diff --git a/src/b_bot.c b/src/b_bot.c index 033288a86..d5d5ab925 100644 --- a/src/b_bot.c +++ b/src/b_bot.c @@ -584,11 +584,11 @@ void B_RespawnBot(INT32 playernum) P_SetOrigin(tails, x, y, z); if (player->charability == CA_FLY) { - P_SetPlayerMobjState(tails, S_PLAY_FLY); + P_SetMobjState(tails, S_PLAY_FLY); tails->player->powers[pw_tailsfly] = (UINT16)-1; } else - P_SetPlayerMobjState(tails, S_PLAY_FALL); + P_SetMobjState(tails, S_PLAY_FALL); P_SetScale(tails, sonic->scale); tails->destscale = sonic->destscale; } diff --git a/src/f_finale.c b/src/f_finale.c index 68e9c3216..5dc18115c 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -4524,7 +4524,7 @@ void F_TextPromptDrawer(void) if (players[j].mo->state == states+S_PLAY_STND && players[j].mo->tics != -1)\ players[j].mo->tics++;\ else if (players[j].mo->state == states+S_PLAY_WAIT)\ - P_SetPlayerMobjState(players[j].mo, S_PLAY_STND);\ + P_SetMobjState(players[j].mo, S_PLAY_STND);\ }\ } diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c index 19f30b70e..d38e85a21 100644 --- a/src/lua_mobjlib.c +++ b/src/lua_mobjlib.c @@ -641,10 +641,7 @@ static int mobj_set(lua_State *L) mo->tics = luaL_checkinteger(L, 3); break; case mobj_state: // set state by enum - if (mo->player) - P_SetPlayerMobjState(mo, luaL_checkinteger(L, 3)); - else - P_SetMobjState(mo, luaL_checkinteger(L, 3)); + P_SetMobjState(mo, luaL_checkinteger(L, 3)); break; case mobj_flags: // special handling for MF_NOBLOCKMAP and MF_NOSECTOR { diff --git a/src/m_cheat.c b/src/m_cheat.c index 2bcf43ad1..e61db2c2e 100644 --- a/src/m_cheat.c +++ b/src/m_cheat.c @@ -1019,7 +1019,7 @@ static void OP_CycleThings(INT32 amt) if (players[0].mo->eflags & MFE_VERTICALFLIP) // correct z when flipped players[0].mo->z += players[0].mo->height - FixedMul(mobjinfo[op_currentthing].height, players[0].mo->scale); players[0].mo->height = FixedMul(mobjinfo[op_currentthing].height, players[0].mo->scale); - P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY); + P_SetMobjState(players[0].mo, S_OBJPLACE_DUMMY); op_currentdoomednum = mobjinfo[op_currentthing].doomednum; } @@ -1528,7 +1528,7 @@ void Command_ObjectPlace_f(void) else OP_CycleThings(0); // sets all necessary height values without cycling op_currentthing - P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY); + P_SetMobjState(players[0].mo, S_OBJPLACE_DUMMY); } // Or are we leaving it instead? else @@ -1542,7 +1542,7 @@ void Command_ObjectPlace_f(void) // If still in dummy state, get out of it. if (players[0].mo->state == &states[S_OBJPLACE_DUMMY]) - P_SetPlayerMobjState(players[0].mo, op_oldstate); + P_SetMobjState(players[0].mo, op_oldstate); // Reset everything back to how it was before we entered objectplace. P_UnsetThingPosition(players[0].mo); diff --git a/src/p_enemy.c b/src/p_enemy.c index 93c828fbe..e27e7060e 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -9780,7 +9780,7 @@ void A_SetObjectState(mobj_t *actor) if (!target->player) P_SetMobjState(target, locvar1); else - P_SetPlayerMobjState(target, locvar1); + P_SetMobjState(target, locvar1); } } @@ -13609,7 +13609,7 @@ static boolean PIT_DustDevilLaunch(mobj_t *thing) player->powers[pw_carry] = CR_DUSTDEVIL; player->powers[pw_nocontrol] = 2; P_SetTarget(&thing->tracer, dustdevil); - P_SetPlayerMobjState(thing, S_PLAY_PAIN); + P_SetMobjState(thing, S_PLAY_PAIN); if (dist > dragamount) { @@ -13632,7 +13632,7 @@ static boolean PIT_DustDevilLaunch(mobj_t *thing) player->powers[pw_nocontrol] = 0; P_SetTarget(&thing->tracer, NULL); S_StartSound(thing, sfx_wdjump); - P_SetPlayerMobjState(thing, S_PLAY_FALL); + P_SetMobjState(thing, S_PLAY_FALL); } thing->momz = thrust; diff --git a/src/p_inter.c b/src/p_inter.c index c3811cbe4..27e838617 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -526,7 +526,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) else if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher)) { player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE); - P_SetPlayerMobjState(toucher, S_PLAY_FALL); + P_SetMobjState(toucher, S_PLAY_FALL); toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3); toucher->momx = 7*toucher->momx>>3; toucher->momy = 7*toucher->momy>>3; @@ -1246,7 +1246,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) P_ResetPlayer(player); - P_SetPlayerMobjState(toucher, S_PLAY_FALL); + P_SetMobjState(toucher, S_PLAY_FALL); } } return; @@ -1553,7 +1553,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher)) { player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE); - P_SetPlayerMobjState(toucher, S_PLAY_FALL); + P_SetMobjState(toucher, S_PLAY_FALL); toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3); toucher->momx = 7*toucher->momx>>3; toucher->momy = 7*toucher->momy>>3; @@ -1604,7 +1604,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher)) { player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE); - P_SetPlayerMobjState(toucher, S_PLAY_FALL); + P_SetMobjState(toucher, S_PLAY_FALL); toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3); toucher->momx = 7*toucher->momx>>3; toucher->momy = 7*toucher->momy>>3; @@ -1640,7 +1640,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) special->momx = special->momy = 0; // Buenos Dias Mandy - P_SetPlayerMobjState(toucher, S_PLAY_STUN); + P_SetMobjState(toucher, S_PLAY_STUN); player->pflags &= ~PF_APPLYAUTOBRAKE; P_ResetPlayer(player); player->drawangle = special->angle + ANGLE_180; @@ -1719,7 +1719,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) { player->powers[pw_carry] = CR_MACESPIN; S_StartSound(toucher, sfx_spin); - P_SetPlayerMobjState(toucher, S_PLAY_ROLL); + P_SetMobjState(toucher, S_PLAY_ROLL); } else player->powers[pw_carry] = CR_GENERIC; @@ -1780,7 +1780,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) { if (player->bot && player->bot != BOT_MPAI && toucher->state-states != S_PLAY_GASP) S_StartSound(toucher, special->info->deathsound); // Force it to play a sound for bots - P_SetPlayerMobjState(toucher, S_PLAY_GASP); + P_SetMobjState(toucher, S_PLAY_GASP); P_ResetPlayer(player); } @@ -1847,7 +1847,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) toucher->momz = toucher->tracer->momz + P_AproxDistance(toucher->tracer->momx, toucher->tracer->momy)/2; P_ResetPlayer(player); player->pflags &= ~PF_APPLYAUTOBRAKE; - P_SetPlayerMobjState(toucher, S_PLAY_FALL); + P_SetMobjState(toucher, S_PLAY_FALL); P_SetTarget(&toucher->tracer->target, NULL); P_KillMobj(toucher->tracer, toucher, special, 0); P_SetTarget(&toucher->tracer, NULL); @@ -3059,9 +3059,9 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget else if (target->player) { if (damagetype == DMG_DROWNED || damagetype == DMG_SPACEDROWN) - P_SetPlayerMobjState(target, target->info->xdeathstate); + P_SetMobjState(target, target->info->xdeathstate); else - P_SetPlayerMobjState(target, target->info->deathstate); + P_SetMobjState(target, target->info->deathstate); } else #ifdef DEBUG_NULL_DEATHSTATE @@ -3115,7 +3115,7 @@ static void P_NiGHTSDamage(mobj_t *target, mobj_t *source) } player->powers[pw_flashing] = flashingtics; - P_SetPlayerMobjState(target, S_PLAY_NIGHTS_STUN); + P_SetMobjState(target, S_PLAY_NIGHTS_STUN); S_StartSound(target, sfx_nghurt); player->mo->spriteroll = 0; @@ -3336,7 +3336,7 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage) if (!player->spectator) player->mo->flags2 &= ~MF2_DONTDRAW; - P_SetPlayerMobjState(player->mo, player->mo->info->deathstate); + P_SetMobjState(player->mo, player->mo->info->deathstate); if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) { P_PlayerFlagBurst(player, false); @@ -3410,7 +3410,7 @@ static void P_SuperDamage(player_t *player, mobj_t *inflictor, mobj_t *source, I P_InstaThrust(player->mo, ang, fallbackspeed); - P_SetPlayerMobjState(player->mo, S_PLAY_STUN); + P_SetMobjState(player->mo, S_PLAY_STUN); P_ResetPlayer(player); diff --git a/src/p_local.h b/src/p_local.h index ba033dc06..baa6bd753 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -296,7 +296,6 @@ void P_PrecipitationEffects(void); void P_RemoveMobj(mobj_t *th); boolean P_MobjWasRemoved(mobj_t *th); void P_RemoveSavegameMobj(mobj_t *th); -boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state); boolean P_SetMobjState(mobj_t *mobj, statenum_t state); void P_RunShields(void); void P_RunOverlays(void); diff --git a/src/p_map.c b/src/p_map.c index 6a152c563..b1a339ac0 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -264,7 +264,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) UINT8 secondjump = object->player->secondjump; UINT16 tailsfly = object->player->powers[pw_tailsfly]; if (object->player->pflags & PF_GLIDING) - P_SetPlayerMobjState(object, S_PLAY_FALL); + P_SetMobjState(object, S_PLAY_FALL); P_ResetPlayer(object->player); object->player->pflags |= pflags; object->player->secondjump = secondjump; @@ -403,7 +403,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) } if (object->player->pflags & PF_GLIDING) - P_SetPlayerMobjState(object, S_PLAY_FALL); + P_SetMobjState(object, S_PLAY_FALL); if ((spring->info->painchance == 3)) { if (!(pflags = (object->player->pflags & PF_SPINNING)) && @@ -411,11 +411,11 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) || (spring->flags2 & MF2_AMBUSH))) { pflags = PF_SPINNING; - P_SetPlayerMobjState(object, S_PLAY_ROLL); + P_SetMobjState(object, S_PLAY_ROLL); S_StartSound(object, sfx_spin); } else - P_SetPlayerMobjState(object, S_PLAY_ROLL); + P_SetMobjState(object, S_PLAY_ROLL); } else { @@ -424,7 +424,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) pflags = object->player->pflags & (PF_STARTJUMP | PF_JUMPED | PF_NOJUMPDAMAGE | PF_SPINNING | PF_THOKKED | PF_BOUNCING); // I still need these. if (wasSpindashing) // Ensure we're in the rolling state, and not spindash. - P_SetPlayerMobjState(object, S_PLAY_ROLL); + P_SetMobjState(object, S_PLAY_ROLL); if (object->player->charability == CA_GLIDEANDCLIMB && object->player->skidtime && (pflags & PF_JUMPED)) { @@ -439,7 +439,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) if (spring->info->painchance == 1) // For all those ancient, SOC'd abilities. { object->player->pflags |= P_GetJumpFlags(object->player); - P_SetPlayerMobjState(object, S_PLAY_JUMP); + P_SetMobjState(object, S_PLAY_JUMP); } else if ((spring->info->painchance == 2) || ((spring->info->painchance != 3) && (pflags & PF_BOUNCING))) // Adding momentum only. { @@ -456,16 +456,16 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) object->player->secondjump = secondjump; } else if (object->player->dashmode >= DASHMODE_THRESHOLD) - P_SetPlayerMobjState(object, S_PLAY_DASH); + P_SetMobjState(object, S_PLAY_DASH); else if (P_IsObjectOnGround(object)) - P_SetPlayerMobjState(object, (horizspeed >= FixedMul(object->player->runspeed, object->scale)) ? S_PLAY_RUN : S_PLAY_WALK); + P_SetMobjState(object, (horizspeed >= FixedMul(object->player->runspeed, object->scale)) ? S_PLAY_RUN : S_PLAY_WALK); else - P_SetPlayerMobjState(object, (object->momz > 0) ? S_PLAY_SPRING : S_PLAY_FALL); + P_SetMobjState(object, (object->momz > 0) ? S_PLAY_SPRING : S_PLAY_FALL); } else if (P_MobjFlip(object)*vertispeed > 0) - P_SetPlayerMobjState(object, S_PLAY_SPRING); + P_SetMobjState(object, S_PLAY_SPRING); else - P_SetPlayerMobjState(object, S_PLAY_FALL); + P_SetMobjState(object, S_PLAY_FALL); } else if (horizspeed && object->tracer @@ -547,7 +547,7 @@ static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object) if (p && !p->powers[pw_tailsfly] && !p->powers[pw_carry]) // doesn't reset anim for Tails' flight { P_ResetPlayer(p); - P_SetPlayerMobjState(object, S_PLAY_FALL); + P_SetMobjState(object, S_PLAY_FALL); P_SetTarget(&object->tracer, spring); p->powers[pw_carry] = CR_FAN; } @@ -565,7 +565,7 @@ static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object) { P_ResetPlayer(p); if (p->panim != PA_FALL) - P_SetPlayerMobjState(object, S_PLAY_FALL); + P_SetMobjState(object, S_PLAY_FALL); } break; default: @@ -1047,7 +1047,7 @@ static boolean PIT_CheckThing(mobj_t *thing) thing->flags2 &= ~MF2_DONTDRAW; // don't leave the rock invisible if it was flashing prior to boarding P_SetTarget(&thing->tracer, tmthing); P_ResetPlayer(tmthing->player); - P_SetPlayerMobjState(tmthing, S_PLAY_WALK); + P_SetMobjState(tmthing, S_PLAY_WALK); tmthing->player->powers[pw_carry] = CR_ROLLOUT; P_SetTarget(&tmthing->tracer, thing); if (!P_IsObjectOnGround(thing)) diff --git a/src/p_mobj.c b/src/p_mobj.c index 1b2065920..621de3a42 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -177,7 +177,7 @@ static void P_CyclePlayerMobjState(mobj_t *mobj) // you can cycle through multiple states in a tic if (!mobj->tics && mobj->state) - if (!P_SetPlayerMobjState(mobj, mobj->state->nextstate)) + if (!P_SetMobjState(mobj, mobj->state->nextstate)) return; // freed itself } } @@ -188,7 +188,7 @@ static void P_CyclePlayerMobjState(mobj_t *mobj) // // Separate from P_SetMobjState because of the pw_flashing check and Super states // -boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) +static boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) { state_t *st; player_t *player = mobj->player; @@ -514,10 +514,8 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state) statenum_t i = state; // initial state statenum_t tempstate[NUMSTATES]; // for use with recursion -#ifdef PARANOIA if (mobj->player != NULL) - I_Error("P_SetMobjState used for player mobj. Use P_SetPlayerMobjState instead!\n(State called: %d)", state); -#endif + P_SetPlayerMobjState(mobj, state); if (recursion++) // if recursion detected, memset(seenstate = tempstate, 0, sizeof tempstate); // clear state table @@ -1648,7 +1646,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy) { // if in a walking frame, stop moving if (player->panim == PA_WALK) - P_SetPlayerMobjState(mo, S_PLAY_STND); + P_SetMobjState(mo, S_PLAY_STND); mo->momx = player->cmomx; mo->momy = player->cmomy; } @@ -2974,7 +2972,7 @@ void P_PlayerZMovement(mobj_t *mo) } // Get up if you fell. if (mo->player->panim == PA_PAIN) - P_SetPlayerMobjState(mo, S_PLAY_WALK); + P_SetMobjState(mo, S_PLAY_WALK); if (!mo->standingslope && (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)) { // Handle landing on slope during Z movement @@ -3957,7 +3955,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) { mobj->player->secondjump = 0; mobj->player->powers[pw_tailsfly] = 0; - P_SetPlayerMobjState(mobj, S_PLAY_WALK); + P_SetMobjState(mobj, S_PLAY_WALK); } #endif mobj->eflags &= ~MFE_JUSTHITFLOOR; @@ -7549,7 +7547,7 @@ static void P_RosySceneryThink(mobj_t *mobj) if (stat == S_ROSY_HUG) { if (player->panim != PA_IDLE) - P_SetPlayerMobjState(mobj->target, S_PLAY_STND); + P_SetMobjState(mobj->target, S_PLAY_STND); player->pflags |= PF_STASIS; } @@ -11771,9 +11769,9 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing) mobj->flags2 |= MF2_OBJECTFLIP; } if (mthing->args[0]) - P_SetPlayerMobjState(mobj, S_PLAY_FALL); + P_SetMobjState(mobj, S_PLAY_FALL); else if (metalrecording) - P_SetPlayerMobjState(mobj, S_PLAY_WAIT); + P_SetMobjState(mobj, S_PLAY_WAIT); } else z = floor; diff --git a/src/p_spec.c b/src/p_spec.c index 4263a4fc7..131a58d20 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -2735,7 +2735,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) mo->player->rmomx = mo->player->rmomy = 1; mo->player->cmomx = mo->player->cmomy = 0; P_ResetPlayer(mo->player); - P_SetPlayerMobjState(mo, S_PLAY_STND); + P_SetMobjState(mo, S_PLAY_STND); // Reset bot too. if (bot) { @@ -2746,7 +2746,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) bot->player->rmomx = bot->player->rmomy = 1; bot->player->cmomx = bot->player->cmomy = 0; P_ResetPlayer(bot->player); - P_SetPlayerMobjState(bot, S_PLAY_STND); + P_SetMobjState(bot, S_PLAY_STND); } } break; @@ -4566,7 +4566,7 @@ static void P_ProcessSpeedPad(player_t *player, sector_t *sector, sector_t *rove if (!(player->pflags & PF_SPINNING)) player->pflags |= PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); } player->powers[pw_flashing] = TICRATE/3; @@ -4744,7 +4744,7 @@ static void P_ProcessZoomTube(player_t *player, mtag_t sectag, boolean end) if (player->mo->state-states != S_PLAY_ROLL) { - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_spin); } } @@ -4958,7 +4958,7 @@ static void P_ProcessRopeHang(player_t *player, mtag_t sectag) player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY); player->climbing = 0; P_SetThingPosition(player->mo); - P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); + P_SetMobjState(player->mo, S_PLAY_RIDE); } static boolean P_SectorHasSpecial(sector_t *sec) @@ -5017,7 +5017,7 @@ static void P_EvaluateSpecialFlags(player_t *player, sector_t *sector, sector_t if (!player->powers[pw_carry]) { P_ResetPlayer(player); - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); P_SetTarget(&player->mo->tracer, player->mo); player->powers[pw_carry] = CR_FAN; } @@ -5032,7 +5032,7 @@ static void P_EvaluateSpecialFlags(player_t *player, sector_t *sector, sector_t if (!(player->pflags & PF_SPINNING)) { player->pflags |= PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); S_StartAttackSound(player->mo, sfx_spin); if (abs(player->rmomx) < FixedMul(5*FRACUNIT, player->mo->scale) diff --git a/src/p_telept.c b/src/p_telept.c index 66b05ff01..32669edaf 100644 --- a/src/p_telept.c +++ b/src/p_telept.c @@ -96,7 +96,7 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, P_ClearStarPost(starpostnum); P_ResetPlayer(thing->player); - P_SetPlayerMobjState(thing, S_PLAY_STND); + P_SetMobjState(thing, S_PLAY_STND); P_FlashPal(thing->player, PAL_MIXUP, 10); } @@ -153,7 +153,7 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle thing->player->rmomx = thing->player->rmomy = 0; thing->player->speed = 0; P_ResetPlayer(thing->player); - P_SetPlayerMobjState(thing, S_PLAY_STND); + P_SetMobjState(thing, S_PLAY_STND); thing->reactiontime = TICRATE/2; // don't move for about half a second thing->player->drawangle = angle; diff --git a/src/p_user.c b/src/p_user.c index a856d2592..f54eb4e6b 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -694,7 +694,7 @@ static void P_DeNightserizePlayer(player_t *player) else if (player == &players[secondarydisplayplayer]) localaiming2 = 0; - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); // If in a special stage, add some preliminary exit time. if (G_IsSpecialStage(gamemap)) @@ -948,7 +948,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime) P_RunNightserizeExecutors(player->mo); player->powers[pw_carry] = CR_NIGHTSMODE; - P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_TRANS1); + P_SetMobjState(player->mo, S_PLAY_NIGHTS_TRANS1); } pflags_t P_GetJumpFlags(player_t *player) @@ -994,7 +994,7 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor) fixed_t fallbackspeed; P_ResetPlayer(player); - P_SetPlayerMobjState(player->mo, player->mo->info->painstate); + P_SetMobjState(player->mo, player->mo->info->painstate); if (player->mo->eflags & MFE_VERTICALFLIP) player->mo->z--; @@ -1345,7 +1345,7 @@ void P_DoSuperTransformation(player_t *player, boolean giverings) player->mo->momx = player->mo->momy = player->mo->momz = player->cmomx = player->cmomy = player->rmomx = player->rmomy = 0; // Transformation animation - P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_TRANS1); + P_SetMobjState(player->mo, S_PLAY_SUPER_TRANS1); if (giverings && player->rings < 50) player->rings = 50; @@ -1398,7 +1398,7 @@ static void P_DoSuperDetransformation(player_t *player) player->powers[pw_flashing] = flashingtics-1; if (player->mo->sprite2 & FF_SPR2SUPER) - P_SetPlayerMobjState(player->mo, player->mo->state-states); + P_SetMobjState(player->mo, player->mo->state-states); // Inform the netgame that the champion has fallen in the heat of battle. if (!G_CoopGametype()) @@ -2265,12 +2265,12 @@ void P_DoPlayerExit(player_t *player) { player->climbing = 0; player->pflags |= P_GetJumpFlags(player); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); } else if (player->pflags & PF_STARTDASH) { player->pflags &= ~PF_STARTDASH; - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); } player->powers[pw_underwater] = 0; player->powers[pw_spacetime] = 0; @@ -2359,7 +2359,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) if (!(player->pflags & PF_STARTDASH) && player->panim != PA_ROLL && player->panim != PA_ETC && player->panim != PA_ABILITY && player->panim != PA_ABILITY2) { - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_spin); } } @@ -2368,7 +2368,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) if (dorollstuff) { player->skidtime = TICRATE; - P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE); + P_SetMobjState(player->mo, S_PLAY_GLIDE); P_SpawnSkidDust(player, player->mo->radius, true); // make sure the player knows they landed player->mo->tics = -1; } @@ -2381,7 +2381,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) if (player->mo->state-states != S_PLAY_GLIDE_LANDING) { P_ResetPlayer(player); - P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE_LANDING); + P_SetMobjState(player->mo, S_PLAY_GLIDE_LANDING); player->pflags |= PF_STASIS; if (player->speed > FixedMul(player->runspeed, player->mo->scale)) player->skidtime += player->mo->tics; @@ -2402,7 +2402,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) if (player->mo->state-states != S_PLAY_MELEE_LANDING) { mobjtype_t type = player->revitem; - P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING); + P_SetMobjState(player->mo, S_PLAY_MELEE_LANDING); player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS; S_StartSound(player->mo, sfx_s3k8b); player->pflags |= PF_FULLSTASIS; @@ -2465,28 +2465,28 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) if (player->cmomx || player->cmomy) { if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH) - P_SetPlayerMobjState(player->mo, S_PLAY_DASH); + P_SetMobjState(player->mo, S_PLAY_DASH); else if (player->speed >= runspd && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + P_SetMobjState(player->mo, S_PLAY_RUN); else if ((player->rmomx || player->rmomy) && (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT)) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE) - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); } else { if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH) - P_SetPlayerMobjState(player->mo, S_PLAY_DASH); + P_SetMobjState(player->mo, S_PLAY_DASH); else if (player->speed >= runspd && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + P_SetMobjState(player->mo, S_PLAY_RUN); else if ((player->mo->momx || player->mo->momy) && (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT)) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE) - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); } } @@ -2516,7 +2516,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) ? 6*FRACUNIT/5 : 5*FRACUNIT/2, false); - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); player->mo->momx = player->mo->momy = 0; clipmomz = false; } @@ -3648,9 +3648,9 @@ static void P_DoClimbing(player_t *player) if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz) && player->mo->state-states != S_PLAY_CLIMB) - P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB); + P_SetMobjState(player->mo, S_PLAY_CLIMB); else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state-states != S_PLAY_CLING) - P_SetPlayerMobjState(player->mo, S_PLAY_CLING); + P_SetMobjState(player->mo, S_PLAY_CLING); if (!floorclimb) { @@ -3665,14 +3665,14 @@ static void P_DoClimbing(player_t *player) player->climbing = 0; player->pflags |= P_GetJumpFlags(player); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); } if (skyclimber) { player->climbing = 0; player->pflags |= P_GetJumpFlags(player); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); } } @@ -3683,15 +3683,15 @@ static void P_DoClimbing(player_t *player) if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz) && player->mo->state-states != S_PLAY_CLIMB) - P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB); + P_SetMobjState(player->mo, S_PLAY_CLIMB); else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state-states != S_PLAY_CLING) - P_SetPlayerMobjState(player->mo, S_PLAY_CLING); + P_SetMobjState(player->mo, S_PLAY_CLING); if (cmd->buttons & BT_SPIN && !(player->pflags & PF_JUMPSTASIS)) { player->climbing = 0; player->pflags |= P_GetJumpFlags(player); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); P_SetObjectMomZ(player->mo, 4*FRACUNIT, false); P_Thrust(player->mo, player->mo->angle, FixedMul(-4*FRACUNIT, player->mo->scale)); } @@ -3707,12 +3707,12 @@ static void P_DoClimbing(player_t *player) } if (player->climbing == 0) - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); if (player->climbing && P_IsObjectOnGround(player->mo)) { P_ResetPlayer(player); - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); } } @@ -4074,10 +4074,10 @@ teeterdone: if (teeter) { if (player->panim == PA_IDLE) - P_SetPlayerMobjState(player->mo, S_PLAY_EDGE); + P_SetMobjState(player->mo, S_PLAY_EDGE); } else if (player->panim == PA_EDGE) - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); } // @@ -4602,7 +4602,7 @@ void P_DoJump(player_t *player, boolean soundandstate) if (!player->spectator) S_StartSound(player->mo, sfx_jump); // Play jump sound! - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); } } @@ -4672,7 +4672,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) player->mo->momy = player->cmomy; player->pflags |= (PF_SPINDOWN|PF_STARTDASH|PF_SPINNING); player->dashspeed = player->mindash; - P_SetPlayerMobjState(player->mo, S_PLAY_SPINDASH); + P_SetMobjState(player->mo, S_PLAY_SPINDASH); if (!player->spectator) S_StartSound(player->mo, sfx_spndsh); // Make the rev sound! } @@ -4682,7 +4682,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) if (player->speed > 5*player->mo->scale) { player->pflags &= ~PF_STARTDASH; - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_spin); break; } @@ -4715,7 +4715,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) || !canstand) && !(player->pflags & (PF_SPINDOWN|PF_SPINNING))) { player->pflags |= (PF_SPINDOWN|PF_SPINNING); - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); if (!player->spectator) S_StartSound(player->mo, sfx_spin); } @@ -4731,12 +4731,12 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) { if (player->dashspeed) { - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); P_InstaThrust(player->mo, player->mo->angle, (player->speed = FixedMul(player->dashspeed, player->mo->scale))); // catapult forward ho!! } else { - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); player->pflags &= ~PF_SPINNING; } @@ -4768,7 +4768,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) { mobj_t *bullet; - P_SetPlayerMobjState(player->mo, S_PLAY_FIRE); + P_SetMobjState(player->mo, S_PLAY_FIRE); #define zpos(posmo) (posmo->z + (posmo->height - mobjinfo[player->revitem].height)/2) if (lockon) @@ -4812,7 +4812,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) P_DoJump(player, false); player->pflags &= ~PF_STARTJUMP; player->mo->momz = FixedMul(player->mo->momz, 3*FRACUNIT/2); // NOT 1.5 times the jump height, but 2.25 times. - P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN); + P_SetMobjState(player->mo, S_PLAY_TWINSPIN); S_StartSound(player->mo, sfx_s3k8b); } else @@ -4838,7 +4838,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) } player->mo->momx += player->cmomx; player->mo->momy += player->cmomy; - P_SetPlayerMobjState(player->mo, S_PLAY_MELEE); + P_SetMobjState(player->mo, S_PLAY_MELEE); player->powers[pw_strong] = STR_MELEE; S_StartSound(player->mo, sfx_s3k42); } @@ -4862,7 +4862,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) { player->skidtime = 0; player->pflags &= ~PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); player->mo->momx = player->cmomx; player->mo->momy = player->cmomy; } @@ -4911,13 +4911,13 @@ void P_DoJumpShield(player_t *player) #undef limitangle #undef numangles player->pflags &= ~PF_NOJUMPDAMAGE; - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_s3k45); } else { player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE); - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); S_StartSound(player->mo, sfx_wdjump); } } @@ -4934,9 +4934,9 @@ void P_DoBubbleBounce(player_t *player) P_MobjCheckWater(player->mo); P_DoJump(player, false); if (player->charflags & SF_NOJUMPSPIN) - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); else - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); player->pflags |= PF_THOKKED; player->pflags &= ~PF_STARTJUMP; player->secondjump = UINT8_MAX; @@ -4973,7 +4973,7 @@ void P_DoAbilityBounce(player_t *player, boolean changemomz) } S_StartSound(player->mo, sfx_boingf); - P_SetPlayerMobjState(player->mo, S_PLAY_BOUNCE_LANDING); + P_SetMobjState(player->mo, S_PLAY_BOUNCE_LANDING); player->pflags |= PF_BOUNCING|PF_THOKKED; } @@ -5086,7 +5086,7 @@ static void P_DoTwinSpin(player_t *player) player->pflags |= P_GetJumpFlags(player) | PF_THOKKED; S_StartSound(player->mo, sfx_s3k42); player->mo->frame = 0; - P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN); + P_SetMobjState(player->mo, S_PLAY_TWINSPIN); player->powers[pw_strong] = STR_TWINSPIN; } @@ -5160,7 +5160,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock { player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonshield->x, lockonshield->y); player->pflags &= ~PF_NOJUMPDAMAGE; - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_s3k40); player->homing = 3*TICRATE; } @@ -5184,7 +5184,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock player->mo->momx -= (player->mo->momx/3); player->mo->momy -= (player->mo->momy/3); player->pflags &= ~PF_NOJUMPDAMAGE; - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_s3k44); } player->secondjump = 0; @@ -5197,7 +5197,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale)); player->drawangle = player->mo->angle; player->pflags &= ~(PF_NOJUMPDAMAGE|PF_SPINNING); - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_s3k43); default: break; @@ -5259,9 +5259,9 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) if (player->panim != PA_RUN && player->panim != PA_WALK) { if (player->speed >= FixedMul(player->runspeed, player->mo->scale)) - P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN); + P_SetMobjState(player->mo, S_PLAY_FLOAT_RUN); else - P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT); + P_SetMobjState(player->mo, S_PLAY_FLOAT); } player->mo->momz = 0; @@ -5392,13 +5392,13 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonthok)); if (lockonthok) { - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonthok->x, lockonthok->y); player->homing = 3*TICRATE; } else { - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); player->pflags &= ~PF_JUMPED; player->mo->height = P_GetPlayerHeight(player); } @@ -5435,7 +5435,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) ; // Can't do anything if you're a fish out of water! else if (!(player->pflags & PF_THOKKED) && !(player->powers[pw_tailsfly])) { - P_SetPlayerMobjState(player->mo, S_PLAY_FLY); // Change to the flying animation + P_SetMobjState(player->mo, S_PLAY_FLY); // Change to the flying animation player->powers[pw_tailsfly] = tailsflytics + 1; // Set the fly timer @@ -5468,7 +5468,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) player->pflags |= PF_GLIDING|PF_THOKKED; player->glidetime = 0; - P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE); + P_SetMobjState(player->mo, S_PLAY_GLIDE); if (playerspeed < glidespeed) P_Thrust(player->mo, player->mo->angle, glidespeed - playerspeed); player->pflags &= ~(PF_JUMPED|PF_SPINNING|PF_STARTDASH); @@ -5489,11 +5489,11 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) { if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD) - P_SetPlayerMobjState(player->mo, S_PLAY_DASH); + P_SetMobjState(player->mo, S_PLAY_DASH); else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)) - P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN); + P_SetMobjState(player->mo, S_PLAY_FLOAT_RUN); else - P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT); + P_SetMobjState(player->mo, S_PLAY_FLOAT); player->pflags |= PF_THOKKED; player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING); player->secondjump = 1; @@ -5529,7 +5529,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) case CA_BOUNCE: if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) { - P_SetPlayerMobjState(player->mo, S_PLAY_BOUNCE); + P_SetMobjState(player->mo, S_PLAY_BOUNCE); player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING); player->pflags |= PF_THOKKED|PF_BOUNCING; player->powers[pw_strong] = STR_BOUNCE; @@ -5619,7 +5619,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) if (!(player->mo->tracer->flags & MF_BOSS)) player->pflags &= ~PF_THOKKED; - P_SetPlayerMobjState(player->mo, S_PLAY_SPRING); + P_SetMobjState(player->mo, S_PLAY_SPRING); player->pflags |= PF_NOJUMPDAMAGE; } } @@ -5667,7 +5667,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) else player->secondjump = 2; - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); } // If letting go of the jump button while still on ascent, cut the jump height. @@ -5787,7 +5787,7 @@ static void P_2dMovement(player_t *player) else if (player->exiting) { player->pflags &= ~PF_GLIDING; - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); player->skidtime = 0; } } @@ -5796,7 +5796,7 @@ static void P_2dMovement(player_t *player) if (player->pflags & PF_SPINNING && !player->exiting) { player->pflags &= ~PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); } } @@ -5960,7 +5960,7 @@ static void P_3dMovement(player_t *player) else if (player->exiting) { player->pflags &= ~PF_GLIDING; - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); player->skidtime = 0; } } @@ -5969,7 +5969,7 @@ static void P_3dMovement(player_t *player) if (player->pflags & PF_SPINNING && !player->exiting) { player->pflags &= ~PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); } } @@ -6011,7 +6011,7 @@ static void P_3dMovement(player_t *player) if (player->pflags & PF_SLIDING) cmd->forwardmove = 0; else if (onground && player->mo->state == states+S_PLAY_PAIN) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); player->aiming = cmd->aiming<mo->momx || player->mo->momy || player->mo->momz) { if (player->mo->state != &states[S_PLAY_NIGHTS_PULL]) - P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_PULL); + P_SetMobjState(player->mo, S_PLAY_NIGHTS_PULL); } else if (player->mo->state != &states[S_PLAY_NIGHTS_ATTACK]) { S_StartSound(player->mo, sfx_spin); - P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_ATTACK); + P_SetMobjState(player->mo, S_PLAY_NIGHTS_ATTACK); } } else @@ -6829,7 +6829,7 @@ static void P_DoNiGHTSCapsule(player_t *player) if (!(player->pflags & PF_JUMPED) && !(player->pflags & PF_SPINNING)) player->pflags |= PF_JUMPED; if (player->panim != PA_ROLL) - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); } if (!(player->charflags & SF_NONIGHTSROTATION)) @@ -7308,14 +7308,14 @@ static void P_NiGHTSMovement(player_t *player) if (!(player->charflags & SF_NONIGHTSROTATION) && player->mo->momz) { if (player->mo->state != &states[S_PLAY_NIGHTS_DRILL]) - P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_DRILL); + P_SetMobjState(player->mo, S_PLAY_NIGHTS_DRILL); player->mo->spriteroll = ANGLE_90; } else #endif { if (player->mo->state != &states[S_PLAY_NIGHTS_FLOAT]) - P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_FLOAT); + P_SetMobjState(player->mo, S_PLAY_NIGHTS_FLOAT); player->drawangle += ANGLE_22h; } @@ -7639,7 +7639,7 @@ static void P_NiGHTSMovement(player_t *player) } if (player->mo->state != &states[flystate]) - P_SetPlayerMobjState(player->mo, flystate); + P_SetMobjState(player->mo, flystate); if (player->charflags & SF_NONIGHTSROTATION) player->mo->spriteroll = 0; @@ -7905,13 +7905,13 @@ static void P_SkidStuff(player_t *player) player->skidtime = 0; player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE); player->pflags |= PF_THOKKED; - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); } // Get up and brush yourself off, idiot. else if (player->glidetime > 15 || !(player->cmd.buttons & BT_JUMP)) { P_ResetPlayer(player); - P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE_LANDING); + P_SetMobjState(player->mo, S_PLAY_GLIDE_LANDING); player->pflags |= PF_STASIS; if (player->speed > FixedMul(player->runspeed, player->mo->scale)) player->skidtime += player->mo->tics; @@ -7956,7 +7956,7 @@ static void P_SkidStuff(player_t *player) if (dang > ANGLE_157h) { if (player->mo->state-states != S_PLAY_SKID) - P_SetPlayerMobjState(player->mo, S_PLAY_SKID); + P_SetMobjState(player->mo, S_PLAY_SKID); player->mo->tics = player->skidtime = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS; S_StartSound(player->mo, sfx_skid); } @@ -8188,63 +8188,63 @@ void P_MovePlayer(player_t *player) { // If the player is in dashmode, here's their peelout. if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super])) - P_SetPlayerMobjState (player->mo, S_PLAY_DASH); + P_SetMobjState (player->mo, S_PLAY_DASH); // If the player is moving fast enough, // break into a run! else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super])) { if (!onground) - P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN); + P_SetMobjState(player->mo, S_PLAY_FLOAT_RUN); else - P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + P_SetMobjState(player->mo, S_PLAY_RUN); } // Floating at slow speeds has its own special animation. else if ((((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) && player->panim == PA_IDLE && !onground) - P_SetPlayerMobjState (player->mo, S_PLAY_FLOAT); + P_SetMobjState (player->mo, S_PLAY_FLOAT); // Otherwise, just walk. else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE) - P_SetPlayerMobjState (player->mo, S_PLAY_WALK); + P_SetMobjState (player->mo, S_PLAY_WALK); } // If your peelout animation is playing, and you're // going too slow, switch back to the run. if (player->charflags & SF_DASHMODE && player->panim == PA_DASH && player->dashmode < DASHMODE_THRESHOLD) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + P_SetMobjState(player->mo, S_PLAY_RUN); // If your running animation is playing, and you're // going too slow, switch back to the walking frames. if (player->panim == PA_RUN && player->speed < runspd) { if (!onground && (((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super])) - P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT); + P_SetMobjState(player->mo, S_PLAY_FLOAT); else - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); } // Correct floating when ending up on the ground. if (onground) { if (player->mo->state-states == S_PLAY_FLOAT) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); else if (player->mo->state-states == S_PLAY_FLOAT_RUN) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + P_SetMobjState(player->mo, S_PLAY_RUN); } // If Springing (or nojumpspinning), but travelling DOWNWARD, change back! if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0) || ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP)) && (P_MobjFlip(player->mo)*player->mo->momz < 0))) - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); // If doing an air animation but on the ground, change back! else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz) - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); // If you are stopped and are still walking, stand still! if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK) - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); ////////////////// //GAMEPLAY STUFF// @@ -8256,18 +8256,18 @@ void P_MovePlayer(player_t *player) { player->pflags &= ~(PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY); player->secondjump = 0; - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); } if ((!(player->charability == CA_GLIDEANDCLIMB) || player->gotflag) // If you can't glide, then why the heck would you be gliding? && (player->pflags & PF_GLIDING || player->climbing)) { if (onground) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); else { player->pflags |= P_GetJumpFlags(player); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); } player->pflags &= ~PF_GLIDING; player->glidetime = 0; @@ -8278,11 +8278,11 @@ void P_MovePlayer(player_t *player) && (player->pflags & PF_BOUNCING)) { if (onground) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); else { player->pflags |= P_GetJumpFlags(player); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); } player->pflags &= ~PF_BOUNCING; } @@ -8399,18 +8399,18 @@ void P_MovePlayer(player_t *player) { P_ResetPlayer(player); // down, stop gliding. if (onground) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); else if (player->charflags & SF_MULTIABILITY) { player->pflags |= P_GetJumpFlags(player); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); } else { player->pflags |= PF_THOKKED; player->mo->momx >>= 1; player->mo->momy >>= 1; - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); } } } @@ -8427,23 +8427,23 @@ void P_MovePlayer(player_t *player) P_ResetPlayer(player); // down, stop bouncing. player->pflags |= PF_THOKKED; if (onground) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); else if (player->charflags & SF_MULTIABILITY) { player->pflags |= P_GetJumpFlags(player); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); } else { player->mo->momx >>= 1; player->mo->momy >>= 1; player->mo->momz >>= 1; - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); } } } else if (player->mo->state-states == S_PLAY_BOUNCE) - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); // If you're running fast enough, you can create splashes as you run in shallow water. if (!player->climbing @@ -8487,11 +8487,11 @@ void P_MovePlayer(player_t *player) || player->mo->state-states == S_PLAY_FLY_TIRED) { if (onground) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); else { player->pflags |= P_GetJumpFlags(player); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); } } player->powers[pw_tailsfly] = 0; @@ -8525,7 +8525,7 @@ void P_MovePlayer(player_t *player) if (P_MobjFlip(player->mo)*player->mo->momz < FixedMul(5*actionspd, player->mo->scale)) P_SetObjectMomZ(player->mo, actionspd/2, true); - P_SetPlayerMobjState(player->mo, player->mo->state->nextstate); + P_SetMobjState(player->mo, player->mo->state->nextstate); player->fly1--; } @@ -8553,7 +8553,7 @@ void P_MovePlayer(player_t *player) { // Tails-gets-tired Stuff if (player->panim == PA_ABILITY && player->mo->state-states != S_PLAY_FLY_TIRED) - P_SetPlayerMobjState(player->mo, S_PLAY_FLY_TIRED); + P_SetMobjState(player->mo, S_PLAY_FLY_TIRED); if (player->charability == CA_FLY && (leveltime % 10 == 0) && player->mo->state-states == S_PLAY_FLY_TIRED @@ -8670,7 +8670,7 @@ void P_MovePlayer(player_t *player) // Make sure you're not teetering when you shouldn't be. if (player->panim == PA_EDGE && (player->mo->momx || player->mo->momy || player->mo->momz)) - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); // Check for teeter! if (!(player->mo->momz || player->mo->momx || player->mo->momy) && !(player->mo->eflags & MFE_GOOWATER) @@ -8736,7 +8736,7 @@ void P_MovePlayer(player_t *player) if (!atspinheight) { player->pflags |= PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); } else if (player->mo->ceilingz - player->mo->floorz < player->mo->height) { @@ -8917,7 +8917,7 @@ static void P_DoRopeHang(player_t *player) if (player->cmd.buttons & BT_SPIN && !(player->pflags & PF_STASIS)) // Drop off of the rope { player->pflags |= (P_GetJumpFlags(player)|PF_SPINDOWN); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); P_SetTarget(&player->mo->tracer, NULL); player->powers[pw_carry] = CR_NONE; @@ -8926,7 +8926,7 @@ static void P_DoRopeHang(player_t *player) } if (player->mo->state-states != S_PLAY_RIDE) - P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); + P_SetMobjState(player->mo, S_PLAY_RIDE); // If not allowed to move, we're done here. if (!speed) @@ -8982,7 +8982,7 @@ static void P_DoRopeHang(player_t *player) if (player->mo->tracer->flags & MF_SLIDEME) { player->pflags |= P_GetJumpFlags(player); - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetMobjState(player->mo, S_PLAY_JUMP); } P_SetTarget(&player->mo->tracer, NULL); @@ -11180,7 +11180,7 @@ static void P_MinecartThink(player_t *player) if (player->mo->state-states != S_PLAY_STND) { - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); player->mo->tics = -1; } @@ -11958,7 +11958,7 @@ void P_PlayerThink(player_t *player) { P_DoZoomTube(player); if (!(player->panim == PA_ROLL)) - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); } player->rmomx = player->rmomy = 0; // no actual momentum from your controls P_ResetScore(player); @@ -12117,7 +12117,7 @@ void P_PlayerThink(player_t *player) { statenum_t stat = player->mo->state-states; if (stat == S_PLAY_WAIT) - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); else if (stat == S_PLAY_STND && player->mo->tics != -1) player->mo->tics++; } @@ -12144,7 +12144,7 @@ void P_PlayerThink(player_t *player) else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed, player->mo->scale)) // modified from player->runspeed/2 'cuz the skid was just TOO frequent ngl { if (player->mo->state-states != S_PLAY_SKID) - P_SetPlayerMobjState(player->mo, S_PLAY_SKID); + P_SetMobjState(player->mo, S_PLAY_SKID); player->mo->tics = player->skidtime = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS; if (P_IsLocalPlayer(player)) // the sound happens way more frequently now, so give co-op players' ears a brake... @@ -12321,7 +12321,7 @@ void P_PlayerThink(player_t *player) if (!player->powers[pw_flashing]) { if (player->mo->state != &states[S_PLAY_STND]) - P_SetPlayerMobjState(player->mo, S_PLAY_STND); + P_SetMobjState(player->mo, S_PLAY_STND); else player->mo->tics = 2; } @@ -12682,7 +12682,7 @@ void P_PlayerAfterThink(player_t *player) S_StartSound(NULL, sfx_wepchg); if ((player->pflags & PF_SLIDING) && ((player->pflags & (PF_JUMPED|PF_NOJUMPDAMAGE)) != PF_JUMPED)) - P_SetPlayerMobjState(player->mo, player->mo->info->painstate); + P_SetMobjState(player->mo, player->mo->info->painstate); /* if (player->powers[pw_carry] == CR_NONE && player->mo->tracer && !player->homing) P_SetTarget(&player->mo->tracer, NULL); @@ -12743,7 +12743,7 @@ void P_PlayerAfterThink(player_t *player) if (player->powers[pw_carry] == CR_PLAYER) { if (player->mo->state-states != S_PLAY_RIDE) - P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); + P_SetMobjState(player->mo, S_PLAY_RIDE); if (tails->player && (tails->skin && ((skin_t *)(tails->skin))->sprites[SPR2_SWIM].numframes) && (tails->eflags & MFE_UNDERWATER)) tails->player->powers[pw_tailsfly] = 0; } @@ -12768,7 +12768,7 @@ void P_PlayerAfterThink(player_t *player) player->mo->momx = player->mo->momy = player->mo->momz = 0; P_SetThingPosition(player->mo); if (player->mo->state-states != S_PLAY_RIDE) - P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); + P_SetMobjState(player->mo, S_PLAY_RIDE); // Controllable missile if (item->type == MT_BLACKEGGMAN_MISSILE) @@ -12889,7 +12889,7 @@ void P_PlayerAfterThink(player_t *player) if (player->panim == PA_IDLE && (mo->momx || mo->momy)) { - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); } if (player->panim == PA_WALK && mo->tics > walktics) @@ -12945,7 +12945,7 @@ void P_PlayerAfterThink(player_t *player) P_KillMobj(ptera, player->mo, player->mo, 0); P_SetObjectMomZ(player->mo, 12*FRACUNIT, false); player->pflags |= PF_APPLYAUTOBRAKE|PF_JUMPED|PF_THOKKED; - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + P_SetMobjState(player->mo, S_PLAY_ROLL); break; } @@ -12966,7 +12966,7 @@ void P_PlayerAfterThink(player_t *player) ptera->cvmem >>= 1; if (player->mo->state-states != S_PLAY_FALL) - P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + P_SetMobjState(player->mo, S_PLAY_FALL); break; dropoff: diff --git a/src/r_skins.c b/src/r_skins.c index 308cee8d6..fbc2a30e1 100644 --- a/src/r_skins.c +++ b/src/r_skins.c @@ -392,7 +392,7 @@ static void SetSkin(player_t *player, INT32 skinnum) P_SetScale(player->mo, player->mo->scale); player->mo->radius = radius; - P_SetPlayerMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames + P_SetMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames } }