- MissileWaterAdjust

# Conflicts:
#	source/games/sw/src/weapon.cpp
This commit is contained in:
Christoph Oelckers 2021-11-04 00:51:55 +01:00
parent 81131f7a71
commit ff60bf0430
4 changed files with 9 additions and 18 deletions

View file

@ -6947,10 +6947,9 @@ void ActorWarpType(DSWActor* sp, DSWActor* act_warp)
// This moves a small projectile with FAFgetzrangepoint
//
int
MissileWaterAdjust(short SpriteNum)
int MissileWaterAdjust(DSWActor* actor)
{
USERp u = User[SpriteNum].Data();
USERp u = actor->u();
if (u->lo_sectp)
{
@ -7046,7 +7045,7 @@ move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist,
// getzrangepoint moves water down
// missiles don't need the water to be down
MissileWaterAdjust(spritenum);
MissileWaterAdjust(actor);
clippos.z = sp->z + ((zchange * numtics) >> 3);
@ -7265,13 +7264,6 @@ move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int
return retval;
}
// getzrangepoint moves water down
// missiles don't need the water to be down
//MissileWaterAdjust(spritenum);
//if (FAF_ConnectArea(sp->sectnum))
// setspritez(spritenum, &sp->pos);
if (TEST(sector[sp->sectnum].extra, SECTFX_WARP_SECTOR))
{
DSWActor* sp_warp;

View file

@ -56,7 +56,7 @@ int ActorCoughItem(DSWActor*);
bool ActorSpawn(DSWActor*);
int SpawnItemsMatch(short match);
void PicAnimOff(short picnum);
int MissileWaterAdjust(short SpriteNum);
int MissileWaterAdjust(DSWActor*);
bool SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap);
enum

View file

@ -3897,7 +3897,7 @@ DoVomit(DSWActor* actor)
{
ChangeState(actor, s_VomitSplash);
DoFindGroundPoint(actor);
MissileWaterAdjust(SpriteNum);
MissileWaterAdjust(actor);
sp->z = u->loz;
u->WaitTics = 60;
u->sx = sp->xrepeat;
@ -7904,7 +7904,7 @@ DoStar(DSWActor* actor)
sp->z += 128 * MISSILEMOVETICS;
DoActorZrange(actor);
MissileWaterAdjust(Weapon);
MissileWaterAdjust(actor);
if (sp->z > u->loz)
{
@ -12057,7 +12057,7 @@ DoNapalm(DSWActor* actor)
eu->Radius = 1500;
DoFindGroundPoint(expActor);
MissileWaterAdjust(explosion);
MissileWaterAdjust(expActor);
exp->z = eu->loz;
exp->backupz();
@ -19315,7 +19315,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
// set z range and wade depth so we know how high to set view
DoActorZrange(actor);
MissileWaterAdjust(short(sp - sprite));
MissileWaterAdjust(actor);
sp->backuppos();
@ -19344,7 +19344,7 @@ int SpawnSplash(DSWActor* actor)
PlaySound(DIGI_SPLASH1, actor, v3df_none);
DoActorZrange(actor);
MissileWaterAdjust(actor->GetSpriteIndex());
MissileWaterAdjust(actor);
auto actorNew = SpawnActor(STAT_MISSILE, SPLASH, s_Splash, sp->sectnum, sp->x, sp->y, u->loz, sp->ang, 0);
wp = &actorNew->s();

View file

@ -79,7 +79,6 @@ void ScaleSpriteVector(DSWActor* actor, int scale);
void QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z);
DSWActor* QueueWallBlood(DSWActor* hit, short ang);
bool SlopeBounce(DSWActor*, bool *hit_wall);
bool HitscanSpriteAdjust(short SpriteNum, short hit_wall);
int SpawnSwordSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
DSWActor* SpawnBubble(DSWActor*);
int SpawnFireballExp(DSWActor*);