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- wrapped more clipdists
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parent
f777e84c75
commit
d664f50240
5 changed files with 12 additions and 12 deletions
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@ -530,7 +530,7 @@ BREAK_INFO* SetupSpriteForBreak(DSWActor* actor)
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else
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else
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actor->spr.extra |= (SPRX_BREAKABLE);
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actor->spr.extra |= (SPRX_BREAKABLE);
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actor->spr.clipdist = ActorSizeX(actor);
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SetActorSizeX(actor);
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actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
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actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
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}
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}
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@ -2051,9 +2051,9 @@ inline double ActorSizeToTop(DSWActor* a)
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return (ActorSizeZ(a) + tileTopOffset(a->spr.picnum)) * 0.5;
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return (ActorSizeZ(a) + tileTopOffset(a->spr.picnum)) * 0.5;
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}
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}
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inline int ActorSizeX(DSWActor* sp)
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inline void SetActorSizeX(DSWActor* sp)
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{
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{
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return MulScale(tileWidth(sp->spr.picnum), sp->spr.xrepeat, 6);
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sp->spr.clipdist = MulScale(tileWidth(sp->spr.picnum), sp->spr.xrepeat, 6);
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}
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}
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inline bool Facing(DSWActor* actor1, DSWActor* actor2)
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inline bool Facing(DSWActor* actor1, DSWActor* actor2)
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@ -2486,7 +2486,7 @@ void SpawnPlayerUnderSprite(PLAYER* pp)
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actor->user.ActorActionSet = plActor->user.ActorActionSet;
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actor->user.ActorActionSet = plActor->user.ActorActionSet;
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actor->spr.picnum = plActor->spr.picnum;
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actor->spr.picnum = plActor->spr.picnum;
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actor->spr.clipdist = plActor->spr.clipdist;
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actor->copy_clipdist(plActor);
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actor->spr.xrepeat = plActor->spr.xrepeat;
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actor->spr.xrepeat = plActor->spr.xrepeat;
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actor->spr.yrepeat = plActor->spr.yrepeat;
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actor->spr.yrepeat = plActor->spr.yrepeat;
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}
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}
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@ -1682,7 +1682,7 @@ void SpriteSetup(void)
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case BREAKABLE:
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case BREAKABLE:
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// need something that tells missiles to hit them
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// need something that tells missiles to hit them
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// but allows actors to move through them
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// but allows actors to move through them
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actor->spr.clipdist = ActorSizeX(actor);
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SetActorSizeX(actor);
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actor->spr.extra |= (SPRX_BREAKABLE);
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actor->spr.extra |= (SPRX_BREAKABLE);
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actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
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actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
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break;
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break;
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@ -3466,7 +3466,7 @@ NUKE_REPLACEMENT:
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SpawnUser(actor, actor->spr.picnum, nullptr);
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SpawnUser(actor, actor->spr.picnum, nullptr);
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actor->spr.clipdist = ActorSizeX(actor);
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SetActorSizeX(actor);
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actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
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actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
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actor->spr.extra |= (SPRX_BREAKABLE);
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actor->spr.extra |= (SPRX_BREAKABLE);
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break;
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break;
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@ -17016,7 +17016,7 @@ int InitEnemyMine(DSWActor* actor)
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int HelpMissileLateral(DSWActor* actor, int dist)
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int HelpMissileLateral(DSWActor* actor, int dist)
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{
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{
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auto old_xvel = actor->vel.X;
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auto old_xvel = actor->vel.X;
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auto old_clipdist = actor->spr.clipdist;
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SAVE_CLIP;
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actor->vel.X = dist * maptoworld; // not worth changing 28 call locations...
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actor->vel.X = dist * maptoworld; // not worth changing 28 call locations...
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@ -17027,7 +17027,7 @@ int HelpMissileLateral(DSWActor* actor, int dist)
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actor->user.coll = move_missile(actor, DVector3(vec, 0), 16, 16, 0, 1);
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actor->user.coll = move_missile(actor, DVector3(vec, 0), 16, 16, 0, 1);
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actor->vel.X = old_xvel;
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actor->vel.X = old_xvel;
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actor->spr.clipdist = old_clipdist;
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RESTORE_CLIP;
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actor->backuppos();
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actor->backuppos();
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return 0;
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return 0;
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@ -18698,7 +18698,7 @@ int ShrapKillSprite(DSWActor* actor)
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break;
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break;
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case GORE_Lung:
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case GORE_Lung:
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if (RandomRange(1000) > 500) break;
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if (RandomRange(1000) > 500) break;
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actor->spr.clipdist = ActorSizeX(actor);
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SetActorSizeX(actor);
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SpawnFloorSplash(actor);
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SpawnFloorSplash(actor);
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if (RandomRange(1000) < 500)
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if (RandomRange(1000) < 500)
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PlaySound(DIGI_GIBS1, actor, v3df_none);
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PlaySound(DIGI_GIBS1, actor, v3df_none);
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@ -18720,7 +18720,7 @@ int ShrapKillSprite(DSWActor* actor)
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break;
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break;
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case GORE_Liver:
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case GORE_Liver:
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if (RandomRange(1000) > 500) break;
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if (RandomRange(1000) > 500) break;
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actor->spr.clipdist = ActorSizeX(actor);
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SetActorSizeX(actor);
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SpawnFloorSplash(actor);
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SpawnFloorSplash(actor);
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if (RandomRange(1000) < 500)
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if (RandomRange(1000) < 500)
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PlaySound(DIGI_GIBS1, actor, v3df_none);
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PlaySound(DIGI_GIBS1, actor, v3df_none);
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@ -18742,7 +18742,7 @@ int ShrapKillSprite(DSWActor* actor)
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break;
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break;
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case GORE_SkullCap:
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case GORE_SkullCap:
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if (RandomRange(1000) > 500) break;
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if (RandomRange(1000) > 500) break;
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actor->spr.clipdist = ActorSizeX(actor);
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SetActorSizeX(actor);
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SpawnFloorSplash(actor);
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SpawnFloorSplash(actor);
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if (rnd_num > 683)
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if (rnd_num > 683)
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{
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{
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@ -18760,7 +18760,7 @@ int ShrapKillSprite(DSWActor* actor)
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break;
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break;
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case GORE_Head:
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case GORE_Head:
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if (RandomRange(1000) > 500) break;
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if (RandomRange(1000) > 500) break;
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actor->spr.clipdist = ActorSizeX(actor);
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SetActorSizeX(actor);
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QueueFloorBlood(actor);
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QueueFloorBlood(actor);
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QueueGeneric(actor,GORE_Head);
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QueueGeneric(actor,GORE_Head);
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return 0;
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return 0;
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