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https://github.com/ZDoom/Raze.git
synced 2025-04-07 00:11:22 +00:00
- renamed variables in BuildBullet and removed unused parameters.
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parent
fa657e23a3
commit
eece69fbbd
5 changed files with 24 additions and 24 deletions
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@ -77,10 +77,10 @@ int GrabBullet();
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void DestroyBullet(short nRun);
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int MoveBullet(short nBullet);
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void SetBulletEnemy(short nBullet, DExhumedActor* nEnemy);
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int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle, int val2, int val3);
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int BuildBullet(short nSprite, int nType, int val1, int nAngle, int val2, int val3);
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inline DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int val1, int nAngle, DExhumedActor* pTarget, int val3)
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{
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int v = BuildBullet(pActor->GetSpriteIndex(), nType, 0, 0, val1, nAngle, pTarget->GetSpriteIndex() + 10000, val3);
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int v = BuildBullet(pActor->GetSpriteIndex(), nType, val1, nAngle, pTarget->GetSpriteIndex() + 10000, val3);
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if (v < 0) return nullptr;
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auto a = &exhumedActors[v & 0xffff];
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a->nPhase = (v >> 16);
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@ -46,7 +46,7 @@ struct Bullet
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short field_E;
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uint16_t field_10;
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uint8_t field_12;
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uint8_t field_13;
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uint8_t nDoubleDamage;
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int x;
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int y;
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int z;
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@ -81,7 +81,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Bullet& w, Bullet*
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("ate", w.field_E, def->field_E)
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("at10", w.field_10, def->field_10)
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("at12", w.field_12, def->field_12)
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("at13", w.field_13, def->field_13)
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("at13", w.nDoubleDamage, def->nDoubleDamage)
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("enemy", w.pEnemy, def->pEnemy)
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.EndObject();
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}
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@ -261,7 +261,7 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
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// BHS_switchBreak:
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short nDamage = pBulletInfo->nDamage;
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if (pBullet->field_13 > 1) {
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if (pBullet->nDoubleDamage > 1) {
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nDamage *= 2;
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}
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@ -496,7 +496,7 @@ HITWALL:
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if (nSector > -1)
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{
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short nDamage = BulletInfo[pBullet->nType].nDamage;
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if (pBullet->field_13 > 1) {
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if (pBullet->nDoubleDamage > 1) {
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nDamage *= 2;
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}
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@ -576,7 +576,7 @@ void SetBulletEnemy(short nBullet, DExhumedActor* pEnemy)
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}
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}
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int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int val2, int val3)
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int BuildBullet(short nSprite, int nType, int nZOffset, int nAngle, int nTarget, int nDoubleDamage)
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{
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auto pSprite = &sprite[nSprite];
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Bullet sBullet;
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@ -584,11 +584,11 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
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if (pBulletInfo->field_4 > 30000)
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{
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if (val2 >= 10000)
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if (nTarget >= 10000)
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{
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val2 -= 10000;
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nTarget -= 10000;
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short nTargetSprite = val2;
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short nTargetSprite = nTarget;
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spritetype *pTargetSprite = &sprite[nTargetSprite];
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// assert(pTargetSprite->sectnum <= kMaxSectors);
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@ -596,7 +596,7 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
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if (pTargetSprite->cstat & 0x101)
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{
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sBullet.nType = nType;
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sBullet.field_13 = val3;
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sBullet.nDoubleDamage = nDoubleDamage;
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sBullet.pActor = insertActor(pSprite->sectnum, 200);
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sBullet.pActor->s().ang = nAngle;
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@ -611,7 +611,7 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
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}
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else
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{
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val2 = 0;
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nTarget = 0;
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}
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}
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}
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@ -637,8 +637,8 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
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int nHeight = GetSpriteHeight(nSprite);
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nHeight = nHeight - (nHeight >> 2);
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if (val1 == -1) {
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val1 = -nHeight;
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if (nZOffset == -1) {
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nZOffset = -nHeight;
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}
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pBulletSprite->x = pSprite->x;
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@ -706,13 +706,13 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
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pBulletSprite->cstat |= 0x8000;
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}
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pBullet->field_C = val2;
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pBullet->field_C = nTarget;
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pBullet->nType = nType;
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pBullet->pActor = pBulletActor;
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pBullet->field_6 = runlist_AddRunRec(pBulletSprite->lotag - 1, nBullet, 0xB0000);
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pBullet->field_8 = runlist_AddRunRec(NewRun, nBullet, 0xB0000);
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pBullet->field_13 = val3;
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pBulletSprite->z += val1;
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pBullet->nDoubleDamage = nDoubleDamage;
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pBulletSprite->z += nZOffset;
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pBulletSprite->backuppos();
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int var_18;
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@ -731,15 +731,15 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
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ChangeActorSect(pBulletActor, nSector);
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}
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if (val2 < 10000)
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if (nTarget < 10000)
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{
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var_18 = (-bsin(val2) * pBulletInfo->field_4) >> 11;
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var_18 = (-bsin(nTarget) * pBulletInfo->field_4) >> 11;
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}
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else
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{
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val2 -= 10000;
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nTarget -= 10000;
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short nTargetSprite = val2;
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short nTargetSprite = nTarget;
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auto pTargetSprite = &sprite[nTargetSprite];
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if ((unsigned int)pBulletInfo->field_4 > 30000)
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@ -837,7 +837,7 @@ loc_flag:
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}
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}
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BuildBullet(nPlayerSprite, nAmmoType, ebp, ebx, nHeight, nAngle, target, var_1C);
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BuildBullet(nPlayerSprite, nAmmoType, nHeight, nAngle, target, var_1C);
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break;
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}
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@ -1427,7 +1427,7 @@ void AITrap::Tick(RunListEvent* ev)
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return;
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}
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int nBullet = BuildBullet(nSprite, nType, 0, 0, 0, pSprite->ang, 0, 1);
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int nBullet = BuildBullet(nSprite, nType, 0, pSprite->ang, 0, 1);
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if (nBullet > -1)
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{
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int nBulletSprite = nBullet & 0xFFFF; // isolate the sprite index (disregard top 16 bits)
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@ -1403,7 +1403,7 @@ void AIQueen::Tick(RunListEvent* ev)
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if (!si)
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{
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BuildBullet(nSprite, 12, 0, 0, -1, pSprite->ang, nTarget + 10000, 1);
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BuildBullet(nSprite, 12, -1, pSprite->ang, nTarget + 10000, 1);
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}
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else
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{
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