raze/source/games/duke/src/animatesprites_r.cpp
Mitchell Richters 1354d52c05 - Major cleanup of Q16.16 utilisation within games and engine.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00

977 lines
33 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"
BEGIN_DUKE_NS
void animatesprites_r(int x,int y,int a,int smoothratio)
{
int i, j, k, p;
short sect;
int l, t1,t3,t4;
spritetype* s;
tspritetype *t;
int bg = 0;
for(j=0;j < spritesortcnt; j++)
{
t = &tsprite[j];
i = t->owner;
s = &sprite[t->owner];
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;
}
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) ) || ( badguy(t) && t->extra > 0) || t->statnum == 10)
{
if (shadedsector[s->sectnum] == 1 && s->statnum != 1)
{
s->shade = 16;
t->shade = 16;
}
continue;
}
}
if (sector[t->sectnum].ceilingstat&1)
{
if (badguy(s))
l = s->shade;
else
l = s->shade;
}
else
l = sector[t->sectnum].floorshade;
if(l < -127) l = -127;
if(l > 128) l = 127;
t->shade = l;
}
for(j=0;j < spritesortcnt; j++ ) //Between drawrooms() and drawmasks()
{ //is the perfect time to animate sprites
t = &tsprite[j];
i = t->owner;
s = &sprite[i];
switch (s->picnum)
{
case SECTOREFFECTOR:
if (t->lotag == 27 && ud.recstat == 1)
{
t->picnum = 11 + ((ud.levelclock >> 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 == -1 && s->owner >= 0 )
{
t->x -= mulscale16(MaxSmoothRatio-smoothratio,ps[s->yvel].posx-ps[s->yvel].oposx);
t->y -= mulscale16(MaxSmoothRatio-smoothratio,ps[s->yvel].posy-ps[s->yvel].oposy);
t->z = ps[s->yvel].oposz + mulscale16(smoothratio,ps[s->yvel].posz-ps[s->yvel].oposz);
t->z += (40<<8);
s->xrepeat = 24;
s->yrepeat = 17;
}
else if ((s->statnum == STAT_DEFAULT && s->picnum != CRANEPOLE) || s->statnum == STAT_PLAYER ||
s->statnum == STAT_STANDABLE || s->statnum == STAT_PROJECTILE || s->statnum == STAT_MISC || s->statnum == STAT_ACTOR)
{
t->x -= mulscale16(MaxSmoothRatio-smoothratio,s->x-hittype[i].bposx);
t->y -= mulscale16(MaxSmoothRatio-smoothratio,s->y-hittype[i].bposy);
t->z -= mulscale16(MaxSmoothRatio-smoothratio,s->z-hittype[i].bposz);
}
sect = s->sectnum;
t1 = hittype[i].temp_data[1];
t3 = hittype[i].temp_data[3];
t4 = hittype[i].temp_data[4];
switch(s->picnum)
{
case RESPAWNMARKERRED:
case RESPAWNMARKERYELLOW:
case RESPAWNMARKERGREEN:
t->picnum = 861+( (ud.levelclock>>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 == 5)
{
short sqa,sqb;
sqa =
getangle(
sprite[s->owner].x-ps[screenpeek].posx,
sprite[s->owner].y-ps[screenpeek].posy);
sqb =
getangle(
sprite[s->owner].x-t->x,
sprite[s->owner].y-t->y);
if( abs(getincangle(sqa,sqb)) > 512 )
if( ldist(&sprite[s->owner],t) < ldist(&sprite[ps[screenpeek].i],&sprite[s->owner]) )
t->xrepeat = t->yrepeat = 0;
}
continue;
case BURNING:
if( sprite[s->owner].statnum == 10 )
{
if( display_mirror == 0 && sprite[s->owner].yvel == screenpeek && ps[sprite[s->owner].yvel].over_shoulder_on == 0 )
t->xrepeat = 0;
else
{
t->ang = getangle(x-t->x,y-t->y);
t->x = sprite[s->owner].x;
t->y = sprite[s->owner].y;
t->x += sintable[(t->ang+512)&2047]>>10;
t->y += sintable[t->ang&2047]>>10;
}
}
break;
case ATOMICHEALTH:
t->z -= (4<<8);
break;
case CRYSTALAMMO:
t->shade = (sintable[(ud.levelclock<<4)&2047]>>10);
break;
case SHRINKSPARK:
if ((sprite[s->owner].picnum == CHEER || sprite[s->owner].picnum == CHEERSTAYPUT) && isRRRA())
{
t->picnum = CHEERBLADE+( (ud.levelclock>>4)&3 );
t->shade = -127;
}
else
t->picnum = SHRINKSPARK+( (ud.levelclock>>4)&7 );
break;
case CHEERBOMB:
if (isRRRA())
{
t->picnum = CHEERBOMB + ((ud.levelclock >> 4) & 3);
break;
}
else goto default_case;
case SPIT:
if(isRRRA())
{
if (sprite[s->owner].picnum == MINION && sprite[s->owner].pal == 8)
t->picnum = RRTILE3500 + ((ud.levelclock >> 4) % 6);
else if (sprite[s->owner].picnum == MINION && sprite[s->owner].pal == 19)
{
t->picnum = RRTILE5090 + ((ud.levelclock >> 4) & 3);
t->shade = -127;
}
else if (sprite[s->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 + ((ud.levelclock >> 4) & 3);
}
else
t->picnum = SPIT + ((ud.levelclock >> 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( hittype[i].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 < 0 )
{
t->cstat |= 2;
if (screenpeek == myconnectindex && numplayers >= 2)
{
t->x = omyx + mulscale16((int)(myx - omyx), smoothratio);
t->y = omyy + mulscale16((int)(myy - omyy), smoothratio);
t->z = omyz + mulscale16((int)(myz - omyz), smoothratio) + (40 << 8);
int omyang = FixedToInt(oq16myang);
int myang = FixedToInt(q16myang);
t->ang = omyang + mulscale16((int)(((myang + 1024 - omyang) & 2047) - 1024), smoothratio);
t->sectnum = mycursectnum;
}
}
if( ( display_mirror == 1 || screenpeek != p || s->owner == -1 ) && ud.multimode > 1 && ud.showweapons && sprite[ps[p].i].extra > 0 && ps[p].curr_weapon > 0 )
{
memcpy((spritetype *)&tsprite[spritesortcnt],(spritetype *)t,sizeof(spritetype));
tsprite[spritesortcnt].statnum = 99;
tsprite[spritesortcnt].yrepeat = ( t->yrepeat>>3 );
if(t->yrepeat < 4) t->yrepeat = 4;
tsprite[spritesortcnt].shade = t->shade;
tsprite[spritesortcnt].cstat = 0;
switch(ps[p].curr_weapon)
{
case PISTOL_WEAPON: tsprite[spritesortcnt].picnum = FIRSTGUNSPRITE; break;
case SHOTGUN_WEAPON: tsprite[spritesortcnt].picnum = SHOTGUNSPRITE; break;
case RIFLEGUN_WEAPON: tsprite[spritesortcnt].picnum = CHAINGUNSPRITE; break;
case CROSSBOW_WEAPON: tsprite[spritesortcnt].picnum = RPGSPRITE; break;
case CHICKEN_WEAPON: tsprite[spritesortcnt].picnum = RPGSPRITE; break;
case THROWINGDYNAMITE_WEAPON:
case DYNAMITE_WEAPON: tsprite[spritesortcnt].picnum = HEAVYHBOMB; break;
case POWDERKEG_WEAPON: tsprite[spritesortcnt].picnum = TRIPBOMBSPRITE; break;
case BOWLING_WEAPON: tsprite[spritesortcnt].picnum = 3437; break;
case THROWSAW_WEAPON: tsprite[spritesortcnt].picnum = SHRINKSPARK; break;
case BUZZSAW_WEAPON: tsprite[spritesortcnt].picnum = SHRINKSPARK; break;
case ALIENBLASTER_WEAPON: tsprite[spritesortcnt].picnum = DEVISTATORSPRITE; break;
case TIT_WEAPON: tsprite[spritesortcnt].picnum = FREEZESPRITE; break;
}
if(s->owner >= 0)
tsprite[spritesortcnt].z = ps[p].posz-(12<<8);
else tsprite[spritesortcnt].z = s->z-(51<<8);
if(ps[p].curr_weapon == HANDBOMB_WEAPON)
{
tsprite[spritesortcnt].xrepeat = 10;
tsprite[spritesortcnt].yrepeat = 10;
}
else if(ps[p].OnMotorcycle || ps[p].OnBoat)
{
tsprite[spritesortcnt].xrepeat = 0;
tsprite[spritesortcnt].yrepeat = 0;
}
else
{
tsprite[spritesortcnt].xrepeat = 16;
tsprite[spritesortcnt].yrepeat = 16;
}
tsprite[spritesortcnt].pal = 0;
spritesortcnt++;
}
if(s->owner == -1)
{
/*if (bpp > 8 && usemodels && md_tilehasmodel(s->picnum) >= 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(sector[t->sectnum].lotag == 2) k += 1795-1405;
else if( (hittype[i].floorz-s->z) > (64<<8) ) k += 60;
t->picnum += k;
t->pal = ps[p].palookup;
goto PALONLY;
}
if( ps[p].on_crane == -1 && (sector[s->sectnum].lotag&0x7ff) != 1 )
{
l = s->z-hittype[ps[p].i].floorz+(3<<8);
if( l > 1024 && s->yrepeat > 32 && s->extra > 0 )
s->yoffset = (signed char)(l/(s->yrepeat<<2));
else s->yoffset=0;
}
if(ps[p].newowner > -1)
{
t4 = ScriptCode[actorinfo[APLAYER].scriptaddress + 1];
t3 = 0;
t1 = ScriptCode[actorinfo[APLAYER].scriptaddress + 2];
}
if(ud.camerasprite == -1 && ps[p].newowner == -1)
if(s->owner >= 0 && display_mirror == 0 && ps[p].over_shoulder_on == 0 )
if( ud.multimode < 2 || ( ud.multimode > 1 && p == screenpeek ) )
{
t->owner = -1;
t->xrepeat = t->yrepeat = 0;
continue;
}
PALONLY:
if( sector[sect].floorpal )
t->pal = sector[sect].floorpal;
if(s->owner == -1) continue;
if( t->z > hittype[i].floorz && t->xrepeat < 32 )
t->z = hittype[i].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;
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 (shadedsector[s->sectnum] == 1)
t->shade = 16;
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 += hittype[i].temp_data[0];
if( sector[sect].floorpal )
t->pal = sector[sect].floorpal;
break;
case WATERBUBBLE:
if(sector[t->sectnum].floorpicnum == FLOORSLIME)
{
t->pal = 7;
break;
}
default:
default_case:
if( sector[sect].floorpal )
t->pal = sector[sect].floorpal;
break;
}
if(actorinfo[s->picnum].scriptaddress && (t->cstat & 48) != 48)
{
if(t4)
{
l = ScriptCode[t4 + 2];
/*if (bpp > 8 && usemodels && md_tilehasmodel(s->picnum) >= 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 (!tileGetTexture(t->picnum)->isValid() && t->picnum > 0)
t->picnum -= l; //Hack, for actors
if( hittype[i].dispicnum >= 0)
hittype[i].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 && s->owner >= 0) )
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( hittype[i].dispicnum < 0 )
{
hittype[i].dispicnum++;
continue;
}
else if( r_shadows && spritesortcnt < (MAXSPRITESONSCREEN-2))
{
int daz;
if (isRRRA() && sector[sect].lotag == 160) continue;
if( (sector[sect].lotag&0xff) > 2 || s->statnum == 4 || s->statnum == 5 || s->picnum == DRONE )
daz = sector[sect].floorz;
else
daz = hittype[i].floorz;
if( (s->z-daz) < (8<<8) )
if( ps[screenpeek].posz < 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 (videoGetRenderMode() >= REND_POLYMOST)
{
/*
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].posx, shadowspr->y - ps[screenpeek].posy);
shadowspr->x += sintable[(look + 2560) & 2047] >> 9;
shadowspr->y += sintable[(look + 2048) & 2047] >> 9;
}
}
spritesortcnt++;
}
}
}
switch(s->picnum)
{
case RPG2:
case RRTILE1790:
if (!isRRRA()) break;
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 = ud.levelclock+32;
t->pal = 0;
}
else if(t->picnum == FIRELASER)
{
t->picnum = FIRELASER+((ud.levelclock>>2)&5);
}
t->shade = -127;
break;
case UFOBEAM:
case RRTILE3586:
case RRTILE3587:
t->cstat |= 32768;
s->cstat |= 32768;
break;
case DESTRUCTO:
t->cstat |= 32768;
break;
case FIRE:
case BURNING:
if( sprite[s->owner].picnum != TREE1 && sprite[s->owner].picnum != TREE2 )
t->z = sector[t->sectnum].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;
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 + ((ud.levelclock>>2)&1);
break;
case RRTILE2944:
t->shade = -127;
t->picnum = RRTILE2944+((ud.levelclock>>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+((hittype[i].temp_data[0] <4)*5);
t->shade = sprite[s->owner].shade;
break;
case MUD:
t->picnum = MUD+t1;
break;
case WATERSPLASH2:
t->picnum = WATERSPLASH2+t1;
break;
case REACTOR2:
t->picnum = s->picnum + hittype[i].temp_data[2];
break;
case SHELL:
t->picnum = s->picnum+(hittype[i].temp_data[0] &1);
case SHOTGUNSHELL:
t->cstat |= 12;
if(hittype[i].temp_data[0] > 1) t->cstat &= ~4;
if(hittype[i].temp_data[0] > 2) t->cstat &= ~12;
break;
case FRAMEEFFECT1:
if(s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
{
if(sprite[s->owner].picnum == APLAYER)
if(ud.camerasprite == -1)
if(screenpeek == sprite[s->owner].yvel && display_mirror == 0)
{
t->owner = -1;
break;
}
if( (sprite[s->owner].cstat&32768) == 0 )
{
if(sprite[s->owner].picnum == APLAYER)
t->picnum = 1554;
else
t->picnum = hittype[s->owner].dispicnum;
t->pal = sprite[s->owner].pal;
t->shade = sprite[s->owner].shade;
t->ang = sprite[s->owner].ang;
t->cstat = 2|sprite[s->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;
}
hittype[i].dispicnum = t->picnum;
if(sector[t->sectnum].floorpicnum == MIRROR)
t->xrepeat = t->yrepeat = 0;
}
}
END_DUKE_NS