mirror of
https://github.com/ZDoom/Raze.git
synced 2025-03-13 20:42:11 +00:00
- quick search & replace on ~40% of SET( macros in SW.
This commit is contained in:
parent
8710e76a2d
commit
dc3f2473ba
29 changed files with 391 additions and 391 deletions
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@ -88,13 +88,13 @@ int DoScaleSprite(DSWActor* actor)
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int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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{
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change_actor_stat(actor, STAT_DEAD_ACTOR);
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SET(actor->user.Flags, SPR_DEAD);
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actor->user.Flags |= (SPR_DEAD);
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RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING);
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actor->user.floor_dist = Z(40);
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// test for gibable dead bodies
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SET(actor->spr.extra, SPRX_BREAKABLE);
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SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
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actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
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if (weapActor == nullptr)
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{
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@ -165,7 +165,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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{
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// test for gibable dead bodies
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if (RandomRange(1000) > 500)
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SET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
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actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
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ChangeState(actor, actor->user.StateEnd);
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actor->spr.xvel = 0;
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actor->user.jump_speed = 0;
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@ -193,7 +193,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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case UZI_SMOKE:
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if (RandomRange(1000) > 500)
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SET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
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actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
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ChangeState(actor, actor->user.StateEnd);
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actor->user.RotNum = 0;
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// Rippers still gotta jump or they fall off walls weird
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@ -216,7 +216,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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case UZI_SMOKE+1: // Shotgun
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if (RandomRange(1000) > 500)
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SET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
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actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
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ChangeState(actor, actor->user.StateEnd);
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actor->user.RotNum = 0;
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@ -252,7 +252,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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}
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if (RandomRange(1000) > 500)
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SET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
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actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
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ChangeState(actor, actor->user.StateEnd);
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actor->user.RotNum = 0;
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actor->user.ActorActionFunc = nullptr;
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@ -536,8 +536,8 @@ void KeepActorOnFloor(DSWActor* actor)
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NewStateGroup(actor, actor->user.ActorActionSet->Swim);
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actor->user.oz = actor->spr.pos.Z = actor->user.loz - Z(depth);
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actor->spr.backupz();
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SET(actor->user.Flags, SPR_SWIMMING);
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SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
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actor->user.Flags |= (SPR_SWIMMING);
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actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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}
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else
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{
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@ -578,7 +578,7 @@ void KeepActorOnFloor(DSWActor* actor)
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int DoActorBeginSlide(DSWActor* actor, int ang, int vel, int dec)
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{
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SET(actor->user.Flags, SPR_SLIDING);
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actor->user.Flags |= (SPR_SLIDING);
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actor->user.slide_ang = ang;
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actor->user.slide_vel = vel;
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@ -619,7 +619,7 @@ int DoActorSlide(DSWActor* actor)
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int DoActorBeginJump(DSWActor* actor)
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{
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SET(actor->user.Flags, SPR_JUMPING);
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actor->user.Flags |= (SPR_JUMPING);
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RESET(actor->user.Flags, SPR_FALLING);
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// actor->user.jump_speed = should be set before calling
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@ -682,7 +682,7 @@ int DoActorJump(DSWActor* actor)
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int DoActorBeginFall(DSWActor* actor)
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{
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SET(actor->user.Flags, SPR_FALLING);
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actor->user.Flags |= (SPR_FALLING);
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RESET(actor->user.Flags, SPR_JUMPING);
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actor->user.jump_grav = ACTOR_GRAVITY;
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@ -798,7 +798,7 @@ int DoActorDeathMove(DSWActor* actor)
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int DoBeginJump(DSWActor* actor)
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{
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SET(actor->user.Flags, SPR_JUMPING);
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actor->user.Flags |= (SPR_JUMPING);
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RESET(actor->user.Flags, SPR_FALLING);
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// set up individual actor jump gravity
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@ -848,7 +848,7 @@ int DoJump(DSWActor* actor)
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int DoBeginFall(DSWActor* actor)
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{
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SET(actor->user.Flags, SPR_FALLING);
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actor->user.Flags |= (SPR_FALLING);
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RESET(actor->user.Flags, SPR_JUMPING);
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actor->user.jump_grav = ACTOR_GRAVITY;
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@ -819,7 +819,7 @@ int DoActorCantMoveCloser(DSWActor* actor)
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actor->spr.ang = getangle((Track[actor->user.track].TrackPoint + actor->user.point)->x - actor->spr.pos.X, (Track[actor->user.track].TrackPoint + actor->user.point)->y - actor->spr.pos.Y);
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DoActorSetSpeed(actor, MID_SPEED);
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SET(actor->user.Flags, SPR_FIND_PLAYER);
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actor->user.Flags |= (SPR_FIND_PLAYER);
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actor->user.ActorActionFunc = DoActorDecide;
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NewStateGroup(actor, actor->user.ActorActionSet->Run);
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@ -1055,11 +1055,11 @@ int InitActorRunAway(DSWActor* actor)
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{
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actor->spr.ang = NORM_ANGLE(getangle((Track[actor->user.track].TrackPoint + actor->user.point)->x - actor->spr.pos.X, (Track[actor->user.track].TrackPoint + actor->user.point)->y - actor->spr.pos.Y));
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DoActorSetSpeed(actor, FAST_SPEED);
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SET(actor->user.Flags, SPR_RUN_AWAY);
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actor->user.Flags |= (SPR_RUN_AWAY);
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}
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else
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{
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SET(actor->user.Flags, SPR_RUN_AWAY);
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actor->user.Flags |= (SPR_RUN_AWAY);
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InitActorReposition(actor);
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}
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@ -1251,7 +1251,7 @@ int InitActorFindPlayer(DSWActor* actor)
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{
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actor->spr.ang = getangle((Track[actor->user.track].TrackPoint + actor->user.point)->x - actor->spr.pos.X, (Track[actor->user.track].TrackPoint + actor->user.point)->y - actor->spr.pos.Y);
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DoActorSetSpeed(actor, MID_SPEED);
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SET(actor->user.Flags, SPR_FIND_PLAYER);
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actor->user.Flags |= (SPR_FIND_PLAYER);
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actor->user.ActorActionFunc = DoActorDecide;
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NewStateGroup(actor, actor->user.ActorActionSet->Run);
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@ -520,7 +520,7 @@ BREAK_INFOp SetupSpriteForBreak(DSWActor* actor)
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actor->spr.clipdist = ActorSizeX(actor);
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SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
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actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
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}
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return break_info;
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@ -778,7 +778,7 @@ int SetupBunny(DSWActor* actor)
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DoActorSetSpeed(actor, FAST_SPEED);
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SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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actor->user.zclip = Z(16);
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@ -847,7 +847,7 @@ int DoBunnyBeginJumpAttack(DSWActor* actor)
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//actor->user.jump_speed = -800;
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PickJumpMaxSpeed(actor, -400); // was -800
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SET(actor->user.Flags, SPR_JUMPING);
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actor->user.Flags |= (SPR_JUMPING);
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RESET(actor->user.Flags, SPR_FALLING);
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// set up individual actor jump gravity
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@ -1123,7 +1123,7 @@ void BunnyHatch(DSWActor* actor)
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actorNew->spr.shade = actor->spr.shade;
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// make immediately active
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SET(actorNew->user.Flags, SPR_ACTIVE);
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actorNew->user.Flags |= (SPR_ACTIVE);
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if (RandomRange(1000) > 500) // Boy or Girl?
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
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else
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@ -1154,7 +1154,7 @@ void BunnyHatch(DSWActor* actor)
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DoActorSetSpeed(actorNew, FAST_SPEED);
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PickJumpMaxSpeed(actorNew, -600);
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SET(actorNew->user.Flags, SPR_JUMPING);
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actorNew->user.Flags |= (SPR_JUMPING);
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RESET(actorNew->user.Flags, SPR_FALLING);
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actorNew->user.jump_grav = 8;
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@ -1182,7 +1182,7 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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actorNew->spr.shade = actor->spr.shade;
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// make immediately active
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SET(actorNew->user.Flags, SPR_ACTIVE);
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actorNew->user.Flags |= (SPR_ACTIVE);
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if (RandomRange(1000) > 500) // Boy or Girl?
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{
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
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@ -1211,7 +1211,7 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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else
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PickJumpMaxSpeed(actorNew, -600);
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SET(actorNew->user.Flags, SPR_JUMPING);
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actorNew->user.Flags |= (SPR_JUMPING);
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RESET(actorNew->user.Flags, SPR_FALLING);
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actorNew->user.jump_grav = 8;
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@ -530,7 +530,7 @@ int SetupCoolg(DSWActor* actor)
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EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
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SET(actor->user.Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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CoolgCommon(actor);
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@ -578,7 +578,7 @@ int DoCoolgBirth(DSWActor* actor)
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// special case
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TotalKillable--;
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SET(actor->user.Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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CoolgCommon(actor);
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return 0;
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@ -792,17 +792,17 @@ int DoCoolgMove(DSWActor* actor)
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switch (actor->user.FlagOwner)
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{
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case 0:
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SET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT);
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actor->user.ShellNum = SEC(2);
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break;
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case 1:
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PlaySound(DIGI_VOID3, actor, v3df_follow);
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RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
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actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
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actor->user.ShellNum = SEC(1) + SEC(RandomRange(2));
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break;
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case 2:
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SET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT);
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RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
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actor->user.ShellNum = SEC(2);
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break;
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@ -502,7 +502,7 @@ int SetupCoolie(DSWActor* actor)
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actor->spr.xrepeat = 42;
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actor->spr.yrepeat = 42;
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SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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return 0;
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}
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@ -1561,7 +1561,7 @@ void drawscreen(PLAYERp pp, double smoothratio)
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// Don't show sprites tagged with 257
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if (actor->spr.lotag == 257 && actor->spr.owner == -2)
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{
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SET(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
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actor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_FLOOR);
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actor->spr.owner = -1;
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}
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}
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@ -389,7 +389,7 @@ int SetupEel(DSWActor* actor)
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EnemyDefaults(actor, &EelActionSet, &EelPersonality);
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SET(actor->user.Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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EelCommon(actor);
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@ -538,9 +538,9 @@ int DoEelDeath(DSWActor* actor)
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{
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RESET(actor->user.Flags, SPR_FALLING|SPR_SLIDING);
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if (RandomRange(1000) > 500)
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SET(actor->spr.cstat, CSTAT_SPRITE_XFLIP);
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actor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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if (RandomRange(1000) > 500)
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SET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
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actor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
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NewStateGroup(actor, actor->user.ActorActionSet->Dead);
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return 0;
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}
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@ -500,7 +500,7 @@ int SetupGoro(DSWActor* actor)
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EnemyDefaults(actor, &GoroActionSet, &GoroPersonality);
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actor->spr.clipdist = 512 >> 2;
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SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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return 0;
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}
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@ -305,8 +305,8 @@ int SetupHornet(DSWActor* actor)
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EnemyDefaults(actor, &HornetActionSet, &HornetPersonality);
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SET(actor->user.Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
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actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actor->spr.clipdist = (100) >> 2;
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actor->user.floor_dist = Z(16);
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@ -299,18 +299,18 @@ void SpawnMidSplash(DSWActor* actor)
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actorNew->spr.xrepeat = 70-RandomRange(20);
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actorNew->spr.yrepeat = 70-RandomRange(20);
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actorNew->spr.opos = actor->spr.opos;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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if (RANDOM_P2(1024) < 512)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
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actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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actorNew->user.xchange = 0;
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actorNew->user.ychange = 0;
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actorNew->user.zchange = 0;
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if (TEST(actor->user.Flags, SPR_UNDERWATER))
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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actorNew->user.Flags |= (SPR_UNDERWATER);
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}
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void SpawnFloorSplash(DSWActor* actor)
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@ -322,18 +322,18 @@ void SpawnFloorSplash(DSWActor* actor)
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actorNew->spr.xrepeat = 70-RandomRange(20);
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actorNew->spr.yrepeat = 70-RandomRange(20);
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actorNew->spr.opos = actor->spr.opos;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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if (RANDOM_P2(1024) < 512)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
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actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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actorNew->user.xchange = 0;
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actorNew->user.ychange = 0;
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actorNew->user.zchange = 0;
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if (TEST(actor->user.Flags, SPR_UNDERWATER))
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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actorNew->user.Flags |= (SPR_UNDERWATER);
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}
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@ -472,18 +472,18 @@ int DoBloodSpray(DSWActor* actor)
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if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1))
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{
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if (TEST(actor->user.Flags, SPR_UNDERWATER))
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SET(actor->user.Flags, SPR_BOUNCE); // no bouncing
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actor->user.Flags |= (SPR_BOUNCE); // no bouncing
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// underwater
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if (actor->user.lo_sectp && actor->spr.sector()->hasU() && FixedToInt(actor->spr.sector()->depth_fixed))
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SET(actor->user.Flags, SPR_BOUNCE); // no bouncing on
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actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
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// shallow water
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#if 0
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if (!TEST(actor->user.Flags, SPR_BOUNCE))
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{
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SpawnFloorSplash(actor);
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SET(actor->user.Flags, SPR_BOUNCE);
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actor->user.Flags |= (SPR_BOUNCE);
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actor->user.coll.setNone();
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actor->user.Counter = 0;
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actor->user.zchange = -actor->user.zchange;
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@ -524,13 +524,13 @@ int DoBloodSpray(DSWActor* actor)
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actorNew->spr.xrepeat = 40-RandomRange(30);
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actorNew->spr.yrepeat = 40-RandomRange(30);
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actorNew->spr.opos = actor->spr.opos;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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if (RANDOM_P2(1024) < 512)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
|
||||
if (RANDOM_P2(1024) < 512)
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
|
||||
|
||||
actorNew->user.xchange = actor->user.xchange;
|
||||
actorNew->user.ychange = actor->user.ychange;
|
||||
|
@ -539,7 +539,7 @@ int DoBloodSpray(DSWActor* actor)
|
|||
ScaleSpriteVector(actorNew, 20000);
|
||||
|
||||
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
||||
SET(actorNew->user.Flags, SPR_UNDERWATER);
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@ -649,7 +649,7 @@ int DoPhosphorus(DSWActor* actor)
|
|||
// hit a floor
|
||||
if (!TEST(actor->user.Flags, SPR_BOUNCE))
|
||||
{
|
||||
SET(actor->user.Flags, SPR_BOUNCE);
|
||||
actor->user.Flags |= (SPR_BOUNCE);
|
||||
ScaleSpriteVector(actor, 32000); // was 18000
|
||||
actor->user.zchange /= 6;
|
||||
actor->user.coll.setNone();
|
||||
|
@ -676,16 +676,16 @@ int DoPhosphorus(DSWActor* actor)
|
|||
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1))
|
||||
{
|
||||
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
||||
SET(actor->user.Flags, SPR_BOUNCE); // no bouncing
|
||||
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
|
||||
// underwater
|
||||
|
||||
if (actor->user.lo_sectp && actor->spr.sector()->hasU() && FixedToInt(actor->spr.sector()->depth_fixed))
|
||||
SET(actor->user.Flags, SPR_BOUNCE); // no bouncing on
|
||||
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
|
||||
// shallow water
|
||||
|
||||
if (!TEST(actor->user.Flags, SPR_BOUNCE))
|
||||
{
|
||||
SET(actor->user.Flags, SPR_BOUNCE);
|
||||
actor->user.Flags |= (SPR_BOUNCE);
|
||||
actor->user.coll.setNone();
|
||||
actor->user.Counter = 0;
|
||||
actor->user.zchange = -actor->user.zchange;
|
||||
|
@ -727,13 +727,13 @@ int DoPhosphorus(DSWActor* actor)
|
|||
actorNew->spr.xrepeat = 12 + RandomRange(10);
|
||||
actorNew->spr.yrepeat = 12 + RandomRange(10);
|
||||
actorNew->spr.opos = actor->spr.opos;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
if (RANDOM_P2(1024) < 512)
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
|
||||
if (RANDOM_P2(1024) < 512)
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
|
||||
|
||||
actorNew->user.xchange = actor->user.xchange;
|
||||
actorNew->user.ychange = actor->user.ychange;
|
||||
|
@ -744,7 +744,7 @@ int DoPhosphorus(DSWActor* actor)
|
|||
ScaleSpriteVector(actorNew, 20000);
|
||||
|
||||
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
||||
SET(actorNew->user.Flags, SPR_UNDERWATER);
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@ -857,7 +857,7 @@ int DoChemBomb(DSWActor* actor)
|
|||
{
|
||||
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE))
|
||||
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
|
||||
SET(actor->user.Flags, SPR_BOUNCE);
|
||||
actor->user.Flags |= (SPR_BOUNCE);
|
||||
ScaleSpriteVector(actor, 32000); // was 18000
|
||||
actor->user.zchange /= 6;
|
||||
actor->user.coll.setNone();
|
||||
|
@ -892,18 +892,18 @@ int DoChemBomb(DSWActor* actor)
|
|||
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1))
|
||||
{
|
||||
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
||||
SET(actor->user.Flags, SPR_BOUNCE); // no bouncing
|
||||
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
|
||||
// underwater
|
||||
|
||||
if (actor->user.lo_sectp && actor->spr.sector()->hasU() && FixedToInt(actor->spr.sector()->depth_fixed))
|
||||
SET(actor->user.Flags, SPR_BOUNCE); // no bouncing on
|
||||
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
|
||||
// shallow water
|
||||
|
||||
if (!TEST(actor->user.Flags, SPR_BOUNCE))
|
||||
{
|
||||
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE))
|
||||
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
|
||||
SET(actor->user.Flags, SPR_BOUNCE);
|
||||
actor->user.Flags |= (SPR_BOUNCE);
|
||||
actor->user.coll.setNone();
|
||||
actor->user.Counter = 0;
|
||||
actor->user.zchange = -actor->user.zchange;
|
||||
|
@ -950,8 +950,8 @@ int DoChemBomb(DSWActor* actor)
|
|||
actorNew->spr.yrepeat = 40;
|
||||
actorNew->spr.opos = actor->spr.opos;
|
||||
// !Frank - dont do translucent
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
// SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
// actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT);
|
||||
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
actorNew->user.xchange = actor->user.xchange;
|
||||
|
@ -963,7 +963,7 @@ int DoChemBomb(DSWActor* actor)
|
|||
ScaleSpriteVector(actorNew, 20000);
|
||||
|
||||
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
||||
SET(actorNew->user.Flags, SPR_UNDERWATER);
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@ -1071,7 +1071,7 @@ int DoCaltrops(DSWActor* actor)
|
|||
if (!TEST(actor->user.Flags, SPR_BOUNCE))
|
||||
{
|
||||
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
|
||||
SET(actor->user.Flags, SPR_BOUNCE);
|
||||
actor->user.Flags |= (SPR_BOUNCE);
|
||||
ScaleSpriteVector(actor, 1000); // was 18000
|
||||
actor->user.coll.setNone();
|
||||
actor->user.Counter = 0;
|
||||
|
@ -1098,17 +1098,17 @@ int DoCaltrops(DSWActor* actor)
|
|||
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1))
|
||||
{
|
||||
if (TEST(actor->user.Flags, SPR_UNDERWATER))
|
||||
SET(actor->user.Flags, SPR_BOUNCE); // no bouncing
|
||||
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
|
||||
// underwater
|
||||
|
||||
if (actor->user.lo_sectp && actor->spr.sector()->hasU() && FixedToInt(actor->spr.sector()->depth_fixed))
|
||||
SET(actor->user.Flags, SPR_BOUNCE); // no bouncing on
|
||||
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
|
||||
// shallow water
|
||||
|
||||
if (!TEST(actor->user.Flags, SPR_BOUNCE))
|
||||
{
|
||||
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
|
||||
SET(actor->user.Flags, SPR_BOUNCE);
|
||||
actor->user.Flags |= (SPR_BOUNCE);
|
||||
actor->user.coll.setNone();
|
||||
actor->user.Counter = 0;
|
||||
actor->user.zchange = -actor->user.zchange;
|
||||
|
@ -1179,16 +1179,16 @@ int SpawnRadiationCloud(DSWActor* actor)
|
|||
actorNew->spr.xrepeat = 32;
|
||||
actorNew->spr.yrepeat = 32;
|
||||
actorNew->spr.clipdist = actor->spr.clipdist;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
|
||||
// Won't take floor palettes
|
||||
actorNew->spr.hitag = SECTFU_DONT_COPY_PALETTE;
|
||||
|
||||
if (RANDOM_P2(1024) < 512)
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
|
||||
//if (RANDOM_P2(1024) < 512)
|
||||
//SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
|
||||
//actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
|
||||
|
||||
actorNew->spr.ang = RANDOM_P2(2048);
|
||||
actorNew->spr.xvel = RANDOM_P2(32);
|
||||
|
@ -1262,7 +1262,7 @@ int PlayerInitChemBomb(PLAYERp pp)
|
|||
}
|
||||
|
||||
// actorNew->user.RotNum = 5;
|
||||
SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
SetOwner(pp->actor, actorNew);
|
||||
actorNew->spr.yrepeat = 32;
|
||||
|
@ -1273,11 +1273,11 @@ int PlayerInitChemBomb(PLAYERp pp)
|
|||
actorNew->user.ceiling_dist = Z(3);
|
||||
actorNew->user.floor_dist = Z(3);
|
||||
actorNew->user.Counter = 0;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
|
||||
|
||||
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
SET(actorNew->user.Flags, SPR_UNDERWATER);
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
||||
actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
|
||||
|
||||
|
@ -1319,7 +1319,7 @@ int InitSpriteChemBomb(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, actor->spr.sector(),
|
||||
nx, ny, nz, actor->spr.ang, CHEMBOMB_VELOCITY);
|
||||
|
||||
SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.yrepeat = 32;
|
||||
|
@ -1330,8 +1330,8 @@ int InitSpriteChemBomb(DSWActor* actor)
|
|||
actorNew->user.ceiling_dist = Z(3);
|
||||
actorNew->user.floor_dist = Z(3);
|
||||
actorNew->user.Counter = 0;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
|
||||
|
||||
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
|
||||
|
||||
|
@ -1361,7 +1361,7 @@ int InitChemBomb(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_ChemBomb, actor->spr.sector(),
|
||||
nx, ny, nz, actor->spr.ang, CHEMBOMB_VELOCITY);
|
||||
|
||||
SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
SetOwner(GetOwner(actor), actorNew);
|
||||
actorNew->spr.yrepeat = 32;
|
||||
|
@ -1371,12 +1371,12 @@ int InitChemBomb(DSWActor* actor)
|
|||
actorNew->user.ceiling_dist = Z(3);
|
||||
actorNew->user.floor_dist = Z(3);
|
||||
actorNew->user.Counter = 0;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
|
||||
// invis.
|
||||
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK);
|
||||
|
||||
if (SpriteInUnderwaterArea(actorNew))
|
||||
SET(actorNew->user.Flags, SPR_UNDERWATER);
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
||||
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
|
||||
actorNew->spr.clipdist = 0;
|
||||
|
@ -1589,7 +1589,7 @@ void SpawnFlashBombOnActor(DSWActor* actor)
|
|||
actorNew->user.Counter = 0; // max flame size
|
||||
|
||||
actorNew->spr.shade = -40;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
|
||||
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
actorNew->user.Radius = 200;
|
||||
|
@ -1632,7 +1632,7 @@ int PlayerInitCaltrops(PLAYERp pp)
|
|||
actorNew->spr.xvel -= (actorNew->spr.xvel >> 2);
|
||||
}
|
||||
|
||||
SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
SetOwner(pp->actor, actorNew);
|
||||
actorNew->spr.yrepeat = 64;
|
||||
|
@ -1646,7 +1646,7 @@ int PlayerInitCaltrops(PLAYERp pp)
|
|||
// SET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK);
|
||||
|
||||
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
SET(actorNew->user.Flags, SPR_UNDERWATER);
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
||||
// They go out at different angles
|
||||
// spawnedActor->spr.ang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
|
||||
|
@ -1689,7 +1689,7 @@ int InitCaltrops(DSWActor* actor)
|
|||
auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, actor->spr.sector(),
|
||||
nx, ny, nz, actor->spr.ang, CHEMBOMB_VELOCITY / 2);
|
||||
|
||||
SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
actorNew->spr.yrepeat = 64;
|
||||
|
@ -1734,10 +1734,10 @@ int InitPhosphorus(DSWActor* actor)
|
|||
nx, ny, nz, daang, CHEMBOMB_VELOCITY/3);
|
||||
|
||||
actorNew->spr.hitag = LUMINOUS; // Always full brightness
|
||||
SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
// !Frank - don't do translucent
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
// SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
// actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.shade = -128;
|
||||
|
||||
actorNew->spr.yrepeat = 64;
|
||||
|
@ -1809,11 +1809,11 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
|
|||
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSprayChunk, actor->spr.sector(),
|
||||
nx, ny, nz, ang, vel*2);
|
||||
|
||||
SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
if (dogib)
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
else
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
|
||||
actorNew->spr.shade = -12;
|
||||
|
||||
SetOwner(actor, actorNew);
|
||||
|
@ -1937,7 +1937,7 @@ int DoCarryFlag(DSWActor* actor)
|
|||
actor->user.WaitTics = SEC(30); // You have 30 seconds to get it to
|
||||
// scorebox
|
||||
actor->user.Counter2 = 0;
|
||||
SET(actor->user.Flags, SPR_ACTIVE);
|
||||
actor->user.Flags |= (SPR_ACTIVE);
|
||||
}
|
||||
|
||||
// limit the number of times DoFlagRangeTest is called
|
||||
|
@ -2119,10 +2119,10 @@ int DoCarryFlagNoDet(DSWActor* actor)
|
|||
int SetCarryFlag(DSWActor* actor)
|
||||
{
|
||||
// stuck
|
||||
SET(actor->user.Flags, SPR_BOUNCE);
|
||||
actor->user.Flags |= (SPR_BOUNCE);
|
||||
// not yet active for 1 sec
|
||||
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actor->user.Counter = 0;
|
||||
change_actor_stat(actor, STAT_ITEM);
|
||||
if (actor->spr.hitag == 1)
|
||||
|
@ -2241,7 +2241,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
|
|||
actorNew->user.ceiling_dist = Z(1);
|
||||
actorNew->user.floor_dist = Z(1);
|
||||
actorNew->user.Counter = 0;
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
RESET(actorNew->user.Flags, SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce
|
||||
|
||||
|
|
|
@ -470,7 +470,7 @@ int SetupLava(DSWActor* actor)
|
|||
EnemyDefaults(actor, &LavaActionSet, &LavaPersonality);
|
||||
actor->spr.xrepeat = actor->spr.yrepeat = 110;
|
||||
actor->spr.clipdist = (512) >> 2;
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE|SPR_ELECTRO_TOLERANT);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE|SPR_ELECTRO_TOLERANT);
|
||||
|
||||
actor->user.loz = actor->spr.pos.Z;
|
||||
|
||||
|
|
|
@ -1144,7 +1144,7 @@ int SetupCarGirl(DSWActor* actor)
|
|||
actor->user.ID = CARGIRL_R0;
|
||||
|
||||
RESET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_XFLIP);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -1841,7 +1841,7 @@ int SetupNinja(DSWActor* actor)
|
|||
EnemyDefaults(actor, &NinjaGreenActionSet, &NinjaPersonality);
|
||||
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
|
||||
actor->user.Health = RedNinjaHealth;
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT);
|
||||
actor->spr.shade = 127;
|
||||
actor->spr.pal = actor->user.spal = PALETTE_PLAYER5;
|
||||
actor->spr.hitag = 9998;
|
||||
|
@ -1924,7 +1924,7 @@ int SetupNinja(DSWActor* actor)
|
|||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
|
||||
actor->user.Radius = 280;
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1934,14 +1934,14 @@ int DoNinjaHariKari(DSWActor* actor)
|
|||
UpdateSinglePlayKills(actor);
|
||||
change_actor_stat(actor, STAT_DEAD_ACTOR);
|
||||
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
SET(actor->user.Flags, SPR_DEAD);
|
||||
actor->user.Flags |= (SPR_DEAD);
|
||||
RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING);
|
||||
actor->user.floor_dist = Z(40);
|
||||
actor->user.RotNum = 0;
|
||||
actor->user.ActorActionFunc = nullptr;
|
||||
|
||||
SET(actor->spr.extra, SPRX_BREAKABLE);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
|
||||
|
||||
PlaySound(DIGI_NINJAUZIATTACK, actor, v3df_follow);
|
||||
|
||||
|
@ -1963,14 +1963,14 @@ int DoNinjaGrabThroat(DSWActor* actor)
|
|||
RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
|
||||
change_actor_stat(actor, STAT_DEAD_ACTOR);
|
||||
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
SET(actor->user.Flags, SPR_DEAD);
|
||||
actor->user.Flags |= (SPR_DEAD);
|
||||
RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING);
|
||||
actor->user.floor_dist = Z(40);
|
||||
actor->user.RotNum = 0;
|
||||
actor->user.ActorActionFunc = nullptr;
|
||||
|
||||
SET(actor->spr.extra, SPRX_BREAKABLE);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
|
||||
|
||||
|
||||
ChangeState(actor, actor->user.StateEnd);
|
||||
|
@ -2332,7 +2332,7 @@ void InitPlayerSprite(PLAYERp pp)
|
|||
pp->actor = actor;
|
||||
pp->pnum = pnum;
|
||||
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);
|
||||
RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
|
||||
|
||||
|
@ -2346,7 +2346,7 @@ void InitPlayerSprite(PLAYERp pp)
|
|||
actor->user.Radius = 400;
|
||||
actor->user.PlayerP = pp;
|
||||
//actor->user.Health = pp->MaxHealth;
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
|
||||
actor->spr.picnum = actor->user.State->Pic;
|
||||
|
@ -2399,7 +2399,7 @@ void SpawnPlayerUnderSprite(PLAYERp pp)
|
|||
|
||||
DSWActor* actor = pp->PlayerUnderActor;
|
||||
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);
|
||||
|
||||
actor->user.Rot = sg_NinjaRun;
|
||||
|
@ -2409,7 +2409,7 @@ void SpawnPlayerUnderSprite(PLAYERp pp)
|
|||
actor->user.Radius = plActor->user.Radius;
|
||||
actor->user.PlayerP = pp;
|
||||
actor->user.Health = pp->MaxHealth;
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
actor->user.ActorActionSet = plActor->user.ActorActionSet;
|
||||
|
||||
|
|
|
@ -3121,7 +3121,7 @@ void DoPlayerBeginClimb(PLAYERp pp)
|
|||
pp->DoPlayerAction = DoPlayerClimb;
|
||||
|
||||
SET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
||||
//DamageData[plActor->user.WeaponNum].Init(pp);
|
||||
|
||||
|
|
|
@ -848,7 +848,7 @@ int SetupRipper(DSWActor* actor)
|
|||
EnemyDefaults(actor, &RipperActionSet, &RipperPersonality);
|
||||
}
|
||||
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -963,7 +963,7 @@ int InitRipperHang(DSWActor* actor)
|
|||
//actor->user.jump_speed = -800;
|
||||
PickJumpMaxSpeed(actor, -800);
|
||||
|
||||
SET(actor->user.Flags, SPR_JUMPING);
|
||||
actor->user.Flags |= (SPR_JUMPING);
|
||||
RESET(actor->user.Flags, SPR_FALLING);
|
||||
|
||||
// set up individual actor jump gravity
|
||||
|
@ -1060,7 +1060,7 @@ int DoRipperBeginJumpAttack(DSWActor* actor)
|
|||
//actor->user.jump_speed = -800;
|
||||
PickJumpMaxSpeed(actor, -400); // was -800
|
||||
|
||||
SET(actor->user.Flags, SPR_JUMPING);
|
||||
actor->user.Flags |= (SPR_JUMPING);
|
||||
RESET(actor->user.Flags, SPR_FALLING);
|
||||
|
||||
// set up individual actor jump gravity
|
||||
|
@ -1184,14 +1184,14 @@ void RipperHatch(DSWActor* actor)
|
|||
SetupRipper(actorNew);
|
||||
|
||||
// make immediately active
|
||||
SET(actorNew->user.Flags, SPR_ACTIVE);
|
||||
actorNew->user.Flags |= (SPR_ACTIVE);
|
||||
|
||||
NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
|
||||
actorNew->user.ActorActionFunc = DoActorMoveJump;
|
||||
DoActorSetSpeed(actorNew, FAST_SPEED);
|
||||
PickJumpMaxSpeed(actorNew, -600);
|
||||
|
||||
SET(actorNew->user.Flags, SPR_JUMPING);
|
||||
actorNew->user.Flags |= (SPR_JUMPING);
|
||||
RESET(actorNew->user.Flags, SPR_FALLING);
|
||||
|
||||
actorNew->user.jump_grav = 8;
|
||||
|
|
|
@ -916,7 +916,7 @@ int SetupRipper2(DSWActor* actor)
|
|||
EnemyDefaults(actor, &Ripper2ActionSet, &Ripper2Personality);
|
||||
}
|
||||
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -972,7 +972,7 @@ int InitRipper2Hang(DSWActor* actor)
|
|||
//actor->user.jump_speed = -800;
|
||||
PickJumpMaxSpeed(actor, -(RandomRange(400)+100));
|
||||
|
||||
SET(actor->user.Flags, SPR_JUMPING);
|
||||
actor->user.Flags |= (SPR_JUMPING);
|
||||
RESET(actor->user.Flags, SPR_FALLING);
|
||||
|
||||
// set up individual actor jump gravity
|
||||
|
@ -1082,7 +1082,7 @@ int DoRipper2BeginJumpAttack(DSWActor* actor)
|
|||
//actor->user.jump_speed = -800;
|
||||
PickJumpMaxSpeed(actor, -(RandomRange(400)+100));
|
||||
|
||||
SET(actor->user.Flags, SPR_JUMPING);
|
||||
actor->user.Flags |= (SPR_JUMPING);
|
||||
RESET(actor->user.Flags, SPR_FALLING);
|
||||
|
||||
// set up individual actor jump gravity
|
||||
|
@ -1209,14 +1209,14 @@ void Ripper2Hatch(DSWActor* actor)
|
|||
SetupRipper2(actorNew);
|
||||
|
||||
// make immediately active
|
||||
SET(actorNew->user.Flags, SPR_ACTIVE);
|
||||
actorNew->user.Flags |= (SPR_ACTIVE);
|
||||
|
||||
NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
|
||||
actorNew->user.ActorActionFunc = DoActorMoveJump;
|
||||
DoActorSetSpeed(actorNew, FAST_SPEED);
|
||||
PickJumpMaxSpeed(actorNew, -600);
|
||||
|
||||
SET(actorNew->user.Flags, SPR_JUMPING);
|
||||
actorNew->user.Flags |= (SPR_JUMPING);
|
||||
RESET(actorNew->user.Flags, SPR_FALLING);
|
||||
|
||||
actorNew->user.jump_grav = 8;
|
||||
|
|
|
@ -99,7 +99,7 @@ void SetRotatorActive(DSWActor* actor)
|
|||
// play activate sound
|
||||
DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
|
||||
|
||||
SET(actor->user.Flags, SPR_ACTIVE);
|
||||
actor->user.Flags |= (SPR_ACTIVE);
|
||||
actor->user.Tics = 0;
|
||||
|
||||
// moving to the OFF position
|
||||
|
|
|
@ -728,7 +728,7 @@ int SetupSerp(DSWActor* actor)
|
|||
}
|
||||
|
||||
actor->spr.clipdist = (512) >> 2;
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE|SPR_ELECTRO_TOLERANT);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE|SPR_ELECTRO_TOLERANT);
|
||||
|
||||
actor->user.loz = actor->spr.pos.Z;
|
||||
|
||||
|
|
|
@ -520,7 +520,7 @@ int SetupSkel(DSWActor* actor)
|
|||
|
||||
// 256 is default
|
||||
//actor->spr.clipdist = 256 >> 2;
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -565,7 +565,7 @@ int DoSkelTeleport(DSWActor* actor)
|
|||
|
||||
int DoSkelTermTeleport(DSWActor* actor)
|
||||
{
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -227,8 +227,8 @@ int SetupSkull(DSWActor* actor)
|
|||
|
||||
EnemyDefaults(actor, nullptr, nullptr);
|
||||
actor->spr.clipdist = (128+64) >> 2;
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
||||
actor->user.Radius = 400;
|
||||
|
||||
|
@ -612,8 +612,8 @@ int SetupBetty(DSWActor* actor)
|
|||
|
||||
EnemyDefaults(actor, nullptr, nullptr);
|
||||
actor->spr.clipdist = (128+64) >> 2;
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
||||
actor->user.Radius = 400;
|
||||
|
||||
|
|
|
@ -95,7 +95,7 @@ void SetSlidorActive(DSWActor* actor)
|
|||
// play activate sound
|
||||
DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
|
||||
|
||||
SET(actor->user.Flags, SPR_ACTIVE);
|
||||
actor->user.Flags |= (SPR_ACTIVE);
|
||||
actor->user.Tics = 0;
|
||||
|
||||
// moving to the OFF position
|
||||
|
|
|
@ -98,7 +98,7 @@ void SetSpikeActive(DSWActor* actor)
|
|||
// play activate sound
|
||||
DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
|
||||
|
||||
SET(actor->user.Flags, SPR_ACTIVE);
|
||||
actor->user.Flags |= (SPR_ACTIVE);
|
||||
actor->user.Tics = 0;
|
||||
|
||||
// moving to the ON position
|
||||
|
|
|
@ -785,10 +785,10 @@ void change_actor_stat(DSWActor* actor, int stat, bool quick)
|
|||
RESET(actor->user.Flags, SPR_SKIP2|SPR_SKIP4);
|
||||
|
||||
if (stat >= STAT_SKIP4_START && stat <= STAT_SKIP4_END)
|
||||
SET(actor->user.Flags, SPR_SKIP4);
|
||||
actor->user.Flags |= (SPR_SKIP4);
|
||||
|
||||
if (stat >= STAT_SKIP2_START && stat <= STAT_SKIP2_END)
|
||||
SET(actor->user.Flags, SPR_SKIP2);
|
||||
actor->user.Flags |= (SPR_SKIP2);
|
||||
|
||||
switch (stat)
|
||||
{
|
||||
|
@ -813,7 +813,7 @@ void change_actor_stat(DSWActor* actor, int stat, bool quick)
|
|||
wait_active_check_offset = 0;
|
||||
actor->user.wait_active_check = wait_active_check_offset;
|
||||
// don't do a break here
|
||||
SET(actor->user.Flags, SPR_SHADOW);
|
||||
actor->user.Flags |= (SPR_SHADOW);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -1567,7 +1567,7 @@ void SpriteSetup(void)
|
|||
if (actor->spr.pos.Z > DIV2(cz + fz))
|
||||
{
|
||||
// closer to a floor
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_CLOSE_FLOOR);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_CLOSE_FLOOR);
|
||||
}
|
||||
|
||||
// CSTAT_SPIN is insupported - get rid of it
|
||||
|
@ -1577,7 +1577,7 @@ void SpriteSetup(void)
|
|||
// if BLOCK is set set BLOCK_HITSCAN
|
||||
// Hope this doesn't screw up anything
|
||||
if (TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK))
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
////////////////////////////////////////////
|
||||
//
|
||||
|
@ -1605,7 +1605,7 @@ void SpriteSetup(void)
|
|||
// but allows actors to move through them
|
||||
actor->spr.clipdist = ActorSizeX(actor);
|
||||
SET(actor->spr.extra, SPRX_BREAKABLE);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1632,17 +1632,17 @@ void SpriteSetup(void)
|
|||
if (actor->spr.picnum == 80)
|
||||
{
|
||||
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);;
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);;
|
||||
}
|
||||
else
|
||||
{
|
||||
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);;
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);;
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);;
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);;
|
||||
}
|
||||
|
||||
if (TEST(SP_TAG8(actor), BIT(0)))
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); ;
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); ;
|
||||
|
||||
if (TEST(SP_TAG8(actor), BIT(1)))
|
||||
RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
|
@ -1710,7 +1710,7 @@ void SpriteSetup(void)
|
|||
tag = actor->spr.hitag;
|
||||
|
||||
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
||||
|
||||
// for bounding sector objects
|
||||
if ((tag >= 500 && tag < 600) || tag == SECT_SO_CENTER)
|
||||
|
@ -2022,7 +2022,7 @@ void SpriteSetup(void)
|
|||
actor->user.WaitTics = time*15; // 1/8 of a sec
|
||||
actor->user.Tics = 0;
|
||||
|
||||
SET(actor->user.Flags, SPR_ACTIVE);
|
||||
actor->user.Flags |= (SPR_ACTIVE);
|
||||
|
||||
switch (type)
|
||||
{
|
||||
|
@ -2133,7 +2133,7 @@ void SpriteSetup(void)
|
|||
wallcount++;
|
||||
}
|
||||
|
||||
SET(actor->user.Flags, SPR_ACTIVE);
|
||||
actor->user.Flags |= (SPR_ACTIVE);
|
||||
|
||||
switch (type)
|
||||
{
|
||||
|
@ -2178,7 +2178,7 @@ void SpriteSetup(void)
|
|||
actor->user.rotator->ClearWalls();
|
||||
actor->user.rotator->orig_speed = actor->user.rotator->speed;
|
||||
|
||||
SET(actor->user.Flags, SPR_ACTIVE);
|
||||
actor->user.Flags |= (SPR_ACTIVE);
|
||||
|
||||
switch (type)
|
||||
{
|
||||
|
@ -2226,7 +2226,7 @@ void SpriteSetup(void)
|
|||
actor->user.WaitTics = time*15; // 1/8 of a sec
|
||||
actor->user.Tics = 0;
|
||||
|
||||
SET(actor->user.Flags, SPR_ACTIVE);
|
||||
actor->user.Flags |= (SPR_ACTIVE);
|
||||
|
||||
switch (type)
|
||||
{
|
||||
|
@ -2624,7 +2624,7 @@ void SpriteSetup(void)
|
|||
|
||||
case WARP_TELEPORTER:
|
||||
{
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
||||
SET(actor->spr.sector()->extra, SECTFX_WARP_SECTOR);
|
||||
change_actor_stat(actor, STAT_WARP);
|
||||
|
||||
|
@ -2656,19 +2656,19 @@ void SpriteSetup(void)
|
|||
case WARP_CEILING_PLANE:
|
||||
case WARP_FLOOR_PLANE:
|
||||
{
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
||||
SET(actor->spr.sector()->extra, SECTFX_WARP_SECTOR);
|
||||
change_actor_stat(actor, STAT_WARP);
|
||||
break;
|
||||
}
|
||||
|
||||
case WARP_COPY_SPRITE1:
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
||||
SET(actor->spr.sector()->extra, SECTFX_WARP_SECTOR);
|
||||
change_actor_stat(actor, STAT_WARP_COPY_SPRITE1);
|
||||
break;
|
||||
case WARP_COPY_SPRITE2:
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
||||
SET(actor->spr.sector()->extra, SECTFX_WARP_SECTOR);
|
||||
change_actor_stat(actor, STAT_WARP_COPY_SPRITE2);
|
||||
break;
|
||||
|
@ -2818,7 +2818,7 @@ KeyMain:
|
|||
|
||||
actor->user.spal = actor->spr.pal; // Set the palette from build
|
||||
|
||||
//SET(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
|
||||
//actor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
|
||||
|
||||
ChangeState(actor, s_Key[num]);
|
||||
|
||||
|
@ -3391,7 +3391,7 @@ NUKE_REPLACEMENT:
|
|||
change_actor_stat(actor, STAT_DEFAULT);
|
||||
|
||||
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
SET(actor->spr.extra, SPRX_BLADE);
|
||||
|
||||
break;
|
||||
|
@ -3410,7 +3410,7 @@ NUKE_REPLACEMENT:
|
|||
SpawnUser(actor, actor->spr.picnum, nullptr);
|
||||
|
||||
actor->spr.clipdist = ActorSizeX(actor);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
|
||||
SET(actor->spr.extra, SPRX_BREAKABLE);
|
||||
break;
|
||||
|
||||
|
@ -3459,7 +3459,7 @@ NUKE_REPLACEMENT:
|
|||
}
|
||||
|
||||
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -3822,7 +3822,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_REPAIR_KIT, s_RepairKit, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3833,7 +3833,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_STAR, s_IconStar, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3844,7 +3844,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_MINE, s_IconLgMine, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3855,7 +3855,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_GUN, s_IconMicroGun, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3866,7 +3866,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_BATTERY, s_IconMicroBattery, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3877,7 +3877,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3888,7 +3888,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_GRENADE, s_IconLgGrenade, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3899,7 +3899,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_GUN, s_IconRailGun, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3910,7 +3910,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_AMMO, s_IconRailAmmo, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3921,7 +3921,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_ROCKET, s_IconRocket, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3932,7 +3932,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_SHOTGUN, s_IconShotgun, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3943,7 +3943,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_SHOTSHELL, s_IconLgShotshell, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3954,7 +3954,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3965,7 +3965,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3976,7 +3976,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3987,7 +3987,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -3999,7 +3999,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_ARMOR, s_IconArmor, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4016,7 +4016,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_MEDKIT, s_IconMedkit, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4027,7 +4027,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_SM_MEDKIT, s_IconSmMedkit, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4038,7 +4038,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_CHEMBOMB, s_IconChemBomb, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4049,7 +4049,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_FLASHBOMB, s_IconFlashBomb, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4060,7 +4060,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_NUKE, s_IconNuke, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4071,7 +4071,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_CALTROPS, s_IconCaltrops, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4082,7 +4082,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_BOOSTER, s_IconBooster, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4093,7 +4093,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_HEAT_CARD, s_IconHeatCard, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4104,7 +4104,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_CLOAK, s_IconCloak, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4115,7 +4115,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_NIGHT_VISION, s_IconNightVision, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4127,7 +4127,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_UZI_AMMO, s_IconLgUziAmmo, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4138,7 +4138,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4149,7 +4149,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4161,7 +4161,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_UZIFLOOR, s_IconUziFloor, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4175,7 +4175,7 @@ int SpawnItemsMatch(short match)
|
|||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_UZI, s_IconUzi, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
|
||||
SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
SetupItemForJump(itActor, spawnedActor);
|
||||
|
@ -4542,7 +4542,7 @@ bool ActorDrop(DSWActor* actor, int x, int y, int z, sectortype* new_sector, sho
|
|||
auto save_cstat = TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK);
|
||||
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK);
|
||||
FAFgetzrangepoint(x, y, z - (ActorSizeZ(actor) >> 1), new_sector, &hiz, &ceilhit, &loz, &florhit);
|
||||
SET(actor->spr.cstat, save_cstat);
|
||||
actor->spr.cstat |= (save_cstat);
|
||||
|
||||
if (florhit.type < 0 || ceilhit.type < 0)
|
||||
{
|
||||
|
@ -4687,7 +4687,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
|
|||
}
|
||||
}
|
||||
|
||||
SET(actor->user.Flags, SPR_MOVED);
|
||||
actor->user.Flags |= (SPR_MOVED);
|
||||
|
||||
if (actor->user.coll.type == kHitNone)
|
||||
{
|
||||
|
@ -4809,7 +4809,7 @@ int KillGet(DSWActor* actor)
|
|||
}
|
||||
|
||||
actor->user.WaitTics = 30*120;
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
||||
|
||||
// respawn markers
|
||||
if (!gNet.SpawnMarkers || actor->spr.hitag == TAG_NORESPAWN_FLAG) // No coin if it's a special flag
|
||||
|
@ -4852,7 +4852,7 @@ int KillGetAmmo(DSWActor* actor)
|
|||
}
|
||||
|
||||
actor->user.WaitTics = 30*120;
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
||||
|
||||
// respawn markers
|
||||
if (!gNet.SpawnMarkers)
|
||||
|
@ -4903,7 +4903,7 @@ int KillGetWeapon(DSWActor* actor)
|
|||
break;
|
||||
|
||||
actor->user.WaitTics = 30*120;
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
|
||||
|
||||
// respawn markers
|
||||
if (!gNet.SpawnMarkers)
|
||||
|
@ -5052,7 +5052,7 @@ int DoGet(DSWActor* actor)
|
|||
}
|
||||
|
||||
auto cstat_bak = actor->spr.cstat;
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
can_see = FAFcansee(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.sector(),
|
||||
pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector);
|
||||
actor->spr.cstat = cstat_bak;
|
||||
|
@ -5853,7 +5853,7 @@ KeyMain:
|
|||
// Attach flag to player
|
||||
actorNew->user.Counter = 0;
|
||||
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
|
||||
SetAttach(pp->actor, actorNew);
|
||||
actorNew->user.sz = ActorZOfMiddle(pp->actor); // Set mid way up who it hit
|
||||
actorNew->user.spal = actorNew->spr.pal = actor->spr.pal; // Set the palette of the flag
|
||||
|
@ -5928,7 +5928,7 @@ void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist)
|
|||
// some huge distance
|
||||
actor->user.active_range = 75000;
|
||||
// sprite is AWARE
|
||||
SET(actor->user.Flags, SPR_ACTIVE);
|
||||
actor->user.Flags |= (SPR_ACTIVE);
|
||||
actor->user.inactive_time = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -668,7 +668,7 @@ int SetupSumo(DSWActor* actor)
|
|||
actor->spr.yrepeat = 75;
|
||||
}
|
||||
|
||||
//SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
//actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -2940,14 +2940,14 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
|||
|
||||
case TRACK_ACTOR_WAIT_FOR_PLAYER:
|
||||
{
|
||||
SET(actor->user.Flags, SPR_WAIT_FOR_PLAYER);
|
||||
actor->user.Flags |= (SPR_WAIT_FOR_PLAYER);
|
||||
actor->user.Dist = tpoint->tag_high;
|
||||
break;
|
||||
}
|
||||
|
||||
case TRACK_ACTOR_WAIT_FOR_TRIGGER:
|
||||
{
|
||||
SET(actor->user.Flags, SPR_WAIT_FOR_TRIGGER);
|
||||
actor->user.Flags |= (SPR_WAIT_FOR_TRIGGER);
|
||||
actor->user.Dist = tpoint->tag_high;
|
||||
break;
|
||||
}
|
||||
|
@ -2965,12 +2965,12 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
|||
{
|
||||
// set target to new slower target
|
||||
actor->user.vel_tgt = actor->user.vel_tgt - (tpoint->tag_high * 256);
|
||||
SET(actor->user.Flags, SPR_SLOW_DOWN);
|
||||
actor->user.Flags |= (SPR_SLOW_DOWN);
|
||||
}
|
||||
else
|
||||
{
|
||||
actor->user.vel_tgt = actor->user.vel_tgt + (tpoint->tag_high * 256);
|
||||
SET(actor->user.Flags, SPR_SPEED_UP);
|
||||
actor->user.Flags |= (SPR_SPEED_UP);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -2980,12 +2980,12 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
|||
if (actor->user.track_dir > 0)
|
||||
{
|
||||
actor->user.vel_tgt = actor->user.vel_tgt - (tpoint->tag_high * 256);
|
||||
SET(actor->user.Flags, SPR_SLOW_DOWN);
|
||||
actor->user.Flags |= (SPR_SLOW_DOWN);
|
||||
}
|
||||
else
|
||||
{
|
||||
actor->user.vel_tgt = actor->user.vel_tgt + (tpoint->tag_high * 256);
|
||||
SET(actor->user.Flags, SPR_SPEED_UP);
|
||||
actor->user.Flags |= (SPR_SPEED_UP);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -3040,7 +3040,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
|||
0, // Z vector of 3D ang
|
||||
hit, CLIPMASK_MISSILE);
|
||||
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK);
|
||||
|
||||
ASSERT(hit.hitSector != nullptr);
|
||||
|
||||
|
@ -3249,7 +3249,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
|||
|
||||
if (actor->user.ActorActionSet->DeathJump)
|
||||
{
|
||||
SET(actor->user.Flags, SPR_DEAD);
|
||||
actor->user.Flags |= (SPR_DEAD);
|
||||
actor->spr.xvel <<= 1;
|
||||
actor->user.jump_speed = -495;
|
||||
DoActorBeginJump(actor);
|
||||
|
@ -3318,7 +3318,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
|||
}
|
||||
else
|
||||
{
|
||||
SET(actor->user.Flags, SPR_ZDIFF_MODE);
|
||||
actor->user.Flags |= (SPR_ZDIFF_MODE);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -3382,7 +3382,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
|||
// Adjust for YCENTERING
|
||||
//
|
||||
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
bos_z = ActorZOfBottom(actor);
|
||||
if (bos_z > actor->user.loz)
|
||||
{
|
||||
|
@ -3394,7 +3394,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
|||
// Misc climb setup
|
||||
//
|
||||
|
||||
SET(actor->user.Flags, SPR_CLIMBING);
|
||||
actor->user.Flags |= (SPR_CLIMBING);
|
||||
NewStateGroup(actor, actor->user.ActorActionSet->Climb);
|
||||
|
||||
actor->spr.zvel = -Z(1);
|
||||
|
|
|
@ -103,7 +103,7 @@ void SetVatorActive(DSWActor* actor)
|
|||
// play activate sound
|
||||
DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
|
||||
|
||||
SET(actor->user.Flags, SPR_ACTIVE);
|
||||
actor->user.Flags |= (SPR_ACTIVE);
|
||||
actor->user.Tics = 0;
|
||||
|
||||
// moving to the ON position
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -764,7 +764,7 @@ int SetupZombie(DSWActor* actor)
|
|||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
|
||||
actor->user.Radius = 280;
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -784,12 +784,12 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
|
|||
SetupZombie(actorNew);
|
||||
actorNew->spr.shade = -10;
|
||||
SET(actorNew->user.Flags2, SPR2_DONT_TARGET_OWNER);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT);
|
||||
|
||||
DoActorPickClosePlayer(actorNew);
|
||||
|
||||
// make immediately active
|
||||
SET(actorNew->user.Flags, SPR_ACTIVE);
|
||||
actorNew->user.Flags |= (SPR_ACTIVE);
|
||||
|
||||
RESET(actorNew->user.Flags, SPR_JUMPING);
|
||||
RESET(actorNew->user.Flags, SPR_FALLING);
|
||||
|
@ -831,12 +831,12 @@ void SpawnZombie2(DSWActor* actor)
|
|||
SetupZombie(actorNew);
|
||||
actorNew->spr.shade = -10;
|
||||
SET(actorNew->user.Flags2, SPR2_DONT_TARGET_OWNER);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT);
|
||||
|
||||
DoActorPickClosePlayer(actorNew);
|
||||
|
||||
// make immediately active
|
||||
SET(actorNew->user.Flags, SPR_ACTIVE);
|
||||
actorNew->user.Flags |= (SPR_ACTIVE);
|
||||
|
||||
RESET(actorNew->user.Flags, SPR_JUMPING);
|
||||
RESET(actorNew->user.Flags, SPR_FALLING);
|
||||
|
|
Loading…
Reference in a new issue