Replace some literal statnums with the corrensponding STAT_...

git-svn-id: https://svn.eduke32.com/eduke32@3011 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-09-12 09:46:21 +00:00
parent 8f6d9c0986
commit 011e2b714a
5 changed files with 10 additions and 9 deletions

View file

@ -668,7 +668,7 @@ void Sect_ClearInterpolation(int32_t sectnum)
static int32_t move_fixed_sprite(int32_t j, int32_t pivotspr, int32_t daang) static int32_t move_fixed_sprite(int32_t j, int32_t pivotspr, int32_t daang)
{ {
if ((FIXSPR_STATNUMP(sprite[j].statnum) || if ((FIXSPR_STATNUMP(sprite[j].statnum) ||
((sprite[j].statnum==1 || sprite[j].statnum==2) && (ActorType[sprite[j].picnum]&4))) ((sprite[j].statnum==STAT_ACTOR || sprite[j].statnum==STAT_ZOMBIEACTOR) && (ActorType[sprite[j].picnum]&4)))
&& actor[j].t_data[7]==(0x18190000|pivotspr)) && actor[j].t_data[7]==(0x18190000|pivotspr))
{ {
rotatepoint(0,0, actor[j].t_data[8],actor[j].t_data[9], daang&2047, &sprite[j].x,&sprite[j].y); rotatepoint(0,0, actor[j].t_data[8],actor[j].t_data[9], daang&2047, &sprite[j].x,&sprite[j].y);

View file

@ -6356,7 +6356,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
case TRIPBOMB__STATIC: case TRIPBOMB__STATIC:
continue; continue;
case FORCESPHERE__STATIC: case FORCESPHERE__STATIC:
if (t->statnum == 5) if (t->statnum == STAT_MISC)
{ {
int16_t sqa,sqb; int16_t sqa,sqb;
@ -6784,7 +6784,8 @@ skip:
{ {
int32_t daz; int32_t daz;
if ((sector[sect].lotag&0xff) > 2 || s->statnum == STAT_PROJECTILE || s->statnum == 5 || s->picnum == DRONE || s->picnum == COMMANDER) if ((sector[sect].lotag&0xff) > 2 || s->statnum == STAT_PROJECTILE || s->statnum == STAT_MISC
|| s->picnum == DRONE || s->picnum == COMMANDER)
daz = sector[sect].floorz; daz = sector[sect].floorz;
else else
daz = actor[i].floorz; daz = actor[i].floorz;

View file

@ -517,7 +517,7 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
k = headspritesect[wall[hit.wall].nextsector]; k = headspritesect[wall[hit.wall].nextsector];
while (k >= 0) while (k >= 0)
{ {
if (sprite[k].statnum == 3 && sprite[k].lotag == SE_13_EXPLOSIVE) if (sprite[k].statnum == STAT_EFFECTOR && sprite[k].lotag == SE_13_EXPLOSIVE)
return -1; return -1;
k = nextspritesect[k]; k = nextspritesect[k];
} }
@ -862,7 +862,7 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
l = headspritesect[wall[hit.wall].nextsector]; l = headspritesect[wall[hit.wall].nextsector];
while (l >= 0) while (l >= 0)
{ {
if (sprite[l].statnum == 3 && sprite[l].lotag == SE_13_EXPLOSIVE) if (sprite[l].statnum == STAT_EFFECTOR && sprite[l].lotag == SE_13_EXPLOSIVE)
goto DOSKIPBULLETHOLE; goto DOSKIPBULLETHOLE;
l = nextspritesect[l]; l = nextspritesect[l];
} }
@ -1102,7 +1102,7 @@ DOSKIPBULLETHOLE:
k = headspritesect[wall[hit.wall].nextsector]; k = headspritesect[wall[hit.wall].nextsector];
while (k >= 0) while (k >= 0)
{ {
if (sprite[k].statnum == 3 && sprite[k].lotag == SE_13_EXPLOSIVE) if (sprite[k].statnum == STAT_EFFECTOR && sprite[k].lotag == SE_13_EXPLOSIVE)
return -1; return -1;
k = nextspritesect[k]; k = nextspritesect[k];
} }
@ -1354,7 +1354,7 @@ DOSKIPBULLETHOLE:
l = headspritesect[wall[hit.wall].nextsector]; l = headspritesect[wall[hit.wall].nextsector];
while (l >= 0) while (l >= 0)
{ {
if (sprite[l].statnum == 3 && sprite[l].lotag == SE_13_EXPLOSIVE) if (sprite[l].statnum == STAT_EFFECTOR && sprite[l].lotag == SE_13_EXPLOSIVE)
goto SKIPBULLETHOLE; goto SKIPBULLETHOLE;
l = nextspritesect[l]; l = nextspritesect[l];
} }

View file

@ -1059,7 +1059,7 @@ static void premap_setup_fixed_sprites(void)
// TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be // TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be
// too useful with moving sectors anyway // too useful with moving sectors anyway
if ((FIXSPR_STATNUMP(sprite[j].statnum) && sprite[j].picnum!=TRIPBOMB) || if ((FIXSPR_STATNUMP(sprite[j].statnum) && sprite[j].picnum!=TRIPBOMB) ||
((sprite[j].statnum==1 || sprite[j].statnum==2) && (ActorType[sprite[j].picnum]&4))) ((sprite[j].statnum==STAT_ACTOR || sprite[j].statnum==STAT_ZOMBIEACTOR) && (ActorType[sprite[j].picnum]&4)))
{ {
pivot = i; pivot = i;
if (sprite[i].lotag==0) if (sprite[i].lotag==0)

View file

@ -1089,7 +1089,7 @@ void G_OperateActivators(int32_t low,int32_t snum)
j = headspritesect[sprite[i].sectnum]; j = headspritesect[sprite[i].sectnum];
while (j >= 0) while (j >= 0)
{ {
if (sprite[j].statnum == 3) switch (sprite[j].lotag) if (sprite[j].statnum == STAT_EFFECTOR) switch (sprite[j].lotag)
{ {
case SE_36_PROJ_SHOOTER: case SE_36_PROJ_SHOOTER:
case SE_31_FLOOR_RISE_FALL: case SE_31_FLOOR_RISE_FALL: