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https://github.com/ZDoom/Raze.git
synced 2025-03-13 20:42:11 +00:00
- trivial wrapper replacements in Duke
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parent
4db457f3b0
commit
f13d9892dc
7 changed files with 31 additions and 31 deletions
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@ -210,9 +210,9 @@ void CFX::fxProcess(void)
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actAirDrag(actor, pFXData->drag);
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actor->add_int_pos({ actor->vel.X >> 12, actor->vel.Y >> 12, actor->vel.Z >> 8 });
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// Weird...
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if (actor->vel.X || (actor->vel.Y && actor->int_pos().Z >= actor->sector()->int_floorz()))
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if (actor->vel.X || (actor->vel.Y && actor->spr.pos.Z >= actor->sector()->floorz))
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{
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updatesector(actor->int_pos().X, actor->int_pos().Y, &pSector);
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updatesector(actor->spr.pos, &pSector);
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if (pSector == nullptr)
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{
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remove(actor);
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@ -1634,8 +1634,8 @@ void OperateTeleport(sectortype* pSector)
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{
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TeleFrag(pXSector->actordata, destactor->sector());
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}
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actor->set_int_xy(destactor->int_pos().X, destactor->int_pos().Y);
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actor->add_int_z(destactor->sector()->int_floorz() - pSector->int_floorz());
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actor->spr.pos.XY() = destactor->spr.pos.XY();
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actor->spr.pos.Z += destactor->sector()->floorz - pSector->floorz;
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actor->spr.angle = destactor->spr.angle;
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ChangeActorSect(actor, destactor->sector());
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sfxPlay3DSound(destactor, 201, -1, 0);
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@ -576,7 +576,7 @@ void movefx(void)
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act->temp_data[0] = 0;
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}
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}
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else if (act->spr.lotag < 999 && (unsigned)act->sector()->lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && act->sector()->int_floorz() != act->sector()->int_ceilingz())
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else if (act->spr.lotag < 999 && (unsigned)act->sector()->lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && act->sector()->floorz != act->sector()->ceilingz)
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{
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int flags = S_GetUserFlags(act->spr.lotag);
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if (flags & SF_MSFX)
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@ -4429,7 +4429,7 @@ void handle_se25(DDukeActor* actor, int t_index, int snd1, int snd2)
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{
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auto sec = actor->sector();
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if (sec->int_floorz() <= sec->int_ceilingz())
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if (sec->floorz <= sec->ceilingz)
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actor->spr.shade = 0;
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else if (sec->int_ceilingz() <= actor->temp_data[t_index])
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actor->spr.shade = 1;
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@ -4437,9 +4437,9 @@ void handle_se25(DDukeActor* actor, int t_index, int snd1, int snd2)
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if (actor->spr.shade)
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{
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sec->add_int_ceilingz(actor->spr.yvel << 4);
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if (sec->int_ceilingz() > sec->int_floorz())
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if (sec->ceilingz > sec->floorz)
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{
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sec->set_int_ceilingz(sec->int_floorz());
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sec->ceilingz = sec->floorz;
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if (pistonsound && snd1 >= 0)
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S_PlayActorSound(snd1, actor);
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}
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@ -4551,9 +4551,9 @@ void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2)
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{
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case 0:
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sc->add_int_ceilingz(actor->spr.yvel);
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if (sc->int_ceilingz() > sc->int_floorz())
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sc->set_int_floorz(sc->int_ceilingz());
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if (sc->int_ceilingz() > actor->int_pos().Z + (32 << 8))
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if (sc->ceilingz > sc->floorz)
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sc->floorz = sc->ceilingz;
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if (sc->ceilingz > actor->spr.pos.Z + 32)
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actor->temp_data[0]++;
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break;
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case 1:
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@ -770,14 +770,14 @@ void movefallers_d(void)
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x = gs.gravity;
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}
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if (act->int_pos().Z < (sectp->int_floorz() - FOURSLEIGHT))
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if (act->spr.pos.Z < sectp->floorz - 1)
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{
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act->spr.zvel += x;
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if (act->spr.zvel > 6144)
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act->spr.zvel = 6144;
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act->add_int_z(act->spr.zvel);
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}
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if ((sectp->int_floorz() - act->int_pos().Z) < (16 << 8))
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if ((sectp->floorz - act->spr.pos.Z) < 16)
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{
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j = 1 + (krand() & 7);
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for (x = 0; x < j; x++) RANDOMSCRAP(act);
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@ -3133,7 +3133,7 @@ void moveexplosions_d(void) // STATNUM 5
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case SHELL:
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case SHOTGUNSHELL:
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shell(act, (sectp->int_floorz() + (24 << 8)) < act->int_pos().Z);
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shell(act, sectp->floorz + 24 < act->spr.pos.Z);
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continue;
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case GLASSPIECES:
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@ -689,14 +689,14 @@ void movefallers_r(void)
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x = gs.gravity;
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}
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if (act->int_pos().Z < (sectp->int_floorz() - FOURSLEIGHT))
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if (act->spr.pos.Z < sectp->floorz - 1)
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{
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act->spr.zvel += x;
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if (act->spr.zvel > 6144)
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act->spr.zvel = 6144;
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act->add_int_z(act->spr.zvel);
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}
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if ((sectp->int_floorz() - act->int_pos().Z) < (16 << 8))
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if ((sectp->floorz - act->spr.pos.Z) < 16)
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{
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int j = 1 + (krand() & 7);
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for (x = 0; x < j; x++) RANDOMSCRAP(act);
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@ -2137,8 +2137,8 @@ void rr_specialstats()
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if (act->spr.hitag == 100)
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{
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act->spr.pos.Z += 4;
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if (act->int_pos().Z >= act->sector()->int_floorz() + 15168)
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act->set_int_z(act->sector()->int_floorz() + 15168);
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if (act->spr.pos.Z >= act->sector()->floorz + 59.25)
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act->spr.pos.Z = act->sector()->floorz + 59.25;
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}
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if (act->spr.picnum == LUMBERBLADE)
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@ -2147,7 +2147,7 @@ void rr_specialstats()
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if (act->spr.extra == 192)
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{
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act->spr.hitag = 0;
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act->set_int_z(act->sector()->int_floorz() - 15168);
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act->spr.pos.Z = act->sector()->floorz - 59.25;
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act->spr.extra = 0;
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act->spr.picnum = RRTILE3410;
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DukeStatIterator it2(STAT_DEFAULT);
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@ -2692,7 +2692,7 @@ void moveactors_r(void)
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act->spr.picnum = RRTILE3192;
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break;
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case 903:
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if (act->int_pos().Z >= sectp->int_floorz() - (8<<8))
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if (act->spr.pos.Z >= sectp->floorz - 8)
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{
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deletesprite(act);
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continue;
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@ -2731,7 +2731,7 @@ void moveactors_r(void)
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}
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if (sectp->lotag == 903)
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{
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if (act->int_pos().Z >= sectp->int_floorz() - (4<<8))
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if (act->spr.pos.Z >= sectp->floorz - 4)
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{
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deletesprite(act);
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continue;
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@ -2755,12 +2755,12 @@ void moveactors_r(void)
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MulScale(act->spr.xvel, bcos(act->int_ang()), 14),
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MulScale(act->spr.xvel, bsin(act->int_ang()), 14),
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act->spr.zvel,CLIPMASK0, coll);
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if (act->int_pos().Z >= sectp->int_floorz() - (8<<8))
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if (act->spr.pos.Z >= sectp->floorz - 8)
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{
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if (sectp->lotag == 1)
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{
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auto j = spawn(act, WATERSPLASH2);
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if (j) j->set_int_z(j->sector()->int_floorz());
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if (j) j->spr.pos.Z = j->sector()->floorz;
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}
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deletesprite(act);
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continue;
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@ -2929,7 +2929,7 @@ void moveexplosions_r(void) // STATNUM 5
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{
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case SHOTGUNSPRITE:
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if (act->sector()->lotag == 800)
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if (act->int_pos().Z >= act->sector()->int_floorz() - (8 << 8))
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if (act->spr.pos.Z >= act->sector()->floorz - 8)
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{
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deletesprite(act);
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continue;
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@ -3084,7 +3084,7 @@ void moveexplosions_r(void) // STATNUM 5
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isRRRA() && (act->spr.picnum == RRTILE2465 || act->spr.picnum == RRTILE2560))) continue;
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if (act->sector()->lotag == 800)
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if (act->int_pos().Z >= act->sector()->int_floorz() - (8 << 8))
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if (act->spr.pos.Z >= act->sector()->floorz - 8)
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{
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deletesprite(act);
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continue;
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@ -3096,7 +3096,7 @@ void moveexplosions_r(void) // STATNUM 5
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if (!bloodpool(act, false)) continue;
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if (act->sector()->lotag == 800)
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if (act->int_pos().Z >= act->sector()->int_floorz() - (8 << 8))
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if (act->spr.pos.Z >= act->sector()->floorz - 8)
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{
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deletesprite(act);
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}
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@ -3185,7 +3185,7 @@ void handle_se06_r(DDukeActor *actor)
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{
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ns->spr.cstat = 0;
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ns->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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ns->set_int_z(actor->sector()->int_floorz() - 6144);
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ns->spr.pos.Z = actor->sector()->floorz - 24;
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}
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deletesprite(actor);
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return;
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@ -3941,8 +3941,8 @@ void destroyit(DDukeActor *actor)
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destwal->nextWall()->cstat = 0;
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}
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}
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destsect->set_int_floorz(srcsect->int_floorz());
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destsect->set_int_ceilingz(srcsect->int_ceilingz());
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destsect->setfloorz(srcsect->floorz);
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destsect->setceilingz(srcsect->ceilingz);
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destsect->ceilingstat = srcsect->ceilingstat;
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destsect->floorstat = srcsect->floorstat;
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destsect->ceilingpicnum = srcsect->ceilingpicnum;
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@ -647,7 +647,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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case BURNING2:
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if (!OwnerAc) break;
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if (!actorflag(OwnerAc, SFLAG_NOFLOORFIRE))
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t->set_int_z(t->sectp->int_floorz());
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t->pos.Z = t->sectp->floorz;
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t->shade = -127;
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break;
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case COOLEXPLOSION1:
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@ -803,7 +803,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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case FIRE:
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case BURNING:
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if (!OwnerAc || !actorflag(OwnerAc, SFLAG_NOFLOORFIRE))
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t->set_int_z(t->sectp->int_floorz());
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t->pos.Z = t->sectp->floorz;
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t->shade = -127;
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break;
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case WALLLIGHT3:
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