From 58749b2770687f0fbbda1d0ea6a77bd37d7faf92 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 3 Nov 2021 21:04:47 +0100 Subject: [PATCH] - NewStateGroup wrappers replaced. --- source/games/sw/src/game.h | 2 -- source/games/sw/src/jweapon.cpp | 1 - source/games/sw/src/sprite.cpp | 20 +++-------------- source/games/sw/src/weapon.cpp | 40 ++++++++++++++++----------------- 4 files changed, 23 insertions(+), 40 deletions(-) diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 50f1fad1f..fd4aca888 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1836,8 +1836,6 @@ ANIMATOR NullAnimator; int Distance(int x1, int y1, int x2, int y2); -int NewStateGroup_(short SpriteNum, STATEp SpriteGroup[]); -int NewStateGroup_(USERp user, STATEp SpriteGroup[]); int NewStateGroup(DSWActor* actor, STATEp SpriteGroup[]); void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid); //USERp SpawnUser(short SpriteNum, short id, STATEp state); diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 790ac5580..e9a35c0e6 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -1343,7 +1343,6 @@ int PlayerInitChemBomb(PLAYERp pp) } // wu->RotNum = 5; -// NewStateGroup_(w, &sg_ChemBomb); SET(wu->Flags, SPR_XFLIP_TOGGLE); SetOwner(pp->Actor(), actorNew); diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index d39c3b105..8e40dfff0 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -4570,13 +4570,9 @@ int SpawnItemsMatch(short match) return 0; } -// CTW MODIFICATION -//void -int -// CTW MODIFICATION END -NewStateGroup_(short SpriteNum, STATEp StateGroup[]) +int NewStateGroup(DSWActor* actor, STATEp StateGroup[]) { - USERp u = User[SpriteNum].Data(); + USERp u = actor->u(); //if (Prediction) // return; @@ -4599,20 +4595,10 @@ NewStateGroup_(short SpriteNum, STATEp StateGroup[]) // turn anims off because people keep setting them in the // art file - RESET(picanm[sprite[SpriteNum].picnum].sf, PICANM_ANIMTYPE_MASK); + RESET(picanm[actor->s().picnum].sf, PICANM_ANIMTYPE_MASK); return 0; } -int NewStateGroup_(USERp user, STATEp StateGroup[]) -{ - return NewStateGroup_(user->SpriteNum, StateGroup); -} - -int NewStateGroup(DSWActor* actor, STATEp StateGroup[]) -{ - return NewStateGroup_(actor->GetSpriteIndex(), StateGroup); -} - bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b) diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 5599f3912..94e917dbd 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -10228,7 +10228,7 @@ SpawnExtraMicroMini(DSWActor* actor) wp->clipdist = sp->clipdist; wu->RotNum = 5; - NewStateGroup_(w, &sg_MicroMini[0]); + NewStateGroup(&swActors[w], &sg_MicroMini[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = u->Radius; wu->ceiling_dist = u->ceiling_dist; @@ -10297,7 +10297,7 @@ DoMicro(DSWActor* actor) if ((u->WaitTics -= MISSILEMOVETICS) <= 0) { SetActorZ(actorNew, &np->pos); - NewStateGroup_(Weapon, &sg_MicroMini[0]); + NewStateGroup(actor, &sg_MicroMini[0]); sp->xrepeat = sp->yrepeat = 10; RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); SpawnExtraMicroMini(actor); @@ -14793,7 +14793,7 @@ InitRail(PLAYERp pp) zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT + 17, 16); wu->RotNum = 5; - NewStateGroup_(w, &sg_Rail[0]); + NewStateGroup(&swActors[w], &sg_Rail[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = RAIL_RADIUS; @@ -14879,7 +14879,7 @@ InitZillaRail(DSWActor* actor) zvel = (100 * (HORIZ_MULT+17)); wu->RotNum = 5; - NewStateGroup_(w, &sg_Rail[0]); + NewStateGroup(&swActors[w], &sg_Rail[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = RAIL_RADIUS; @@ -14994,7 +14994,7 @@ InitRocket(PLAYERp pp) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup_(w, &sg_Rocket[0]); + NewStateGroup(&swActors[w], &sg_Rocket[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = 2000; @@ -15123,7 +15123,7 @@ InitBunnyRocket(PLAYERp pp) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup_(w, &sg_BunnyRocket[0]); + NewStateGroup(&swActors[w], &sg_BunnyRocket[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = 2000; @@ -15237,7 +15237,7 @@ InitNuke(PLAYERp pp) wp->pal = wu->spal = 19; wu->RotNum = 5; - NewStateGroup_(w, &sg_Rocket[0]); + NewStateGroup(&swActors[w], &sg_Rocket[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = NUKE_RADIUS; @@ -15334,7 +15334,7 @@ InitEnemyNuke(DSWActor* actor) wp->pal = wu->spal = 19; wu->RotNum = 5; - NewStateGroup_(w, &sg_Rocket[0]); + NewStateGroup(&swActors[w], &sg_Rocket[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = NUKE_RADIUS; @@ -15444,7 +15444,7 @@ InitMicro(PLAYERp pp) wp->zvel += RandomRange(Z(8)) - Z(5); wu->RotNum = 5; - NewStateGroup_(w, &sg_Micro[0]); + NewStateGroup(&swActors[w], &sg_Micro[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = 200; @@ -16132,7 +16132,7 @@ InitEnemyRocket(DSWActor* actor) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup_(w, &sg_Rocket[0]); + NewStateGroup(&swActors[w], &sg_Rocket[0]); wu->Radius = 200; SET(wp->cstat, CSTAT_SPRITE_YCENTER); @@ -16221,7 +16221,7 @@ InitEnemyRail(DSWActor* actor) wp->zvel = 0; wu->RotNum = 5; - NewStateGroup_(w, &sg_Rail[0]); + NewStateGroup(&swActors[w], &sg_Rail[0]); wu->Radius = 200; wu->ceiling_dist = Z(1); @@ -16307,7 +16307,7 @@ InitZillaRocket(DSWActor* actor) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup_(w, &sg_Rocket[0]); + NewStateGroup(&swActors[w], &sg_Rocket[0]); wu->Radius = 200; SET(wp->cstat, CSTAT_SPRITE_YCENTER); @@ -16467,7 +16467,7 @@ InitEnemyCrossbow(DSWActor* actor) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup_(w, &sg_CrossBolt[0]); + NewStateGroup(&swActors[w], &sg_CrossBolt[0]); wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); @@ -16868,7 +16868,7 @@ InitBoltTrap(DSWActor* actor) SET(wp->cstat, CSTAT_SPRITE_YCENTER); wu->RotNum = 5; - NewStateGroup_(w, &sg_Rocket[0]); + NewStateGroup(&swActors[w], &sg_Rocket[0]); wu->Radius = 200; wu->xchange = MOVEx(wp->xvel, wp->ang); @@ -16909,7 +16909,7 @@ InitSpearTrap(short SpriteNum) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup_(w, &sg_CrossBolt[0]); + NewStateGroup(&swActors[w], &sg_CrossBolt[0]); wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); @@ -17813,7 +17813,7 @@ InitTurretMicro(short SpriteNum, PLAYERp pp) wp->zvel += RandomRange(Z(8)) - Z(5); wu->RotNum = 5; - NewStateGroup_(w, &sg_Micro[0]); + NewStateGroup(&swActors[w], &sg_Micro[0]); wu->WeaponNum = pu->WeaponNum; wu->Radius = 200; @@ -17986,7 +17986,7 @@ InitTurretRail(short SpriteNum, PLAYERp pp) wp->zvel = -pp->horizon.horiz.asq16() >> 9; wu->RotNum = 5; - NewStateGroup_(w, &sg_Rail[0]); + NewStateGroup(&swActors[w], &sg_Rail[0]); wu->Radius = 200; wu->ceiling_dist = Z(1); @@ -18822,7 +18822,7 @@ InitGrenade(PLAYERp pp) } wu->RotNum = 5; - NewStateGroup_(w, &sg_Grenade[0]); + NewStateGroup(&swActors[w], &sg_Grenade[0]); SET(wu->Flags, SPR_XFLIP_TOGGLE); SetOwner(pp->PlayerSprite, w); @@ -18915,7 +18915,7 @@ InitSpriteGrenade(DSWActor* actor) wu = User[w].Data(); wu->RotNum = 5; - NewStateGroup_(w, &sg_Grenade[0]); + NewStateGroup(&swActors[w], &sg_Grenade[0]); SET(wu->Flags, SPR_XFLIP_TOGGLE); if (u->ID == ZOMBIE_RUN_R0) @@ -19155,7 +19155,7 @@ InitFireball(PLAYERp pp) zvel = -MulScale(pp->horizon.horiz.asq16(), 240, 16); //wu->RotNum = 5; - //NewStateGroup_(w, &sg_Fireball); + //NewStateGroup(&swActors[w], &sg_Fireball); //SET(wu->Flags, SPR_XFLIP_TOGGLE); // at certain angles the clipping box was big enough to block the