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- use map time, not hub time for map actions.

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coelckers committed Jan 10, 2019
1 parent 7e3ef4d commit ad17bce1f00f1b40ec798f7ee87a9834fa18b99d
@@ -637,9 +637,9 @@ struct LevelLocals native
native readonly Array<@Vertex> Vertexes;
native internal Array<@SectorPortal> SectorPortals;

native readonly int time;
deprecated("3.8") native readonly int time;
native readonly int maptime;
native readonly int totaltime;
deprecated("3.8") native readonly int totaltime;
native readonly int starttime;
native readonly int partime;
native readonly int sucktime;
@@ -650,10 +650,10 @@ struct LevelLocals native
native readonly String MapName;
native String NextMap;
native String NextSecretMap;
native String F1Pic;
deprecated("3.8") native readonly String F1Pic;
native readonly int maptype;
native readonly String Music;
native readonly int musicorder;
deprecated("3.8") native readonly String Music;
deprecated("3.8") native readonly int musicorder;
native readonly TextureID skytexture1;
native readonly TextureID skytexture2;
native float skyspeed1;
@@ -699,7 +699,7 @@ struct LevelLocals native
native bool ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
native void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
native void StartSlideshow(Name whichone = 'none');
native static void WorldDone();
native void WorldDone();
native static void RemoveAllBots(bool fromlist);
native static Vector2 GetAutomapPosition();
native void SetInterMusic(String nextmap);
@@ -310,7 +310,7 @@ class Whirlwind : Actor
target.Vel.Y += Random2[WhirlwindDamage]() / 64.;
}

if ((Level.time & 16) && !target.bBoss && !target.bDontThrust)
if ((Level.maptime & 16) && !target.bBoss && !target.bDontThrust)
{
randVal = min(160, random[WhirlwindSeek]());
target.Vel.Z += randVal / 32.;
@@ -319,7 +319,7 @@ class Whirlwind : Actor
target.Vel.Z = 12;
}
}
if (!(Level.time & 7))
if (!(Level.maptime & 7))
{
target.DamageMobj (null, target, 3, 'Melee');
}
@@ -461,7 +461,7 @@ class HolySpirit : Actor
}
VelFromAngle();

if (!(Level.time&15)
if (!(Level.maptime&15)
|| pos.z > target.pos.z + target.height
|| pos.z + height < target.pos.z)
{
@@ -503,7 +503,7 @@ class HolySpirit : Actor
if (tracer)
{
CHolySeekerMissile (args[0], args[0]*2.);
if (!((Level.time+7)&15))
if (!((Level.maptime+7)&15))
{
args[0] = 5+(random[HolySeeker]()/20);
}
@@ -677,4 +677,4 @@ extend class Actor
}
}

}
}
@@ -430,7 +430,7 @@ class KoraxSpirit : Actor
}
VelFromAngle();

if (!(Level.time&15)
if (!(Level.maptime&15)
|| pos.z > target.pos.z + target.Default.Height
|| pos.z + height < target.pos.z)
{
@@ -121,7 +121,7 @@ class Lightning : Actor
thing.Vel.X += Vel.X / 16;
thing.Vel.Y += Vel.Y / 16;
}
if ((!thing.player && !thing.bBoss) || !(Level.time&1))
if ((!thing.player && !thing.bBoss) || !(Level.maptime & 1))
{
thing.DamageMobj(self, target, 3, 'Electric');
A_PlaySound(AttackSound, CHAN_WEAPON|CHAN_NOSTOP, 1, false);
@@ -411,7 +411,7 @@ class LightningZap : Actor
{
lmo.tracer = thing;
}
if (!(Level.time&3))
if (!(Level.maptime&3))
{
lmo.health--;
}
@@ -364,7 +364,7 @@ class PowerInvulnerable : Powerup
// Don't mess with the translucency settings if an
// invisibility powerup is active.
let alpha = Owner.Alpha;
if (!(Level.time & 7) && alpha > 0 && alpha < 1)
if (!(Level.maptime & 7) && alpha > 0 && alpha < 1)
{
if (alpha == HX_SHADOW)
{
@@ -376,7 +376,7 @@ class PowerInvulnerable : Powerup
Owner.bNonShootable = true;
}
}
if (!(Level.time & 31))
if (!(Level.maptime & 31))
{
if (alpha == 0)
{
@@ -806,7 +806,7 @@ class PowerMask : PowerIronFeet
override void DoEffect ()
{
Super.DoEffect ();
if (!(Level.time & 0x3f))
if (!(Level.maptime & 0x3f))
{
Owner.A_PlaySound ("misc/mask", CHAN_AUTO);
}
@@ -894,7 +894,7 @@ class PowerTorch : PowerLightAmp
{
Powerup.DoEffect ();

if (!(Level.time & 16) && Owner.player != NULL)
if (!(Level.maptime & 16) && Owner.player != NULL)
{
if (NewTorch != 0)
{
@@ -1014,7 +1014,7 @@ class PowerFlight : Powerup
}

TextureID picnum = TexMan.CheckForTexture ("SPFLY0", TexMan.Type_MiscPatch);
int frame = (Level.time/3) & 15;
int frame = (Level.maptime/3) & 15;

if (!picnum.isValid())
{
@@ -1191,7 +1191,7 @@ class PowerSpeed : Powerup
if (NoTrail)
return;

if (Level.time & 1)
if (Level.maptime & 1)
return;

// Check if another speed item is present to avoid multiple drawing of the speed trail.
@@ -1529,7 +1529,7 @@ class PowerTimeFreezer : Powerup
EffectTics++;
}
// Make sure the effect starts and ends on an even tic.
if ((Level.time & 1) == 0)
if ((Level.maptime & 1) == 0)
{
Level.frozen = true;;
}
@@ -1553,13 +1553,13 @@ class PowerTimeFreezer : Powerup
// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
// will get thrown off.
// [ED850] Don't change it if the player is predicted either.
if (Level.time & 1 || (Owner != null && Owner.player != null && Owner.player.cheats & CF_PREDICTING))
if (Level.maptime & 1 || (Owner != null && Owner.player != null && Owner.player.cheats & CF_PREDICTING))
{
return;
}
// [RH] The "blinking" can't check against EffectTics exactly or it will
// never happen, because InitEffect ensures that EffectTics will always
// be odd when Level.time is even.
// be odd when Level.maptime is even.
Level.frozen = ( EffectTics > 4*32
|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
@@ -1791,7 +1791,7 @@ class PowerRegeneration : Powerup
override void DoEffect()
{
Super.DoEffect();
if (Owner != null && Owner.health > 0 && (Level.time & 31) == 0)
if (Owner != null && Owner.health > 0 && (Level.maptime & 31) == 0)
{
if (Owner.GiveBody(int(Strength)))
{
@@ -267,12 +267,12 @@ class PathFollower : Actor
bJustStepped = false;
if (CurrNode.args[2])
{
HoldTime = Level.time + CurrNode.args[2] * TICRATE / 8;
HoldTime = Level.maptime + CurrNode.args[2] * TICRATE / 8;
SetXYZ(CurrNode.Pos);
}
}

if (HoldTime > Level.time)
if (HoldTime > Level.maptime)
return;

// Splines must have a previous node.
@@ -585,7 +585,7 @@ class PlayerPawn : Actor
{
if (player.health > 0)
{
angle = Level.time / (120 * TICRATE / 35.) * 360.;
angle = Level.maptime / (120 * TICRATE / 35.) * 360.;
bob = player.GetStillBob() * sin(angle);
}
else
@@ -595,7 +595,7 @@ class PlayerPawn : Actor
}
else
{
angle = Level.time / (20 * TICRATE / 35.) * 360.;
angle = Level.maptime / (20 * TICRATE / 35.) * 360.;
bob = player.bob * sin(angle) * (waterlevel > 1 ? 0.25f : 0.5f);
}

@@ -734,7 +734,7 @@ class PlayerPawn : Actor
if ((player.cmd.buttons & BT_USE ||
((multiplayer || alwaysapplydmflags) && sv_forcerespawn)) && !sv_norespawn)
{
if (Level.time >= player.respawn_time || ((player.cmd.buttons & BT_USE) && player.Bot == NULL))
if (Level.maptime >= player.respawn_time || ((player.cmd.buttons & BT_USE) && player.Bot == NULL))
{
player.cls = NULL; // Force a new class if the player is using a random class
player.playerstate = (multiplayer || Level.AllowRespawn || sv_singleplayerrespawn || G_SkillPropertyInt(SKILLP_PlayerRespawn)) ? PST_REBORN : PST_ENTER;
@@ -1518,7 +1518,7 @@ class PlayerPawn : Actor
virtual void CheckPoison()
{
let player = self.player;
if (player.poisoncount && !(Level.time & 15))
if (player.poisoncount && !(Level.maptime & 15))
{
player.poisoncount -= 5;
if (player.poisoncount < 0)
@@ -1542,7 +1542,7 @@ class PlayerPawn : Actor
{
let player = self.player;
int maxhealth = GetMaxHealth(true);
if ((Level.time % TICRATE) == 0 && player.health > maxhealth)
if ((Level.maptime % TICRATE) == 0 && player.health > maxhealth)
{
if (player.health - 5 < maxhealth)
player.health = maxhealth;
@@ -1570,9 +1570,9 @@ class PlayerPawn : Actor
{
ResetAirSupply();
}
else if (player.air_finished <= Level.time && !(Level.time & 31))
else if (player.air_finished <= Level.maptime && !(Level.maptime & 31))
{
DamageMobj(NULL, NULL, 2 + ((Level.time - player.air_finished) / TICRATE), 'Drowning');
DamageMobj(NULL, NULL, 2 + ((Level.maptime - player.air_finished) / TICRATE), 'Drowning');
}
}
}
@@ -1647,7 +1647,7 @@ class PlayerPawn : Actor
if (player.hazardcount)
{
player.hazardcount--;
if (!(Level.time % player.hazardinterval) && player.hazardcount > 16*TICRATE)
if (!(Level.maptime % player.hazardinterval) && player.hazardcount > 16*TICRATE)
player.mo.DamageMobj (NULL, NULL, 5, player.hazardtype);
}
player.mo.CheckPoison();
@@ -2333,7 +2333,7 @@ class PlayerPawn : Actor
for (int i = 0; i < 2; i++)
{
// Bob the weapon based on movement speed. ([SP] And user's bob speed setting)
double angle = (BobSpeed * player.GetWBobSpeed() * 35 / TICRATE*(Level.time - 1 + i)) * (360. / 8192.);
double angle = (BobSpeed * player.GetWBobSpeed() * 35 / TICRATE*(Level.maptime - 1 + i)) * (360. / 8192.);

// [RH] Smooth transitions between bobbing and not-bobbing frames.
// This also fixes the bug where you can "stick" a weapon off-center by
@@ -2431,13 +2431,13 @@ class PlayerPawn : Actor
virtual bool ResetAirSupply (bool playgasp = true)
{
let player = self.player;
bool wasdrowning = (player.air_finished < Level.time);
bool wasdrowning = (player.air_finished < Level.maptime);

if (playgasp && wasdrowning)
{
A_PlaySound("*gasp", CHAN_VOICE);
}
if (Level.airsupply > 0 && AirCapacity > 0) player.air_finished = Level.time + int(Level.airsupply * AirCapacity);
if (Level.airsupply > 0 && AirCapacity > 0) player.air_finished = Level.maptime + int(Level.airsupply * AirCapacity);
else player.air_finished = int.max;
return wasdrowning;
}
@@ -7,7 +7,7 @@ extend class Actor

void A_FLoopActiveSound()
{
if (ActiveSound != 0 && !(Level.time & 7))
if (ActiveSound != 0 && !(Level.maptime & 7))
{
A_PlaySound (ActiveSound, CHAN_VOICE);
}

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