mirror of
https://github.com/ZDoom/Raze.git
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fcf9beae6a
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit. (Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.) git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
74 lines
2.3 KiB
C
74 lines
2.3 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef __actors_inline_c__
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#define __actors_inline_c__
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#include "compat.h"
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#include "build.h"
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#include "global.h"
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#include "duke3d.h"
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#include "actors_inline.h"
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ACTOR_INLINE int32_t A_SetSprite(int32_t i,uint32_t cliptype)
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{
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vec3_t davect = {(sprite[i].xvel*(sintable[(sprite[i].ang+512)&2047]))>>14,
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(sprite[i].xvel*(sintable[sprite[i].ang&2047]))>>14,
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sprite[i].zvel
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};
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return (A_MoveSprite(i,&davect,cliptype)==0);
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}
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EXTERN_INLINE void G_UpdateInterpolations(void) //Stick at beginning of G_DoMoveThings
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{
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int32_t i=g_numInterpolations-1;
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for (; i>=0; i--) oldipos[i] = *curipos[i];
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}
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EXTERN_INLINE void G_RestoreInterpolations(void) //Stick at end of drawscreen
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{
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int32_t i=g_numInterpolations-1;
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if (--g_interpolationLock)
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return;
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for (; i>=0; i--) *curipos[i] = bakipos[i];
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}
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EXTERN_INLINE int32_t G_CheckForSpaceCeiling(int32_t sectnum)
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{
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return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 && (sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1)?1:0);
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}
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EXTERN_INLINE int32_t G_CheckForSpaceFloor(int32_t sectnum)
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{
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return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 && ((sector[sectnum].floorpicnum==MOONSKY1)||(sector[sectnum].floorpicnum==BIGORBIT1))?1:0);
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}
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EXTERN_INLINE int32_t A_CheckEnemySprite(const spritetype *s)
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{
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return(A_CheckEnemyTile(s->picnum));
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}
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#endif
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