- renamed variables in BuildBullet and removed unused parameters.

This commit is contained in:
Christoph Oelckers 2021-10-16 22:14:30 +02:00
parent fa657e23a3
commit eece69fbbd
5 changed files with 24 additions and 24 deletions

View file

@ -77,10 +77,10 @@ int GrabBullet();
void DestroyBullet(short nRun);
int MoveBullet(short nBullet);
void SetBulletEnemy(short nBullet, DExhumedActor* nEnemy);
int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle, int val2, int val3);
int BuildBullet(short nSprite, int nType, int val1, int nAngle, int val2, int val3);
inline DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int val1, int nAngle, DExhumedActor* pTarget, int val3)
{
int v = BuildBullet(pActor->GetSpriteIndex(), nType, 0, 0, val1, nAngle, pTarget->GetSpriteIndex() + 10000, val3);
int v = BuildBullet(pActor->GetSpriteIndex(), nType, val1, nAngle, pTarget->GetSpriteIndex() + 10000, val3);
if (v < 0) return nullptr;
auto a = &exhumedActors[v & 0xffff];
a->nPhase = (v >> 16);

View file

@ -46,7 +46,7 @@ struct Bullet
short field_E;
uint16_t field_10;
uint8_t field_12;
uint8_t field_13;
uint8_t nDoubleDamage;
int x;
int y;
int z;
@ -81,7 +81,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Bullet& w, Bullet*
("ate", w.field_E, def->field_E)
("at10", w.field_10, def->field_10)
("at12", w.field_12, def->field_12)
("at13", w.field_13, def->field_13)
("at13", w.nDoubleDamage, def->nDoubleDamage)
("enemy", w.pEnemy, def->pEnemy)
.EndObject();
}
@ -261,7 +261,7 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
// BHS_switchBreak:
short nDamage = pBulletInfo->nDamage;
if (pBullet->field_13 > 1) {
if (pBullet->nDoubleDamage > 1) {
nDamage *= 2;
}
@ -496,7 +496,7 @@ HITWALL:
if (nSector > -1)
{
short nDamage = BulletInfo[pBullet->nType].nDamage;
if (pBullet->field_13 > 1) {
if (pBullet->nDoubleDamage > 1) {
nDamage *= 2;
}
@ -576,7 +576,7 @@ void SetBulletEnemy(short nBullet, DExhumedActor* pEnemy)
}
}
int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int val2, int val3)
int BuildBullet(short nSprite, int nType, int nZOffset, int nAngle, int nTarget, int nDoubleDamage)
{
auto pSprite = &sprite[nSprite];
Bullet sBullet;
@ -584,11 +584,11 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
if (pBulletInfo->field_4 > 30000)
{
if (val2 >= 10000)
if (nTarget >= 10000)
{
val2 -= 10000;
nTarget -= 10000;
short nTargetSprite = val2;
short nTargetSprite = nTarget;
spritetype *pTargetSprite = &sprite[nTargetSprite];
// assert(pTargetSprite->sectnum <= kMaxSectors);
@ -596,7 +596,7 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
if (pTargetSprite->cstat & 0x101)
{
sBullet.nType = nType;
sBullet.field_13 = val3;
sBullet.nDoubleDamage = nDoubleDamage;
sBullet.pActor = insertActor(pSprite->sectnum, 200);
sBullet.pActor->s().ang = nAngle;
@ -611,7 +611,7 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
}
else
{
val2 = 0;
nTarget = 0;
}
}
}
@ -637,8 +637,8 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
int nHeight = GetSpriteHeight(nSprite);
nHeight = nHeight - (nHeight >> 2);
if (val1 == -1) {
val1 = -nHeight;
if (nZOffset == -1) {
nZOffset = -nHeight;
}
pBulletSprite->x = pSprite->x;
@ -706,13 +706,13 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
pBulletSprite->cstat |= 0x8000;
}
pBullet->field_C = val2;
pBullet->field_C = nTarget;
pBullet->nType = nType;
pBullet->pActor = pBulletActor;
pBullet->field_6 = runlist_AddRunRec(pBulletSprite->lotag - 1, nBullet, 0xB0000);
pBullet->field_8 = runlist_AddRunRec(NewRun, nBullet, 0xB0000);
pBullet->field_13 = val3;
pBulletSprite->z += val1;
pBullet->nDoubleDamage = nDoubleDamage;
pBulletSprite->z += nZOffset;
pBulletSprite->backuppos();
int var_18;
@ -731,15 +731,15 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
ChangeActorSect(pBulletActor, nSector);
}
if (val2 < 10000)
if (nTarget < 10000)
{
var_18 = (-bsin(val2) * pBulletInfo->field_4) >> 11;
var_18 = (-bsin(nTarget) * pBulletInfo->field_4) >> 11;
}
else
{
val2 -= 10000;
nTarget -= 10000;
short nTargetSprite = val2;
short nTargetSprite = nTarget;
auto pTargetSprite = &sprite[nTargetSprite];
if ((unsigned int)pBulletInfo->field_4 > 30000)

View file

@ -837,7 +837,7 @@ loc_flag:
}
}
BuildBullet(nPlayerSprite, nAmmoType, ebp, ebx, nHeight, nAngle, target, var_1C);
BuildBullet(nPlayerSprite, nAmmoType, nHeight, nAngle, target, var_1C);
break;
}

View file

@ -1427,7 +1427,7 @@ void AITrap::Tick(RunListEvent* ev)
return;
}
int nBullet = BuildBullet(nSprite, nType, 0, 0, 0, pSprite->ang, 0, 1);
int nBullet = BuildBullet(nSprite, nType, 0, pSprite->ang, 0, 1);
if (nBullet > -1)
{
int nBulletSprite = nBullet & 0xFFFF; // isolate the sprite index (disregard top 16 bits)

View file

@ -1403,7 +1403,7 @@ void AIQueen::Tick(RunListEvent* ev)
if (!si)
{
BuildBullet(nSprite, 12, 0, 0, -1, pSprite->ang, nTarget + 10000, 1);
BuildBullet(nSprite, 12, -1, pSprite->ang, nTarget + 10000, 1);
}
else
{