From d98fe4af73ccea8df2f29a82d85430538a7dcc4b Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 30 Oct 2021 23:05:28 +0200 Subject: [PATCH] - renamed NewStateGroup. As refactoring aid. --- source/games/sw/src/actor.cpp | 22 ++++---- source/games/sw/src/ai.cpp | 40 +++++++-------- source/games/sw/src/bunny.cpp | 22 ++++---- source/games/sw/src/coolg.cpp | 4 +- source/games/sw/src/coolie.cpp | 4 +- source/games/sw/src/eel.cpp | 4 +- source/games/sw/src/game.h | 4 +- source/games/sw/src/hornet.cpp | 4 +- source/games/sw/src/jweapon.cpp | 4 +- source/games/sw/src/ninja.cpp | 12 ++--- source/games/sw/src/player.cpp | 90 ++++++++++++++++----------------- source/games/sw/src/ripper.cpp | 14 ++--- source/games/sw/src/ripper2.cpp | 16 +++--- source/games/sw/src/serp.cpp | 4 +- source/games/sw/src/skull.cpp | 8 +-- source/games/sw/src/sprite.cpp | 8 +-- source/games/sw/src/track.cpp | 36 ++++++------- source/games/sw/src/weapon.cpp | 60 +++++++++++----------- 18 files changed, 177 insertions(+), 179 deletions(-) diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index a68eb9309..e15099dff 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -467,7 +467,6 @@ int DoActorDebris(DSWActor* actor) int DoFireFly(DSWActor* actor) { USER* u = actor->u(); - int SpriteNum = u->SpriteNum; SPRITEp sp = &actor->s(); int nx, ny; @@ -519,7 +518,6 @@ void KeepActorOnFloor(DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); - int SpriteNum = actor->GetSpriteIndex(); SECTORp sectp; int depth; @@ -553,7 +551,7 @@ void KeepActorOnFloor(DSWActor* actor) if (u->Rot == u->ActorActionSet->Run) { - NewStateGroup(SpriteNum, u->ActorActionSet->Swim); + NewStateGroup_(u->SpriteNum, u->ActorActionSet->Swim); } // are swimming @@ -565,7 +563,7 @@ void KeepActorOnFloor(DSWActor* actor) // only start swimming if you are running if (u->Rot == u->ActorActionSet->Run || u->Rot == u->ActorActionSet->Swim) { - NewStateGroup(SpriteNum, u->ActorActionSet->Swim); + NewStateGroup_(u->SpriteNum, u->ActorActionSet->Swim); u->oz = sp->z = u->loz - Z(depth); sp->backupz(); SET(u->Flags, SPR_SWIMMING); @@ -669,9 +667,9 @@ int DoActorBeginJump(DSWActor* actor) if (u->ActorActionSet) { if (TEST(u->Flags, SPR_DEAD)) - NewStateGroup(SpriteNum, u->ActorActionSet->DeathJump); + NewStateGroup_(SpriteNum, u->ActorActionSet->DeathJump); else - NewStateGroup(SpriteNum, u->ActorActionSet->Jump); + NewStateGroup_(SpriteNum, u->ActorActionSet->Jump); } u->StateFallOverride = nullptr; @@ -741,14 +739,14 @@ int DoActorBeginFall(DSWActor* actor) { if (TEST(u->Flags, SPR_DEAD)) { - NewStateGroup(u, u->ActorActionSet->DeathFall); + NewStateGroup_(u, u->ActorActionSet->DeathFall); } else - NewStateGroup(u, u->ActorActionSet->Fall); + NewStateGroup_(u, u->ActorActionSet->Fall); if (u->StateFallOverride) { - NewStateGroup(u, u->StateFallOverride); + NewStateGroup_(u, u->StateFallOverride); } } @@ -809,19 +807,19 @@ int DoActorStopFall(DSWActor* actor) { if (TEST(u->Flags, SPR_DEAD)) { - NewStateGroup(SpriteNum, u->ActorActionSet->Dead); + NewStateGroup_(SpriteNum, u->ActorActionSet->Dead); PlaySound(DIGI_ACTORBODYFALL1, sp, v3df_none); } else { PlaySound(DIGI_ACTORHITGROUND, sp, v3df_none); - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); if ((u->track >= 0) && (u->jump_speed) > 800 && (u->ActorActionSet->Sit)) { u->WaitTics = 80; - NewStateGroup(SpriteNum, u->ActorActionSet->Sit); + NewStateGroup_(SpriteNum, u->ActorActionSet->Sit); } } } diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index 2c0d0d066..efcb8db71 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -554,7 +554,7 @@ int DoActorOperate(DSWActor* actor) { u->WaitTics = 2 * 120; - NewStateGroup(SpriteNum, u->ActorActionSet->Stand); + NewStateGroup_(SpriteNum, u->ActorActionSet->Stand); } } #endif @@ -567,7 +567,7 @@ int DoActorOperate(DSWActor* actor) { u->WaitTics = 2 * 120; - NewStateGroup(SpriteNum, u->ActorActionSet->Sit); + NewStateGroup_(SpriteNum, u->ActorActionSet->Sit); } } @@ -577,7 +577,7 @@ int DoActorOperate(DSWActor* actor) { u->WaitTics = 2 * 120; - NewStateGroup(SpriteNum, u->ActorActionSet->Stand); + NewStateGroup_(SpriteNum, u->ActorActionSet->Stand); } } return true; @@ -843,7 +843,7 @@ int DoActorDecide(DSWActor* actor) else { // Actually staying put - NewStateGroup(SpriteNum, u->ActorActionSet->Stand); + NewStateGroup_(SpriteNum, u->ActorActionSet->Stand); //CON_Message("DoActorDecide: Staying put"); } @@ -971,7 +971,7 @@ int InitActorMoveCloser(DSWActor* actor) u->ActorActionFunc = DoActorMoveCloser; if (u->Rot != u->ActorActionSet->Run) - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); (*u->ActorActionFunc)(actor); @@ -996,7 +996,7 @@ int DoActorCantMoveCloser(DSWActor* actor) SET(u->Flags, SPR_FIND_PLAYER); u->ActorActionFunc = DoActorDecide; - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); //MONO_PRINT("Trying to get to the track point\n"); } else @@ -1262,7 +1262,7 @@ int InitActorRunAway(DSWActor* actor) //MONO_PRINT("Init Actor RunAway\n"); u->ActorActionFunc = DoActorDecide; - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); u->track = FindTrackAwayFromPlayer(actor); @@ -1292,7 +1292,7 @@ int InitActorRunToward(DSWActor* actor) //MONO_PRINT("InitActorRunToward\n"); u->ActorActionFunc = DoActorDecide; - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); InitActorReposition(actor); DoActorSetSpeed(actor, FAST_SPEED); @@ -1357,7 +1357,7 @@ int InitActorAttack(DSWActor* actor) u->ActorActionFunc = DoActorAttack; // move into standing frame - //NewStateGroup(SpriteNum, u->ActorActionSet->Stand); + //NewStateGroup_(SpriteNum, u->ActorActionSet->Stand); // face player when attacking sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y)); @@ -1397,7 +1397,7 @@ int InitActorAttack(DSWActor* actor) if (CHOOSE2(100)) { u->ActorActionFunc = DoActorDecide; - NewStateGroup(SpriteNum, u->ActorActionSet->Death2); + NewStateGroup_(SpriteNum, u->ActorActionSet->Death2); return 0; } } @@ -1428,7 +1428,7 @@ int DoActorAttack(DSWActor* actor) { rand_num = ChooseActionNumber(u->ActorActionSet->CloseAttackPercent); - NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[rand_num]); + NewStateGroup_(SpriteNum, u->ActorActionSet->CloseAttack[rand_num]); } else { @@ -1438,7 +1438,7 @@ int DoActorAttack(DSWActor* actor) ASSERT(rand_num < u->WeaponNum); - NewStateGroup(SpriteNum, u->ActorActionSet->Attack[rand_num]); + NewStateGroup_(SpriteNum, u->ActorActionSet->Attack[rand_num]); u->ActorActionFunc = DoActorDecide; } @@ -1460,7 +1460,7 @@ int InitActorEvade(DSWActor* actor) // you stop and take up the fight again. u->ActorActionFunc = DoActorDecide; - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); u->track = FindTrackAwayFromPlayer(actor); @@ -1485,7 +1485,7 @@ int InitActorWanderAround(DSWActor* actor) //MONO_PRINT(ds); u->ActorActionFunc = DoActorDecide; - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); DoActorPickClosePlayer(actor); @@ -1511,7 +1511,7 @@ int InitActorFindPlayer(DSWActor* actor) //MONO_PRINT(ds); u->ActorActionFunc = DoActorDecide; - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); u->track = FindTrackToPlayer(actor); @@ -1522,7 +1522,7 @@ int InitActorFindPlayer(DSWActor* actor) SET(u->Flags, SPR_FIND_PLAYER); u->ActorActionFunc = DoActorDecide; - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); } else { @@ -1549,7 +1549,7 @@ int InitActorDuck(DSWActor* actor) } u->ActorActionFunc = DoActorDuck; - NewStateGroup(SpriteNum, u->ActorActionSet->Duck); + NewStateGroup_(SpriteNum, u->ActorActionSet->Duck); dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y); @@ -1576,7 +1576,7 @@ int DoActorDuck(DSWActor* actor) if ((u->WaitTics -= ACTORMOVETICS) < 0) { - NewStateGroup(SpriteNum, u->ActorActionSet->Rise); + NewStateGroup_(SpriteNum, u->ActorActionSet->Rise); u->ActorActionFunc = DoActorDecide; // InitActorDecide(SpriteNum); RESET(u->Flags, SPR_TARGETED); @@ -1914,7 +1914,7 @@ int InitActorReposition(DSWActor* actor) u->ActorActionFunc = DoActorReposition; if (!TEST(u->Flags, SPR_SWIMMING)) - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); (*u->ActorActionFunc)(actor); @@ -1961,7 +1961,7 @@ int InitActorPause(DSWActor* actor) // !JIM! This makes actors not animate //if (!TEST(u->Flags, SPR_SWIMMING)) - //NewStateGroup(SpriteNum, u->ActorActionSet->Stand); + //NewStateGroup_(SpriteNum, u->ActorActionSet->Stand); (*u->ActorActionFunc)(actor); diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index 114f1047a..79ae4fec4 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -1089,8 +1089,8 @@ DoBunnyQuickJump(DSWActor* actor) u->Vis = sp->ang; // Remember angles for later tu->Vis = tsp->ang; - NewStateGroup(SpriteNum, sg_BunnyScrew); - NewStateGroup(hit_sprite, sg_BunnyScrew); + NewStateGroup_(SpriteNum, sg_BunnyScrew); + NewStateGroup_(hit_sprite, sg_BunnyScrew); u->WaitTics = tu->WaitTics = SEC(10); // Mate for this long return true; } @@ -1148,7 +1148,7 @@ int DoBunnyRipHeart(DSWActor* actor) SPRITEp tsp = u->tgt_sp(); - NewStateGroup(SpriteNum, sg_BunnyHeart); + NewStateGroup_(SpriteNum, sg_BunnyHeart); u->WaitTics = 6 * 120; // player face bunny @@ -1169,7 +1169,7 @@ int DoBunnyStandKill(DSWActor* actor) PlaySound(DIGI_BUNNYATTACK, sp, v3df_none); if ((u->WaitTics -= ACTORMOVETICS) <= 0) - NewStateGroup(SpriteNum, sg_BunnyRun); + NewStateGroup_(SpriteNum, sg_BunnyRun); return 0; } @@ -1234,7 +1234,7 @@ void BunnyHatch(short Weapon) nu->ShellNum = 0; // Not Pregnant right now - NewStateGroup(New, nu->ActorActionSet->Jump); + NewStateGroup_(New, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; DoActorSetSpeed(actorNew, FAST_SPEED); PickJumpMaxSpeed(New, -600); @@ -1292,7 +1292,7 @@ int BunnyHatch2(short Weapon) nu->ShellNum = 0; // Not Pregnant right now - NewStateGroup(New, nu->ActorActionSet->Jump); + NewStateGroup_(New, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; DoActorSetSpeed(actorNew, FAST_SPEED); if (TEST_BOOL3(wp)) @@ -1385,7 +1385,7 @@ DoBunnyMove(DSWActor* actor) case 3562: case 3563: case 3564: - NewStateGroup(SpriteNum,sg_BunnyStand); + NewStateGroup_(SpriteNum,sg_BunnyStand); break; default: sp->ang = NORM_ANGLE(RandomRange(2048 << 6) >> 6); @@ -1453,10 +1453,10 @@ DoBunnyEat(DSWActor* actor) case 3563: case 3564: if (RandomRange(1000) > 970) - NewStateGroup(SpriteNum,sg_BunnyRun); + NewStateGroup_(SpriteNum,sg_BunnyRun); break; default: - NewStateGroup(SpriteNum,sg_BunnyRun); + NewStateGroup_(SpriteNum,sg_BunnyRun); break; } return 0; @@ -1494,7 +1494,7 @@ DoBunnyScrew(DSWActor* actor) u->WaitTics -= ACTORMOVETICS; if ((u->FlagOwner || u->spal == PALETTE_PLAYER0) && u->WaitTics > 0) // Keep Girl still - NewStateGroup(SpriteNum,sg_BunnyScrew); + NewStateGroup_(SpriteNum,sg_BunnyScrew); if (u->spal == PALETTE_PLAYER0 && u->WaitTics <= 0) // Female has baby { @@ -1506,7 +1506,7 @@ DoBunnyScrew(DSWActor* actor) { RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' back on u->FlagOwner = 0; - NewStateGroup(SpriteNum,sg_BunnyRun); + NewStateGroup_(SpriteNum,sg_BunnyRun); } return 0; diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index b6ef994d5..8c38bdd76 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -705,7 +705,7 @@ int InitCoolgCircle(DSWActor* actor) u->ActorActionFunc = DoCoolgCircle; - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); // set it close DoActorSetSpeed(actor, FAST_SPEED); @@ -812,7 +812,7 @@ int DoCoolgDeath(DSWActor* actor) { RESET(u->Flags, SPR_FALLING|SPR_SLIDING); RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it - NewStateGroup(SpriteNum, u->ActorActionSet->Dead); + NewStateGroup_(SpriteNum, u->ActorActionSet->Dead); return 0; } diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index 3bcbebbb0..35ab344f7 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -505,7 +505,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso if (!action) return; - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); u->ActorActionFunc = DoActorDecide; @@ -658,7 +658,7 @@ int InitCoolieCharge(DSWActor* actor) InitActorMoveCloser(actor); - NewStateGroup(SpriteNum, sg_CoolieCharge); + NewStateGroup_(SpriteNum, sg_CoolieCharge); return 0; } diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index fe3dcf68c..a59420cb9 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -565,7 +565,7 @@ DoEelDeath(DSWActor* actor) SET(sp->cstat, CSTAT_SPRITE_XFLIP); if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); - NewStateGroup(SpriteNum, u->ActorActionSet->Dead); + NewStateGroup_(SpriteNum, u->ActorActionSet->Dead); return 0; } @@ -580,7 +580,7 @@ int DoEelMove(DSWActor* actor) ASSERT(u->Rot != nullptr); if (SpriteOverlap(SpriteNum, int16_t(u->tgt_sp() - sprite))) - NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[0]); + NewStateGroup_(SpriteNum, u->ActorActionSet->CloseAttack[0]); if (TEST(u->Flags,SPR_SLIDING)) DoActorSlide(actor); diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index c4469cc5b..112e2b53f 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1859,8 +1859,8 @@ ANIMATOR NullAnimator; int Distance(int x1, int y1, int x2, int y2); -int NewStateGroup(short SpriteNum, STATEp SpriteGroup[]); -int NewStateGroup(USERp user, STATEp SpriteGroup[]); +int NewStateGroup_(short SpriteNum, STATEp SpriteGroup[]); +int NewStateGroup_(USERp user, STATEp SpriteGroup[]); void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid); USERp SpawnUser(short SpriteNum, short id, STATEp state); USERp SpawnUser(DSWActor* actor, short id, STATEp state); diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index a4d69ca51..2476c6d23 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -431,7 +431,7 @@ int InitHornetCircle(DSWActor* actor) u->ActorActionFunc = DoHornetCircle; - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); // set it close DoActorSetSpeed(actor, FAST_SPEED); @@ -546,7 +546,7 @@ DoHornetDeath(DSWActor* actor) { RESET(u->Flags, SPR_FALLING|SPR_SLIDING); RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it - NewStateGroup(SpriteNum, u->ActorActionSet->Dead); + NewStateGroup_(SpriteNum, u->ActorActionSet->Dead); DeleteNoSoundOwner(SpriteNum); return 0; } diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index c3ef62cb9..3de8a7efe 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -1395,7 +1395,7 @@ PlayerInitChemBomb(PLAYERp pp) } // wu->RotNum = 5; -// NewStateGroup(w, &sg_ChemBomb); +// NewStateGroup_(w, &sg_ChemBomb); SET(wu->Flags, SPR_XFLIP_TOGGLE); SetOwner(pp->PlayerSprite, w); @@ -1526,7 +1526,7 @@ InitChemBomb(short SpriteNum) wu = User[w].Data(); // wu->RotNum = 5; -// NewStateGroup(w, &sg_ChemBomb); +// NewStateGroup_(w, &sg_ChemBomb); SET(wu->Flags, SPR_XFLIP_TOGGLE); // SetOwner(SpriteNum, w); diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index d96cc3af4..2c6132092 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -2018,9 +2018,9 @@ DoNinjaMove(DSWActor* actor) if (TEST(u->Flags2, SPR2_DYING)) { if (sw_ninjahack) - NewStateGroup(SpriteNum, sg_NinjaHariKari); + NewStateGroup_(SpriteNum, sg_NinjaHariKari); else - NewStateGroup(SpriteNum, sg_NinjaGrabThroat); + NewStateGroup_(SpriteNum, sg_NinjaGrabThroat); return 0; } @@ -2120,9 +2120,9 @@ int DoNinjaPain(DSWActor* actor) if (TEST(u->Flags2, SPR2_DYING)) { if (sw_ninjahack) - NewStateGroup(SpriteNum, sg_NinjaHariKari); + NewStateGroup_(SpriteNum, sg_NinjaHariKari); else - NewStateGroup(SpriteNum, sg_NinjaGrabThroat); + NewStateGroup_(SpriteNum, sg_NinjaGrabThroat); return 0; } @@ -2437,7 +2437,7 @@ InitPlayerSprite(PLAYERp pp) sp->pal = PALETTE_PLAYER0 + pp->pnum; u->spal = sp->pal; - NewStateGroup(sp_num, u->ActorActionSet->Run); + NewStateGroup_(sp_num, u->ActorActionSet->Run); pp->PlayerUnderSprite = -1; pp->UnderSpriteP = nullptr; @@ -2489,7 +2489,7 @@ SpawnPlayerUnderSprite(PLAYERp pp) u->Rot = sg_NinjaRun; u->RotNum = pu->RotNum; - NewStateGroup(sp_num, pu->Rot); + NewStateGroup_(sp_num, pu->Rot); u->Radius = pu->Radius; u->PlayerP = pp; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 831083a9f..dee38c9a7 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1067,12 +1067,12 @@ DoPlayerSpriteThrow(PLAYERp pp) if (!TEST(pp->Flags, PF_DIVING|PF_FLYING|PF_CRAWLING)) { if (pp->CurWpn == pp->Wpn[WPN_SWORD] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaSword) - NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaSword); + NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaSword); else //if (pp->CurWpn == pp->Wpn[WPN_FIST] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaPunch) - NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaPunch); + NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaPunch); //else - // NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaThrow); + // NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaThrow); } } @@ -1090,13 +1090,13 @@ DoPlayerSpriteReset(DSWActor* actor) // need to figure out what frames to put sprite into if (pp->DoPlayerAction == DoPlayerCrawl) - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Crawl); else { if (TEST(pp->Flags, PF_PLAYER_MOVED)) - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run); else - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand); } return 0; @@ -1421,7 +1421,7 @@ DoPlayerWarpTeleporter(PLAYERp pp) //DoPlayerStand(pp); pp->DoPlayerAction = DoPlayerTeleportPause; - NewStateGroup(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Stand); + NewStateGroup_(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Stand); UpdatePlayerSprite(pp); DoSpawnTeleporterEffect(sp); @@ -3014,7 +3014,7 @@ DoPlayerBeginJump(PLAYERp pp) ///DamageData[u->WeaponNum].Init(pp); - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Jump); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Jump); } void @@ -3036,7 +3036,7 @@ DoPlayerBeginForceJump(PLAYERp pp) ///DamageData[u->WeaponNum].Init(pp); - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Jump); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Jump); } void @@ -3183,7 +3183,7 @@ DoPlayerBeginFall(PLAYERp pp) // Only change to falling frame if you were in the jump frame // Otherwise an animation may be messed up such as Running Jump Kick if (u->Rot == u->ActorActionSet->Jump) - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Fall); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Fall); } void StackedWaterSplash(PLAYERp pp) @@ -3377,8 +3377,8 @@ DoPlayerBeginClimb(PLAYERp pp) //DamageData[u->WeaponNum].Init(pp); - //NewStateGroup(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Climb); - NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb); + //NewStateGroup_(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Climb); + NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb); } @@ -3499,7 +3499,7 @@ DoPlayerClimb(PLAYERp pp) { // put player at the hiz pp->posz = pp->hiz; - NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb); + NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb); } // if player gets to close the ceiling while climbing @@ -3507,7 +3507,7 @@ DoPlayerClimb(PLAYERp pp) { // put player at the ceiling pp->posz = sector[pp->LadderSector].ceilingz + Z(4); - NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb); + NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb); } // if floor is ABOVE you && your head goes above it, do a jump up to @@ -3552,7 +3552,7 @@ DoPlayerClimb(PLAYERp pp) } else { - NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb); + NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb); } // setsprite to players location @@ -3676,7 +3676,7 @@ DoPlayerBeginCrawl(PLAYERp pp) //pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT; - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Crawl); } bool PlayerFallTest(PLAYERp pp, int player_height) @@ -3752,7 +3752,7 @@ DoPlayerCrawl(PLAYERp pp) if (!TEST(pp->Flags, PF_PLAYER_MOVED)) { - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Crawl); } // If the floor is far below you, fall hard instead of adjusting height @@ -3797,7 +3797,7 @@ DoPlayerBeginFly(PLAYERp pp) ///DamageData[u->WeaponNum].Init(pp); - NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaFly); + NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaFly); } int GetSinNdx(int range, int bob_amt) @@ -4506,7 +4506,7 @@ DoPlayerBeginDive(PLAYERp pp) DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable ///DamageData[u->WeaponNum].Init(pp); - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Dive); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Dive); DoPlayerDive(pp); } @@ -4554,7 +4554,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp) pp->DiveDamageTics = 0; DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable ///DamageData[u->WeaponNum].Init(pp); - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Dive); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Dive); DoPlayerDive(pp); } @@ -4963,7 +4963,7 @@ DoPlayerBeginWade(PLAYERp pp) ASSERT(u->ActorActionSet->Run); - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run); } @@ -5056,12 +5056,12 @@ DoPlayerWade(PLAYERp pp) if (TEST(pp->Flags, PF_PLAYER_MOVED)) { if (u->Rot != u->ActorActionSet->Run) - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run); } else { if (u->Rot != u->ActorActionSet->Stand) - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand); } // If the floor is far below you, fall hard instead of adjusting height @@ -5125,7 +5125,7 @@ DoPlayerBeginOperateBoat(PLAYERp pp) ASSERT(u->ActorActionSet->Run); - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run); } #endif @@ -5146,7 +5146,7 @@ DoPlayerBeginOperateVehicle(PLAYERp pp) ASSERT(u->ActorActionSet->Stand); - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand); } void @@ -5166,7 +5166,7 @@ DoPlayerBeginOperateTurret(PLAYERp pp) ASSERT(u->ActorActionSet->Stand); - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand); } void FindMainSector(SECTOR_OBJECTp sop) @@ -5944,7 +5944,7 @@ DoPlayerBeginDie(PLAYERp pp) pp->sop = nullptr; RESET(pp->Flags, PF_TWO_UZI); - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run); pWeaponForceRest(pp); switch (pp->DeathType) @@ -5954,7 +5954,7 @@ DoPlayerBeginDie(PLAYERp pp) SET(pp->Flags, PF_JUMPING); u->ID = NINJA_DEAD; pp->jump_speed = -200; - NewStateGroup(pp->PlayerSprite, sg_PlayerDeath); + NewStateGroup_(pp->PlayerSprite, sg_PlayerDeath); DoFindGround(pp->PlayerSprite); DoBeginJump(pp->Actor()); u->jump_speed = -300; @@ -5968,7 +5968,7 @@ DoPlayerBeginDie(PLAYERp pp) SET(pp->Flags, PF_JUMPING); u->ID = NINJA_DEAD; pp->jump_speed = -300; - NewStateGroup(pp->PlayerSprite, sg_PlayerDeath); + NewStateGroup_(pp->PlayerSprite, sg_PlayerDeath); //pp->ceiling_dist = Z(0); //pp->floor_dist = Z(0); @@ -5988,7 +5988,7 @@ DoPlayerBeginDie(PLAYERp pp) u->slide_vel = 0; SpawnShrap(pp->Actor(), nullptr); SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER); - NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly); + NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly); u->ID = NINJA_Head_R0; pp->SpriteP->xrepeat = 48; pp->SpriteP->yrepeat = 48; @@ -6003,7 +6003,7 @@ DoPlayerBeginDie(PLAYERp pp) pp->jump_speed = -650; SpawnShrap(pp->Actor(), nullptr); SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER); - NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly); + NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly); u->ID = NINJA_Head_R0; pp->SpriteP->xrepeat = 48; pp->SpriteP->yrepeat = 48; @@ -6021,7 +6021,7 @@ DoPlayerBeginDie(PLAYERp pp) u->slide_vel = 800; SpawnShrap(pp->Actor(), nullptr); SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER); - NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly); + NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly); u->ID = NINJA_Head_R0; pp->SpriteP->xrepeat = 48; pp->SpriteP->yrepeat = 48; @@ -6099,7 +6099,7 @@ void DoPlayerDeathHurl(PLAYERp pp) SET(pp->Flags, PF_HEAD_CONTROL); - NewStateGroup(pp->PlayerSprite, sg_PlayerHeadHurl); + NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadHurl); if (MoveSkip4 == 0) { SpawnShrap(pp->Actor(), nullptr); @@ -6112,7 +6112,7 @@ void DoPlayerDeathHurl(PLAYERp pp) } if (!TEST(pp->Flags, PF_JUMPING|PF_FALLING)) - NewStateGroup(pp->PlayerSprite, sg_PlayerHead); + NewStateGroup_(pp->PlayerSprite, sg_PlayerHead); } @@ -6172,7 +6172,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp) PlayerSpawnPosition(pp); - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand); pp->SpriteP->picnum = u->State->Pic; pp->SpriteP->xrepeat = pp->SpriteP->yrepeat = PLAYER_NINJA_XREPEAT; RESET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER); @@ -6280,7 +6280,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp) u->slide_vel = hp->xvel<<1; RESET(u->Flags,SPR_BOUNCE); pp->jump_speed = -500; - NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly); + NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly); SET(pp->Flags, PF_JUMPING); SpawnShrap(pp->Actor(), nullptr); return hp; @@ -6297,7 +6297,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp) u->slide_vel = 1000; RESET(u->Flags,SPR_BOUNCE); pp->jump_speed = -100; - NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly); + NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly); SET(pp->Flags, PF_JUMPING); SpawnShrap(pp->Actor(), nullptr); return nullptr; @@ -6470,7 +6470,7 @@ void DoPlayerDeathBounce(PLAYERp pp) if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK)) { RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - NewStateGroup(pp->PlayerSprite, sg_PlayerHead); + NewStateGroup_(pp->PlayerSprite, sg_PlayerHead); u->slide_vel = 0; SET(u->Flags, SPR_BOUNCE); @@ -6522,7 +6522,7 @@ void DoPlayerDeathCrumble(PLAYERp pp) } RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - NewStateGroup(pp->PlayerSprite, sg_PlayerHead); + NewStateGroup_(pp->PlayerSprite, sg_PlayerHead); } else { @@ -6575,7 +6575,7 @@ void DoPlayerDeathExplode(PLAYERp pp) } RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - NewStateGroup(pp->PlayerSprite, sg_PlayerHead); + NewStateGroup_(pp->PlayerSprite, sg_PlayerHead); } else { @@ -6628,9 +6628,9 @@ DoPlayerBeginRun(PLAYERp pp) ASSERT(u->ActorActionSet->Run); if (TEST(pp->Flags, PF_PLAYER_MOVED)) - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run); else - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand); } void @@ -6747,12 +6747,12 @@ DoPlayerRun(PLAYERp pp) if (TEST(pp->Flags, PF_PLAYER_MOVED)) { if (u->Rot != u->ActorActionSet->Run) - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run); } else { if (u->Rot != u->ActorActionSet->Stand) - NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand); + NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand); } } @@ -6818,7 +6818,7 @@ PlayerStateControl(int16_t SpriteNum) if (!u->State->Pic) { - NewStateGroup(SpriteNum, (STATEp *) u->State->NextState); + NewStateGroup_(SpriteNum, (STATEp *) u->State->NextState); } } diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index 121b47db3..1dc411d48 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -981,7 +981,7 @@ InitRipperHang(DSWActor* actor) return 0; } - NewStateGroup(SpriteNum, sg_RipperHangJump); + NewStateGroup_(SpriteNum, sg_RipperHangJump); u->StateFallOverride = sg_RipperHangFall; DoActorSetSpeed(actor, FAST_SPEED); @@ -1008,7 +1008,7 @@ DoRipperHang(DSWActor* actor) if ((u->WaitTics -= ACTORMOVETICS) > 0) return 0; - NewStateGroup(SpriteNum, sg_RipperJumpAttack); + NewStateGroup_(SpriteNum, sg_RipperJumpAttack); // move to the 2nd frame - past the pause frame u->Tics += u->State->Tics; return 0; @@ -1038,7 +1038,7 @@ DoRipperMoveHang(DSWActor* actor) hit_wall = NORM_WALL(u->ret); - NewStateGroup(SpriteNum, u->ActorActionSet->Special[1]); + NewStateGroup_(SpriteNum, u->ActorActionSet->Special[1]); u->WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120); // hang flush with the wall @@ -1167,7 +1167,7 @@ DoRipperQuickJump(DSWActor* actor) if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY)) { - NewStateGroup(SpriteNum, sg_RipperJumpAttack); + NewStateGroup_(SpriteNum, sg_RipperJumpAttack); // move past the first state u->Tics = 30; return true; @@ -1216,7 +1216,7 @@ int DoRipperRipHeart(short SpriteNum) SPRITEp tsp = u->tgt_sp(); - NewStateGroup(SpriteNum, sg_RipperHeart); + NewStateGroup_(SpriteNum, sg_RipperHeart); u->WaitTics = 6 * 120; // player face ripper @@ -1234,7 +1234,7 @@ int DoRipperStandHeart(DSWActor* actor) NullRipper(actor); if ((u->WaitTics -= ACTORMOVETICS) <= 0) - NewStateGroup(SpriteNum, sg_RipperRun); + NewStateGroup_(SpriteNum, sg_RipperRun); return 0; } @@ -1273,7 +1273,7 @@ void RipperHatch(short Weapon) // make immediately active SET(nu->Flags, SPR_ACTIVE); - NewStateGroup(New, nu->ActorActionSet->Jump); + NewStateGroup_(New, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; DoActorSetSpeed(actorNew, FAST_SPEED); PickJumpMaxSpeed(New, -600); diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index 277370123..64955cf6c 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -978,7 +978,7 @@ InitRipper2Hang(DSWActor* actor) return 0; } - NewStateGroup(SpriteNum, sg_Ripper2HangJump); + NewStateGroup_(SpriteNum, sg_Ripper2HangJump); u->StateFallOverride = sg_Ripper2HangFall; DoActorSetSpeed(actor, FAST_SPEED); @@ -1005,7 +1005,7 @@ DoRipper2Hang(DSWActor* actor) if ((u->WaitTics -= ACTORMOVETICS) > 0) return 0; - NewStateGroup(SpriteNum, sg_Ripper2JumpAttack); + NewStateGroup_(SpriteNum, sg_Ripper2JumpAttack); // move to the 2nd frame - past the pause frame u->Tics += u->State->Tics; @@ -1040,7 +1040,7 @@ DoRipper2MoveHang(DSWActor* actor) hit_wall = NORM_WALL(u->ret); - NewStateGroup(SpriteNum, u->ActorActionSet->Special[1]); + NewStateGroup_(SpriteNum, u->ActorActionSet->Special[1]); if (RANDOM_P2(1024<<8)>>8 > 500) u->WaitTics = ((RANDOM_P2(2 << 8) >> 8) * 120); else @@ -1180,7 +1180,7 @@ DoRipper2QuickJump(DSWActor* actor) if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY)) { - NewStateGroup(SpriteNum, sg_Ripper2JumpAttack); + NewStateGroup_(SpriteNum, sg_Ripper2JumpAttack); // move past the first state u->Tics = 30; return true; @@ -1225,7 +1225,7 @@ int DoRipper2RipHeart(short SpriteNum) SPRITEp tsp = u->tgt_sp(); - NewStateGroup(SpriteNum, sg_Ripper2Heart); + NewStateGroup_(SpriteNum, sg_Ripper2Heart); u->WaitTics = 6 * 120; // player face ripper2 @@ -1245,7 +1245,7 @@ int DoRipper2StandHeart(DSWActor* actor) PlaySound(DIGI_RIPPER2HEARTOUT, sp, v3df_none, CHAN_RipHeart); if ((u->WaitTics -= ACTORMOVETICS) <= 0) - NewStateGroup(SpriteNum, sg_Ripper2Run); + NewStateGroup_(SpriteNum, sg_Ripper2Run); return 0; } @@ -1287,7 +1287,7 @@ void Ripper2Hatch(short Weapon) // make immediately active SET(nu->Flags, SPR_ACTIVE); - NewStateGroup(New, nu->ActorActionSet->Jump); + NewStateGroup_(New, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; DoActorSetSpeed(actorNew, FAST_SPEED); PickJumpMaxSpeed(New, -600); @@ -1358,7 +1358,7 @@ int InitRipper2Charge(DSWActor* actor) InitActorMoveCloser(actor); - NewStateGroup(SpriteNum, sg_Ripper2RunFast); + NewStateGroup_(SpriteNum, sg_Ripper2RunFast); return 0; } diff --git a/source/games/sw/src/serp.cpp b/source/games/sw/src/serp.cpp index 680f51b07..5f58ef432 100644 --- a/source/games/sw/src/serp.cpp +++ b/source/games/sw/src/serp.cpp @@ -790,7 +790,7 @@ int DoSerpMove(DSWActor* actor) case 0: if (u->Health != u->MaxHealth) { - NewStateGroup(SpriteNum, sg_SerpSkullSpell); + NewStateGroup_(SpriteNum, sg_SerpSkullSpell); u->Counter2++; } break; @@ -799,7 +799,7 @@ int DoSerpMove(DSWActor* actor) //if (u->Health <= DIV2(u->MaxHealth)) { if (u->Counter <= 0) - NewStateGroup(SpriteNum, sg_SerpSkullSpell); + NewStateGroup_(SpriteNum, sg_SerpSkullSpell); } break; } diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index 46ed570f0..665661a5a 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -484,7 +484,7 @@ int DoSkullWait(DSWActor* actor) { sp->xvel = 0; u->jump_speed = -600; - NewStateGroup(SpriteNum, sg_SkullJump); + NewStateGroup_(SpriteNum, sg_SkullJump); DoBeginJump(actor); } } @@ -500,7 +500,7 @@ int DoSkullWait(DSWActor* actor) sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y); sp->xvel = 128 + (RANDOM_P2(256<<8)>>8); u->jump_speed = -700; - NewStateGroup(SpriteNum, sg_SkullJump); + NewStateGroup_(SpriteNum, sg_SkullJump); DoBeginJump(actor); } } @@ -897,7 +897,7 @@ int DoBettyWait(DSWActor* actor) { sp->xvel = 0; u->jump_speed = -600; - NewStateGroup(SpriteNum, sg_BettyJump); + NewStateGroup_(SpriteNum, sg_BettyJump); DoBeginJump(actor); } } @@ -913,7 +913,7 @@ int DoBettyWait(DSWActor* actor) sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y); sp->xvel = 128 + (RANDOM_P2(256<<8)>>8); u->jump_speed = -700; - NewStateGroup(SpriteNum, sg_BettyJump); + NewStateGroup_(SpriteNum, sg_BettyJump); DoBeginJump(actor); } } diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index c2574b2fe..c91693866 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -4687,7 +4687,7 @@ int SpawnItemsMatch(short match) //void int // CTW MODIFICATION END -NewStateGroup(short SpriteNum, STATEp StateGroup[]) +NewStateGroup_(short SpriteNum, STATEp StateGroup[]) { USERp u = User[SpriteNum].Data(); @@ -4716,9 +4716,9 @@ NewStateGroup(short SpriteNum, STATEp StateGroup[]) return 0; } -int NewStateGroup(USERp user, STATEp StateGroup[]) +int NewStateGroup_(USERp user, STATEp StateGroup[]) { - return NewStateGroup(user->SpriteNum, StateGroup); + return NewStateGroup_(user->SpriteNum, StateGroup); } @@ -6622,7 +6622,7 @@ StateControl(int16_t SpriteNum) if (!u->State->Pic) { - NewStateGroup(SpriteNum, (STATEp *) u->State->NextState); + NewStateGroup_(SpriteNum, (STATEp *) u->State->NextState); } } diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index d03bb1d27..0d49a320b 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -3184,7 +3184,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) break; case TRACK_ACTOR_STAND: - NewStateGroup(SpriteNum, u->ActorActionSet->Stand); + NewStateGroup_(SpriteNum, u->ActorActionSet->Stand); break; case TRACK_ACTOR_JUMP: @@ -3343,7 +3343,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) else u->WaitTics = tpoint->tag_high * 128; - NewStateGroup(SpriteNum, u->ActorActionSet->Stand); + NewStateGroup_(SpriteNum, u->ActorActionSet->Stand); } } } @@ -3357,7 +3357,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) else u->WaitTics = tpoint->tag_high * 128; - NewStateGroup(SpriteNum, u->ActorActionSet->Sit); + NewStateGroup_(SpriteNum, u->ActorActionSet->Sit); } } @@ -3370,7 +3370,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) else u->WaitTics = tpoint->tag_high * 128; - NewStateGroup(SpriteNum, u->ActorActionSet->Stand); + NewStateGroup_(SpriteNum, u->ActorActionSet->Stand); } } @@ -3405,20 +3405,20 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) case TRACK_ACTOR_CRAWL: if (u->Rot != u->ActorActionSet->Crawl) - NewStateGroup(SpriteNum, u->ActorActionSet->Crawl); + NewStateGroup_(SpriteNum, u->ActorActionSet->Crawl); else - NewStateGroup(SpriteNum, u->ActorActionSet->Rise); + NewStateGroup_(SpriteNum, u->ActorActionSet->Rise); break; case TRACK_ACTOR_SWIM: if (u->Rot != u->ActorActionSet->Swim) - NewStateGroup(SpriteNum, u->ActorActionSet->Swim); + NewStateGroup_(SpriteNum, u->ActorActionSet->Swim); else - NewStateGroup(SpriteNum, u->ActorActionSet->Rise); + NewStateGroup_(SpriteNum, u->ActorActionSet->Rise); break; case TRACK_ACTOR_FLY: - NewStateGroup(SpriteNum, u->ActorActionSet->Fly); + NewStateGroup_(SpriteNum, u->ActorActionSet->Fly); break; case TRACK_ACTOR_SIT: @@ -3430,7 +3430,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) else u->WaitTics = tpoint->tag_high * 128; - NewStateGroup(SpriteNum, u->ActorActionSet->Sit); + NewStateGroup_(SpriteNum, u->ActorActionSet->Sit); } break; @@ -3439,7 +3439,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) if (u->ActorActionSet->Death2) { u->WaitTics = 4 * 120; - NewStateGroup(SpriteNum, u->ActorActionSet->Death1); + NewStateGroup_(SpriteNum, u->ActorActionSet->Death1); } break; @@ -3448,7 +3448,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) if (u->ActorActionSet->Death2) { u->WaitTics = 4 * 120; - NewStateGroup(SpriteNum, u->ActorActionSet->Death2); + NewStateGroup_(SpriteNum, u->ActorActionSet->Death2); } break; @@ -3461,7 +3461,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) sp->xvel <<= 1; u->jump_speed = -495; DoActorBeginJump(actor); - NewStateGroup(SpriteNum, u->ActorActionSet->DeathJump); + NewStateGroup_(SpriteNum, u->ActorActionSet->DeathJump); } break; @@ -3475,7 +3475,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) else u->WaitTics = tpoint->tag_high * 128; - NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[0]); + NewStateGroup_(SpriteNum, u->ActorActionSet->CloseAttack[0]); } break; @@ -3489,7 +3489,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) else u->WaitTics = tpoint->tag_high * 128; - NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[1]); + NewStateGroup_(SpriteNum, u->ActorActionSet->CloseAttack[1]); } break; @@ -3511,7 +3511,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) else u->WaitTics = tpoint->tag_high * 128; - NewStateGroup(SpriteNum, *ap); + NewStateGroup_(SpriteNum, *ap); } break; @@ -3604,7 +3604,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum) // SET(u->Flags, SPR_CLIMBING); - NewStateGroup(SpriteNum, u->ActorActionSet->Climb); + NewStateGroup_(SpriteNum, u->ActorActionSet->Climb); sp->zvel = -Z(1); } @@ -3677,7 +3677,7 @@ ActorFollowTrack(short SpriteNum, short locktics) if (u->WaitTics <= 0) { RESET(u->Flags, SPR_DONT_UPDATE_ANG); - NewStateGroup(SpriteNum, u->ActorActionSet->Run); + NewStateGroup_(SpriteNum, u->ActorActionSet->Run); u->WaitTics = 0; } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 412250202..82afe475a 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -5349,9 +5349,9 @@ ActorHealth(short SpriteNum, short amt) sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y) + 1024); RESET(sp->cstat, CSTAT_SPRITE_YFLIP); if (sw_ninjahack) - NewStateGroup(SpriteNum, sg_NinjaHariKari); + NewStateGroup_(SpriteNum, sg_NinjaHariKari); else - NewStateGroup(SpriteNum, sg_NinjaGrabThroat); + NewStateGroup_(SpriteNum, sg_NinjaGrabThroat); } break; } @@ -5436,7 +5436,7 @@ ActorPain(short SpriteNum) { ActorLeaveTrack(SpriteNum); u->WaitTics = 60; - NewStateGroup(SpriteNum, u->ActorActionSet->Pain); + NewStateGroup_(SpriteNum, u->ActorActionSet->Pain); return true; } } @@ -5455,7 +5455,7 @@ ActorPainPlasma(short SpriteNum) if (u->ActorActionSet && u->ActorActionSet->Pain) { u->WaitTics = PLASMA_FOUNTAIN_TIME; - NewStateGroup(SpriteNum, u->ActorActionSet->Pain); + NewStateGroup_(SpriteNum, u->ActorActionSet->Pain); return true; } else @@ -10090,7 +10090,7 @@ DoRail(DSWActor* actor) np->zvel += (RandomRange(140)-RandomRange(140)); nu->RotNum = 5; - NewStateGroup(New, sg_RailPuff); + NewStateGroup_(New, sg_RailPuff); np->shade = -40; np->xrepeat = 10; @@ -10276,7 +10276,7 @@ SpawnExtraMicroMini(DSWActor* actor) wp->clipdist = sp->clipdist; wu->RotNum = 5; - NewStateGroup(w, &sg_MicroMini[0]); + NewStateGroup_(w, &sg_MicroMini[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = u->Radius; wu->ceiling_dist = u->ceiling_dist; @@ -10346,7 +10346,7 @@ DoMicro(DSWActor* actor) if ((u->WaitTics -= MISSILEMOVETICS) <= 0) { setspritez(New, &np->pos); - NewStateGroup(Weapon, &sg_MicroMini[0]); + NewStateGroup_(Weapon, &sg_MicroMini[0]); sp->xrepeat = sp->yrepeat = 10; RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); SpawnExtraMicroMini(actor); @@ -12448,7 +12448,7 @@ DoMirv(DSWActor* actor) nu = User[New].Data(); nu->RotNum = 5; - NewStateGroup(New, &sg_MirvMeteor[0]); + NewStateGroup_(New, &sg_MirvMeteor[0]); nu->StateEnd = s_MirvMeteorExp; //np->owner = Weapon; @@ -12724,7 +12724,7 @@ InitSpellRing(PLAYERp pp) u->floor_dist = Z(10); //u->RotNum = 5; - //NewStateGroup(SpriteNum, &sg_Ring); + //NewStateGroup_(SpriteNum, &sg_Ring); //SET(u->Flags, SPR_XFLIP_TOGGLE); // put it out there @@ -12835,7 +12835,7 @@ DoSerpRing(DSWActor* actor) sp->xvel += (RANDOM_P2(128<<8)>>8); u->jump_speed = -800; change_sprite_stat(Weapon, STAT_ENEMY); - NewStateGroup(Weapon, sg_SkullJump); + NewStateGroup_(Weapon, sg_SkullJump); DoBeginJump(actor); // tell owner that one is gone // User[sp->owner]->Counter--; @@ -14927,7 +14927,7 @@ InitRail(PLAYERp pp) zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT + 17, 16); wu->RotNum = 5; - NewStateGroup(w, &sg_Rail[0]); + NewStateGroup_(w, &sg_Rail[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = RAIL_RADIUS; @@ -15013,7 +15013,7 @@ InitZillaRail(DSWActor* actor) zvel = (100 * (HORIZ_MULT+17)); wu->RotNum = 5; - NewStateGroup(w, &sg_Rail[0]); + NewStateGroup_(w, &sg_Rail[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = RAIL_RADIUS; @@ -15129,7 +15129,7 @@ InitRocket(PLAYERp pp) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup(w, &sg_Rocket[0]); + NewStateGroup_(w, &sg_Rocket[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = 2000; @@ -15259,7 +15259,7 @@ InitBunnyRocket(PLAYERp pp) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup(w, &sg_BunnyRocket[0]); + NewStateGroup_(w, &sg_BunnyRocket[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = 2000; @@ -15374,7 +15374,7 @@ InitNuke(PLAYERp pp) wp->pal = wu->spal = 19; wu->RotNum = 5; - NewStateGroup(w, &sg_Rocket[0]); + NewStateGroup_(w, &sg_Rocket[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = NUKE_RADIUS; @@ -15471,7 +15471,7 @@ InitEnemyNuke(DSWActor* actor) wp->pal = wu->spal = 19; wu->RotNum = 5; - NewStateGroup(w, &sg_Rocket[0]); + NewStateGroup_(w, &sg_Rocket[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = NUKE_RADIUS; @@ -15581,7 +15581,7 @@ InitMicro(PLAYERp pp) wp->zvel += RandomRange(Z(8)) - Z(5); wu->RotNum = 5; - NewStateGroup(w, &sg_Micro[0]); + NewStateGroup_(w, &sg_Micro[0]); wu->WeaponNum = u->WeaponNum; wu->Radius = 200; @@ -16044,7 +16044,7 @@ InitSerpSpell(DSWActor* actor) np->z = SPRITEp_TOS(sp); nu->RotNum = 5; - NewStateGroup(New, &sg_SerpMeteor[0]); + NewStateGroup_(New, &sg_SerpMeteor[0]); nu->StateEnd = s_MirvMeteorExp; //np->owner = SpriteNum; @@ -16165,7 +16165,7 @@ InitSerpMonstSpell(DSWActor* actor) np->z = SPRITEp_TOS(sp); nu->RotNum = 5; - NewStateGroup(New, &sg_SerpMeteor[0]); + NewStateGroup_(New, &sg_SerpMeteor[0]); //nu->StateEnd = s_MirvMeteorExp; nu->StateEnd = s_TeleportEffect2; @@ -16268,7 +16268,7 @@ InitEnemyRocket(DSWActor* actor) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup(w, &sg_Rocket[0]); + NewStateGroup_(w, &sg_Rocket[0]); wu->Radius = 200; SET(wp->cstat, CSTAT_SPRITE_YCENTER); @@ -16357,7 +16357,7 @@ InitEnemyRail(DSWActor* actor) wp->zvel = 0; wu->RotNum = 5; - NewStateGroup(w, &sg_Rail[0]); + NewStateGroup_(w, &sg_Rail[0]); wu->Radius = 200; wu->ceiling_dist = Z(1); @@ -16443,7 +16443,7 @@ InitZillaRocket(DSWActor* actor) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup(w, &sg_Rocket[0]); + NewStateGroup_(w, &sg_Rocket[0]); wu->Radius = 200; SET(wp->cstat, CSTAT_SPRITE_YCENTER); @@ -16603,7 +16603,7 @@ InitEnemyCrossbow(DSWActor* actor) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup(w, &sg_CrossBolt[0]); + NewStateGroup_(w, &sg_CrossBolt[0]); wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); @@ -17003,7 +17003,7 @@ InitBoltTrap(DSWActor* actor) SET(wp->cstat, CSTAT_SPRITE_YCENTER); wu->RotNum = 5; - NewStateGroup(w, &sg_Rocket[0]); + NewStateGroup_(w, &sg_Rocket[0]); wu->Radius = 200; wu->xchange = MOVEx(wp->xvel, wp->ang); @@ -17044,7 +17044,7 @@ InitSpearTrap(short SpriteNum) wp->clipdist = 64L>>2; wu->RotNum = 5; - NewStateGroup(w, &sg_CrossBolt[0]); + NewStateGroup_(w, &sg_CrossBolt[0]); wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); @@ -17947,7 +17947,7 @@ InitTurretMicro(short SpriteNum, PLAYERp pp) wp->zvel += RandomRange(Z(8)) - Z(5); wu->RotNum = 5; - NewStateGroup(w, &sg_Micro[0]); + NewStateGroup_(w, &sg_Micro[0]); wu->WeaponNum = pu->WeaponNum; wu->Radius = 200; @@ -18120,7 +18120,7 @@ InitTurretRail(short SpriteNum, PLAYERp pp) wp->zvel = -pp->horizon.horiz.asq16() >> 9; wu->RotNum = 5; - NewStateGroup(w, &sg_Rail[0]); + NewStateGroup_(w, &sg_Rail[0]); wu->Radius = 200; wu->ceiling_dist = Z(1); @@ -18956,7 +18956,7 @@ InitGrenade(PLAYERp pp) } wu->RotNum = 5; - NewStateGroup(w, &sg_Grenade[0]); + NewStateGroup_(w, &sg_Grenade[0]); SET(wu->Flags, SPR_XFLIP_TOGGLE); SetOwner(pp->PlayerSprite, w); @@ -19049,7 +19049,7 @@ InitSpriteGrenade(DSWActor* actor) wu = User[w].Data(); wu->RotNum = 5; - NewStateGroup(w, &sg_Grenade[0]); + NewStateGroup_(w, &sg_Grenade[0]); SET(wu->Flags, SPR_XFLIP_TOGGLE); if (u->ID == ZOMBIE_RUN_R0) @@ -19290,7 +19290,7 @@ InitFireball(PLAYERp pp) zvel = -MulScale(pp->horizon.horiz.asq16(), 240, 16); //wu->RotNum = 5; - //NewStateGroup(w, &sg_Fireball); + //NewStateGroup_(w, &sg_Fireball); //SET(wu->Flags, SPR_XFLIP_TOGGLE); // at certain angles the clipping box was big enough to block the