raze/source/games/duke/src/actors_r.cpp
Christoph Oelckers 4692cc55f7 - cleaned up checkhitdefault
Only required 4 new flags plus one property...
2023-04-23 17:33:36 +02:00

987 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 "mapinfo.h"
#include "dukeactor.h"
BEGIN_DUKE_NS
void dojaildoor();
void moveminecart();
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void addweapon_r(player_struct* p, int weapon, bool wswitch)
{
int cw = p->curr_weapon;
if (p->OnMotorcycle || p->OnBoat)
{
p->gotweapon[weapon] = true;;
if (weapon == THROWSAW_WEAPON)
{
p->gotweapon[BUZZSAW_WEAPON] = true;
p->ammo_amount[BUZZSAW_WEAPON] = 1;
}
else if (weapon == CROSSBOW_WEAPON)
{
p->gotweapon[CHICKEN_WEAPON] = true;
p->gotweapon[DYNAMITE_WEAPON] = true;
}
else if (weapon == SLINGBLADE_WEAPON)
{
p->ammo_amount[SLINGBLADE_WEAPON] = 1;
}
return;
}
if (p->gotweapon[weapon] == 0)
{
p->gotweapon[weapon] = true;;
if (weapon == THROWSAW_WEAPON)
{
p->gotweapon[BUZZSAW_WEAPON] = true;
p->ammo_amount[BUZZSAW_WEAPON] = 1;
}
if (isRRRA())
{
if (weapon == CROSSBOW_WEAPON)
{
p->gotweapon[CHICKEN_WEAPON] = true;
}
if (weapon == SLINGBLADE_WEAPON)
{
p->ammo_amount[SLINGBLADE_WEAPON] = 50;
}
}
if (weapon == CROSSBOW_WEAPON)
{
p->gotweapon[DYNAMITE_WEAPON] = true;
}
if (weapon != DYNAMITE_WEAPON)
cw = weapon;
}
else
cw = weapon;
if (!wswitch) return;
if (weapon == DYNAMITE_WEAPON)
p->last_weapon = -1;
p->random_club_frame = 0;
if (p->holster_weapon == 0)
{
p->weapon_pos = -1;
p->last_weapon = p->curr_weapon;
}
else
{
p->weapon_pos = 10;
p->holster_weapon = 0;
p->last_weapon = -1;
}
p->okickback_pic = p->kickback_pic = 0;
p->curr_weapon = cw;
p->wantweaponfire = -1;
switch (weapon)
{
case SLINGBLADE_WEAPON:
if (!isRRRA()) break;
case KNEE_WEAPON:
case DYNAMITE_WEAPON:
case TRIPBOMB_WEAPON:
case THROWINGDYNAMITE_WEAPON:
break;
case SHOTGUN_WEAPON:
S_PlayActorSound(SHOTGUN_COCK, p->GetActor());
break;
case PISTOL_WEAPON:
S_PlayActorSound(INSERT_CLIP, p->GetActor());
break;
default:
S_PlayActorSound(EJECT_CLIP, p->GetActor());
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void lotsoffeathers_r(DDukeActor *actor, int n)
{
lotsofstuff(actor, n, RedneckFeatherClass);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitbyweapon_r(DDukeActor *actor)
{
int p;
auto hitowner = actor->GetHitOwner();
if (actor->hitextra >= 0)
{
auto adef = actor->attackerDefaults();
if (actor->spr.extra >= 0)
{
if (actor->isPlayer())
{
if (ud.god) return -1;
p = actor->PlayerIndex();
if (hitowner &&
hitowner->isPlayer() &&
ud.coop == 1 &&
ud.ffire == 0)
return -1;
actor->spr.extra -= actor->hitextra;
if (hitowner)
{
if (actor->spr.extra <= 0 && !(adef->flags2 & SFLAG2_FREEZEDAMAGE))
{
actor->spr.extra = 0;
ps[p].wackedbyactor = hitowner;
if (hitowner->isPlayer() && p != hitowner->PlayerIndex())
{
ps[p].frag_ps = hitowner->PlayerIndex();
}
actor->SetHitOwner(ps[p].GetActor());
}
}
if (adef->flags2 & SFLAG2_DOUBLEDMGTHRUST)
{
ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.25;
}
else
{
ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.125;
}
}
else
{
actor->spr.extra -= actor->hitextra;
auto Owner = actor->GetOwner();
if (!(actor->flags2 & SFLAG2_IGNOREHITOWNER) && Owner && Owner->spr.statnum < MAXSTATUS)
actor->SetOwner(hitowner);
}
actor->hitextra = -1;
// makeshift damage type reporting. Needs improvement and generalization later.
int res = 0;
if (adef->flags2 & SFLAG2_FREEZEDAMAGE) res |= 1;
if (adef->flags2 & SFLAG2_EXPLOSIVE) res |= 2;
return res;
}
}
actor->hitextra = -1;
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movetransports_r(void)
{
uint8_t warpdir = 0;
int k, p, sectlotag;
int onfloorz;
//Transporters
DukeStatIterator iti(STAT_TRANSPORT);
while (auto act = iti.Next())
{
auto sectp = act->sector();
sectlotag = sectp->lotag;
auto Owner = act->GetOwner();
if (Owner == act || Owner == nullptr)
{
continue;
}
onfloorz = act->temp_data[4];
if (act->counter > 0) act->counter--;
DukeSectIterator itj(act->sector());
while (auto act2 = itj.Next())
{
switch (act2->spr.statnum)
{
case STAT_PLAYER: // Player
if (act2->GetOwner())
{
p = act2->PlayerIndex();
ps[p].on_warping_sector = 1;
if (ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0)
{
if (ps[p].on_ground && sectlotag == ST_0_NO_EFFECT && onfloorz && ps[p].jetpack_on == 0)
{
spawn(act, DukeTransporterBeamClass);
S_PlayActorSound(TELEPORTER, act);
for (k = connecthead; k >= 0; k = connectpoint2[k])
if (ps[k].cursector == Owner->sector())
{
ps[k].frag_ps = p;
ps[k].GetActor()->spr.extra = 0;
}
ps[p].GetActor()->PrevAngles.Yaw = ps[p].GetActor()->spr.Angles.Yaw = Owner->spr.Angles.Yaw;
if (Owner->GetOwner() != Owner)
{
act->counter = 13;
Owner->counter = 13;
ps[p].transporter_hold = 13;
}
ps[p].GetActor()->spr.pos = Owner->spr.pos.plusZ(4);
ps[p].GetActor()->backuppos();
ps[p].setbobpos();
ChangeActorSect(act2, Owner->sector());
ps[p].setCursector(act2->sector());
auto beam = spawn(Owner, DukeTransporterBeamClass);
if (beam) S_PlayActorSound(TELEPORTER, beam);
break;
}
}
else break;
if (onfloorz == 0 && fabs(act->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) < 24)
if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && PlayerInput(p, SB_JUMP)) ||
(ps[p].jetpack_on && PlayerInput(p, SB_CROUCH)))
{
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
ps[p].GetActor()->backupvec2();
if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11))
ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z - 24 + gs.playerheight;
else ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z + 24 + gs.playerheight;
ps[p].GetActor()->backupz();
ChangeActorSect(act2, Owner->sector());
ps[p].setCursector(Owner->sector());
break;
}
k = 0;
if (ud.mapflags & MFLAG_ALLSECTORTYPES)
{
if (onfloorz && sectlotag == ST_160_FLOOR_TELEPORT && ps[p].GetActor()->getOffsetZ() > sectp->floorz - 48)
{
k = 2;
ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight;
ps[p].GetActor()->backupz();
}
if (onfloorz && sectlotag == ST_161_CEILING_TELEPORT && ps[p].GetActor()->getOffsetZ() < sectp->ceilingz + 6)
{
k = 2;
if (ps[p].GetActor()->spr.extra <= 0) break;
ps[p].GetActor()->spr.pos.Z = Owner->sector()->floorz - 49 + gs.playerheight;
ps[p].GetActor()->backupz();
}
}
if ((onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].GetActor()->getOffsetZ() > sectp->floorz - 6) ||
(onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].OnMotorcycle))
{
if (ps[p].OnBoat) break;
k = 1;
if (screenpeek == p)
{
FX_StopAllSounds();
}
S_PlayActorSound(DUKE_UNDERWATER, ps[p].GetActor());
ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight;
ps[p].GetActor()->backupz();
if (ps[p].OnMotorcycle)
ps[p].moto_underwater = 1;
}
if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].GetActor()->getOffsetZ() < sectp->ceilingz + 6)
{
k = 1;
if (ps[p].GetActor()->spr.extra <= 0) break;
if (screenpeek == p)
{
FX_StopAllSounds();
}
S_PlayActorSound(DUKE_GASP, ps[p].GetActor());
ps[p].GetActor()->spr.pos.Z = Owner->sector()->floorz - 7 + gs.playerheight;
ps[p].GetActor()->backupz();
}
if (k == 1)
{
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
ps[p].GetActor()->backupvec2();
if (Owner->GetOwner() != Owner)
ps[p].transporter_hold = -2;
ps[p].setCursector(Owner->sector());
ChangeActorSect(act2, Owner->sector());
if ((krand() & 255) < 32)
spawn(ps[p].GetActor(), DukeWaterSplashClass);
}
else if (k == 2)
{
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
ps[p].GetActor()->backupvec2();
if (Owner->GetOwner() != Owner)
ps[p].transporter_hold = -2;
ps[p].setCursector(Owner->sector());
ChangeActorSect(act2, Owner->sector());
}
}
break;
case STAT_ACTOR:
case STAT_PROJECTILE:
case STAT_MISC:
case STAT_DUMMYPLAYER:
if ((act2->flags2 & SFLAG2_DONTDIVE)) continue;
checkdive(act, act2);
break;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void rrra_specialstats()
{
Collision coll;
DukeStatIterator it(STAT_BOBBING);
while (auto act = it.Next())
{
if (act->spr.hitag > 1)
act->spr.hitag = 0;
if (act->spr.hitag == 0)
{
act->spr.extra++;
if (act->spr.extra >= 20)
act->spr.hitag = 1;
}
else if (act->spr.hitag == 1)
{
act->spr.extra--;
if (act->spr.extra <= -20)
act->spr.hitag = 0;
}
movesprite_ex(act, DVector3(0, 0, act->spr.extra / 256.), CLIPMASK0, coll);
}
if (ps[screenpeek].MamaEnd > 0)
{
ps[screenpeek].MamaEnd--;
if (ps[screenpeek].MamaEnd == 0)
{
CompleteLevel(nullptr);
}
}
if (enemysizecheat > 0)
{
DukeSpriteIterator itr;
while (auto act = itr.Next())
{
if (badguy(act))
{
if (enemysizecheat == 3)
{
act->spr.scale *= 2;
act->setClipDistFromTile();
}
else if (enemysizecheat == 2)
{
act->spr.scale *= 0.5;
auto tex = TexMan.GetGameTexture(act->spr.spritetexture());
act->setClipDistFromTile();
}
break;
}
}
enemysizecheat = 0;
}
tickstat(STAT_RABBITSPAWN);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveactors_r(void)
{
dojaildoor();
moveminecart();
if (isRRRA())
{
rrra_specialstats();
}
tickstat(STAT_LUMBERMILL);
if (ud.chickenplant) tickstat(STAT_CHICKENPLANT);
tickstat(STAT_BOWLING);
tickstat(STAT_TELEPORT);
tickstat(STAT_ACTOR, true);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se06_r(DDukeActor *actor)
{
auto sc = actor->sector();
int sh = actor->spr.hitag;
int k = sc->extra;
if (actor->temp_data[4] > 0)
{
actor->temp_data[4]--;
if (actor->temp_data[4] >= (k - (k >> 3)))
actor->vel.X -= (k >> 5) / 16.;
if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3)))
actor->vel.X = 0;
if (actor->temp_data[4] < (k >> 1))
actor->vel.X += (k >> 5) / 16.;
if (actor->temp_data[4] < ((k >> 1) - (k >> 3)))
{
actor->temp_data[4] = 0;
actor->vel.X = k / 16.;
if ((!isRRRA() || lastlevel) && hulkspawn)
{
hulkspawn--;
auto ns = spawn(actor, RedneckHulkClass);
if (ns)
{
ns->spr.pos.Z = ns->sector()->ceilingz;
ns->spr.pal = 33;
}
if (!hulkspawn)
{
ns = CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz + 466.5), RedneckUfoLightClass, -8, DVector2(0.25, 0.25), nullAngle, 0., 0., actor, 5);
if (ns)
{
ns->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT;
ns->spr.pal = 7;
ns->spr.scale = DVector2(1.25, 3.984375);
}
ns = spawn(actor, RedneckTeleportClass);
if (ns)
{
ns->spr.cstat = 0;
ns->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
ns->spr.pos.Z = actor->sector()->floorz - 24;
}
actor->Destroy();
return;
}
}
}
}
else
{
actor->vel.X = k / 16.;
DukeSectIterator it(actor->sector());
while (auto a2 = it.Next())
{
if (a2->GetClass() == RedneckUfoBeamClass && ufospawn && ++ufocnt == 64)
{
ufocnt = 0;
ufospawn--;
PClassActor* pn;
if (!isRRRA())
{
switch (krand() & 3)
{
default:
case 0:
pn = RedneckUfo1Class;
break;
case 1:
pn = RedneckUfo2Class;
break;
case 2:
pn = RedneckUfo3Class;
break;
case 3:
pn = RedneckUfo4Class;
break;
}
}
else pn = RedneckUfoRRRAClass;
auto ns = spawn(actor, pn);
if (ns) ns->spr.pos.Z = ns->sector()->ceilingz;
}
}
}
DukeStatIterator it(STAT_EFFECTOR);
while (auto act2 = it.Next())
{
if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->counter == actor->counter))
{
act2->vel.X = actor->vel.X;
//if( actor->temp_data[4] == 1 )
{
if (act2->temp_pos.X == 0)
act2->temp_pos.X = (act2->spr.pos - actor->spr.pos).LengthSquared();
int x = Sgn((act2->spr.pos - actor->spr.pos).LengthSquared() - act2->temp_pos.X);
if (act2->spr.extra) x = -x;
actor->vel.X += x / 16.;
}
act2->temp_data[4] = actor->temp_data[4];
}
}
handle_se14(actor, false, RedneckDynamiteArrowClass);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveeffectors_r(void) //STATNUM 3
{
clearfriction();
DukeStatIterator it(STAT_EFFECTOR);
while (auto act = it.Next())
{
auto sc = act->sector();
int st = act->spr.lotag;
switch (st)
{
case SE_0_ROTATING_SECTOR:
handle_se00(act);
break;
case SE_1_PIVOT: //Nothing for now used as the pivot
handle_se01(act);
break;
case SE_6_SUBWAY:
handle_se06_r(act);
break;
case SE_14_SUBWAY_CAR:
handle_se14(act, false, RedneckDynamiteArrowClass);
break;
case SE_30_TWO_WAY_TRAIN:
handle_se30(act);
break;
case SE_2_EARTHQUAKE:
handle_se02(act);
break;
//Flashing sector lights after reactor explosion
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
handle_se03(act);
break;
case SE_4_RANDOM_LIGHTS:
handle_se04(act);
break;
//BOSS
case SE_5_BOSS:
handle_se05(act);
break;
case SE_8_UP_OPEN_DOOR_LIGHTS:
case SE_9_DOWN_OPEN_DOOR_LIGHTS:
handle_se08(act, true);
break;
case SE_10_DOOR_AUTO_CLOSE:
handle_se10(act, nullptr);
break;
case SE_11_SWINGING_DOOR:
handle_se11(act);
break;
case SE_12_LIGHT_SWITCH:
handle_se12(act);
break;
case SE_47_LIGHT_SWITCH:
if (isRRRA()) handle_se12(act, 1);
break;
case SE_48_LIGHT_SWITCH:
if (isRRRA()) handle_se12(act, 2);
break;
case SE_13_EXPLOSIVE:
handle_se13(act);
break;
case SE_15_SLIDING_DOOR:
handle_se15(act);
break;
case SE_16_REACTOR:
handle_se16(act);
break;
case SE_17_WARP_ELEVATOR:
handle_se17(act);
break;
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
handle_se18(act, true);
break;
case SE_19_EXPLOSION_LOWERS_CEILING:
handle_se19(act);
break;
case SE_20_STRETCH_BRIDGE:
handle_se20(act);
break;
case SE_21_DROP_FLOOR:
handle_se21(act);
break;
case SE_22_TEETH_DOOR:
handle_se22(act);
break;
case SE_156_CONVEYOR_NOSCROLL:
if (!isRRRA()) break;
[[fallthrough]];
case SE_24_CONVEYOR:
case SE_34:
{
handle_se24(act, st != SE_156_CONVEYOR_NOSCROLL, 0.5);
break;
}
case SE_35:
handle_se35(act);
break;
case SE_25_PISTON: //PISTONS
if (act->temp_data[4] == 0) break;
handle_se25(act, isRRRA() ? 371 : -1, isRRRA() ? 167 : -1);
break;
case SE_26:
handle_se26(act);
break;
case SE_27_DEMO_CAM:
handle_se27(act);
break;
case SE_29_WAVES:
handle_se29(act);
break;
case SE_31_FLOOR_RISE_FALL: // True Drop Floor
handle_se31(act, false);
break;
case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
handle_se32(act);
break;
case SE_33_QUAKE_DEBRIS:
if (ud.earthquaketime > 0 && (krand() & 7) == 0)
RANDOMSCRAP(act);
break;
case SE_36_PROJ_SHOOTER:
handle_se36(act);
break;
case SE_128_GLASS_BREAKING:
handle_se128(act);
break;
case SE_130:
handle_se130(act, 80);
break;
case SE_131:
handle_se130(act, 40);
break;
}
}
//Sloped sin-wave floors!
it.Reset(STAT_EFFECTOR);
while (auto act = it.Next())
{
if (act->spr.lotag != SE_29_WAVES) continue;
auto sc = act->sector();
if (sc->walls.Size() != 4) continue;
auto wal = &sc->walls[2];
if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz));
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void fakebubbaspawn(DDukeActor *actor, player_struct* p)
{
fakebubba_spawn++;
switch (fakebubba_spawn)
{
default:
break;
case 1:
spawn(actor, RedneckPigClass);
break;
case 2:
spawn(actor, RedneckMinionClass);
break;
case 3:
spawn(actor, RedneckCheerleaderClass);
break;
case 4:
spawn(actor, RedneckVixenClass);
operateactivators(666, p);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void destroyit(DDukeActor *actor)
{
int lotag = 0, hitag = 0;
DDukeActor* spr = nullptr;
DukeSectIterator it1(actor->sector());
while (auto a2 = it1.Next())
{
if (a2->GetClass() == RedneckDestroyTagsClass)
{
lotag = a2->spr.lotag;
spr = a2;
if (a2->spr.hitag)
hitag = a2->spr.hitag;
}
}
DukeStatIterator it(STAT_DESTRUCT);
while (auto a2 = it.Next())
{
auto it_sect = a2->sector();
if (hitag && hitag == a2->spr.hitag)
{
DukeSectIterator its(it_sect);
while (auto a3 = its.Next())
{
if (a3->GetClass() == RedneckDestructoClass)
{
a3->attackertype = DukeShotSparkClass;
a3->hitextra = 1;
}
}
}
if (spr && spr->sector() != it_sect)
if (lotag == a2->spr.lotag)
{
auto sect = spr->sector();
auto destsect = spr->sector();
auto srcsect = it_sect;
auto destwal = destsect->walls.Data();
auto srcwal = srcsect->walls.Data();
for (unsigned i = 0; i < destsect->walls.Size(); i++, srcwal++, destwal++)
{
destwal->setwalltexture(srcwal->walltexture);
destwal->setovertexture(srcwal->overtexture);
destwal->shade = srcwal->shade;
destwal->xrepeat = srcwal->xrepeat;
destwal->yrepeat = srcwal->yrepeat;
destwal->xpan_ = srcwal->xpan_;
destwal->ypan_ = srcwal->ypan_;
if (isRRRA() && destwal->twoSided())
{
destwal->cstat = 0;
destwal->nextWall()->cstat = 0;
}
}
destsect->setfloorz(srcsect->floorz);
destsect->setceilingz(srcsect->ceilingz);
destsect->ceilingstat = srcsect->ceilingstat;
destsect->floorstat = srcsect->floorstat;
destsect->setceilingtexture(srcsect->ceilingtexture);
destsect->ceilingheinum = srcsect->ceilingheinum;
destsect->ceilingshade = srcsect->ceilingshade;
destsect->ceilingpal = srcsect->ceilingpal;
destsect->ceilingxpan_ = srcsect->ceilingxpan_;
destsect->ceilingypan_ = srcsect->ceilingypan_;
destsect->setfloortexture(srcsect->floortexture);
destsect->floorheinum = srcsect->floorheinum;
destsect->floorshade = srcsect->floorshade;
destsect->floorpal = srcsect->floorpal;
destsect->floorxpan_ = srcsect->floorxpan_;
destsect->floorypan_ = srcsect->floorypan_;
destsect->visibility = srcsect->visibility;
destsect->keyinfo = srcsect->keyinfo;
destsect->lotag = srcsect->lotag;
destsect->hitag = srcsect->hitag;
destsect->extra = srcsect->extra;
destsect->dirty = EDirty::AllDirty;
}
}
it1.Reset(actor->sector());
while (auto a2 = it1.Next())
{
if (!(a2->flags3 & SFLAG3_DESTRUCTOIMMUNE))
a2->Destroy();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void mamaspawn(DDukeActor *actor)
{
if (mamaspawn_count)
{
mamaspawn_count--;
spawn(actor, RedneckRabbitClass);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void think_r(void)
{
thinktime.Reset();
thinktime.Clock();
movefta(); //ST 2
tickstat(STAT_PROJECTILE);
moveplayers(); //ST 10
movefallers(); //ST 12
tickstat(STAT_MISC, true);
actortime.Reset();
actortime.Clock();
moveactors_r(); //ST 1
actortime.Unclock();
moveeffectors_r(); //ST 3
tickstat(STAT_STANDABLE);
doanimations();
tickstat(STAT_FX); //ST 11
if (numplayers < 2 && thunderon)
thunder();
thinktime.Unclock();
}
END_DUKE_NS