- trivial assignments

(does not compile, this commit is only supposed to reduce the noise on the next one.
This commit is contained in:
Christoph Oelckers 2022-08-20 23:35:05 +02:00
parent 5f12f0deaa
commit 5416100ba2
14 changed files with 143 additions and 143 deletions

View file

@ -90,7 +90,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
change_actor_stat(actor, STAT_DEAD_ACTOR);
actor->user.Flags |= (SPR_DEAD);
actor->user.Flags &= ~(SPR_FALLING | SPR_JUMPING);
actor->user.floor_dist = Z(40);
actor->user.floor_dist = (40);
// test for gibable dead bodies
actor->spr.extra |= (SPRX_BREAKABLE);

View file

@ -782,8 +782,8 @@ int SetupBunny(DSWActor* actor)
actor->user.zclip = Z(16);
actor->user.floor_dist = Z(8);
actor->user.ceiling_dist = Z(8);
actor->user.floor_dist = (8);
actor->user.ceiling_dist = (8);
actor->user.lo_step = Z(16);
return 0;

View file

@ -502,8 +502,8 @@ int DoCoolgMatchPlayerZ(DSWActor* actor);
void CoolgCommon(DSWActor* actor)
{
actor->spr.clipdist = (200) >> 2;
actor->user.floor_dist = Z(16);
actor->user.ceiling_dist = Z(20);
actor->user.floor_dist = (16);
actor->user.ceiling_dist = (20);
actor->user.pos.Z = actor->int_pos().Z;
@ -758,7 +758,7 @@ int DoCoolgDeath(DSWActor* actor)
else
{
DoFindGroundPoint(actor);
actor->user.floor_dist = 0;
actor->user._floor_dist = 0;
DoBeginFall(actor);
}

View file

@ -410,8 +410,8 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso
actor->user.zclip = Z(48);
actor->user.lo_step = Z(32);
actor->user.floor_dist = actor->user.zclip - actor->user.lo_step;
actor->user.ceiling_dist = ActorSizeZ(actor) - actor->user.zclip;
actor->user._floor_dist = actor->user.zclip - actor->user.lo_step;
actor->user._ceiling_dist = ActorSizeZ(actor) - actor->user.zclip;
actor->user.Radius = 400;

View file

@ -360,9 +360,9 @@ int DoEelMatchPlayerZ(DSWActor* actor);
void EelCommon(DSWActor* actor)
{
actor->spr.clipdist = (100) >> 2;
actor->user.floor_dist = Z(16);
actor->user.floor_dist = Z(16);
actor->user.ceiling_dist = Z(20);
actor->user.floor_dist = (16);
actor->user.floor_dist = (16);
actor->user.ceiling_dist = (20);
actor->user.pos.Z = actor->int_pos().Z;
@ -519,7 +519,7 @@ int DoEelDeath(DSWActor* actor)
else
{
DoFindGroundPoint(actor);
actor->user.floor_dist = 0;
actor->user._floor_dist = 0;
DoBeginFall(actor);
}

View file

@ -969,8 +969,8 @@ struct USER
double oz; // serialized copy of sprite.oz
double z_tgt;
int16_t ceiling_dist;
int16_t floor_dist;
double ceiling_dist;
double floor_dist;
int Flags;
int Flags2;

View file

@ -309,8 +309,8 @@ int SetupHornet(DSWActor* actor)
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actor->spr.clipdist = (100) >> 2;
actor->user.floor_dist = Z(16);
actor->user.ceiling_dist = Z(16);
actor->user.floor_dist = (16);
actor->user.ceiling_dist = (16);
actor->user.pos.Z = actor->int_pos().Z;
@ -497,7 +497,7 @@ int DoHornetDeath(DSWActor* actor)
{
actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
actor->user.jump_speed = 0;
actor->user.floor_dist = 0;
actor->user._floor_dist = 0;
DoBeginFall(actor);
DoFindGroundPoint(actor);
actor->user.zclip = actor->user.int_loz();

View file

@ -1266,8 +1266,8 @@ int PlayerInitChemBomb(PLAYER* pp)
actorNew->spr.shade = -15;
actorNew->user.WeaponNum = plActor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
@ -1323,8 +1323,8 @@ int InitSpriteChemBomb(DSWActor* actor)
actorNew->spr.shade = -15;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
@ -1364,8 +1364,8 @@ int InitChemBomb(DSWActor* actor)
actorNew->spr.xrepeat = 32;
actorNew->spr.shade = -15;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
// invis.
@ -1636,8 +1636,8 @@ int PlayerInitCaltrops(PLAYER* pp)
actorNew->spr.shade = -15;
actorNew->user.WeaponNum = plActor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
// spawnedActor->spr.cstat |= (CSTAT_SPRITE_BLOCK);
@ -1695,8 +1695,8 @@ int InitCaltrops(DSWActor* actor)
actorNew->spr.clipdist = actor->spr.clipdist;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
@ -1746,8 +1746,8 @@ int InitPhosphorus(DSWActor* actor)
actorNew->spr.clipdist = actor->spr.clipdist;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 600;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
@ -1819,8 +1819,8 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
actorNew->spr.clipdist = actor->spr.clipdist;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 600;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
@ -2234,8 +2234,8 @@ int SpawnShell(DSWActor* actor, int ShellNum)
SetOwner(actor, actorNew);
actorNew->spr.shade = -15;
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);

View file

@ -1936,7 +1936,7 @@ int DoNinjaHariKari(DSWActor* actor)
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.Flags |= (SPR_DEAD);
actor->user.Flags &= ~(SPR_FALLING | SPR_JUMPING);
actor->user.floor_dist = Z(40);
actor->user.floor_dist = (40);
actor->user.RotNum = 0;
actor->user.ActorActionFunc = nullptr;
@ -1965,7 +1965,7 @@ int DoNinjaGrabThroat(DSWActor* actor)
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.Flags |= (SPR_DEAD);
actor->user.Flags &= ~(SPR_FALLING | SPR_JUMPING);
actor->user.floor_dist = Z(40);
actor->user.floor_dist = (40);
actor->user.RotNum = 0;
actor->user.ActorActionFunc = nullptr;

View file

@ -5527,8 +5527,8 @@ void DoPlayerBeginDie(PLAYER* pp)
//pp->floor_dist = Z(0);
plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
plActor->user.ceiling_dist = Z(10);
plActor->user.floor_dist = Z(0);
plActor->user.ceiling_dist = (10);
plActor->user.floor_dist = (0);
DoFindGround(pp->actor);
DoBeginJump(pp->actor);
plActor->user.jump_speed = -400;

View file

@ -787,8 +787,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
("PainThreshold", w.PainThreshold, def->PainThreshold)
("jump_speed", w.jump_speed, def->jump_speed)
("jump_grav", w.jump_grav, def->jump_grav)
("ceiling_dist", w.ceiling_dist, def->ceiling_dist)
("floor_dist", w.floor_dist, def->floor_dist)
("ceiling_dist", w._ceiling_dist, def->_ceiling_dist)
("floor_dist", w._floor_dist, def->_floor_dist)
("lo_step", w.lo_step, def->lo_step)
("hiz", w.hiz, def->hiz)
("loz", w.loz, def->loz)

View file

@ -737,8 +737,8 @@ int SetupSerp(DSWActor* actor)
// size of step can walk off of
actor->user.lo_step = Z(40);
actor->user.floor_dist = actor->user.zclip - actor->user.lo_step;
actor->user.ceiling_dist = ActorSizeZ(actor) - actor->user.zclip;
actor->user._floor_dist = actor->user.zclip - actor->user.lo_step;
actor->user._ceiling_dist = ActorSizeZ(actor) - actor->user.zclip;
return 0;
}

View file

@ -857,8 +857,8 @@ void SpawnUser(DSWActor* actor, short id, STATE* state)
// default
// based on clipmove z of 48 pixels off the floor
actor->user.floor_dist = Z(48) - Z(28);
actor->user.ceiling_dist = Z(8);
actor->user.floor_dist = 48 - 28;
actor->user.ceiling_dist = 8;
// Problem with sprites spawned really close to white sector walls
// cant do a getzrange there
@ -1515,8 +1515,8 @@ void SpriteSetupPost(void)
SpawnUser(jActor, 0, nullptr);
change_actor_stat(jActor, STAT_NO_STATE);
jActor->user.ceiling_dist = Z(4);
jActor->user.floor_dist = -Z(2);
jActor->user.ceiling_dist = (4);
jActor->user._floor_dist = -Z(2);
jActor->user.ActorActionFunc = DoActorDebris;
@ -3491,8 +3491,8 @@ void SetupItemForJump(DSWActor* spawner, DSWActor* actor)
if (SP_TAG7(spawner))
{
change_actor_stat(actor, STAT_SKIP4);
actor->user.ceiling_dist = Z(6);
actor->user.floor_dist = Z(0);
actor->user.ceiling_dist = (6);
actor->user.floor_dist = (0);
actor->user.Counter = 0;
actor->spr.xvel = (int)SP_TAG7(spawner)<<2;

View file

@ -3765,8 +3765,8 @@ AutoShrap:
actor->spr.xvel = p->min_vel*2;
actor->spr.xvel += RandomRange(p->max_vel - p->min_vel);
actor->user.floor_dist = shrap_floor_dist;
actor->user.ceiling_dist = shrap_ceiling_dist;
actor->user._floor_dist = shrap_floor_dist;
actor->user._ceiling_dist = shrap_ceiling_dist;
actor->user.jump_speed = p->min_jspeed;
actor->user.jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
actor->user.jump_speed = -actor->user.jump_speed;
@ -4137,7 +4137,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
// so add it in
actorNew->spr.xvel += actor->spr.xvel;
actorNew->user.ceiling_dist = actorNew->user.floor_dist = Z(2);
actorNew->user._ceiling_dist = actorNew->user.floor_dist = (2);
actorNew->user.jump_speed = p->min_jspeed;
actorNew->user.jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
actorNew->user.jump_speed = -actorNew->user.jump_speed;
@ -7455,8 +7455,8 @@ int DoStar(DSWActor* actor)
actor->spr.yrepeat -= 16;
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actor->spr.clipdist = 16L >> 2;
actor->user.ceiling_dist = Z(2);
actor->user.floor_dist = Z(2);
actor->user.ceiling_dist = (2);
actor->user.floor_dist = (2);
// treat this just like a KillSprite but don't kill
QueueStar(actor);
return 0;
@ -9396,8 +9396,8 @@ int SpawnExtraMicroMini(DSWActor* actor)
NewStateGroup(actorNew, &sg_MicroMini[0]);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = actor->user.Radius;
actorNew->user.ceiling_dist = actor->user.int_ceiling_dist();
actorNew->user.floor_dist = actor->user.int_floor_dist();
actorNew->user._ceiling_dist = actor->user.int_ceiling_dist();
actorNew->user._floor_dist = actor->user.int_floor_dist();
actorNew->spr.cstat = actor->spr.cstat;
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + RandomRange(64) - 32));
@ -9800,7 +9800,7 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
return;
}
actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
actorNew->user._floor_dist = actorNew->user._ceiling_dist = 0;
DoFindGround(actorNew);
actorNew->user.jump_speed = 0;
@ -9829,7 +9829,7 @@ int SpawnBreakFlames(DSWActor* actor)
actorNew->user.Radius = 200;
actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
actorNew->user._floor_dist = actorNew->user._ceiling_dist = 0;
DoFindGround(actorNew);
actorNew->user.jump_speed = 0;
@ -9861,7 +9861,7 @@ void SpawnBreakStaticFlames(DSWActor* actor)
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Radius = 200;
actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
actorNew->user._floor_dist = actorNew->user._ceiling_dist = 0;
actorNew->set_int_z(getflorzofslopeptr(actorNew->sector(), actorNew->int_pos().X, actorNew->int_pos().Y));
PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
@ -10020,8 +10020,8 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
expActor->spr.xrepeat = 218;
expActor->spr.yrepeat = 152;
expActor->spr.clipdist = actor->spr.clipdist;
expActor->user.ceiling_dist = Z(16);
expActor->user.floor_dist = Z(16);
expActor->user.ceiling_dist = (16);
expActor->user.floor_dist = (16);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
@ -10291,8 +10291,8 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
expActor->spr.xrepeat = 32;
expActor->spr.yrepeat = 32;
expActor->spr.clipdist = actor->spr.clipdist;
expActor->user.ceiling_dist = Z(16);
expActor->user.floor_dist = Z(16);
expActor->user.ceiling_dist = (16);
expActor->user.floor_dist = (16);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
@ -11015,8 +11015,8 @@ int DoMirv(DSWActor* actor)
actorNew->spr.zvel = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.ceiling_dist = Z(16);
actorNew->user.floor_dist = Z(16);
actorNew->user.ceiling_dist = (16);
actorNew->user.floor_dist = (16);
actorNew->user.Dist = 200;
//actorNew->user.Dist = 0;
@ -11250,8 +11250,8 @@ void InitSpellRing(PLAYER* pp)
actorNew->user.Dist = RING_INNER_DIST;
actorNew->user.Counter = max_missiles;
actorNew->user.Counter2 = 0;
actorNew->user.ceiling_dist = Z(10);
actorNew->user.floor_dist = Z(10);
actorNew->user.ceiling_dist = (10);
actorNew->user.floor_dist = (10);
// put it out there
actorNew->add_int_pos({ MulScale(actorNew->user.Dist, bcos(actorNew->int_ang()), 14), MulScale(actorNew->user.Dist, bsin(actorNew->int_ang()), 14),
@ -11404,8 +11404,8 @@ int InitLavaThrow(DSWActor* actor)
actorNew->user.Radius = 200;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.clipdist = 256>>2;
actorNew->user.ceiling_dist = Z(14);
actorNew->user.floor_dist = Z(14);
actorNew->user.ceiling_dist = (14);
actorNew->user.floor_dist = (14);
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang());
@ -11465,8 +11465,8 @@ void InitVulcanBoulder(DSWActor* actor)
actorNew->user.Radius = 200;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.clipdist = 256>>2;
actorNew->user.ceiling_dist = zsize/2;
actorNew->user.floor_dist = zsize/2;
actorNew->user._ceiling_dist = zsize/2;
actorNew->user._floor_dist = zsize/2;
if (RANDOM_P2(1024) > 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
@ -11602,8 +11602,8 @@ void InitSpellNapalm(PLAYER* pp)
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.Flags2 |= (SPR2_BLUR_TAPER_FAST);
actor->user.floor_dist = Z(1);
actor->user.ceiling_dist = Z(1);
actor->user.floor_dist = (1);
actor->user.ceiling_dist = (1);
actor->user.Dist = 200;
auto oclipdist = plActor->spr.clipdist;
@ -11675,8 +11675,8 @@ int InitEnemyNapalm(DSWActor* actor)
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags2 |= (SPR2_BLUR_TAPER_FAST);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = (1);
actorNew->user.ceiling_dist = (1);
actorNew->user.Dist = 200;
auto oclipdist = actor->spr.clipdist;
@ -11730,8 +11730,8 @@ int InitSpellMirv(PLAYER* pp)
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.floor_dist = Z(16);
actorNew->user.ceiling_dist = Z(16);
actorNew->user.floor_dist = (16);
actorNew->user.ceiling_dist = (16);
actorNew->user.Dist = 200;
DSWActor* plActor = pp->actor;
@ -11769,8 +11769,8 @@ int InitEnemyMirv(DSWActor* actor)
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.floor_dist = Z(16);
actorNew->user.ceiling_dist = Z(16);
actorNew->user.floor_dist = (16);
actorNew->user.ceiling_dist = (16);
actorNew->user.Dist = 200;
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
@ -12195,8 +12195,8 @@ int InitSumoNapalm(DSWActor* actor)
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags2 |= (SPR2_BLUR_TAPER_FAST);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = (1);
actorNew->user.ceiling_dist = (1);
actorNew->user.Dist = 200;
auto oclipdist = actor->spr.clipdist;
@ -12615,8 +12615,8 @@ int InitStar(PLAYER* pp)
// long var
zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT+STAR_HORIZ_ADJ, 16);
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->user.WeaponNum = plActor->user.WeaponNum;
actorNew->user.Radius = 100;
actorNew->user.Counter = 0;
@ -12658,8 +12658,8 @@ int InitStar(PLAYER* pp)
actorNew2->spr.clipdist = actorNew->spr.clipdist;
actorNew2->user.WeaponNum = actorNew->user.WeaponNum;
actorNew2->user.Radius = actorNew->user.Radius;
actorNew2->user.ceiling_dist = actorNew->user.int_ceiling_dist();
actorNew2->user.floor_dist = actorNew->user.int_floor_dist();
actorNew2->user._ceiling_dist = actorNew->user.int_ceiling_dist();
actorNew2->user._floor_dist = actorNew->user.int_floor_dist();
actorNew2->user.Flags2 = actorNew->user.Flags2 & ~(SPR2_FLAMEDIE); // mask out any new flags here for safety.
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew2))
@ -12717,8 +12717,8 @@ void InitHeartAttack(PLAYER* pp)
actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = (1);
actorNew->user.ceiling_dist = (1);
actorNew->user.Dist = 200;
auto oclipdist = plActor->spr.clipdist;
@ -13020,8 +13020,8 @@ int InitLaser(PLAYER* pp)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -13123,8 +13123,8 @@ int InitRail(PLAYER* pp)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = RAIL_RADIUS;
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -13199,8 +13199,8 @@ int InitZillaRail(DSWActor* actor)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = RAIL_RADIUS;
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -13292,8 +13292,8 @@ int InitRocket(PLAYER* pp)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 2000;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -13400,8 +13400,8 @@ int InitBunnyRocket(PLAYER* pp)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 2000;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
@ -13504,8 +13504,8 @@ int InitNuke(PLAYER* pp)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = NUKE_RADIUS;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -13588,8 +13588,8 @@ int InitEnemyNuke(DSWActor* actor)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = NUKE_RADIUS;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -13687,8 +13687,8 @@ int InitMicro(PLAYER* pp)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(2);
actorNew->user.floor_dist = Z(2);
actorNew->user.ceiling_dist = (2);
actorNew->user.floor_dist = (2);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
@ -14057,8 +14057,8 @@ int InitSerpSpell(DSWActor* actor)
actorNew->spr.zvel = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.ceiling_dist = Z(16);
actorNew->user.floor_dist = Z(16);
actorNew->user.ceiling_dist = (16);
actorNew->user.floor_dist = (16);
actorNew->user.Dist = 200;
auto oclipdist = actor->spr.clipdist;
@ -14154,8 +14154,8 @@ int InitSerpMonstSpell(DSWActor* actor)
actorNew->spr.zvel = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.ceiling_dist = Z(16);
actorNew->user.floor_dist = Z(16);
actorNew->user.ceiling_dist = (16);
actorNew->user.floor_dist = (16);
actorNew->user.Dist = 200;
@ -14308,8 +14308,8 @@ int InitEnemyRail(DSWActor* actor)
NewStateGroup(actorNew, &sg_Rail[0]);
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -14566,8 +14566,8 @@ int InitCoolgFire(DSWActor* actor)
actorNew->spr.zvel = 0;
actorNew->set_int_ang(nang);
actorNew->spr.clipdist = 32>>2;
actorNew->user.ceiling_dist = Z(4);
actorNew->user.floor_dist = Z(4);
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
if (actor->user.ID == RIPPER_RUN_R0)
actorNew->user.spal = actorNew->spr.pal = 27; // Bright Green
else
@ -14628,8 +14628,8 @@ int InitCoolgDrip(DSWActor* actor)
actorNew->spr.shade = -5;
actorNew->spr.zvel = 0;
actorNew->spr.clipdist = 16L>>2;
actorNew->user.ceiling_dist = Z(4);
actorNew->user.floor_dist = Z(4);
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
DoFindGroundPoint(actor);
@ -14667,8 +14667,8 @@ int GenerateDrips(DSWActor* actor)
actorNew->spr.shade = -10;
actorNew->spr.zvel = 0;
actorNew->spr.clipdist = 16L>>2;
actorNew->user.ceiling_dist = Z(4);
actorNew->user.floor_dist = Z(4);
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
if (TEST_BOOL1(actor))
actorNew->user.spal = actorNew->spr.pal = PALETTE_BLUE_LIGHTING;
@ -14849,8 +14849,8 @@ int InitTracerUzi(PLAYER* pp)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
@ -14916,8 +14916,8 @@ int InitTracerTurret(DSWActor* actor, DSWActor* Operator, fixed_t q16horiz)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
@ -14961,8 +14961,8 @@ int InitTracerAutoTurret(DSWActor* actor, int xchange, int ychange, int zchange)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
@ -15308,8 +15308,8 @@ int InitTankShell(DSWActor* actor, PLAYER* pp)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = Z(4);
actorNew->user.floor_dist = Z(4);
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
@ -15393,8 +15393,8 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp)
actorNew->user.WeaponNum = plActor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(2);
actorNew->user.floor_dist = Z(2);
actorNew->user.ceiling_dist = (2);
actorNew->user.floor_dist = (2);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
@ -15447,8 +15447,8 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = Z(4);
actorNew->user.floor_dist = Z(4);
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
@ -15484,8 +15484,8 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = Z(4);
actorNew->user.floor_dist = Z(4);
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
@ -15535,8 +15535,8 @@ int InitTurretRail(DSWActor* actor, PLAYER* pp)
NewStateGroup(actorNew, &sg_Rail[0]);
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -15583,8 +15583,8 @@ int InitTurretLaser(DSWActor* actor, PLAYER* pp)
actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 11;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -16308,8 +16308,8 @@ int InitGrenade(PLAYER* pp)
actorNew->spr.clipdist = 32L>>2;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
@ -16386,8 +16386,8 @@ int InitSpriteGrenade(DSWActor* actor)
actorNew->spr.clipdist = 32L>>2;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
@ -16443,8 +16443,8 @@ int InitMine(PLAYER* pp)
actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(5);
actorNew->user.floor_dist = Z(5);
actorNew->user.ceiling_dist = (5);
actorNew->user.floor_dist = (5);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -16495,8 +16495,8 @@ int InitEnemyMine(DSWActor* actor)
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = Z(5);
actorNew->user.floor_dist = Z(5);
actorNew->user.ceiling_dist = (5);
actorNew->user.floor_dist = (5);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
@ -16572,8 +16572,8 @@ int InitFireball(PLAYER* pp)
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.Radius = 100;
actorNew->user.ceiling_dist = Z(6);
actorNew->user.floor_dist = Z(6);
actorNew->user.ceiling_dist = (6);
actorNew->user.floor_dist = (6);
zvel = -MulScale(pp->horizon.horiz.asq16(), 240, 16);
// at certain angles the clipping box was big enough to block the
@ -17087,8 +17087,8 @@ DSWActor* SpawnBubble(DSWActor* actor)
actorNew->spr.yrepeat = actorNew->spr.xrepeat;
actorNew->user.pos.X = actorNew->spr.xrepeat;
actorNew->user.pos.Y = actorNew->spr.yrepeat;
actorNew->user.ceiling_dist = Z(1);
actorNew->user.floor_dist = Z(1);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.shade = actor->sector()->floorshade - 10;
actorNew->user.WaitTics = 120 * 120;
actorNew->spr.zvel = 512;