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- fixed compilation (again.)
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coelckers committed Jun 2, 2021
1 parent 73683b3 commit 207298a
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Showing 6 changed files with 30 additions and 30 deletions.
18 changes: 0 additions & 18 deletions source/core/gamecontrol.h
Expand Up @@ -250,21 +250,3 @@ enum gameaction_t : int
ga_fullconsole,
};
extern gameaction_t gameaction;

inline void spriteSetSlope(int spritenum, int heinum)
{
auto spr = &sprite[spritenum];
int cstat = spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK;
if (spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
{
spr->xoffset = heinum & 255;
spr->yoffset = (heinum >> 8) & 255;
spr->cstat = (spr->cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR);
}
}

inline int spriteGetSlope(int spritenum)
{
auto spr = &sprite[spritenum];
return ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE)? 0 : uint8_t(spr->xoffset) + (uint8_t(spr->yoffset) << 8);
}
18 changes: 18 additions & 0 deletions source/core/gamefuncs.h
Expand Up @@ -123,3 +123,21 @@ inline void copyfloorpal(spritetype* spr, const sectortype* sect)
{
if (!lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal;
}

inline void spriteSetSlope(int spritenum, int heinum)
{
auto spr = &sprite[spritenum];
int cstat = spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK;
if (spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
{
spr->xoffset = heinum & 255;
spr->yoffset = (heinum >> 8) & 255;
spr->cstat = (spr->cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR);
}
}

inline int spriteGetSlope(int spritenum)
{
auto spr = &sprite[spritenum];
return ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(spr->xoffset) + (uint8_t(spr->yoffset) << 8);
}
10 changes: 5 additions & 5 deletions source/games/blood/src/ai.cpp
Expand Up @@ -914,7 +914,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
if (!pPlayer) return nDamage;
if (powerupCheck(pPlayer, kPwUpShadowCloak)) pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
if (readyForCrit(pSource, pSprite)) {
nDamage += aiDamageSprite(pSprite, pXSprite, pSource->index, nDmgType, nDamage * (10 - gGameOptions.nDifficulty));
nDamage += aiDamageSprite(actor, source, nDmgType, nDamage * (10 - gGameOptions.nDifficulty));
if (pXSprite->health > 0) {
int fullHp = (pXSprite->sysData2 > 0) ? ClipRange(pXSprite->sysData2 << 4, 1, 65535) : getDudeInfo(pSprite->type)->startHealth << 4;
if (((100 * pXSprite->health) / fullHp) <= 75) {
Expand All @@ -931,9 +931,9 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType

if (pSprite->type == kDudeModernCustomBurning) {

if (Chance(0x2000) && gDudeExtra[pSprite->extra].time < (int)gFrameClock) {
if (Chance(0x2000) && gDudeExtra[pSprite->extra].time < PlayClock) {
playGenDudeSound(pSprite, kGenDudeSndBurning);
gDudeExtra[pSprite->extra].time = (int)gFrameClock + 360;
gDudeExtra[pSprite->extra].time = PlayClock + 360;
}

if (pXSprite->burnTime == 0) pXSprite->burnTime = 2400;
Expand All @@ -953,7 +953,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
if (nDmgType == DAMAGE_TYPE_1) {

if (pXSprite->health > pDudeInfo->fleeHealth) return nDamage;
if (pXSprite->health > (uint32_t)pDudeInfo->fleeHealth) return nDamage;
else if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == NULL) {
removeDudeStuff(pSprite);

Expand All @@ -979,7 +979,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType

aiGenDudeNewState(pSprite, &genDudeBurnGoto);
actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
gDudeExtra[pSprite->extra].time = (int)gFrameClock + 360;
gDudeExtra[pSprite->extra].time = PlayClock + 360;
evKill(nSprite, 3, kCallbackFXFlameLick);

}
Expand Down
2 changes: 1 addition & 1 deletion source/games/blood/src/nnexts.cpp
Expand Up @@ -1206,7 +1206,7 @@ void debrisBubble(int nSprite) {

int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
for (int i = 0; i < 1 + Random(5); i++) {
for (unsigned i = 0; i < 1 + Random(5); i++) {

int nDist = (pSprite->xrepeat * (tileWidth(pSprite->picnum) >> 1)) >> 2;
int nAngle = Random(2048);
Expand Down
1 change: 0 additions & 1 deletion source/games/blood/src/nnexts.h
Expand Up @@ -394,4 +394,3 @@ int sectorInMotion(int nSector);
////////////////////////////////////////////////////////////////////////////////////
END_BLD_NS

#endif
11 changes: 6 additions & 5 deletions source/games/blood/src/player.cpp
Expand Up @@ -1893,6 +1893,7 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage

spritetype *pSprite = pPlayer->pSprite;
XSPRITE *pXSprite = pPlayer->pXSprite;
auto pActor = &bloodActors[pSprite->index];
int nXSprite = pSprite->extra;
int nXSector = sector[pSprite->sectnum].extra;
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
Expand Down Expand Up @@ -2022,9 +2023,9 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage
// allow drop items and keys in multiplayer
if (gModernMap && gGameOptions.nGameType != 0 && pPlayer->pXSprite->health <= 0) {

spritetype* pItem = NULL;
if (pPlayer->pXSprite->dropMsg && (pItem = actDropItem(pPlayer->pSprite, pPlayer->pXSprite->dropMsg)) != NULL)
evPost(pItem->index, OBJ_SPRITE, 500, kCallbackRemove);
DBloodActor* pItem = nullptr;
if (pPlayer->pXSprite->dropMsg && (pItem = actDropItem(pActor, pPlayer->pXSprite->dropMsg)) != NULL)
evPost(pItem, 500, kCallbackRemove);

if (pPlayer->pXSprite->key) {

Expand All @@ -2034,8 +2035,8 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage
break;
}

if (i == 0 && (pItem = actDropKey(pPlayer->pSprite, (pPlayer->pXSprite->key + kItemKeyBase) - 1)) != NULL)
evPost(pItem->index, OBJ_SPRITE, 500, kCallbackRemove);
if (i == 0 && (pItem = actDropKey(pActor, (pPlayer->pXSprite->key + kItemKeyBase) - 1)) != NULL)
evPost(pItem, 500, kCallbackRemove);

}

Expand Down

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