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missile generic variable documentation

pull/2719/head
BC Ko 5 years ago committed by Anders Jenbo
parent
commit
147f68c15f
  1. 58
      Source/missiles.cpp

58
Source/missiles.cpp

@ -1413,6 +1413,9 @@ void AddBerserk(MissileStruct &missile, Point dst, Direction /*midir*/)
}
}
/**
* var1: Direction to place the spawn
*/
void AddHorkSpawn(MissileStruct &missile, Point dst, Direction midir)
{
UpdateMissileVelocity(missile, dst, 8);
@ -2006,6 +2009,12 @@ void AddFirewall(MissileStruct &missile, Point dst, Direction /*midir*/)
missile.var1 = missile._mirange - missile._miAnimLen;
}
/**
* var1: X coordinate of the missile-light
* var2: Y coordinate of the missile-light
* var4: X coordinate of the missile-light
* var5: Y coordinate of the missile-light
*/
void AddFireball(MissileStruct &missile, Point dst, Direction midir)
{
if (missile.position.start == dst) {
@ -2030,6 +2039,10 @@ void AddFireball(MissileStruct &missile, Point dst, Direction midir)
missile._mlid = AddLight(missile.position.start, 8);
}
/**
* var1: X coordinate of the missile
* var2: Y coordinate of the missile
*/
void AddLightctrl(MissileStruct &missile, Point dst, Direction /*midir*/)
{
if (missile._midam == 0 && missile._micaster == TARGET_MONSTERS)
@ -2100,6 +2113,9 @@ void AddWeapexp(MissileStruct &missile, Point dst, Direction /*midir*/)
missile._mirange = missile._miAnimLen - 1;
}
/**
* var1: Animation
*/
void AddTown(MissileStruct &missile, Point dst, Direction /*midir*/)
{
int tx = dst.x;
@ -2210,6 +2226,10 @@ void AddFiremove(MissileStruct &missile, Point dst, Direction /*midir*/)
missile.position.offset.deltaY -= 32;
}
/**
* var1: Animation
* var3: Light strength
*/
void AddGuardian(MissileStruct &missile, Point dst, Direction /*midir*/)
{
auto &player = Players[missile._misource];
@ -2256,6 +2276,10 @@ void AddGuardian(MissileStruct &missile, Point dst, Direction /*midir*/)
}
}
/**
* var1: X coordinate of the destination
* var2: Y coordinate of the destination
*/
void AddChain(MissileStruct &missile, Point dst, Direction /*midir*/)
{
missile.var1 = dst.x;
@ -2307,6 +2331,10 @@ void AddRhino(MissileStruct &missile, Point dst, Direction midir)
PutMissile(missile);
}
/**
* var1: X coordinate of the missile-light
* var2: Y coordinate of the missile-light
*/
void AddFlare(MissileStruct &missile, Point dst, Direction midir)
{
if (missile.position.start == dst) {
@ -2337,6 +2365,10 @@ void AddFlare(MissileStruct &missile, Point dst, Direction midir)
}
}
/**
* var1: X coordinate of the missile-light
* var2: Y coordinate of the missile-light
*/
void AddAcid(MissileStruct &missile, Point dst, Direction /*midir*/)
{
UpdateMissileVelocity(missile, dst, 16);
@ -2359,6 +2391,10 @@ void AddAcidpud(MissileStruct &missile, Point /*dst*/, Direction /*midir*/)
missile._miPreFlag = true;
}
/**
* var1: mmode of the monster
* var2: mnum of the monster
*/
void AddStone(MissileStruct &missile, Point dst, Direction /*midir*/)
{
int tx;
@ -2498,6 +2534,12 @@ void AddHealOther(MissileStruct &missile, Point /*dst*/, Direction /*midir*/)
}
}
/**
* var1: X coordinate of the missile-light
* var2: Y coordinate of the missile-light
* var4: X coordinate of the destination
* var5: Y coordinate of the destination
*/
void AddElement(MissileStruct &missile, Point dst, Direction midir)
{
if (missile.position.start == dst) {
@ -2536,6 +2578,14 @@ void AddIdentify(MissileStruct &missile, Point /*dst*/, Direction /*midir*/)
}
}
/**
* var1: X coordinate of the first wave
* var2: Y coordinate of the first wave
* var3: Direction of the first wave
* var4: Direction of the second wave
* var5: X coordinate of the second wave
* var6: Y coordinate of the second wave
*/
void AddFirewallC(MissileStruct &missile, Point dst, Direction midir)
{
missile._miDelFlag = true;
@ -2579,6 +2629,10 @@ void AddInfra(MissileStruct &missile, Point /*dst*/, Direction /*midir*/)
UseMana(missile._misource, SPL_INFRA);
}
/**
* var1: X coordinate of the destination
* var2: Y coordinate of the destination
*/
void AddWave(MissileStruct &missile, Point dst, Direction /*midir*/)
{
missile.var1 = dst.x;
@ -2720,6 +2774,10 @@ void AddFlamec(MissileStruct &missile, Point dst, Direction midir)
missile._mirange = 256;
}
/**
* var1: Light strength
* var2: Base direction
*/
void AddCbolt(MissileStruct &missile, Point dst, Direction midir)
{
missile._mirnd = GenerateRnd(15) + 1;

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