- added a few texture names for picnum literals.

This commit is contained in:
Christoph Oelckers 2023-05-31 21:46:25 +02:00
parent d7a00b76f1
commit d74c2ba52f
8 changed files with 145 additions and 136 deletions

View file

@ -406,7 +406,7 @@ void PreCacheActor(void)
PreCacheNinjaGirl(pal);
break;
case 623: // Pachinko win light
case PACHINKOWINLIGHT: // Pachinko win light
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:

View file

@ -369,7 +369,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:

View file

@ -735,3 +735,76 @@ x(NINJA_DEAD, 4226)
x(NINJA_HARAKIRI_DEAD, 4218)
x(NINJA_DEAD1, 4226)
x(PLAYER_NINJA_DEAD, 1160)
x(UZI_COPEN, 2040)
x(UZI_CCLOSED, 2041)
x(UZI_CLIT, 2042)
x(UZI_CRELOAD, 2043)
x(SHOTGUN_AUTO, 2078)
x(HEAD_MODE1, 2055)
x(HEAD_MODE2, 2056)
x(HEAD_MODE3, 2057)
x(MICRO_SIGHT, 2075)
x(MICRO_SHOT_20, 2076)
x(MICRO_SHOT_1, 2077)
x(MICRO_HEAT0, 2084)
x(MICRO_HEAT1, 2085)
x(MICRO_HEAT2, 2086)
x(MICRO_HEAT3, 2087)
x(MICRO_HEAT4, 2088)
x(MICRO_HEAT5, 2089)
x(SWITCH_ON, 562)
x(BLADE1, 360)
x(BLADE2, 361)
x(BLADE3, 362)
x(SKEL_LOCKED, 1846)
x(SKEL_UNLOCKED, 1847)
x(RAMCARD_LOCKED, 1850)
x(RAMCARD_UNLOCKED, 1851)
x(CARD_LOCKED, 1852)
x(CARD_UNLOCKED, 1853)
x(BREAK_LIGHT, 443)
x(BREAK_MUSHROOM, 666)
x(STAR1, 2049)
x(CRACK, 80)
x(MPLOCK1, 1846)
x(MPLOCK2, 1850)
x(MPLOCK3, 1852)
x(MPLOCK4, 2470)
x(BLADE4, 5011)
x(FFIRE1, 3143)
x(FFIRE2, 3157)
x(SWITCH_LEVER, 581)
x(SWITCH_FUSE, 558)
x(SWITCH_FLIP, 561)
x(SWITCH_RED_CHAIN, 563)
x(SWITCH_GREEN_CHAIN, 565)
x(SWITCH_TOUCH, 567)
x(SWITCH_DRAGON, 569)
x(SWITCH_LIGHT, 551)
x(SWITCH_1, 575)
x(SWITCH_3, 579)
x(SWITCH_SHOOTABLE_1, 577)
x(SWITCH_4, 571)
x(SWITCH_5, 573)
x(SWITCH_6, 583)
x(EXIT_SWITCH, 2470)
x(SWITCH_SKULL, 553)
x(SWITCH_LEVER_ON, 582)
x(SWITCH_FUSE_ANI, 559)
x(SWITCH_FUSE_ON, 560)
x(SWITCH_FLIP_ON, 562)
x(SWITCH_RED_CHAIN_ON, 564)
x(SWITCH_GREEN_CHAIN_ON, 566)
x(SWITCH_TOUCH_ON, 568)
x(SWITCH_DRAGON_ON, 570)
x(SWITCH_LIGHT_ON, 552)
x(SWITCH_1_ON, 576)
x(SWITCH_3_ON, 580)
x(SWITCH_SHOOTABLE_1_ON, 578)
x(SWITCH_4_ON, 572)
x(SWITCH_5_ON, 574)
x(SWITCH_6_ON, 584)
x(EXIT_SWITCH_ON, 2471)
x(SWITCH_SKULL_ON, 554)
x(PACHINKOWINLIGHT, 623)

View file

@ -230,7 +230,6 @@ enum ECounters
enum EPicnums
{
SWITCH_ON = 562,
SWITCH_OFF = 561,
TRACK_SPRITE = 1900, //start of track sprites
@ -245,16 +244,6 @@ enum EPicnums
ST_QUICK_DUCK = 2315,
ST_QUICK_DEFEND = 2316,
//////////////////////
//
// BLADES
//
//////////////////////
BLADE1 = 360,
BLADE2 = 361,
BLADE3 = 362,
//////////////////////
//
// WEAPON RELATED
@ -297,7 +286,6 @@ enum EPicnums
SPEAR_R3 = SPEAR_R0 + (SPEAR_FRAMES * 3),
SPEAR_R4 = SPEAR_R0 + (SPEAR_FRAMES * 4),
STAR1 = 2049,
EXP = 3100, // Use new digitized explosion for big stuff
EXP2 = 2160, // My old explosion is still used for goro head
FIREBALL = 2035,
@ -309,13 +297,6 @@ enum EPicnums
//
//////////////////////
SKEL_LOCKED = 1846,
SKEL_UNLOCKED = 1847,
RAMCARD_LOCKED = 1850,
RAMCARD_UNLOCKED = 1851,
CARD_LOCKED = 1852,
CARD_UNLOCKED = 1853,
WATER_BEGIN = 320,
WATER_END = 320+8,
@ -329,13 +310,11 @@ enum EPicnums
FIRE_FLY_RATE = 50,
BREAK_LIGHT = 443,
BREAK_LIGHT_ANIM = 447,
BREAK_BARREL = 453,
BREAK_PEDISTAL = 463,
BREAK_BOTTLE1 = 468,
BREAK_BOTTLE2 = 475,
BREAK_MUSHROOM = 666,
//////////////////////
//

View file

@ -167,26 +167,13 @@ enum BorderTypes
enum
{
MICRO_SIGHT_NUM = 0,
MICRO_SIGHT = 2075,
MICRO_SHOT_NUM = 2,
MICRO_SHOT_20 = 2076,
MICRO_SHOT_1 = 2077,
MICRO_HEAT_NUM = 1,
MICRO_HEAT = 2084,
UZI_COPEN = 2040,
UZI_CCLOSED = 2041,
UZI_CLIT = 2042,
UZI_CRELOAD = 2043,
HEAD_MODE1 = 2055,
HEAD_MODE2 = 2056,
HEAD_MODE3 = 2057,
SHOTGUN_AUTO_NUM = 0,
SHOTGUN_AUTO = 2078,
};

View file

@ -792,28 +792,6 @@ int OperateSector(sectortype* sect, short player_is_operating)
return false;
}
enum
{
SWITCH_LEVER = 581,
SWITCH_FUSE = 558,
SWITCH_FLIP = 561,
SWITCH_RED_CHAIN = 563,
SWITCH_GREEN_CHAIN = 565,
SWITCH_TOUCH = 567,
SWITCH_DRAGON = 569,
SWITCH_LIGHT = 551,
SWITCH_1 = 575,
SWITCH_3 = 579,
SWITCH_SHOOTABLE_1 = 577,
SWITCH_4 = 571,
SWITCH_5 = 573,
SWITCH_6 = 583,
EXIT_SWITCH = 2470,
SWITCH_SKULL = 553,
};
//---------------------------------------------------------------------------
//
@ -862,21 +840,21 @@ int AnimateSwitch(DSWActor* actor, int tgt_value)
return true;
// set to true
case SWITCH_SKULL + 1:
case SWITCH_LEVER + 1:
case SWITCH_LIGHT + 1:
case SWITCH_1 + 1:
case SWITCH_3 + 1:
case SWITCH_FLIP + 1:
case SWITCH_RED_CHAIN + 1:
case SWITCH_GREEN_CHAIN + 1:
case SWITCH_TOUCH + 1:
case SWITCH_DRAGON + 1:
case SWITCH_SHOOTABLE_1 + 1:
case SWITCH_4+1:
case SWITCH_5+1:
case SWITCH_6+1:
case EXIT_SWITCH+1:
case SWITCH_SKULL_ON:
case SWITCH_LEVER_ON:
case SWITCH_LIGHT_ON:
case SWITCH_1_ON:
case SWITCH_3_ON:
case SWITCH_FLIP_ON:
case SWITCH_RED_CHAIN_ON:
case SWITCH_GREEN_CHAIN_ON:
case SWITCH_TOUCH_ON:
case SWITCH_DRAGON_ON:
case SWITCH_SHOOTABLE_1_ON:
case SWITCH_4_ON:
case SWITCH_5_ON:
case SWITCH_6_ON:
case EXIT_SWITCH_ON:
// dont toggle - return the current state
if (tgt_value == 999)
@ -1294,13 +1272,13 @@ void ShootableSwitch(DSWActor* actor)
case SWITCH_SHOOTABLE_1:
//actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
OperateSprite(actor, false);
actor->spr.picnum = SWITCH_SHOOTABLE_1 + 1;
actor->spr.picnum = SWITCH_SHOOTABLE_1_ON;
break;
case SWITCH_FUSE:
case SWITCH_FUSE + 1:
case SWITCH_FUSE_ANI:
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
OperateSprite(actor, false);
actor->spr.picnum = SWITCH_FUSE + 2;
actor->spr.picnum = SWITCH_FUSE_ON;
break;
}
}

View file

@ -1280,7 +1280,7 @@ bool ActorSpawn(DSWActor* actor)
break;
}
case 623: // Pachinko win light
case PACHINKOWINLIGHT: // Pachinko win light
{
actor->spr.cstat2 |= CSTAT2_SPRITE_NOANIMATE;
SetupPachinkoLight(actor);
@ -1579,7 +1579,7 @@ void SpriteSetup(void)
// crack sprite
if (actor->spr.picnum == 80)
if (actor->spr.picnum == CRACK)
{
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);;
@ -2768,10 +2768,10 @@ KeyMain:
// Used for multiplayer locks
case 1846:
case 1850:
case 1852:
case 2470:
case MPLOCK1:
case MPLOCK2:
case MPLOCK3:
case MPLOCK4:
if ((actor->spr.extra & SPRX_MULTI_ITEM))
if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
@ -3270,17 +3270,8 @@ NUKE_REPLACEMENT:
actor->spr.cstat2 |= CSTAT2_SPRITE_NOANIMATE;
break;
#if 0
case 380:
case 396:
case 430:
case 512:
case 521:
case 541:
case 2720:
#endif
case 3143:
case 3157:
case FFIRE1:
case FFIRE2:
{
SpawnUser(actor, actor->spr.picnum, nullptr);
@ -3301,7 +3292,7 @@ NUKE_REPLACEMENT:
case BLADE1:
case BLADE2:
case BLADE3:
case 5011:
case BLADE4:
{
SpawnUser(actor, actor->spr.picnum, nullptr);
@ -3332,39 +3323,40 @@ NUKE_REPLACEMENT:
break;
// switches
case 581:
case 582:
case 558:
case 559:
case 560:
case 561:
case 562:
case 563:
case 564:
case 565:
case 566:
case 567:
case 568:
case 569:
case 570:
case 571:
case 572:
case 573:
case 574:
case SWITCH_LEVER:
case SWITCH_LEVER_ON:
case SWITCH_FUSE:
case SWITCH_FUSE_ON:
case SWITCH_FUSE_ANI:
case SWITCH_FLIP:
case SWITCH_FLIP_ON:
case SWITCH_RED_CHAIN:
case SWITCH_RED_CHAIN_ON:
case SWITCH_GREEN_CHAIN:
case SWITCH_GREEN_CHAIN_ON:
case SWITCH_TOUCH:
case SWITCH_TOUCH_ON:
case SWITCH_DRAGON:
case SWITCH_DRAGON_ON:
case SWITCH_4:
case SWITCH_4_ON:
case SWITCH_5:
case SWITCH_5_ON:
case 551:
case 552:
case 575:
case 576:
case 577:
case 578:
case 579:
case 589:
case 583:
case 584:
case SWITCH_LIGHT:
case SWITCH_LIGHT_ON:
case SWITCH_1:
case SWITCH_1_ON:
case SWITCH_SHOOTABLE_1:
case SWITCH_SHOOTABLE_1_ON:
case SWITCH_3:
case SWITCH_3_ON:
case 589: // ???
case SWITCH_6:
case SWITCH_6_ON:
case 553:
case 554:
case SWITCH_SKULL:
case SWITCH_SKULL_ON:
{
if ((actor->spr.extra & SPRX_MULTI_ITEM))
{

View file

@ -3391,7 +3391,7 @@ AutoShrap:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
PlaySound(DIGI_BREAKGLASS,parentActor,v3df_dontpan|v3df_doppler);
p = MetalShrap;
shrap_xsize = shrap_ysize = 10;
@ -3799,7 +3799,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVe
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
case ZILLA_RUN_R0:
return 0; // Don't put blood on trashcan
}
@ -4155,7 +4155,7 @@ bool WeaponMoveHit(DSWActor* actor)
case PACHINKO3:
case PACHINKO4:
case ZILLA_RUN_R0:
case 623:
case PACHINKOWINLIGHT:
{
PlaySound(DIGI_STARCLINK, actor, v3df_none);
}
@ -4579,7 +4579,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:
@ -4623,7 +4623,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
{
if ((actor->user.ID == TOILETGIRL_R0 ||
actor->user.ID == CARGIRL_R0 || actor->user.ID == MECHANICGIRL_R0 || actor->user.ID == SAILORGIRL_R0 || actor->user.ID == PRUNEGIRL_R0 ||
@ -5960,7 +5960,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
case ZILLA_RUN_R0:
break;
default:
@ -6012,7 +6012,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
case ZILLA_RUN_R0:
break;
default:
@ -7013,7 +7013,7 @@ int DoFlamesDamageTest(DSWActor* actor)
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
continue;
}
@ -12033,7 +12033,7 @@ int InitSwordAttack(PLAYER* pp)
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
PlaySound(DIGI_SWORDCLANK, hit.hitpos, v3df_none);
break;
@ -12211,7 +12211,7 @@ int InitFistAttack(PLAYER* pp)
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
PlaySound(DIGI_ARMORHIT, hit.hitpos, v3df_none);
break;
@ -15141,7 +15141,7 @@ int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& hit_pos
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case PACHINKOWINLIGHT:
case ZILLA_RUN_R0:
actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT);
if (RANDOM_P2(1024) > 800)