From 395a269feb70536eda7a9b7a9977254a6eefa30e Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Thu, 23 Dec 2021 23:45:39 +0100 Subject: [PATCH] - globally replaced ->u()->. --- source/games/sw/src/ai.cpp | 22 ++++----- source/games/sw/src/bunny.cpp | 4 +- source/games/sw/src/cheats.cpp | 6 +-- source/games/sw/src/game.h | 2 +- source/games/sw/src/hornet.cpp | 4 +- source/games/sw/src/network.cpp | 2 +- source/games/sw/src/panel.cpp | 2 +- source/games/sw/src/player.cpp | 20 ++++---- source/games/sw/src/skull.cpp | 2 +- source/games/sw/src/sounds.cpp | 2 +- source/games/sw/src/sprite.cpp | 78 ++++++++++++++++---------------- source/games/sw/src/vis.cpp | 2 +- source/games/sw/src/wallmove.cpp | 4 +- source/games/sw/src/weapon.cpp | 58 ++++++++++++------------ source/games/sw/src/zombie.cpp | 4 +- 15 files changed, 106 insertions(+), 106 deletions(-) diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index 5a5cc3f20..4e34c5435 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -380,7 +380,7 @@ TARGETACTOR: if (itActor == actor || !itActor->hasU()) continue; - if (TEST(itActor->u()->Flags, SPR_SUICIDE | SPR_DEAD)) + if (TEST(itActor->user.Flags, SPR_SUICIDE | SPR_DEAD)) continue; DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, itActor->spr.pos.X, itActor->spr.pos.Y, dist, a, b, c); @@ -543,7 +543,7 @@ ANIMATORp DoActorActionDecide(DSWActor* actor) auto pActor = GetPlayerSpriteNum(actor); // check for short range attack possibility if ((dist < CloseRangeDist(actor, actor->user.targetActor) && ICanSee) || - (pActor && pActor->hasU() && pActor->u()->WeaponNum == WPN_FIST && actor->user.ID != RIPPER2_RUN_R0 && actor->user.ID != RIPPER_RUN_R0)) + (pActor && pActor->hasU() && pActor->user.WeaponNum == WPN_FIST && actor->user.ID != RIPPER2_RUN_R0 && actor->user.ID != RIPPER_RUN_R0)) { if ((actor->user.ID == COOLG_RUN_R0 && TEST(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT)) || TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) action = ChooseAction(actor->user.Personality->Evasive); @@ -675,14 +675,14 @@ int DoActorDecide(DSWActor* actor) return 0; // zombie is attacking a player - if (actor_action == InitActorAttack && actor->user.ID == ZOMBIE_RUN_R0 && actor->user.targetActor->u()->PlayerP) + if (actor_action == InitActorAttack && actor->user.ID == ZOMBIE_RUN_R0 && actor->user.targetActor->user.PlayerP) { // Don't let zombies shoot at master if (GetOwner(actor) == actor->user.targetActor) return 0; // if this player cannot take damage from this zombie(weapon) return out - if (!PlayerTakeDamage(actor->user.targetActor->u()->PlayerP, actor)) + if (!PlayerTakeDamage(actor->user.targetActor->user.PlayerP, actor)) return 0; } @@ -1093,14 +1093,14 @@ int InitActorRunToward(DSWActor* actor) int InitActorAttack(DSWActor* actor) { // zombie is attacking a player - if (actor->user.ID == ZOMBIE_RUN_R0 && actor->user.targetActor->hasU() && actor->user.targetActor->u()->PlayerP) + if (actor->user.ID == ZOMBIE_RUN_R0 && actor->user.targetActor->hasU() && actor->user.targetActor->user.PlayerP) { // Don't let zombies shoot at master if (GetOwner(actor) == actor->user.targetActor) return 0; // if this player cannot take damage from this zombie(weapon) return out - if (!PlayerTakeDamage(actor->user.targetActor->u()->PlayerP, actor)) + if (!PlayerTakeDamage(actor->user.targetActor->user.PlayerP, actor)) return 0; } @@ -1110,7 +1110,7 @@ int InitActorAttack(DSWActor* actor) return 0; } - if (actor->user.targetActor->hasU() && actor->user.targetActor->u()->Health <= 0) + if (actor->user.targetActor->hasU() && actor->user.targetActor->user.Health <= 0) { DoActorPickClosePlayer(actor); InitActorReposition(actor); @@ -1125,8 +1125,8 @@ int InitActorAttack(DSWActor* actor) // if the guy you are after is dead, look for another and // reposition - if (actor->user.targetActor->hasU() && actor->user.targetActor->u()->PlayerP && - TEST(actor->user.targetActor->u()->PlayerP->Flags, PF_DEAD)) + if (actor->user.targetActor->hasU() && actor->user.targetActor->user.PlayerP && + TEST(actor->user.targetActor->user.PlayerP->Flags, PF_DEAD)) { DoActorPickClosePlayer(actor); InitActorReposition(actor); @@ -1142,7 +1142,7 @@ int InitActorAttack(DSWActor* actor) actor->spr.ang = NORM_ANGLE(getangle(actor->user.targetActor->spr.pos.X - actor->spr.pos.X, actor->user.targetActor->spr.pos.Y - actor->spr.pos.Y)); // If it's your own kind, lay off! - if (actor->user.ID == actor->user.targetActor->u()->ID && !actor->user.targetActor->u()->PlayerP) + if (actor->user.ID == actor->user.targetActor->user.ID && !actor->user.targetActor->user.PlayerP) { InitActorRunAway(actor); return 0; @@ -1184,7 +1184,7 @@ int DoActorAttack(DSWActor* actor) auto pActor = GetPlayerSpriteNum(actor); if ((actor->user.ActorActionSet->CloseAttack[0] && dist < CloseRangeDist(actor, actor->user.targetActor)) || - (pActor && pActor->hasU() && pActor->u()->WeaponNum == WPN_FIST)) // JBF: added null check + (pActor && pActor->hasU() && pActor->user.WeaponNum == WPN_FIST)) // JBF: added null check { rand_num = ChooseActionNumber(actor->user.ActorActionSet->CloseAttackPercent); diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index 9c3d58a17..e366d0463 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -1016,8 +1016,8 @@ int DoBunnyQuickJump(DSWActor* actor) DoActorPickClosePlayer(actor); - if (u->targetActor->u()->PlayerP) - pp = u->targetActor->u()->PlayerP; + if (u->targetActor->user.PlayerP) + pp = u->targetActor->user.PlayerP; if (tu->spal != PALETTE_PLAYER0) { diff --git a/source/games/sw/src/cheats.cpp b/source/games/sw/src/cheats.cpp index e749ddc1a..ecf3e0dd1 100644 --- a/source/games/sw/src/cheats.cpp +++ b/source/games/sw/src/cheats.cpp @@ -266,9 +266,9 @@ static void cmd_Give(int player, uint8_t** stream, bool skip) break; case GIVE_HEALTH: - if (Player[player].Actor()->u()->Health < Player[player].MaxHealth) + if (Player[player].Actor()->user.Health < Player[player].MaxHealth) { - Player[player].Actor()->u()->Health += 25; + Player[player].Actor()->user.Health += 25; PutStringInfo(&Player[player], GStrings("TXTS_ADDEDHEALTH")); } break; @@ -296,7 +296,7 @@ static void cmd_Give(int player, uint8_t** stream, bool skip) } case GIVE_ARMOR: - if (Player[player].Actor()->u()->Health < Player[player].MaxHealth) + if (Player[player].Actor()->user.Health < Player[player].MaxHealth) { Player[player].Armor = 100; PutStringInfo(&Player[player], GStrings("TXTB_FULLARM")); diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 724967988..bd2709cbc 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -2192,7 +2192,7 @@ struct ANIMstruct return animactor->spr.pos.Z; case ANIM_Userz: if (animactor == nullptr) return scratch; - return animactor->u()->sz; + return animactor->user.sz; case ANIM_SUdepth: return sector[animindex].depth_fixed; default: diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index f402f40b7..430cdc192 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -560,9 +560,9 @@ int DoCheckSwarm(DSWActor* actor) // Who's the closest meat!? DoActorPickClosePlayer(actor); - if (u->targetActor->u()->PlayerP) + if (u->targetActor->user.PlayerP) { - pp = u->targetActor->u()->PlayerP; + pp = u->targetActor->user.PlayerP; DISTANCE(sp->pos.X, sp->pos.Y, pp->pos.X, pp->pos.Y, pdist, a, b, c); } else diff --git a/source/games/sw/src/network.cpp b/source/games/sw/src/network.cpp index 7a01ea9bb..b1e2981db 100644 --- a/source/games/sw/src/network.cpp +++ b/source/games/sw/src/network.cpp @@ -72,7 +72,7 @@ void InitNetPlayerOptions(void) { auto psp = &pp->Actor()->s(); psp->pal = PALETTE_PLAYER0 + pp->TeamColor; - pp->Actor()->u()->spal = psp->pal; + pp->Actor()->user.spal = psp->pal; } } diff --git a/source/games/sw/src/panel.cpp b/source/games/sw/src/panel.cpp index 7bde766db..a7dd9d504 100644 --- a/source/games/sw/src/panel.cpp +++ b/source/games/sw/src/panel.cpp @@ -394,7 +394,7 @@ void PlayerUpdateKills(PLAYERp pp, short value) opp = Player + pnum; // for everyone on the same team - if (opp != pp && opp->Actor()->u()->spal == pp->Actor()->u()->spal) + if (opp != pp && opp->Actor()->user.spal == pp->Actor()->user.spal) { opp->Kills += value; if (opp->Kills > 999) diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 377c10744..2898bd8a7 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1059,10 +1059,10 @@ void DoPlayerSpriteThrow(PLAYERp pp) { if (!TEST(pp->Flags, PF_DIVING|PF_FLYING|PF_CRAWLING)) { - if (pp->CurWpn == pp->Wpn[WPN_SWORD] && pp->Actor()->u()->Rot != sg_PlayerNinjaSword) + if (pp->CurWpn == pp->Wpn[WPN_SWORD] && pp->Actor()->user.Rot != sg_PlayerNinjaSword) NewStateGroup(pp->Actor(), sg_PlayerNinjaSword); else - //if (pp->CurWpn == pp->Wpn[WPN_FIST] && pp->Actor()->u()->Rot != sg_PlayerNinjaPunch) + //if (pp->CurWpn == pp->Wpn[WPN_FIST] && pp->Actor()->user.Rot != sg_PlayerNinjaPunch) NewStateGroup(pp->Actor(), sg_PlayerNinjaPunch); //else // NewStateGroup(pp->Actor(), sg_PlayerNinjaThrow); @@ -1396,7 +1396,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp) //DoPlayerStand(pp); pp->DoPlayerAction = DoPlayerTeleportPause; - NewStateGroup(ppActor, ppActor->u()->ActorActionSet->Stand); + NewStateGroup(ppActor, ppActor->user.ActorActionSet->Stand); UpdatePlayerSprite(pp); DoSpawnTeleporterEffect(ppActor); @@ -1410,7 +1410,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp) // if someone already standing there if (npp->cursector == pp->cursector) { - PlayerUpdateHealth(npp, -npp->Actor()->u()->Health); // Make sure he dies! + PlayerUpdateHealth(npp, -npp->Actor()->user.Health); // Make sure he dies! // telefraged by teleporting player PlayerCheckDeath(npp, pp->Actor()); } @@ -1897,7 +1897,7 @@ void DoPlayerZrange(PLAYERp pp) // prevent player from standing on Zombies auto fsp = &floorColl.actor()->s(); - if (fsp->statnum == STAT_ENEMY && floorColl.actor()->u()->ID == ZOMBIE_RUN_R0) + if (fsp->statnum == STAT_ENEMY && floorColl.actor()->user.ID == ZOMBIE_RUN_R0) { pp->lo_sectp = fsp->sector(); pp->loz = fsp->pos.Z; @@ -3180,7 +3180,7 @@ void DoPlayerBeginClimb(PLAYERp pp) //DamageData[u->WeaponNum].Init(pp); - //NewStateGroup(pp->Actor(), pp->Actor()->u()->ActorActionSet->Climb); + //NewStateGroup(pp->Actor(), pp->Actor()->user.ActorActionSet->Climb); NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb); } @@ -4975,7 +4975,7 @@ void DoPlayerBeginOperate(PLAYERp pp) if (pp->InventoryAmount[INVENTORY_REPAIR_KIT]) { UseInventoryRepairKit(pp); - sop->max_damage = sop->sp_child->u()->MaxHealth; + sop->max_damage = sop->sp_child->user.MaxHealth; VehicleSetSmoke(sop, nullptr); RESET(sop->flags, SOBJ_BROKEN); } @@ -5061,7 +5061,7 @@ void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop) if (pp->InventoryAmount[INVENTORY_REPAIR_KIT]) { UseInventoryRepairKit(pp); - sop->max_damage = sop->sp_child->u()->MaxHealth; + sop->max_damage = sop->sp_child->user.MaxHealth; VehicleSetSmoke(sop, nullptr); RESET(sop->flags, SOBJ_BROKEN); } @@ -5558,7 +5558,7 @@ void DoPlayerBeginDie(PLAYERp pp) if (gNet.TeamPlay) { // playing team play - if (pp->Actor()->u()->spal == ku->spal) + if (pp->Actor()->user.spal == ku->spal) { // Killed your team member PlayerUpdateKills(pp, -1); @@ -6619,7 +6619,7 @@ void PlayerGlobal(PLAYERp pp) { ////DSPRINTF(ds,"Squish diff %d, min %d, cz %d, fz %d, lo %d, hi %d",labs(pp->loz - pp->hiz)>>8,min_height>>8, pp->ceiling_dist>>8, pp->floor_dist>>8,pp->lo_sectp-sector,pp->hi_sectp-sector); //MONO_PRINT(ds); - PlayerUpdateHealth(pp, -pp->Actor()->u()->Health); // Make sure he dies! + PlayerUpdateHealth(pp, -pp->Actor()->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); if (TEST(pp->Flags, PF_DEAD)) diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index 92ae2004d..2e9ba6a7a 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -282,7 +282,7 @@ int DoSkullBeginDeath(DSWActor* actor) // Decrease for Serp God auto own = GetOwner(actor); if (own != nullptr && own->hasU()) - own->u()->Counter--; + own->user.Counter--; // starts the explosion that does the actual damage diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index 0490603ec..05403f3ed 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -777,7 +777,7 @@ void Terminate3DSounds(void) void PlaySpriteSound(DSWActor* actor, int attrib_ndx, Voc3D_Flags flags) { if (actor->hasU()) - PlaySound(actor->u()->Attrib->Sounds[attrib_ndx], actor, flags); + PlaySound(actor->user.Attrib->Sounds[attrib_ndx], actor, flags); } //========================================================================== diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 1b06f5f28..27bcb67d8 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -583,7 +583,7 @@ void SetOwner(DSWActor* ownr, DSWActor* child, bool flag) { if (flag && ownr != nullptr && ownr->hasU()) { - SET(ownr->u()->Flags2, SPR2_CHILDREN); + SET(ownr->user.Flags2, SPR2_CHILDREN); } child->ownerActor = ownr; } @@ -604,7 +604,7 @@ void SetAttach(DSWActor* ownr, DSWActor* child) if (child && child->hasU() && ownr->hasU()) { USERp cu = child->u(); - SET(ownr->u()->Flags2, SPR2_CHILDREN); + SET(ownr->user.Flags2, SPR2_CHILDREN); cu->attachActor = ownr; } } @@ -738,9 +738,9 @@ void KillActor(DSWActor* actor) } - if (itActor->hasU() && itActor->u()->attachActor == actor) + if (itActor->hasU() && itActor->user.attachActor == actor) { - itActor->u()->attachActor = nullptr; + itActor->user.attachActor = nullptr; } } } @@ -751,7 +751,7 @@ void KillActor(DSWActor* actor) SWStatIterator it(STAT_ENEMY); while (auto itActor = it.Next()) { - if (itActor->hasU() && itActor->u()->targetActor == actor) + if (itActor->hasU() && itActor->user.targetActor == actor) { DoActorPickClosePlayer(itActor); } @@ -3557,7 +3557,7 @@ bool ItemSpotClear(DSWActor* actor, short statnum, short id) SWSectIterator it(sip->sector()); while (auto itActor = it.Next()) { - if (itActor->spr.statnum == statnum && itActor->u()->ID == id) + if (itActor->spr.statnum == statnum && itActor->user.ID == id) { found = true; break; @@ -3901,13 +3901,13 @@ int SpawnItemsMatch(short match) case 90: spawnedActor = BunnyHatch2(itActor); sp = &spawnedActor->s(); - spawnedActor->u()->spal = sp->pal = PALETTE_PLAYER8; // Boy + spawnedActor->user.spal = sp->pal = PALETTE_PLAYER8; // Boy sp->ang = sip->ang; break; case 91: spawnedActor = BunnyHatch2(itActor); sp = &spawnedActor->s(); - spawnedActor->u()->spal = sp->pal = PALETTE_PLAYER0; // Girl + spawnedActor->user.spal = sp->pal = PALETTE_PLAYER0; // Girl sp->ang = sip->ang; break; case 92: @@ -3921,7 +3921,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_REPAIR_KIT, s_RepairKit, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -3932,7 +3932,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_STAR, s_IconStar, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -3943,7 +3943,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_MINE, s_IconLgMine, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -3954,7 +3954,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_GUN, s_IconMicroGun, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -3965,7 +3965,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_BATTERY, s_IconMicroBattery, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -3976,7 +3976,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -3987,7 +3987,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_GRENADE, s_IconLgGrenade, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -3998,7 +3998,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_GUN, s_IconRailGun, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4009,7 +4009,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_AMMO, s_IconRailAmmo, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4020,7 +4020,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_ROCKET, s_IconRocket, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4031,7 +4031,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_SHOTGUN, s_IconShotgun, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4042,7 +4042,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_SHOTSHELL, s_IconLgShotshell, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4053,7 +4053,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4064,7 +4064,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4075,7 +4075,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4086,7 +4086,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4118,7 +4118,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_MEDKIT, s_IconMedkit, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4129,7 +4129,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_SM_MEDKIT, s_IconSmMedkit, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4140,7 +4140,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_CHEMBOMB, s_IconChemBomb, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4151,7 +4151,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_FLASHBOMB, s_IconFlashBomb, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4162,7 +4162,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_NUKE, s_IconNuke, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4173,7 +4173,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_CALTROPS, s_IconCaltrops, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4184,7 +4184,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_BOOSTER, s_IconBooster, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4195,7 +4195,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_HEAT_CARD, s_IconHeatCard, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4206,7 +4206,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_CLOAK, s_IconCloak, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4217,7 +4217,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_NIGHT_VISION, s_IconNightVision, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4229,7 +4229,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_UZI_AMMO, s_IconLgUziAmmo, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4240,7 +4240,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4251,7 +4251,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4263,7 +4263,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_UZIFLOOR, s_IconUziFloor, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4277,7 +4277,7 @@ int SpawnItemsMatch(short match) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_UZI, s_IconUzi, sip->sector(), sip->pos.X, sip->pos.Y, sip->pos.Z, sip->ang, 0); - SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); + SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); diff --git a/source/games/sw/src/vis.cpp b/source/games/sw/src/vis.cpp index 245bb238f..04a88d6fc 100644 --- a/source/games/sw/src/vis.cpp +++ b/source/games/sw/src/vis.cpp @@ -76,7 +76,7 @@ void ProcessVisOn(void) if (own != nullptr) { ASSERT(own->hasU()); - RESET(own->u()->Flags2, SPR2_VIS_SHADING); + RESET(own->user.Flags2, SPR2_VIS_SHADING); } KillActor(actor); } diff --git a/source/games/sw/src/wallmove.cpp b/source/games/sw/src/wallmove.cpp index dd0f1560a..2923fbace 100644 --- a/source/games/sw/src/wallmove.cpp +++ b/source/games/sw/src/wallmove.cpp @@ -146,8 +146,8 @@ int DoWallMove(DSWActor* actor) if (SOsprite) { // move the sprite offset from center - actor->u()->sx -= nx; - actor->u()->sy -= ny; + actor->user.sx -= nx; + actor->user.sy -= ny; } else { diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index c02e50886..3d7df8382 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -4609,8 +4609,8 @@ int DoFireballFlames(DSWActor* actor) { if (u->attachActor != nullptr) { - u->attachActor->u()->flameActor = nullptr; - u->attachActor->u()->Flags2 &= ~SPR2_FLAMEDIE; + u->attachActor->user.flameActor = nullptr; + u->attachActor->user.Flags2 &= ~SPR2_FLAMEDIE; } KillActor(actor); return 0; @@ -4683,8 +4683,8 @@ int DoBreakFlames(DSWActor* actor) { if (u->attachActor != nullptr) { - u->attachActor->u()->flameActor = nullptr; - u->attachActor->u()->Flags2 &= ~SPR2_FLAMEDIE; + u->attachActor->user.flameActor = nullptr; + u->attachActor->user.Flags2 &= ~SPR2_FLAMEDIE; } KillActor(actor); return 0; @@ -5009,7 +5009,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor) auto own = GetOwner(weapActor); if (own && own->hasU()) { - pp = own->u()->PlayerP; + pp = own->user.PlayerP; if (pp) { choosesnd=STD_RANDOM_RANGE(MAX_TAUNTAI<<8)>>8; @@ -5273,7 +5273,7 @@ int ActorStdMissile(DSWActor* actor, DSWActor* weapActor) auto own = GetOwner(weapActor); if (own && own->hasU()) { - if (own->u()->PlayerP && GetOwner(actor) != own) + if (own->user.PlayerP && GetOwner(actor) != own) { u->targetActor = own; } @@ -5286,7 +5286,7 @@ int ActorStdMissile(DSWActor* actor, DSWActor* weapActor) // attempt to see if it was killed ASSERT(goal->spr.insector()); if (goal->hasU()) - RESET(goal->u()->Flags, SPR_TARGETED); + RESET(goal->user.Flags, SPR_TARGETED); } return 0; @@ -5519,7 +5519,7 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor) return true; // if the weapons Owner is YOURSELF take damage - if (weapOwner && weapOwner->hasU() && weapOwner->u()->PlayerP == pp) + if (weapOwner && weapOwner->hasU() && weapOwner->user.PlayerP == pp) return true; // if weapon IS the player no damage @@ -5527,7 +5527,7 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor) return false; // if the weapons Owner is a player - if (weapOwner && weapOwner->hasU() && weapOwner->u()->PlayerP) + if (weapOwner && weapOwner->hasU() && weapOwner->user.PlayerP) return false; } else if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.TeamPlay) @@ -5541,7 +5541,7 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor) return true; // if the weapons Owner is YOURSELF take damage - if (weapOwner && weapOwner->hasU() && weapOwner->u()->PlayerP == pp) + if (weapOwner && weapOwner->hasU() && weapOwner->user.PlayerP == pp) return true; if (wu->PlayerP) @@ -5552,10 +5552,10 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor) } // if the weapons Owner is a player - if (weapOwner && weapOwner->hasU() && weapOwner->u()->PlayerP) + if (weapOwner && weapOwner->hasU() && weapOwner->user.PlayerP) { // if both on the same team then no damage - if (weapOwner->u()->spal == u->spal) + if (weapOwner->user.spal == u->spal) return false; } } @@ -5591,7 +5591,7 @@ bool OwnerIs(DSWActor* actor, int pic) { auto Own = GetOwner(actor); if (Own == nullptr || !Own->hasU()) return false; - return Own->u()->ID == pic; + return Own->user.ID == pic; } @@ -6350,7 +6350,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) // this is special code to prevent the Zombie from taking out the Bosses to quick // if rail gun weapon Owner is not player auto own = GetOwner(weapActor); - if (own && own->hasU() && !own->u()->PlayerP) + if (own && own->hasU() && !own->user.PlayerP) { // if actor is a boss if (u->ID == ZILLA_RUN_R0 || u->ID == SERP_RUN_R0 || u->ID == SUMO_RUN_R0) @@ -6861,7 +6861,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) auto own = GetOwner(weapActor); if (own && own->hasU()) // For SerpGod Ring - own->u()->Counter--; + own->user.Counter--; SpawnFireballFlames(weapActor, actor); SetSuicide(weapActor); break; @@ -8308,7 +8308,7 @@ int DoCoolgFire(DSWActor* actor) PlaySound(DIGI_CGMAGICHIT, actor, v3df_follow); ChangeState(actor, s_CoolgFireDone); auto own = GetOwner(actor); - if (own && own->hasU() && own->u()->ID != RIPPER_RUN_R0) // JBF: added range check + if (own && own->hasU() && own->user.ID != RIPPER_RUN_R0) // JBF: added range check SpawnDemonFist(actor); // Just a red magic circle flash return true; } @@ -8826,7 +8826,7 @@ int DoVulcanBoulder(DSWActor* actor) bool OwnerIsPlayer(DSWActor* actor) { auto own = GetOwner(actor); - return (own && own->hasU() && own->u()->PlayerP != nullptr); + return (own && own->hasU() && own->user.PlayerP != nullptr); } int DoMineRangeTest(DSWActor* actor, int range) @@ -10504,7 +10504,7 @@ void SpawnNuclearExp(DSWActor* actor) auto own = GetOwner(actor); if (own && own->hasU()) { - pp = own->u()->PlayerP; + pp = own->user.PlayerP; rnd_rng = RandomRange(1000); if (rnd_rng > 990) @@ -10819,9 +10819,9 @@ void SpawnGrenadeExp(DSWActor* actor) if (RandomRange(1000) > 990) { auto own = GetOwner(actor); - if (own != nullptr && own->hasU() && own->u()->PlayerP) + if (own != nullptr && own->hasU() && own->user.PlayerP) { - PlayerSound(DIGI_LIKEFIREWORKS, v3df_follow|v3df_dontpan, own->u()->PlayerP); + PlayerSound(DIGI_LIKEFIREWORKS, v3df_follow|v3df_dontpan, own->user.PlayerP); } } @@ -11723,7 +11723,7 @@ int DoRing(DSWActor* actor) SPRITEp sp = &actor->s(); auto own = GetOwner(actor); if (!own) return 0; // this would crash. - PLAYERp pp = own->u()->PlayerP;; + PLAYERp pp = own->user.PlayerP;; SPRITEp so = &own->s(); int cz,fz; @@ -11763,7 +11763,7 @@ int DoRing(DSWActor* actor) if (u->Dist <= RING_INNER_DIST) { if (!pp) - own->u()->Counter--; + own->user.Counter--; KillActor(actor); return 0; } @@ -11876,7 +11876,7 @@ int DoSerpRing(DSWActor* actor) auto own = GetOwner(actor); // if Owner does not exist or he's dead on the floor // kill off all of his skull children - if (own == nullptr || own->u()->RotNum < 5) + if (own == nullptr || own->user.RotNum < 5) { UpdateSinglePlayKills(actor); DoSkullBeginDeath(actor); @@ -12499,7 +12499,7 @@ int InitSwordAttack(PLAYERp pp) sp = &itActor->s(); - if (itActor->u()->PlayerP == pp) + if (itActor->user.PlayerP == pp) break; if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY)) @@ -12676,7 +12676,7 @@ int InitFistAttack(PLAYERp pp) { sp = &itActor->s(); - if (itActor->u()->PlayerP == pp) + if (itActor->user.PlayerP == pp) break; if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY)) @@ -14887,7 +14887,7 @@ int InitGoroChop(DSWActor* actor) int InitHornetSting(DSWActor* actor) { - DoDamage(actor->u()->coll.actor(), actor); + DoDamage(actor->user.coll.actor(), actor); InitActorReposition(actor); return 0; } @@ -15990,9 +15990,9 @@ int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, int hit_x, int hit_y, i // spawn a red splotch // !FRANK! this if was incorrect - its not who is HIT, its who is SHOOTING //if(!hu->PlayerP) - if (actor->u()->PlayerP) + if (actor->user.PlayerP) id = UZI_SMOKE; - else if (TEST(actor->u()->Flags, SPR_SO_ATTACHED)) + else if (TEST(actor->user.Flags, SPR_SO_ATTACHED)) id = UZI_SMOKE; else // Spawn NPC uzi with less damage id = UZI_SMOKE+2; @@ -16769,7 +16769,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYERp pp) { // spawn sparks here and pass the sprite as SO_MISSILE spark = SpawnBoatSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos.X, hit.hitpos.Y, hit.hitpos.Z, daang); - SET(spark->u()->Flags2, SPR2_SO_MISSILE); + SET(spark->user.Flags2, SPR2_SO_MISSILE); if (MissileHitMatch(spark, -1, hit.actor())) return 0; return 0; diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index 765c5170b..1391c6fb5 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -786,7 +786,7 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor) nu = actorNew->u(); np->setsector(pp->cursector); SetOwner(actorNew, ownerActor); - np->pal = nu->spal = ownerActor->u()->spal; + np->pal = nu->spal = ownerActor->user.spal; np->ang = RANDOM_P2(2048); SetupZombie(actorNew); np->shade = -10; @@ -838,7 +838,7 @@ void SpawnZombie2(DSWActor* actor) nu = actorNew->u(); nu->Counter3 = 0; SetOwner(ownerActor, actorNew); - np->pal = nu->spal = ownerActor->u()->spal; + np->pal = nu->spal = ownerActor->user.spal; np->ang = RANDOM_P2(2048); SetupZombie(actorNew); np->shade = -10;