frame
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// Otherwise an animation may be messed up such as Running Jump Kick
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if (u->Rot == u->ActorActionSet->Jump)
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Fall);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Fall);
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}
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void StackedWaterSplash(PLAYERp pp)
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@ -3377,8 +3377,8 @@ DoPlayerBeginClimb(PLAYERp pp)
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//DamageData[u->WeaponNum].Init(pp);
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//NewStateGroup_(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Climb);
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NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb);
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//NewStateGroup(pp->Actor(), User[pp->PlayerSprite]->ActorActionSet->Climb);
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NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
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}
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@ -3499,7 +3499,7 @@ DoPlayerClimb(PLAYERp pp)
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{
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// put player at the hiz
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pp->posz = pp->hiz;
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NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb);
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NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
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}
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// if player gets to close the ceiling while climbing
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@ -3507,7 +3507,7 @@ DoPlayerClimb(PLAYERp pp)
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{
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// put player at the ceiling
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pp->posz = sector[pp->LadderSector].ceilingz + Z(4);
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NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb);
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NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
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}
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// if floor is ABOVE you && your head goes above it, do a jump up to
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@ -3552,7 +3552,7 @@ DoPlayerClimb(PLAYERp pp)
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}
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else
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{
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NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb);
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NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
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}
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// setsprite to players location
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@ -3676,7 +3676,7 @@ DoPlayerBeginCrawl(PLAYERp pp)
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//pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Crawl);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Crawl);
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}
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bool PlayerFallTest(PLAYERp pp, int player_height)
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@ -3752,7 +3752,7 @@ DoPlayerCrawl(PLAYERp pp)
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if (!TEST(pp->Flags, PF_PLAYER_MOVED))
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{
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Crawl);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Crawl);
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}
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// If the floor is far below you, fall hard instead of adjusting height
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@ -3797,7 +3797,7 @@ DoPlayerBeginFly(PLAYERp pp)
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///DamageData[u->WeaponNum].Init(pp);
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NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaFly);
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NewStateGroup(pp->Actor(), sg_PlayerNinjaFly);
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}
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int GetSinNdx(int range, int bob_amt)
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@ -4506,7 +4506,7 @@ DoPlayerBeginDive(PLAYERp pp)
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DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable
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///DamageData[u->WeaponNum].Init(pp);
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Dive);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Dive);
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DoPlayerDive(pp);
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}
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@ -4554,7 +4554,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp)
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pp->DiveDamageTics = 0;
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DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable
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///DamageData[u->WeaponNum].Init(pp);
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Dive);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Dive);
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DoPlayerDive(pp);
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}
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@ -4963,7 +4963,7 @@ DoPlayerBeginWade(PLAYERp pp)
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ASSERT(u->ActorActionSet->Run);
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
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}
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@ -5056,12 +5056,12 @@ DoPlayerWade(PLAYERp pp)
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if (TEST(pp->Flags, PF_PLAYER_MOVED))
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{
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if (u->Rot != u->ActorActionSet->Run)
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
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}
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else
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{
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if (u->Rot != u->ActorActionSet->Stand)
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
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}
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// If the floor is far below you, fall hard instead of adjusting height
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@ -5125,7 +5125,7 @@ DoPlayerBeginOperateBoat(PLAYERp pp)
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ASSERT(u->ActorActionSet->Run);
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
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}
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#endif
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@ -5146,7 +5146,7 @@ DoPlayerBeginOperateVehicle(PLAYERp pp)
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ASSERT(u->ActorActionSet->Stand);
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
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}
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void
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@ -5166,7 +5166,7 @@ DoPlayerBeginOperateTurret(PLAYERp pp)
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ASSERT(u->ActorActionSet->Stand);
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
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}
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void FindMainSector(SECTOR_OBJECTp sop)
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@ -5944,7 +5944,7 @@ DoPlayerBeginDie(PLAYERp pp)
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pp->sop = nullptr;
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RESET(pp->Flags, PF_TWO_UZI);
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
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pWeaponForceRest(pp);
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switch (pp->DeathType)
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@ -5954,7 +5954,7 @@ DoPlayerBeginDie(PLAYERp pp)
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SET(pp->Flags, PF_JUMPING);
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u->ID = NINJA_DEAD;
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pp->jump_speed = -200;
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NewStateGroup_(pp->PlayerSprite, sg_PlayerDeath);
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NewStateGroup(pp->Actor(), sg_PlayerDeath);
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DoFindGround(pp->PlayerSprite);
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DoBeginJump(pp->Actor());
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u->jump_speed = -300;
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@ -5968,7 +5968,7 @@ DoPlayerBeginDie(PLAYERp pp)
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SET(pp->Flags, PF_JUMPING);
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u->ID = NINJA_DEAD;
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pp->jump_speed = -300;
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NewStateGroup_(pp->PlayerSprite, sg_PlayerDeath);
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NewStateGroup(pp->Actor(), sg_PlayerDeath);
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//pp->ceiling_dist = Z(0);
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//pp->floor_dist = Z(0);
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@ -5988,7 +5988,7 @@ DoPlayerBeginDie(PLAYERp pp)
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u->slide_vel = 0;
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SpawnShrap(pp->Actor(), nullptr);
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SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
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NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly);
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NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
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u->ID = NINJA_Head_R0;
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pp->SpriteP->xrepeat = 48;
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pp->SpriteP->yrepeat = 48;
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@ -6003,7 +6003,7 @@ DoPlayerBeginDie(PLAYERp pp)
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pp->jump_speed = -650;
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SpawnShrap(pp->Actor(), nullptr);
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SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
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NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly);
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NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
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u->ID = NINJA_Head_R0;
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pp->SpriteP->xrepeat = 48;
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pp->SpriteP->yrepeat = 48;
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@ -6021,7 +6021,7 @@ DoPlayerBeginDie(PLAYERp pp)
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u->slide_vel = 800;
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SpawnShrap(pp->Actor(), nullptr);
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SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
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NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly);
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NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
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u->ID = NINJA_Head_R0;
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pp->SpriteP->xrepeat = 48;
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pp->SpriteP->yrepeat = 48;
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@ -6099,7 +6099,7 @@ void DoPlayerDeathHurl(PLAYERp pp)
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SET(pp->Flags, PF_HEAD_CONTROL);
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NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadHurl);
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NewStateGroup(pp->Actor(), sg_PlayerHeadHurl);
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if (MoveSkip4 == 0)
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{
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SpawnShrap(pp->Actor(), nullptr);
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@ -6112,7 +6112,7 @@ void DoPlayerDeathHurl(PLAYERp pp)
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}
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if (!TEST(pp->Flags, PF_JUMPING|PF_FALLING))
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NewStateGroup_(pp->PlayerSprite, sg_PlayerHead);
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NewStateGroup(pp->Actor(), sg_PlayerHead);
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}
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@ -6172,7 +6172,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
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PlayerSpawnPosition(pp);
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
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pp->SpriteP->picnum = u->State->Pic;
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pp->SpriteP->xrepeat = pp->SpriteP->yrepeat = PLAYER_NINJA_XREPEAT;
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RESET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
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@ -6280,7 +6280,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
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u->slide_vel = hp->xvel<<1;
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RESET(u->Flags,SPR_BOUNCE);
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pp->jump_speed = -500;
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NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly);
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NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
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SET(pp->Flags, PF_JUMPING);
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SpawnShrap(pp->Actor(), nullptr);
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return hp;
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@ -6297,7 +6297,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
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u->slide_vel = 1000;
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RESET(u->Flags,SPR_BOUNCE);
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pp->jump_speed = -100;
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NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly);
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NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
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SET(pp->Flags, PF_JUMPING);
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SpawnShrap(pp->Actor(), nullptr);
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return nullptr;
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@ -6470,7 +6470,7 @@ void DoPlayerDeathBounce(PLAYERp pp)
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if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
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{
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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NewStateGroup_(pp->PlayerSprite, sg_PlayerHead);
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NewStateGroup(pp->Actor(), sg_PlayerHead);
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u->slide_vel = 0;
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SET(u->Flags, SPR_BOUNCE);
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@ -6522,7 +6522,7 @@ void DoPlayerDeathCrumble(PLAYERp pp)
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}
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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NewStateGroup_(pp->PlayerSprite, sg_PlayerHead);
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NewStateGroup(pp->Actor(), sg_PlayerHead);
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}
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else
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{
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@ -6575,7 +6575,7 @@ void DoPlayerDeathExplode(PLAYERp pp)
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}
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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NewStateGroup_(pp->PlayerSprite, sg_PlayerHead);
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NewStateGroup(pp->Actor(), sg_PlayerHead);
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}
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else
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{
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@ -6628,9 +6628,9 @@ DoPlayerBeginRun(PLAYERp pp)
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ASSERT(u->ActorActionSet->Run);
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if (TEST(pp->Flags, PF_PLAYER_MOVED))
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
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else
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
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}
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void
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@ -6747,12 +6747,12 @@ DoPlayerRun(PLAYERp pp)
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if (TEST(pp->Flags, PF_PLAYER_MOVED))
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{
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if (u->Rot != u->ActorActionSet->Run)
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NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
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NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
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}
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||||
else
|
||||
{
|
||||
if (u->Rot != u->ActorActionSet->Stand)
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1274,7 +1274,7 @@ void RipperHatch(short Weapon)
|
|||
// make immediately active
|
||||
SET(nu->Flags, SPR_ACTIVE);
|
||||
|
||||
NewStateGroup_(New, nu->ActorActionSet->Jump);
|
||||
NewStateGroup(actorNew, nu->ActorActionSet->Jump);
|
||||
nu->ActorActionFunc = DoActorMoveJump;
|
||||
DoActorSetSpeed(actorNew, FAST_SPEED);
|
||||
PickJumpMaxSpeed(New, -600);
|
||||
|
|
|
@ -1288,7 +1288,7 @@ void Ripper2Hatch(short Weapon)
|
|||
// make immediately active
|
||||
SET(nu->Flags, SPR_ACTIVE);
|
||||
|
||||
NewStateGroup_(New, nu->ActorActionSet->Jump);
|
||||
NewStateGroup(actorNew, nu->ActorActionSet->Jump);
|
||||
nu->ActorActionFunc = DoActorMoveJump;
|
||||
DoActorSetSpeed(actorNew, FAST_SPEED);
|
||||
PickJumpMaxSpeed(New, -600);
|
||||
|
|
|
@ -10084,6 +10084,7 @@ DoRail(DSWActor* actor)
|
|||
New = SpawnSprite(STAT_MISSILE, PUFF, &s_RailPuff[0][0], sp->sectnum,
|
||||
sp->x, sp->y, sp->z, sp->ang, 20);
|
||||
|
||||
auto actorNew = &swActors[New];
|
||||
np = &sprite[New];
|
||||
nu = User[New].Data();
|
||||
|
||||
|
@ -10092,7 +10093,7 @@ DoRail(DSWActor* actor)
|
|||
np->zvel += (RandomRange(140)-RandomRange(140));
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup_(New, sg_RailPuff);
|
||||
NewStateGroup(actorNew, sg_RailPuff);
|
||||
|
||||
np->shade = -40;
|
||||
np->xrepeat = 10;
|
||||
|
@ -12446,11 +12447,12 @@ DoMirv(DSWActor* actor)
|
|||
New = SpawnSprite(STAT_MISSILE, MIRV_METEOR, &sg_MirvMeteor[0][0], sp->sectnum,
|
||||
sp->x, sp->y, sp->z, NORM_ANGLE(sp->ang + angs[i]), 800);
|
||||
|
||||
auto actorNew = &swActors[New];
|
||||
np = &sprite[New];
|
||||
nu = User[New].Data();
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup_(New, &sg_MirvMeteor[0]);
|
||||
NewStateGroup(actorNew, &sg_MirvMeteor[0]);
|
||||
nu->StateEnd = s_MirvMeteorExp;
|
||||
|
||||
//np->owner = Weapon;
|
||||
|
@ -16040,13 +16042,14 @@ InitSerpSpell(DSWActor* actor)
|
|||
New = SpawnSprite(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sectnum,
|
||||
sp->x, sp->y, sp->z, sp->ang, 1500);
|
||||
|
||||
auto actorNew = &swActors[New];
|
||||
np = &sprite[New];
|
||||
nu = User[New].Data();
|
||||
|
||||
np->z = SPRITEp_TOS(sp);
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup_(New, &sg_SerpMeteor[0]);
|
||||
NewStateGroup(actorNew, &sg_SerpMeteor[0]);
|
||||
nu->StateEnd = s_MirvMeteorExp;
|
||||
|
||||
//np->owner = SpriteNum;
|
||||
|
@ -16160,6 +16163,7 @@ InitSerpMonstSpell(DSWActor* actor)
|
|||
New = SpawnSprite(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sectnum,
|
||||
sp->x, sp->y, sp->z, sp->ang, 500);
|
||||
|
||||
auto actorNew = &swActors[New];
|
||||
np = &sprite[New];
|
||||
nu = User[New].Data();
|
||||
|
||||
|
@ -16167,7 +16171,7 @@ InitSerpMonstSpell(DSWActor* actor)
|
|||
np->z = SPRITEp_TOS(sp);
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup_(New, &sg_SerpMeteor[0]);
|
||||
NewStateGroup(actorNew, &sg_SerpMeteor[0]);
|
||||
//nu->StateEnd = s_MirvMeteorExp;
|
||||
nu->StateEnd = s_TeleportEffect2;
|
||||
|
||||
|
|
Loading…
Reference in a new issue