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- cleanup
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aef95b52bc
commit
fb4fcef2c2
6 changed files with 10 additions and 8 deletions
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@ -216,7 +216,7 @@ void sub_3888C(int, int);
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void TreeToGibCallback(int, int);
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bool IsUnderwaterSector(int nSector);
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void actInit(bool bSaveLoad);
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void actInit();
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int actWallBounceVector(int *x, int *y, int nWall, int a4);
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int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5);
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void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11);
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@ -499,7 +499,7 @@ static void unicultThinkChase(DBloodActor* actor)
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if (pXTarget->health <= 0) // target is dead
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{
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PLAYER* pPlayer = NULL;
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if ((!IsPlayerSprite(pTarget)) || ((pPlayer = getPlayerById(pTarget->type)) != NULL && pPlayer->fraggerId == pSprite->index))
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if ((!IsPlayerSprite(pTarget)) || ((pPlayer = getPlayerById(pTarget->type)) != NULL && pPlayer->fragger() == actor))
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{
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playGenDudeSound(actor, kGenDudeSndTargetDead);
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if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchShortW);
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@ -2155,7 +2155,7 @@ void genDudeTransform(DBloodActor* actor)
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/*// remove the incarnation in case if non-locked
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if (pXIncarnation->locked == 0) {
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pXIncarnation->txID = pIncarnation->type = 0;
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actPostSprite(pIncarnation->index, kStatFree);
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actPostSprite(pIncarnation, kStatFree);
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// or restore triggerOn and off options
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} else {
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pXIncarnation->triggerOn = triggerOn;
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@ -298,7 +298,6 @@ void nnExtProcessSuperSprites(void);
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bool nnExtIsImmune(DBloodActor* pSprite, int dmgType, int minScale = 16);
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int nnExtRandom(int a, int b);
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void nnExtResetGlobals();
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void nnExtTriggerObject(int objType, int objIndex, int command);
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// ------------------------------------------------------------------------- //
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void sfxPlayMissileSound(DBloodActor* pSprite, int missileId);
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void sfxPlayVectorSound(DBloodActor* pSprite, int vectorId);
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@ -372,8 +371,6 @@ int getSpriteMassBySize(DBloodActor* pSprite);
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bool ceilIsTooLow(DBloodActor* pSprite);
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void levelEndLevelCustom(int nLevel);
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int useCondition(DBloodActor*, const EVENT& event);
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bool condPush(XSPRITE* pXSprite, int objType, int objIndex);
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bool condRestore(XSPRITE* pXSprite);
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bool condCmp(int val, int arg1, int arg2, int comOp);
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bool condCmpne(int arg1, int arg2, int comOp);
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void condError(XSPRITE* pXCond, const char* pzFormat, ...);
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@ -385,7 +382,6 @@ bool condCheckPlayer(XSPRITE* pXCond, int cmpOp, bool PUSH);
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bool condCheckDude(XSPRITE* pXCond, int cmpOp, bool PUSH);
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void condUpdateObjectIndex(int objType, int oldIndex, int newIndex);
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DBloodActor* evrListRedirectors(int objType, int objXIndex, DBloodActor* objActor, DBloodActor* pXRedir, int* tx);
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int listTx(XSPRITE* pXRedir, int tx);
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void seqSpawnerOffSameTx(DBloodActor* actor);
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// ------------------------------------------------------------------------- //
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void aiPatrolSetMarker(DBloodActor* actor);
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@ -690,7 +690,7 @@ void playerStart(int nPlayer, int bNewLevel)
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pPlayer->bloodlust = 0;
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pPlayer->horizon.horiz = pPlayer->horizon.horizoff = q16horiz(0);
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pPlayer->slope = 0;
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pPlayer->fraggerId = -1;
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pPlayer->setFragger(0);
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pPlayer->underwaterTime = 1200;
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pPlayer->bubbleTime = 0;
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pPlayer->restTime = 0;
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@ -489,6 +489,11 @@ int seqGetStatus(DBloodActor* actor)
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return seqGetStatus(SS_SPRITE, actor->s().extra);
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}
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int seqGetID(DBloodActor* actor)
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{
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return seqGetID(3, actor->s().index);
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}
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void seqKill(int type, int nXIndex)
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{
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activeList.remove(type, nXIndex);
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@ -109,6 +109,7 @@ void seqKillAll(void);
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int seqGetStatus(int a1, int a2);
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int seqGetStatus(DBloodActor*);
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int seqGetID(int a1, int a2);
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int seqGetID(DBloodActor*);
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void seqProcess(int a1);
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Seq* getSequence(int res_id);
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