From dc7fecccd011bdf7816f0ff945768da7079db82b Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 24 Dec 2021 16:47:29 +0100 Subject: [PATCH] - globally replaced sp-> in spike.cpp --- source/games/sw/src/spike.cpp | 58 +++++++++++++++++------------------ 1 file changed, 29 insertions(+), 29 deletions(-) diff --git a/source/games/sw/src/spike.cpp b/source/games/sw/src/spike.cpp index 111c4bdf4..cdf518fb9 100644 --- a/source/games/sw/src/spike.cpp +++ b/source/games/sw/src/spike.cpp @@ -54,15 +54,15 @@ void ReverseSpike(DSWActor* actor) // moving toward to OFF pos if (u->z_tgt == u->oz) { - if (sp->pos.Z == u->oz) + if (actor->spr.pos.Z == u->oz) u->z_tgt = u->sz; else if (u->sz == u->oz) - u->z_tgt = sp->pos.Z; + u->z_tgt = actor->spr.pos.Z; } else if (u->z_tgt == u->sz) { - if (sp->pos.Z == u->oz) - u->z_tgt = sp->pos.Z; + if (actor->spr.pos.Z == u->oz) + u->z_tgt = actor->spr.pos.Z; else if (u->sz == u->oz) u->z_tgt = u->sz; } @@ -80,7 +80,7 @@ bool SpikeSwitch(short match, short setting) { sp = &actor->s(); - if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match) + if (actor->spr.lotag == TAG_SPRITE_SWITCH_VATOR && actor->spr.hitag == match) { found = true; AnimateSwitch(sp, setting); @@ -94,14 +94,14 @@ void SetSpikeActive(DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); - SECTORp sectp = sp->sector(); + SECTORp sectp = actor->spr.sector(); - if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) - StartInterpolation(sp->sector(), Interp_Sect_Ceilingheinum); + if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + StartInterpolation(actor->spr.sector(), Interp_Sect_Ceilingheinum); else - StartInterpolation(sp->sector(), Interp_Sect_Floorheinum); + StartInterpolation(actor->spr.sector(), Interp_Sect_Floorheinum); - InterpSectorSprites(sp->sector(), true); + InterpSectorSprites(actor->spr.sector(), true); // play activate sound DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE); @@ -110,7 +110,7 @@ void SetSpikeActive(DSWActor* actor) u->Tics = 0; // moving to the ON position - if (u->z_tgt == sp->pos.Z) + if (u->z_tgt == actor->spr.pos.Z) VatorSwitch(SP_TAG2(actor), true); else // moving to the OFF position @@ -254,17 +254,17 @@ void SpikeAlign(DSWActor* actor) // either work on single sector or all tagged in SOBJ if ((int8_t)SP_TAG7(sp) < 0) { - if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) - alignceilslope(sp->sector(), sp->pos.X, sp->pos.Y, u->zclip); + if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + alignceilslope(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, u->zclip); else - alignflorslope(sp->sector(), sp->pos.X, sp->pos.Y, u->zclip); + alignflorslope(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, u->zclip); } else { - if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) - SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(sp)], sp->pos.X, sp->pos.Y, u->zclip); + if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(sp)], actor->spr.pos.X, actor->spr.pos.Y, u->zclip); else - SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(sp)], sp->pos.X, sp->pos.Y, u->zclip); + SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(sp)], actor->spr.pos.X, actor->spr.pos.Y, u->zclip); } } @@ -281,11 +281,11 @@ void MoveSpritesWithSpike(sectortype* sect) if (actor->hasU()) continue; - if (TEST(sp->extra, SPRX_STAY_PUT_VATOR)) + if (TEST(actor->spr.extra, SPRX_STAY_PUT_VATOR)) continue; - getzsofslopeptr(sect, sp->pos.X, sp->pos.Y, &cz, &fz); - sp->pos.Z = fz; + getzsofslopeptr(sect, actor->spr.pos.X, actor->spr.pos.Y, &cz, &fz); + actor->spr.pos.Z = fz; } } @@ -303,14 +303,14 @@ int DoSpike(DSWActor* actor) lptr = &u->zclip; DoSpikeMove(actor, lptr); - MoveSpritesWithSpike(sp->sector()); + MoveSpritesWithSpike(actor->spr.sector()); SpikeAlign(actor); // EQUAL this entry has finished if (*lptr == u->z_tgt) { // in the ON position - if (u->z_tgt == sp->pos.Z) + if (u->z_tgt == actor->spr.pos.Z) { // change target u->z_tgt = u->sz; @@ -330,7 +330,7 @@ int DoSpike(DSWActor* actor) // change target u->jump_speed = u->vel_tgt; u->vel_rate = (short)abs(u->vel_rate); - u->z_tgt = sp->pos.Z; + u->z_tgt = actor->spr.pos.Z; SetSpikeInactive(actor); @@ -369,7 +369,7 @@ int DoSpike(DSWActor* actor) USERp bu; bool found = false; - SWSectIterator it(sp->sector()); + SWSectIterator it(actor->spr.sector()); while (auto itActor = it.Next()) { bsp = &actor->s(); @@ -392,8 +392,8 @@ int DoSpike(DSWActor* actor) { pp = Player + pnum; - if (pp->lo_sectp == sp->sector() || - pp->hi_sectp == sp->sector()) + if (pp->lo_sectp == actor->spr.sector() || + pp->hi_sectp == actor->spr.sector()) { ReverseSpike(actor); found = true; @@ -415,14 +415,14 @@ int DoSpikeAuto(DSWActor* actor) lptr = &u->zclip; DoSpikeMove(actor, lptr); - MoveSpritesWithSpike(sp->sector()); + MoveSpritesWithSpike(actor->spr.sector()); SpikeAlign(actor); // EQUAL this entry has finished if (*lptr == u->z_tgt) { // in the UP position - if (u->z_tgt == sp->pos.Z) + if (u->z_tgt == actor->spr.pos.Z) { // change target u->z_tgt = u->sz; @@ -439,7 +439,7 @@ int DoSpikeAuto(DSWActor* actor) // change target u->jump_speed = u->vel_tgt; u->vel_rate = (short)abs(u->vel_rate); - u->z_tgt = sp->pos.Z; + u->z_tgt = actor->spr.pos.Z; u->Tics = u->WaitTics; if (SP_TAG6(sp) && TEST_BOOL5(sp))