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Clean up missile code

pull/2820/head
Anders Jenbo 5 years ago
parent
commit
2ea317c178
  1. 20
      Source/missiles.cpp

20
Source/missiles.cpp

@ -1616,10 +1616,6 @@ void AddFireNova(Missile &missile, Point dst, Direction midir)
UpdateMissileVelocity(missile, dst, sp);
SetMissDir(missile, GetDirection16(missile.position.start, dst));
missile._mirange = 256;
missile.var1 = missile.position.start.x;
missile.var2 = missile.position.start.y;
missile.var4 = missile.position.start.x;
missile.var5 = missile.position.start.y;
missile._mlid = AddLight(missile.position.start, 8);
}
@ -1742,7 +1738,7 @@ void AddLArrow(Missile &missile, Point dst, Direction midir)
auto &player = Players[missile._misource];
if (player._pClass == HeroClass::Rogue)
av += (player._pLevel) / 4;
else if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard)
else if (IsAnyOf(player._pClass, HeroClass::Warrior, HeroClass::Bard))
av += (player._pLevel) / 8;
if (gbIsHellfire) {
@ -1755,7 +1751,7 @@ void AddLArrow(Missile &missile, Point dst, Direction midir)
if ((player._pIFlags & ISPL_FASTESTATTACK) != 0)
av += 8;
} else {
if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard)
if (IsAnyOf(player._pClass, HeroClass::Rogue, HeroClass::Warrior, HeroClass::Bard))
av -= 1;
}
}
@ -1923,13 +1919,9 @@ void AddLightball(Missile &missile, Point dst, Direction /*midir*/)
UpdateMissileVelocity(missile, dst, 16);
missile._miAnimFrame = GenerateRnd(8) + 1;
missile._mirange = 255;
if (missile._misource < 0) {
missile.var1 = missile.position.start.x;
missile.var2 = missile.position.start.y;
} else {
missile.var1 = Players[missile._misource].position.tile.x;
missile.var2 = Players[missile._misource].position.tile.y;
}
const Point position { missile._misource < 0 ? missile.position.start : Players[missile._misource].position.tile };
missile.var1 = position.x;
missile.var2 = position.y;
}
void AddFirewall(Missile &missile, Point dst, Direction /*midir*/)
@ -1975,8 +1967,6 @@ void AddFireball(Missile &missile, Point dst, Direction midir)
missile._mirange = 256;
missile.var1 = missile.position.start.x;
missile.var2 = missile.position.start.y;
missile.var4 = missile.position.start.x;
missile.var5 = missile.position.start.y;
missile._mlid = AddLight(missile.position.start, 8);
}

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