//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "build.h" #include "common_game.h" #include "actor.h" #include "ai.h" #include "blood.h" #include "callback.h" #include "config.h" #include "db.h" #include "dude.h" #include "eventq.h" #include "fx.h" #include "gameutil.h" #include "globals.h" #include "levels.h" #include "player.h" #include "seq.h" #include "sfx.h" #include "sound.h" #include "trig.h" #include "triggers.h" #include "view.h" #include "nnexts.h" BEGIN_BLD_NS void fxFlameLick(int nSprite) // 0 { spritetype *pSprite = &sprite[nSprite]; int nXSprite = pSprite->extra; XSPRITE *pXSprite = &xsprite[nXSprite]; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); for (int i = 0; i < 3; i++) { int nDist = (pSprite->xrepeat*(tilesiz[pSprite->picnum].x/2))>>3; int nAngle = Random(2048); int dx = mulscale30(nDist, Cos(nAngle)); int dy = mulscale30(nDist, Sin(nAngle)); int x = pSprite->x + dx; int y = pSprite->y + dy; int z = bottom-Random(bottom-top); spritetype *pFX = gFX.fxSpawn(FX_32, pSprite->sectnum, x, y, z, 0); if (pFX) { xvel[pFX->index] = xvel[nSprite] + Random2(-dx); yvel[pFX->index] = yvel[nSprite] + Random2(-dy); zvel[pFX->index] = zvel[nSprite] - Random(0x1aaaa); } } if (pXSprite->burnTime > 0) evPost(nSprite, 3, 5, kCallbackFXFlameLick); } void Remove(int nSprite) // 1 { spritetype *pSprite = &sprite[nSprite]; evKill(nSprite, 3); if (pSprite->extra > 0) seqKill(3, pSprite->extra); sfxKill3DSound(pSprite, 0, -1); DeleteSprite(nSprite); } void FlareBurst(int nSprite) // 2 { dassert(nSprite >= 0 && nSprite < kMaxSprites); spritetype *pSprite = &sprite[nSprite]; int nAngle = getangle(xvel[nSprite], yvel[nSprite]); int nRadius = 0x55555; for (int i = 0; i < 8; i++) { spritetype *pSpawn = actSpawnSprite(pSprite, 5); pSpawn->picnum = 2424; pSpawn->shade = -128; pSpawn->xrepeat = pSpawn->yrepeat = 32; pSpawn->type = kMissileFlareAlt; pSpawn->clipdist = 2; pSpawn->owner = pSprite->owner; int nAngle2 = (i<<11)/8; int dx = 0; int dy = mulscale30r(nRadius, Sin(nAngle2)); int dz = mulscale30r(nRadius, -Cos(nAngle2)); if (i&1) { dy >>= 1; dz >>= 1; } RotateVector(&dx, &dy, nAngle); xvel[pSpawn->index] += dx; yvel[pSpawn->index] += dy; zvel[pSpawn->index] += dz; evPost(pSpawn->index, 3, 960, kCallbackRemove); } evPost(nSprite, 3, 0, kCallbackRemove); } void fxFlareSpark(int nSprite) // 3 { spritetype *pSprite = &sprite[nSprite]; spritetype *pFX = gFX.fxSpawn(FX_28, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (pFX) { xvel[pFX->index] = xvel[nSprite] + Random2(0x1aaaa); yvel[pFX->index] = yvel[nSprite] + Random2(0x1aaaa); zvel[pFX->index] = zvel[nSprite] - Random(0x1aaaa); } evPost(nSprite, 3, 4, kCallbackFXFlareSpark); } void fxFlareSparkLite(int nSprite) // 4 { spritetype *pSprite = &sprite[nSprite]; spritetype *pFX = gFX.fxSpawn(FX_28, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (pFX) { xvel[pFX->index] = xvel[nSprite] + Random2(0x1aaaa); yvel[pFX->index] = yvel[nSprite] + Random2(0x1aaaa); zvel[pFX->index] = zvel[nSprite] - Random(0x1aaaa); } evPost(nSprite, 3, 12, kCallbackFXFlareSparkLite); } void fxZombieBloodSpurt(int nSprite) // 5 { dassert(nSprite >= 0 && nSprite < kMaxSprites); spritetype *pSprite = &sprite[nSprite]; int nXSprite = pSprite->extra; dassert(nXSprite > 0 && nXSprite < kMaxXSprites); XSPRITE *pXSprite = &xsprite[nXSprite]; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); spritetype *pFX = gFX.fxSpawn(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, top, 0); if (pFX) { xvel[pFX->index] = xvel[nSprite] + Random2(0x11111); yvel[pFX->index] = yvel[nSprite] + Random2(0x11111); zvel[pFX->index] = zvel[nSprite] - 0x6aaaa; } if (pXSprite->data1 > 0) { evPost(nSprite, 3, 4, kCallbackFXZombieSpurt); pXSprite->data1 -= 4; } else if (pXSprite->data2 > 0) { evPost(nSprite, 3, 60, kCallbackFXZombieSpurt); pXSprite->data1 = 40; pXSprite->data2--; } } void fxBloodSpurt(int nSprite) // 6 { spritetype *pSprite = &sprite[nSprite]; spritetype *pFX = gFX.fxSpawn(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (pFX) { pFX->ang = 0; xvel[pFX->index] = xvel[nSprite]>>8; yvel[pFX->index] = yvel[nSprite]>>8; zvel[pFX->index] = zvel[nSprite]>>8; } evPost(nSprite, 3, 6, kCallbackFXBloodSpurt); } void fxArcSpark(int nSprite) // 7 { spritetype* pSprite = &sprite[nSprite]; spritetype* pFX = gFX.fxSpawn(FX_15, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (pFX) { xvel[pFX->index] = xvel[nSprite] + Random2(0x10000); yvel[pFX->index] = yvel[nSprite] + Random2(0x10000); zvel[pFX->index] = zvel[nSprite] - Random(0x1aaaa); } evPost(nSprite, 3, 3, kCallbackFXArcSpark); } void fxDynPuff(int nSprite) // 8 { spritetype *pSprite = &sprite[nSprite]; if (zvel[nSprite]) { int nDist = (pSprite->xrepeat*(tilesiz[pSprite->picnum].x/2))>>2; int x = pSprite->x + mulscale30(nDist, Cos(pSprite->ang-512)); int y = pSprite->y + mulscale30(nDist, Sin(pSprite->ang-512)); int z = pSprite->z; spritetype *pFX = gFX.fxSpawn(FX_7, pSprite->sectnum, x, y, z, 0); if (pFX) { xvel[pFX->index] = xvel[nSprite]; yvel[pFX->index] = yvel[nSprite]; zvel[pFX->index] = zvel[nSprite]; } } evPost(nSprite, 3, 12, kCallbackFXDynPuff); } void Respawn(int nSprite) // 9 { spritetype *pSprite = &sprite[nSprite]; dassert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites); XSPRITE *pXSprite = &xsprite[pSprite->extra]; if (pSprite->statnum != kStatRespawn && pSprite->statnum != kStatThing) { viewSetSystemMessage("Sprite #%d is not on Respawn or Thing list\n", nSprite); return; } else if (!(pSprite->flags & kHitagRespawn)) { viewSetSystemMessage("Sprite #%d does not have the respawn attribute\n", nSprite); return; } switch (pXSprite->respawnPending) { case 1: { int nTime = mulscale16(actGetRespawnTime(pSprite), 0x4000); pXSprite->respawnPending = 2; evPost(nSprite, 3, nTime, kCallbackRespawn); break; } case 2: { int nTime = mulscale16(actGetRespawnTime(pSprite), 0x2000); pXSprite->respawnPending = 3; evPost(nSprite, 3, nTime, kCallbackRespawn); break; } case 3: { dassert(pSprite->owner != kStatRespawn); dassert(pSprite->owner >= 0 && pSprite->owner < kMaxStatus); ChangeSpriteStat(nSprite, pSprite->owner); pSprite->type = pSprite->inittype; pSprite->owner = -1; pSprite->flags &= ~kHitagRespawn; xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0; pXSprite->respawnPending = 0; pXSprite->burnTime = 0; pXSprite->isTriggered = 0; if (IsDudeSprite(pSprite)) { int nType = pSprite->type-kDudeBase; pSprite->x = baseSprite[nSprite].x; pSprite->y = baseSprite[nSprite].y; pSprite->z = baseSprite[nSprite].z; pSprite->cstat |= 0x1101; pSprite->clipdist = getDudeInfo(nType+kDudeBase)->clipdist; pXSprite->health = getDudeInfo(nType+kDudeBase)->startHealth<<4; if (gSysRes.Lookup(getDudeInfo(nType+kDudeBase)->seqStartID, "SEQ")) seqSpawn(getDudeInfo(nType+kDudeBase)->seqStartID, 3, pSprite->extra, -1); aiInitSprite(pSprite); pXSprite->key = 0; } else if (pSprite->type == kThingTNTBarrel) { pSprite->cstat |= CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN; pSprite->cstat &= (unsigned short)~CSTAT_SPRITE_INVISIBLE; } gFX.fxSpawn(FX_29, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); sfxPlay3DSound(pSprite, 350, -1, 0); break; } } } void PlayerBubble(int nSprite) // 10 { spritetype *pSprite = &sprite[nSprite]; if (IsPlayerSprite(pSprite)) { PLAYER *pPlayer = &gPlayer[pSprite->type-kDudePlayer1]; dassert(pPlayer != NULL); if (!pPlayer->bubbleTime) return; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); for (int i = 0; i < (pPlayer->bubbleTime>>6); i++) { int nDist = (pSprite->xrepeat*(tilesiz[pSprite->picnum].x/2))>>2; int nAngle = Random(2048); int x = pSprite->x + mulscale30(nDist, Cos(nAngle)); int y = pSprite->y + mulscale30(nDist, Sin(nAngle)); int z = bottom-Random(bottom-top); spritetype *pFX = gFX.fxSpawn((FX_ID)(FX_23+Random(3)), pSprite->sectnum, x, y, z, 0); if (pFX) { xvel[pFX->index] = xvel[nSprite] + Random2(0x1aaaa); yvel[pFX->index] = yvel[nSprite] + Random2(0x1aaaa); zvel[pFX->index] = zvel[nSprite] + Random2(0x1aaaa); } } evPost(nSprite, 3, 4, kCallbackPlayerBubble); } } void EnemyBubble(int nSprite) // 11 { spritetype *pSprite = &sprite[nSprite]; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); for (int i = 0; i < (klabs(zvel[nSprite])>>18); i++) { int nDist = (pSprite->xrepeat*(tilesiz[pSprite->picnum].x/2))>>2; int nAngle = Random(2048); int x = pSprite->x + mulscale30(nDist, Cos(nAngle)); int y = pSprite->y + mulscale30(nDist, Sin(nAngle)); int z = bottom-Random(bottom-top); spritetype *pFX = gFX.fxSpawn((FX_ID)(FX_23+Random(3)), pSprite->sectnum, x, y, z, 0); if (pFX) { xvel[pFX->index] = xvel[nSprite] + Random2(0x1aaaa); yvel[pFX->index] = yvel[nSprite] + Random2(0x1aaaa); zvel[pFX->index] = zvel[nSprite] + Random2(0x1aaaa); } } evPost(nSprite, 3, 4, kCallbackEnemeyBubble); } void CounterCheck(int nSector) // 12 { dassert(nSector >= 0 && nSector < kMaxSectors); // remove check below, so every sector can be counter if command 12 (this callback) received. #ifndef NOONE_EXTENSIONS if (sector[nSector].type != kSectorCounter) return; #endif if (sector[nSector].extra <= 0) return; XSECTOR *pXSector = &xsector[sector[nSector].extra]; int nReq = pXSector->waitTimeA; int nType = pXSector->data; int nCount = 0; if (!nType || !nReq) return; for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { if (sprite[nSprite].type == nType) nCount++; } if (nCount < nReq) { evPost(nSector, 6, 5, kCallbackCounterCheck); return; } else { //pXSector->waitTimeA = 0; //do not reset necessary objects counter to zero trTriggerSector(nSector, pXSector, kCmdOn); pXSector->locked = 1; //lock sector, so it can be opened again later } } void FinishHim(int nSprite) // 13 { spritetype* pSprite = &sprite[nSprite]; int nXSprite = pSprite->extra; XSPRITE* pXSprite = &xsprite[nXSprite]; if (IsPlayerSprite(pSprite) && playerSeqPlaying(&gPlayer[pSprite->type - kDudePlayer1], 16) && pXSprite->target == gMe->nSprite) sndStartSample(3313, -1, 1, 0); } void fxBloodBits(int nSprite) // 14 { spritetype *pSprite = &sprite[nSprite]; int ceilZ, ceilHit, floorZ, floorHit; GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist, CLIPMASK0); int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); pSprite->z += floorZ-bottom; int nAngle = Random(2048); int nDist = Random(16)<<4; int x = pSprite->x+mulscale28(nDist, Cos(nAngle)); int y = pSprite->y+mulscale28(nDist, Sin(nAngle)); gFX.fxSpawn(FX_48, pSprite->sectnum, x, y, pSprite->z, 0); if (pSprite->ang == 1024) { int nChannel = 28+(pSprite->index&2); dassert(nChannel < 32); sfxPlay3DSound(pSprite, 385, nChannel, 1); } if (Chance(0x5000)) { spritetype *pFX = gFX.fxSpawn(FX_36, pSprite->sectnum, x, y, floorZ-64, 0); if (pFX) pFX->ang = nAngle; } gFX.sub_73FFC(nSprite); } void fxTeslaAlt(int nSprite) // 15 { spritetype* pSprite = &sprite[nSprite]; spritetype* pFX = gFX.fxSpawn(FX_49, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (pFX) { xvel[pFX->index] = xvel[nSprite] + Random2(0x1aaaa); yvel[pFX->index] = yvel[nSprite] + Random2(0x1aaaa); zvel[pFX->index] = zvel[nSprite] - Random(0x1aaaa); } evPost(nSprite, 3, 3, kCallbackFXTeslaAlt); } int tommySleeveSnd[] = { 608, 609, 611 }; // unused? int sawedOffSleeveSnd[] = { 610, 612 }; void fxBouncingSleeve(int nSprite) // 16 { spritetype* pSprite = &sprite[nSprite]; int ceilZ, ceilHit, floorZ, floorHit; GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist, CLIPMASK0); int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); pSprite->z += floorZ - bottom; int zv = zvel[nSprite] - velFloor[pSprite->sectnum]; if (zvel[nSprite] == 0) sleeveStopBouncing(pSprite); else if (zv > 0) { actFloorBounceVector((int*)& xvel[nSprite], (int*)& yvel[nSprite], &zv, pSprite->sectnum, 0x9000); zvel[nSprite] = zv; if (velFloor[pSprite->sectnum] == 0 && klabs(zvel[nSprite]) < 0x20000) { sleeveStopBouncing(pSprite); return; } int nChannel = 28 + (pSprite->index & 2); dassert(nChannel < 32); // tommy sleeve if (pSprite->type >= 37 && pSprite->type <= 39) { Random(3); sfxPlay3DSound(pSprite, 608 + Random(2), nChannel, 1); // sawed-off sleeve } else { sfxPlay3DSound(pSprite, sawedOffSleeveSnd[Random(2)], nChannel, 1); } } } void sleeveStopBouncing(spritetype* pSprite) { xvel[pSprite->index] = yvel[pSprite->index] = zvel[pSprite->index] = 0; if (pSprite->extra > 0) seqKill(3, pSprite->extra); sfxKill3DSound(pSprite, -1, -1); switch (pSprite->type) { case 37: case 38: case 39: pSprite->picnum = 2465; break; case 40: case 41: case 42: pSprite->picnum = 2464; break; } pSprite->type = 51; pSprite->xrepeat = pSprite->yrepeat = 10; } void returnFlagToBase(int nSprite) // 17 { spritetype* pSprite = &sprite[nSprite]; if (pSprite->owner >= 0 && pSprite->owner < kMaxSprites) { spritetype* pOwner = &sprite[pSprite->owner]; XSPRITE* pXOwner = &xsprite[pOwner->extra]; switch (pSprite->type) { case kItemFlagA: trTriggerSprite(pOwner->index, pXOwner, kCmdOn); sndStartSample(8003, 255, 2, 0); gBlueFlagDropped = false; viewSetMessage("Blue Flag returned to base."); break; case kItemFlagB: trTriggerSprite(pOwner->index, pXOwner, kCmdOn); sndStartSample(8002, 255, 2, 0); gRedFlagDropped = false; viewSetMessage("Red Flag returned to base."); break; } } evPost(pSprite->index, 3, 0, kCallbackRemove); } void fxPodBloodSpray(int nSprite) // 18 { spritetype* pSprite = &sprite[nSprite]; spritetype* pFX; if (pSprite->type == 53) pFX = gFX.fxSpawn(FX_53, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); else pFX = gFX.fxSpawn(FX_54, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (pFX) { pFX->ang = 0; xvel[pFX->index] = xvel[nSprite] >> 8; yvel[pFX->index] = yvel[nSprite] >> 8; zvel[pFX->index] = zvel[nSprite] >> 8; } evPost(nSprite, 3, 6, kCallbackFXPodBloodSpray); } void fxPodBloodSplat(int nSprite) // 19 { spritetype *pSprite = &sprite[nSprite]; int ceilZ, ceilHit, floorZ, floorHit; GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist, CLIPMASK0); int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); pSprite->z += floorZ-bottom; int nAngle = Random(2048); int nDist = Random(16)<<4; int x = pSprite->x+mulscale28(nDist, Cos(nAngle)); int y = pSprite->y+mulscale28(nDist, Sin(nAngle)); if (pSprite->ang == 1024) { int nChannel = 28+(pSprite->index&2); dassert(nChannel < 32); sfxPlay3DSound(pSprite, 385, nChannel, 1); } spritetype *pFX = NULL; if (pSprite->type == 53 || pSprite->type == kThingPodGreenBall) { if (Chance(0x500) || pSprite->type == kThingPodGreenBall) pFX = gFX.fxSpawn(FX_55, pSprite->sectnum, x, y, floorZ-64, 0); if (pFX) pFX->ang = nAngle; } else { pFX = gFX.fxSpawn(FX_32, pSprite->sectnum, x, y, floorZ-64, 0); if (pFX) pFX->ang = nAngle; } gFX.sub_73FFC(nSprite); } void LeechStateTimer(int nSprite) // 20 { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == kStatThing && !(pSprite->flags & 32)) { switch (pSprite->type) { case kThingDroppedLifeLeech: #ifdef NOONE_EXTENSIONS case kModernThingEnemyLifeLeech: #endif xsprite[pSprite->extra].stateTimer = 0; break; } } } void sub_76A08(spritetype *pSprite, spritetype *pSprite2, PLAYER *pPlayer) // ??? { int top, bottom; int nSprite = pSprite->index; GetSpriteExtents(pSprite, &top, &bottom); pSprite->x = pSprite2->x; pSprite->y = pSprite2->y; pSprite->z = sector[pSprite2->sectnum].floorz-(bottom-pSprite->z); pSprite->ang = pSprite2->ang; ChangeSpriteSect(nSprite, pSprite2->sectnum); sfxPlay3DSound(pSprite2, 201, -1, 0); xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0; viewBackupSpriteLoc(nSprite, pSprite); if (pPlayer) { playerResetInertia(pPlayer); pPlayer->zViewVel = pPlayer->zWeaponVel = 0; } } void DropVoodoo(int nSprite) // unused { spritetype *pSprite = &sprite[nSprite]; int nOwner = actSpriteOwnerToSpriteId(pSprite); if (nOwner < 0 || nOwner >= kMaxSprites) { evPost(nSprite, 3, 0, kCallbackRemove); return; } spritetype *pOwner = &sprite[nOwner]; PLAYER *pPlayer; if (IsPlayerSprite(pOwner)) pPlayer = &gPlayer[pOwner->type-kDudePlayer1]; else pPlayer = NULL; if (!pPlayer) { evPost(nSprite, 3, 0, kCallbackRemove); return; } pSprite->ang = getangle(pOwner->x-pSprite->x, pOwner->y-pSprite->y); int nXSprite = pSprite->extra; if (nXSprite > 0) { XSPRITE *pXSprite = &xsprite[nXSprite]; if (pXSprite->data1 == 0) { evPost(nSprite, 3, 0, kCallbackRemove); return; } int nSprite2, nNextSprite; for (nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nNextSprite) { nNextSprite = nextspritestat[nSprite2]; if (nOwner == nSprite2) continue; spritetype *pSprite2 = &sprite[nSprite2]; int nXSprite2 = pSprite2->extra; if (nXSprite2 > 0 && nXSprite2 < kMaxXSprites) { XSPRITE *pXSprite2 = &xsprite[nXSprite2]; PLAYER *pPlayer2; if (IsPlayerSprite(pSprite2)) pPlayer2 = &gPlayer[pSprite2->type-kDudePlayer1]; else pPlayer2 = NULL; if (pXSprite2->health > 0 && (pPlayer2 || pXSprite2->key == 0)) { if (pPlayer2) { if (gGameOptions.nGameType == 1) continue; if (gGameOptions.nGameType == 3 && pPlayer->teamId == pPlayer2->teamId) continue; int t = 0x8000/ClipLow(gNetPlayers-1, 1); if (!powerupCheck(pPlayer2, kPwUpDeathMask)) t += ((3200-pPlayer2->armor[2])<<15)/3200; if (Chance(t) || nNextSprite < 0) { int nDmg = actDamageSprite(nOwner, pSprite2, DAMAGE_TYPE_5, pXSprite->data1<<4); pXSprite->data1 = ClipLow(pXSprite->data1-nDmg, 0); sub_76A08(pSprite2, pSprite, pPlayer2); evPost(nSprite, 3, 0, kCallbackRemove); return; } } else { int vd = 0x2666; switch (pSprite2->type) { case kDudeBoneEel: case kDudeBat: case kDudeRat: case kDudeTinyCaleb: case kDudeBeast: vd = 0x147; break; case kDudeZombieAxeBuried: case kDudePodGreen: case kDudeTentacleGreen: case kDudePodFire: case kDudeTentacleFire: case kDudePodMother: case kDudeTentacleMother: case kDudeCerberusTwoHead: case kDudeCerberusOneHead: case kDudeTchernobog: case kDudeBurningInnocent: case kDudeBurningCultist: case kDudeBurningZombieAxe: case kDudeBurningZombieButcher: case kDudeCultistReserved: case kDudeZombieAxeLaying: case kDudeInnocent: case kDudeBurningTinyCaleb: case kDudeBurningBeast: vd = 0; break; } if (vd && (Chance(vd) || nNextSprite < 0)) { sub_76A08(pSprite2, pSprite, NULL); evPost(nSprite, 3, 0, kCallbackRemove); return; } } } } } pXSprite->data1 = ClipLow(pXSprite->data1-1, 0); evPost(nSprite, 3, 0, kCallbackRemove); } } void callbackCondition(int nSprite) { spritetype* pSprite = &sprite[nSprite]; XSPRITE* pXSprite = &xsprite[pSprite->extra]; if (pXSprite->state || pXSprite->locked || pXSprite->isTriggered) return; TRCONDITION* pCond = &gCondition[pXSprite->sysData1]; for (int i = 0; i < pCond->length; i++) { EVENT evn; evn.index = pCond->obj[i].index; evn.type = pCond->obj[i].type; evn.cmd = pCond->obj[i].cmd; evn.funcID = kCallbackCondition; useCondition(pXSprite, evn); } evPost(nSprite, OBJ_SPRITE, pXSprite->busyTime, kCallbackCondition); return; } void(*gCallback[kCallbackMax])(int) = { fxFlameLick, Remove, FlareBurst, fxFlareSpark, fxFlareSparkLite, fxZombieBloodSpurt, fxBloodSpurt, fxArcSpark, fxDynPuff, Respawn, PlayerBubble, EnemyBubble, CounterCheck, FinishHim, fxBloodBits, fxTeslaAlt, fxBouncingSleeve, returnFlagToBase, fxPodBloodSpray, fxPodBloodSplat, LeechStateTimer, DropVoodoo, // unused #ifdef NOONE_EXTENSIONS callbackUniMissileBurst, // the code is in nnexts.cpp callbackMakeMissileBlocking, // the code is in nnexts.cpp callbackGenDudeUpdate, // the code is in nnexts.cpp callbackCondition, #endif }; END_BLD_NS