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- got rid of a few sprite/xsprite references.
# Conflicts: # source/games/blood/src/actor.cpp
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1 changed files with 10 additions and 8 deletions
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@ -5994,7 +5994,7 @@ static void actCheckExplosion()
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if (pExplodeInfo->burnTime)
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{
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assert(dudeactor->hasX());
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XSPRITE* pXDude = &xsprite[pDude->extra];
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XSPRITE* pXDude = &dudeactor->x();
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if (!pXDude->burnTime) evPost(dudeactor, 0, kCallbackFXFlameLick);
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actBurnSprite(Owner, dudeactor, pExplodeInfo->burnTime << 2);
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}
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@ -6063,17 +6063,18 @@ static void actCheckExplosion()
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for (int i = 0; i < gImpactSpritesCount; i++)
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{
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if (gImpactSpritesList[i] == -1) continue;
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else if (sprite[gImpactSpritesList[i]].sectnum < 0 || (sprite[gImpactSpritesList[i]].flags & kHitagFree) != 0)
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auto impactactor = &bloodActors[gImpactSpritesList[i]];
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auto impactsprite = &impactactor->s();
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if (impactsprite->sectnum < 0 || (impactsprite->flags & kHitagFree) != 0)
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continue;
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spritetype* pImpact = &sprite[gImpactSpritesList[i]];
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if (pImpact->extra <= 0)
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if (impactsprite->extra <= 0)
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continue;
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XSPRITE* pXImpact = &xsprite[pImpact->extra];
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if (/*pXImpact->state == pXImpact->restState ||*/ !TestBitString(sectormap, pImpact->sectnum) || !CheckProximity(pImpact, x, y, z, nSector, radius))
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XSPRITE* pXImpact = &impactactor->x();
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if (/*pXImpact->state == pXImpact->restState ||*/ !TestBitString(sectormap, impactsprite->sectnum) || !CheckProximity(impactsprite, x, y, z, nSector, radius))
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continue;
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trTriggerSprite(pImpact->index, pXImpact, kCmdSpriteImpact);
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trTriggerSprite(impactsprite->index, pXImpact, kCmdSpriteImpact);
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}
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}
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@ -6333,12 +6334,13 @@ void actCheckFlares()
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viewBackupSpriteLoc(actor);
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spritetype* pTarget = &target->s();
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auto pXTarget = target->hasX()? &target->x() : nullptr;
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if (pTarget->statnum == kMaxStatus)
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{
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GibSprite(pSprite, GIBTYPE_17, NULL, NULL);
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actPostSprite(actor, kStatFree);
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}
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if (pTarget->extra > 0 && xsprite[pTarget->extra].health > 0)
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if (pXTarget && pXTarget->health > 0)
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{
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int x = pTarget->x + mulscale30r(Cos(pXSprite->goalAng + pTarget->ang), pTarget->clipdist * 2);
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int y = pTarget->y + mulscale30r(Sin(pXSprite->goalAng + pTarget->ang), pTarget->clipdist * 2);
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