- DoPhosphorus

This commit is contained in:
Christoph Oelckers 2021-11-01 09:39:44 +01:00
parent 3717a38779
commit f21cb1f3f6

View file

@ -581,16 +581,14 @@ int DoBloodSpray(DSWActor* actor)
}
int
DoPhosphorus(DSWActor* actor)
int DoPhosphorus(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_UNDERWATER))
{
ScaleSpriteVector(Weapon, 50000);
ScaleSpriteVector(actor->GetSpriteIndex(), 50000);
u->Counter += 20*2;
u->zchange += u->Counter;
@ -601,13 +599,13 @@ DoPhosphorus(DSWActor* actor)
u->zchange += u->Counter;
}
SetCollision(u, move_missile(Weapon, u->xchange, u->ychange, u->zchange,
SetCollision(u, move_missile(actor->GetSpriteIndex(), u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2));
MissileHitDiveArea(Weapon);
MissileHitDiveArea(actor->GetSpriteIndex());
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
SpawnBubble(actor->GetSpriteIndex());
if (u->ret)
{
@ -631,8 +629,8 @@ DoPhosphorus(DSWActor* actor)
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
wall_ang = NORM_ANGLE(hsp->ang);
WallBounce(Weapon, wall_ang);
ScaleSpriteVector(Weapon, 32000);
WallBounce(actor->GetSpriteIndex(), wall_ang);
ScaleSpriteVector(actor->GetSpriteIndex(), 32000);
}
else
{
@ -640,10 +638,10 @@ DoPhosphorus(DSWActor* actor)
{
if (!hu)
hu = SpawnUser(hit_sprite, hsp->picnum, nullptr);
SpawnFireballExp(Weapon);
SpawnFireballExp(actor->GetSpriteIndex());
if (hu)
SpawnFireballFlames(Weapon, hit_sprite);
DoFlamesDamageTest(Weapon);
SpawnFireballFlames(actor->GetSpriteIndex(), hit_sprite);
DoFlamesDamageTest(actor->GetSpriteIndex());
}
u->xchange = u->ychange = 0;
KillActor(actor);
@ -673,8 +671,8 @@ DoPhosphorus(DSWActor* actor)
nw = wall[hit_wall].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512);
WallBounce(Weapon, wall_ang);
ScaleSpriteVector(Weapon, 32000);
WallBounce(actor->GetSpriteIndex(), wall_ang);
ScaleSpriteVector(actor->GetSpriteIndex(), 32000);
break;
}
@ -682,12 +680,12 @@ DoPhosphorus(DSWActor* actor)
{
bool did_hit_wall;
if (SlopeBounce(Weapon, &did_hit_wall))
if (SlopeBounce(actor->GetSpriteIndex(), &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(Weapon, 28000);
ScaleSpriteVector(actor->GetSpriteIndex(), 28000);
SetCollision(u, 0);
u->Counter = 0;
}
@ -700,7 +698,7 @@ DoPhosphorus(DSWActor* actor)
if (!TEST(u->Flags, SPR_BOUNCE))
{
SET(u->Flags, SPR_BOUNCE);
ScaleSpriteVector(Weapon, 32000); // was 18000
ScaleSpriteVector(actor->GetSpriteIndex(), 32000); // was 18000
u->zchange /= 6;
SetCollision(u, 0);
u->Counter = 0;
@ -708,7 +706,7 @@ DoPhosphorus(DSWActor* actor)
else
{
u->xchange = u->ychange = 0;
SpawnFireballExp(Weapon);
SpawnFireballExp(actor->GetSpriteIndex());
KillActor(actor);
return true;
}
@ -716,7 +714,7 @@ DoPhosphorus(DSWActor* actor)
else
{
// hit a ceiling
ScaleSpriteVector(Weapon, 32000); // was 22000
ScaleSpriteVector(actor->GetSpriteIndex(), 32000); // was 22000
}
}
}
@ -739,13 +737,13 @@ DoPhosphorus(DSWActor* actor)
SetCollision(u, 0);
u->Counter = 0;
u->zchange = -u->zchange;
ScaleSpriteVector(Weapon, 32000); // Was 18000
ScaleSpriteVector(actor->GetSpriteIndex(), 32000); // Was 18000
u->zchange /= 6;
}
else
{
u->xchange = u->ychange = 0;
SpawnFireballExp(Weapon);
SpawnFireballExp(actor->GetSpriteIndex());
KillActor(actor);
return true;
}
@ -754,7 +752,7 @@ DoPhosphorus(DSWActor* actor)
// hit something above
{
u->zchange = -u->zchange;
ScaleSpriteVector(Weapon, 32000); // was 22000
ScaleSpriteVector(actor->GetSpriteIndex(), 32000); // was 22000
}
}
break;
@ -767,18 +765,15 @@ DoPhosphorus(DSWActor* actor)
// if you haven't bounced or your going slow do some puffs
if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
{
SPRITEp np;
USERp nu;
short New;
New = SpawnSprite(STAT_SKIP4, PUFF, s_PhosphorExp, sp->sectnum,
auto actorNew = SpawnActor(STAT_SKIP4, PUFF, s_PhosphorExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 100);
np = &sprite[New];
nu = User[New].Data();
auto np = &actorNew->s();
auto nu = actorNew->u();
np->hitag = LUMINOUS; // Always full brightness
SetOwner(Weapon, New);
SetOwner(actor, actorNew);
np->shade = -40;
np->xrepeat = 12 + RandomRange(10);
np->yrepeat = 12 + RandomRange(10);
@ -797,7 +792,7 @@ DoPhosphorus(DSWActor* actor)
nu->spal = np->pal = PALETTE_PLAYER3; // RED
ScaleSpriteVector(New, 20000);
ScaleSpriteVector(actorNew->GetSpriteIndex(), 20000);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);