- globally replaced sp-> in several files.

No further cleanup yet.
This commit is contained in:
Christoph Oelckers 2021-12-24 16:47:29 +01:00
parent dc7fecccd0
commit 639613297d
3 changed files with 36 additions and 36 deletions

View file

@ -638,7 +638,7 @@ int SetupSumo(DSWActor* actor)
USERp u; USERp u;
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE)) if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
{ {
u = actor->u(); u = actor->u();
ASSERT(u); ASSERT(u);
@ -660,19 +660,19 @@ int SetupSumo(DSWActor* actor)
EnemyDefaults(actor, &SumoActionSet, &SumoPersonality); EnemyDefaults(actor, &SumoActionSet, &SumoPersonality);
sp->clipdist = (512) >> 2; actor->spr.clipdist = (512) >> 2;
if (sp->pal == 16) if (actor->spr.pal == 16)
{ {
// Mini Sumo // Mini Sumo
sp->xrepeat = 43; actor->spr.xrepeat = 43;
sp->yrepeat = 29; actor->spr.yrepeat = 29;
u->ActorActionSet = &MiniSumoActionSet; u->ActorActionSet = &MiniSumoActionSet;
u->Health = 500; u->Health = 500;
} }
else else
{ {
sp->xrepeat = 115; actor->spr.xrepeat = 115;
sp->yrepeat = 75; actor->spr.yrepeat = 75;
} }
//SET(u->Flags, SPR_XFLIP_TOGGLE); //SET(u->Flags, SPR_XFLIP_TOGGLE);
@ -754,7 +754,7 @@ int InitSumoClap(DSWActor* actor)
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s(); SPRITEp sp = &actor->s();
if (sp->pal == 16 && RandomRange(1000) <= 800) if (actor->spr.pal == 16 && RandomRange(1000) <= 800)
InitMiniSumoClap(actor); InitMiniSumoClap(actor);
else else
InitSumoSkull(actor); InitSumoSkull(actor);
@ -772,7 +772,7 @@ int DoSumoDeathMelt(DSWActor* actor)
InitChemBomb(actor); InitChemBomb(actor);
u->ID = 0; u->ID = 0;
DoMatchEverything(nullptr, sp->lotag, ON); DoMatchEverything(nullptr, actor->spr.lotag, ON);
if (!SW_SHAREWARE) if (!SW_SHAREWARE)
{ {
// Resume the regular music - in a hack-free fashion. // Resume the regular music - in a hack-free fashion.
@ -838,7 +838,7 @@ void BossHealthMeter(void)
sp = &actor->s(); sp = &actor->s();
u = actor->u(); u = actor->u();
if (cansee(sp->pos.X, sp->pos.Y, GetSpriteZOfTop(sp), sp->sector(), pp->pos.X, pp->pos.Y, pp->pos.Z - Z(40), pp->cursector)) if (cansee(actor->spr.pos.X, actor->spr.pos.Y, GetSpriteZOfTop(sp), actor->spr.sector(), pp->pos.X, pp->pos.Y, pp->pos.Z - Z(40), pp->cursector))
{ {
if (i == 0 && !bosswasseen[0]) if (i == 0 && !bosswasseen[0])
{ {

View file

@ -644,7 +644,7 @@ int SetupZilla(DSWActor* actor)
USERp u; USERp u;
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE)) if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
{ {
u = actor->u(); u = actor->u();
ASSERT(u); ASSERT(u);
@ -666,9 +666,9 @@ int SetupZilla(DSWActor* actor)
EnemyDefaults(actor, &ZillaActionSet, &ZillaPersonality); EnemyDefaults(actor, &ZillaActionSet, &ZillaPersonality);
sp->clipdist = (512) >> 2; actor->spr.clipdist = (512) >> 2;
sp->xrepeat = 97; actor->spr.xrepeat = 97;
sp->yrepeat = 79; actor->spr.yrepeat = 79;
return 0; return 0;
} }
@ -681,19 +681,19 @@ int NullZilla(DSWActor* actor)
#if 0 #if 0
if (u->State == s_ZillaDie) if (u->State == s_ZillaDie)
{ {
getzsofslopeptr(sp->sector(), sp->pos.X, sp->y, &u->hiz, &u->loz); getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.y, &u->hiz, &u->loz);
u->lo_sectp = sp->sector(); u->lo_sectp = actor->spr.sector();
u->hi_sectp = sp->sector(); u->hi_sectp = actor->spr.sector();
sp->z = u->loz; actor->spr.z = u->loz;
} }
#endif #endif
getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &u->hiz, &u->loz); getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, &u->hiz, &u->loz);
u->lo_sectp = sp->sector(); u->lo_sectp = actor->spr.sector();
u->hi_sectp = sp->sector(); u->hi_sectp = actor->spr.sector();
u->lowActor = nullptr; u->lowActor = nullptr;
u->highActor = nullptr; u->highActor = nullptr;
sp->pos.Z = u->loz; actor->spr.pos.Z = u->loz;
DoActorSectorDamage(actor); DoActorSectorDamage(actor);
@ -754,7 +754,7 @@ int DoZillaDeathMelt(DSWActor* actor)
u->ID = ZILLA_RUN_R0; u->ID = ZILLA_RUN_R0;
RESET(u->Flags, SPR_JUMPING|SPR_FALLING|SPR_MOVED); RESET(u->Flags, SPR_JUMPING|SPR_FALLING|SPR_MOVED);
//DoMatchEverything(nullptr, sp->lotag, ON); //DoMatchEverything(nullptr, actor->spr.lotag, ON);
if (!SW_SHAREWARE) if (!SW_SHAREWARE)
{ {
// Resume the regular music - in a hack-free fashion. // Resume the regular music - in a hack-free fashion.
@ -762,12 +762,12 @@ int DoZillaDeathMelt(DSWActor* actor)
} }
//KeepActorOnFloor(actor); //KeepActorOnFloor(actor);
getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &u->hiz, &u->loz); getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, &u->hiz, &u->loz);
u->lo_sectp = sp->sector(); u->lo_sectp = actor->spr.sector();
u->hi_sectp = sp->sector(); u->hi_sectp = actor->spr.sector();
u->lowActor = nullptr; u->lowActor = nullptr;
u->highActor = nullptr; u->highActor = nullptr;
sp->pos.Z = u->loz; actor->spr.pos.Z = u->loz;
BossSpriteNum[2] = nullptr; BossSpriteNum[2] = nullptr;
return 0; return 0;

View file

@ -756,8 +756,8 @@ int SetupZombie(DSWActor* actor)
u->Health = 100; u->Health = 100;
u->StateEnd = &s_ZombiePain[0][0]; u->StateEnd = &s_ZombiePain[0][0];
u->Rot = sg_ZombieRun; u->Rot = sg_ZombieRun;
sp->xrepeat = PLAYER_NINJA_XREPEAT; actor->spr.xrepeat = PLAYER_NINJA_XREPEAT;
sp->yrepeat = PLAYER_NINJA_YREPEAT; actor->spr.yrepeat = PLAYER_NINJA_YREPEAT;
u->Attrib = &ZombieAttrib; u->Attrib = &ZombieAttrib;
EnemyDefaults(actor, &ZombieActionSet, &ZombiePersonality); EnemyDefaults(actor, &ZombieActionSet, &ZombiePersonality);
@ -810,8 +810,8 @@ void SpawnZombie2(DSWActor* actor)
SPRITEp sp = &actor->s(); SPRITEp sp = &actor->s();
SPRITEp np; SPRITEp np;
USERp nu; USERp nu;
auto sectu = sp->sector(); auto sectu = actor->spr.sector();
SECTORp sectp = sp->sector(); SECTORp sectp = actor->spr.sector();
auto ownerActor = GetOwner(actor); auto ownerActor = GetOwner(actor);
@ -821,19 +821,19 @@ void SpawnZombie2(DSWActor* actor)
if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)) if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE))
return; return;
if (SectorIsUnderwaterArea(sp->sector())) if (SectorIsUnderwaterArea(actor->spr.sector()))
return; return;
if (FAF_ConnectArea(sp->sector())) if (FAF_ConnectArea(actor->spr.sector()))
{ {
auto newsect = sp->sector(); auto newsect = actor->spr.sector();
updatesectorz(sp->pos.X, sp->pos.Y, sp->pos.Z + Z(10), &newsect); updatesectorz(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z + Z(10), &newsect);
if (SectorIsUnderwaterArea(newsect)) if (SectorIsUnderwaterArea(newsect))
return; return;
} }
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], sp->sector(), sp->pos.X, sp->pos.Y, sp->pos.Z, sp->ang, 0); auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
np = &actorNew->s(); np = &actorNew->s();
nu = actorNew->u(); nu = actorNew->u();
nu->Counter3 = 0; nu->Counter3 = 0;