raze/source/games/duke/src/animatesprites_r.cpp
Christoph Oelckers eaff9e359f - refactored the owner index in tspritetype.
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.
2021-12-26 23:09:53 +01:00

980 lines
22 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names_r.h"
#include "prediction.h"
#include "dukeactor.h"
#include "gamefuncs.h"
BEGIN_DUKE_NS
void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio)
{
int j, k, p;
int l, t1, t3, t4;
spritetype* s;
tspritetype* t;
DDukeActor* h;
int bg = 0;
for (j = 0; j < spritesortcnt; j++)
{
t = &tsprite[j];
h = static_cast<DDukeActor*>(t->ownerActor);
s = h->s;
switch (t->picnum)
{
case BLOODPOOL:
case FOOTPRINTS:
case FOOTPRINTS2:
case FOOTPRINTS3:
case FOOTPRINTS4:
if (t->shade == 127) continue;
break;
case CHAIR3:
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = s->picnum + k;
break;
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
if (t->pal == 6)
{
t->shade = -127;
continue;
}
[[fallthrough]];
case BULLETHOLE:
case CRACK1:
case CRACK2:
case CRACK3:
case CRACK4:
t->shade = 16;
continue;
case RRTILE1947:
case RRTILE2859:
case RRTILE3774:
case RRTILE5088:
case RRTILE8094:
case RRTILE8096:
if (isRRRA()) continue;
case NEON1:
case NEON2:
case NEON3:
case NEON4:
case NEON5:
case NEON6:
continue;
default:
if (((t->cstat & 16)) || (badguypic(t->picnum) && t->extra > 0) || t->statnum == 10)
{
if (s->sector()->shadedsector == 1 && s->statnum != 1)
{
s->shade = 16;
t->shade = 16;
}
continue;
}
}
if (t->insector())
t->shade = clamp<int>(t->sector()->ceilingstat & 1 ? s->shade : t->sector()->floorshade, -127, 127);
}
//Between drawrooms() and drawmasks() is the perfect time to animate sprites
for (j = 0; j < spritesortcnt; j++)
{
t = &tsprite[j];
h = static_cast<DDukeActor*>(t->ownerActor);
s = h->s;
auto OwnerAc = h->GetOwner();
auto Owner = OwnerAc ? OwnerAc->s : nullptr;
switch (s->picnum)
{
case SECTOREFFECTOR:
if (t->lotag == 27 && ud.recstat == 1)
{
t->picnum = 11 + ((PlayClock >> 3) & 1);
t->cstat |= 128;
}
else
t->xrepeat = t->yrepeat = 0;
break;
default:
break;
}
if (t->statnum == 99) continue;
if (s->statnum != STAT_ACTOR && s->picnum == APLAYER && ps[s->yvel].newOwner == nullptr && h->GetOwner())
{
t->x -= MulScale(MaxSmoothRatio - smoothratio, ps[s->yvel].pos.x - ps[s->yvel].oposx, 16);
t->y -= MulScale(MaxSmoothRatio - smoothratio, ps[s->yvel].pos.y - ps[s->yvel].oposy, 16);
t->z = interpolatedvalue(ps[s->yvel].oposz, ps[s->yvel].pos.z, smoothratio);
t->z += PHEIGHT_RR;
s->xrepeat = 24;
s->yrepeat = 17;
}
else if (s->picnum != CRANEPOLE)
{
t->pos = s->interpolatedvec3(smoothratio);
}
auto sectp = s->sector();
t1 = h->temp_data[1];
t3 = h->temp_data[3];
t4 = h->temp_data[4];
switch (s->picnum)
{
case RESPAWNMARKERRED:
case RESPAWNMARKERYELLOW:
case RESPAWNMARKERGREEN:
t->picnum = 861 + ((PlayClock >> 4) & 13);
if (s->picnum == RESPAWNMARKERRED)
t->pal = 0;
else if (s->picnum == RESPAWNMARKERYELLOW)
t->pal = 1;
else
t->pal = 2;
if (ud.marker == 0)
t->xrepeat = t->yrepeat = 0;
break;
case DUKELYINGDEAD:
s->xrepeat = 24;
s->yrepeat = 17;
if (s->extra > 0)
t->z += (6 << 8);
break;
case BLOODPOOL:
case FOOTPRINTS:
case FOOTPRINTS2:
case FOOTPRINTS3:
case FOOTPRINTS4:
if (t->pal == 6)
t->shade = -127;
case MONEY:
case MONEY + 1:
break;
case TRIPBOMBSPRITE:
continue;
case FORCESPHERE:
if (t->statnum == STAT_MISC && Owner)
{
int sqa =
getangle(
Owner->x - ps[screenpeek].pos.x,
Owner->y - ps[screenpeek].pos.y);
int sqb =
getangle(
Owner->x - t->x,
Owner->y - t->y);
if (abs(getincangle(sqa, sqb)) > 512)
if (ldist(Owner, t) < ldist(ps[screenpeek].GetActor()->s, Owner))
t->xrepeat = t->yrepeat = 0;
}
continue;
case BURNING:
if (Owner && Owner->statnum == STAT_PLAYER)
{
if (display_mirror == 0 && Owner->yvel == screenpeek && ps[Owner->yvel].over_shoulder_on == 0)
t->xrepeat = 0;
else
{
t->ang = getangle(x - t->x, y - t->y);
t->x = Owner->x;
t->y = Owner->y;
t->x += bcos(t->ang, -10);
t->y += bsin(t->ang, -10);
}
}
break;
case ATOMICHEALTH:
t->z -= (4 << 8);
break;
case CRYSTALAMMO:
t->shade = bsin(PlayClock << 4, -10);
break;
case SHRINKSPARK:
if (Owner && (Owner->picnum == CHEER || Owner->picnum == CHEERSTAYPUT) && isRRRA())
{
t->picnum = CHEERBLADE + ((PlayClock >> 4) & 3);
t->shade = -127;
}
else
t->picnum = SHRINKSPARK + ((PlayClock >> 4) & 7);
break;
case CHEERBOMB:
if (isRRRA())
{
t->picnum = CHEERBOMB + ((PlayClock >> 4) & 3);
break;
}
else goto default_case;
case SPIT:
if (isRRRA() && Owner)
{
if (Owner->picnum == MINION && Owner->pal == 8)
t->picnum = RRTILE3500 + ((PlayClock >> 4) % 6);
else if (Owner->picnum == MINION && Owner->pal == 19)
{
t->picnum = RRTILE5090 + ((PlayClock >> 4) & 3);
t->shade = -127;
}
else if (Owner->picnum == MAMA)
{
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = RRTILE7274 + k;
}
else
t->picnum = SPIT + ((PlayClock >> 4) & 3);
}
else
t->picnum = SPIT + ((PlayClock >> 4) & 3);
break;
case EMPTYBIKE:
if (!isRRRA()) goto default_case;
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = EMPTYBIKE + k;
break;
case EMPTYBOAT:
if (!isRRRA()) goto default_case;
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = EMPTYBOAT + k;
break;
case RPG:
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = RPG + k;
break;
case RPG2:
if (!isRRRA()) goto default_case;
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = RPG2 + k;
break;
case RECON:
k = getangle(s->x - x, s->y - y);
if (h->temp_data[0] < 4)
k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
else k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
if (abs(t3) > 64) k += 7;
t->picnum = RECON + k;
break;
case APLAYER:
p = s->yvel;
if (t->pal == 1) t->z -= (18 << 8);
if (ps[p].over_shoulder_on > 0 && ps[p].newOwner == nullptr)
{
t->cstat |= 2;
#if 0 // multiplayer only
if (screenpeek == myconnectindex && numplayers >= 2)
{
t->x = interpolatedvalue(omyx, myx, smoothratio);
t->y = interpolatedvalue(omyy, myy, smoothratio);
t->z = interpolatedvalue(omyz, myz, smoothratio) + PHEIGHT_RR;
t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild();
t->sector = mycursectnum;
}
#endif
}
if ((display_mirror == 1 || screenpeek != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && ps[p].GetActor()->s->extra > 0 && ps[p].curr_weapon > 0)
{
auto newtspr = &tsprite[spritesortcnt++];
newtspr = t;
newtspr->statnum = 99;
newtspr->yrepeat = (t->yrepeat >> 3);
if (t->yrepeat < 4) t->yrepeat = 4;
newtspr->shade = t->shade;
newtspr->cstat = 0;
switch (ps[p].curr_weapon)
{
case PISTOL_WEAPON: newtspr->picnum = FIRSTGUNSPRITE; break;
case SHOTGUN_WEAPON: newtspr->picnum = SHOTGUNSPRITE; break;
case RIFLEGUN_WEAPON: newtspr->picnum = CHAINGUNSPRITE; break;
case CROSSBOW_WEAPON: newtspr->picnum = RPGSPRITE; break;
case CHICKEN_WEAPON: newtspr->picnum = RPGSPRITE; break;
case THROWINGDYNAMITE_WEAPON:
case DYNAMITE_WEAPON: newtspr->picnum = HEAVYHBOMB; break;
case POWDERKEG_WEAPON: newtspr->picnum = TRIPBOMBSPRITE; break;
case BOWLING_WEAPON: newtspr->picnum = 3437; break;
case THROWSAW_WEAPON: newtspr->picnum = SHRINKSPARK; break;
case BUZZSAW_WEAPON: newtspr->picnum = SHRINKSPARK; break;
case ALIENBLASTER_WEAPON: newtspr->picnum = DEVISTATORSPRITE; break;
case TIT_WEAPON: newtspr->picnum = FREEZESPRITE; break;
}
if (h->GetOwner())
newtspr->z = ps[p].pos.z - (12 << 8);
else newtspr->z = s->z - (51 << 8);
if (ps[p].curr_weapon == HANDBOMB_WEAPON)
{
newtspr->xrepeat = 10;
newtspr->yrepeat = 10;
}
else if (ps[p].OnMotorcycle || ps[p].OnBoat)
{
newtspr->xrepeat = 0;
newtspr->yrepeat = 0;
}
else
{
newtspr->xrepeat = 16;
newtspr->yrepeat = 16;
}
newtspr->pal = 0;
}
if (!h->GetOwner())
{
if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
{
k = 0;
t->cstat &= ~4;
} else
{
k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
}
if (t->sector()->lotag == 2) k += 1795 - 1405;
else if ((h->floorz - s->z) > (64 << 8)) k += 60;
t->picnum += k;
t->pal = ps[p].palookup;
goto PALONLY;
}
if (ps[p].on_crane == nullptr && (s->sector()->lotag & 0x7ff) != 1)
{
l = s->z - ps[p].GetActor()->floorz + (3 << 8);
if (l > 1024 && s->yrepeat > 32 && s->extra > 0)
s->yoffset = (int8_t)(l / (s->yrepeat << 2));
else s->yoffset = 0;
}
if (ps[p].newOwner != nullptr)
{
t4 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 1];
t3 = 0;
t1 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 2];
}
if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr)
if (h->GetOwner() && display_mirror == 0 && ps[p].over_shoulder_on == 0)
if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
{
t->ownerActor = nullptr;
t->xrepeat = t->yrepeat = 0;
continue;
}
PALONLY:
if (sectp->floorpal)
copyfloorpal(t, sectp);
if (!h->GetOwner()) continue;
if (t->z > h->floorz && t->xrepeat < 32)
t->z = h->floorz;
if (ps[p].OnMotorcycle && p == screenpeek)
{
t->picnum = RRTILE7219;
t->xrepeat = 18;
t->yrepeat = 18;
t4 = 0;
t3 = 0;
t1 = 0;
}
else if (ps[p].OnMotorcycle)
{
k = (((s->ang + 3072 + 128 - a) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = RRTILE7213 + k;
t->xrepeat = 18;
t->yrepeat = 18;
t4 = 0;
t3 = 0;
t1 = 0;
}
else if (ps[p].OnBoat && p == screenpeek)
{
t->picnum = RRTILE7190;
t->xrepeat = 32;
t->yrepeat = 32;
t4 = 0;
t3 = 0;
t1 = 0;
}
else if (ps[p].OnBoat)
{
k = (((s->ang + 3072 + 128 - a) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = RRTILE7184 + k;
t->xrepeat = 32;
t->yrepeat = 32;
t4 = 0;
t3 = 0;
t1 = 0;
}
break;
case RRTILE2460:
case RRTILE2465:
case BIKEJIBA:
case BIKEJIBB:
case BIKEJIBC:
case BIKERJIBA:
case BIKERJIBB:
case BIKERJIBC:
case BIKERJIBD:
case CHEERJIBA:
case CHEERJIBB:
case CHEERJIBC:
case CHEERJIBD:
case FBOATJIBA:
case FBOATJIBB:
case RABBITJIBA:
case RABBITJIBB:
case RABBITJIBC:
case MAMAJIBA:
case MAMAJIBB:
if (isRRRA()) goto stuff;
else goto default_case;
case MINJIBA:
case MINJIBB:
case MINJIBC:
if (isRRRA() && t->pal == 19)
t->shade = -127;
[[fallthrough]];
case JIBS1:
case JIBS2:
case JIBS3:
case JIBS4:
case JIBS5:
case JIBS6:
case DUKEGUN:
case DUKETORSO:
case DUKELEG:
case BILLYJIBA:
case BILLYJIBB:
case HULKJIBA:
case HULKJIBB:
case HULKJIBC:
case COOTJIBA:
case COOTJIBB:
case COOTJIBC:
stuff:
if (t->pal == 6) t->shade = -120;
if (s->sector()->shadedsector == 1)
t->shade = 16;
[[fallthrough]];
case SCRAP1:
case SCRAP2:
case SCRAP3:
case SCRAP4:
case SCRAP5:
case SCRAP6:
case SCRAP6 + 1:
case SCRAP6 + 2:
case SCRAP6 + 3:
case SCRAP6 + 4:
case SCRAP6 + 5:
case SCRAP6 + 6:
case SCRAP6 + 7:
if (t->picnum == SCRAP1 && s->yvel >= 0)
t->picnum = s->yvel;
else t->picnum += h->temp_data[0];
if (sectp->floorpal)
copyfloorpal(t, sectp);
break;
case WATERBUBBLE:
if (t->sector()->floorpicnum == FLOORSLIME)
{
t->pal = 7;
break;
}
[[fallthrough]];
default:
default_case:
if (sectp->floorpal)
copyfloorpal(t, sectp);
break;
}
if (gs.actorinfo[s->picnum].scriptaddress && (t->cstat & 48) != 48)
{
if (t4)
{
l = ScriptCode[t4 + 2];
if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
{
k = 0;
t->cstat &= ~4;
}
else switch (l)
{
case 2:
k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 1;
break;
case 3:
case 4:
k = (((s->ang + 3072 + 128 - a) & 2047) >> 7) & 7;
if (k > 3)
{
t->cstat |= 4;
k = 7 - k;
}
else t->cstat &= ~4;
break;
case 5:
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
break;
case 7:
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
break;
case 8:
k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
t->cstat &= ~4;
break;
default:
bg = badguy(s);
if (bg && s->statnum == 2 && s->extra > 0)
{
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
break;
}
k = 0;
bg = 0;
break;
}
t->picnum += k + ScriptCode[t4] + l * t3;
if (l > 0)
{
while (t->picnum >= 0 && t->picnum < MAXTILES && !tileGetTexture(t->picnum)->isValid())
t->picnum -= l; //Hack, for actors
}
if (t->picnum < 0 || t->picnum >= MAXTILES)
{
t->picnum = 0;
t->xrepeat = t->yrepeat = 0;
}
if (h->dispicnum >= 0)
h->dispicnum = t->picnum;
}
else if (display_mirror == 1)
t->cstat |= 4;
}
if (!isRRRA() && s->picnum == SBMOVE)
t->shade = -127;
if (s->statnum == 13 || badguy(s) || (s->picnum == APLAYER && h->GetOwner()))
if ((s->cstat & 48) == 0 && t->statnum != 99)
if (s->picnum != EXPLOSION2 && s->picnum != DOMELITE && s->picnum != TORNADO && s->picnum != EXPLOSION3 && (s->picnum != SBMOVE || isRRRA()))
{
if (h->dispicnum < 0)
{
h->dispicnum++;
continue;
}
else if (r_shadows && spritesortcnt < (MAXSPRITESONSCREEN - 2))
{
int daz;
if (isRRRA() && sectp->lotag == 160) continue;
if ((sectp->lotag & 0xff) > 2 || s->statnum == 4 || s->statnum == 5 || s->picnum == DRONE)
daz = sectp->floorz;
else
daz = h->floorz;
if ((s->z - daz) < (8 << 8))
if (ps[screenpeek].pos.z < daz)
{
auto shadowspr = &tsprite[spritesortcnt++];
*shadowspr = *t;
shadowspr->statnum = 99;
shadowspr->yrepeat = (t->yrepeat >> 3);
if (t->yrepeat < 4) t->yrepeat = 4;
shadowspr->shade = 127;
shadowspr->cstat |= 2;
shadowspr->z = daz;
shadowspr->pal = 4;
if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
{
shadowspr->yrepeat = 0;
// 512:trans reverse
//1024:tell MD2SPRITE.C to use Z-buffer hacks to hide overdraw issues
shadowspr->clipdist |= TSPR_FLAGS_MDHACK;
shadowspr->cstat |= 512;
}
else
{
// Alter the shadow's position so that it appears behind the sprite itself.
int look = getangle(shadowspr->x - ps[screenpeek].pos.x, shadowspr->y - ps[screenpeek].pos.y);
shadowspr->x += bcos(look, -9);
shadowspr->y += bsin(look, -9);
}
}
}
}
switch (s->picnum)
{
case RPG2:
case RRTILE1790:
if (!isRRRA()) break;
[[fallthrough]];
case EXPLOSION2:
case FREEZEBLAST:
case ATOMICHEALTH:
case FIRELASER:
case SHRINKSPARK:
case CHAINGUN:
case RPG:
case EXPLOSION3:
case COOLEXPLOSION1:
case OWHIP:
case UWHIP:
if (t->picnum == EXPLOSION2)
{
ps[screenpeek].visibility = -127;
lastvisinc = PlayClock + 32;
t->pal = 0;
}
else if (t->picnum == FIRELASER)
{
t->picnum = FIRELASER + ((PlayClock >> 2) & 5);
}
t->shade = -127;
break;
case UFOBEAM:
case RRTILE3586:
case LADDER:
t->cstat |= 32768;
s->cstat |= 32768;
break;
case DESTRUCTO:
t->cstat |= 32768;
break;
case FIRE:
case BURNING:
if (Owner && Owner->picnum != TREE1 && Owner->picnum != TREE2)
t->z = t->sector()->floorz;
t->shade = -127;
break;
case WALLLIGHT3:
case WALLLIGHT1:
case RRTILE3668:
case RRTILE3795:
case RRTILE5035:
case RRTILE7505:
case RRTILE7506:
case RRTILE7533:
case RRTILE8216:
case RRTILE8218:
case RRTILE8220:
if (!isRRRA()) break;
[[fallthrough]];
case RRTILE1878:
case RRTILE1952:
case RRTILE1953:
case RRTILE1990:
case RRTILE2050:
case RRTILE2056:
case RRTILE2072:
case RRTILE2075:
case RRTILE2083:
case RRTILE2097:
case RRTILE2156:
case RRTILE2157:
case RRTILE2158:
case RRTILE2159:
case RRTILE2160:
case RRTILE2161:
case RRTILE2175:
case RRTILE2176:
case RRTILE2357:
case RRTILE2564:
case RRTILE2573:
case RRTILE2574:
case RRTILE2583:
case RRTILE2604:
case RRTILE2689:
case RRTILE2893:
case RRTILE2894:
case RRTILE2915:
case RRTILE2945:
case RRTILE2946:
case RRTILE2947:
case RRTILE2948:
case RRTILE2949:
case RRTILE2977:
case RRTILE2978:
case RRTILE3116:
case RRTILE3171:
case RRTILE3216:
case RRTILE3720:
t->shade = -127;
break;
case CHEER:
if (!isRRRA()) break;
if (t->picnum >= CHEER + 102 && t->picnum <= CHEER + 151)
t->shade = -127;
break;
case MINION:
if (!isRRRA()) break;
if (t->pal == 19)
t->shade = -127;
break;
case BIKER:
if (!isRRRA()) break;
if (t->picnum >= BIKER + 54 && t->picnum <= BIKER + 58)
t->shade = -127;
else if (t->picnum >= BIKER + 84 && t->picnum <= BIKER + 88)
t->shade = -127;
break;
case BILLYRAY:
case BILLYRAYSTAYPUT:
if (!isRRRA()) break;
if (t->picnum >= BILLYRAY + 5 && t->picnum <= BILLYRAY + 9)
t->shade = -127;
break;
case RRTILE2034:
t->picnum = RRTILE2034 + ((PlayClock >> 2) & 1);
break;
case RRTILE2944:
t->shade = -127;
t->picnum = RRTILE2944 + ((PlayClock >> 2) & 4);
break;
case PLAYERONWATER:
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = s->picnum + k + ((h->temp_data[0] < 4) * 5);
if (Owner) t->shade = Owner->shade;
break;
case MUD:
t->picnum = MUD + t1;
break;
case WATERSPLASH2:
t->picnum = WATERSPLASH2 + t1;
break;
case REACTOR2:
t->picnum = s->picnum + h->temp_data[2];
break;
case SHELL:
t->picnum = s->picnum + (h->temp_data[0] & 1);
[[fallthrough]];
case SHOTGUNSHELL:
t->cstat |= 12;
if (h->temp_data[0] > 1) t->cstat &= ~4;
if (h->temp_data[0] > 2) t->cstat &= ~12;
break;
case FRAMEEFFECT1:
if (Owner && Owner->statnum < MAXSTATUS)
{
if (Owner->picnum == APLAYER)
if (ud.cameraactor == nullptr)
if (screenpeek == Owner->yvel && display_mirror == 0)
{
t->ownerActor = nullptr;
break;
}
if ((Owner->cstat & 32768) == 0)
{
if (Owner->picnum == APLAYER)
t->picnum = 1554;
else
t->picnum = OwnerAc->dispicnum;
t->pal = Owner->pal;
t->shade = Owner->shade;
t->ang = Owner->ang;
t->cstat = 2 | Owner->cstat;
}
}
break;
case CAMERA1:
case RAT:
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = s->picnum + k;
break;
}
h->dispicnum = t->picnum;
if (t->sector()->floorpicnum == MIRROR)
t->xrepeat = t->yrepeat = 0;
}
}
END_DUKE_NS