Moved all the handling of MF_SHADOW for attacks into its' own file.
Also changed all the individual flag checks into one generic inline function.
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4 changed files with 115 additions and 39 deletions
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@ -70,20 +70,21 @@
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#include "actorinlines.h"
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#include "types.h"
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#include "model.h"
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#include "shadowinlines.h"
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cwjump ("CustomWpJump");
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static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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static FRandom pr_crailgun ("CustomRailgun");
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FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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static FRandom pr_monsterrefire ("MonsterRefire");
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static FRandom pr_teleport("A_Teleport");
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static FRandom pr_bfgselfdamage("BFGSelfDamage");
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FRandom pr_cajump("CustomJump");
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FRandom pr_cajump("CustomJump");
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//==========================================================================
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//
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@ -1226,11 +1227,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
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self->Angles.Yaw = self->AngleTo(self->target,- self->target->Vel.X * veleffect, -self->target->Vel.Y * veleffect);
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}
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if (self->target->flags & MF_SHADOW)
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{
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DAngle rnd = DAngle::fromDeg(pr_crailgun.Random2() * (45. / 256.));
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self->Angles.Yaw += rnd;
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}
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A_CustomRailgun_ShadowHandling(self);
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}
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if (!(flags & CRF_EXPLICITANGLE))
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@ -3529,7 +3526,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WolfAttack)
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hitchance -= idist * (dodge ? 16 : 8);
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// While we're here, we may as well do something for this:
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if (self->target->flags & MF_SHADOW)
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if (A_WolfAttack_ShadowHandling(self))
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{
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hitchance >>= 2;
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}
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