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- MissileWaterAdjust
# Conflicts: # source/games/sw/src/weapon.cpp
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parent
81131f7a71
commit
ff60bf0430
4 changed files with 9 additions and 18 deletions
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@ -6947,10 +6947,9 @@ void ActorWarpType(DSWActor* sp, DSWActor* act_warp)
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// This moves a small projectile with FAFgetzrangepoint
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//
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int
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MissileWaterAdjust(short SpriteNum)
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int MissileWaterAdjust(DSWActor* actor)
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{
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USERp u = User[SpriteNum].Data();
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USERp u = actor->u();
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if (u->lo_sectp)
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{
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@ -7046,7 +7045,7 @@ move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist,
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// getzrangepoint moves water down
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// missiles don't need the water to be down
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MissileWaterAdjust(spritenum);
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MissileWaterAdjust(actor);
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clippos.z = sp->z + ((zchange * numtics) >> 3);
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@ -7265,13 +7264,6 @@ move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int
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return retval;
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}
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// getzrangepoint moves water down
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// missiles don't need the water to be down
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//MissileWaterAdjust(spritenum);
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//if (FAF_ConnectArea(sp->sectnum))
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// setspritez(spritenum, &sp->pos);
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if (TEST(sector[sp->sectnum].extra, SECTFX_WARP_SECTOR))
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{
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DSWActor* sp_warp;
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@ -56,7 +56,7 @@ int ActorCoughItem(DSWActor*);
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bool ActorSpawn(DSWActor*);
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int SpawnItemsMatch(short match);
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void PicAnimOff(short picnum);
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int MissileWaterAdjust(short SpriteNum);
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int MissileWaterAdjust(DSWActor*);
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bool SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap);
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enum
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@ -3897,7 +3897,7 @@ DoVomit(DSWActor* actor)
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{
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ChangeState(actor, s_VomitSplash);
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DoFindGroundPoint(actor);
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MissileWaterAdjust(SpriteNum);
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MissileWaterAdjust(actor);
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sp->z = u->loz;
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u->WaitTics = 60;
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u->sx = sp->xrepeat;
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@ -7904,7 +7904,7 @@ DoStar(DSWActor* actor)
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sp->z += 128 * MISSILEMOVETICS;
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DoActorZrange(actor);
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MissileWaterAdjust(Weapon);
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MissileWaterAdjust(actor);
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if (sp->z > u->loz)
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{
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@ -12057,7 +12057,7 @@ DoNapalm(DSWActor* actor)
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eu->Radius = 1500;
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DoFindGroundPoint(expActor);
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MissileWaterAdjust(explosion);
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MissileWaterAdjust(expActor);
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exp->z = eu->loz;
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exp->backupz();
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@ -19315,7 +19315,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
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// set z range and wade depth so we know how high to set view
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DoActorZrange(actor);
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MissileWaterAdjust(short(sp - sprite));
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MissileWaterAdjust(actor);
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sp->backuppos();
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@ -19344,7 +19344,7 @@ int SpawnSplash(DSWActor* actor)
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PlaySound(DIGI_SPLASH1, actor, v3df_none);
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DoActorZrange(actor);
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MissileWaterAdjust(actor->GetSpriteIndex());
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MissileWaterAdjust(actor);
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auto actorNew = SpawnActor(STAT_MISSILE, SPLASH, s_Splash, sp->sectnum, sp->x, sp->y, u->loz, sp->ang, 0);
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wp = &actorNew->s();
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@ -79,7 +79,6 @@ void ScaleSpriteVector(DSWActor* actor, int scale);
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void QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z);
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DSWActor* QueueWallBlood(DSWActor* hit, short ang);
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bool SlopeBounce(DSWActor*, bool *hit_wall);
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bool HitscanSpriteAdjust(short SpriteNum, short hit_wall);
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int SpawnSwordSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
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DSWActor* SpawnBubble(DSWActor*);
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int SpawnFireballExp(DSWActor*);
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