- renamed all np-> in jweapons.cpp

This commit is contained in:
Christoph Oelckers 2021-12-24 19:41:29 +01:00
parent 08a98c3955
commit b2d4375cde

View file

@ -306,15 +306,15 @@ void SpawnMidSplash(DSWActor* actor)
np = &actorNew->s();
nu = actorNew->u();
np->shade = -12;
np->xrepeat = 70-RandomRange(20);
np->yrepeat = 70-RandomRange(20);
np->opos = actor->spr.opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->spr.shade = -12;
actorNew->spr.xrepeat = 70-RandomRange(20);
actorNew->spr.yrepeat = 70-RandomRange(20);
actorNew->spr.opos = actor->spr.opos;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
nu->xchange = 0;
nu->ychange = 0;
@ -336,15 +336,15 @@ void SpawnFloorSplash(DSWActor* actor)
np = &actorNew->s();
nu = actorNew->u();
np->shade = -12;
np->xrepeat = 70-RandomRange(20);
np->yrepeat = 70-RandomRange(20);
np->opos = actor->spr.opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->spr.shade = -12;
actorNew->spr.xrepeat = 70-RandomRange(20);
actorNew->spr.yrepeat = 70-RandomRange(20);
actorNew->spr.opos = actor->spr.opos;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
nu->xchange = 0;
nu->ychange = 0;
@ -544,17 +544,17 @@ int DoBloodSpray(DSWActor* actor)
auto nu = actorNew->u();
SetOwner(actor, actorNew);
np->shade = -12;
np->xrepeat = 40-RandomRange(30);
np->yrepeat = 40-RandomRange(30);
np->opos = actor->spr.opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->spr.shade = -12;
actorNew->spr.xrepeat = 40-RandomRange(30);
actorNew->spr.yrepeat = 40-RandomRange(30);
actorNew->spr.opos = actor->spr.opos;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_YFLIP);
SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
@ -755,25 +755,25 @@ int DoPhosphorus(DSWActor* actor)
auto np = &actorNew->s();
auto nu = actorNew->u();
np->hitag = LUMINOUS; // Always full brightness
actorNew->spr.hitag = LUMINOUS; // Always full brightness
SetOwner(actor, actorNew);
np->shade = -40;
np->xrepeat = 12 + RandomRange(10);
np->yrepeat = 12 + RandomRange(10);
np->opos = actor->spr.opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 12 + RandomRange(10);
actorNew->spr.yrepeat = 12 + RandomRange(10);
actorNew->spr.opos = actor->spr.opos;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_YFLIP);
SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
nu->spal = np->pal = PALETTE_PLAYER3; // RED
nu->spal = actorNew->spr.pal = PALETTE_PLAYER3; // RED
ScaleSpriteVector(actorNew, 20000);
@ -984,20 +984,20 @@ int DoChemBomb(DSWActor* actor)
auto nu = actorNew->u();
SetOwner(actor, actorNew);
np->shade = -40;
np->xrepeat = 40;
np->yrepeat = 40;
np->opos = actor->spr.opos;
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 40;
actorNew->spr.yrepeat = 40;
actorNew->spr.opos = actor->spr.opos;
// !Frank - dont do translucent
SET(np->cstat, CSTAT_SPRITE_YCENTER);
// SET(np->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
// SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
nu->spal = np->pal = PALETTE_PLAYER6;
nu->spal = actorNew->spr.pal = PALETTE_PLAYER6;
ScaleSpriteVector(actorNew, 20000);
@ -1224,23 +1224,23 @@ int SpawnRadiationCloud(DSWActor* actor)
SetOwner(GetOwner(actor), actorNew);
nu->WaitTics = 1 * 120;
np->shade = -40;
np->xrepeat = 32;
np->yrepeat = 32;
np->clipdist = actor->spr.clipdist;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->spal = np->pal = PALETTE_PLAYER6;
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 32;
actorNew->spr.yrepeat = 32;
actorNew->spr.clipdist = actor->spr.clipdist;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->spal = actorNew->spr.pal = PALETTE_PLAYER6;
// Won't take floor palettes
np->hitag = SECTFU_DONT_COPY_PALETTE;
actorNew->spr.hitag = SECTFU_DONT_COPY_PALETTE;
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
//if (RANDOM_P2(1024) < 512)
//SET(np->cstat, CSTAT_SPRITE_YFLIP);
//SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
np->ang = RANDOM_P2(2048);
np->xvel = RANDOM_P2(32);
actorNew->spr.ang = RANDOM_P2(2048);
actorNew->spr.xvel = RANDOM_P2(32);
nu->Counter = 0;
nu->Counter2 = 0;
@ -1248,15 +1248,15 @@ int SpawnRadiationCloud(DSWActor* actor)
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121)
{
nu->Radius = 2000;
nu->xchange = (MOVEx(np->xvel>>2, np->ang));
nu->ychange = (MOVEy(np->xvel>>2, np->ang));
np->zvel = Z(1) + RANDOM_P2(Z(2));
nu->xchange = (MOVEx(actorNew->spr.xvel>>2, actorNew->spr.ang));
nu->ychange = (MOVEy(actorNew->spr.xvel>>2, actorNew->spr.ang));
actorNew->spr.zvel = Z(1) + RANDOM_P2(Z(2));
}
else
{
nu->xchange = MOVEx(np->xvel, np->ang);
nu->ychange = MOVEy(np->xvel, np->ang);
np->zvel = Z(4) + RANDOM_P2(Z(4));
nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
nu->Radius = 4000;
}
@ -1674,8 +1674,8 @@ void SpawnFlashBombOnActor(DSWActor* actor)
if (u->flameActor != nullptr)
u->flameActor = actorNew;
np->xrepeat = 16;
np->yrepeat = 16;
actorNew->spr.xrepeat = 16;
actorNew->spr.yrepeat = 16;
if (u->flameActor != nullptr)
{
@ -1684,9 +1684,9 @@ void SpawnFlashBombOnActor(DSWActor* actor)
else
nu->Counter = 0; // max flame size
np->shade = -40;
SET(np->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->spr.shade = -40;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->Radius = 200;