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Replace some literal statnums with the corrensponding STAT_...
git-svn-id: https://svn.eduke32.com/eduke32@3011 1a8010ca-5511-0410-912e-c29ae57300e0
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8f6d9c0986
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011e2b714a
5 changed files with 10 additions and 9 deletions
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@ -668,7 +668,7 @@ void Sect_ClearInterpolation(int32_t sectnum)
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static int32_t move_fixed_sprite(int32_t j, int32_t pivotspr, int32_t daang)
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static int32_t move_fixed_sprite(int32_t j, int32_t pivotspr, int32_t daang)
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{
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{
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if ((FIXSPR_STATNUMP(sprite[j].statnum) ||
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if ((FIXSPR_STATNUMP(sprite[j].statnum) ||
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((sprite[j].statnum==1 || sprite[j].statnum==2) && (ActorType[sprite[j].picnum]&4)))
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((sprite[j].statnum==STAT_ACTOR || sprite[j].statnum==STAT_ZOMBIEACTOR) && (ActorType[sprite[j].picnum]&4)))
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&& actor[j].t_data[7]==(0x18190000|pivotspr))
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&& actor[j].t_data[7]==(0x18190000|pivotspr))
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{
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{
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rotatepoint(0,0, actor[j].t_data[8],actor[j].t_data[9], daang&2047, &sprite[j].x,&sprite[j].y);
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rotatepoint(0,0, actor[j].t_data[8],actor[j].t_data[9], daang&2047, &sprite[j].x,&sprite[j].y);
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@ -6356,7 +6356,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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case TRIPBOMB__STATIC:
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case TRIPBOMB__STATIC:
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continue;
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continue;
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case FORCESPHERE__STATIC:
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case FORCESPHERE__STATIC:
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if (t->statnum == 5)
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if (t->statnum == STAT_MISC)
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{
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{
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int16_t sqa,sqb;
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int16_t sqa,sqb;
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@ -6784,7 +6784,8 @@ skip:
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{
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{
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int32_t daz;
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int32_t daz;
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if ((sector[sect].lotag&0xff) > 2 || s->statnum == STAT_PROJECTILE || s->statnum == 5 || s->picnum == DRONE || s->picnum == COMMANDER)
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if ((sector[sect].lotag&0xff) > 2 || s->statnum == STAT_PROJECTILE || s->statnum == STAT_MISC
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|| s->picnum == DRONE || s->picnum == COMMANDER)
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daz = sector[sect].floorz;
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daz = sector[sect].floorz;
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else
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else
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daz = actor[i].floorz;
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daz = actor[i].floorz;
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@ -517,7 +517,7 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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k = headspritesect[wall[hit.wall].nextsector];
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k = headspritesect[wall[hit.wall].nextsector];
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while (k >= 0)
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while (k >= 0)
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{
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{
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if (sprite[k].statnum == 3 && sprite[k].lotag == SE_13_EXPLOSIVE)
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if (sprite[k].statnum == STAT_EFFECTOR && sprite[k].lotag == SE_13_EXPLOSIVE)
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return -1;
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return -1;
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k = nextspritesect[k];
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k = nextspritesect[k];
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}
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}
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@ -862,7 +862,7 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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l = headspritesect[wall[hit.wall].nextsector];
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l = headspritesect[wall[hit.wall].nextsector];
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while (l >= 0)
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while (l >= 0)
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{
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{
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if (sprite[l].statnum == 3 && sprite[l].lotag == SE_13_EXPLOSIVE)
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if (sprite[l].statnum == STAT_EFFECTOR && sprite[l].lotag == SE_13_EXPLOSIVE)
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goto DOSKIPBULLETHOLE;
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goto DOSKIPBULLETHOLE;
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l = nextspritesect[l];
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l = nextspritesect[l];
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}
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}
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@ -1102,7 +1102,7 @@ DOSKIPBULLETHOLE:
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k = headspritesect[wall[hit.wall].nextsector];
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k = headspritesect[wall[hit.wall].nextsector];
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while (k >= 0)
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while (k >= 0)
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{
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{
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if (sprite[k].statnum == 3 && sprite[k].lotag == SE_13_EXPLOSIVE)
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if (sprite[k].statnum == STAT_EFFECTOR && sprite[k].lotag == SE_13_EXPLOSIVE)
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return -1;
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return -1;
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k = nextspritesect[k];
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k = nextspritesect[k];
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}
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}
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@ -1354,7 +1354,7 @@ DOSKIPBULLETHOLE:
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l = headspritesect[wall[hit.wall].nextsector];
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l = headspritesect[wall[hit.wall].nextsector];
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while (l >= 0)
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while (l >= 0)
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{
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{
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if (sprite[l].statnum == 3 && sprite[l].lotag == SE_13_EXPLOSIVE)
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if (sprite[l].statnum == STAT_EFFECTOR && sprite[l].lotag == SE_13_EXPLOSIVE)
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goto SKIPBULLETHOLE;
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goto SKIPBULLETHOLE;
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l = nextspritesect[l];
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l = nextspritesect[l];
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}
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}
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@ -1059,7 +1059,7 @@ static void premap_setup_fixed_sprites(void)
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// TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be
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// TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be
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// too useful with moving sectors anyway
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// too useful with moving sectors anyway
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if ((FIXSPR_STATNUMP(sprite[j].statnum) && sprite[j].picnum!=TRIPBOMB) ||
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if ((FIXSPR_STATNUMP(sprite[j].statnum) && sprite[j].picnum!=TRIPBOMB) ||
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((sprite[j].statnum==1 || sprite[j].statnum==2) && (ActorType[sprite[j].picnum]&4)))
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((sprite[j].statnum==STAT_ACTOR || sprite[j].statnum==STAT_ZOMBIEACTOR) && (ActorType[sprite[j].picnum]&4)))
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{
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{
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pivot = i;
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pivot = i;
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if (sprite[i].lotag==0)
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if (sprite[i].lotag==0)
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@ -1089,7 +1089,7 @@ void G_OperateActivators(int32_t low,int32_t snum)
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j = headspritesect[sprite[i].sectnum];
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j = headspritesect[sprite[i].sectnum];
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while (j >= 0)
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while (j >= 0)
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{
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{
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if (sprite[j].statnum == 3) switch (sprite[j].lotag)
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if (sprite[j].statnum == STAT_EFFECTOR) switch (sprite[j].lotag)
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{
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{
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case SE_36_PROJ_SHOOTER:
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case SE_36_PROJ_SHOOTER:
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case SE_31_FLOOR_RISE_FALL:
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case SE_31_FLOOR_RISE_FALL:
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