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- get*slope and sfxPlay3DSound
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9343e3f9c4
commit
d99542a678
8 changed files with 26 additions and 26 deletions
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@ -3773,7 +3773,7 @@ static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, D
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{
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case -1:
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GibSprite(actor, GIBTYPE_14, nullptr, nullptr);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 312, pSprite->sectnum);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 312, pSprite->sector());
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actPostSprite(actor, kStatFree);
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break;
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@ -3953,7 +3953,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissileArcGargoyle:
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sfxKill3DSound(pMissile, -1, -1);
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sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 306, pMissile->sectnum);
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sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 306, pMissile->sector());
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GibSprite(missileActor, GIBTYPE_6, NULL, NULL);
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if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
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@ -3967,7 +3967,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissileLifeLeechAltNormal:
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case kMissileLifeLeechAltSmall:
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sfxKill3DSound(pMissile, -1, -1);
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sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 306, pMissile->sectnum);
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sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 306, pMissile->sector());
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if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
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{
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@ -4081,7 +4081,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissileEctoSkull:
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sfxKill3DSound(pMissile, -1, -1);
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sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 522, pMissile->sectnum);
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sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 522, pMissile->sector());
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actPostSprite(missileActor, kStatDebris);
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seqSpawn(20, missileActor, -1);
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if (hitCode == 3 && actorHit && actorHit->hasX())
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@ -4114,7 +4114,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissileTeslaRegular:
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sfxKill3DSound(pMissile, -1, -1);
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sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 518, pMissile->sectnum);
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sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 518, pMissile->sector());
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GibSprite(missileActor, (hitCode == 2) ? GIBTYPE_23 : GIBTYPE_22, NULL, NULL);
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evKillActor(missileActor);
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seqKill(missileActor);
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@ -4357,7 +4357,7 @@ static void checkHit(DBloodActor* actor)
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break;
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case kThingZombieHead:
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sector());
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actKickObject(actor, actor2);
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actDamageSprite(nullptr, actor2, kDamageFall, 80);
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break;
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@ -4439,7 +4439,7 @@ static void checkFloorHit(DBloodActor* actor)
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pPlayer->kickPower = PlayClock + 60;
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}
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actKickObject(actor, actor2);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sector());
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sfxPlay3DSound(actor, 374, 0, 0);
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break;
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case kThingZombieHead:
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@ -4449,7 +4449,7 @@ static void checkFloorHit(DBloodActor* actor)
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pPlayer->kickPower = PlayClock + 60;
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}
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actKickObject(actor, actor2);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sector());
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actDamageSprite(nullptr, actor2, kDamageFall, 80);
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break;
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case kTrapSawCircular:
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@ -4572,7 +4572,7 @@ void actAirDrag(DBloodActor* actor, int a2)
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int wind_x = 0;
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int wind_y = 0;
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assert(validSectorIndex(pSprite->sectnum));
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assert(pSprite->sector());
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sectortype* pSector = pSprite->sector();
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if (pSector->hasX())
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{
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@ -4925,7 +4925,7 @@ void MoveDude(DBloodActor* actor)
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if (pSprite->sector() != pSector)
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{
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assert(validSectorIndex(pSprite->sectnum));
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assert(pSprite->sector());
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auto pOldSector = pSprite->sector();
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XSECTOR* pXOldSector = pOldSector->hasX()? &pOldSector->xs() : nullptr;
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@ -5619,7 +5619,7 @@ void actActivateGibObject(DBloodActor* actor)
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if (gib1 > 0) GibSprite(actor, (GIBTYPE)(gib1 - 1), nullptr, nullptr);
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if (gib2 > 0) GibSprite(actor, (GIBTYPE)(gib2 - 1), nullptr, nullptr);
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if (gib3 > 0 && pXSprite->burnTime > 0) GibSprite(actor, (GIBTYPE)(gib3 - 1), nullptr, nullptr);
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if (sound > 0) sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, sound, pSprite->sectnum);
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if (sound > 0) sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, sound, pSprite->sector());
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if (dropmsg > 0) actDropObject(actor, dropmsg);
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if (!(pSprite->cstat & 32768) && !(pSprite->flags & kHitagRespawn))
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@ -300,7 +300,7 @@ static void batThinkChase(DBloodActor* actor)
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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int floorZ = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batBite);
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else if ((height2 - height > 0x5000 || floorZ - bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
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@ -387,7 +387,7 @@ static void gargThinkChase(DBloodActor* actor)
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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int floorZ = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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switch (pSprite->type)
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{
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case kDudeGargoyleFlesh:
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@ -367,7 +367,7 @@ static void ghostThinkChase(DBloodActor* actor)
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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int floorZ = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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switch (pSprite->type) {
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case kDudePhantasm:
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if (nDist < 0x2000 && nDist > 0x1000 && abs(nDeltaAngle) < 85) {
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@ -213,7 +213,7 @@ void CFX::fxProcess(void)
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remove(actor);
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continue;
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}
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if (getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y) <= pSprite->z)
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if (getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y) <= pSprite->z)
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{
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if (pFXData->funcID < 0 || pFXData->funcID >= kCallbackMax)
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{
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@ -6507,12 +6507,12 @@ void sprite2sectorSlope(DBloodActor* actor, sectortype* pSector, char rel, bool
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int slope = 0, z = 0;
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switch (rel) {
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default:
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z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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z = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->x().Touch) z--;
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slope = pSector->floorheinum;
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break;
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case 1:
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z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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z = getceilzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->x().Touch) z++;
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slope = pSector->ceilingheinum;
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break;
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@ -9149,9 +9149,9 @@ void clampSprite(DBloodActor* actor, int which)
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{
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GetSpriteExtents(pSprite, &zTop, &zBot);
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if (which & 0x01)
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pSprite->z += ClipHigh(getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y) - zBot, 0);
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pSprite->z += ClipHigh(getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y) - zBot, 0);
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if (which & 0x02)
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pSprite->z += ClipLow(getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y) - zTop, 0);
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pSprite->z += ClipLow(getceilzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y) - zTop, 0);
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}
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@ -1090,7 +1090,7 @@ bool PickupItem(PLAYER *pPlayer, DBloodActor* itemactor)
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return 1;
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}
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, pickupSnd, pSprite->sectnum);
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sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, pickupSnd, pSprite->sector());
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return 1;
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}
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@ -133,7 +133,7 @@ void warpInit(void)
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pSprite->sector()->upperLink = actor;
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pSprite->cstat |= 32768;
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pSprite->cstat &= ~257;
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pSprite->z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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pSprite->z = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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break;
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case kMarkerLowWater:
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case kMarkerLowStack:
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@ -141,7 +141,7 @@ void warpInit(void)
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pSprite->sector()->lowerLink = actor;
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pSprite->cstat |= 32768;
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pSprite->cstat &= ~257;
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pSprite->z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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pSprite->z = getceilzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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break;
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}
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}
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@ -198,7 +198,7 @@ int CheckLink(DBloodActor *actor)
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if (pUpper->type == kMarkerUpLink)
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z = pUpper->z;
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else
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z = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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z = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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if (z <= pSprite->z)
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{
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aLower = aUpper->GetOwner();
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@ -212,7 +212,7 @@ int CheckLink(DBloodActor *actor)
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if (pLower->type == kMarkerLowLink)
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z2 = pLower->z;
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else
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z2 = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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z2 = getceilzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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pSprite->z += z2-z;
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actor->interpolated = false;
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return pUpper->type;
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@ -225,7 +225,7 @@ int CheckLink(DBloodActor *actor)
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if (pLower->type == kMarkerLowLink)
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z = pLower->z;
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else
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z = getceilzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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z = getceilzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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if (z >= pSprite->z)
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{
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aUpper = aLower->GetOwner();
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@ -239,7 +239,7 @@ int CheckLink(DBloodActor *actor)
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if (pUpper->type == kMarkerUpLink)
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z2 = pUpper->z;
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else
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z2 = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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z2 = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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pSprite->z += z2-z;
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actor->interpolated = false;
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return pLower->type;
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