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- renamed DDukeActor::GetIndex to GetSpriteIndex to bring it in line with the other games.
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7ebe492e94
commit
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7 changed files with 18 additions and 18 deletions
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@ -78,7 +78,7 @@ void deletesprite(DDukeActor *const actor)
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S_StopSound(actor->s->lotag, actor);
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else
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S_RelinkActorSound(actor, nullptr);
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::deletesprite(actor->GetIndex());
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::deletesprite(actor->GetSpriteIndex());
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}
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//---------------------------------------------------------------------------
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@ -1561,7 +1561,7 @@ static bool movefireball(DDukeActor* actor)
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int trail = actor->temp_data[1];
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auto ball = spawn(actor, FIREBALL);
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auto spr = ball->s;
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actor->temp_data[1] = ball->GetIndex();
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actor->temp_data[1] = ball->GetSpriteIndex();
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spr->xvel = s->xvel;
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spr->yvel = s->yvel;
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@ -1585,7 +1585,7 @@ static bool movefireball(DDukeActor* actor)
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FireProj proj = { spr->x, spr->y, spr->z, spr->xvel, spr->yvel, spr->zvel };
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fire.Insert(ball->GetIndex(), proj);
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fire.Insert(ball->GetSpriteIndex(), proj);
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changeactorstat(ball, STAT_PROJECTILE);
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}
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actor->temp_data[0]++;
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@ -97,22 +97,22 @@ inline int player_struct::GetPlayerNum()
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// Refactoring helpers/intermediates
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inline void changeactorstat(DDukeActor* a, int newstat)
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{
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::changespritestat(a->GetIndex(), newstat);
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::changespritestat(a->GetSpriteIndex(), newstat);
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}
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inline void changeactorsect(DDukeActor* a, int newsect)
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{
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::changespritesect(a->GetIndex(), newsect);
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::changespritesect(a->GetSpriteIndex(), newsect);
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}
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inline int setsprite(DDukeActor* a, int x, int y, int z)
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{
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return ::setsprite(a->GetIndex(), x, y, z);
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return ::setsprite(a->GetSpriteIndex(), x, y, z);
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}
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inline int setsprite(DDukeActor* a, const vec3_t& pos)
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{
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return ::setsprite(a->GetIndex(), pos.x, pos.y, pos.z);
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return ::setsprite(a->GetSpriteIndex(), pos.x, pos.y, pos.z);
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}
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// see comment for changespritestat.
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@ -124,7 +124,7 @@ inline int setsprite(int i, int x, int y, int z)
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inline int ActorToScriptIndex(DDukeActor* a)
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{
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if (!a) return -1;
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return a->GetIndex();
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return a->GetSpriteIndex();
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}
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inline DDukeActor* ScriptIndexToActor(int index)
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@ -139,7 +139,7 @@ int spawn_r(int j, int pn);
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inline DDukeActor* spawn(DDukeActor* spawner, int type)
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{
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int i = (isRR()? spawn_r : spawn_d)(spawner ? spawner->GetIndex() : -1, type);
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int i = (isRR()? spawn_r : spawn_d)(spawner ? spawner->GetSpriteIndex() : -1, type);
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return i == -1 ? nullptr : &hittype[i];
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}
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@ -286,7 +286,7 @@ int GetGameVarID(int id, DDukeActor* sActor, int sPlayer)
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}
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if (id == g_iThisActorID)
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{
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return sActor->GetIndex();
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return sActor->GetSpriteIndex();
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}
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if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER )
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{
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@ -305,7 +305,7 @@ int GetGameVarID(int id, DDukeActor* sActor, int sPlayer)
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// for the current actor
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if(sActor != nullptr)
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{
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return aGameVars[id].plArray[sActor->GetIndex()];
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return aGameVars[id].plArray[sActor->GetSpriteIndex()];
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}
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else
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{
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@ -359,7 +359,7 @@ void SetGameVarID(int id, int lValue, DDukeActor* sActor, int sPlayer)
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else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR )
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{
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// for the current actor
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if (sActor != nullptr) aGameVars[id].plArray[sActor->GetIndex()]=lValue;
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if (sActor != nullptr) aGameVars[id].plArray[sActor->GetSpriteIndex()]=lValue;
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else for (auto& i : aGameVars[id].plArray) i = lValue; // -1 sets all actors - was undefined OOB access in WW2GI.
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}
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else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG )
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@ -623,7 +623,7 @@ void resetpspritevars(int g)
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else
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s->pal = ps[j].palookup = ud.user_pals[j];
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ps[j].i = act->GetIndex();
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ps[j].i = act->GetSpriteIndex();
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ps[j].frag_ps = j;
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act->SetOwner(act);
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@ -147,7 +147,7 @@ int initspriteforspawn(DDukeActor* actj, int pn, const std::initializer_list<int
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spawned->picnum = actj->s->picnum;
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sp = spawned->s;
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t = spawned->temp_data;
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i = spawned->GetIndex();
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i = spawned->GetSpriteIndex();
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}
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else
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{
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@ -39,7 +39,7 @@ struct DDukeActor
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static DDukeActor* array(); // this is necessary to allow define inline functions referencing the global array inside the definition itself.
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DDukeActor() : s(&sprite[this - array()]) {} // little trick to initialize the reference automatically. ;)
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DDukeActor() : s(&sprite[this - array()]) {}
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DDukeActor(const DDukeActor& other) = delete; // we also do not want to allow copies.
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DDukeActor& operator=(const DDukeActor& other) = delete;
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void clear()
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@ -49,7 +49,7 @@ struct DDukeActor
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floorz = ceilingz = lastvx = lastvy = aflags = saved_ammo = 0;
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memset(temp_data, 0, sizeof(temp_data));
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}
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int GetIndex() const { return int(this - array()); }
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int GetSpriteIndex() const { return int(this - array()); }
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// Wrapper around some ugliness. The 'owner' field gets abused by some actors, so better wrap its real use in access functions to keep things in order.
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inline DDukeActor* GetOwner()
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@ -59,7 +59,7 @@ struct DDukeActor
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inline void SetOwner(DDukeActor* a)
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{
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s->owner = a? a->GetIndex() : -1;
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s->owner = a? a->GetSpriteIndex() : -1;
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}
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// same for the 'hittype' owner - which is normally the shooter in an attack.
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@ -70,7 +70,7 @@ struct DDukeActor
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inline void SetHitOwner(DDukeActor* a)
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{
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owner = a ? a->GetIndex() : -1;
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owner = a ? a->GetSpriteIndex() : -1;
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}
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// This used the Owner field - better move this to something more safe.
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