mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-31 13:10:39 +00:00
- fixed the remaining places where the compiler complained about cstat.
This commit is contained in:
parent
8b427e35c2
commit
5ff36f491e
12 changed files with 50 additions and 57 deletions
|
@ -260,7 +260,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
|
|||
ESpriteFlags bakCstat = 0;
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
bakCstat = ESpriteFlags::FromInt(gPlayer[viewPlayer].pSprite->cstat);
|
||||
bakCstat = gPlayer[viewPlayer].pSprite->cstat;
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
|
||||
|
@ -292,7 +292,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
|
|||
ESpriteFlags bakCstat = 0;
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
bakCstat = ESpriteFlags::FromInt(gPlayer[viewPlayer].pSprite->cstat);
|
||||
bakCstat = gPlayer[viewPlayer].pSprite->cstat;
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
|
||||
|
|
|
@ -5303,7 +5303,7 @@ int MoveMissile(DBloodActor* actor)
|
|||
if (Owner && Owner->IsDudeActor())
|
||||
{
|
||||
pOwner = &Owner->s();
|
||||
bakCstat = ESpriteFlags::FromInt(pOwner->cstat);
|
||||
bakCstat = pOwner->cstat;
|
||||
pOwner->cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||
}
|
||||
gHitInfo.clearObj();
|
||||
|
|
|
@ -526,7 +526,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
|
|||
pSprite->x = LittleLong(load.x);
|
||||
pSprite->y = LittleLong(load.y);
|
||||
pSprite->z = LittleLong(load.z);
|
||||
pSprite->cstat = LittleShort(load.cstat);
|
||||
pSprite->cstat = ESpriteFlags::FromInt(LittleShort(load.cstat));
|
||||
pSprite->picnum = LittleShort(load.picnum);
|
||||
int secno = LittleShort(load.sectnum);
|
||||
pSprite->statnum = LittleShort(load.statnum);
|
||||
|
|
|
@ -86,7 +86,7 @@ extern const char *gWeaponText[];
|
|||
template<typename T> void GetSpriteExtents(T const * const pSprite, int *top, int *bottom)
|
||||
{
|
||||
*top = *bottom = pSprite->z;
|
||||
if ((pSprite->cstat & 0x30) != 0x20)
|
||||
if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_FLOOR)
|
||||
{
|
||||
int height = tileHeight(pSprite->picnum);
|
||||
int center = height / 2 + tileTopOffset(pSprite->picnum);
|
||||
|
|
|
@ -2809,8 +2809,8 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
|
|||
auto old = pSprite->cstat;
|
||||
|
||||
// set new cstat
|
||||
if ((pSource->flags & kModernTypeFlag1)) pSprite->cstat |= pXSource->data4; // relative
|
||||
else pSprite->cstat = pXSource->data4 & 0xffff; // absolute
|
||||
if ((pSource->flags & kModernTypeFlag1)) pSprite->cstat |= ESpriteFlags::FromInt(pXSource->data4); // relative
|
||||
else pSprite->cstat = ESpriteFlags::FromInt(pXSource->data4 & 0xffff); // absolute
|
||||
|
||||
// and handle exceptions
|
||||
if ((old & CSTAT_SPRITE_BLOOD_BIT1)) pSprite->cstat |= CSTAT_SPRITE_BLOOD_BIT1; //kSpritePushable
|
||||
|
@ -3805,8 +3805,8 @@ bool condCheckMixed(DBloodActor* aCond, const EVENT& event, int cmpOp, bool PUSH
|
|||
case 25: return condCmp(pObj->picnum, arg1, arg2, cmpOp);
|
||||
case 26: return condCmp(pObj->pal, arg1, arg2, cmpOp);
|
||||
case 27: return condCmp(pObj->shade, arg1, arg2, cmpOp);
|
||||
case 28: return (pObj->cstat & arg1);
|
||||
case 29: return (pObj->hitag & arg1);
|
||||
case 28: return (pObj->cstat & ESpriteFlags::FromInt(arg1));
|
||||
case 29: return (pObj->flags & arg1);
|
||||
case 30: return condCmp(pObj->xrepeat, arg1, arg2, cmpOp);
|
||||
case 31: return condCmp(pObj->xoffset, arg1, arg2, cmpOp);
|
||||
case 32: return condCmp(pObj->yrepeat, arg1, arg2, cmpOp);
|
||||
|
|
|
@ -43,7 +43,7 @@ int getlabelvalue(const char* text);
|
|||
static int ccmd_spawn(CCmdFuncPtr parm)
|
||||
{
|
||||
int x = 0, y = 0, z = 0;
|
||||
int16_t cstat = 0;
|
||||
ESpriteFlags cstat = 0;
|
||||
int picnum = 0;
|
||||
unsigned int pal = 0;
|
||||
int ang = 0;
|
||||
|
|
|
@ -210,7 +210,7 @@ int DoShadowFindGroundPoint(tspriteptr_t sp)
|
|||
SPRITEp hsp;
|
||||
Collision ceilhit, florhit;
|
||||
int hiz, loz = u->loz;
|
||||
int save_cstat, bak_cstat;
|
||||
ESpriteFlags save_cstat, bak_cstat;
|
||||
|
||||
// recursive routine to find the ground - either sector or floor sprite
|
||||
// skips over enemy and other types of sprites
|
||||
|
@ -968,7 +968,7 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang,
|
|||
SPRITEp sp;
|
||||
HitInfo hit{};
|
||||
int i, vx, vy, vz, hx, hy;
|
||||
int bakcstat, daang;
|
||||
int daang;
|
||||
PLAYERp pp = &Player[screenpeek];
|
||||
binangle ang;
|
||||
|
||||
|
@ -987,7 +987,7 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang,
|
|||
// Player sprite of current view
|
||||
sp = &pp->Actor()->s();
|
||||
|
||||
bakcstat = sp->cstat;
|
||||
auto bakcstat = sp->cstat;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
// Make sure sector passed to hitscan is correct
|
||||
|
@ -1027,12 +1027,11 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang,
|
|||
else
|
||||
{
|
||||
SPRITEp hsp = &hit.actor()->s();
|
||||
int flag_backup;
|
||||
|
||||
// if you hit a sprite that's not a wall sprite - try again
|
||||
if (!TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
||||
{
|
||||
flag_backup = hsp->cstat;
|
||||
auto flag_backup = hsp->cstat;
|
||||
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
CircleCamera(nx, ny, nz, vsect, nang, q16horiz);
|
||||
|
|
|
@ -868,7 +868,7 @@ void JAnalyzeSprites(tspriteptr_t tspr)
|
|||
{
|
||||
// Turn on voxels
|
||||
tspr->picnum = aVoxelArray[tspr->picnum].Voxel; // Get the voxel number
|
||||
tspr->cstat |= 48; // Set stat to voxelize sprite
|
||||
tspr->cstat |= CSTAT_SPRITE_ALIGNMENT_SLAB; // Set stat to voxelize sprite
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -887,7 +887,7 @@ void JAnalyzeSprites(tspriteptr_t tspr)
|
|||
{
|
||||
// Turn on voxels
|
||||
tspr->picnum = aVoxelArray[tspr->picnum].Voxel; // Get the voxel number
|
||||
tspr->cstat |= 48; // Set stat to voxelize sprite
|
||||
tspr->cstat |= CSTAT_SPRITE_ALIGNMENT_SLAB; // Set stat to voxelize sprite
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1859,14 +1859,13 @@ void UpdatePlayerSprite(PLAYERp pp)
|
|||
void DoPlayerZrange(PLAYERp pp)
|
||||
{
|
||||
Collision ceilhit, florhit;
|
||||
short bakcstat;
|
||||
|
||||
if (!pp->Actor()) return;
|
||||
// Don't let you fall if you're just slightly over a cliff
|
||||
// This function returns the highest and lowest z's
|
||||
// for an entire box, NOT just a point. -Useful for clipping
|
||||
auto sp = &pp->Actor()->s();
|
||||
bakcstat = sp->cstat;
|
||||
auto bakcstat = sp->cstat;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
vec3_t pos = pp->pos;
|
||||
pos.z += Z(8);
|
||||
|
@ -2011,7 +2010,6 @@ void DoPlayerMove(PLAYERp pp)
|
|||
auto sp = &pp->Actor()->s();
|
||||
USERp u = pp->Actor()->u();
|
||||
int friction;
|
||||
int save_cstat;
|
||||
int push_ret = 0;
|
||||
|
||||
// If SO interpolation is disabled, make sure the player's aiming,
|
||||
|
@ -2114,7 +2112,7 @@ void DoPlayerMove(PLAYERp pp)
|
|||
pp->oposy = pp->posy;
|
||||
}
|
||||
|
||||
save_cstat = sp->cstat;
|
||||
auto save_cstat = sp->cstat;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
Collision coll;
|
||||
updatesector(pp->posx, pp->posy, &pp->cursector);
|
||||
|
@ -2561,7 +2559,6 @@ void DoPlayerMoveVehicle(PLAYERp pp)
|
|||
SPRITEp sp = &actor->s();
|
||||
auto psp = &pp->Actor()->s();
|
||||
USERp u = actor->u();
|
||||
int save_cstat;
|
||||
int x[4], y[4], ox[4], oy[4];
|
||||
int wallcount;
|
||||
int count=0;
|
||||
|
@ -2660,7 +2657,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
|
|||
int vel;
|
||||
int ret;
|
||||
|
||||
save_cstat = psp->cstat;
|
||||
auto save_cstat = psp->cstat;
|
||||
RESET(psp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
DoPlayerTurnVehicleRect(pp, x, y, ox, oy);
|
||||
|
||||
|
@ -2715,7 +2712,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
|
|||
DoPlayerTurnVehicle(pp, pp->input.avel, z, floor_dist);
|
||||
}
|
||||
|
||||
save_cstat = psp->cstat;
|
||||
auto save_cstat = psp->cstat;
|
||||
RESET(psp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
if (pp->sop->clipdist)
|
||||
{
|
||||
|
|
|
@ -3606,7 +3606,8 @@ int ActorCoughItem(DSWActor* actor)
|
|||
ASSERT(sp->insector());
|
||||
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
|
||||
np = &actorNew->s();
|
||||
np->cstat = np->extra = 0;
|
||||
np->cstat = 0;
|
||||
np->extra = 0;
|
||||
np->x = sp->x;
|
||||
np->y = sp->y;
|
||||
np->z = SPRITEp_MID(sp);
|
||||
|
@ -3647,7 +3648,8 @@ int ActorCoughItem(DSWActor* actor)
|
|||
ASSERT(sp->insector());
|
||||
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
|
||||
np = &actorNew->s();
|
||||
np->cstat = np->extra = 0;
|
||||
np->cstat = 0;
|
||||
np->extra = 0;
|
||||
np->x = sp->x;
|
||||
np->y = sp->y;
|
||||
np->z = SPRITEp_MID(sp);
|
||||
|
@ -3675,7 +3677,8 @@ int ActorCoughItem(DSWActor* actor)
|
|||
ASSERT(sp->insector());
|
||||
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
|
||||
np = &actorNew->s();
|
||||
np->cstat = np->extra = 0;
|
||||
np->cstat = 0;
|
||||
np->extra = 0;
|
||||
np->x = sp->x;
|
||||
np->y = sp->y;
|
||||
np->z = SPRITEp_MID(sp);
|
||||
|
@ -3769,7 +3772,8 @@ int ActorCoughItem(DSWActor* actor)
|
|||
ASSERT(sp->insector());
|
||||
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
|
||||
np = &actorNew->s();
|
||||
np->cstat = np->extra = 0;
|
||||
np->cstat = 0;
|
||||
np->extra = 0;
|
||||
np->x = sp->x;
|
||||
np->y = sp->y;
|
||||
np->z = SPRITEp_MID(sp);
|
||||
|
@ -3827,7 +3831,8 @@ int ActorCoughItem(DSWActor* actor)
|
|||
ASSERT(sp->insector());
|
||||
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
|
||||
np = &actorNew->s();
|
||||
np->cstat = np->extra = 0;
|
||||
np->cstat = 0;
|
||||
np->extra = 0;
|
||||
np->x = sp->x;
|
||||
np->y = sp->y;
|
||||
np->z = SPRITEp_LOWER(sp)+Z(10);
|
||||
|
@ -4576,14 +4581,13 @@ void DoActorZrange(DSWActor* actor)
|
|||
USERp u = actor->u(), wu;
|
||||
SPRITEp sp = &actor->s(), wp;
|
||||
Collision ceilhit, florhit;
|
||||
short save_cstat;
|
||||
|
||||
save_cstat = TEST(sp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
auto save_cstat = sp->cstat & CSTAT_SPRITE_BLOCK;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
vec3_t pos = sp->pos;
|
||||
pos.z -= DIV2(SPRITEp_SIZE_Z(sp));
|
||||
FAFgetzrange(pos, sp->sector(), &u->hiz, &ceilhit, &u->loz, &florhit, (((int) sp->clipdist) << 2) - GETZRANGE_CLIP_ADJ, CLIPMASK_ACTOR);
|
||||
SET(sp->cstat, save_cstat);
|
||||
sp->cstat |= save_cstat;
|
||||
|
||||
u->lo_sectp = u->hi_sectp = nullptr;
|
||||
u->highActor = nullptr;
|
||||
|
@ -4659,10 +4663,9 @@ bool ActorDrop(DSWActor* actor, int x, int y, int z, sectortype* new_sector, sho
|
|||
SPRITEp sp = &actor->s();
|
||||
int hiz, loz;
|
||||
Collision ceilhit, florhit;
|
||||
short save_cstat;
|
||||
|
||||
// look only at the center point for a floor sprite
|
||||
save_cstat = TEST(sp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
auto save_cstat = TEST(sp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
FAFgetzrangepoint(x, y, z - DIV2(SPRITEp_SIZE_Z(sp)), new_sector, &hiz, &ceilhit, &loz, &florhit);
|
||||
SET(sp->cstat, save_cstat);
|
||||
|
@ -5172,7 +5175,6 @@ int DoGet(DSWActor* actor)
|
|||
short pnum, key_num;
|
||||
int dist, a,b,c;
|
||||
bool can_see;
|
||||
int cstat_bak;
|
||||
|
||||
// For flag stuff
|
||||
USERp nu;
|
||||
|
@ -5223,7 +5225,7 @@ int DoGet(DSWActor* actor)
|
|||
continue;
|
||||
}
|
||||
|
||||
cstat_bak = sp->cstat;
|
||||
auto cstat_bak = sp->cstat;
|
||||
SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
can_see = FAFcansee(sp->x, sp->y, sp->z, sp->sector(),
|
||||
pp->posx, pp->posy, pp->posz, pp->cursector);
|
||||
|
@ -6470,7 +6472,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
|
|||
|
||||
// Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick
|
||||
// up its own sprite
|
||||
tempshort = spr->cstat;
|
||||
auto tempstat = spr->cstat;
|
||||
spr->cstat = 0;
|
||||
|
||||
// I subtracted 8 from the clipdist because actors kept going up on
|
||||
|
@ -6482,7 +6484,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
|
|||
&globhiz, &globhihit, &globloz, &globlohit,
|
||||
(((int) spr->clipdist) << 2) - GETZRANGE_CLIP_ADJ, cliptype);
|
||||
|
||||
spr->cstat = tempshort;
|
||||
spr->cstat = tempstat;
|
||||
|
||||
// !AIC - puts getzrange results into USER varaible u->loz, u->hiz, u->lo_sectp, u->hi_sectp, etc.
|
||||
// Takes info from global variables
|
||||
|
@ -6611,11 +6613,10 @@ int MissileZrange(DSWActor* actor)
|
|||
{
|
||||
USERp u = actor->u();
|
||||
SPRITEp sp = &actor->s();
|
||||
short tempshort;
|
||||
|
||||
// Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick
|
||||
// up its own sprite
|
||||
tempshort = sp->cstat;
|
||||
auto tempshort = sp->cstat;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
|
||||
FAFgetzrangepoint(sp->x, sp->y, sp->z - 1, sp->sector(),
|
||||
|
@ -6634,7 +6635,6 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i
|
|||
SPRITEp sp = &actor->s();
|
||||
Collision retval{};
|
||||
int zh;
|
||||
int tempshort;
|
||||
|
||||
ASSERT(actor->hasU());
|
||||
|
||||
|
@ -6673,7 +6673,7 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i
|
|||
|
||||
// Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick
|
||||
// up its own sprite
|
||||
tempshort = sp->cstat;
|
||||
auto tempshort = sp->cstat;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
|
||||
FAFgetzrangepoint(sp->x, sp->y, sp->z - 1, sp->sector(),
|
||||
|
|
|
@ -317,7 +317,8 @@ DSWActor* TrackClonePoint(DSWActor* actor)
|
|||
|
||||
np = &actorNew->s();
|
||||
|
||||
np->cstat = np->extra = 0;
|
||||
np->cstat = 0;
|
||||
np->extra = 0;
|
||||
np->x = sp->x;
|
||||
np->y = sp->y;
|
||||
np->z = sp->z;
|
||||
|
|
|
@ -8208,7 +8208,7 @@ int DoPlasmaFountain(DSWActor* actor)
|
|||
{
|
||||
u->WaitTics = 0;
|
||||
|
||||
bak_cstat = sp->cstat;
|
||||
auto bak_cstat = sp->cstat;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
|
||||
sp->cstat = bak_cstat;
|
||||
|
||||
|
@ -8247,7 +8247,7 @@ int DoPlasma(DSWActor* actor)
|
|||
|
||||
if (TEST(hsp->cstat, CSTAT_SPRITE_BLOCK) && !TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
||||
{
|
||||
short hcstat = hsp->cstat;
|
||||
auto hcstat = hsp->cstat;
|
||||
|
||||
if (hu && hitActor != u->WpnGoalActor)
|
||||
{
|
||||
|
@ -9532,7 +9532,7 @@ int DoRail(DSWActor* actor)
|
|||
|
||||
if (hs->extra & SPRX_PLAYER_OR_ENEMY)
|
||||
{
|
||||
short cstat_save = hs->cstat;
|
||||
auto cstat_save = hs->cstat;
|
||||
|
||||
RESET(hs->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);
|
||||
DoRail(actor);
|
||||
|
@ -11178,13 +11178,11 @@ int DoFindGround(DSWActor* actor)
|
|||
SPRITEp sp = &actor->s(), hsp;
|
||||
USERp u = actor->u();
|
||||
Collision ceilhit, florhit;
|
||||
short save_cstat;
|
||||
short bak_cstat;
|
||||
|
||||
// recursive routine to find the ground - either sector or floor sprite
|
||||
// skips over enemy and other types of sprites
|
||||
|
||||
save_cstat = sp->cstat;
|
||||
auto save_cstat = sp->cstat;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
FAFgetzrange(sp->pos, sp->sector(), &u->hiz, &ceilhit, &u->loz, &florhit, (((int) sp->clipdist) << 2) - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER);
|
||||
sp->cstat = save_cstat;
|
||||
|
@ -11207,7 +11205,7 @@ int DoFindGround(DSWActor* actor)
|
|||
{
|
||||
// reset the blocking bit of what you hit and try again -
|
||||
// recursive
|
||||
bak_cstat = hsp->cstat;
|
||||
auto bak_cstat = hsp->cstat;
|
||||
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
DoFindGround(actor);
|
||||
hsp->cstat = bak_cstat;
|
||||
|
@ -11235,13 +11233,11 @@ int DoFindGroundPoint(DSWActor* actor)
|
|||
SPRITEp sp = &actor->s(), hsp;
|
||||
USERp u = actor->u();
|
||||
Collision ceilhit, florhit;
|
||||
short save_cstat;
|
||||
short bak_cstat;
|
||||
|
||||
// recursive routine to find the ground - either sector or floor sprite
|
||||
// skips over enemy and other types of sprites
|
||||
|
||||
save_cstat = sp->cstat;
|
||||
auto save_cstat = sp->cstat;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sector(), &u->hiz, &ceilhit, &u->loz, &florhit);
|
||||
sp->cstat = save_cstat;
|
||||
|
@ -11264,7 +11260,7 @@ int DoFindGroundPoint(DSWActor* actor)
|
|||
{
|
||||
// reset the blocking bit of what you hit and try again -
|
||||
// recursive
|
||||
bak_cstat = hsp->cstat;
|
||||
auto bak_cstat = hsp->cstat;
|
||||
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
DoFindGroundPoint(actor);
|
||||
hsp->cstat = bak_cstat;
|
||||
|
@ -11327,7 +11323,7 @@ int DoNapalm(DSWActor* actor)
|
|||
|
||||
if (TEST(hsp->cstat, CSTAT_SPRITE_BLOCK) && !TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
||||
{
|
||||
short hcstat = hsp->cstat;
|
||||
auto hcstat = hsp->cstat;
|
||||
|
||||
sp->x = ox;
|
||||
sp->y = oy;
|
||||
|
@ -11509,7 +11505,7 @@ int DoSerpMeteor(DSWActor* actor)
|
|||
|
||||
if (hu && hu->ID >= SKULL_R0 && hu->ID <= SKULL_SERP)
|
||||
{
|
||||
short hcstat = hsp->cstat;
|
||||
auto hcstat = hsp->cstat;
|
||||
|
||||
sp->x = ox;
|
||||
sp->y = oy;
|
||||
|
@ -16134,7 +16130,7 @@ int InitUzi(PLAYERp pp)
|
|||
HitInfo hit{};
|
||||
int daz, nz;
|
||||
int xvect,yvect,zvect;
|
||||
short cstat = 0;
|
||||
ESpriteFlags cstat = 0;
|
||||
uint8_t pal = 0;
|
||||
//static char alternate=0;
|
||||
static int uziclock=0;
|
||||
|
|
Loading…
Reference in a new issue