mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-21 11:01:01 +00:00
- first batch of setsprite.
This was pure search/replace.
This commit is contained in:
parent
6eca4d721d
commit
e261a17d2c
24 changed files with 119 additions and 111 deletions
|
@ -239,7 +239,7 @@ void aiProcess() {
|
|||
short movestat = (short)movesprite((short)i, (bcos(spr.ang) * TICSPERFRAME) << 3,
|
||||
(bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
|
||||
if (zr_florz > spr.z + (48 << 8)) {
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
movestat = 1;
|
||||
}
|
||||
else {
|
||||
|
@ -448,9 +448,6 @@ int aimove(short i) {
|
|||
|
||||
if (((zr_florz - oz) >> 4) > tileHeight(sprite[i].picnum) + (sprite[i].yrepeat << 2)
|
||||
|| (movestate & kHitTypeMask) == kHitWall) {
|
||||
// changespritesect(i, osect);
|
||||
// setsprite(i, ox + MulScale((sprite[i].clipdist) << 2, -bcos(sprite[i].ang), 16),
|
||||
// oy + MulScale((sprite[i].clipdist) << 2, -bsin(sprite[i].ang), 16), oz);
|
||||
|
||||
setsprite(i, ox, oy, oz);
|
||||
|
||||
|
@ -545,7 +542,7 @@ void aisearch(PLAYER& plr, short i, boolean fly) {
|
|||
|
||||
processfluid(i, zr_florhit, fly);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
boolean checksector6(DWHActor* actor) {
|
||||
|
|
|
@ -63,7 +63,7 @@ static void chasedemon(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -97,7 +97,7 @@ static void paindemon(PLAYER& plr, DWHActor* actor)
|
|||
}
|
||||
|
||||
aifly(i);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void facedemon(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -188,7 +188,7 @@ static void fleedemon(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, true);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void castdemon(PLAYER& plr, DWHActor* actor)
|
||||
|
|
|
@ -59,7 +59,7 @@ static void chasedevil(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void diedevil(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -97,7 +97,7 @@ static void paindevil(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void facedevil(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -163,7 +163,7 @@ static void fleedevil(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void attackdevil(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -181,7 +181,7 @@ static void attackdevil(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
spr.extra -= TICSPERFRAME;
|
||||
spr.lotag -= TICSPERFRAME;
|
||||
|
|
|
@ -67,7 +67,7 @@ static void chasedragon(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void fleedragon(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -102,7 +102,7 @@ static void fleedragon(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void diedragon(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -272,7 +272,7 @@ static void paindragon(PLAYER& plr, DWHActor* actor)
|
|||
spr.lotag -= TICSPERFRAME;
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void facedragon(PLAYER& plr, DWHActor* actor)
|
||||
|
|
|
@ -59,7 +59,7 @@ static void chasefatwitch(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void resurectfatwitch(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -114,7 +114,7 @@ static void painfatwitch(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void facefatwitch(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -162,7 +162,7 @@ static void attackfatwitch(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
spr.lotag -= TICSPERFRAME;
|
||||
if (spr.lotag < 0) {
|
||||
|
@ -208,7 +208,7 @@ static void fleefatwitch(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void castfatwitch(PLAYER& plr, DWHActor* actor)
|
||||
|
|
|
@ -69,7 +69,7 @@ static void chasefish(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -100,7 +100,7 @@ static void attackfish(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag >= 64) {
|
||||
if (checksight(plr, actor))
|
||||
|
@ -141,7 +141,7 @@ static void skirmishfish(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
|
|
@ -71,7 +71,7 @@ static void chasefred(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -102,7 +102,7 @@ static void skirmishfred(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
@ -204,7 +204,7 @@ static void attackfred(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag >= 64) {
|
||||
if (checksight(plr, actor))
|
||||
|
@ -259,7 +259,7 @@ static void fleefred(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplfred(plr, actor);
|
||||
}
|
||||
|
@ -278,7 +278,7 @@ static void painfred(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplfred(plr, actor);
|
||||
}
|
||||
|
|
|
@ -77,7 +77,7 @@ static void chasegoblin(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -124,7 +124,7 @@ static void paingoblin(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplgoblin(plr, actor);
|
||||
}
|
||||
|
@ -195,7 +195,7 @@ static void fleegoblin(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplgoblin(plr, actor);
|
||||
}
|
||||
|
@ -249,7 +249,7 @@ static void attackgoblin(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag == 31) {
|
||||
if (checksight(plr, actor))
|
||||
|
@ -343,7 +343,7 @@ static void skirmishgoblin(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
@ -440,7 +440,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (checkdist(i, ownerspr.x, ownerspr.y, ownerspr.z)) {
|
||||
spr.extra = 2;
|
||||
}
|
||||
|
@ -492,7 +492,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
@ -506,7 +506,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
|
|||
spr.ang = (short)(krand() & 2047);
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag < 0) {
|
||||
spr.lotag = 0;
|
||||
|
|
|
@ -60,7 +60,7 @@ static void chasegonzo(PLAYER& plr, DWHActor* actor)
|
|||
spr.x = dax;
|
||||
spr.y = day;
|
||||
spr.z = daz;
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
movestat = 1;
|
||||
|
||||
if (rand() % 100 > 80 && sector[plr.sector].lotag == 25) {
|
||||
|
@ -177,7 +177,7 @@ static void chasegonzo(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -241,7 +241,7 @@ static void skirmishgonzo(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
@ -321,7 +321,7 @@ static void paingonzo(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplgonzo(plr, actor);
|
||||
}
|
||||
|
@ -482,7 +482,7 @@ static void fleegonzo(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplgonzo(plr, actor);
|
||||
}
|
||||
|
@ -619,7 +619,7 @@ void gonzoProcess(PLAYER& plr)
|
|||
|
||||
spr.lotag -= TICSPERFRAME;
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag < 0) {
|
||||
spr.extra = 2;
|
||||
|
|
|
@ -109,7 +109,7 @@ static void chasegron(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -171,7 +171,7 @@ static void skirmishgron(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
@ -248,7 +248,7 @@ static void paingron(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplgron(plr, actor);
|
||||
}
|
||||
|
@ -306,7 +306,7 @@ static void attackgron(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag == 31) {
|
||||
if (checksight(plr, actor))
|
||||
|
@ -373,7 +373,7 @@ static void fleegron(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplgron(plr, actor);
|
||||
}
|
||||
|
|
|
@ -60,7 +60,7 @@ static void chaseguardian(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (!isValidSector(spr.sectnum))
|
||||
return;
|
||||
|
@ -195,7 +195,7 @@ static void fleeguardian(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, true);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void painguardian(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -211,7 +211,7 @@ static void painguardian(PLAYER& plr, DWHActor* actor)
|
|||
}
|
||||
|
||||
// aifly(i);
|
||||
// setsprite(i, spr.x, spr.y, spr.z);
|
||||
// SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void castguardian(PLAYER& plr, DWHActor* actor)
|
||||
|
|
|
@ -78,7 +78,7 @@ static void chaseimp(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -116,7 +116,7 @@ static void painimp(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void dieimp(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -231,7 +231,7 @@ static void fleeimp(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplimp(plr, actor);
|
||||
}
|
||||
|
@ -254,7 +254,7 @@ static void attackimp(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (spr.lotag == 32) { //original 64
|
||||
if (checksight(plr, actor))
|
||||
if (checkdist(plr, i)) {
|
||||
|
@ -304,7 +304,7 @@ static void skirmishimp(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
|
|
@ -69,7 +69,7 @@ static void chasejudy(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void resurectjudy(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -125,7 +125,7 @@ static void painjudy(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void facejudy(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -175,7 +175,7 @@ static void attackjudy(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
spr.extra -= TICSPERFRAME;
|
||||
spr.lotag -= TICSPERFRAME;
|
||||
|
@ -222,7 +222,7 @@ static void fleejudy(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void castjudy(PLAYER& plr, DWHActor* actor)
|
||||
|
|
|
@ -59,7 +59,7 @@ static void chasekatie(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void resurectkatie(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -99,7 +99,7 @@ static void painkatie(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void facekatie(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -149,7 +149,7 @@ static void attackkatie(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
spr.lotag -= TICSPERFRAME;
|
||||
if (spr.lotag < 0) {
|
||||
|
@ -200,7 +200,7 @@ static void fleekatie(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void castkatie(PLAYER& plr, DWHActor* actor)
|
||||
|
|
|
@ -81,7 +81,7 @@ static void chasekobold(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -129,7 +129,7 @@ static void painkobold(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplkobold(plr, actor);
|
||||
}
|
||||
|
@ -200,7 +200,7 @@ static void fleekobold(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplkobold(plr, actor);
|
||||
}
|
||||
|
@ -221,7 +221,7 @@ static void attackkobold(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag == 34) {
|
||||
if (checksight(plr, actor))
|
||||
|
@ -323,7 +323,7 @@ static void skirmishkobold(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
|
|
@ -78,7 +78,7 @@ static void chaseminotaur(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -124,7 +124,7 @@ static void skirmishminotaur(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
@ -169,7 +169,7 @@ static void painminotaur(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplminotaur(plr, actor);
|
||||
}
|
||||
|
@ -226,7 +226,7 @@ static void attackminotaur(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag == 31) {
|
||||
if (checksight(plr, actor))
|
||||
|
@ -301,7 +301,7 @@ static void fleeminotaur(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplminotaur(plr, actor);
|
||||
}
|
||||
|
|
|
@ -95,7 +95,7 @@ static void chasenewguy(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -157,7 +157,7 @@ static void skirmishnewguy(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checksector6(actor);
|
||||
}
|
||||
|
@ -194,7 +194,7 @@ static void painnewguy(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void facenewguy(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -262,7 +262,7 @@ static void fleenewguy(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void attacknewguy(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -280,7 +280,7 @@ static void attacknewguy(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
switch (spr.picnum) {
|
||||
case NEWGUYCAST:
|
||||
|
|
|
@ -89,7 +89,7 @@ static void fleerat(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -78,7 +78,7 @@ static void chaseskeleton(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -181,7 +181,7 @@ static void fleeskeleton(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplskeleton(plr, actor);
|
||||
}
|
||||
|
@ -229,7 +229,7 @@ static void attackskeleton(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
|
||||
if (spr.lotag == 16) {
|
||||
|
@ -330,7 +330,7 @@ static void skirmishskeleton(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
|
|
@ -56,7 +56,7 @@ static void chaseskully(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void resurectskully(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -111,7 +111,7 @@ static void painskully(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
aimove(i);
|
||||
processfluid(i, zr_florhit, false);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void faceskully(PLAYER& plr, DWHActor* actor)
|
||||
|
@ -161,7 +161,7 @@ static void attackskully(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
spr.lotag -= TICSPERFRAME;
|
||||
if (spr.lotag < 0) {
|
||||
|
@ -207,7 +207,7 @@ static void fleeskully(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void castskully(PLAYER& plr, DWHActor* actor)
|
||||
|
|
|
@ -78,7 +78,7 @@ static void chasespider(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA2 || sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -124,7 +124,7 @@ static void skirmishspider(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (checksector6(actor))
|
||||
return;
|
||||
|
@ -203,7 +203,7 @@ static void attackspider(PLAYER& plr, DWHActor* actor)
|
|||
break;
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag >= 64) {
|
||||
if (checksight(plr, actor))
|
||||
|
@ -266,7 +266,7 @@ static void fleespider(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, false);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
checkexplspider(plr, actor);
|
||||
}
|
||||
|
|
|
@ -60,7 +60,7 @@ static void chasewillow(PLAYER& plr, DWHActor* actor)
|
|||
SetNewStatus(actor, DIE);
|
||||
}
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if ((zr_florhit & kHitTypeMask) == kHitSector && (sector[spr.sectnum].floorpicnum == LAVA
|
||||
|| sector[spr.sectnum].floorpicnum == LAVA1 || sector[spr.sectnum].floorpicnum == ANILAVA)) {
|
||||
|
@ -215,7 +215,7 @@ static void fleewillow(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
processfluid(i, zr_florhit, true);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
static void diewillow(PLAYER& plr, DWHActor* actor)
|
||||
|
|
|
@ -197,4 +197,15 @@ inline void ChangeActorStat(DWHActor* actor, int newstat)
|
|||
changespritestat(actor->GetSpriteIndex(), newstat);
|
||||
}
|
||||
|
||||
inline void SetActorPos(DWHActor* actor, int x, int y, int z)
|
||||
{
|
||||
vec3_t v = { x, y, z };
|
||||
setsprite(actor->GetSpriteIndex(), &v);
|
||||
}
|
||||
|
||||
inline void SetActorPos(DWHActor* actor, vec3_t* pos)
|
||||
{
|
||||
setsprite(actor->GetSpriteIndex(), pos);
|
||||
}
|
||||
|
||||
END_WH_NS
|
||||
|
|
|
@ -76,7 +76,7 @@ void animateobjs(PLAYER& plr) {
|
|||
spr.z = sparksz;
|
||||
spr.ang = (short) ((krand() % 2047) & 2047);
|
||||
spr.zvel = 0;
|
||||
setsprite((short) i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -108,7 +108,7 @@ void animateobjs(PLAYER& plr) {
|
|||
spr.z = sparksz;
|
||||
spr.ang = (short) ((krand() % 2047) & 2047);
|
||||
spr.zvel = 0;
|
||||
setsprite((short) i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -139,7 +139,7 @@ void animateobjs(PLAYER& plr) {
|
|||
spr.z = sparksz;
|
||||
spr.ang = (short) ((krand() % 2047) & 2047);
|
||||
spr.zvel = 0;
|
||||
setsprite((short) i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -448,7 +448,7 @@ void animateobjs(PLAYER& plr) {
|
|||
movestat = (short) movesprite((short) i,
|
||||
(bcos(spr.ang) * TICSPERFRAME) << 3,
|
||||
(bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (movestat != 0)
|
||||
spr.ang = (short) (krand() & 2047);
|
||||
}
|
||||
|
@ -465,7 +465,7 @@ void animateobjs(PLAYER& plr) {
|
|||
movestat = (short) movesprite((short) i,
|
||||
(bcos(spr.ang) * TICSPERFRAME) << 3,
|
||||
(bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (movestat != 0)
|
||||
spr.ang = (short) (krand() & 2047);
|
||||
}
|
||||
|
@ -481,7 +481,7 @@ void animateobjs(PLAYER& plr) {
|
|||
movestat = (short) movesprite((short) i,
|
||||
(bcos(spr.ang) * TICSPERFRAME) << 3,
|
||||
(bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if ((movestat & 0xc000) == 16384) {// Hits a ceiling / floor
|
||||
if (i == lastbat) {
|
||||
soundEngine->StopSound(CHAN_BAT);
|
||||
|
@ -549,7 +549,7 @@ void animateobjs(PLAYER& plr) {
|
|||
case 1821:
|
||||
|
||||
spr.z -= (TICSPERFRAME << 6);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (spr.z <= sector[spr.sectnum].ceilingz + 32768) {
|
||||
soundEngine->StopSound(CHAN_CART);
|
||||
spritesound(S_CLUNK, &spr);
|
||||
|
@ -561,7 +561,7 @@ void animateobjs(PLAYER& plr) {
|
|||
case 1811:
|
||||
|
||||
spr.z -= (TICSPERFRAME << 6);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (spr.z <= sector[spr.sectnum].ceilingz + 65536) {
|
||||
ChangeActorStat(actor, 0);
|
||||
spr.lotag = 1810;
|
||||
|
@ -571,7 +571,7 @@ void animateobjs(PLAYER& plr) {
|
|||
case 1801:
|
||||
|
||||
spr.z -= (TICSPERFRAME << 6);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (spr.z <= sector[spr.sectnum].ceilingz + 65536) {
|
||||
ChangeActorStat(actor, 0);
|
||||
spr.lotag = 1800;
|
||||
|
@ -595,7 +595,7 @@ void animateobjs(PLAYER& plr) {
|
|||
|
||||
ironbarmove = TICSPERFRAME << 6;
|
||||
spr.z += ironbarmove;
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (spr.z >= (sector[spr.sectnum].floorz - 32768)) {
|
||||
soundEngine->StopSound(CHAN_CART);
|
||||
spritesound(S_CLUNK, &spr);
|
||||
|
@ -607,7 +607,7 @@ void animateobjs(PLAYER& plr) {
|
|||
case 1810:
|
||||
ironbarmove = TICSPERFRAME << 6;
|
||||
spr.z += ironbarmove;
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (spr.z >= sector[spr.sectnum].floorz) {
|
||||
ChangeActorStat(actor, 0);
|
||||
spr.lotag = 1811;
|
||||
|
@ -618,7 +618,7 @@ void animateobjs(PLAYER& plr) {
|
|||
|
||||
ironbarmove = TICSPERFRAME << 6;
|
||||
spr.z += ironbarmove;
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (spr.z >= sector[spr.sectnum].floorz) {
|
||||
ChangeActorStat(actor, 0);
|
||||
spr.lotag = 1801;
|
||||
|
@ -637,7 +637,7 @@ void animateobjs(PLAYER& plr) {
|
|||
|
||||
spr.lotag -= TICSPERFRAME;
|
||||
spr.z = sector[spr.sectnum].floorz + (tileHeight(spr.picnum) << 8);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag <= 0) {
|
||||
if ((spr.picnum >= SPLASHAROO && spr.picnum < LASTSPLASHAROO)
|
||||
|
@ -718,7 +718,7 @@ void animateobjs(PLAYER& plr) {
|
|||
hitobject = (short) movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3,
|
||||
(bsin(spr.ang) * TICSPERFRAME) << 3, daz, 4 << 8, 4 << 8, 0);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.picnum == FBARRELFALL || spr.picnum >= BOULDER && spr.picnum <= BOULDER + 3
|
||||
&& (checkdist(i, plr.x, plr.y, plr.z))) {
|
||||
|
@ -764,7 +764,7 @@ void animateobjs(PLAYER& plr) {
|
|||
hitobject = (short) movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3,
|
||||
(bsin(spr.ang) * TICSPERFRAME) << 3, daz, 4 << 8, 4 << 8, 0);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.z >= sector[spr.sectnum].floorz) {
|
||||
if (sector[spr.sectnum].floorpicnum == WATER
|
||||
|
@ -813,7 +813,7 @@ void animateobjs(PLAYER& plr) {
|
|||
hitobject = (short) movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3,
|
||||
(bsin(spr.ang) * TICSPERFRAME) << 3, daz, 4 << 8, 4 << 8, 0);
|
||||
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.lotag < 0 || (hitobject & 0xc000) == 32768) {
|
||||
spr.lotag = 0;
|
||||
|
@ -1150,7 +1150,7 @@ void animateobjs(PLAYER& plr) {
|
|||
daz = spr.zvel -= TICSPERFRAME << 2;
|
||||
movestat = (short) movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3,
|
||||
(bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 1);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
if (spr.extra == 0) {
|
||||
if (spr.lotag < 0) {
|
||||
spr.lotag = 8;
|
||||
|
@ -1300,7 +1300,7 @@ void animateobjs(PLAYER& plr) {
|
|||
if (spr.xrepeat > 1)
|
||||
spr.xrepeat = spr.yrepeat -= TICSPERFRAME;
|
||||
|
||||
// setsprite(i, spr.x, spr.y, spr.z);
|
||||
// SetActorPos(actor, &spr.pos);
|
||||
if (spr.lotag < 0) {
|
||||
deletesprite((short) i);
|
||||
}
|
||||
|
@ -1474,7 +1474,7 @@ void animateobjs(PLAYER& plr) {
|
|||
day = ((((int) spr.yvel) * TICSPERFRAME) >> 3);
|
||||
daz = (((int) spr.zvel) * TICSPERFRAME);
|
||||
movestat = (short) movesprite((short) i, dax, day, daz, 4 << 8, 4 << 8, 1);
|
||||
setsprite(i, spr.x, spr.y, spr.z);
|
||||
SetActorPos(actor, &spr.pos);
|
||||
}
|
||||
|
||||
if (spr.picnum == ICECUBE && spr.z < sector[spr.sectnum].floorz) {
|
||||
|
|
Loading…
Reference in a new issue