diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index a1062d94d..ab64f2874 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -1581,9 +1581,8 @@ bool ActorSpawn(DSWActor* actor) } -void IconDefault(short SpriteNum) +void IconDefault(DSWActor* actor) { - auto actor = &swActors[SpriteNum]; USERp u = actor->u(); SPRITEp sp = &actor->s(); @@ -3194,7 +3193,7 @@ KeyMain: u = SpawnUser(actor, ICON_REPAIR_KIT, s_RepairKit); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_STAR: @@ -3207,7 +3206,7 @@ KeyMain: u = SpawnUser(actor, ICON_STAR, s_IconStar); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_LG_MINE: @@ -3219,7 +3218,7 @@ KeyMain: } u = SpawnUser(actor, ICON_LG_MINE, s_IconLgMine); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; @@ -3233,7 +3232,7 @@ KeyMain: u = SpawnUser(actor, ICON_MICRO_GUN, s_IconMicroGun); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_MICRO_BATTERY: @@ -3248,7 +3247,7 @@ NUKE_REPLACEMENT: u = SpawnUser(actor, ICON_MICRO_BATTERY, s_IconMicroBattery); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_UZI: @@ -3260,7 +3259,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_UZI, s_IconUzi); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_UZIFLOOR: @@ -3272,7 +3271,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_UZIFLOOR, s_IconUziFloor); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_LG_UZI_AMMO: @@ -3284,7 +3283,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_LG_UZI_AMMO, s_IconLgUziAmmo); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_GRENADE_LAUNCHER: @@ -3297,7 +3296,7 @@ NUKE_REPLACEMENT: u = SpawnUser(actor, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_LG_GRENADE: @@ -3309,7 +3308,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_LG_GRENADE, s_IconLgGrenade); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_RAIL_GUN: @@ -3321,7 +3320,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_RAIL_GUN, s_IconRailGun); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_RAIL_AMMO: @@ -3333,7 +3332,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_RAIL_AMMO, s_IconRailAmmo); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; @@ -3346,7 +3345,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_ROCKET, s_IconRocket); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_LG_ROCKET: @@ -3358,7 +3357,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_LG_ROCKET, s_IconLgRocket); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_SHOTGUN: @@ -3373,7 +3372,7 @@ NUKE_REPLACEMENT: u->Radius = 350; // Shotgun is hard to pick up for some reason. - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_LG_SHOTSHELL: @@ -3385,7 +3384,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_LG_SHOTSHELL, s_IconLgShotshell); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_AUTORIOT: @@ -3397,7 +3396,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_AUTORIOT, s_IconAutoRiot); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; @@ -3410,7 +3409,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_GUARD_HEAD, s_IconGuardHead); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_FIREBALL_LG_AMMO: @@ -3422,7 +3421,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_HEART: @@ -3434,7 +3433,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_HEART, s_IconHeart); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_HEART_LG_AMMO: @@ -3446,7 +3445,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; #if 0 @@ -3459,7 +3458,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_ELECTRO, s_IconElectro); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; #endif @@ -3472,7 +3471,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_SPELL, s_IconSpell); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); PicAnimOff(sp->picnum); break; @@ -3490,7 +3489,7 @@ NUKE_REPLACEMENT: sp->pal = u->spal = PALETTE_PLAYER1; else sp->pal = u->spal = PALETTE_PLAYER3; - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_MEDKIT: @@ -3502,7 +3501,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_MEDKIT, s_IconMedkit); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_SM_MEDKIT: @@ -3514,7 +3513,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_SM_MEDKIT, s_IconSmMedkit); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_CHEMBOMB: @@ -3526,7 +3525,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_CHEMBOMB, s_IconChemBomb); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_FLASHBOMB: @@ -3538,7 +3537,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_FLASHBOMB, s_IconFlashBomb); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_NUKE: @@ -3559,7 +3558,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_NUKE, s_IconNuke); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; @@ -3572,7 +3571,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_CALTROPS, s_IconCaltrops); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_BOOSTER: @@ -3584,7 +3583,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_BOOSTER, s_IconBooster); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; case ICON_HEAT_CARD: @@ -3596,7 +3595,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_HEAT_CARD, s_IconHeatCard); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); break; #if 0 @@ -3609,7 +3608,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_ENVIRON_SUIT, s_IconEnvironSuit); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); PicAnimOff(sp->picnum); break; #endif @@ -3623,7 +3622,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_CLOAK, s_IconCloak); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); PicAnimOff(sp->picnum); break; @@ -3636,7 +3635,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_FLY, s_IconFly); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); PicAnimOff(sp->picnum); break; @@ -3649,7 +3648,7 @@ NUKE_REPLACEMENT: } u = SpawnUser(actor, ICON_NIGHT_VISION, s_IconNightVision); - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); PicAnimOff(sp->picnum); break; @@ -3665,7 +3664,7 @@ NUKE_REPLACEMENT: u->spal = sp->pal; sector[sp->sectnum].hitag = 9000; // Put flag's color in sect containing it sector[sp->sectnum].lotag = u->spal; - IconDefault(actor->GetSpriteIndex()); + IconDefault(actor); PicAnimOff(sp->picnum); break; @@ -4160,7 +4159,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_REPAIR_KIT, s_RepairKit, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4171,7 +4170,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_STAR, s_IconStar, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4182,7 +4181,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_MINE, s_IconLgMine, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4193,7 +4192,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_GUN, s_IconMicroGun, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4204,7 +4203,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_BATTERY, s_IconMicroBattery, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4215,7 +4214,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4226,7 +4225,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_GRENADE, s_IconLgGrenade, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4237,7 +4236,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_GUN, s_IconRailGun, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4248,7 +4247,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_AMMO, s_IconRailAmmo, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4259,7 +4258,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_ROCKET, s_IconRocket, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4270,7 +4269,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_SHOTGUN, s_IconShotgun, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4281,7 +4280,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_SHOTSHELL, s_IconLgShotshell, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4292,7 +4291,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4303,7 +4302,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4314,7 +4313,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4325,7 +4324,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4340,7 +4339,7 @@ int SpawnItemsMatch(short match) sp = &spawnedActor->s(); u = spawnedActor->u(); SET(u->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); @@ -4357,7 +4356,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_MEDKIT, s_IconMedkit, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4368,7 +4367,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_SM_MEDKIT, s_IconSmMedkit, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4379,7 +4378,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_CHEMBOMB, s_IconChemBomb, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4390,7 +4389,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_FLASHBOMB, s_IconFlashBomb, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4401,7 +4400,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_NUKE, s_IconNuke, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4412,7 +4411,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_CALTROPS, s_IconCaltrops, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4423,7 +4422,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_BOOSTER, s_IconBooster, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4434,7 +4433,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_HEAT_CARD, s_IconHeatCard, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4445,7 +4444,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_CLOAK, s_IconCloak, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4456,7 +4455,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_NIGHT_VISION, s_IconNightVision, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4468,7 +4467,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_UZI_AMMO, s_IconLgUziAmmo, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4479,7 +4478,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4490,7 +4489,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4502,7 +4501,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_UZIFLOOR, s_IconUziFloor, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -4516,7 +4515,7 @@ int SpawnItemsMatch(short match) spawnedActor = SpawnActor(STAT_ITEM, ICON_UZI, s_IconUzi, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); - IconDefault(spawnedActor->GetSpriteIndex()); + IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; @@ -6556,11 +6555,10 @@ SpriteControl(void) int tx, ty, tmin, dist; short StateTics; - StatIterator it(STAT_MISC); + SWStatIterator it(STAT_MISC); while ((i = it.NextIndex()) >= 0) { StateControl(i); - // ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != nullptr : true); } // Items and skip2 things @@ -6754,9 +6752,9 @@ SpriteControl(void) } it.Reset(STAT_SUICIDE); - while ((i = it.NextIndex()) >= 0) + while (auto actor = it.Next()) { - KillSprite(i); + KillActor(actor); } }