diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index 772881e7b..92dd41988 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -735,7 +735,7 @@ int DoActorStopFall(DSWActor* actor) // don't stand on face or wall sprites - jump again - if (actor->user.lowActor && !TEST(actor->user.lowActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR)) + if (actor->user.lowActor && !(actor->user.lowActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) { //actor->spr.ang = NORM_ANGLE(actor->spr.ang + (RANDOM_P2(64<<8)>>8) - 32); actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024 + (RANDOM_P2(512<<8)>>8)); diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index 05ac70413..42c11f158 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -1613,7 +1613,7 @@ int InitActorReposition(DSWActor* actor) actor->user.ActorActionFunc = DoActorReposition; - if (!TEST(actor->user.Flags, SPR_SWIMMING)) + if (!(actor->user.Flags & SPR_SWIMMING)) NewStateGroup(actor, actor->user.ActorActionSet->Run); (*actor->user.ActorActionFunc)(actor); diff --git a/source/games/sw/src/break.cpp b/source/games/sw/src/break.cpp index 29bd9297f..03a37688d 100644 --- a/source/games/sw/src/break.cpp +++ b/source/games/sw/src/break.cpp @@ -507,7 +507,7 @@ BREAK_INFOp SetupSpriteForBreak(DSWActor* actor) if (TEST(break_info->flags, BF_OVERRIDE_BLOCK)) { // if not blocking then skip this code - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK)) + if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK)) { return (BREAK_INFOp)(-1); } @@ -924,7 +924,7 @@ int AutoBreakSprite(DSWActor* breakActor, int type) { if (break_info->breaknum != -1) { - if (!TEST(break_info->flags, BF_LEAVE_BREAK)) + if (!(break_info->flags & BF_LEAVE_BREAK)) { breakActor->spr.extra &= ~(SPRX_BREAKABLE); breakActor->spr.cstat &= ~(CSTAT_SPRITE_BREAKABLE); diff --git a/source/games/sw/src/cheats.cpp b/source/games/sw/src/cheats.cpp index 03c758dc1..a23d38cab 100644 --- a/source/games/sw/src/cheats.cpp +++ b/source/games/sw/src/cheats.cpp @@ -197,7 +197,7 @@ static void WeaponCheat(int player) { auto p = &Player[player]; - if (!TEST(p->Flags, PF_TWO_UZI)) + if (!(p->Flags & PF_TWO_UZI)) { p->Flags |= PF_TWO_UZI | PF_PICKED_UP_AN_UZI; } diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index b21d58f35..677c54c86 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -605,7 +605,7 @@ int DoCoolgMatchPlayerZ(DSWActor* actor) int bound; // If blocking bits get unset, just die - if (!TEST(actor->spr.cstat,CSTAT_SPRITE_BLOCK) || !TEST(actor->spr.cstat,CSTAT_SPRITE_BLOCK_HITSCAN)) + if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK) || !(actor->spr.cstat & CSTAT_SPRITE_BLOCK_HITSCAN)) { InitBloodSpray(actor, true, 105); InitBloodSpray(actor, true, 105); @@ -856,7 +856,7 @@ int DoCoolgMove(DSWActor* actor) (*actor->user.ActorActionFunc)(actor); } - if (RANDOM_P2(1024) < 32 && !TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (RANDOM_P2(1024) < 32 && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) InitCoolgDrip(actor); DoCoolgMatchPlayerZ(actor); diff --git a/source/games/sw/src/copysect.cpp b/source/games/sw/src/copysect.cpp index 587eed0b8..0c48c789c 100644 --- a/source/games/sw/src/copysect.cpp +++ b/source/games/sw/src/copysect.cpp @@ -136,7 +136,7 @@ void CopySectorMatch(int match) while (auto itActor = itsec.Next()) { // kill anything not invisible - if (!TEST(itActor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (!(itActor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) { if (itActor->hasU()) { diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index d2acd249f..266d01014 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -761,7 +761,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie if (tActor->hasU() && tActor->user.PlayerP) { // Shadow spell - if (!TEST(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT)) + if (!(tsp->cstat & CSTAT_SPRITE_TRANSLUCENT)) ShadeSprite(tsp); // sw if its your playersprite @@ -870,7 +870,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie { if (Player[screenpeek].actor != tActor) { - if (!TEST(tActor->user.PlayerP->Flags, PF_VIEW_FROM_OUTSIDE)) + if (!(tActor->user.PlayerP->Flags & PF_VIEW_FROM_OUTSIDE)) { tsp->cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); } @@ -1003,7 +1003,7 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang, auto hitactor = hit.actor(); // if you hit a sprite that's not a wall sprite - try again - if (!TEST(hitactor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) + if (!(hitactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { auto flag_backup = hitactor->spr.cstat; hitactor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); diff --git a/source/games/sw/src/inv.cpp b/source/games/sw/src/inv.cpp index 0adc041eb..702a8147e 100644 --- a/source/games/sw/src/inv.cpp +++ b/source/games/sw/src/inv.cpp @@ -473,7 +473,7 @@ void InventoryKeys(PLAYERp pp) // switches you to this inventory item pp->InventoryNum = i; - if (InventoryData[pp->InventoryNum].Init && !TEST(pp->Flags, PF_CLIMBING)) + if (InventoryData[pp->InventoryNum].Init && !(pp->Flags & PF_CLIMBING)) { if (pp->InventoryAmount[pp->InventoryNum]) { diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index 52692f0c7..25fffe7cc 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -456,7 +456,7 @@ JS_ProcessEchoSpot() reverb_set = true; } } - if (!TEST(pp->Flags, PF_DIVING) && !reverb_set && pp->Reverb <= 0) + if (!(pp->Flags & PF_DIVING) && !reverb_set && pp->Reverb <= 0) COVER_SetReverb(0); } diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index ed019593e..abae60f50 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -715,7 +715,7 @@ int DoPhosphorus(DSWActor* actor) // if you haven't bounced or your going slow do some puffs - if (!TEST(actor->user.Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (!TEST(actor->user.Flags, SPR_BOUNCE | SPR_UNDERWATER) && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) { auto actorNew = SpawnActor(STAT_SKIP4, PUFF, s_PhosphorExp, actor->spr.sector(), @@ -783,7 +783,7 @@ int DoChemBomb(DSWActor* actor) { short wall_ang; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); auto hitActor = actor->user.coll.actor(); @@ -797,7 +797,7 @@ int DoChemBomb(DSWActor* actor) else { // Canister pops when first smoke starts out - if (actor->user.WaitTics == CHEMTICS && !TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (actor->user.WaitTics == CHEMTICS && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) { PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler); PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler); @@ -824,7 +824,7 @@ int DoChemBomb(DSWActor* actor) break; } - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); int wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512); @@ -855,7 +855,7 @@ int DoChemBomb(DSWActor* actor) // hit a floor if (!(actor->user.Flags & SPR_BOUNCE)) { - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); actor->user.Flags |= (SPR_BOUNCE); ScaleSpriteVector(actor, 32000); // was 18000 @@ -866,7 +866,7 @@ int DoChemBomb(DSWActor* actor) else { // Canister pops when first smoke starts out - if (actor->user.WaitTics == CHEMTICS && !TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (actor->user.WaitTics == CHEMTICS && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) { PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler); PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler); @@ -901,7 +901,7 @@ int DoChemBomb(DSWActor* actor) if (!(actor->user.Flags & SPR_BOUNCE)) { - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); actor->user.Flags |= (SPR_BOUNCE); actor->user.coll.setNone(); @@ -913,7 +913,7 @@ int DoChemBomb(DSWActor* actor) else { // Canister pops when first smoke starts out - if (actor->user.WaitTics == CHEMTICS && !TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (actor->user.WaitTics == CHEMTICS && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) { PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler); PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler); @@ -939,7 +939,7 @@ int DoChemBomb(DSWActor* actor) } // if you haven't bounced or your going slow do some puffs - if (!TEST(actor->user.Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (!TEST(actor->user.Flags, SPR_BOUNCE | SPR_UNDERWATER) && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) { auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 100); @@ -1433,7 +1433,7 @@ int PlayerInitFlashBomb(PLAYERp pp) if (dist > 16384) // Flash radius continue; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK)) + if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK)) continue; if (!FAFcanseeOfs(itActor, 0, actor, - ActorSizeZ(actor))) @@ -1492,7 +1492,7 @@ int InitFlashBomb(DSWActor* actor) if (dist > 16384) // Flash radius continue; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK)) + if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK)) continue; if (!FAFcanseeOfs(itActor, 0, actor, -ActorSizeZ(actor))) @@ -1891,10 +1891,10 @@ DSWActor* DoFlagRangeTest(DSWActor* actor, int range) if (actor == itActor) continue; - if (!TEST(itActor->spr.cstat, CSTAT_SPRITE_BLOCK)) + if (!(itActor->spr.cstat & CSTAT_SPRITE_BLOCK)) continue; - if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) + if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; if (!FAFcansee(itActor, actor)) @@ -1928,7 +1928,7 @@ int DoCarryFlag(DSWActor* actor) } // not activated yet - if (!TEST(actor->user.Flags, SPR_ACTIVE)) + if (!(actor->user.Flags & SPR_ACTIVE)) { if ((actor->user.WaitTics -= (MISSILEMOVETICS * 2)) > 0) return false; diff --git a/source/games/sw/src/panel.cpp b/source/games/sw/src/panel.cpp index 09a1ef1ad..66bb0ba9c 100644 --- a/source/games/sw/src/panel.cpp +++ b/source/games/sw/src/panel.cpp @@ -455,7 +455,7 @@ int WeaponOperate(PLAYERp pp) case SO_TURRET_MGUN: // case SO_SPEED_BOAT: - if (!TEST(pp->sop->flags, SOBJ_HAS_WEAPON)) + if (!(pp->sop->flags & SOBJ_HAS_WEAPON)) break; if (pp->input.actions & SB_FIRE) @@ -1669,7 +1669,7 @@ void pUziOverlays(PANEL_SPRITEp psp, short mode) #define UZI_CHAMBERRELOAD_XOFF 14 #define UZI_CHAMBERRELOAD_YOFF -100 - if (!TEST(psp->flags, PANF_SECONDARY)) return; + if (!(psp->flags & PANF_SECONDARY)) return; if (psp->over[0].xoff == -1) { @@ -1971,7 +1971,7 @@ void InitWeaponUzi(PLAYERp pp) // Is player toggling between one and two uzi's? if (pp->CurWpn->sibling && TEST(pp->Wpn[WPN_UZI]->flags, PANF_PRIMARY) && pp->WpnUziType == 0) { - if (!TEST(pp->CurWpn->flags, PANF_RELOAD)) + if (!(pp->CurWpn->flags & PANF_RELOAD)) InitWeaponUzi2(pp->Wpn[WPN_UZI]); } @@ -1980,7 +1980,7 @@ void InitWeaponUzi(PLAYERp pp) { pp->Flags &= ~(PF_PICKED_UP_AN_UZI); - if (!TEST(pp->CurWpn->flags, PANF_RELOAD)) + if (!(pp->CurWpn->flags & PANF_RELOAD)) InitWeaponUzi2(pp->Wpn[WPN_UZI]); } return; @@ -2170,7 +2170,7 @@ void pUziHide(PANEL_SPRITEp psp) if (pWeaponUnHideKeys(psp, psp->PresentState)) pSetState(psp->sibling, psp->sibling->PresentState); } - else if (!TEST(psp->flags, PANF_SECONDARY)) + else if (!(psp->flags & PANF_SECONDARY)) { pWeaponUnHideKeys(psp, psp->PresentState); } @@ -2198,7 +2198,7 @@ void pUziRest(PANEL_SPRITEp psp) return; } } - else if (!TEST(psp->flags, PANF_SECONDARY)) + else if (!(psp->flags & PANF_SECONDARY)) { if (pWeaponHideKeys(psp, ps_UziHide)) return; @@ -3546,7 +3546,7 @@ void pHotheadRestTest(PANEL_SPRITEp psp) { if (psp->PlayerP->KeyPressBits & SB_FIRE) { - //if (!TEST(psp->PlayerP->Flags,PF_DIVING)) + //if (!(psp->PlayerP->Flags & PF_DIVING)) { if (!WeaponOK(psp->PlayerP)) return; @@ -6126,7 +6126,7 @@ bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state) if (psp->flags & (PANF_WEAPON_HIDE)) { - if (!TEST(psp->PlayerP->Flags, PF_WEAPON_DOWN)) + if (!(psp->PlayerP->Flags & PF_WEAPON_DOWN)) { psp->flags &= ~(PANF_WEAPON_HIDE); pSetState(psp, state); @@ -6409,7 +6409,7 @@ void pDisplaySprites(PLAYERp pp, double smoothratio) pal = uint8_t(psp->pal); if (DrawBeforeView) - if (!TEST(psp->flags, PANF_DRAW_BEFORE_VIEW)) + if (!(psp->flags & PANF_DRAW_BEFORE_VIEW)) continue; if (psp->flags & (PANF_SUICIDE)) @@ -6553,7 +6553,7 @@ void pDisplaySprites(PLAYERp pp, double smoothratio) if (psp->PlayerP->Flags & (PF_VIEW_FROM_OUTSIDE)) { - if (!TEST(psp->PlayerP->Flags, PF_VIEW_OUTSIDE_WEAPON)) + if (!(psp->PlayerP->Flags & PF_VIEW_OUTSIDE_WEAPON)) continue; } @@ -6624,7 +6624,7 @@ void pDisplaySprites(PLAYERp pp, double smoothratio) case BLOODYFIST3_SWING2: if (TEST(flags, RS_XFLIPHUD) && x > 160) x = 65; - else if (!TEST(flags, RS_XFLIPHUD) && x < 160) + else if (!(flags & RS_XFLIPHUD) && x < 160) x = 345; break; default: diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 947e743cc..badaab2a8 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1170,7 +1170,7 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets if (skip_targets != 2) // Used for spriteinfo mode { // don't set off mine - if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) + if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; } @@ -1575,7 +1575,7 @@ void SlipSlope(PLAYERp pp) auto sectu = pp->cursector; - if (!TEST(sectu->flags, SECTFU_SLIDE_SECTOR) || !TEST(pp->cursector->floorstat, CSTAT_SECTOR_SLOPE)) + if (!(sectu->flags & SECTFU_SLIDE_SECTOR) || !(pp->cursector->floorstat & CSTAT_SECTOR_SLOPE)) return; ang = getangle(pp->cursector->firstWall()->delta()); @@ -2019,7 +2019,7 @@ void DoPlayerMove(PLAYERp pp) pp->yvect += ((pp->input.svel*synctics*2)<<6); friction = pp->friction; - if (!TEST(pp->Flags, PF_SWIMMING) && pp->WadeDepth) + if (!(pp->Flags & PF_SWIMMING) && pp->WadeDepth) { friction -= pp->WadeDepth * 100L; } @@ -2388,7 +2388,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y) if (TEST(actor->spr.extra, SPRX_PLAYER_OR_ENEMY)) { - if (!TEST(actor->user.Flags, SPR_DEAD) && !TEST(actor->spr.extra, SPRX_BREAKABLE)) + if (!(actor->user.Flags & SPR_DEAD) && !(actor->spr.extra & SPRX_BREAKABLE)) continue; } @@ -2516,7 +2516,7 @@ void DoPlayerMoveVehicle(PLAYERp pp) int j,k; short startwall,endwall; - bool RectClip = !!TEST(sop->flags, SOBJ_RECT_CLIP); + bool RectClip = !!(sop->flags & SOBJ_RECT_CLIP); if (Prediction) return; @@ -2636,7 +2636,7 @@ void DoPlayerMoveVehicle(PLAYERp pp) VehicleMoveHit(actor); } - if (!TEST(sop->flags, SOBJ_NO_QUAKE)) + if (!(sop->flags & SOBJ_NO_QUAKE)) { SetPlayerQuake(pp); } @@ -2686,7 +2686,7 @@ void DoPlayerMoveVehicle(PLAYERp pp) VehicleMoveHit(actor); pp->slide_xvect = -pp->xvect<<1; pp->slide_yvect = -pp->yvect<<1; - if (!TEST(sop->flags, SOBJ_NO_QUAKE)) + if (!(sop->flags & SOBJ_NO_QUAKE)) SetPlayerQuake(pp); } @@ -3488,7 +3488,7 @@ void DoPlayerCrawl(PLAYERp pp) return; } - if (!TEST(pp->Flags, PF_PLAYER_MOVED)) + if (!(pp->Flags & PF_PLAYER_MOVED)) { NewStateGroup(pp->actor, plActor->user.ActorActionSet->Crawl); } @@ -3700,7 +3700,7 @@ bool PlayerOnLadder(PLAYERp pp) // if the sprite blocking you hit is not a wall sprite there is something between // you and the ladder if (TEST(cstat, CSTAT_SPRITE_BLOCK) && - !TEST(cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) + !(cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { return false; } @@ -4137,7 +4137,7 @@ void DoPlayerDivePalette(PLAYERp pp) { if (pp != Player + screenpeek) return; - if ((pp->DeathType == PLAYER_DEATH_DROWN || TEST((Player+screenpeek)->Flags, PF_DIVING)) && !TEST(pp->Flags, PF_DIVING_IN_LAVA)) + if ((pp->DeathType == PLAYER_DEATH_DROWN || TEST((Player+screenpeek)->Flags, PF_DIVING)) && !(pp->Flags & PF_DIVING_IN_LAVA)) { SetFadeAmt(pp,-1005,210); // Dive color , org color 208 } @@ -5831,7 +5831,7 @@ void DoPlayerDeathCheckKick(PLAYERp pp) break; // don't set off mine - if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) + if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; DISTANCE(itActor->spr.pos.X, itActor->spr.pos.Y, plActor->spr.pos.X, plActor->spr.pos.Y, dist, a, b, c); @@ -5887,7 +5887,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp) auto hitActor = plActor->user.coll.actor(); - if (!TEST(hitActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) + if (!(hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) break; @@ -6061,7 +6061,7 @@ void DoPlayerDeathCrumble(PLAYERp pp) if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING)) { - if (!TEST(plActor->user.Flags, SPR_BOUNCE)) + if (!(plActor->user.Flags & SPR_BOUNCE)) { DoPlayerDeathBounce(pp); return; @@ -6113,7 +6113,7 @@ void DoPlayerDeathExplode(PLAYERp pp) if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING)) { - if (!TEST(plActor->user.Flags, SPR_BOUNCE)) + if (!(plActor->user.Flags & SPR_BOUNCE)) { DoPlayerDeathBounce(pp); return; @@ -6491,7 +6491,7 @@ void PlayerGlobal(PLAYERp pp) if (pp->Flags & (PF_RECOIL)) DoPlayerRecoil(pp); - if (!TEST(pp->Flags, PF_CLIP_CHEAT)) + if (!(pp->Flags & PF_CLIP_CHEAT)) { if (pp->hi_sectp && pp->lo_sectp) { diff --git a/source/games/sw/src/rooms.cpp b/source/games/sw/src/rooms.cpp index c45092526..5f46d47a8 100644 --- a/source/games/sw/src/rooms.cpp +++ b/source/games/sw/src/rooms.cpp @@ -196,7 +196,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect, getzsofslopeptr(hit.hitSector, hit.hitpos.X, hit.hitpos.Y, &hiz, &loz); if (abs(hit.hitpos.Z - loz) < Z(4)) { - if (FAF_ConnectFloor(hit.hitSector) && !TEST(hit.hitSector->floorstat, CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) + if (FAF_ConnectFloor(hit.hitSector) && !(hit.hitSector->floorstat & CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) { updatesectorz(hit.hitpos.X, hit.hitpos.Y, hit.hitpos.Z + Z(12), &newsector); plax_found = true; @@ -204,7 +204,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect, } else if (labs(hit.hitpos.Z - hiz) < Z(4)) { - if (FAF_ConnectCeiling(hit.hitSector) && !TEST(hit.hitSector->floorstat, CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) + if (FAF_ConnectCeiling(hit.hitSector) && !(hit.hitSector->floorstat & CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) { updatesectorz(hit.hitpos.X, hit.hitpos.Y, hit.hitpos.Z - Z(12), &newsector); plax_found = true; @@ -301,7 +301,7 @@ bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects, int GetZadjustment(sectortype* sect, short hitag) { - if (sect == nullptr || !TEST(sect->extra, SECTFX_Z_ADJUST)) + if (sect == nullptr || !(sect->extra & SECTFX_Z_ADJUST)) return 0; SWStatIterator it(STAT_ST1); @@ -354,7 +354,7 @@ bool SectorZadjust(const Collision& ceilhit, int32_t* hiz, const Collision& flor break; } - if (!TEST(hit_sector->extra, SECTFX_Z_ADJUST)) + if (!(hit_sector->extra & SECTFX_Z_ADJUST)) break; // see if a z adjust ST1 is around @@ -404,7 +404,7 @@ bool SectorZadjust(const Collision& ceilhit, int32_t* hiz, const Collision& flor break; } - if (!TEST(hit_sector->extra, SECTFX_Z_ADJUST)) + if (!(hit_sector->extra & SECTFX_Z_ADJUST)) break; // see if a z adjust ST1 is around @@ -484,7 +484,7 @@ void FAFgetzrange(vec3_t pos, sectortype* sect, int32_t* hiz, Collision* ceilhit getzrange(npos, uppersect, hiz, *ceilhit, &foo1, foo2, clipdist, clipmask); SectorZadjust(*ceilhit, hiz, trash, nullptr); } - else if (FAF_ConnectFloor(sect) && !TEST(sect->floorstat, CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) + else if (FAF_ConnectFloor(sect) && !(sect->floorstat & CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) { auto lowersect = sect; int newz = *loz + Z(2); @@ -544,7 +544,7 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, sectortype* const sect, getzrangepoint(x, y, newz, uppersect, hiz, ceilhit, &foo1, &foo2); SectorZadjust(*ceilhit, hiz, trash, nullptr); } - else if (FAF_ConnectFloor(sect) && !TEST(sect->floorstat, CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) + else if (FAF_ConnectFloor(sect) && !(sect->floorstat & CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) { auto lowersect = sect; int newz = *loz + Z(2); diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index cbc2a91ad..a56d9957f 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -1991,7 +1991,7 @@ bool NearThings(PLAYERp pp) if (hit.hitWall != nullptr) { // Near a plain old vanilla wall. Can't do anything but grunt. - if (!TEST(hit.hitWall->extra, WALLFX_DONT_STICK) && pp == Player+myconnectindex) + if (!(hit.hitWall->extra & WALLFX_DONT_STICK) && pp == Player+myconnectindex) { if (StdRandomRange(1000) > 970) PlayerSound(DIGI_HITTINGWALLS, v3df_follow|v3df_dontpan,pp); @@ -2287,7 +2287,7 @@ void PlayerOperateEnv(PLAYERp pp) { PlayerTakeSectorDamage(pp); } - else if ((ActorZOfBottom(pp->actor) >= sectp->floorz) && !TEST(pp->Flags, PF_DIVING)) + else if ((ActorZOfBottom(pp->actor) >= sectp->floorz) && !(pp->Flags & PF_DIVING)) { PlayerTakeSectorDamage(pp); } @@ -2313,7 +2313,7 @@ void PlayerOperateEnv(PLAYERp pp) if (pp->insector() && TEST(pp->cursector->extra, SECTFX_WARP_SECTOR)) { - if (!TEST(pp->Flags2, PF2_TELEPORTED)) + if (!(pp->Flags2 & PF2_TELEPORTED)) { DoPlayerWarpTeleporter(pp); } @@ -2369,7 +2369,7 @@ void DoSineWaveFloor(void) for (swf = &SineWaveFloor[wave][0], flags = swf->flags; swf->sectp != nullptr && swf < &SineWaveFloor[wave][SIZ(SineWaveFloor[wave])]; swf++) { auto sect = swf->sectp; - if (!TEST(sect->floorstat, CSTAT_SECTOR_SLOPE)) + if (!(sect->floorstat & CSTAT_SECTOR_SLOPE)) continue; if (TEST(flags, SINE_SLOPED)) diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index eb39b32ab..71f23e807 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -5875,7 +5875,7 @@ void ProcessActiveVars(DSWActor* actor) { const int TIME_TILL_INACTIVE = (4 * 120); - if (!TEST(actor->user.Flags, SPR_ACTIVE)) + if (!(actor->user.Flags & SPR_ACTIVE)) { // if actor has been unaware for more than a few seconds actor->user.inactive_time += ACTORMOVETICS; @@ -6151,7 +6151,7 @@ void SpriteControl(void) continue; } - if (!TEST(actor->user.Flags, SPR_ACTIVE)) + if (!(actor->user.Flags & SPR_ACTIVE)) continue; actor->user.ActorActionFunc(actor); @@ -6168,7 +6168,7 @@ void SpriteControl(void) continue; } - if (!TEST(actor->user.Flags, SPR_ACTIVE)) + if (!(actor->user.Flags & SPR_ACTIVE)) continue; actor->user.ActorActionFunc(actor); @@ -6185,7 +6185,7 @@ void SpriteControl(void) continue; } - if (!TEST(actor->user.Flags, SPR_ACTIVE)) + if (!(actor->user.Flags & SPR_ACTIVE)) continue; actor->user.ActorActionFunc(actor); @@ -6202,7 +6202,7 @@ void SpriteControl(void) continue; } - if (!TEST(actor->user.Flags, SPR_ACTIVE)) + if (!(actor->user.Flags & SPR_ACTIVE)) continue; actor->user.ActorActionFunc(actor); diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 28bd6c31b..ed6b966e4 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -135,7 +135,7 @@ short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* tr tp = t->TrackPoint; // Skip if high tag is not ONE of the track type we are looking for - if (!TEST(t->ttflags, track_type)) + if (!(t->ttflags & track_type)) continue; // Skip if already someone on this track @@ -905,7 +905,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop) so_setspriteinterpolation(sop, itActor); - if (!TEST(sop->flags, SOBJ_SPRITE_OBJ)) + if (!(sop->flags & SOBJ_SPRITE_OBJ)) { // determine if sprite is on a SO sector - set flag if // true @@ -1519,7 +1519,7 @@ void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny) // if player has NOT moved and player is NOT riding // set up the player for riding - if (!TEST(pp->Flags, PF_PLAYER_MOVED) && !TEST(pp->Flags, PF_PLAYER_RIDING)) + if (!(pp->Flags & PF_PLAYER_MOVED) && !(pp->Flags & PF_PLAYER_RIDING)) { pp->Flags |= (PF_PLAYER_RIDING); @@ -1686,7 +1686,7 @@ PlayerPart: if (!actor) continue; // if its a player sprite || NOT attached - if (!actor->hasU() || actor->user.PlayerP || !TEST(actor->user.Flags, SPR_SO_ATTACHED)) + if (!actor->hasU() || actor->user.PlayerP || !(actor->user.Flags & SPR_SO_ATTACHED)) continue; // move the player @@ -1752,7 +1752,7 @@ PlayerPart: } else { - if (!TEST(sop->flags, SOBJ_DONT_ROTATE)) + if (!(sop->flags & SOBJ_DONT_ROTATE)) { // NOT part of a sector - independant of any sector rotatepoint(sop->pmid.vec2, actor->spr.pos.vec2, delta_ang, &actor->spr.pos.vec2); @@ -1831,7 +1831,7 @@ void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic) int j; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { - if (!TEST(sop->flags, SOBJ_SPRITE_OBJ)) + if (!(sop->flags & SOBJ_SPRITE_OBJ)) { // move all walls in sectors back to the original position for (auto& wal : wallsofsector(*sectp)) @@ -1843,7 +1843,7 @@ void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic) if (dynamic && sop->scale_type) { - if (!TEST(wal.extra, WALLFX_DONT_SCALE)) + if (!(wal.extra & WALLFX_DONT_SCALE)) { ang = NORM_ANGLE(getangle(x - sop->xmid, y - sop->ymid)); @@ -2004,7 +2004,7 @@ void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny) // move all points to nx,ny for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { - if (!TEST(sop->flags, SOBJ_SPRITE_OBJ)) + if (!(sop->flags & SOBJ_SPRITE_OBJ)) { // move all walls in sectors back to the original position for (auto& wal : wallsofsector(*sectp)) @@ -2138,7 +2138,7 @@ void CallbackSOsink(ANIMp ap, void *data) SWSectIterator it(destsect); while (auto actor = it.Next()) { - if (!actor->hasU() || actor->user.PlayerP || !TEST(actor->user.Flags, SPR_SO_ATTACHED)) + if (!actor->hasU() || actor->user.PlayerP || !(actor->user.Flags & SPR_SO_ATTACHED)) continue; // move sprite WAY down in water @@ -2567,7 +2567,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) } // calculate a new x and y - if (sop->vel && !TEST(sop->flags,SOBJ_MOVE_VERTICAL)) + if (sop->vel && !(sop->flags & SOBJ_MOVE_VERTICAL)) { *nx = ((sop->vel) >> 8) * locktics * bcos(sop->ang_moving) >> 14; *ny = ((sop->vel) >> 8) * locktics * bsin(sop->ang_moving) >> 14; diff --git a/source/games/sw/src/vator.cpp b/source/games/sw/src/vator.cpp index e8083228e..d0a01f353 100644 --- a/source/games/sw/src/vator.cpp +++ b/source/games/sw/src/vator.cpp @@ -261,7 +261,7 @@ void MoveSpritesWithSector(sectortype* sect, int z_amt, bool type) { bool both = false; if ( sect->hasU()) - both = !!TEST(sect->flags, SECTFU_VATOR_BOTH); + both = !!(sect->flags & SECTFU_VATOR_BOTH); SWSectIterator it(sect); while (auto actor = it.Next()) diff --git a/source/games/sw/src/warp.cpp b/source/games/sw/src/warp.cpp index ba5763bb1..9285bac9c 100644 --- a/source/games/sw/src/warp.cpp +++ b/source/games/sw/src/warp.cpp @@ -49,7 +49,7 @@ bool WarpPlaneSectorInfo(sectortype* sect, DSWActor** sp_ceiling, DSWActor** sp_ if (Prediction) return false; - if (sect== nullptr || !TEST(sect->extra, SECTFX_WARP_SECTOR)) + if (sect== nullptr || !(sect->extra & SECTFX_WARP_SECTOR)) return false; SWStatIterator it(STAT_WARP); @@ -205,7 +205,7 @@ bool WarpSectorInfo(sectortype* sect, DSWActor** sp_warp) { *sp_warp = nullptr; - if (!sect || !TEST(sect->extra, SECTFX_WARP_SECTOR)) + if (!sect || !(sect->extra & SECTFX_WARP_SECTOR)) return false; SWStatIterator it(STAT_WARP); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 994b911d5..874feb0cd 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -2773,7 +2773,7 @@ int DoLavaErupt(DSWActor* actor) return 0; } - if (!TEST(actor->user.Flags, SPR_ACTIVE)) + if (!(actor->user.Flags & SPR_ACTIVE)) { // inactive if ((actor->user.WaitTics -= synctics) <= 0) @@ -4786,7 +4786,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor) actor->user.ID == WASHGIRL_R0) && weapActor->hasU() && weapActor->user.ID == NINJA_RUN_R0 && weapActor->user.PlayerP) { PLAYERp pp = weapActor->user.PlayerP; - if (pp && !TEST(pp->Flags, PF_DIVING)) // JBF: added null test + if (pp && !(pp->Flags & PF_DIVING)) // JBF: added null test pp->Bloody = true; PlaySound(DIGI_TOILETGIRLSCREAM, actor, v3df_none); } @@ -4845,7 +4845,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor) else PlayerSound(DIGI_CANBEONLYONE, v3df_follow|v3df_dontpan,pp); } - if (!TEST(pp->Flags, PF_DIVING)) + if (!(pp->Flags & PF_DIVING)) pp->Bloody = true; } @@ -5034,7 +5034,7 @@ int ActorHealth(DSWActor* actor, short amt) if (actor->user.Flags2 & (SPR2_DYING)) return true; if (actor->user.Flags & (SPR_FALLING | SPR_JUMPING | SPR_CLIMBING)) return true; - if (!TEST(actor->user.Flags2, SPR2_DYING)) + if (!(actor->user.Flags2 & SPR2_DYING)) { short rnd; @@ -7019,7 +7019,7 @@ int DoDamageTest(DSWActor* actor) if (actor == itActor) continue; - if (!TEST(itActor->spr.cstat, CSTAT_SPRITE_BLOCK)) + if (!(itActor->spr.cstat & CSTAT_SPRITE_BLOCK)) continue; // !JIM! Put in a cansee so that you don't take damage through walls and such @@ -7346,7 +7346,7 @@ int DoMineExpMine(DSWActor* actor) if (itActor == actor) continue; - if (!TEST(itActor->spr.cstat, CSTAT_SPRITE_BLOCK_HITSCAN)) + if (!(itActor->spr.cstat & CSTAT_SPRITE_BLOCK_HITSCAN)) continue; // Explosions are spherical, not planes, so let's check that way, well cylindrical at least. @@ -7410,7 +7410,7 @@ int DoStar(DSWActor* actor) MissileHitDiveArea(actor); - if (actor->user.coll.type != kHitNone && !TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.coll.type != kHitNone && !(actor->user.Flags & SPR_UNDERWATER)) { switch (actor->user.coll.type) { @@ -8002,7 +8002,7 @@ int DoPlasma(DSWActor* actor) { auto hitActor = actor->user.coll.actor(); - if (TEST(hitActor->spr.cstat, CSTAT_SPRITE_BLOCK) && !TEST(hitActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) + if (TEST(hitActor->spr.cstat, CSTAT_SPRITE_BLOCK) && !(hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { auto hcstat = hitActor->spr.cstat; @@ -8134,14 +8134,14 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall) // detect the ceiling and the hit_wall if (actor->spr.pos.Z < ((hiz+loz) >> 1)) { - if (!TEST(hit_sector->ceilingstat, CSTAT_SECTOR_SLOPE)) + if (!(hit_sector->ceilingstat & CSTAT_SECTOR_SLOPE)) slope = 0; else slope = hit_sector->ceilingheinum; } else { - if (!TEST(hit_sector->floorstat, CSTAT_SECTOR_SLOPE)) + if (!(hit_sector->floorstat & CSTAT_SECTOR_SLOPE)) slope = 0; else slope = hit_sector->floorheinum; @@ -8582,10 +8582,10 @@ int DoMineRangeTest(DSWActor* actor, int range) if (actor == itActor) continue; - if (!TEST(itActor->spr.cstat, CSTAT_SPRITE_BLOCK)) + if (!(itActor->spr.cstat & CSTAT_SPRITE_BLOCK)) continue; - if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) + if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; if (itActor->user.ID == GIRLNINJA_RUN_R0 && !ownerisplayer) @@ -8629,7 +8629,7 @@ int DoMineStuck(DSWActor* actor) } // not activated yet - if (!TEST(actor->user.Flags, SPR_ACTIVE)) + if (!(actor->user.Flags & SPR_ACTIVE)) { if ((actor->user.WaitTics -= (MISSILEMOVETICS*2)) > 0) return false; @@ -9044,7 +9044,7 @@ int DoEMPBurst(DSWActor* actor) } // not activated yet - if (!TEST(actor->user.Flags, SPR_ACTIVE)) + if (!(actor->user.Flags & SPR_ACTIVE)) { // activate it actor->user.WaitTics = SEC(7); @@ -9507,7 +9507,7 @@ int DoUziBullet(DSWActor* actor) actorNew->spr.clipdist = 128 >> 2; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); - if (!TEST(actor->user.Flags, SPR_UNDERWATER)) + if (!(actor->user.Flags & SPR_UNDERWATER)) { actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, actorNew->spr.sector(), actorNew->spr.pos.X, actorNew->spr.pos.Y, actorNew->spr.pos.Z, 0, 0); actorNew->spr.shade = -40; @@ -9603,7 +9603,7 @@ int DoElectro(DSWActor* actor) { auto hitActor = actor->user.coll.actor(); - if (!TEST(hitActor->spr.extra, SPRX_PLAYER_OR_ENEMY) || hitActor->user.ID == SKULL_R0 || hitActor->user.ID == BETTY_R0) + if (!(hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY) || hitActor->user.ID == SKULL_R0 || hitActor->user.ID == BETTY_R0) SpawnShrap(actor, nullptr); break; } @@ -10774,7 +10774,7 @@ int DoNapalm(DSWActor* actor) { auto hitActor = actor->user.coll.actor(); - if (TEST(hitActor->spr.cstat, CSTAT_SPRITE_BLOCK) && !TEST(hitActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) + if (TEST(hitActor->spr.cstat, CSTAT_SPRITE_BLOCK) && !(hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { auto hcstat = hitActor->spr.cstat; @@ -11350,7 +11350,7 @@ int DoSerpRing(DSWActor* actor) DSWActor* tActor = own->user.targetActor; if (!tActor->hasU() || !tActor->user.PlayerP || - !TEST(tActor->user.PlayerP->Flags, PF_DEAD)) + !(tActor->user.PlayerP->Flags & PF_DEAD)) { actor->user.targetActor = own->user.targetActor; DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.targetActor->spr.pos.X, actor->user.targetActor->spr.pos.Y, dist, a,b,c); @@ -11866,7 +11866,7 @@ int InitSwordAttack(PLAYERp pp) if (itActor->user.PlayerP == pp) break; - if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) + if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; dist = Distance(pp->pos.X, pp->pos.Y, itActor->spr.pos.X, itActor->spr.pos.Y); @@ -12034,7 +12034,7 @@ int InitFistAttack(PLAYERp pp) if (itActor->user.PlayerP == pp) break; - if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) + if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; dist = Distance(pp->pos.X, pp->pos.Y, itActor->spr.pos.X, itActor->spr.pos.Y); @@ -12329,7 +12329,7 @@ int InitSumoStompAttack(DSWActor* actor) if (itActor != actor->user.targetActor) break; - if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) + if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; dist = Distance(actor->spr.pos.X, actor->spr.pos.Y, itActor->spr.pos.X, itActor->spr.pos.Y); @@ -13927,7 +13927,7 @@ int DoBladeDamage(DSWActor* actor) if (itActor == actor) break; - if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) + if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; DISTANCE(itActor->spr.pos.X, itActor->spr.pos.Y, actor->spr.pos.X, actor->spr.pos.Y, dist, a, b, c); @@ -13964,7 +13964,7 @@ int DoStaticFlamesDamage(DSWActor* actor) if (itActor == actor) break; - if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) + if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; DISTANCE(itActor->spr.pos.X, itActor->spr.pos.Y, actor->spr.pos.X, actor->spr.pos.Y, dist, a, b, c); @@ -14007,7 +14007,7 @@ int InitCoolgBash(DSWActor* actor) break; // don't set off mine - if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) + if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; DISTANCE(itActor->spr.pos.X, itActor->spr.pos.Y, actor->spr.pos.X, actor->spr.pos.Y, dist, a, b, c); @@ -17317,7 +17317,7 @@ int DoBubble(DSWActor* actor) } } - if (!TEST(actor->user.Flags, SPR_UNDERWATER)) + if (!(actor->user.Flags & SPR_UNDERWATER)) { if ((actor->user.WaitTics -= MISSILEMOVETICS) <= 0) {