- one more batch of trivial replacements

This commit is contained in:
Christoph Oelckers 2022-08-20 20:57:54 +02:00
parent 6111b11359
commit 766ddeb445
7 changed files with 23 additions and 23 deletions

View file

@ -746,8 +746,8 @@ void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector florz / ceilgz
if (actor->insector() && actor->xspr.Touch && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) {
if (actor->int_pos().Z == actor->sector()->int_floorz()) actor->spr.pos.Z -= zmaptoworld;
else if (actor->int_pos().Z == actor->sector()->int_ceilingz()) actor->spr.pos.Z += zmaptoworld;
if (actor->spr.pos.Z == actor->sector()->floorz) actor->spr.pos.Z -= zmaptoworld;
else if (actor->spr.pos.Z == actor->sector()->ceilingz) actor->spr.pos.Z += zmaptoworld;
}
// make Proximity flag work not just for dudes and things...

View file

@ -2821,7 +2821,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
if (actor->spr.xvel <= 64 && statstate)
S_StopSound(actor->tempsound, actor);
if ((sc->int_floorz() - sc->int_ceilingz()) < (108 << 8))
if ((sc->floorz - sc->ceilingz) < 108)
{
if (ud.clipping == 0 && actor->spr.xvel >= 192)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
@ -2910,7 +2910,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
// I have no idea why this is here, but the SE's sector must never, *EVER* change, or the map will corrupt.
//SetActor(actor, actor->spr.pos);
if ((sc->int_floorz() - sc->int_ceilingz()) < (108 << 8))
if ((sc->floorz - sc->ceilingz) < 108)
{
if (ud.clipping == 0 && actor->spr.xvel >= 192)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
@ -3011,7 +3011,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
int l = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
int x = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
if ((sc->int_floorz() - sc->int_ceilingz()) < (108 << 8))
if ((sc->floorz - sc->ceilingz) < 108)
if (ud.clipping == 0)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
@ -3775,7 +3775,7 @@ void handle_se16(DDukeActor* actor, int REACTOR, int REACTOR2)
auto sc = actor->sector();
actor->temp_data[2] += 32;
if (sc->int_floorz() < sc->int_ceilingz()) actor->spr.shade = 0;
if (sc->floorz < sc->ceilingz) actor->spr.shade = 0;
else if (sc->int_ceilingz() < actor->temp_data[3])
{
@ -3800,8 +3800,8 @@ void handle_se16(DDukeActor* actor, int REACTOR, int REACTOR2)
else actor->spr.shade = 1;
}
if (actor->spr.shade) sc->add_int_ceilingz(1024);
else sc->add_int_ceilingz(-512);
if (actor->spr.shade) sc->addceilingz(4);
else sc->addceilingz(-2);
ms(actor);
//SetActor(actor, actor->spr.pos);
@ -4062,11 +4062,11 @@ void handle_se19(DDukeActor *actor, int BIGFORCE)
}
}
if (sc->int_ceilingz() < sc->int_floorz())
if (sc->ceilingz < sc->floorz)
sc->add_int_ceilingz(actor->spr.yvel);
else
{
sc->set_int_ceilingz(sc->int_floorz());
sc->setceilingz(sc->floorz);
DukeStatIterator it(STAT_EFFECTOR);
while (auto a2 = it.Next())

View file

@ -3167,7 +3167,7 @@ void handle_se06_r(DDukeActor *actor)
auto ns = spawn(actor, HULK);
if (ns)
{
ns->set_int_z(ns->sector()->int_ceilingz());
ns->spr.pos.Z = ns->sector()->ceilingz;
ns->spr.pal = 33;
}
if (!hulkspawn)
@ -3225,7 +3225,7 @@ void handle_se06_r(DDukeActor *actor)
}
else pn = UFO1_RRRA;
auto ns = spawn(actor, pn);
if (ns) ns->set_int_z(ns->sector()->int_ceilingz());
if (ns) ns->spr.pos.Z = ns->sector()->ceilingz;
}
}
}

View file

@ -1728,7 +1728,7 @@ static void operateJetpack(int snum, ESyncBits actions, int psectlotag, int fz,
if (p->player_int_pos().Z > (fz - (k << 8)))
p->pos.Z += (((fz - (k << 8)) - p->player_int_pos().Z) >> 1) * zinttoworld;
if (p->player_int_pos().Z < (pact->actor_int_ceilingz() + (18 << 8)))
if (p->pos.Z < pact->ceilingz + 18)
p->pos.Z = pact->ceilingz + 18;
}

View file

@ -881,7 +881,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel)
nZVal = pSector->int_ceilingz();
pos.Z = pNextSector->int_ceilingz() + 256;
pSector->set_int_ceilingz(pNextSector->int_ceilingz());
pSector->setceilingz(pNextSector->ceilingz);
}
else
{

View file

@ -879,7 +879,7 @@ void DoExplodeSector(short match)
sectp = actor->sector();
sectp->add_int_ceilingz(-Z(SP_TAG4(actor)));
sectp->addceilingz(-SP_TAG4(actor));
if (SP_TAG5(actor))
{
@ -1255,7 +1255,7 @@ void DoChangorMatch(short match)
if (TEST_BOOL1(actor))
{
sectp->ceilingpicnum = SP_TAG4(actor);
sectp->add_int_ceilingz(Z(SP_TAG5(actor)));
sectp->addceilingz(SP_TAG5(actor));
sectp->ceilingheinum += SP_TAG6(actor);
if (sectp->ceilingheinum)

View file

@ -11937,7 +11937,7 @@ int InitSwordAttack(PLAYER* pp)
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
@ -12131,7 +12131,7 @@ int InitFistAttack(PLAYER* pp)
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
@ -12922,7 +12922,7 @@ int InitShotgun(PLAYER* pp)
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
continue;
}
@ -15200,7 +15200,7 @@ int InitUzi(PLAYER* pp)
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
@ -16056,7 +16056,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop)
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
@ -16189,7 +16189,7 @@ int InitEnemyUzi(DSWActor* actor)
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.int_hitpos().Z < hit.hitWall->nextSector()->int_ceilingz())
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
@ -17189,7 +17189,7 @@ int DoBubble(DSWActor* actor)
actor->spr.xrepeat = actor->user.pos.X + (RANDOM_P2(8 << 8) >> 8) - 4;
actor->spr.yrepeat = actor->user.pos.Y + (RANDOM_P2(8 << 8) >> 8) - 4;
if (actor->int_pos().Z < actor->sector()->int_ceilingz())
if (actor->spr.pos.Z < actor->sector()->ceilingz)
{
if (SectorIsUnderwaterArea(actor->user.hi_sectp))
{