- final bit of weapon.cpp cleanup.

This commit is contained in:
Christoph Oelckers 2021-11-05 23:26:47 +01:00
parent 31f4a7464a
commit e908e4ff44

View file

@ -4553,12 +4553,10 @@ int DoMineSpark(DSWActor* actor)
return 0;
}
int
DoFireballFlames(DSWActor* actor)
int DoFireballFlames(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum],ap;
SPRITEp sp = &actor->s(),ap;
bool jumping = false;
// if no Owner then stay where you are
@ -4652,12 +4650,10 @@ DoFireballFlames(DSWActor* actor)
return 0;
}
int
DoBreakFlames(DSWActor* actor)
int DoBreakFlames(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
SPRITEp sp = &actor->s();
bool jumping = false;
if (TEST(u->Flags, SPR_JUMPING))
@ -4746,12 +4742,10 @@ int SetSuicide(DSWActor* actor)
return 0;
}
int
DoActorScale(DSWActor* actor)
int DoActorScale(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
SPRITEp sp = &actor->s();
u->scale_speed = 70;
u->scale_value = sp->xrepeat << 8;
@ -4766,12 +4760,10 @@ DoActorScale(DSWActor* actor)
return 0;
}
int
DoRipperGrow(DSWActor* actor)
int DoRipperGrow(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
SPRITEp sp = &actor->s();
u->scale_speed = 70;
u->scale_value = sp->xrepeat << 8;
@ -5192,8 +5184,7 @@ int ActorHealth(DSWActor* actor, short amt)
return true;
}
int
SopDamage(SECTOR_OBJECTp sop, short amt)
int SopDamage(SECTOR_OBJECTp sop, short amt)
{
SPRITEp sp = &sop->sp_child->s();
USERp u = sop->sp_child->u();
@ -5211,8 +5202,7 @@ SopDamage(SECTOR_OBJECTp sop, short amt)
return true;
}
int
SopCheckKill(SECTOR_OBJECTp sop)
int SopCheckKill(SECTOR_OBJECTp sop)
{
bool killed = false;
@ -5364,8 +5354,7 @@ int ActorDamageSlide(DSWActor* actor, int damage, int ang)
}
}
int
PlayerDamageSlide(PLAYERp pp, int damage, short ang)
int PlayerDamageSlide(PLAYERp pp, int damage, short ang)
{
int slide_vel;
@ -5450,44 +5439,6 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
return -(d->damage_lo + RandomRange(d->damage_hi - d->damage_lo));
}
int
RadiusGetDamage(short SpriteNum, short Weapon, int max_damage)
{
SPRITEp sp = &sprite[SpriteNum];
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon].Data();
int dist,a,b,c;
int damage_per_pixel, damage_force, damage_amt;
max_damage = labs(max_damage);
DISTANCE(wp->x,wp->y,sp->x,sp->y,dist,a,b,c);
// take off the box around the player or else you'll never get
// the max_damage;
dist -= ((int)sp->clipdist)<<(2);
if (dist < 0) dist = 0;
if ((unsigned)dist < wu->Radius)
{
damage_per_pixel = IntToFixed(max_damage)/wu->Radius;
//the closer your distance is to 0 the more damage
damage_force = (wu->Radius - dist);
// fudge factor
//damage_force += 400;
damage_amt = -FixedToInt(damage_force * damage_per_pixel);
}
else
{
damage_amt = 0;
}
return damage_amt;
}
int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor)
{