From d9b24b8f5cd0c226034d1e0a0795d89e5198ef9f Mon Sep 17 00:00:00 2001 From: terminx Date: Mon, 2 Apr 2018 22:00:44 +0000 Subject: [PATCH] #ifndef EDUKE32_STANDALONE guard a bunch of hardcoded behavior git-svn-id: https://svn.eduke32.com/eduke32@6798 1a8010ca-5511-0410-912e-c29ae57300e0 --- source/duke3d/src/actors.cpp | 338 +++++++++++++++++++---------------- source/duke3d/src/sector.cpp | 43 ++++- 2 files changed, 216 insertions(+), 165 deletions(-) diff --git a/source/duke3d/src/actors.cpp b/source/duke3d/src/actors.cpp index 6fc3c12f9..36e3ba220 100644 --- a/source/duke3d/src/actors.cpp +++ b/source/duke3d/src/actors.cpp @@ -464,7 +464,7 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin } int16_t newSectnum = pSprite->sectnum; - int const oldSectnum = newSectnum; + int const UNUSED(oldSectnum) = newSectnum; int32_t newZ = pSprite->z - 2 * tilesiz[pSprite->picnum].y * pSprite->yrepeat; int const oldZ = pSprite->z; @@ -477,12 +477,15 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin if (isEnemy) { // Handle potential stayput condition (map-provided or hard-coded). - if (newSectnum < 0 || - ((actor[spriteNum].actorstayput >= 0 && actor[spriteNum].actorstayput != newSectnum) || - (pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3) || - ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER) || - (sector[oldSectnum].lotag != ST_1_ABOVE_WATER && sector[newSectnum].lotag == ST_1_ABOVE_WATER && - (pSprite->picnum == LIZMAN || (pSprite->picnum == LIZTROOP && pSprite->zvel == 0))))) + if (newSectnum < 0 + || ((actor[spriteNum].actorstayput >= 0 && actor[spriteNum].actorstayput != newSectnum) +#ifndef EDUKE32_STANDALONE + || (pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3) + || ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER) + || (sector[oldSectnum].lotag != ST_1_ABOVE_WATER && sector[newSectnum].lotag == ST_1_ABOVE_WATER + && (pSprite->picnum == LIZMAN || (pSprite->picnum == LIZTROOP && pSprite->zvel == 0))) +#endif + )) { *(vec2_t *) pSprite = oldPos; @@ -960,6 +963,7 @@ ACTOR_STATIC void G_MoveZombieActors(void) { switch (DYNAMICTILEMAP(pSprite->picnum)) { +#ifndef EDUKE32_STANDALONE case RUBBERCAN__STATIC: case EXPLODINGBARREL__STATIC: case WOODENHORSE__STATIC: @@ -983,7 +987,8 @@ ACTOR_STATIC void G_MoveZombieActors(void) case RECON__STATIC: CS(spriteNum) |= 257; - // fall-through + fallthrough__; +#endif default: if (A_CheckSpriteFlags(spriteNum, SFLAG_USEACTIVATOR) && sector[sprite[spriteNum].sectnum].lotag & 16384) break; @@ -1084,12 +1089,14 @@ int A_IncurDamage(int const spriteNum) switch (DYNAMICTILEMAP(pActor->picnum)) { case RADIUSEXPLOSION__STATIC: + case SEENINE__STATIC: +#ifndef EDUKE32_STANDALONE case RPG__STATIC: case HYDRENT__STATIC: case HEAVYHBOMB__STATIC: - case SEENINE__STATIC: case OOZFILTER__STATIC: case EXPLODINGBARREL__STATIC: +#endif P_Nudge(playerNum, spriteNum, 2); break; @@ -1594,7 +1601,6 @@ next_sprite: ACTOR_STATIC void G_MoveStandables(void) { int spriteNum = headspritestat[STAT_STANDABLE], j, switchPic; - int32_t playerDist; while (spriteNum >= 0) { @@ -1610,6 +1616,7 @@ ACTOR_STATIC void G_MoveStandables(void) if ((pData[7]&(0xffff0000))!=ROTFIXSPR_MAGIC) Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t)); +#ifndef EDUKE32_STANDALONE if (PN(spriteNum) >= CRANE && PN(spriteNum) <= CRANE+3) { int32_t nextj; @@ -1812,6 +1819,8 @@ ACTOR_STATIC void G_MoveStandables(void) } else { + int32_t playerDist; + A_FindPlayer(pSprite,&playerDist); if (playerDist > 512) @@ -2117,7 +2126,9 @@ crack_default: } goto next_sprite; } - else if (pSprite->picnum == OOZFILTER || pSprite->picnum == SEENINE || pSprite->picnum == SEENINEDEAD || pSprite->picnum == SEENINEDEAD+1) + else +#endif + if (pSprite->picnum == OOZFILTER || pSprite->picnum == SEENINE || pSprite->picnum == SEENINEDEAD || pSprite->picnum == SEENINEDEAD+1) { if (pSprite->shade != -32 && pSprite->shade != -33) { @@ -2270,13 +2281,93 @@ DETONATE: { switchPic = pSprite->picnum; +#ifndef EDUKE32_STANDALONE if (switchPic > SIDEBOLT1 && switchPic <= SIDEBOLT1 + 3) switchPic = SIDEBOLT1; else if (switchPic > BOLT1 && switchPic <= BOLT1 + 3) switchPic = BOLT1; - +#endif switch (DYNAMICTILEMAP(switchPic)) { + case TOUCHPLATE__STATIC: + if (pData[1] == 1 && (int16_t)pSprite->hitag >= 0) // Move the sector floor + { + int const floorZ = sector[sectNum].floorz; + + if (pData[3] == 1) + { + if (floorZ >= pData[2]) + { + sector[sectNum].floorz = floorZ; + pData[1] = 0; + } + else + { + sector[sectNum].floorz += sector[sectNum].extra; + int const playerNum = G_CheckPlayerInSector(sectNum); + if (playerNum >= 0) + g_player[playerNum].ps->pos.z += sector[sectNum].extra; + } + } + else + { + if (floorZ <= pSprite->z) + { + sector[sectNum].floorz = pSprite->z; + pData[1] = 0; + } + else + { + int32_t p; + sector[sectNum].floorz -= sector[sectNum].extra; + p = G_CheckPlayerInSector(sectNum); + if (p >= 0) + g_player[p].ps->pos.z -= sector[sectNum].extra; + } + } + goto next_sprite; + } + + if (pData[5] == 1) + goto next_sprite; + + { + int32_t p = G_CheckPlayerInSector(sectNum); + + if (p >= 0 && (g_player[p].ps->on_ground || pSprite->ang == 512)) + { + if (pData[0] == 0 && !G_CheckActivatorMotion(pSprite->lotag)) + { + pData[0] = 1; + pData[1] = 1; + pData[3] = !pData[3]; + G_OperateMasterSwitches(pSprite->lotag); + G_OperateActivators(pSprite->lotag, p); + if ((int16_t)pSprite->hitag > 0) + { + pSprite->hitag--; + if (pSprite->hitag == 0) + pData[5] = 1; + } + } + } + else + pData[0] = 0; + } + + if (pData[1] == 1) + { + for (SPRITES_OF(STAT_STANDABLE, j)) + { + if (j != spriteNum && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == pSprite->lotag) + { + actor[j].t_data[1] = 1; + actor[j].t_data[3] = pData[3]; + } + } + } + goto next_sprite; + case VIEWSCREEN__STATIC: case VIEWSCREEN2__STATIC: @@ -2306,7 +2397,7 @@ DETONATE: } goto next_sprite; - +#ifndef EDUKE32_STANDALONE case TRASH__STATIC: if (pSprite->xvel == 0) @@ -2474,85 +2565,6 @@ DETONATE: pSprite->z = sector[sectNum].floorz; goto next_sprite; - case TOUCHPLATE__STATIC: - if (pData[1] == 1 && (int16_t)pSprite->hitag >= 0) // Move the sector floor - { - int const floorZ = sector[sectNum].floorz; - - if (pData[3] == 1) - { - if (floorZ >= pData[2]) - { - sector[sectNum].floorz = floorZ; - pData[1] = 0; - } - else - { - sector[sectNum].floorz += sector[sectNum].extra; - int const playerNum = G_CheckPlayerInSector(sectNum); - if (playerNum >= 0) - g_player[playerNum].ps->pos.z += sector[sectNum].extra; - } - } - else - { - if (floorZ <= pSprite->z) - { - sector[sectNum].floorz = pSprite->z; - pData[1] = 0; - } - else - { - int32_t p; - sector[sectNum].floorz -= sector[sectNum].extra; - p = G_CheckPlayerInSector(sectNum); - if (p >= 0) - g_player[p].ps->pos.z -= sector[sectNum].extra; - } - } - goto next_sprite; - } - - if (pData[5] == 1) - goto next_sprite; - - { - int32_t p = G_CheckPlayerInSector(sectNum); - - if (p >= 0 && (g_player[p].ps->on_ground || pSprite->ang == 512)) - { - if (pData[0] == 0 && !G_CheckActivatorMotion(pSprite->lotag)) - { - pData[0] = 1; - pData[1] = 1; - pData[3] = !pData[3]; - G_OperateMasterSwitches(pSprite->lotag); - G_OperateActivators(pSprite->lotag, p); - if ((int16_t)pSprite->hitag > 0) - { - pSprite->hitag--; - if (pSprite->hitag == 0) - pData[5] = 1; - } - } - } - else - pData[0] = 0; - } - - if (pData[1] == 1) - { - for (SPRITES_OF(STAT_STANDABLE, j)) - { - if (j != spriteNum && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == pSprite->lotag) - { - actor[j].t_data[1] = 1; - actor[j].t_data[3] = pData[3]; - } - } - } - goto next_sprite; - case CANWITHSOMETHING__STATIC: case CANWITHSOMETHING2__STATIC: case CANWITHSOMETHING3__STATIC: @@ -2593,6 +2605,7 @@ DETONATE: A_Execute(spriteNum, playerNum, playerDist); } goto next_sprite; +#endif } } @@ -3018,7 +3031,6 @@ ACTOR_STATIC void G_MoveWeapons(void) { int const nextSprite = nextspritestat[spriteNum]; spritetype *const pSprite = &sprite[spriteNum]; - vec3_t davect; if (pSprite->sectnum < 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); @@ -3047,7 +3059,7 @@ ACTOR_STATIC void G_MoveWeapons(void) case RADIUSEXPLOSION__STATIC: case KNEE__STATIC: DELETE_SPRITE_AND_CONTINUE(spriteNum); - +#ifndef EDUKE32_STANDALONE case FREEZEBLAST__STATIC: if (pSprite->yvel < 1 || pSprite->extra < 2 || (pSprite->xvel | pSprite->zvel) == 0) { @@ -3077,7 +3089,7 @@ ACTOR_STATIC void G_MoveWeapons(void) spriteZvel >>= 1; } - davect = *(vec3_t *) pSprite; + vec3_t davect = *(vec3_t *) pSprite; A_GetZLimits(spriteNum); @@ -3300,6 +3312,7 @@ ACTOR_STATIC void G_MoveWeapons(void) goto next_sprite; } +#endif } next_sprite: spriteNum = nextSprite; @@ -3570,6 +3583,7 @@ ACTOR_STATIC void G_MoveTransports(void) switch (DYNAMICTILEMAP(sprite[sectSprite].picnum)) { +#ifndef EDUKE32_STANDALONE case TRANSPORTERSTAR__STATIC: case TRANSPORTERBEAM__STATIC: case TRIPBOMB__STATIC: @@ -3581,18 +3595,18 @@ ACTOR_STATIC void G_MoveTransports(void) case FIRE2__STATIC: case TOILETWATER__STATIC: case LASERLINE__STATIC: goto JBOLT; - +#endif case PLAYERONWATER__STATIC: if (sectLotag == ST_2_UNDERWATER) { sprite[sectSprite].cstat &= 32768; break; } - // fall-through + fallthrough__; default: if (sprite[sectSprite].statnum == STAT_MISC && !(sectLotag == ST_1_ABOVE_WATER || sectLotag == ST_2_UNDERWATER)) break; - // fall-through + fallthrough__; case WATERBUBBLE__STATIC: // if( rnd(192) && sprite[j].picnum == WATERBUBBLE) // break; @@ -3723,6 +3737,21 @@ ACTOR_STATIC void G_MoveActors(void) switch (DYNAMICTILEMAP(switchPic)) { + case OOZ__STATIC: + case OOZ2__STATIC: + { + A_GetZLimits(spriteNum); + + int const yrepeat = clamp((actor[spriteNum].floorz - actor[spriteNum].ceilingz) >> 9, 8, 255); + int const xrepeat = clamp(25 - (yrepeat >> 1), 8, 48); + + pSprite->yrepeat = yrepeat; + pSprite->xrepeat = xrepeat; + pSprite->z = actor[spriteNum].floorz; + + goto next_sprite; + } +#ifndef EDUKE32_STANDALONE case DUCK__STATIC: case TARGET__STATIC: if (pSprite->cstat&32) @@ -4189,21 +4218,6 @@ ACTOR_STATIC void G_MoveActors(void) goto next_sprite; } - case OOZ__STATIC: - case OOZ2__STATIC: - { - A_GetZLimits(spriteNum); - - int const yrepeat = clamp((actor[spriteNum].floorz - actor[spriteNum].ceilingz) >> 9, 8, 255); - int const xrepeat = clamp(25 - (yrepeat >> 1), 8, 48); - - pSprite->yrepeat = yrepeat; - pSprite->xrepeat = xrepeat; - pSprite->z = actor[spriteNum].floorz; - - goto next_sprite; - } - case GREENSLIME__STATIC: { // #ifndef VOLUMEONE @@ -4959,6 +4973,7 @@ DETONATEB: } goto next_sprite; } +#endif // EDUKE32_STANDALONE case CAMERA1__STATIC: if (pData[0] == 0) @@ -5039,6 +5054,8 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t)); switchPic = pSprite->picnum; + +#ifndef EDUKE32_STANDALONE if (pSprite->picnum > NUKEBUTTON && pSprite->picnum <= NUKEBUTTON+3) switchPic = NUKEBUTTON; @@ -5050,9 +5067,55 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 if ((pSprite->picnum == MONEY+1) || (pSprite->picnum == MAIL+1) || (pSprite->picnum == PAPER+1)) actor[spriteNum].floorz = pSprite->z = getflorzofslope(pSprite->sectnum,pSprite->x,pSprite->y); - else switch (DYNAMICTILEMAP(switchPic)) + else +#endif + switch (DYNAMICTILEMAP(switchPic)) { case APLAYER__STATIC: pSprite->cstat = 32768; goto next_sprite; + case FRAMEEFFECT1_13__STATIC: + if (PLUTOPAK) goto next_sprite; // JBF: ideally this should never happen... + fallthrough__; + case FRAMEEFFECT1__STATIC: + + if (pSprite->owner >= 0) + { + pData[0]++; + + if (pData[0] > 7) + { + DELETE_SPRITE_AND_CONTINUE(spriteNum); + } + else if (pData[0] > 4) + pSprite->cstat |= 512+2; + else if (pData[0] > 2) + pSprite->cstat |= 2; + pSprite->xoffset = sprite[pSprite->owner].xoffset; + pSprite->yoffset = sprite[pSprite->owner].yoffset; + } + goto next_sprite; + + case BURNING__STATIC: + case BURNING2__STATIC: + case FECES__STATIC: + case WATERBUBBLE__STATIC: + case SMALLSMOKE__STATIC: + case EXPLOSION2__STATIC: + case SHRINKEREXPLOSION__STATIC: + case EXPLOSION2BOT__STATIC: + case BLOOD__STATIC: + case LASERSITE__STATIC: + case FORCERIPPLE__STATIC: + case TRANSPORTERSTAR__STATIC: + case TRANSPORTERBEAM__STATIC: + { + if (!G_HaveActor(sprite[spriteNum].picnum)) + goto next_sprite; + int const playerNum = A_FindPlayer(pSprite, &playerDist); + A_Execute(spriteNum, playerNum, playerDist); + goto next_sprite; + } + +#ifndef EDUKE32_STANDALONE case NEON1__STATIC: case NEON2__STATIC: case NEON3__STATIC: @@ -5136,7 +5199,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 for (bsize_t j = pData[0]; j > 0; j--) A_SetSprite(spriteNum, CLIPMASK0); goto next_sprite; - } + } case WATERSPLASH2__STATIC: pData[0]++; @@ -5164,27 +5227,6 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 A_DeleteSprite(spriteNum); goto next_sprite; fallthrough__; - case FRAMEEFFECT1_13__STATIC: - if (PLUTOPAK) goto next_sprite; // JBF: ideally this should never happen... - fallthrough__; - case FRAMEEFFECT1__STATIC: - - if (pSprite->owner >= 0) - { - pData[0]++; - - if (pData[0] > 7) - { - DELETE_SPRITE_AND_CONTINUE(spriteNum); - } - else if (pData[0] > 4) - pSprite->cstat |= 512+2; - else if (pData[0] > 2) - pSprite->cstat |= 2; - pSprite->xoffset = sprite[pSprite->owner].xoffset; - pSprite->yoffset = sprite[pSprite->owner].yoffset; - } - goto next_sprite; case INNERJAW__STATIC: { // case INNERJAW+1: @@ -5431,27 +5473,6 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 goto next_sprite; } - case BURNING__STATIC: - case BURNING2__STATIC: - case FECES__STATIC: - case WATERBUBBLE__STATIC: - case SMALLSMOKE__STATIC: - case EXPLOSION2__STATIC: - case SHRINKEREXPLOSION__STATIC: - case EXPLOSION2BOT__STATIC: - case BLOOD__STATIC: - case LASERSITE__STATIC: - case FORCERIPPLE__STATIC: - case TRANSPORTERSTAR__STATIC: - case TRANSPORTERBEAM__STATIC: - { - if (!G_HaveActor(sprite[spriteNum].picnum)) - goto next_sprite; - int const playerNum = A_FindPlayer(pSprite, &playerDist); - A_Execute(spriteNum, playerNum, playerDist); - goto next_sprite; - } - case SHELL__STATIC: case SHOTGUNSHELL__STATIC: @@ -5526,8 +5547,10 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 A_SetSprite(spriteNum,CLIPMASK0); goto next_sprite; +#endif } +#ifndef EDUKE32_STANDALONE if (PN(spriteNum) >= SCRAP6 && PN(spriteNum) <= SCRAP5+3) { if (pSprite->xvel > 0) @@ -5573,6 +5596,7 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 } goto next_sprite; } +#endif next_sprite: spriteNum = nextSprite; diff --git a/source/duke3d/src/sector.cpp b/source/duke3d/src/sector.cpp index 7b680d5f3..9b6e02dd2 100644 --- a/source/duke3d/src/sector.cpp +++ b/source/duke3d/src/sector.cpp @@ -145,8 +145,9 @@ int G_CheckActivatorMotion(int lotag) return 0; } -int CheckDoorTile(int tileNum) +int CheckDoorTile(int UNUSED(tileNum)) { +#ifndef EDUKE32_STANDALONE switch (DYNAMICTILEMAP(tileNum)) { case DOORTILE1__STATIC: @@ -173,6 +174,7 @@ int CheckDoorTile(int tileNum) case DOORTILE23__STATIC: return 1; } +#endif return 0; } @@ -1479,7 +1481,7 @@ static void G_BreakWall(int tileNum, int spriteNum, int wallNum) A_SpawnWallGlass(spriteNum,wallNum,10); } -void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum) +void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *UNUSED(vPos), int weaponNum) { int16_t sectNum = -1; walltype *pWall = &wall[wallNum]; @@ -1508,13 +1510,15 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w { switch (DYNAMICTILEMAP(weaponNum)) { - case HEAVYHBOMB__STATIC: case RADIUSEXPLOSION__STATIC: + case SEENINE__STATIC: +#ifndef EDUKE32_STANDALONE + case HEAVYHBOMB__STATIC: case RPG__STATIC: case HYDRENT__STATIC: - case SEENINE__STATIC: case OOZFILTER__STATIC: case EXPLODINGBARREL__STATIC: +#endif if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4) { A_SpawnWallGlass(spriteNum, wallNum, 70); @@ -1526,6 +1530,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w } } +#ifndef EDUKE32_STANDALONE if ((((pWall->cstat & 16) || pWall->overpicnum == BIGFORCE) && pWall->nextsector >= 0) && (sector[pWall->nextsector].floorz > vPos->z) && (sector[pWall->nextsector].floorz != sector[pWall->nextsector].ceilingz)) @@ -1610,6 +1615,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w return; } } +#endif switch (DYNAMICTILEMAP(pWall->picnum)) { @@ -1807,7 +1813,9 @@ void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum) if (returnValue < 0) return; +#ifndef EDUKE32_STANDALONE int16_t * const pPicnum = §or[sectNum].ceilingpicnum; +#endif if (returnValue == (1<<20)) { @@ -1816,6 +1824,7 @@ void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum) goto GLASSBREAK_CODE; } +#ifndef EDUKE32_STANDALONE switch (DYNAMICTILEMAP(*pPicnum)) { case WALLLIGHT1__STATIC: *pPicnum = WALLLIGHTBUST1; goto GLASSBREAK_CODE; @@ -1824,7 +1833,10 @@ void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum) case WALLLIGHT4__STATIC: *pPicnum = WALLLIGHTBUST4; goto GLASSBREAK_CODE; case TECHLIGHT2__STATIC: *pPicnum = TECHLIGHTBUST2; goto GLASSBREAK_CODE; case TECHLIGHT4__STATIC: *pPicnum = TECHLIGHTBUST4; - +#else + if (0) + { +#endif GLASSBREAK_CODE: A_SpawnCeilingGlass(g_player[myconnectindex].ps->i, sectNum, 10); A_PlaySound(GLASS_BREAKING, g_player[screenpeek].ps->i); @@ -1874,17 +1886,20 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) return; } - int radiusDamage = 0; spriteNum &= (MAXSPRITES-1); - spritetype *pSprite = &sprite[spriteNum]; + +#ifndef EDUKE32_STANDALONE + int radiusDamage = 0; if (A_CheckSpriteFlags(dmgSrc,SFLAG_PROJECTILE)) if (SpriteProjectile[dmgSrc].workslike & PROJECTILE_RPG) radiusDamage = 1; +#endif switch (DYNAMICTILEMAP(PN(spriteNum))) { +#ifndef EDUKE32_STANDALONE case OCEANSPRITE1__STATIC: case OCEANSPRITE2__STATIC: case OCEANSPRITE3__STATIC: @@ -1993,7 +2008,10 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) A_PlaySound(GLASS_HEAVYBREAK,spriteNum); for (bssize_t j=16; j>0; j--) + { + spritetype * const pSprite = &sprite[spriteNum]; RANDOMSCRAP(pSprite, spriteNum); + } break; @@ -2244,9 +2262,13 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) case TRIPODCAMERA__STATIC: A_PlaySound(GLASS_HEAVYBREAK,spriteNum); for (bssize_t j=16; j>0; j--) + { + spritetype * const pSprite = &sprite[spriteNum]; RANDOMSCRAP(pSprite, spriteNum); + } A_DeleteSprite(spriteNum); break; +#endif // EDUKE32_STANDALONE case PLAYERONWATER__STATIC: spriteNum = OW(spriteNum); @@ -2259,6 +2281,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) { if (A_CheckEnemySprite(&sprite[spriteNum]) == 1) { +#ifndef EDUKE32_STANDALONE if (sprite[dmgSrc].picnum == RPG) sprite[dmgSrc].extra <<= 1; @@ -2286,6 +2309,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) A_Shoot(spriteNum, BLOODSPLAT2); A_Shoot(spriteNum, BLOODSPLAT4); } +#endif if (!A_CheckSpriteFlags(spriteNum, SFLAG_NODAMAGEPUSH)) { @@ -2313,9 +2337,10 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) if (sprite[spriteNum].statnum != STAT_ZOMBIEACTOR) { +#ifndef EDUKE32_STANDALONE if (sprite[dmgSrc].picnum == FREEZEBLAST && ((PN(spriteNum) == APLAYER && sprite[spriteNum].pal == 1) || (g_freezerSelfDamage == 0 && sprite[dmgSrc].owner == spriteNum))) return; - +#endif actor[spriteNum].picnum = sprite[dmgSrc].picnum; actor[spriteNum].extra += sprite[dmgSrc].extra; actor[spriteNum].ang = sprite[dmgSrc].ang; @@ -3120,6 +3145,7 @@ void P_CheckSectors(int playerNum) switch (DYNAMICTILEMAP(sprite[nearSprite].picnum)) { +#ifndef EDUKE32_STANDALONE case TOILET__STATIC: case STALL__STATIC: if (pPlayer->last_pissed_time == 0) @@ -3196,6 +3222,7 @@ void P_CheckSectors(int playerNum) P_PalFrom(pPlayer, 32, 48,48,64); break; +#endif case VIEWSCREEN__STATIC: case VIEWSCREEN2__STATIC: