From b2d4375cdee1430421d2f4d1264fca4ac9df1094 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 24 Dec 2021 19:41:29 +0100 Subject: [PATCH] - renamed all np-> in jweapons.cpp --- source/games/sw/src/jweapon.cpp | 126 ++++++++++++++++---------------- 1 file changed, 63 insertions(+), 63 deletions(-) diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 6556c1fae..b584015b1 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -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;