- renamed all remaining np->

This commit is contained in:
Christoph Oelckers 2021-12-24 19:41:29 +01:00
parent 730c9e65e4
commit 14ba7d24d2
5 changed files with 35 additions and 35 deletions

View file

@ -557,11 +557,11 @@ int NewCoolg(DSWActor* actor)
ChangeState(actorNew, &s_CoolgBirth[0]);
nu->StateEnd = s_CoolgDie;
nu->Rot = sg_CoolgRun;
np->pal = nu->spal = u->spal;
actorNew->spr.pal = nu->spal = u->spal;
nu->ActorActionSet = &CoolgActionSet;
np->shade = actor->spr.shade;
actorNew->spr.shade = actor->spr.shade;
nu->Personality = &CoolgPersonality;
nu->Attrib = &CoolgAttrib;

View file

@ -1209,14 +1209,14 @@ void RipperHatch(DSWActor* actor)
{
auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
np = &actorNew->s();
np->clear();
actorNew->spr.clear();
ClearOwner(actorNew);
np->pos.X = actor->spr.pos.X;
np->pos.Y = actor->spr.pos.Y;
np->pos.Z = actor->spr.pos.Z;
np->xrepeat = np->yrepeat = 64;
np->ang = rip_ang[i];
np->pal = 0;
actorNew->spr.pos.X = actor->spr.pos.X;
actorNew->spr.pos.Y = actor->spr.pos.Y;
actorNew->spr.pos.Z = actor->spr.pos.Z;
actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
actorNew->spr.ang = rip_ang[i];
actorNew->spr.pal = 0;
SetupRipper(actorNew);
nu = actorNew->u();

View file

@ -1228,16 +1228,16 @@ void Ripper2Hatch(DSWActor* actor)
{
auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
np = &actorNew->s();
np->clear();
actorNew->spr.clear();
ClearOwner(actorNew);
np->pos.X = actor->spr.pos.X;
np->pos.Y = actor->spr.pos.Y;
np->pos.Z = actor->spr.pos.Z;
//np->xrepeat = np->yrepeat = 36;
np->xrepeat = np->yrepeat = 64;
np->ang = rip_ang[i];
np->pal = 0;
np->shade = -10;
actorNew->spr.pos.X = actor->spr.pos.X;
actorNew->spr.pos.Y = actor->spr.pos.Y;
actorNew->spr.pos.Z = actor->spr.pos.Z;
//actorNew->spr.xrepeat = actorNew->spr.yrepeat = 36;
actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
actorNew->spr.ang = rip_ang[i];
actorNew->spr.pal = 0;
actorNew->spr.shade = -10;
SetupRipper2(actorNew);
nu = actorNew->u();

View file

@ -317,14 +317,14 @@ DSWActor* TrackClonePoint(DSWActor* actor)
np = &actorNew->s();
np->cstat = 0;
np->extra = 0;
np->pos.X = sp->pos.X;
np->pos.Y = sp->pos.Y;
np->pos.Z = sp->pos.Z;
np->ang = sp->ang;
np->lotag = sp->lotag;
np->hitag = sp->hitag;
actorNew->spr.cstat = 0;
actorNew->spr.extra = 0;
actorNew->spr.pos.X = sp->pos.X;
actorNew->spr.pos.Y = sp->pos.Y;
actorNew->spr.pos.Z = sp->pos.Z;
actorNew->spr.ang = sp->ang;
actorNew->spr.lotag = sp->lotag;
actorNew->spr.hitag = sp->hitag;
return actorNew;
}

View file

@ -783,14 +783,14 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0);
np = &actorNew->s();
nu = actorNew->u();
np->setsector(pp->cursector);
actorNew->spr.setsector(pp->cursector);
SetOwner(actorNew, ownerActor);
np->pal = nu->spal = ownerActor->user.spal;
np->ang = RANDOM_P2(2048);
actorNew->spr.pal = nu->spal = ownerActor->user.spal;
actorNew->spr.ang = RANDOM_P2(2048);
SetupZombie(actorNew);
np->shade = -10;
actorNew->spr.shade = -10;
SET(nu->Flags2, SPR2_DONT_TARGET_OWNER);
SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT);
SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
DoActorPickClosePlayer(actorNew);
@ -836,12 +836,12 @@ void SpawnZombie2(DSWActor* actor)
nu = actorNew->u();
nu->Counter3 = 0;
SetOwner(ownerActor, actorNew);
np->pal = nu->spal = ownerActor->user.spal;
np->ang = RANDOM_P2(2048);
actorNew->spr.pal = nu->spal = ownerActor->user.spal;
actorNew->spr.ang = RANDOM_P2(2048);
SetupZombie(actorNew);
np->shade = -10;
actorNew->spr.shade = -10;
SET(nu->Flags2, SPR2_DONT_TARGET_OWNER);
SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT);
SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
DoActorPickClosePlayer(actorNew);