- Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.) SVN r899 (trunk)
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24 changed files with 173 additions and 154 deletions
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@ -45,8 +45,6 @@
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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angle_t bulletpitch;
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// [SO] 1=Weapons states are all 1 tick
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// 2=states with a function 1 tick, others 0 ticks.
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CVAR(Int, sv_fastweapons, false, CVAR_SERVERINFO);
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@ -632,18 +630,20 @@ void A_GunFlash (AActor *actor)
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// the height of the intended target
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//
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void P_BulletSlope (AActor *mo)
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angle_t P_BulletSlope (AActor *mo, AActor **pLineTarget)
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{
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static const int angdiff[3] = { -1<<26, 1<<26, 0 };
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int i;
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angle_t an;
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angle_t pitch;
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AActor *linetarget;
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// see which target is to be aimed at
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i = 2;
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do
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{
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an = mo->angle + angdiff[i];
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bulletpitch = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
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pitch = P_AimLineAttack (mo, an, 16*64*FRACUNIT, &linetarget);
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if (mo->player != NULL &&
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level.IsFreelookAllowed() &&
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@ -652,13 +652,14 @@ void P_BulletSlope (AActor *mo)
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break;
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}
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} while (linetarget == NULL && --i >= 0);
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return pitch;
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}
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//
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// P_GunShot
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//
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void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype)
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void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype, angle_t pitch)
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{
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angle_t angle;
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int damage;
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@ -671,7 +672,7 @@ void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype)
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angle += pr_gunshot.Random2 () << 18;
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}
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, bulletpitch, damage, NAME_None, pufftype);
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, pufftype);
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}
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void A_Light0 (AActor *actor)
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