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♻️ Add points

pull/1947/head
Anders Jenbo 5 years ago
parent
commit
bec0ceec4a
  1. 48
      Source/missiles.cpp
  2. 3
      Source/monster.cpp
  3. 9
      Source/player.cpp

48
Source/missiles.cpp

@ -3316,8 +3316,7 @@ void MI_LArrow(int i)
missiledata[missile[i]._mitype].mResist = rst;
} else {
missile[i]._midist++;
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
if (p != -1) {
@ -3370,8 +3369,7 @@ void MI_Arrow(int i)
missile[i]._mirange--;
missile[i]._midist++;
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
p = missile[i]._misource;
if (p != -1) {
@ -3402,8 +3400,7 @@ void MI_Firebolt(int i)
if (missile[i]._mitype != MIS_BONESPIRIT || missile[i]._mimfnum != 8) {
omx = missile[i].position.traveled.x;
omy = missile[i].position.traveled.y;
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
p = missile[i]._misource;
if (p != -1) {
@ -3495,8 +3492,7 @@ void MI_Lightball(int i)
tx = missile[i]._miVar1;
ty = missile[i]._miVar2;
missile[i]._mirange--;
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
j = missile[i]._mirange;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
@ -3520,8 +3516,7 @@ void MI_Lightball(int i)
void MI_Krull(int i)
{
missile[i]._mirange--;
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._mirange == 0)
@ -3687,8 +3682,7 @@ void MI_HorkSpawn(int i)
}
} else {
missile[i]._midist++;
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
}
PutMissile(i);
@ -3783,8 +3777,7 @@ void MI_LightningArrow(int i)
int pn, mx, my;
missile[i]._mirange--;
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
mx = missile[i].position.tile.x;
@ -4114,8 +4107,7 @@ void MI_Lightctrl(int i)
dam = GenerateRnd(currlevel) + 2 * currlevel;
}
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
mx = missile[i].position.tile.x;
@ -4354,8 +4346,7 @@ void MI_Firemove(int i)
SetMissDir(i, 1);
missile[i]._miAnimFrame = GenerateRnd(11) + 1;
}
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
j = missile[i]._mirange;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
@ -4659,8 +4650,7 @@ void MI_Rhino(int i)
missile[i].position.traveled.x -= missile[i].position.velocity.x;
missile[i].position.traveled.y -= missile[i].position.velocity.y;
} else {
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
}
GetMissilePos(i);
omx = missile[i].position.tile.x;
@ -4687,8 +4677,7 @@ void MI_Fireman(int i)
GetMissilePos(i);
ax = missile[i].position.tile.x;
ay = missile[i].position.tile.y;
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
src = missile[i]._misource;
bx = missile[i].position.tile.x;
@ -4939,8 +4928,7 @@ void MI_Flamec(int i)
missile[i]._mirange--;
src = missile[i]._misource;
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
if (missile[i].position.tile.x != missile[i]._miVar1 || missile[i].position.tile.y != missile[i]._miVar2) {
id = dPiece[missile[i].position.tile.x][missile[i].position.tile.y];
@ -4982,8 +4970,7 @@ void MI_Cbolt(int i)
} else {
missile[i]._miVar3--;
}
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._miHitFlag) {
@ -5009,8 +4996,7 @@ void MI_Hbolt(int i)
missile[i]._mirange--;
if (missile[i]._miAnimType != MFILE_HOLYEXPL) {
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
dam = missile[i]._midam;
if (missile[i].position.tile != missile[i].position.start) {
@ -5076,8 +5062,7 @@ void MI_Element(int i)
AddUnLight(missile[i]._mlid);
}
} else {
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
cx = missile[i].position.tile.x;
cy = missile[i].position.tile.y;
@ -5128,8 +5113,7 @@ void MI_Bonespirit(int i)
}
PutMissile(i);
} else {
missile[i].position.traveled.x += missile[i].position.velocity.x;
missile[i].position.traveled.y += missile[i].position.velocity.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
cx = missile[i].position.tile.x;
cy = missile[i].position.tile.y;

3
Source/monster.cpp

@ -2004,8 +2004,7 @@ bool M_DoWalk(int i, int variant)
if (monster[i].actionFrame == 0 && monster[i].MType->mtype == MT_FLESTHNG)
PlayEffect(i, 3);
monster[i].actionFrame++;
monster[i].position.offset2.x += monster[i].position.velocity.x;
monster[i].position.offset2.y += monster[i].position.velocity.y;
monster[i].position.offset2 += monster[i].position.velocity;
monster[i].position.offset.x = monster[i].position.offset2.x >> 4;
monster[i].position.offset.y = monster[i].position.offset2.y >> 4;
}

9
Source/player.cpp

@ -1379,12 +1379,10 @@ void PM_ChangeOffset(int pnum)
int py = player.position.offset2.y / 256;
>>>>>>> Player by reference
player.position.offset2.x += player.position.velocity.x;
player.position.offset2.y += player.position.velocity.y;
player.position.offset2 += player.position.velocity;
if (currlevel == 0 && sgGameInitInfo.bRunInTown) {
player.position.offset2.x += player.position.velocity.x;
player.position.offset2.y += player.position.velocity.y;
player.position.offset2 += player.position.velocity;
}
player.position.offset = { player.position.offset2.x >> 8, player.position.offset2.y >> 8 };
@ -2343,8 +2341,7 @@ bool PM_DoWalk(int pnum, int variant)
switch (variant) {
case PM_WALK:
dPlayer[player.position.tile.x][player.position.tile.y] = 0;
player.position.tile.x += player.position.temp.x;
player.position.tile.y += player.position.temp.y;
player.position.tile += player.position.temp;
dPlayer[player.position.tile.x][player.position.tile.y] = pnum + 1;
break;
case PM_WALK2:

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