From 5ad43256cc8248da59f6500b6db8d0cc71abcaae Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Thu, 23 Dec 2021 13:20:47 +0100 Subject: [PATCH] - the final s()'s in Blood. --- source/games/blood/src/view.cpp | 6 +++--- source/games/blood/src/warp.cpp | 4 +--- source/games/blood/src/weapon.cpp | 26 +++++++++++--------------- 3 files changed, 15 insertions(+), 21 deletions(-) diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp index 1439f26a3..93e6f92a1 100644 --- a/source/games/blood/src/view.cpp +++ b/source/games/blood/src/view.cpp @@ -119,10 +119,10 @@ void viewDrawAimedPlayerName(void) int hit = HitScan(gView->actor, gView->zView, gView->aim.dx, gView->aim.dy, gView->aim.dz, CLIPMASK0, 512); if (hit == 3) { - if (gHitInfo.actor() && gHitInfo.actor()->IsPlayerActor()) + auto actor = gHitInfo.actor(); + if (actor && actor->IsPlayerActor()) { - spritetype* pSprite = &gHitInfo.actor()->s(); - int nPlayer = pSprite->type-kDudePlayer1; + int nPlayer = actor->spr.type-kDudePlayer1; const char* szName = PlayerName(nPlayer); int nPalette = (gPlayer[nPlayer].teamId&3)+11; viewDrawText(DigiFont, szName, 160, 125, -128, nPalette, 1, 1); diff --git a/source/games/blood/src/warp.cpp b/source/games/blood/src/warp.cpp index 047d8a9ad..60dfdf8a5 100644 --- a/source/games/blood/src/warp.cpp +++ b/source/games/blood/src/warp.cpp @@ -172,9 +172,7 @@ void warpInit(TArray& actors) auto actor2 = barrier_cast(sect.lowerLink); if (actor2 && actor2->hasX()) { - spritetype *pSprite2 = &actor2->s(); - XSPRITE *pXSprite2 = &actor2->x(); - if (pXSprite2->data1 == nLink) + if (actor2->xspr.data1 == nLink) { actor->SetOwner(actor2); actor2->SetOwner(actor); diff --git a/source/games/blood/src/weapon.cpp b/source/games/blood/src/weapon.cpp index 459e810ad..4d21cc61e 100644 --- a/source/games/blood/src/weapon.cpp +++ b/source/games/blood/src/weapon.cpp @@ -1723,8 +1723,7 @@ void AltFireLifeLeech(int , PLAYER *pPlayer) auto missile = playerFireThing(pPlayer, 0, -4730, kThingDroppedLifeLeech, 0x19999); if (missile) { - auto pMissile = &missile->s(); - pMissile->cstat |= CSTAT_SPRITE_BLOOD_BIT1; + missile->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1; XSPRITE *pXSprite = &missile->x(); pXSprite->Push = 1; pXSprite->Proximity = 1; @@ -2654,12 +2653,11 @@ void WeaponProcess(PLAYER *pPlayer) { void teslaHit(DBloodActor *missileactor, int a2) { - auto pMissile = &missileactor->s(); - int x = pMissile->pos.X; - int y = pMissile->pos.Y; - int z = pMissile->pos.Z; + int x = missileactor->spr.pos.X; + int y = missileactor->spr.pos.Y; + int z = missileactor->spr.pos.Z; int nDist = 300; - auto pSector = pMissile->sector(); + auto pSector = missileactor->spr.sector(); auto owneractor = missileactor->GetOwner(); const bool newSectCheckMethod = !cl_bloodvanillaexplosions && !VanillaMode(); // use new sector checking logic auto sectorMap = GetClosestSpriteSectors(pSector, x, y, nDist, nullptr, newSectCheckMethod); @@ -2673,13 +2671,12 @@ void teslaHit(DBloodActor *missileactor, int a2) { if (hitactor != owneractor || v4) { - spritetype *pHitSprite = &hitactor->s(); - if (pHitSprite->flags&32) + if (hitactor->spr.flags&32) continue; if (CheckSector(sectorMap, hitactor) && CheckProximity(hitactor, x, y, z, pSector, nDist)) { - int dx = pMissile->pos.X - pHitSprite->pos.X; - int dy = pMissile->pos.Y - pHitSprite->pos.Y; + int dx = missileactor->spr.pos.X - hitactor->spr.pos.X; + int dy = missileactor->spr.pos.Y - hitactor->spr.pos.Y; int nDamage = ClipLow((nDist-(ksqrt(dx*dx+dy*dy)>>4)+20)>>1, 10); if (hitactor == owneractor) nDamage /= 2; @@ -2690,16 +2687,15 @@ void teslaHit(DBloodActor *missileactor, int a2) it.Reset(kStatThing); while (auto hitactor = it.Next()) { - spritetype *pHitSprite = &hitactor->s(); - if (pHitSprite->flags&32) + if (hitactor->spr.flags&32) continue; if (CheckSector(sectorMap, hitactor) && CheckProximity(hitactor, x, y, z, pSector, nDist)) { XSPRITE *pXSprite = &hitactor->x(); if (!pXSprite->locked) { - int dx = pMissile->pos.X - pHitSprite->pos.X; - int dy = pMissile->pos.Y - pHitSprite->pos.Y; + int dx = missileactor->spr.pos.X - hitactor->spr.pos.X; + int dy = missileactor->spr.pos.Y - hitactor->spr.pos.Y; int nDamage = ClipLow(nDist-(ksqrt(dx*dx+dy*dy)>>4)+20, 20); actDamageSprite(owneractor, hitactor, kDamageTesla, nDamage << 4); }