From 9c68d14c741f968b0950c3a3f6731361a12844e8 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 25 Dec 2021 20:58:39 +0100 Subject: [PATCH] - renamed u-> in coolie.cpp --- source/games/sw/src/coolie.cpp | 78 +++++++++++++++++----------------- 1 file changed, 39 insertions(+), 39 deletions(-) diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index bc991018d..040897ddd 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -377,7 +377,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso int wpn_cnt; int depth = 0; - switch (u->ID) + switch (actor->user.ID) { case PACHINKO1: case PACHINKO2: @@ -403,47 +403,47 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso RESET(actor->spr.cstat, CSTAT_SPRITE_RESTORE); - u->spal = actor->spr.pal; + actor->user.spal = actor->spr.pal; - u->RotNum = 5; + actor->user.RotNum = 5; actor->spr.clipdist = (256) >> 2; - u->zclip = Z(48); - u->lo_step = Z(32); + actor->user.zclip = Z(48); + actor->user.lo_step = Z(32); - u->floor_dist = u->zclip - u->lo_step; - u->ceiling_dist = ActorSizeZ(actor) - u->zclip; + actor->user.floor_dist = actor->user.zclip - actor->user.lo_step; + actor->user.ceiling_dist = ActorSizeZ(actor) - actor->user.zclip; - u->Radius = 400; + actor->user.Radius = 400; - u->MaxHealth = u->Health; + actor->user.MaxHealth = actor->user.Health; - u->PainThreshold = (u->Health >> 4) - 1; + actor->user.PainThreshold = (actor->user.Health >> 4) - 1; SET(actor->spr.cstat,CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); SET(actor->spr.extra,SPRX_PLAYER_OR_ENEMY); - actor->spr.picnum = u->State->Pic; + actor->spr.picnum = actor->user.State->Pic; change_actor_stat(actor, STAT_ENEMY); - u->Personality = person; - u->ActorActionSet = action; + actor->user.Personality = person; + actor->user.ActorActionSet = action; DoActorZrange(actor); //KeepActorOnFloor(actor); // for swimming actors // make sure we start in the water if thats where we are - if (u->lo_sectp) + if (actor->user.lo_sectp) { - if (u->lo_sectp->hasU() && TEST(u->lo_sectp->extra, SECTFX_SINK)) + if (actor->user.lo_sectp->hasU() && TEST(actor->user.lo_sectp->extra, SECTFX_SINK)) { - depth = FixedToInt(u->lo_sectp->depth_fixed); + depth = FixedToInt(actor->user.lo_sectp->depth_fixed); } else { - SWSectIterator it(u->lo_sectp); + SWSectIterator it(actor->user.lo_sectp); while (auto itActor = it.Next()) { if (itActor->spr.picnum == ST1 && itActor->spr.hitag == SECT_SINK) @@ -454,24 +454,24 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso } } - if (depth && labs(actor->spr.pos.Z - u->loz) < Z(8)) + if (depth && labs(actor->spr.pos.Z - actor->user.loz) < Z(8)) { actor->spr.pos.Z += Z(depth); - u->loz = actor->spr.pos.Z; + actor->user.loz = actor->spr.pos.Z; actor->spr.backupz(); } if (!action) return; - NewStateGroup(actor, u->ActorActionSet->Run); + NewStateGroup(actor, actor->user.ActorActionSet->Run); - u->ActorActionFunc = DoActorDecide; + actor->user.ActorActionFunc = DoActorDecide; // find the number of long range attacks - for (wpn = wpn_cnt = 0; wpn < SIZ(u->ActorActionSet->Attack); wpn++) + for (wpn = wpn_cnt = 0; wpn < SIZ(actor->user.ActorActionSet->Attack); wpn++) { - if (u->ActorActionSet->Attack[wpn]) + if (actor->user.ActorActionSet->Attack[wpn]) wpn_cnt++; else break; @@ -479,7 +479,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso // for actors this tells the number of weapons available // for player it tells the current weapon - u->WeaponNum = int8_t(wpn_cnt); + actor->user.WeaponNum = int8_t(wpn_cnt); } int SetupCoolie(DSWActor* actor) @@ -495,21 +495,21 @@ int SetupCoolie(DSWActor* actor) else { u = SpawnUser(actor,COOLIE_RUN_R0,s_CoolieRun[0]); - u->Health = HEALTH_COOLIE; + actor->user.Health = HEALTH_COOLIE; } ChangeState(actor,s_CoolieRun[0]); - u->Attrib = &CoolieAttrib; + actor->user.Attrib = &CoolieAttrib; DoActorSetSpeed(actor, NORM_SPEED); - u->StateEnd = s_CoolieDie; - u->Rot = sg_CoolieRun; + actor->user.StateEnd = s_CoolieDie; + actor->user.Rot = sg_CoolieRun; EnemyDefaults(actor, &CoolieActionSet, &CooliePersonality); actor->spr.xrepeat = 42; actor->spr.yrepeat = 42; - SET(u->Flags, SPR_XFLIP_TOGGLE); + SET(actor->user.Flags, SPR_XFLIP_TOGGLE); return 0; } @@ -534,15 +534,15 @@ int CooliePain(DSWActor* actor) { USER* u = actor->u(); - if (TEST(u->Flags,SPR_SLIDING)) + if (TEST(actor->user.Flags,SPR_SLIDING)) DoActorSlide(actor); - if (!TEST(u->Flags,SPR_CLIMBING)) + if (!TEST(actor->user.Flags,SPR_CLIMBING)) KeepActorOnFloor(actor); DoActorSectorDamage(actor); - if ((u->WaitTics -= ACTORMOVETICS) <= 0) + if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) InitActorDecide(actor); return 0; @@ -552,10 +552,10 @@ int NullCoolie(DSWActor* actor) { USER* u = actor->u(); - if (TEST(u->Flags,SPR_SLIDING)) + if (TEST(actor->user.Flags,SPR_SLIDING)) DoActorSlide(actor); - if (!TEST(u->Flags,SPR_CLIMBING)) + if (!TEST(actor->user.Flags,SPR_CLIMBING)) KeepActorOnFloor(actor); DoActorSectorDamage(actor); @@ -567,13 +567,13 @@ int DoCoolieMove(DSWActor* actor) { USER* u = actor->u(); - if (TEST(u->Flags,SPR_SLIDING)) + if (TEST(actor->user.Flags,SPR_SLIDING)) DoActorSlide(actor); - if (u->track >= 0) + if (actor->user.track >= 0) ActorFollowTrack(actor, ACTORMOVETICS); else - (*u->ActorActionFunc)(actor); + (*actor->user.ActorActionFunc)(actor); KeepActorOnFloor(actor); @@ -582,7 +582,7 @@ int DoCoolieMove(DSWActor* actor) return 0; } - if (Distance(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y) < 1200) + if (Distance(actor->spr.pos.X, actor->spr.pos.Y, actor->user.targetActor->spr.pos.X, actor->user.targetActor->spr.pos.Y) < 1200) { UpdateSinglePlayKills(actor); DoActorDie(actor, actor, 0); @@ -611,7 +611,7 @@ int DoCoolieWaitBirth(DSWActor* actor) { USER* u = actor->u(); - if ((u->Counter -= ACTORMOVETICS) <= 0) + if ((actor->user.Counter -= ACTORMOVETICS) <= 0) { ChangeState(actor,&s_CoolieDie[9]); }