mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-31 04:20:42 +00:00
- short review and disasm variable renaming
(down to 200 shorts)
This commit is contained in:
parent
033a73bce0
commit
d73c7aa543
24 changed files with 194 additions and 210 deletions
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@ -57,8 +57,6 @@ void BlackOut();
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void DoGameOverScene(bool finallevel);
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int Query(short n, short l, ...);
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extern unsigned char curpal[];
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void TintPalette(int a, int b, int c);
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@ -84,7 +82,6 @@ void GameTicker();
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void InitLevel(MapRecord*);
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void InitNewGame();
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int showmap(short nLevel, short nLevelNew, short nLevelBest);
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void menu_DoPlasma();
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void DoEnergyTile();
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void InitEnergyTile();
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@ -174,7 +171,7 @@ class TextOverlay
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{
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FFont* font;
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double nCrawlY;
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short nLeft[50];
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int16_t nLeft[50];
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int nHeight;
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double lastclock;
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TArray<FString> screentext;
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@ -40,7 +40,7 @@ static actionSeq FishSeq[] = {
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void BuildFishLimb(DExhumedActor* pActor, short anim)
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void BuildFishLimb(DExhumedActor* pActor, int anim)
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{
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auto pSprite = &pActor->s();
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@ -198,7 +198,7 @@ void BuildFish(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAng
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nCreaturesTotal++;
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}
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void IdleFish(DExhumedActor* pActor, short edx)
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void IdleFish(DExhumedActor* pActor, int edx)
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{
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auto pSprite = &pActor->s();
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@ -241,7 +241,7 @@ void AIFish::Draw(RunListEvent* ev)
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{
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auto pActor = ev->pObjActor;
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if (pActor == nullptr) return;
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short nAction = pActor->nAction;
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int nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqFish] + FishSeq[nAction].a, pActor->nFrame, FishSeq[nAction].b);
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ev->pTSprite->owner = -1;
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@ -324,14 +324,14 @@ void AIFish::Tick(RunListEvent* ev)
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if (pActor == nullptr) return;
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auto pSprite = &pActor->s();
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short nAction = pActor->nAction;
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int nAction = pActor->nAction;
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if (!(pSprite->sector()->Flag & kSectUnderwater))
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{
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Gravity(pActor);
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}
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short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
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int nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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@ -40,7 +40,7 @@
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template<class Type, int size> class FreeListArray
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{
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int freecount;
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short FreeList[size];
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int16_t FreeList[size];
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Type DataList[size];
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public:
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enum { count = size };
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@ -52,7 +52,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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short nBestLevel;
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int nBestLevel;
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void RunCinemaScene(int num);
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void GameMove(void);
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@ -193,7 +193,7 @@ void ExplodeGrenade(DExhumedActor* pActor)
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}
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}
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short nDamage = BulletInfo[kWeaponGrenade].nDamage;
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int nDamage = BulletInfo[kWeaponGrenade].nDamage;
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if (PlayerList[nPlayer].nDouble > 0) {
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nDamage *= 2;
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@ -212,7 +212,7 @@ void AIGrenade::Draw(RunListEvent* ev)
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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short nSeq = pActor->nFrame ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + pActor->nIndex;
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int nSeq = pActor->nFrame ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + pActor->nIndex;
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seq_PlotSequence(ev->nParam, nSeq, pActor->nHealth >> 8, 1);
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}
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@ -223,7 +223,7 @@ void AIGrenade::Tick(RunListEvent* ev)
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if (!pActor) return;
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auto pGrenadeSprite = &pActor->s();
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short nSeq = pActor->nFrame ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + pActor->nIndex;
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int nSeq = pActor->nFrame ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + pActor->nIndex;
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seq_MoveSequence(pActor, nSeq, pActor->nHealth >> 8);
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pGrenadeSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nHealth >> 8);
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@ -48,7 +48,7 @@ Weapon WeaponInfo[] = {
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int16_t nTemperature[kMaxPlayers];
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static const uint8_t nMinAmmo[] = { 0, 24, 51, 50, 1, 0, 0 };
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short isRed = 0;
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int isRed = 0;
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void SerializeGun(FSerializer& arc)
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@ -134,7 +134,7 @@ void SetNewWeapon(int nPlayer, int nWeapon)
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}
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else if (nWeapon != kWeaponGrenade || PlayerList[nPlayer].nAmmo[kWeaponGrenade] > 0)
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{
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short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
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int nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
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if (nCurrentWeapon != kWeaponMummified)
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{
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@ -243,7 +243,7 @@ void ResetSwordSeqs()
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Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, int *nSector)
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{
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short hitSect, hitWall, hitSprite;
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int hitSect, hitWall, hitSprite;
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int hitX, hitY, hitZ;
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auto pActor = PlayerList[nPlayer].Actor();
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@ -329,7 +329,7 @@ void MoveWeapons(int nPlayer)
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerSprite = &pPlayerActor->s();
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short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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if (nWeapon < -1)
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{
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@ -345,10 +345,10 @@ void MoveWeapons(int nPlayer)
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}
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// loc_26ACC
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short eax = PlayerList[nPlayer].nState;
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short nSeq = WeaponInfo[nWeapon].nSeq;
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int eax = PlayerList[nPlayer].nState;
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int nSeq = WeaponInfo[nWeapon].nSeq;
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short var_3C = WeaponInfo[nWeapon].b[eax] + SeqOffsets[nSeq];
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int var_3C = WeaponInfo[nWeapon].b[eax] + SeqOffsets[nSeq];
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int var_1C = (PlayerList[nPlayer].nDouble > 0) + 1;
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@ -721,7 +721,7 @@ loc_flag:
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if (cRange.type != kHitNone)
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{
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short nDamage = BulletInfo[kWeaponSword].nDamage;
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int nDamage = BulletInfo[kWeaponSword].nDamage;
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if (PlayerList[nPlayer].nDouble) {
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nDamage *= 2;
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@ -851,7 +851,7 @@ loc_flag:
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case kWeaponMummified:
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{
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short nDamage = BulletInfo[kWeaponMummified].nDamage;
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int nDamage = BulletInfo[kWeaponMummified].nDamage;
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if (PlayerList[nPlayer].nDouble) {
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nDamage *= 2;
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}
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@ -903,15 +903,15 @@ void DrawWeapons(double smooth)
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return;
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}
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short nWeapon = PlayerList[nLocalPlayer].nCurrentWeapon;
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int nWeapon = PlayerList[nLocalPlayer].nCurrentWeapon;
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if (nWeapon < -1) {
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return;
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}
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short var_34 = PlayerList[nLocalPlayer].nState;
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int var_34 = PlayerList[nLocalPlayer].nState;
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short var_30 = SeqOffsets[WeaponInfo[nWeapon].nSeq];
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int var_30 = SeqOffsets[WeaponInfo[nWeapon].nSeq];
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short var_28 = var_30 + WeaponInfo[nWeapon].b[var_34];
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int var_28 = var_30 + WeaponInfo[nWeapon].b[var_34];
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int8_t nShade = sector[initsect].ceilingshade;
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@ -1015,7 +1015,7 @@ void DrawWeapons(double smooth)
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{
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int nClip = PlayerList[nLocalPlayer].nPlayerClip;
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short edx = (nClip % 3) * 4;
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int edx = (nClip % 3) * 4;
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if (nClip <= 0) {
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return;
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@ -1046,7 +1046,7 @@ void DrawWeapons(double smooth)
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{
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int nClip = PlayerList[nLocalPlayer].nPlayerClip;
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short dx = PlayerList[nLocalPlayer].nSeqSize2;
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int dx = PlayerList[nLocalPlayer].nSeqSize2;
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if (nClip <= 0) {
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return;
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@ -1082,7 +1082,7 @@ void DrawWeapons(double smooth)
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{
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int nClip = PlayerList[nLocalPlayer].nPlayerClip;
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short ax = PlayerList[nLocalPlayer].nSeqSize2;
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int ax = PlayerList[nLocalPlayer].nSeqSize2;
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if (nClip <= 0) {
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return;
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@ -194,12 +194,12 @@ void InitNewGame()
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}
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}
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void SetBelow(short nCurSector, short nBelowSector)
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void SetBelow(int nCurSector, int nBelowSector)
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{
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sector[nCurSector].Below = nBelowSector;
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}
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void SetAbove(short nCurSector, short nAboveSector)
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void SetAbove(int nCurSector, int nAboveSector)
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{
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sector[nCurSector].Above = nAboveSector;
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}
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@ -276,7 +276,7 @@ void InitSectFlag()
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}
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}
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void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
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void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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{
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auto pSprite = &pActor->s();
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int nChannel = runlist_AllocChannel(nHitag % 1000);
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@ -29,8 +29,8 @@ BEGIN_PS_NS
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struct AnimInfo
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{
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short a;
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short repeat;
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int16_t a;
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int16_t repeat;
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};
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AnimInfo nItemAnimInfo[] = {
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@ -98,15 +98,8 @@ AnimInfo nItemAnimInfo[] = {
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const int16_t nItemMagic[] = { 500, 1000, 100, 500, 400, 200, 700, 0 };
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/*
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short something
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short x/y repeat
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*/
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TArray<DExhumedActor*> Regenerates;
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short nMagicCount;
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int nMagicCount;
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void SerializeItems(FSerializer& arc)
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{
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@ -164,8 +164,8 @@ void AILavaDude::Draw(RunListEvent* ev)
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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short nAction = pActor->nAction;
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short nSeq = LavadudeSeq[nAction].a + SeqOffsets[kSeqLavag];
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int nAction = pActor->nAction;
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int nSeq = LavadudeSeq[nAction].a + SeqOffsets[kSeqLavag];
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seq_PlotSequence(ev->nParam, nSeq, pActor->nFrame, LavadudeSeq[nAction].b);
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ev->pTSprite->owner = -1;
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@ -177,7 +177,7 @@ void AILavaDude::Damage(RunListEvent* ev)
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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short nAction = pActor->nAction;
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int nAction = pActor->nAction;
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auto pSprite = &pActor->s();
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if (!ev->nDamage)
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@ -228,15 +228,15 @@ void AILavaDude::Tick(RunListEvent* ev)
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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short nAction = pActor->nAction;
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short nSeq = LavadudeSeq[nAction].a + SeqOffsets[kSeqLavag];
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int nAction = pActor->nAction;
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int nSeq = LavadudeSeq[nAction].a + SeqOffsets[kSeqLavag];
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auto pSprite = &pActor->s();
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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int var_38 = pActor->nFrame;
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short nFlag = FrameFlag[SeqBase[nSeq] + var_38];
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int nFlag = FrameFlag[SeqBase[nSeq] + var_38];
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int var_1C = 0;
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@ -47,17 +47,17 @@ struct Flash
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struct Glow
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{
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short field_0;
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short field_2;
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int16_t nShade;
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int16_t nCounter;
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int nSector;
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short field_6;
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int16_t nThreshold;
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};
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struct Flicker
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{
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short field_0;
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int16_t nShade;
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int nSector;
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unsigned int field_4;
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unsigned int nMask;
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};
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struct Flow
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@ -109,10 +109,10 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Glow& w, Glow* def
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{
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if (arc.BeginObject(keyname))
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{
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arc("at0", w.field_0)
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("at2", w.field_2)
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arc("at0", w.nShade)
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("at2", w.nCounter)
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("sector", w.nSector)
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("at6", w.field_6)
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("at6", w.nThreshold)
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.EndObject();
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}
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return arc;
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@ -122,9 +122,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Flicker& w, Flicke
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{
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if (arc.BeginObject(keyname))
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{
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arc("at0", w.field_0)
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arc("at0", w.nShade)
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("sector", w.nSector)
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("at4", w.field_4)
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("at4", w.nMask)
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.EndObject();
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}
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return arc;
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@ -267,7 +267,7 @@ void AddFlash(int nSector, int x, int y, int z, int val)
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{
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if (!pNextSector || pNextSector->floorz < sectp->floorz)
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{
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short nFlash = GrabFlash();
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int nFlash = GrabFlash();
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if (nFlash < 0) {
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return;
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}
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@ -298,7 +298,7 @@ void AddFlash(int nSector, int x, int y, int z, int val)
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if (var_14 && sectp->floorpal < 4)
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{
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short nFlash = GrabFlash();
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int nFlash = GrabFlash();
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if (nFlash < 0) {
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return;
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}
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@ -322,7 +322,7 @@ void AddFlash(int nSector, int x, int y, int z, int val)
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{
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if (sectp->ceilingpal < 4)
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{
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short nFlash2 = GrabFlash();
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int nFlash2 = GrabFlash();
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if (nFlash2 >= 0)
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{
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sFlash[nFlash2].nType = var_20 | 3;
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@ -349,7 +349,7 @@ void AddFlash(int nSector, int x, int y, int z, int val)
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auto pSprite = &pActor->s();
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if (pSprite->pal < 4)
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{
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short nFlash3 = GrabFlash();
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int nFlash3 = GrabFlash();
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if (nFlash3 >= 0)
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{
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sFlash[nFlash3].nType = var_20 | 4;
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@ -378,7 +378,7 @@ void AddFlash(int nSector, int x, int y, int z, int val)
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if (eax < 0)
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{
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short shade = pSprite->shade + eax;
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int shade = pSprite->shade + eax;
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if (shade < -127) {
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shade = -127;
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}
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@ -540,10 +540,10 @@ void AddGlow(int nSector, int nVal)
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return;
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}
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sGlow[nGlowCount].field_6 = nVal;
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sGlow[nGlowCount].nThreshold = nVal;
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sGlow[nGlowCount].nSector = nSector;
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sGlow[nGlowCount].field_0 = -1;
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sGlow[nGlowCount].field_2 = 0;
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sGlow[nGlowCount].nShade = -1;
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sGlow[nGlowCount].nCounter = 0;
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nGlowCount++;
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}
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@ -555,14 +555,14 @@ void AddFlicker(int nSector, int nVal)
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return;
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}
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sFlicker[nFlickerCount].field_0 = nVal;
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sFlicker[nFlickerCount].nShade = nVal;
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sFlicker[nFlickerCount].nSector = nSector;
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if (nVal >= 25) {
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nVal = 24;
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}
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sFlicker[nFlickerCount].field_4 = flickermask[nVal];
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sFlicker[nFlickerCount].nMask = flickermask[nVal];
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nFlickerCount++;
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}
|
||||
|
@ -579,16 +579,16 @@ void DoGlows()
|
|||
|
||||
for (int i = 0; i < nGlowCount; i++)
|
||||
{
|
||||
sGlow[i].field_2++;
|
||||
sGlow[i].nCounter++;
|
||||
|
||||
int nSector =sGlow[i].nSector;
|
||||
auto sectp = §or[nSector];
|
||||
short nShade = sGlow[i].field_0;
|
||||
int nShade = sGlow[i].nShade;
|
||||
|
||||
if (sGlow[i].field_2 >= sGlow[i].field_6)
|
||||
if (sGlow[i].nCounter >= sGlow[i].nThreshold)
|
||||
{
|
||||
sGlow[i].field_2 = 0;
|
||||
sGlow[i].field_0 = -sGlow[i].field_0;
|
||||
sGlow[i].nCounter = 0;
|
||||
sGlow[i].nShade = -sGlow[i].nShade;
|
||||
}
|
||||
|
||||
sectp->ceilingshade += nShade;
|
||||
|
@ -618,26 +618,26 @@ void DoFlickers()
|
|||
int nSector =sFlicker[i].nSector;
|
||||
auto sectp = §or[nSector];
|
||||
|
||||
unsigned int eax = (sFlicker[i].field_4 & 1);
|
||||
unsigned int edx = (sFlicker[i].field_4 & 1) << 31;
|
||||
unsigned int ebp = sFlicker[i].field_4 >> 1;
|
||||
unsigned int eax = (sFlicker[i].nMask & 1);
|
||||
unsigned int edx = (sFlicker[i].nMask & 1) << 31;
|
||||
unsigned int ebp = sFlicker[i].nMask >> 1;
|
||||
|
||||
ebp |= edx;
|
||||
edx = ebp & 1;
|
||||
|
||||
sFlicker[i].field_4 = ebp;
|
||||
sFlicker[i].nMask = ebp;
|
||||
|
||||
if (edx ^ eax)
|
||||
{
|
||||
short shade;
|
||||
int shade;
|
||||
|
||||
if (eax)
|
||||
{
|
||||
shade = sFlicker[i].field_0;
|
||||
shade = sFlicker[i].nShade;
|
||||
}
|
||||
else
|
||||
{
|
||||
shade = -sFlicker[i].field_0;
|
||||
shade = -sFlicker[i].nShade;
|
||||
}
|
||||
|
||||
sectp->ceilingshade += shade;
|
||||
|
@ -662,13 +662,13 @@ void AddFlow(int nIndex, int nSpeed, int b, int nAngle)
|
|||
if (nFlowCount >= kMaxFlows)
|
||||
return;
|
||||
|
||||
short nFlow = nFlowCount;
|
||||
int nFlow = nFlowCount;
|
||||
nFlowCount++;
|
||||
|
||||
|
||||
if (b < 2)
|
||||
{
|
||||
short nPic = sector[nIndex].floorpicnum;
|
||||
int nPic = sector[nIndex].floorpicnum;
|
||||
|
||||
sFlowInfo[nFlow].xacc = (tileWidth(nPic) << 14) - 1;
|
||||
sFlowInfo[nFlow].yacc = (tileHeight(nPic) << 14) - 1;
|
||||
|
@ -693,7 +693,7 @@ void AddFlow(int nIndex, int nSpeed, int b, int nAngle)
|
|||
nAngle = 1536;
|
||||
}
|
||||
|
||||
short nPic = wall[nIndex].picnum;
|
||||
int nPic = wall[nIndex].picnum;
|
||||
|
||||
sFlowInfo[nFlow].xacc = (tileWidth(nPic) * wall[nIndex].xrepeat) << 8;
|
||||
sFlowInfo[nFlow].yacc = (tileHeight(nPic) * wall[nIndex].yrepeat) << 8;
|
||||
|
|
|
@ -99,7 +99,7 @@ void AILion::Draw(RunListEvent* ev)
|
|||
{
|
||||
auto pActor = ev->pObjActor;
|
||||
if (!pActor) return;
|
||||
short nAction = pActor->nAction;
|
||||
int nAction = pActor->nAction;
|
||||
|
||||
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqLion] + LionSeq[nAction].a, pActor->nFrame, LionSeq[nAction].b);
|
||||
}
|
||||
|
@ -119,7 +119,7 @@ void AILion::Damage(RunListEvent* ev)
|
|||
if (!pActor) return;
|
||||
|
||||
auto pSprite = &pActor->s();
|
||||
short nAction = pActor->nAction;
|
||||
int nAction = pActor->nAction;
|
||||
|
||||
if (ev->nDamage && pActor->nHealth > 0)
|
||||
{
|
||||
|
@ -199,7 +199,7 @@ void AILion::Tick(RunListEvent* ev)
|
|||
if (!pActor) return;
|
||||
|
||||
auto pSprite = &pActor->s();
|
||||
short nAction = pActor->nAction;
|
||||
int nAction = pActor->nAction;
|
||||
|
||||
bool bVal = false;
|
||||
|
||||
|
@ -208,7 +208,7 @@ void AILion::Tick(RunListEvent* ev)
|
|||
Gravity(pActor);
|
||||
}
|
||||
|
||||
short nSeq = SeqOffsets[kSeqLion] + LionSeq[nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqLion] + LionSeq[nAction].a;
|
||||
|
||||
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
|
||||
|
||||
|
@ -221,7 +221,7 @@ void AILion::Tick(RunListEvent* ev)
|
|||
bVal = true;
|
||||
}
|
||||
|
||||
short nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
|
||||
int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
|
||||
auto pTarget = pActor->pTarget;
|
||||
|
||||
auto nMov = MoveCreatureWithCaution(pActor);
|
||||
|
@ -396,11 +396,11 @@ void AILion::Tick(RunListEvent* ev)
|
|||
int nCheckDist = 0x7FFFFFFF;
|
||||
|
||||
int nAngle = pSprite->ang;
|
||||
short nScanAngle = (pSprite->ang - 512) & kAngleMask;
|
||||
int nScanAngle = (pSprite->ang - 512) & kAngleMask;
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
short hitwall;
|
||||
int hitwall;
|
||||
int hitx, hity;
|
||||
vec3_t startPos = { x, y, z };
|
||||
hitdata_t hitData;
|
||||
|
|
|
@ -50,7 +50,7 @@ uint8_t *dest;
|
|||
|
||||
unsigned int nRandom = 0x41C6167E;
|
||||
int dword_9AB57 = 0x1F;
|
||||
short word_9AB5B = 0;
|
||||
int word_9AB5B = 0;
|
||||
|
||||
int keytimer = 0;
|
||||
|
||||
|
@ -86,7 +86,7 @@ void DoEnergyTile()
|
|||
uint8_t* ptr1 = energy1 + 1984;
|
||||
uint8_t* ptr2 = energy1 + 2048;
|
||||
|
||||
short nColor = nButtonColor + 161;
|
||||
int nColor = nButtonColor + 161;
|
||||
|
||||
int i, j;
|
||||
|
||||
|
|
|
@ -30,10 +30,10 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
|
||||
BEGIN_PS_NS
|
||||
|
||||
short nPushBlocks;
|
||||
int nPushBlocks;
|
||||
|
||||
// TODO - moveme?
|
||||
short overridesect;
|
||||
int overridesect;
|
||||
|
||||
DExhumedActor* nBodySprite[50];
|
||||
|
||||
|
@ -303,7 +303,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis
|
|||
assert(validSectorIndex(nSector));
|
||||
|
||||
overridesect = nSector;
|
||||
short edi = nSector;
|
||||
int edi = nSector;
|
||||
|
||||
// backup cstat
|
||||
uint16_t cstat = pSprite->cstat;
|
||||
|
@ -312,7 +312,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis
|
|||
|
||||
Collision nRet(0);
|
||||
|
||||
short nSectFlags = sector[nSector].Flag;
|
||||
int nSectFlags = sector[nSector].Flag;
|
||||
|
||||
if (nSectFlags & kSectUnderwater) {
|
||||
z >>= 1;
|
||||
|
@ -388,7 +388,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis
|
|||
|
||||
if (pSprite->statnum == 100 && pFloorSprite->statnum != 0 && pFloorSprite->statnum < 100)
|
||||
{
|
||||
short nDamage = (z >> 9);
|
||||
int nDamage = (z >> 9);
|
||||
if (nDamage)
|
||||
{
|
||||
runlist_DamageEnemy(loHit.actor, pActor, nDamage << 1);
|
||||
|
@ -755,8 +755,8 @@ void CheckSectorFloor(int nSector, int z, int *x, int *y)
|
|||
return;
|
||||
}
|
||||
|
||||
short nFlag = pSector->Flag;
|
||||
short nAng = nFlag & kAngleMask;
|
||||
int nFlag = pSector->Flag;
|
||||
int nAng = nFlag & kAngleMask;
|
||||
|
||||
if (z >= sector[nSector].floorz)
|
||||
{
|
||||
|
@ -889,15 +889,15 @@ void MoveSector(int nSector, int nAngle, int *nXVel, int *nYVel)
|
|||
sectortype *pSector = §or[nSector];
|
||||
|
||||
|
||||
short nBlock = pSector->extra;
|
||||
short nSectFlag = sector[nSector].Flag;
|
||||
int nBlock = pSector->extra;
|
||||
int nSectFlag = sector[nSector].Flag;
|
||||
|
||||
int nFloorZ = pSector->floorz;
|
||||
int startwall = pSector->wallptr;
|
||||
int nWalls = pSector->wallnum;
|
||||
|
||||
walltype *pStartWall = &wall[startwall];
|
||||
short nNextSector = wall[startwall].nextsector;
|
||||
int nNextSector = wall[startwall].nextsector;
|
||||
|
||||
BlockInfo *pBlockInfo = &sBlockInfo[nBlock];
|
||||
|
||||
|
|
|
@ -131,7 +131,7 @@ void AIMummy::Tick(RunListEvent* ev)
|
|||
auto pTarget = UpdateEnemy(&pActor->pTarget);
|
||||
|
||||
auto pSprite = &pActor->s();
|
||||
short nAction = pActor->nAction;
|
||||
int nAction = pActor->nAction;
|
||||
|
||||
Gravity(pActor);
|
||||
|
||||
|
@ -139,8 +139,8 @@ void AIMummy::Tick(RunListEvent* ev)
|
|||
|
||||
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
|
||||
|
||||
short nFrame = SeqBase[nSeq] + pActor->nFrame;
|
||||
short nFrameFlag = FrameFlag[nFrame];
|
||||
int nFrame = SeqBase[nSeq] + pActor->nFrame;
|
||||
int nFrameFlag = FrameFlag[nFrame];
|
||||
|
||||
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
|
||||
|
||||
|
@ -410,7 +410,7 @@ void AIMummy::Draw(RunListEvent* ev)
|
|||
{
|
||||
auto pActor = ev->pObjActor;
|
||||
if (!pActor) return;
|
||||
short nAction = pActor->nAction;
|
||||
int nAction = pActor->nAction;
|
||||
|
||||
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, pActor->nFrame, MummySeq[nAction].b);
|
||||
return;
|
||||
|
|
|
@ -31,11 +31,11 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
|
||||
BEGIN_PS_NS
|
||||
|
||||
static short ObjectSeq[] = {
|
||||
static const int8_t ObjectSeq[] = {
|
||||
46, -1, 72, -1
|
||||
};
|
||||
|
||||
static short ObjectStatnum[] = {
|
||||
static const short ObjectStatnum[] = {
|
||||
kStatExplodeTrigger, kStatExplodeTarget, 98, kStatDestructibleSprite
|
||||
};
|
||||
|
||||
|
@ -51,8 +51,8 @@ struct TrailPoint
|
|||
int x;
|
||||
int y;
|
||||
uint8_t nTrailPointVal;
|
||||
short nTrailPointPrev;
|
||||
short nTrailPointNext;
|
||||
int16_t nTrailPointPrev;
|
||||
int16_t nTrailPointNext;
|
||||
|
||||
};
|
||||
|
||||
|
@ -62,7 +62,7 @@ struct Bob
|
|||
uint8_t field_2;
|
||||
uint8_t field_3;
|
||||
int z;
|
||||
short sBobID;
|
||||
uint16_t sBobID;
|
||||
|
||||
};
|
||||
|
||||
|
@ -76,16 +76,15 @@ struct Drip
|
|||
struct Elev
|
||||
{
|
||||
DExhumedActor* pActor;
|
||||
short field_0;
|
||||
short nChannel;
|
||||
int16_t nFlags;
|
||||
int16_t nChannel;
|
||||
int nSector;
|
||||
int field_6;
|
||||
int field_A;
|
||||
short nCountZOffsets; // count of items in zOffsets
|
||||
short nCurZOffset;
|
||||
int nParam1;
|
||||
int nParam2;
|
||||
int16_t nCountZOffsets; // count of items in zOffsets
|
||||
int16_t nCurZOffset;
|
||||
int zOffsets[8]; // different Z offsets
|
||||
short field_32;
|
||||
short field_36;
|
||||
int16_t nRunRec;
|
||||
};
|
||||
|
||||
// 16 bytes
|
||||
|
@ -236,17 +235,16 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Elev& w, Elev* def
|
|||
{
|
||||
if (arc.BeginObject(keyname))
|
||||
{
|
||||
arc("at0", w.field_0)
|
||||
arc("at0", w.nFlags)
|
||||
("channel", w.nChannel)
|
||||
("sector", w.nSector)
|
||||
("at6", w.field_6)
|
||||
("ata", w.field_A)
|
||||
("at6", w.nParam1)
|
||||
("ata", w.nParam2)
|
||||
("countz", w.nCountZOffsets)
|
||||
("curz", w.nCurZOffset)
|
||||
.Array("zofs", w.zOffsets, 8)
|
||||
("at32", w.field_32)
|
||||
("at32", w.nRunRec)
|
||||
("sprite", w.pActor)
|
||||
("at36", w.field_36)
|
||||
.EndObject();
|
||||
}
|
||||
return arc;
|
||||
|
@ -483,15 +481,14 @@ int BuildElevF(int nChannel, int nSector, DExhumedActor* nWallSprite, int arg_4,
|
|||
{
|
||||
auto ElevCount = Elevator.Reserve(1);
|
||||
|
||||
Elevator[ElevCount].field_0 = 2;
|
||||
Elevator[ElevCount].field_6 = arg_4;
|
||||
Elevator[ElevCount].field_32 = -1;
|
||||
Elevator[ElevCount].field_A = arg_5;
|
||||
Elevator[ElevCount].nFlags = 2;
|
||||
Elevator[ElevCount].nParam1 = arg_4;
|
||||
Elevator[ElevCount].nRunRec = -1;
|
||||
Elevator[ElevCount].nParam2 = arg_5;
|
||||
Elevator[ElevCount].nChannel = nChannel;
|
||||
Elevator[ElevCount].nSector = nSector;
|
||||
Elevator[ElevCount].nCountZOffsets = 0;
|
||||
Elevator[ElevCount].nCurZOffset = 0;
|
||||
Elevator[ElevCount].field_36 = 0;
|
||||
|
||||
if (nWallSprite == nullptr) {
|
||||
nWallSprite = BuildWallSprite(nSector);
|
||||
|
@ -525,19 +522,18 @@ int BuildElevC(int arg1, int nChannel, int nSector, DExhumedActor* nWallSprite,
|
|||
|
||||
auto ElevCount = Elevator.Reserve(1);
|
||||
|
||||
Elevator[ElevCount].field_0 = arg1;
|
||||
Elevator[ElevCount].nFlags = arg1;
|
||||
|
||||
if (arg1 & 4)
|
||||
{
|
||||
edi = arg5 / 2;
|
||||
}
|
||||
|
||||
Elevator[ElevCount].field_6 = edi;
|
||||
Elevator[ElevCount].nParam1 = edi;
|
||||
Elevator[ElevCount].nCountZOffsets = 0;
|
||||
Elevator[ElevCount].field_36 = 0;
|
||||
Elevator[ElevCount].nCurZOffset = 0;
|
||||
Elevator[ElevCount].field_A = arg6;
|
||||
Elevator[ElevCount].field_32 = -1;
|
||||
Elevator[ElevCount].nParam2 = arg6;
|
||||
Elevator[ElevCount].nRunRec = -1;
|
||||
Elevator[ElevCount].nChannel = nChannel;
|
||||
Elevator[ElevCount].nSector = nSector;
|
||||
|
||||
|
@ -683,8 +679,8 @@ void AIElev::ProcessChannel(RunListEvent* ev)
|
|||
short nElev = RunData[nRun].nObjIndex;
|
||||
assert(nElev >= 0 && nElev < (int)Elevator.Size());
|
||||
|
||||
short nChannel = Elevator[nElev].nChannel;
|
||||
short var_18 = Elevator[nElev].field_0;
|
||||
int nChannel = Elevator[nElev].nChannel;
|
||||
int nFlags = Elevator[nElev].nFlags;
|
||||
|
||||
assert(nChannel >= 0 && nChannel < kMaxChannels);
|
||||
|
||||
|
@ -693,7 +689,7 @@ void AIElev::ProcessChannel(RunListEvent* ev)
|
|||
|
||||
int edi = 999; // FIXME CHECKME - this isn't default set to anything in the ASM that I can see - if ax is 0 and var_24 is 0, this will never be set to a known value otherwise!
|
||||
|
||||
if (var_18 & 0x8)
|
||||
if (nFlags & 0x8)
|
||||
{
|
||||
if (dx) {
|
||||
edi = 1;
|
||||
|
@ -705,12 +701,12 @@ void AIElev::ProcessChannel(RunListEvent* ev)
|
|||
else
|
||||
{
|
||||
// loc_20D48:
|
||||
if (var_18 & 0x10) // was var_24
|
||||
if (nFlags & 0x10) // was var_24
|
||||
{
|
||||
if (Elevator[nElev].field_32 < 0)
|
||||
if (Elevator[nElev].nRunRec < 0)
|
||||
{
|
||||
Elevator[nElev].field_32 = runlist_AddRunRec(NewRun, &RunData[nRun]);
|
||||
StartElevSound(Elevator[nElev].pActor, var_18);
|
||||
Elevator[nElev].nRunRec = runlist_AddRunRec(NewRun, &RunData[nRun]);
|
||||
StartElevSound(Elevator[nElev].pActor, nFlags);
|
||||
|
||||
edi = 1;
|
||||
}
|
||||
|
@ -724,7 +720,6 @@ void AIElev::ProcessChannel(RunListEvent* ev)
|
|||
{
|
||||
if (dx == Elevator[nElev].nCurZOffset || dx >= Elevator[nElev].nCountZOffsets)
|
||||
{
|
||||
Elevator[nElev].field_36 = dx;
|
||||
edi = 1;
|
||||
}
|
||||
else
|
||||
|
@ -741,20 +736,20 @@ void AIElev::ProcessChannel(RunListEvent* ev)
|
|||
// loc_20DF9:
|
||||
if (edi)
|
||||
{
|
||||
if (Elevator[nElev].field_32 < 0)
|
||||
if (Elevator[nElev].nRunRec < 0)
|
||||
{
|
||||
Elevator[nElev].field_32 = runlist_AddRunRec(NewRun, &RunData[nRun]);
|
||||
Elevator[nElev].nRunRec = runlist_AddRunRec(NewRun, &RunData[nRun]);
|
||||
|
||||
StartElevSound(Elevator[nElev].pActor, var_18);
|
||||
StartElevSound(Elevator[nElev].pActor, nFlags);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//loc_20E4E:
|
||||
if (Elevator[nElev].field_32 >= 0)
|
||||
if (Elevator[nElev].nRunRec >= 0)
|
||||
{
|
||||
runlist_SubRunRec(Elevator[nElev].field_32);
|
||||
Elevator[nElev].field_32 = -1;
|
||||
runlist_SubRunRec(Elevator[nElev].nRunRec);
|
||||
Elevator[nElev].nRunRec = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -766,7 +761,7 @@ void AIElev::Tick(RunListEvent* ev)
|
|||
assert(nElev >= 0 && nElev < (int)Elevator.Size());
|
||||
|
||||
short nChannel = Elevator[nElev].nChannel;
|
||||
short var_18 = Elevator[nElev].field_0;
|
||||
short var_18 = Elevator[nElev].nFlags;
|
||||
|
||||
assert(nChannel >= 0 && nChannel < kMaxChannels);
|
||||
|
||||
|
@ -783,7 +778,7 @@ void AIElev::Tick(RunListEvent* ev)
|
|||
short nSectorB = nSector;
|
||||
|
||||
StartInterpolation(nSector, Interp_Sect_Floorz);
|
||||
int nVal = LongSeek((int*)§or[nSector].floorz, nZVal, Elevator[nElev].field_6, Elevator[nElev].field_A);
|
||||
int nVal = LongSeek((int*)§or[nSector].floorz, nZVal, Elevator[nElev].nParam1, Elevator[nElev].nParam2);
|
||||
ebp = nVal;
|
||||
|
||||
if (!nVal)
|
||||
|
@ -797,7 +792,7 @@ void AIElev::Tick(RunListEvent* ev)
|
|||
{
|
||||
StopActorSound(pElevSpr);
|
||||
runlist_SubRunRec(nRun);
|
||||
Elevator[nElev].field_32 = -1;
|
||||
Elevator[nElev].nRunRec = -1;
|
||||
runlist_ReadyChannel(nChannel);
|
||||
|
||||
D3PlayFX(StaticSound[nStopSound], Elevator[nElev].pActor);
|
||||
|
@ -825,7 +820,7 @@ void AIElev::Tick(RunListEvent* ev)
|
|||
int zVal = Elevator[nElev].zOffsets[nZOffset];
|
||||
|
||||
StartInterpolation(nSector, Interp_Sect_Ceilingz);
|
||||
int nVal = LongSeek(&ceilZ, zVal, Elevator[nElev].field_6, Elevator[nElev].field_A);
|
||||
int nVal = LongSeek(&ceilZ, zVal, Elevator[nElev].nParam1, Elevator[nElev].nParam2);
|
||||
ebp = nVal;
|
||||
|
||||
if (!nVal)
|
||||
|
@ -839,7 +834,7 @@ void AIElev::Tick(RunListEvent* ev)
|
|||
else
|
||||
{
|
||||
runlist_SubRunRec(nRun);
|
||||
Elevator[nElev].field_32 = -1;
|
||||
Elevator[nElev].nRunRec = -1;
|
||||
StopActorSound(Elevator[nElev].pActor);
|
||||
D3PlayFX(StaticSound[nStopSound], Elevator[nElev].pActor);
|
||||
runlist_ReadyChannel(nChannel);
|
||||
|
|
|
@ -1779,7 +1779,7 @@ sectdone:
|
|||
// loc_1B75D
|
||||
int var_18 = 1 << var_40;
|
||||
|
||||
short weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
|
||||
if (weapons & var_18)
|
||||
{
|
||||
|
@ -1841,7 +1841,7 @@ sectdone:
|
|||
// loc_1B75D
|
||||
int var_18 = 1 << var_40;
|
||||
|
||||
short weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
|
||||
if (weapons & var_18)
|
||||
{
|
||||
|
@ -1903,7 +1903,7 @@ sectdone:
|
|||
// loc_1B75D
|
||||
int var_18 = 1 << var_40;
|
||||
|
||||
short weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
|
||||
if (weapons & var_18)
|
||||
{
|
||||
|
@ -1965,7 +1965,7 @@ sectdone:
|
|||
// loc_1B75D
|
||||
int var_18 = 1 << var_40;
|
||||
|
||||
short weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
|
||||
if (weapons & var_18)
|
||||
{
|
||||
|
@ -2027,7 +2027,7 @@ sectdone:
|
|||
// loc_1B75D
|
||||
int var_18 = 1 << var_40;
|
||||
|
||||
short weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
|
||||
if (weapons & var_18)
|
||||
{
|
||||
|
@ -2089,7 +2089,7 @@ sectdone:
|
|||
// loc_1B75D
|
||||
int var_18 = 1 << var_40;
|
||||
|
||||
short weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
int weapons = PlayerList[nPlayer].nPlayerWeapons;
|
||||
|
||||
if (weapons & var_18)
|
||||
{
|
||||
|
|
|
@ -227,7 +227,7 @@ void BlowChunks(DExhumedActor* pActor)
|
|||
}
|
||||
}
|
||||
|
||||
void DestroyEgg(short nEgg)
|
||||
void DestroyEgg(int nEgg)
|
||||
{
|
||||
auto pActor = QueenEgg[nEgg].pActor;
|
||||
auto pSprite = &pActor->s();
|
||||
|
|
|
@ -114,7 +114,7 @@ void MoveRaToEnemy(int nPlayer)
|
|||
{
|
||||
auto pTarget = Ra[nPlayer].pTarget;
|
||||
auto pActor = Ra[nPlayer].pActor;
|
||||
short nAction = Ra[nPlayer].nAction;
|
||||
int nAction = Ra[nPlayer].nAction;
|
||||
auto pSprite = &pActor->s();
|
||||
|
||||
if (pTarget)
|
||||
|
@ -168,9 +168,9 @@ void MoveRaToEnemy(int nPlayer)
|
|||
void AIRa::Tick(RunListEvent* ev)
|
||||
{
|
||||
int nPlayer = RunData[ev->nRun].nObjIndex;
|
||||
short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
|
||||
int nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
|
||||
|
||||
short nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
|
||||
auto pActor = Ra[nPlayer].pActor;
|
||||
auto pSprite = &pActor->s();
|
||||
|
||||
|
@ -291,7 +291,7 @@ void AIRa::Tick(RunListEvent* ev)
|
|||
void AIRa::Draw(RunListEvent* ev)
|
||||
{
|
||||
int nPlayer = RunData[ev->nRun].nObjIndex;
|
||||
short nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqEyeHit] + RaSeq[Ra[nPlayer].nAction].a;
|
||||
|
||||
seq_PlotSequence(ev->nParam, nSeq, Ra[nPlayer].nFrame, 1);
|
||||
ev->pTSprite->owner = -1;
|
||||
|
|
|
@ -51,15 +51,15 @@ int16_t nMouthTile;
|
|||
|
||||
int nPupData = 0;
|
||||
|
||||
short word_964E8 = 0;
|
||||
short word_964EA = 0;
|
||||
short word_964EC = 10;
|
||||
int word_964E8 = 0;
|
||||
int word_964EA = 0;
|
||||
int word_964EC = 10;
|
||||
|
||||
short nSpiritRepeatX;
|
||||
short nSpiritRepeatY;
|
||||
int nSpiritRepeatX;
|
||||
int nSpiritRepeatY;
|
||||
DExhumedActor* pSpiritSprite;
|
||||
short nPixelsToShow;
|
||||
short nTalkTime = 0;
|
||||
int nPixelsToShow;
|
||||
int nTalkTime = 0;
|
||||
|
||||
|
||||
void InitSpiritHead()
|
||||
|
@ -180,7 +180,7 @@ void DimSector(int nSector)
|
|||
}
|
||||
}
|
||||
|
||||
void CopyHeadToWorkTile(short nTile)
|
||||
void CopyHeadToWorkTile(int nTile)
|
||||
{
|
||||
const uint8_t* pSrc = tilePtr(nTile);
|
||||
uint8_t *pDest = &Worktile[212 * 49 + 53];
|
||||
|
@ -197,7 +197,7 @@ void CopyHeadToWorkTile(short nTile)
|
|||
// This is based on BuildGDX's version of this function which was a lot less cryptic than PCExhumed's.
|
||||
void DoSpiritHead()
|
||||
{
|
||||
static short dimSectCount = 0;
|
||||
static int dimSectCount = 0;
|
||||
auto pSpiritSpr = &pSpiritSprite->s();
|
||||
|
||||
sPlayerInput[0].actions |= SB_CENTERVIEW;
|
||||
|
@ -214,7 +214,7 @@ void DoSpiritHead()
|
|||
{
|
||||
if (nPupData != 0)
|
||||
{
|
||||
short clock = *pPupData++;
|
||||
int clock = *pPupData++;
|
||||
nPupData -= 2;
|
||||
if (nPupData > 0)
|
||||
{
|
||||
|
|
|
@ -112,16 +112,16 @@ const char *SoundFiles[kMaxSoundFiles] =
|
|||
"jon_air2" // 79
|
||||
};
|
||||
|
||||
short nStopSound;
|
||||
short nStoneSound;
|
||||
short nSwitchSound;
|
||||
short nLocalEyeSect;
|
||||
short nElevSound;
|
||||
short nCreepyTimer;
|
||||
int nStopSound;
|
||||
int nStoneSound;
|
||||
int nSwitchSound;
|
||||
int nLocalEyeSect;
|
||||
int nElevSound;
|
||||
int nCreepyTimer;
|
||||
|
||||
bool looped[kMaxSounds];
|
||||
|
||||
short StaticSound[kMaxSounds];
|
||||
int16_t StaticSound[kMaxSounds];
|
||||
int fakesources[] = { 0, 1, 2, 3 };
|
||||
int swirlysources[4]= { 0, 1, 2, 3 };
|
||||
FVector3 amb, creepy;
|
||||
|
@ -281,7 +281,7 @@ void BendAmbientSound(void)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void PlayLocalSound(short nSound, short nRate, bool unattached, EChanFlags cflags)
|
||||
void PlayLocalSound(int nSound, int nRate, bool unattached, EChanFlags cflags)
|
||||
{
|
||||
if (!SoundEnabled()) return;
|
||||
if (nSound < 0 || nSound >= kMaxSounds || !soundEngine->isValidSoundId(nSound + 1))
|
||||
|
@ -347,7 +347,7 @@ void StartSwirly(int nActiveSound)
|
|||
if (!SoundEnabled()) return;
|
||||
auto &swirly = swirlysources[nActiveSound];
|
||||
|
||||
short nPitch = nNextFreq - RandomSize(9);
|
||||
int nPitch = nNextFreq - RandomSize(9);
|
||||
nNextFreq = 25000 - RandomSize(10) * 6;
|
||||
if (nNextFreq > 32000)
|
||||
nNextFreq = 32000;
|
||||
|
@ -405,7 +405,7 @@ void SoundBigEntrance(void)
|
|||
StopAllSounds();
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
short nPitch = 11025 + (i * 512 - 1200);
|
||||
int nPitch = 11025 + (i * 512 - 1200);
|
||||
//pASound->snd_pitch = nPitch;
|
||||
soundEngine->StopSound(SOURCE_EXBoss, &fakesources[i], -1);
|
||||
soundEngine->StartSound(SOURCE_EXBoss, &fakesources[i], nullptr, CHAN_BODY, CHANF_TRANSIENT, StaticSound[kSoundTorchOn]+1, 200 / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f);
|
||||
|
@ -500,7 +500,7 @@ void GameInterface::UpdateSounds()
|
|||
return;
|
||||
|
||||
vec3_t pos;
|
||||
short ang;
|
||||
int ang;
|
||||
if (nSnakeCam > -1)
|
||||
{
|
||||
Snake *pSnake = &SnakeList[nSnakeCam];
|
||||
|
@ -552,9 +552,9 @@ void GameInterface::UpdateSounds()
|
|||
//==========================================================================
|
||||
|
||||
int soundx, soundy, soundz;
|
||||
short soundsect;
|
||||
int soundsect;
|
||||
|
||||
void PlayFX2(unsigned short nSound, DExhumedActor* pActor, int sectf, EChanFlags chanflags, int sprflags)
|
||||
void PlayFX2(unsigned int nSound, DExhumedActor* pActor, int sectf, EChanFlags chanflags, int sprflags)
|
||||
{
|
||||
if (!SoundEnabled()) return;
|
||||
if ((nSound&0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((nSound & 0x1ff)+1))
|
||||
|
@ -583,7 +583,7 @@ void PlayFX2(unsigned short nSound, DExhumedActor* pActor, int sectf, EChanFlags
|
|||
if (forcePlay || midprio) prio = 1000;
|
||||
else if (pActor != nullptr && hiprio) prio = 2000;
|
||||
|
||||
short v10 = (nSound&0xe00)>>9;
|
||||
int v10 = (nSound&0xe00)>>9;
|
||||
nSound &= 0x1ff;
|
||||
|
||||
int nPitch = 0;
|
||||
|
@ -655,7 +655,7 @@ void PlayFX2(unsigned short nSound, DExhumedActor* pActor, int sectf, EChanFlags
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector, EChanFlags chanflags, int sectf)
|
||||
void PlayFXAtXYZ(unsigned int ax, int x, int y, int z, int nSector, EChanFlags chanflags, int sectf)
|
||||
{
|
||||
soundx = x;
|
||||
soundy = y;
|
||||
|
@ -747,7 +747,7 @@ void UpdateCreepySounds()
|
|||
}
|
||||
|
||||
int nVolume = 255;
|
||||
short v10 = (vsi & 0xe00) >> 9;
|
||||
int v10 = (vsi & 0xe00) >> 9;
|
||||
vsi &= 0x1ff;
|
||||
|
||||
int nPitch = 0;
|
||||
|
|
|
@ -103,17 +103,16 @@ enum {
|
|||
kSound79,
|
||||
};
|
||||
|
||||
extern short gMusicVolume;
|
||||
extern short gFXVolume;
|
||||
extern int gMusicVolume;
|
||||
extern int gFXVolume;
|
||||
extern int nStopSound;
|
||||
extern int nStoneSound;
|
||||
extern int nSwitchSound;
|
||||
extern int nLocalEyeSect;
|
||||
extern int nElevSound;
|
||||
extern int nCreepyTimer;
|
||||
|
||||
extern short nStopSound;
|
||||
extern short nStoneSound;
|
||||
extern short nSwitchSound;
|
||||
extern short nLocalEyeSect;
|
||||
extern short nElevSound;
|
||||
extern short nCreepyTimer;
|
||||
|
||||
extern short StaticSound[];
|
||||
extern int16_t StaticSound[];
|
||||
|
||||
|
||||
void UpdateCreepySounds();
|
||||
|
@ -125,16 +124,16 @@ int LocalSoundPlaying();
|
|||
void LoadFX();
|
||||
void StopAllSounds();
|
||||
void StopLocalSound();
|
||||
void PlayLocalSound(short nSound, short val, bool unattached = false, EChanFlags cflags = CHANF_NONE);
|
||||
void PlayLocalSound(int nSound, int val, bool unattached = false, EChanFlags cflags = CHANF_NONE);
|
||||
int LoadSound(const char* sound);
|
||||
|
||||
void BendAmbientSound();
|
||||
void CheckAmbience(int nSector);
|
||||
|
||||
void PlayFX2(unsigned short nSound, DExhumedActor* nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE, int sprflags = 0);
|
||||
void PlayFX2(unsigned int nSound, DExhumedActor* nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE, int sprflags = 0);
|
||||
|
||||
void PlayFXAtXYZ(unsigned short nSound, int x, int y, int z, int nSector, EChanFlags chanflags = CHANF_NONE, int sectf = 0);
|
||||
inline void D3PlayFX(unsigned short nSound, DExhumedActor* actor, short flags = 0)
|
||||
void PlayFXAtXYZ(unsigned int nSound, int x, int y, int z, int nSector, EChanFlags chanflags = CHANF_NONE, int sectf = 0);
|
||||
inline void D3PlayFX(unsigned int nSound, DExhumedActor* actor, int flags = 0)
|
||||
{
|
||||
PlayFX2(nSound, actor, 0, CHANF_NONE, flags);
|
||||
}
|
||||
|
|
|
@ -36,7 +36,7 @@ EXTERN_CVAR(Bool, testnewrenderer)
|
|||
|
||||
BEGIN_PS_NS
|
||||
|
||||
short bSubTitles = true;
|
||||
bool bSubTitles = true;
|
||||
|
||||
int zbob;
|
||||
|
||||
|
|
|
@ -21,7 +21,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
|
||||
BEGIN_PS_NS
|
||||
|
||||
extern short bSubTitles;
|
||||
extern bool bSubTitles;
|
||||
extern DExhumedActor* bestTarget;
|
||||
extern bool bCamera;
|
||||
|
||||
|
|
|
@ -121,7 +121,7 @@ void AIWasp::Draw(RunListEvent* ev)
|
|||
{
|
||||
auto pActor = ev->pObjActor;
|
||||
if (!pActor) return;
|
||||
short nAction = pActor->nAction;
|
||||
int nAction = pActor->nAction;
|
||||
|
||||
seq_PlotSequence(ev->nParam, SeqOffsets[kSeqWasp] + WaspSeq[nAction].a, pActor->nFrame, WaspSeq[nAction].b);
|
||||
return;
|
||||
|
@ -194,13 +194,13 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
auto pActor = ev->pObjActor;
|
||||
if (!pActor) return;
|
||||
auto pSprite = &pActor->s();
|
||||
short nAction = pActor->nAction;
|
||||
int nAction = pActor->nAction;
|
||||
|
||||
DExhumedActor* pTarget = nullptr;
|
||||
|
||||
bool bVal = false;
|
||||
|
||||
short nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a;
|
||||
int nSeq = SeqOffsets[kSeqWasp] + WaspSeq[nAction].a;
|
||||
|
||||
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
|
||||
|
||||
|
|
Loading…
Reference in a new issue