- cleanup

This commit is contained in:
Christoph Oelckers 2021-10-13 23:56:03 +02:00
parent aef95b52bc
commit fb4fcef2c2
6 changed files with 10 additions and 8 deletions

View file

@ -216,7 +216,7 @@ void sub_3888C(int, int);
void TreeToGibCallback(int, int);
bool IsUnderwaterSector(int nSector);
void actInit(bool bSaveLoad);
void actInit();
int actWallBounceVector(int *x, int *y, int nWall, int a4);
int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5);
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);

View file

@ -499,7 +499,7 @@ static void unicultThinkChase(DBloodActor* actor)
if (pXTarget->health <= 0) // target is dead
{
PLAYER* pPlayer = NULL;
if ((!IsPlayerSprite(pTarget)) || ((pPlayer = getPlayerById(pTarget->type)) != NULL && pPlayer->fraggerId == pSprite->index))
if ((!IsPlayerSprite(pTarget)) || ((pPlayer = getPlayerById(pTarget->type)) != NULL && pPlayer->fragger() == actor))
{
playGenDudeSound(actor, kGenDudeSndTargetDead);
if (spriteIsUnderwater(actor, false)) aiGenDudeNewState(actor, &genDudeSearchShortW);
@ -2155,7 +2155,7 @@ void genDudeTransform(DBloodActor* actor)
/*// remove the incarnation in case if non-locked
if (pXIncarnation->locked == 0) {
pXIncarnation->txID = pIncarnation->type = 0;
actPostSprite(pIncarnation->index, kStatFree);
actPostSprite(pIncarnation, kStatFree);
// or restore triggerOn and off options
} else {
pXIncarnation->triggerOn = triggerOn;

View file

@ -298,7 +298,6 @@ void nnExtProcessSuperSprites(void);
bool nnExtIsImmune(DBloodActor* pSprite, int dmgType, int minScale = 16);
int nnExtRandom(int a, int b);
void nnExtResetGlobals();
void nnExtTriggerObject(int objType, int objIndex, int command);
// ------------------------------------------------------------------------- //
void sfxPlayMissileSound(DBloodActor* pSprite, int missileId);
void sfxPlayVectorSound(DBloodActor* pSprite, int vectorId);
@ -372,8 +371,6 @@ int getSpriteMassBySize(DBloodActor* pSprite);
bool ceilIsTooLow(DBloodActor* pSprite);
void levelEndLevelCustom(int nLevel);
int useCondition(DBloodActor*, const EVENT& event);
bool condPush(XSPRITE* pXSprite, int objType, int objIndex);
bool condRestore(XSPRITE* pXSprite);
bool condCmp(int val, int arg1, int arg2, int comOp);
bool condCmpne(int arg1, int arg2, int comOp);
void condError(XSPRITE* pXCond, const char* pzFormat, ...);
@ -385,7 +382,6 @@ bool condCheckPlayer(XSPRITE* pXCond, int cmpOp, bool PUSH);
bool condCheckDude(XSPRITE* pXCond, int cmpOp, bool PUSH);
void condUpdateObjectIndex(int objType, int oldIndex, int newIndex);
DBloodActor* evrListRedirectors(int objType, int objXIndex, DBloodActor* objActor, DBloodActor* pXRedir, int* tx);
int listTx(XSPRITE* pXRedir, int tx);
void seqSpawnerOffSameTx(DBloodActor* actor);
// ------------------------------------------------------------------------- //
void aiPatrolSetMarker(DBloodActor* actor);

View file

@ -690,7 +690,7 @@ void playerStart(int nPlayer, int bNewLevel)
pPlayer->bloodlust = 0;
pPlayer->horizon.horiz = pPlayer->horizon.horizoff = q16horiz(0);
pPlayer->slope = 0;
pPlayer->fraggerId = -1;
pPlayer->setFragger(0);
pPlayer->underwaterTime = 1200;
pPlayer->bubbleTime = 0;
pPlayer->restTime = 0;

View file

@ -489,6 +489,11 @@ int seqGetStatus(DBloodActor* actor)
return seqGetStatus(SS_SPRITE, actor->s().extra);
}
int seqGetID(DBloodActor* actor)
{
return seqGetID(3, actor->s().index);
}
void seqKill(int type, int nXIndex)
{
activeList.remove(type, nXIndex);

View file

@ -109,6 +109,7 @@ void seqKillAll(void);
int seqGetStatus(int a1, int a2);
int seqGetStatus(DBloodActor*);
int seqGetID(int a1, int a2);
int seqGetID(DBloodActor*);
void seqProcess(int a1);
Seq* getSequence(int res_id);