- renamed u-> in half of player.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 23:07:45 +01:00
parent bc15bdf92c
commit 3e21dd40a7

View file

@ -2799,9 +2799,9 @@ void DoPlayerBeginJump(PLAYERp pp)
pp->JumpDuration = MAX_JUMP_DURATION;
pp->DoPlayerAction = DoPlayerJump;
///DamageData[u->WeaponNum].Init(pp);
///DamageData[plActor->user.WeaponNum].Init(pp);
NewStateGroup(pp->Actor(), u->ActorActionSet->Jump);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Jump);
}
void DoPlayerBeginForceJump(PLAYERp pp)
@ -2821,9 +2821,9 @@ void DoPlayerBeginForceJump(PLAYERp pp)
PlayerGravity = PLAYER_JUMP_GRAV;
///DamageData[u->WeaponNum].Init(pp);
///DamageData[plActor->user.WeaponNum].Init(pp);
NewStateGroup(pp->Actor(), u->ActorActionSet->Jump);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Jump);
}
void DoPlayerJump(PLAYERp pp)
@ -2967,8 +2967,8 @@ void DoPlayerBeginFall(PLAYERp pp)
// Only change to falling frame if you were in the jump frame
// Otherwise an animation may be messed up such as Running Jump Kick
if (u->Rot == u->ActorActionSet->Jump)
NewStateGroup(pp->Actor(), u->ActorActionSet->Fall);
if (plActor->user.Rot == plActor->user.ActorActionSet->Jump)
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Fall);
}
void StackedWaterSplash(PLAYERp pp)
@ -3096,8 +3096,8 @@ void DoPlayerFall(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
u->Health = 0;
PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
plActor->user.Health = 0;
}
PlayerCheckDeath(pp, nullptr);
@ -3154,7 +3154,7 @@ void DoPlayerBeginClimb(PLAYERp pp)
SET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
//DamageData[u->WeaponNum].Init(pp);
//DamageData[plActor->user.WeaponNum].Init(pp);
//NewStateGroup(pp->Actor(), pp->Actor()->user.ActorActionSet->Climb);
NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
@ -3228,26 +3228,26 @@ void DoPlayerClimb(PLAYERp pp)
}
// sprite
if (plActor->spr.pos.X != u->sx)
if (plActor->spr.pos.X != plActor->user.sx)
{
if (plActor->spr.pos.X < u->sx)
if (plActor->spr.pos.X < plActor->user.sx)
plActor->spr.pos.X += ADJ_AMT;
else if (plActor->spr.pos.X > u->sx)
else if (plActor->spr.pos.X > plActor->user.sx)
plActor->spr.pos.X -= ADJ_AMT;
if (labs(plActor->spr.pos.X - u->sx) <= ADJ_AMT)
plActor->spr.pos.X = u->sx;
if (labs(plActor->spr.pos.X - plActor->user.sx) <= ADJ_AMT)
plActor->spr.pos.X = plActor->user.sx;
}
if (plActor->spr.pos.Y != u->sy)
if (plActor->spr.pos.Y != plActor->user.sy)
{
if (plActor->spr.pos.Y < u->sy)
if (plActor->spr.pos.Y < plActor->user.sy)
plActor->spr.pos.Y += ADJ_AMT;
else if (plActor->spr.pos.Y > u->sy)
else if (plActor->spr.pos.Y > plActor->user.sy)
plActor->spr.pos.Y -= ADJ_AMT;
if (labs(plActor->spr.pos.Y - u->sy) <= ADJ_AMT)
plActor->spr.pos.Y = u->sy;
if (labs(plActor->spr.pos.Y - plActor->user.sy) <= ADJ_AMT)
plActor->spr.pos.Y = plActor->user.sy;
}
}
}
@ -3448,7 +3448,7 @@ void DoPlayerBeginCrawl(PLAYERp pp)
//pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
NewStateGroup(pp->Actor(), u->ActorActionSet->Crawl);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Crawl);
}
bool PlayerFallTest(PLAYERp pp, int player_height)
@ -3524,7 +3524,7 @@ void DoPlayerCrawl(PLAYERp pp)
if (!TEST(pp->Flags, PF_PLAYER_MOVED))
{
NewStateGroup(pp->Actor(), u->ActorActionSet->Crawl);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Crawl);
}
// If the floor is far below you, fall hard instead of adjusting height
@ -4066,12 +4066,12 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
PRODUCTION_ASSERT(Found == true);
// get the offset from the sprite
u->sx = over_act->spr.pos.X - pp->pos.X;
u->sy = over_act->spr.pos.Y - pp->pos.Y;
plActor->user.sx = over_act->spr.pos.X - pp->pos.X;
plActor->user.sy = over_act->spr.pos.Y - pp->pos.Y;
// update to the new x y position
pp->pos.X = under_act->spr.pos.X - u->sx;
pp->pos.Y = under_act->spr.pos.Y - u->sy;
pp->pos.X = under_act->spr.pos.X - plActor->user.sx;
pp->pos.Y = under_act->spr.pos.Y - plActor->user.sy;
auto over = over_act->spr.sector();
auto under = under_act->spr.sector();
@ -4137,12 +4137,12 @@ void DoPlayerWarpToSurface(PLAYERp pp)
PRODUCTION_ASSERT(Found == true);
// get the offset from the under sprite
u->sx = under_act->spr.pos.X - pp->pos.X;
u->sy = under_act->spr.pos.Y - pp->pos.Y;
plActor->user.sx = under_act->spr.pos.X - pp->pos.X;
plActor->user.sy = under_act->spr.pos.Y - pp->pos.Y;
// update to the new x y position
pp->pos.X = over_act->spr.pos.X - u->sx;
pp->pos.Y = over_act->spr.pos.Y - u->sy;
pp->pos.X = over_act->spr.pos.X - plActor->user.sx;
pp->pos.Y = over_act->spr.pos.Y - plActor->user.sy;
auto over = over_act->spr.sector();
auto under = under_act->spr.sector();
@ -4229,9 +4229,9 @@ void DoPlayerBeginDive(PLAYERp pp)
pp->DiveDamageTics = 0;
DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable
///DamageData[u->WeaponNum].Init(pp);
///DamageData[plActor->user.WeaponNum].Init(pp);
NewStateGroup(pp->Actor(), u->ActorActionSet->Dive);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Dive);
DoPlayerDive(pp);
}
@ -4260,7 +4260,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp)
if (TEST(pp->lo_sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
{
SET(pp->Flags, PF_DIVING_IN_LAVA);
u->DamageTics = 0;
plActor->user.DamageTics = 0;
}
SET(pp->Flags, PF_DIVING);
@ -4278,8 +4278,8 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp)
pp->DiveTics = PLAYER_DIVE_TIME;
pp->DiveDamageTics = 0;
DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable
///DamageData[u->WeaponNum].Init(pp);
NewStateGroup(pp->Actor(), u->ActorActionSet->Dive);
///DamageData[plActor->user.WeaponNum].Init(pp);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Dive);
DoPlayerDive(pp);
}
@ -4418,9 +4418,9 @@ void DoPlayerDive(PLAYERp pp)
// every DamageTics time take some damage
if (TEST(pp->Flags, PF_DIVING_IN_LAVA))
{
if ((u->DamageTics -= synctics) < 0)
if ((plActor->user.DamageTics -= synctics) < 0)
{
u->DamageTics = 30; // !JIM! Was DAMAGE_TIME
plActor->user.DamageTics = 30; // !JIM! Was DAMAGE_TIME
PlayerUpdateHealth(pp, -40);
}
@ -4554,7 +4554,7 @@ void DoPlayerDive(PLAYERp pp)
nx = MOVEx((128+64), NORM_ANGLE(bubble->spr.ang + 1024));
ny = MOVEy((128+64), NORM_ANGLE(bubble->spr.ang + 1024));
move_sprite(bubble, nx, ny, 0L, u->ceiling_dist, u->floor_dist, 0, synctics);
move_sprite(bubble, nx, ny, 0L, plActor->user.ceiling_dist, plActor->user.floor_dist, 0, synctics);
}
}
}
@ -4567,7 +4567,7 @@ int DoPlayerTestPlaxDeath(PLAYERp pp)
// landed on a paralax floor
if (pp->lo_sectp && TEST(pp->lo_sectp->floorstat, CSTAT_SECTOR_SKY))
{
PlayerUpdateHealth(pp, -u->Health);
PlayerUpdateHealth(pp, -plActor->user.Health);
PlayerCheckDeath(pp, nullptr);
return true;
}
@ -4595,7 +4595,7 @@ void DoPlayerCurrent(PLAYERp pp)
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
PlayerCheckDeath(pp, nullptr);
if (TEST(pp->Flags, PF_DEAD))
@ -4615,7 +4615,7 @@ void DoPlayerCurrent(PLAYERp pp)
DSWActor* plActor = pp->actor;
USERp u = pp->Actor()->u();
PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
PlayerCheckDeath(pp, nullptr);
if (TEST(pp->Flags, PF_DEAD))
@ -4635,10 +4635,10 @@ void DoPlayerFireOutWater(PLAYERp pp)
if (pp->WadeDepth > 20)
{
if (u->flameActor != nullptr)
SetSuicide(u->flameActor);
u->flameActor = nullptr;
u->Flags2 |= SPR2_FLAMEDIE;
if (plActor->user.flameActor != nullptr)
SetSuicide(plActor->user.flameActor);
plActor->user.flameActor = nullptr;
plActor->user.Flags2 |= SPR2_FLAMEDIE;
}
}
@ -4650,11 +4650,11 @@ void DoPlayerFireOutDeath(PLAYERp pp)
if (Prediction)
return;
if (u->flameActor != nullptr)
SetSuicide(u->flameActor);
if (plActor->user.flameActor != nullptr)
SetSuicide(plActor->user.flameActor);
u->flameActor = nullptr;
u->Flags2 |= SPR2_FLAMEDIE;
plActor->user.flameActor = nullptr;
plActor->user.Flags2 |= SPR2_FLAMEDIE;
}
void DoPlayerBeginWade(PLAYERp pp)
@ -4684,9 +4684,9 @@ void DoPlayerBeginWade(PLAYERp pp)
if (pp->jump_speed > 0 && pp->jump_speed < 1300)
pp->jump_speed = 0;
ASSERT(u->ActorActionSet->Run);
ASSERT(plActor->user.ActorActionSet->Run);
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Run);
}
@ -4778,13 +4778,13 @@ void DoPlayerWade(PLAYERp pp)
if (TEST(pp->Flags, PF_PLAYER_MOVED))
{
if (u->Rot != u->ActorActionSet->Run)
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
if (plActor->user.Rot != plActor->user.ActorActionSet->Run)
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Run);
}
else
{
if (u->Rot != u->ActorActionSet->Stand)
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
if (plActor->user.Rot != plActor->user.ActorActionSet->Stand)
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Stand);
}
// If the floor is far below you, fall hard instead of adjusting height
@ -4843,11 +4843,11 @@ void DoPlayerBeginOperateVehicle(PLAYERp pp)
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
SET(pp->Flags, PF_WEAPON_DOWN);
///DamageData[u->WeaponNum].Init(pp);
///DamageData[plActor->user.WeaponNum].Init(pp);
ASSERT(u->ActorActionSet->Stand);
ASSERT(plActor->user.ActorActionSet->Stand);
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Stand);
}
void DoPlayerBeginOperateTurret(PLAYERp pp)
@ -4863,11 +4863,11 @@ void DoPlayerBeginOperateTurret(PLAYERp pp)
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
SET(pp->Flags, PF_WEAPON_DOWN);
///DamageData[u->WeaponNum].Init(pp);
///DamageData[plActor->user.WeaponNum].Init(pp);
ASSERT(u->ActorActionSet->Stand);
ASSERT(plActor->user.ActorActionSet->Stand);
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Stand);
}
void FindMainSector(SECTOR_OBJECTp sop)
@ -5572,7 +5572,7 @@ void DoPlayerBeginDie(PLAYERp pp)
pp->sop = nullptr;
RESET(pp->Flags, PF_TWO_UZI);
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Run);
pWeaponForceRest(pp);
switch (pp->DeathType)
@ -5580,12 +5580,12 @@ void DoPlayerBeginDie(PLAYERp pp)
case PLAYER_DEATH_DROWN:
{
SET(pp->Flags, PF_JUMPING);
u->ID = NINJA_DEAD;
plActor->user.ID = NINJA_DEAD;
pp->jump_speed = -200;
NewStateGroup(pp->Actor(), sg_PlayerDeath);
DoFindGround(pp->Actor());
DoBeginJump(pp->Actor());
u->jump_speed = -300;
plActor->user.jump_speed = -300;
break;
}
case PLAYER_DEATH_FLIP:
@ -5594,18 +5594,18 @@ void DoPlayerBeginDie(PLAYERp pp)
//PlaySound(DIGI_SCREAM1, pp, v3df_dontpan|v3df_follow);
SET(pp->Flags, PF_JUMPING);
u->ID = NINJA_DEAD;
plActor->user.ID = NINJA_DEAD;
pp->jump_speed = -300;
NewStateGroup(pp->Actor(), sg_PlayerDeath);
//pp->ceiling_dist = Z(0);
//pp->floor_dist = Z(0);
RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
u->ceiling_dist = Z(10);
u->floor_dist = Z(0);
plActor->user.ceiling_dist = Z(10);
plActor->user.floor_dist = Z(0);
DoFindGround(pp->Actor());
DoBeginJump(pp->Actor());
u->jump_speed = -400;
plActor->user.jump_speed = -400;
break;
case PLAYER_DEATH_CRUMBLE:
@ -5613,11 +5613,11 @@ void DoPlayerBeginDie(PLAYERp pp)
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
pp->jump_speed = -300;
u->slide_vel = 0;
plActor->user.slide_vel = 0;
SpawnShrap(pp->Actor(), nullptr);
SET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER);
NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
u->ID = NINJA_Head_R0;
plActor->user.ID = NINJA_Head_R0;
plActor->spr.xrepeat = 48;
plActor->spr.yrepeat = 48;
// Blood fountains
@ -5632,7 +5632,7 @@ void DoPlayerBeginDie(PLAYERp pp)
SpawnShrap(pp->Actor(), nullptr);
SET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER);
NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
u->ID = NINJA_Head_R0;
plActor->user.ID = NINJA_Head_R0;
plActor->spr.xrepeat = 48;
plActor->spr.yrepeat = 48;
// Blood fountains
@ -5646,11 +5646,11 @@ void DoPlayerBeginDie(PLAYERp pp)
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
pp->jump_speed = 200;
u->slide_vel = 800;
plActor->user.slide_vel = 800;
SpawnShrap(pp->Actor(), nullptr);
SET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER);
NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
u->ID = NINJA_Head_R0;
plActor->user.ID = NINJA_Head_R0;
plActor->spr.xrepeat = 48;
plActor->spr.yrepeat = 48;
// Blood fountains
@ -5660,7 +5660,7 @@ void DoPlayerBeginDie(PLAYERp pp)
}
SET(pp->Flags, PF_DEAD);
RESET(u->Flags,SPR_BOUNCE);
RESET(plActor->user.Flags,SPR_BOUNCE);
RESET(pp->Flags, PF_HEAD_CONTROL);
}
@ -5706,9 +5706,9 @@ void DoPlayerDeathZrange(PLAYERp pp)
DoFindGround(pp->Actor());
// update player values with results from DoFindGround
pp->loz = u->loz;
pp->lowActor = u->lowActor;
pp->lo_sectp = u->lo_sectp;
pp->loz = plActor->user.loz;
pp->lowActor = plActor->user.lowActor;
pp->lo_sectp = plActor->user.lo_sectp;
}
void DoPlayerDeathHurl(PLAYERp pp)
@ -5794,9 +5794,9 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
PlayerSpawnPosition(pp);
NewStateGroup(plActor, u->ActorActionSet->Stand);
plActor->spr.picnum = u->State->Pic;
plActor->spr.picnum = u->State->Pic;
NewStateGroup(plActor, plActor->user.ActorActionSet->Stand);
plActor->spr.picnum = plActor->user.State->Pic;
plActor->spr.picnum = plActor->user.State->Pic;
plActor->spr.xrepeat = plActor->spr.yrepeat = PLAYER_NINJA_XREPEAT;
RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER);
plActor->spr.pos.X = pp->pos.X;
@ -5825,7 +5825,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
//pp->tilt = 0;
pp->horizon.horiz = q16horiz(0);
DoPlayerResetMovement(pp);
u->ID = NINJA_RUN_R0;
plActor->user.ID = NINJA_RUN_R0;
PlayerDeathReset(pp);
if (pp == Player + screenpeek)
@ -5893,11 +5893,11 @@ void DoPlayerDeathCheckKick(PLAYERp pp)
{
pp->KillerActor = itActor;
u->slide_ang = getangle(plActor->spr.pos.X - itActor->spr.pos.X, plActor->spr.pos.Y - itActor->spr.pos.Y);
u->slide_ang = NORM_ANGLE(u->slide_ang + (RANDOM_P2(128<<5)>>5) - 64);
plActor->user.slide_ang = getangle(plActor->spr.pos.X - itActor->spr.pos.X, plActor->spr.pos.Y - itActor->spr.pos.Y);
plActor->user.slide_ang = NORM_ANGLE(plActor->user.slide_ang + (RANDOM_P2(128<<5)>>5) - 64);
u->slide_vel = itActor->spr.xvel<<1;
RESET(u->Flags,SPR_BOUNCE);
plActor->user.slide_vel = itActor->spr.xvel<<1;
RESET(plActor->user.Flags,SPR_BOUNCE);
pp->jump_speed = -500;
NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
SET(pp->Flags, PF_JUMPING);
@ -5911,9 +5911,9 @@ void DoPlayerDeathCheckKick(PLAYERp pp)
// sector stomper kick
if (labs(pp->loz - pp->hiz) < ActorSizeZ(plActor) - Z(8))
{
u->slide_ang = RANDOM_P2(2048);
u->slide_vel = 1000;
RESET(u->Flags,SPR_BOUNCE);
plActor->user.slide_ang = RANDOM_P2(2048);
plActor->user.slide_vel = 1000;
RESET(plActor->user.Flags,SPR_BOUNCE);
pp->jump_speed = -100;
NewStateGroup(pp->Actor(), sg_PlayerHeadFly);
SET(pp->Flags, PF_JUMPING);
@ -5928,36 +5928,36 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
USERp u = plActor->u();
int dax,day;
dax = MOVEx(u->slide_vel, u->slide_ang);
day = MOVEy(u->slide_vel, u->slide_ang);
dax = MOVEx(plActor->user.slide_vel, plActor->user.slide_ang);
day = MOVEy(plActor->user.slide_vel, plActor->user.slide_ang);
u->coll = move_sprite(pp->Actor(), dax, day, 0, Z(16), Z(16), 1, synctics);
plActor->user.coll = move_sprite(pp->Actor(), dax, day, 0, Z(16), Z(16), 1, synctics);
{
switch (u->coll.type)
switch (plActor->user.coll.type)
{
case kHitSprite:
{
short wall_ang, dang;
auto hitActor = u->coll.actor();
auto hitActor = plActor->user.coll.actor();
if (!TEST(hitActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
break;
wall_ang = NORM_ANGLE(hitActor->spr.ang);
dang = getincangle(wall_ang, u->slide_ang);
u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
dang = getincangle(wall_ang, plActor->user.slide_ang);
plActor->user.slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
SpawnShrap(pp->Actor(), nullptr);
break;
}
case kHitWall:
{
int wall_ang = NORM_ANGLE(getangle(u->coll.hitWall->delta())-512);
int wall_ang = NORM_ANGLE(getangle(plActor->user.coll.hitWall->delta())-512);
int dang = getincangle(wall_ang, u->slide_ang);
u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
int dang = getincangle(wall_ang, plActor->user.slide_ang);
plActor->user.slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
SpawnShrap(pp->Actor(), nullptr);
break;
@ -6073,17 +6073,17 @@ void DoPlayerDeathBounce(PLAYERp pp)
{
RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
NewStateGroup(pp->Actor(), sg_PlayerHead);
u->slide_vel = 0;
SET(u->Flags, SPR_BOUNCE);
plActor->user.slide_vel = 0;
SET(plActor->user.Flags, SPR_BOUNCE);
return;
}
SET(u->Flags, SPR_BOUNCE);
SET(plActor->user.Flags, SPR_BOUNCE);
pp->jump_speed = -300;
u->slide_vel >>= 2;
u->slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32);
plActor->user.slide_vel >>= 2;
plActor->user.slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32);
SET(pp->Flags, PF_JUMPING);
SpawnShrap(pp->Actor(), nullptr);
}
@ -6117,7 +6117,7 @@ void DoPlayerDeathCrumble(PLAYERp pp)
if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (!TEST(u->Flags, SPR_BOUNCE))
if (!TEST(plActor->user.Flags, SPR_BOUNCE))
{
DoPlayerDeathBounce(pp);
return;
@ -6170,7 +6170,7 @@ void DoPlayerDeathExplode(PLAYERp pp)
if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING))
{
if (!TEST(u->Flags, SPR_BOUNCE))
if (!TEST(plActor->user.Flags, SPR_BOUNCE))
{
DoPlayerDeathBounce(pp);
return;
@ -6223,14 +6223,14 @@ void DoPlayerBeginRun(PLAYERp pp)
pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
pp->DoPlayerAction = DoPlayerRun;
///DamageData[u->WeaponNum].Init(pp);
///DamageData[plActor->user.WeaponNum].Init(pp);
ASSERT(u->ActorActionSet->Run);
ASSERT(plActor->user.ActorActionSet->Run);
if (TEST(pp->Flags, PF_PLAYER_MOVED))
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Run);
else
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Stand);
}
void DoPlayerRun(PLAYERp pp)
@ -6339,17 +6339,17 @@ void DoPlayerRun(PLAYERp pp)
// Move about
DoPlayerMove(pp);
if (u->Rot != sg_PlayerNinjaSword && u->Rot != sg_PlayerNinjaPunch)
if (plActor->user.Rot != sg_PlayerNinjaSword && plActor->user.Rot != sg_PlayerNinjaPunch)
{
if (TEST(pp->Flags, PF_PLAYER_MOVED))
{
if (u->Rot != u->ActorActionSet->Run)
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
if (plActor->user.Rot != plActor->user.ActorActionSet->Run)
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Run);
}
else
{
if (u->Rot != u->ActorActionSet->Stand)
NewStateGroup(pp->Actor(), u->ActorActionSet->Stand);
if (plActor->user.Rot != plActor->user.ActorActionSet->Stand)
NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Stand);
}
}