diff --git a/source/games/sw/src/_polymost.cpp b/source/games/sw/src/_polymost.cpp index d7a6f7f72..ab3c3f2c3 100644 --- a/source/games/sw/src/_polymost.cpp +++ b/source/games/sw/src/_polymost.cpp @@ -101,7 +101,7 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, int se actor->spr.sector()->ceilingpicnum = SP_TAG2(actor); SP_TAG4(actor) = actor->spr.sector()->ceilingstat; actor->spr.sector()->ceilingstat |= (ESectorFlags::FromInt(SP_TAG6(actor))); - RESET(actor->spr.sector()->ceilingstat, CSTAT_SECTOR_SKY); + actor->spr.sector()->ceilingstat &= ~(CSTAT_SECTOR_SKY); } else if (SP_TAG3(actor) == 1) { @@ -109,7 +109,7 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, int se actor->spr.sector()->floorpicnum = SP_TAG2(actor); SP_TAG4(actor) = actor->spr.sector()->floorstat; actor->spr.sector()->floorstat |= (ESectorFlags::FromInt(SP_TAG6(actor))); - RESET(actor->spr.sector()->floorstat, CSTAT_SECTOR_SKY); + actor->spr.sector()->floorstat &= ~(CSTAT_SECTOR_SKY); } } @@ -129,13 +129,13 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, int se // restore ceilingpicnum and ceilingstat actor->spr.sector()->ceilingpicnum = SP_TAG5(actor); actor->spr.sector()->ceilingstat = ESectorFlags::FromInt(SP_TAG4(actor)); - RESET(actor->spr.sector()->ceilingstat, CSTAT_SECTOR_SKY); + actor->spr.sector()->ceilingstat &= ~(CSTAT_SECTOR_SKY); } else if (SP_TAG3(actor) == 1) { actor->spr.sector()->floorpicnum = SP_TAG5(actor); actor->spr.sector()->floorstat = ESectorFlags::FromInt(SP_TAG4(actor)); - RESET(actor->spr.sector()->floorstat, CSTAT_SECTOR_SKY); + actor->spr.sector()->floorstat &= ~(CSTAT_SECTOR_SKY); } } } diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index 6b29ad0fc..d0ac26eaf 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -89,7 +89,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) { change_actor_stat(actor, STAT_DEAD_ACTOR); actor->user.Flags |= (SPR_DEAD); - RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING); + actor->user.Flags &= ~(SPR_FALLING | SPR_JUMPING); actor->user.floor_dist = Z(40); // test for gibable dead bodies @@ -272,7 +272,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) case COOLIE_RUN_R0: case SUMO_RUN_R0: case ZILLA_RUN_R0: - RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP); + actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); break; } @@ -387,7 +387,7 @@ int DoActorDebris(DSWActor* actor) int nx, ny; // This was move from DoActorDie so actor's can't be walked through until they are on the floor - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); // Don't let some actors float switch (actor->user.ID) @@ -493,7 +493,7 @@ void KeepActorOnFloor(DSWActor* actor) sectp = actor->spr.sector(); - RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it + actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); // If upside down, reset it if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) return; @@ -512,8 +512,8 @@ void KeepActorOnFloor(DSWActor* actor) if (actor->user.Rot != actor->user.ActorActionSet->Run && actor->user.Rot != actor->user.ActorActionSet->Swim && actor->user.Rot != actor->user.ActorActionSet->Stand) { // was swimming but have now stopped - RESET(actor->user.Flags, SPR_SWIMMING); - RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER); + actor->user.Flags &= ~(SPR_SWIMMING); + actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); actor->user.oz = actor->spr.pos.Z = actor->user.loz; actor->spr.backupz(); return; @@ -541,8 +541,8 @@ void KeepActorOnFloor(DSWActor* actor) } else { - RESET(actor->user.Flags, SPR_SWIMMING); - RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER); + actor->user.Flags &= ~(SPR_SWIMMING); + actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); actor->user.oz = actor->spr.pos.Z = actor->user.loz; actor->spr.backupz(); } @@ -552,8 +552,8 @@ void KeepActorOnFloor(DSWActor* actor) } // NOT in a swimming situation - RESET(actor->user.Flags, SPR_SWIMMING); - RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER); + actor->user.Flags &= ~(SPR_SWIMMING); + actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); #if 1 if (TEST(actor->user.Flags, SPR_MOVED)) @@ -601,7 +601,7 @@ int DoActorSlide(DSWActor* actor) if (!move_actor(actor, nx, ny, 0L)) { - RESET(actor->user.Flags, SPR_SLIDING); + actor->user.Flags &= ~(SPR_SLIDING); return false; } @@ -609,7 +609,7 @@ int DoActorSlide(DSWActor* actor) if (actor->user.slide_vel < 20) { - RESET(actor->user.Flags, SPR_SLIDING); + actor->user.Flags &= ~(SPR_SLIDING); } return true; @@ -620,7 +620,7 @@ int DoActorSlide(DSWActor* actor) int DoActorBeginJump(DSWActor* actor) { actor->user.Flags |= (SPR_JUMPING); - RESET(actor->user.Flags, SPR_FALLING); + actor->user.Flags &= ~(SPR_FALLING); // actor->user.jump_speed = should be set before calling @@ -683,7 +683,7 @@ int DoActorJump(DSWActor* actor) int DoActorBeginFall(DSWActor* actor) { actor->user.Flags |= (SPR_FALLING); - RESET(actor->user.Flags, SPR_JUMPING); + actor->user.Flags &= ~(SPR_JUMPING); actor->user.jump_grav = ACTOR_GRAVITY; @@ -730,8 +730,8 @@ int DoActorStopFall(DSWActor* actor) { actor->spr.pos.Z = actor->user.loz; - RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING); - RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP); + actor->user.Flags &= ~(SPR_FALLING | SPR_JUMPING); + actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); // don't stand on face or wall sprites - jump again @@ -799,7 +799,7 @@ int DoActorDeathMove(DSWActor* actor) int DoBeginJump(DSWActor* actor) { actor->user.Flags |= (SPR_JUMPING); - RESET(actor->user.Flags, SPR_FALLING); + actor->user.Flags &= ~(SPR_FALLING); // set up individual actor jump gravity actor->user.jump_grav = ACTOR_GRAVITY; @@ -849,7 +849,7 @@ int DoJump(DSWActor* actor) int DoBeginFall(DSWActor* actor) { actor->user.Flags |= (SPR_FALLING); - RESET(actor->user.Flags, SPR_JUMPING); + actor->user.Flags &= ~(SPR_JUMPING); actor->user.jump_grav = ACTOR_GRAVITY; @@ -870,7 +870,7 @@ int DoFall(DSWActor* actor) if (actor->spr.pos.Z > actor->user.loz - actor->user.floor_dist) { actor->spr.pos.Z = actor->user.loz - actor->user.floor_dist; - RESET(actor->user.Flags, SPR_FALLING); + actor->user.Flags &= ~(SPR_FALLING); } return 0; diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index 965845759..b1222b5b4 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -525,7 +525,7 @@ ANIMATORp DoActorActionDecide(DSWActor* actor) // Enemy goes inactive - he is still allowed to roam about for about // 5 seconds trying to find another player before his active_range is // bumped down - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); // You've lost the player - now decide what to do action = ChooseAction(actor->user.Personality->LostTarget); @@ -554,7 +554,7 @@ ANIMATORp DoActorActionDecide(DSWActor* actor) if (TEST(actor->user.Flags, SPR_TARGETED)) { // not going to evade, reset the target bit - RESET(actor->user.Flags, SPR_TARGETED); // as far as actor + actor->user.Flags &= ~(SPR_TARGETED); // as far as actor // knows, its not a // target any more if (actor->user.ActorActionSet->Duck && RANDOM_P2(1024<<8)>>8 < 100) @@ -1216,7 +1216,7 @@ int InitActorEvade(DSWActor* actor) actor->spr.ang = NORM_ANGLE(getangle((Track[actor->user.track].TrackPoint + actor->user.point)->x - actor->spr.pos.X, (Track[actor->user.track].TrackPoint + actor->user.point)->y - actor->spr.pos.Y)); DoActorSetSpeed(actor, FAST_SPEED); // NOT doing a RUN_AWAY - RESET(actor->user.Flags, SPR_RUN_AWAY); + actor->user.Flags &= ~(SPR_RUN_AWAY); } return 0; @@ -1302,7 +1302,7 @@ int DoActorDuck(DSWActor* actor) { NewStateGroup(actor, actor->user.ActorActionSet->Rise); actor->user.ActorActionFunc = DoActorDecide; - RESET(actor->user.Flags, SPR_TARGETED); + actor->user.Flags &= ~(SPR_TARGETED); } return 0; @@ -1585,7 +1585,7 @@ int InitActorReposition(DSWActor* actor) actor->spr.ang = ang; DoActorSetSpeed(actor, FAST_SPEED); - RESET(actor->user.Flags, SPR_RUN_AWAY); + actor->user.Flags &= ~(SPR_RUN_AWAY); } else { @@ -1670,7 +1670,7 @@ int DoActorPause(DSWActor* actor) if ((actor->user.Vis -= ACTORMOVETICS) < 0) { actor->user.ActorActionFunc = DoActorDecide; - RESET(actor->user.Flags, SPR_TARGETED); + actor->user.Flags &= ~(SPR_TARGETED); } return 0; diff --git a/source/games/sw/src/break.cpp b/source/games/sw/src/break.cpp index 421bf415c..6666c8e2f 100644 --- a/source/games/sw/src/break.cpp +++ b/source/games/sw/src/break.cpp @@ -867,7 +867,7 @@ int UserBreakSprite(DSWActor* breakActor) if (SP_TAG8(actor) == 0) { breakActor->spr.picnum = SP_TAG5(actor); - RESET(breakActor->spr.extra, SPRX_BREAKABLE); + breakActor->spr.extra &= ~(SPRX_BREAKABLE); } else // kill sprite @@ -887,10 +887,10 @@ int UserBreakSprite(DSWActor* breakActor) // reset if (SP_TAG8(actor) == 2) { - RESET(breakActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); } - RESET(breakActor->spr.extra, SPRX_BREAKABLE); + breakActor->spr.extra &= ~(SPRX_BREAKABLE); } } else @@ -926,22 +926,22 @@ int AutoBreakSprite(DSWActor* breakActor, int type) { if (!TEST(break_info->flags, BF_LEAVE_BREAK)) { - RESET(breakActor->spr.extra, SPRX_BREAKABLE); - RESET(breakActor->spr.cstat, CSTAT_SPRITE_BREAKABLE); + breakActor->spr.extra &= ~(SPRX_BREAKABLE); + breakActor->spr.cstat &= ~(CSTAT_SPRITE_BREAKABLE); } breakActor->spr.picnum = break_info->breaknum; // pass Break Info Globally SpawnShrap(breakActor, nullptr, -1, break_info); if (breakActor->spr.picnum == 3683) - RESET(breakActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); } return false; } - RESET(breakActor->spr.extra, SPRX_BREAKABLE); - RESET(breakActor->spr.cstat, CSTAT_SPRITE_BREAKABLE); + breakActor->spr.extra &= ~(SPRX_BREAKABLE); + breakActor->spr.cstat &= ~(CSTAT_SPRITE_BREAKABLE); // pass Break Info Globally SpawnShrap(breakActor, nullptr, -1, break_info); @@ -952,7 +952,7 @@ int AutoBreakSprite(DSWActor* breakActor, int type) if (TEST(break_info->flags, BF_FIRE_FALL)) SpawnBreakFlames(breakActor); - RESET(breakActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); breakActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; // Kill sound if one is attached DeleteNoSoundOwner(breakActor); @@ -963,7 +963,7 @@ int AutoBreakSprite(DSWActor* breakActor, int type) { breakActor->spr.picnum = break_info->breaknum; if (breakActor->spr.picnum == 3683) - RESET(breakActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); } return false; diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index 54fa62f7f..f4fa9032f 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -848,7 +848,7 @@ int DoBunnyBeginJumpAttack(DSWActor* actor) PickJumpMaxSpeed(actor, -400); // was -800 actor->user.Flags |= (SPR_JUMPING); - RESET(actor->user.Flags, SPR_FALLING); + actor->user.Flags &= ~(SPR_FALLING); // set up individual actor jump gravity actor->user.jump_grav = 17; // was 8 @@ -1155,7 +1155,7 @@ void BunnyHatch(DSWActor* actor) PickJumpMaxSpeed(actorNew, -600); actorNew->user.Flags |= (SPR_JUMPING); - RESET(actorNew->user.Flags, SPR_FALLING); + actorNew->user.Flags &= ~(SPR_FALLING); actorNew->user.jump_grav = 8; @@ -1212,7 +1212,7 @@ DSWActor* BunnyHatch2(DSWActor* actor) PickJumpMaxSpeed(actorNew, -600); actorNew->user.Flags |= (SPR_JUMPING); - RESET(actorNew->user.Flags, SPR_FALLING); + actorNew->user.Flags &= ~(SPR_FALLING); actorNew->user.jump_grav = 8; actorNew->user.FlagOwner = 0; @@ -1231,7 +1231,7 @@ int DoBunnyMove(DSWActor* actor) { // Parental lock crap if (TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) - RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' back on + actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); // Turn em' back on // Sometimes they just won't die! if (actor->user.Health <= 0) @@ -1388,7 +1388,7 @@ int DoBunnyScrew(DSWActor* actor) if (actor->user.WaitTics <= 0) { - RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' back on + actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); // Turn em' back on actor->user.FlagOwner = 0; NewStateGroup(actor,sg_BunnyRun); } diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index 5adec0d1d..b4458ef39 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -746,8 +746,8 @@ int DoCoolgDeath(DSWActor* actor) { int nx, ny; - RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); - RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); + actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); + actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); actor->spr.xrepeat = 42; actor->spr.shade = -10; @@ -775,8 +775,8 @@ int DoCoolgDeath(DSWActor* actor) // on the ground if (actor->spr.pos.Z >= actor->user.loz) { - RESET(actor->user.Flags, SPR_FALLING|SPR_SLIDING); - RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it + actor->user.Flags &= ~(SPR_FALLING|SPR_SLIDING); + actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); // If upside down, reset it NewStateGroup(actor, actor->user.ActorActionSet->Dead); return 0; } @@ -797,19 +797,19 @@ int DoCoolgMove(DSWActor* actor) break; case 1: PlaySound(DIGI_VOID3, actor, v3df_follow); - RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); + actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); actor->user.ShellNum = SEC(1) + SEC(RandomRange(2)); break; case 2: actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT); - RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); + actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); actor->user.ShellNum = SEC(2); break; case 3: PlaySound(DIGI_VOID3, actor, v3df_follow); - RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); - RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); + actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); + actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); actor->user.ShellNum = SEC(2) + SEC(RandomRange(3)); break; default: diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index 6047c7c76..e8d3371ec 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -400,7 +400,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso break; } - RESET(actor->spr.cstat, CSTAT_SPRITE_RESTORE); + actor->spr.cstat &= ~(CSTAT_SPRITE_RESTORE); actor->user.spal = actor->spr.pal; diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index ea7e1871c..f47dd3b96 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -125,7 +125,7 @@ int GetRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, int vi if (rotation <= 4) { // leave rotation alone - RESET(tsp->cstat, CSTAT_SPRITE_XFLIP); + tsp->cstat &= ~(CSTAT_SPRITE_XFLIP); } else { @@ -138,7 +138,7 @@ int GetRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, int vi if (rotation > 3 || rotation == 0) { // leave rotation alone - RESET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit + tsp->cstat &= ~(CSTAT_SPRITE_XFLIP); // clear x-flipping bit } else { @@ -152,7 +152,7 @@ int GetRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, int vi if (ID == TOILETGIRL_R0 || ID == WASHGIRL_R0 || ID == TRASHCAN || ID == CARGIRL_R0 || ID == MECHANICGIRL_R0 || ID == PRUNEGIRL_R0 || ID == SAILORGIRL_R0) - RESET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit + tsp->cstat &= ~(CSTAT_SPRITE_XFLIP); // clear x-flipping bit return RotTable5[rotation]; } @@ -546,7 +546,7 @@ DSWActor* CopySprite(sprt const* tsp, sectortype* newsector) actorNew->spr.zvel = tsp->zvel; actorNew->spr.shade = tsp->shade; - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); return actorNew; } @@ -872,7 +872,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie { if (!TEST(tActor->user.PlayerP->Flags, PF_VIEW_FROM_OUTSIDE)) { - RESET(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT); + tsp->cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); } } @@ -962,7 +962,7 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang, DSWActor* actor = pp->actor; auto bakcstat = actor->spr.cstat; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); // Make sure sector passed to hitscan is correct //updatesector(*nx, *ny, vsect); @@ -1207,7 +1207,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, sectortype** tsect, binan { pp->circle_camera_ang = 0; pp->circle_camera_dist = CIRCLE_CAMERA_DIST_MIN; - RESET(pp->Flags, PF_VIEW_FROM_CAMERA); + pp->Flags &= ~(PF_VIEW_FROM_CAMERA); } } } @@ -1220,7 +1220,7 @@ void PreDraw(void) SWStatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW); while (auto actor = it.Next()) { - RESET(actor->spr.sector()->floorstat, CSTAT_SECTOR_SLOPE); + actor->spr.sector()->floorstat &= ~(CSTAT_SECTOR_SLOPE); } } @@ -1343,7 +1343,7 @@ void UpdateWallPortalState() actor->spr.sector()->ceilingpicnum = SP_TAG2(actor); SP_TAG4(actor) = actor->spr.sector()->ceilingstat; actor->spr.sector()->ceilingstat |= (ESectorFlags::FromInt(SP_TAG6(actor))); - RESET(actor->spr.sector()->ceilingstat, CSTAT_SECTOR_SKY); + actor->spr.sector()->ceilingstat &= ~(CSTAT_SECTOR_SKY); } else if (SP_TAG3(actor) == 1) { @@ -1351,7 +1351,7 @@ void UpdateWallPortalState() actor->spr.sector()->floorpicnum = SP_TAG2(actor); SP_TAG4(actor) = actor->spr.sector()->floorstat; actor->spr.sector()->floorstat |= (ESectorFlags::FromInt(SP_TAG6(actor))); - RESET(actor->spr.sector()->floorstat, CSTAT_SECTOR_SKY); + actor->spr.sector()->floorstat &= ~(CSTAT_SECTOR_SKY); } } @@ -1367,13 +1367,13 @@ void RestorePortalState() // restore ceilingpicnum and ceilingstat actor->spr.sector()->ceilingpicnum = SP_TAG5(actor); actor->spr.sector()->ceilingstat = ESectorFlags::FromInt(SP_TAG4(actor)); - RESET(actor->spr.sector()->ceilingstat, CSTAT_SECTOR_SKY); + actor->spr.sector()->ceilingstat &= ~(CSTAT_SECTOR_SKY); } else if (SP_TAG3(actor) == 1) { actor->spr.sector()->floorpicnum = SP_TAG5(actor); actor->spr.sector()->floorstat = ESectorFlags::FromInt(SP_TAG4(actor)); - RESET(actor->spr.sector()->floorstat, CSTAT_SECTOR_SKY); + actor->spr.sector()->floorstat &= ~(CSTAT_SECTOR_SKY); } } } @@ -1547,7 +1547,7 @@ void drawscreen(PLAYERp pp, double smoothratio) { if (TEST(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR)) { - RESET(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR); + actor->spr.cstat &= ~(CSTAT_SPRITE_ALIGNMENT_FLOOR); actor->spr.owner = -2; } } diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index ad7505dc7..33b6c264d 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -393,7 +393,7 @@ int SetupEel(DSWActor* actor) EelCommon(actor); - RESET(actor->user.Flags, SPR_SHADOW); // Turn off shadows + actor->user.Flags &= ~(SPR_SHADOW); // Turn off shadows actor->user.zclip = Z(8); return 0; @@ -536,7 +536,7 @@ int DoEelDeath(DSWActor* actor) // on the ground if (actor->spr.pos.Z >= actor->user.loz) { - RESET(actor->user.Flags, SPR_FALLING|SPR_SLIDING); + actor->user.Flags &= ~(SPR_FALLING|SPR_SLIDING); if (RandomRange(1000) > 500) actor->spr.cstat |= (CSTAT_SPRITE_XFLIP); if (RandomRange(1000) > 500) diff --git a/source/games/sw/src/girlninj.cpp b/source/games/sw/src/girlninj.cpp index aa6bb5093..4455285e8 100644 --- a/source/games/sw/src/girlninj.cpp +++ b/source/games/sw/src/girlninj.cpp @@ -733,7 +733,7 @@ int SetupGirlNinja(DSWActor* actor) DoActorSetSpeed(actor, NORM_SPEED); actor->user.Radius = 280; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); return 0; } diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index ba1453080..de98c4f24 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -495,7 +495,7 @@ int DoHornetDeath(DSWActor* actor) } else { - RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER); + actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); actor->user.jump_speed = 0; actor->user.floor_dist = 0; DoBeginFall(actor); @@ -515,8 +515,8 @@ int DoHornetDeath(DSWActor* actor) // on the ground if (actor->spr.pos.Z >= actor->user.loz) { - RESET(actor->user.Flags, SPR_FALLING|SPR_SLIDING); - RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it + actor->user.Flags &= ~(SPR_FALLING|SPR_SLIDING); + actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); // If upside down, reset it NewStateGroup(actor, actor->user.ActorActionSet->Dead); DeleteNoSoundOwner(actor); return 0; diff --git a/source/games/sw/src/inv.cpp b/source/games/sw/src/inv.cpp index dd7000155..4949e0f8f 100644 --- a/source/games/sw/src/inv.cpp +++ b/source/games/sw/src/inv.cpp @@ -323,7 +323,7 @@ void StopInventoryCloak(PLAYERp pp, short InventoryNum) // on/off PlayerUpdateInventory(pp, InventoryNum); - RESET(plActor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); + plActor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); plActor->spr.shade = 0; PlaySound(DIGI_GASPOP, pp, v3df_none); diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 663dc21e1..29d9ab4c5 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -300,7 +300,7 @@ void SpawnMidSplash(DSWActor* actor) actorNew->spr.yrepeat = 70-RandomRange(20); actorNew->spr.opos = actor->spr.opos; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -323,7 +323,7 @@ void SpawnFloorSplash(DSWActor* actor) actorNew->spr.yrepeat = 70-RandomRange(20); actorNew->spr.opos = actor->spr.opos; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -525,7 +525,7 @@ int DoBloodSpray(DSWActor* actor) actorNew->spr.yrepeat = 40-RandomRange(30); actorNew->spr.opos = actor->spr.opos; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -728,7 +728,7 @@ int DoPhosphorus(DSWActor* actor) actorNew->spr.yrepeat = 12 + RandomRange(10); actorNew->spr.opos = actor->spr.opos; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -952,7 +952,7 @@ int DoChemBomb(DSWActor* actor) // !Frank - dont do translucent actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); // actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.xchange = actor->user.xchange; actorNew->user.ychange = actor->user.ychange; @@ -1180,7 +1180,7 @@ int SpawnRadiationCloud(DSWActor* actor) actorNew->spr.yrepeat = 32; actorNew->spr.clipdist = actor->spr.clipdist; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6; // Won't take floor palettes actorNew->spr.hitag = SECTFU_DONT_COPY_PALETTE; @@ -1373,7 +1373,7 @@ int InitChemBomb(DSWActor* actor) actorNew->user.Counter = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation // invis. - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); if (SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -1590,7 +1590,7 @@ void SpawnFlashBombOnActor(DSWActor* actor) actorNew->spr.shade = -40; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Radius = 200; @@ -2145,7 +2145,7 @@ int DoFlag(DSWActor* actor) if (TEST(hitActor->spr.extra, SPRX_PLAYER_OR_ENEMY)) { // attach weapon to sprite - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); SetAttach(hitActor, actor); actor->user.sz = hitActor->spr.pos.Z - (ActorSizeZ(hitActor) >> 1); } @@ -2242,8 +2242,8 @@ int SpawnShell(DSWActor* actor, int ShellNum) actorNew->user.floor_dist = Z(1); actorNew->user.Counter = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); - RESET(actorNew->user.Flags, SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->user.Flags &= ~(SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang); actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang); diff --git a/source/games/sw/src/miscactr.cpp b/source/games/sw/src/miscactr.cpp index a07bd52ba..4cadd5f4b 100644 --- a/source/games/sw/src/miscactr.cpp +++ b/source/games/sw/src/miscactr.cpp @@ -136,7 +136,7 @@ int SetupToiletGirl(DSWActor* actor) actor->user.FlagOwner = 0; actor->user.ID = TOILETGIRL_R0; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); return 0; } @@ -356,7 +356,7 @@ int SetupWashGirl(DSWActor* actor) actor->user.FlagOwner = 0; actor->user.ID = WASHGIRL_R0; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); return 0; } @@ -548,8 +548,8 @@ int SetupTrashCan(DSWActor* actor) actor->spr.xvel = actor->spr.yvel = actor->spr.zvel = 0; actor->user.ID = TRASHCAN; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); - RESET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); + actor->spr.extra &= ~(SPRX_PLAYER_OR_ENEMY); return 0; } @@ -641,8 +641,8 @@ int SetupPachinkoLight(DSWActor* actor) actor->spr.shade = -2; actor->user.spal = actor->spr.pal; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); - RESET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); + actor->spr.extra &= ~(SPRX_PLAYER_OR_ENEMY); return 0; } @@ -729,8 +729,8 @@ int SetupPachinko1(DSWActor* actor) actor->spr.yvel = actor->spr.zvel = 0; actor->spr.lotag = PACHINKO1; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); - RESET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); + actor->spr.extra &= ~(SPRX_PLAYER_OR_ENEMY); return 0; } @@ -881,8 +881,8 @@ int SetupPachinko2(DSWActor* actor) actor->spr.yvel = actor->spr.zvel = 0; actor->spr.lotag = PACHINKO2; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); - RESET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); + actor->spr.extra &= ~(SPRX_PLAYER_OR_ENEMY); return 0; } @@ -957,8 +957,8 @@ int SetupPachinko3(DSWActor* actor) actor->spr.yvel = actor->spr.zvel = 0; actor->spr.lotag = PACHINKO3; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); - RESET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); + actor->spr.extra &= ~(SPRX_PLAYER_OR_ENEMY); return 0; } @@ -1034,8 +1034,8 @@ int SetupPachinko4(DSWActor* actor) actor->spr.yvel = actor->spr.zvel = 0; actor->spr.lotag = PACHINKO4; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); - RESET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); + actor->spr.extra &= ~(SPRX_PLAYER_OR_ENEMY); return 0; } @@ -1143,7 +1143,7 @@ int SetupCarGirl(DSWActor* actor) actor->user.FlagOwner = 0; actor->user.ID = CARGIRL_R0; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); actor->spr.cstat |= (CSTAT_SPRITE_XFLIP); return 0; @@ -1344,7 +1344,7 @@ int SetupMechanicGirl(DSWActor* actor) actor->user.FlagOwner = 0; actor->user.ID = MECHANICGIRL_R0; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); return 0; } @@ -1544,7 +1544,7 @@ int SetupSailorGirl(DSWActor* actor) actor->user.FlagOwner = 0; actor->user.ID = SAILORGIRL_R0; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); alreadythrew = 0; return 0; @@ -1738,7 +1738,7 @@ int SetupPruneGirl(DSWActor* actor) actor->user.FlagOwner = 0; actor->user.ID = PRUNEGIRL_R0; - RESET(actor->user.Flags, SPR_XFLIP_TOGGLE); + actor->user.Flags &= ~(SPR_XFLIP_TOGGLE); return 0; } diff --git a/source/games/sw/src/morph.cpp b/source/games/sw/src/morph.cpp index fa65463de..f1e2f696e 100644 --- a/source/games/sw/src/morph.cpp +++ b/source/games/sw/src/morph.cpp @@ -127,7 +127,7 @@ short DoSOevent(short match, short state) { if (sop->save_vel > 0 || sop->save_spin_speed > 0) { - RESET(sop->flags, SOBJ_WAIT_FOR_EVENT); + sop->flags &= ~(SOBJ_WAIT_FOR_EVENT); sop->vel = sop->save_vel; sop->spin_speed = sop->save_spin_speed; } diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index 853e47f3a..ca450860d 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -1933,9 +1933,9 @@ int DoNinjaHariKari(DSWActor* actor) { UpdateSinglePlayKills(actor); change_actor_stat(actor, STAT_DEAD_ACTOR); - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.Flags |= (SPR_DEAD); - RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING); + actor->user.Flags &= ~(SPR_FALLING | SPR_JUMPING); actor->user.floor_dist = Z(40); actor->user.RotNum = 0; actor->user.ActorActionFunc = nullptr; @@ -1960,11 +1960,11 @@ int DoNinjaGrabThroat(DSWActor* actor) { UpdateSinglePlayKills(actor); RESET(actor->user.Flags2, SPR2_DYING); - RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP); + actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); change_actor_stat(actor, STAT_DEAD_ACTOR); - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.Flags |= (SPR_DEAD); - RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING); + actor->user.Flags &= ~(SPR_FALLING | SPR_JUMPING); actor->user.floor_dist = Z(40); actor->user.RotNum = 0; actor->user.ActorActionFunc = nullptr; @@ -2165,10 +2165,10 @@ void PlayerLevelReset(PLAYERp pp) pp->StartColor = 0; pp->FadeAmt = 0; pp->DeathType = 0; - RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER); - RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); - RESET(pp->Flags, PF_WEAPON_DOWN|PF_WEAPON_RETRACT); - RESET(pp->Flags, PF_DEAD); + actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); + actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); + pp->Flags &= ~(PF_WEAPON_DOWN|PF_WEAPON_RETRACT); + pp->Flags &= ~(PF_DEAD); pp->sop_control = nullptr; pp->sop_riding = nullptr; @@ -2216,8 +2216,8 @@ void PlayerDeathReset(PLAYERp pp) pp->WpnFlags |= (BIT(WPN_SWORD)); pp->WpnFlags |= (BIT(WPN_FIST) | BIT(actor->user.WeaponNum)); pp->WpnFlags |= (BIT(WPN_STAR) | BIT(actor->user.WeaponNum)); - RESET(pp->Flags, PF_PICKED_UP_AN_UZI); - RESET(pp->Flags, PF_TWO_UZI); + pp->Flags &= ~(PF_PICKED_UP_AN_UZI); + pp->Flags &= ~(PF_TWO_UZI); actor->user.Health = 100; pp->MaxHealth = 100; @@ -2230,9 +2230,9 @@ void PlayerDeathReset(PLAYERp pp) pp->StartColor = 0; pp->FadeAmt = 0; pp->DeathType = 0; - RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); - RESET(pp->Flags, PF_WEAPON_DOWN|PF_WEAPON_RETRACT); - RESET(pp->Flags, PF_DEAD); + actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); + pp->Flags &= ~(PF_WEAPON_DOWN|PF_WEAPON_RETRACT); + pp->Flags &= ~(PF_DEAD); pp->sop_control = nullptr; pp->sop_riding = nullptr; @@ -2290,8 +2290,8 @@ void PlayerGameReset(PLAYERp pp) pp->WpnFlags |= (BIT(WPN_SWORD)); pp->WpnFlags |= (BIT(WPN_FIST) | BIT(actor->user.WeaponNum)); pp->WpnFlags |= (BIT(WPN_STAR) | BIT(actor->user.WeaponNum)); - RESET(pp->Flags, PF_PICKED_UP_AN_UZI); - RESET(pp->Flags, PF_TWO_UZI); + pp->Flags &= ~(PF_PICKED_UP_AN_UZI); + pp->Flags &= ~(PF_TWO_UZI); pp->MaxHealth = 100; PlayerUpdateHealth(pp, 500); pp->Armor = 0; @@ -2307,7 +2307,7 @@ void PlayerGameReset(PLAYERp pp) pp->FadeAmt = 0; pp->DeathType = 0; - RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); + actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); pp->sop_control = nullptr; pp->sop_riding = nullptr; @@ -2334,7 +2334,7 @@ void InitPlayerSprite(PLAYERp pp) actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actor->spr.extra |= (SPRX_PLAYER_OR_ENEMY); - RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); + actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); // Grouping items that need to be reset after a LoadLevel ChangeState(actor, s_NinjaRun[0]); diff --git a/source/games/sw/src/osdcmds.cpp b/source/games/sw/src/osdcmds.cpp index 17fda8984..a9014e1ee 100644 --- a/source/games/sw/src/osdcmds.cpp +++ b/source/games/sw/src/osdcmds.cpp @@ -102,7 +102,7 @@ void GameInterface::ToggleThirdPerson() auto pp = &Player[myconnectindex]; if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE)) { - RESET(pp->Flags, PF_VIEW_FROM_OUTSIDE); + pp->Flags &= ~(PF_VIEW_FROM_OUTSIDE); } else { diff --git a/source/games/sw/src/panel.cpp b/source/games/sw/src/panel.cpp index 66b3940b4..299a39c54 100644 --- a/source/games/sw/src/panel.cpp +++ b/source/games/sw/src/panel.cpp @@ -949,7 +949,7 @@ void InitWeaponSword(PLAYERp pp) if (pp->Wpn[WPN_SWORD] && TEST(pp->Wpn[WPN_SWORD]->flags, PANF_DEATH_HIDE)) { RESET(pp->Wpn[WPN_SWORD]->flags, PANF_DEATH_HIDE); - RESET(pp->Flags, PF_WEAPON_RETRACT|PF_WEAPON_DOWN); + pp->Flags &= ~(PF_WEAPON_RETRACT|PF_WEAPON_DOWN); pSetState(pp->CurWpn, pp->CurWpn->PresentState); return; } @@ -1183,7 +1183,7 @@ void pSwordRest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); pSetState(psp, psp->ActionState); @@ -1218,7 +1218,7 @@ void pSwordRetract(PANEL_SPRITEp psp) if (psp->y >= SWORD_YOFF + tileHeight(picnum)) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_SWORD] = nullptr; pKillSprite(psp); } @@ -1346,7 +1346,7 @@ void InitWeaponStar(PLAYERp pp) if (pp->Wpn[WPN_STAR] && TEST(pp->Wpn[WPN_STAR]->flags, PANF_DEATH_HIDE)) { RESET(pp->Wpn[WPN_STAR]->flags, PANF_DEATH_HIDE); - RESET(pp->Flags, PF_WEAPON_RETRACT); + pp->Flags &= ~(PF_WEAPON_RETRACT); pSetState(pp->CurWpn, pp->CurWpn->PresentState); return; } @@ -1461,7 +1461,7 @@ void pStarRest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); if (!WeaponOK(psp->PlayerP)) return; @@ -1501,7 +1501,7 @@ void pStarRetract(PANEL_SPRITEp psp) if (psp->y >= STAR_YOFF + tileHeight(picnum)) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); // kill only in its own routine psp->PlayerP->Wpn[WPN_STAR] = nullptr; @@ -1984,7 +1984,7 @@ void InitWeaponUzi(PLAYERp pp) // if actually picked an uzi up and don't currently have double uzi if (TEST(pp->Flags, PF_PICKED_UP_AN_UZI) && !TEST(pp->Wpn[WPN_UZI]->flags, PANF_PRIMARY)) { - RESET(pp->Flags, PF_PICKED_UP_AN_UZI); + pp->Flags &= ~(PF_PICKED_UP_AN_UZI); if (!TEST(pp->CurWpn->flags, PANF_RELOAD)) InitWeaponUzi2(pp->Wpn[WPN_UZI]); @@ -1993,7 +1993,7 @@ void InitWeaponUzi(PLAYERp pp) } else { - RESET(pp->Flags, PF_PICKED_UP_AN_UZI); + pp->Flags &= ~(PF_PICKED_UP_AN_UZI); } PlayerUpdateWeapon(pp, WPN_UZI); @@ -2097,7 +2097,7 @@ void pUziPresent(PANEL_SPRITEp psp) if (psp->y < UZI_YOFF) { - RESET(psp->flags, PANF_RELOAD); + psp->flags &= ~(PANF_RELOAD); psp->oy = psp->y = UZI_YOFF; psp->backupx(); @@ -2226,7 +2226,7 @@ void pUziRest(PANEL_SPRITEp psp) if (!WeaponOK(psp->PlayerP)) return; - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); pSetState(psp, psp->ActionState); } @@ -2327,7 +2327,7 @@ void pUziRetract(PANEL_SPRITEp psp) // no matter whether it is PRIMARY/SECONDARY/neither. if (TEST(psp->flags, PANF_RELOAD)) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_UZI] = nullptr; } else @@ -2336,7 +2336,7 @@ void pUziRetract(PANEL_SPRITEp psp) if (TEST(psp->flags, PANF_PRIMARY)) { // only reset when primary goes off the screen - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_UZI] = nullptr; } else if (TEST(psp->flags, PANF_SECONDARY)) @@ -2350,7 +2350,7 @@ void pUziRetract(PANEL_SPRITEp psp) else { // only one uzi here is retracting - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_UZI] = nullptr; } } @@ -2692,7 +2692,7 @@ void pShotgunRecoilUp(PANEL_SPRITEp psp) pShotgunSetRecoil(psp); pStatePlusOne(psp); - RESET(psp->flags, PANF_BOB); + psp->flags &= ~(PANF_BOB); } } @@ -2729,7 +2729,7 @@ void pShotgunReloadUp(PANEL_SPRITEp psp) psp->oy = psp->y = SHOTGUN_YOFF; pStatePlusOne(psp); - RESET(psp->flags, PANF_BOB); + psp->flags &= ~(PANF_BOB); } } #endif @@ -2835,7 +2835,7 @@ bool pShotgunReloadTest(PANEL_SPRITEp psp) if (ammo > 0 && (ammo % 4) == 0) { // clip has run out - RESET(psp->flags, PANF_REST_POS); + psp->flags &= ~(PANF_REST_POS); pSetState(psp, ps_ShotgunReload); return true; } @@ -2869,7 +2869,7 @@ void pShotgunRest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); if (!WeaponOK(psp->PlayerP)) return; @@ -2912,7 +2912,7 @@ void pShotgunRestTest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); if (!WeaponOK(psp->PlayerP)) return; @@ -2948,7 +2948,7 @@ void pShotgunRetract(PANEL_SPRITEp psp) if (psp->y >= SHOTGUN_YOFF + tileHeight(picnum) + 50) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[psp->WeaponType] = nullptr; pKillSprite(psp); } @@ -3162,7 +3162,7 @@ void pRailRecoilUp(PANEL_SPRITEp psp) pRailSetRecoil(psp); pStatePlusOne(psp); - RESET(psp->flags, PANF_BOB); + psp->flags &= ~(PANF_BOB); } } @@ -3238,7 +3238,7 @@ void pRailRest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); if (!WeaponOK(psp->PlayerP)) return; @@ -3270,7 +3270,7 @@ void pRailRestTest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); if (!WeaponOK(psp->PlayerP)) return; @@ -3305,7 +3305,7 @@ void pRailRetract(PANEL_SPRITEp psp) if (psp->y >= RAIL_YOFF + tileHeight(picnum) + 50) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[psp->WeaponType] = nullptr; DeleteNoSoundOwner(psp->PlayerP->actor); pKillSprite(psp); @@ -3645,7 +3645,7 @@ void pHotheadRest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); //if (TEST(psp->PlayerP->Flags,PF_DIVING)) // return; @@ -3709,7 +3709,7 @@ void pHotheadRetract(PANEL_SPRITEp psp) if (psp->y >= HOTHEAD_YOFF + tileHeight(picnum)) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_HOTHEAD] = nullptr; pKillSprite(psp); } @@ -3995,7 +3995,7 @@ void pMicroRecoilUp(PANEL_SPRITEp psp) pMicroSetRecoil(psp); pStatePlusOne(psp); - RESET(psp->flags, PANF_BOB); + psp->flags &= ~(PANF_BOB); } } @@ -4183,7 +4183,7 @@ void pMicroRest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); if (!WeaponOK(psp->PlayerP)) return; @@ -4255,7 +4255,7 @@ void pMicroRetract(PANEL_SPRITEp psp) if (psp->y >= MICRO_YOFF + tileHeight(picnum)) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_MICRO] = nullptr; pKillSprite(psp); } @@ -4481,7 +4481,7 @@ void pHeartRest(PANEL_SPRITEp psp) if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { psp->PlayerP->KeyPressBits &= ~SB_FIRE; - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); if (!WeaponOK(psp->PlayerP)) return; @@ -4552,7 +4552,7 @@ void pHeartRetract(PANEL_SPRITEp psp) if (psp->y >= HEART_YOFF + tileHeight(picnum)) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_HEART] = nullptr; pKillSprite(psp); } @@ -4692,7 +4692,7 @@ int DoBeginPanelJump(PANEL_SPRITEp psp) #define PANEL_JUMP_GRAVITY FIXED(0,8000) psp->flags |= (PANF_JUMPING); - RESET(psp->flags, PANF_FALLING); + psp->flags &= ~(PANF_FALLING); // set up individual actor jump gravity psp->jump_grav = PANEL_JUMP_GRAVITY; @@ -4724,7 +4724,7 @@ int DoPanelJump(PANEL_SPRITEp psp) int DoBeginPanelFall(PANEL_SPRITEp psp) { psp->flags |= (PANF_FALLING); - RESET(psp->flags, PANF_JUMPING); + psp->flags &= ~(PANF_JUMPING); psp->jump_grav = PANEL_JUMP_GRAVITY; @@ -4915,7 +4915,7 @@ void pGrenadeRecoilUp(PANEL_SPRITEp psp) pGrenadeSetRecoil(psp); pStatePlusOne(psp); - RESET(psp->flags, PANF_BOB); + psp->flags &= ~(PANF_BOB); } } @@ -4989,7 +4989,7 @@ void pGrenadeRest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); if (!WeaponOK(psp->PlayerP)) return; @@ -5024,7 +5024,7 @@ void pGrenadeRetract(PANEL_SPRITEp psp) if (psp->y >= GRENADE_YOFF + tileHeight(picnum)) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_GRENADE] = nullptr; pKillSprite(psp); } @@ -5226,7 +5226,7 @@ void pMineRest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); // if (!WeaponOK(psp->PlayerP)) // return; @@ -5260,7 +5260,7 @@ void pMineRetract(PANEL_SPRITEp psp) if (psp->y >= MINE_YOFF + tileHeight(picnum)) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_MINE] = nullptr; pKillSprite(psp); } @@ -6047,7 +6047,7 @@ void pFistRest(PANEL_SPRITEp psp) { if ((psp->PlayerP->KeyPressBits & SB_FIRE) || force) { - RESET(psp->flags, PANF_UNHIDE_SHOOT); + psp->flags &= ~(PANF_UNHIDE_SHOOT); psp->ActionState = ps_FistSwing; psp->PlayerP->WpnKungFuMove = 0; @@ -6084,7 +6084,7 @@ void pFistRetract(PANEL_SPRITEp psp) if (psp->y >= FIST_YOFF + tileHeight(picnum)) { - RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT); + psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_FIST] = nullptr; pKillSprite(psp); } @@ -6134,7 +6134,7 @@ bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state) { if (!TEST(psp->PlayerP->Flags, PF_WEAPON_DOWN)) { - RESET(psp->flags, PANF_WEAPON_HIDE); + psp->flags &= ~(PANF_WEAPON_HIDE); pSetState(psp, state); return true; } @@ -6330,7 +6330,7 @@ void pWeaponBob(PANEL_SPRITEp psp, short condition) { if (labs((psp->sin_ndx & 1023) - 0) < 70) { - RESET(psp->flags, PANF_BOB); + psp->flags &= ~(PANF_BOB); psp->sin_ndx = (RANDOM_P2(1024) < 512) ? 1024 : 0; } } diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index d51af7a51..eb75b824b 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1249,7 +1249,7 @@ void DoPlayerResetMovement(PLAYERp pp) pp->slide_xvect = 0; pp->slide_yvect = 0; pp->drive_avel = 0; - RESET(pp->Flags, PF_PLAYER_MOVED); + pp->Flags &= ~(PF_PLAYER_MOVED); } void DoPlayerTeleportPause(PLAYERp pp) @@ -1261,8 +1261,8 @@ void DoPlayerTeleportPause(PLAYERp pp) if ((actor->user.WaitTics-=synctics) <= 0) { - //RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); - RESET(pp->Flags2, PF2_TELEPORTED); + //actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); + pp->Flags2 &= ~(PF2_TELEPORTED); DoPlayerResetMovement(pp); DoPlayerBeginRun(pp); return; @@ -1648,7 +1648,7 @@ void DoPlayerRecoil(PLAYERp pp) if (bsin(pp->recoil_ndx) < 0) { - RESET(pp->Flags, PF_RECOIL); + pp->Flags &= ~(PF_RECOIL); pp->recoil_ohorizoff = pp->recoil_horizoff = 0; return; } @@ -1836,7 +1836,7 @@ void DoPlayerZrange(PLAYERp pp) // This function returns the highest and lowest z's // for an entire box, NOT just a point. -Useful for clipping auto bakcstat = actor->spr.cstat; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); vec3_t pos = pp->pos; pos.Z += Z(8); FAFgetzrange(pos, pp->cursector, &pp->hiz, &ceilhit, &pp->loz, &florhit, ((int)actor->spr.clipdist<<2) - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER); @@ -2006,7 +2006,7 @@ void DoPlayerMove(PLAYERp pp) pp->lastcursector = pp->cursector; if (PLAYER_MOVING(pp) == 0) - RESET(pp->Flags, PF_PLAYER_MOVED); + pp->Flags &= ~(PF_PLAYER_MOVED); else pp->Flags |= (PF_PLAYER_MOVED); @@ -2082,7 +2082,7 @@ void DoPlayerMove(PLAYERp pp) } auto save_cstat = actor->spr.cstat; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); Collision coll; updatesector(pp->pos.X, pp->pos.Y, &pp->cursector); clipmove(pp->pos, &pp->cursector, pp->xvect, pp->yvect, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll); @@ -2533,7 +2533,7 @@ void DoPlayerMoveVehicle(PLAYERp pp) setForcedSyncInput(); if (PLAYER_MOVING(pp) == 0) - RESET(pp->Flags, PF_PLAYER_MOVED); + pp->Flags &= ~(PF_PLAYER_MOVED); else pp->Flags |= (PF_PLAYER_MOVED); @@ -2605,7 +2605,7 @@ void DoPlayerMoveVehicle(PLAYERp pp) int ret; auto save_cstat = plActor->spr.cstat; - RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK); + plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); DoPlayerTurnVehicleRect(pp, x, y, ox, oy); ret = RectClipMove(pp, x, y); @@ -2660,7 +2660,7 @@ void DoPlayerMoveVehicle(PLAYERp pp) } auto save_cstat = plActor->spr.cstat; - RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK); + plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); if (pp->sop->clipdist) { vec3_t clippos = { pp->pos.X, pp->pos.Y, z }; @@ -2732,7 +2732,7 @@ void DoPlayerMoveTurret(PLAYERp pp) } if (PLAYER_MOVING(pp) == 0) - RESET(pp->Flags, PF_PLAYER_MOVED); + pp->Flags &= ~(PF_PLAYER_MOVED); else pp->Flags |= (PF_PLAYER_MOVED); @@ -2751,9 +2751,9 @@ void DoPlayerBeginJump(PLAYERp pp) DSWActor* plActor = pp->actor; pp->Flags |= (PF_JUMPING); - RESET(pp->Flags, PF_FALLING); - RESET(pp->Flags, PF_CRAWLING); - RESET(pp->Flags, PF_LOCK_CRAWL); + pp->Flags &= ~(PF_FALLING); + pp->Flags &= ~(PF_CRAWLING); + pp->Flags &= ~(PF_LOCK_CRAWL); pp->floor_dist = PLAYER_JUMP_FLOOR_DIST; pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST; @@ -2781,7 +2781,7 @@ void DoPlayerBeginForceJump(PLAYERp pp) DSWActor* plActor = pp->actor; pp->Flags |= (PF_JUMPING); - RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL); + pp->Flags &= ~(PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL); pp->JumpDuration = MAX_JUMP_DURATION; pp->DoPlayerAction = DoPlayerForceJump; @@ -2926,9 +2926,9 @@ void DoPlayerBeginFall(PLAYERp pp) DSWActor* plActor = pp->actor; pp->Flags |= (PF_FALLING); - RESET(pp->Flags, PF_JUMPING); - RESET(pp->Flags, PF_CRAWLING); - RESET(pp->Flags, PF_LOCK_CRAWL); + pp->Flags &= ~(PF_JUMPING); + pp->Flags &= ~(PF_CRAWLING); + pp->Flags &= ~(PF_LOCK_CRAWL); pp->floor_dist = PLAYER_FALL_FLOOR_DIST; pp->ceiling_dist = PLAYER_FALL_CEILING_DIST; @@ -3114,9 +3114,9 @@ void DoPlayerBeginClimb(PLAYERp pp) { DSWActor* actor = pp->actor; - RESET(pp->Flags, PF_JUMPING|PF_FALLING); - RESET(pp->Flags, PF_CRAWLING); - RESET(pp->Flags, PF_LOCK_CRAWL); + pp->Flags &= ~(PF_JUMPING|PF_FALLING); + pp->Flags &= ~(PF_CRAWLING); + pp->Flags &= ~(PF_LOCK_CRAWL); pp->DoPlayerAction = DoPlayerClimb; @@ -3159,8 +3159,8 @@ void DoPlayerClimb(PLAYERp pp) // Jump off of the ladder if (pp->input.actions & SB_JUMP) { - RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN); - RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER); + pp->Flags &= ~(PF_CLIMBING|PF_WEAPON_DOWN); + plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); DoPlayerBeginJump(pp); return; } @@ -3259,8 +3259,8 @@ void DoPlayerClimb(PLAYERp pp) if (pp->pos.Z < pp->LadderSector->floorz - Z(6)) { pp->jump_speed = PLAYER_CLIMB_JUMP_AMT; - RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN); - RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER); + pp->Flags &= ~(PF_CLIMBING|PF_WEAPON_DOWN); + plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); DoPlayerBeginForceJump(pp); } } @@ -3286,8 +3286,8 @@ void DoPlayerClimb(PLAYERp pp) // if moving backwards start running if (climbvel < 0) { - RESET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN); - RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER); + pp->Flags &= ~(PF_CLIMBING|PF_WEAPON_DOWN); + plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); DoPlayerBeginRun(pp); return; } @@ -3405,7 +3405,7 @@ void DoPlayerBeginCrawl(PLAYERp pp) { DSWActor* plActor = pp->actor; - RESET(pp->Flags, PF_FALLING | PF_JUMPING); + pp->Flags &= ~(PF_FALLING | PF_JUMPING); pp->Flags |= (PF_CRAWLING); pp->friction = PLAYER_CRAWL_FRICTION; @@ -3467,7 +3467,7 @@ void DoPlayerCrawl(PLAYERp pp) { if (labs(pp->loz - pp->hiz) >= PLAYER_STANDING_ROOM) { - RESET(pp->Flags, PF_CRAWLING); + pp->Flags &= ~(PF_CRAWLING); DoPlayerBeginRun(pp); return; } @@ -3483,7 +3483,7 @@ void DoPlayerCrawl(PLAYERp pp) if (pp->WadeDepth > PLAYER_CRAWL_WADE_DEPTH) { - RESET(pp->Flags, PF_CRAWLING); + pp->Flags &= ~(PF_CRAWLING); DoPlayerBeginRun(pp); return; } @@ -3497,7 +3497,7 @@ void DoPlayerCrawl(PLAYERp pp) if (PlayerFallTest(pp, PLAYER_CRAWL_HEIGHT)) { pp->jump_speed = Z(1); - RESET(pp->Flags, PF_CRAWLING); + pp->Flags &= ~(PF_CRAWLING); DoPlayerBeginFall(pp); // call PlayerFall now seems to iron out a hitch before falling DoPlayerFall(pp); @@ -3515,7 +3515,7 @@ void DoPlayerCrawl(PLAYERp pp) void DoPlayerBeginFly(PLAYERp pp) { - RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING); + pp->Flags &= ~(PF_FALLING | PF_JUMPING | PF_CRAWLING); pp->Flags |= (PF_FLYING); pp->friction = PLAYER_FLY_FRICTION; @@ -3619,7 +3619,7 @@ void DoPlayerFly(PLAYERp pp) if (PlayerFlyKey()) { - RESET(pp->Flags, PF_FLYING); + pp->Flags &= ~(PF_FLYING); pp->bob_amt = 0; pp->bob_ndx = 0; DoPlayerBeginFall(pp); @@ -4177,9 +4177,9 @@ void DoPlayerBeginDive(PLAYERp pp) DoPlayerWarpToUnderwater(pp); OperateTripTrigger(pp); - RESET(pp->Flags, PF_JUMPING | PF_FALLING); - RESET(pp->Flags, PF_CRAWLING); - RESET(pp->Flags, PF_LOCK_CRAWL); + pp->Flags &= ~(PF_JUMPING | PF_FALLING); + pp->Flags &= ~(PF_CRAWLING); + pp->Flags &= ~(PF_LOCK_CRAWL); pp->friction = PLAYER_DIVE_FRICTION; pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST; @@ -4230,7 +4230,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp) DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); - RESET(pp->Flags, PF_JUMPING | PF_FALLING); + pp->Flags &= ~(PF_JUMPING | PF_FALLING); pp->friction = PLAYER_DIVE_FRICTION; pp->ceiling_dist = PLAYER_DIVE_CEILING_DIST; @@ -4258,7 +4258,7 @@ void DoPlayerStopDiveNoWarp(PLAYERp pp) pp->bob_amt = 0; - RESET(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA); + pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA); DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); RESET(pp->actor->spr.cstat, CSTAT_SPRITE_YCENTER); @@ -4286,11 +4286,11 @@ void DoPlayerStopDive(PLAYERp pp) pp->bob_amt = 0; DoPlayerWarpToSurface(pp); DoPlayerBeginWade(pp); - RESET(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA); + pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA); DoPlayerDivePalette(pp); DoPlayerNightVisionPalette(pp); - RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER); + actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); if (pp == Player + screenpeek) { COVER_SetReverb(0); @@ -4622,8 +4622,8 @@ void DoPlayerBeginWade(PLAYERp pp) if (DoPlayerTestPlaxDeath(pp)) return; - RESET(pp->Flags, PF_JUMPING | PF_FALLING); - RESET(pp->Flags, PF_CRAWLING); + pp->Flags &= ~(PF_JUMPING | PF_FALLING); + pp->Flags &= ~(PF_CRAWLING); pp->friction = PLAYER_WADE_FRICTION; pp->floor_dist = PLAYER_WADE_FLOOR_DIST; @@ -4896,7 +4896,7 @@ void DoPlayerBeginOperate(PLAYERp pp) UseInventoryRepairKit(pp); sop->max_damage = sop->sp_child->user.MaxHealth; VehicleSetSmoke(sop, nullptr); - RESET(sop->flags, SOBJ_BROKEN); + sop->flags &= ~(SOBJ_BROKEN); } else { @@ -4915,7 +4915,7 @@ void DoPlayerBeginOperate(PLAYERp pp) getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz); pp->pos.Z = fz - PLAYER_HEIGHT; - RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL); + pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL); DoPlayerOperateMatch(pp, true); @@ -4982,7 +4982,7 @@ void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop) UseInventoryRepairKit(pp); sop->max_damage = sop->sp_child->user.MaxHealth; VehicleSetSmoke(sop, nullptr); - RESET(sop->flags, SOBJ_BROKEN); + sop->flags &= ~(SOBJ_BROKEN); } else { @@ -5000,7 +5000,7 @@ void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop) getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz); pp->pos.Z = fz - PLAYER_HEIGHT; - RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL); + pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL); DoPlayerOperateMatch(pp, true); @@ -5106,7 +5106,7 @@ void PlayerRemoteInit(PLAYERp pp) void DoPlayerStopOperate(PLAYERp pp) { - RESET(pp->Flags, PF_WEAPON_DOWN); + pp->Flags &= ~(PF_WEAPON_DOWN); DoPlayerResetMovement(pp); DoTankTreads(pp); DoPlayerOperateMatch(pp, false); @@ -5219,7 +5219,7 @@ void DoPlayerDeathJump(PLAYERp pp) // have started falling if ((pp->jump_speed += PLAYER_DEATH_GRAV) > 0) { - RESET(pp->Flags, PF_JUMPING); + pp->Flags &= ~(PF_JUMPING); pp->Flags |= (PF_FALLING); DoPlayerDeathFall(pp); return; @@ -5239,7 +5239,7 @@ void DoPlayerDeathJump(PLAYERp pp) pp->jump_speed = -pp->jump_speed; // start falling - RESET(pp->Flags, PF_JUMPING); + pp->Flags &= ~(PF_JUMPING); pp->Flags |= (PF_FALLING); DoPlayerDeathFall(pp); return; @@ -5279,7 +5279,7 @@ void DoPlayerDeathFall(PLAYERp pp) PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan); pp->pos.Z = loz - PLAYER_DEATH_HEIGHT; - RESET(pp->Flags, PF_FALLING); + pp->Flags &= ~(PF_FALLING); } } } @@ -5447,7 +5447,7 @@ void DoPlayerBeginDie(PLAYERp pp) if (TEST(pp->Flags, PF_DIVING)) pp->DeathType = PLAYER_DEATH_DROWN; - RESET(pp->Flags, PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL); + pp->Flags &= ~(PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL); pp->tilt_dest = 0; @@ -5521,7 +5521,7 @@ void DoPlayerBeginDie(PLAYERp pp) pp->sop_remote = nullptr; pp->sop_riding = nullptr; pp->sop = nullptr; - RESET(pp->Flags, PF_TWO_UZI); + pp->Flags &= ~(PF_TWO_UZI); NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run); pWeaponForceRest(pp); @@ -5551,7 +5551,7 @@ void DoPlayerBeginDie(PLAYERp pp) //pp->ceiling_dist = Z(0); //pp->floor_dist = Z(0); - RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); plActor->user.ceiling_dist = Z(10); plActor->user.floor_dist = Z(0); DoFindGround(pp->actor); @@ -5611,8 +5611,8 @@ void DoPlayerBeginDie(PLAYERp pp) } pp->Flags |= (PF_DEAD); - RESET(plActor->user.Flags,SPR_BOUNCE); - RESET(pp->Flags, PF_HEAD_CONTROL); + plActor->user.Flags &= ~(SPR_BOUNCE); + pp->Flags &= ~(PF_HEAD_CONTROL); } void DoPlayerDeathHoriz(PLAYERp pp, short target, short speed) @@ -5747,7 +5747,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp) plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.xrepeat = plActor->spr.yrepeat = PLAYER_NINJA_XREPEAT; - RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER); + plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); plActor->spr.pos.X = pp->pos.X; plActor->spr.pos.Y = pp->pos.Y; plActor->spr.pos.Z = pp->pos.Z+PLAYER_HEIGHT; @@ -5763,9 +5763,9 @@ void DoPlayerDeathCheckKeys(PLAYERp pp) pp->sop_riding = nullptr; pp->sop = nullptr; - RESET(pp->Flags, PF_WEAPON_DOWN|PF_WEAPON_RETRACT); - RESET(pp->Flags, PF_DEAD); - RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER); + pp->Flags &= ~(PF_WEAPON_DOWN|PF_WEAPON_RETRACT); + pp->Flags &= ~(PF_DEAD); + plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); plActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); pp->input.actions |= SB_CENTERVIEW; plActor->spr.xrepeat = PLAYER_NINJA_XREPEAT; @@ -5844,7 +5844,7 @@ void DoPlayerDeathCheckKick(PLAYERp pp) plActor->user.slide_ang = NORM_ANGLE(plActor->user.slide_ang + (RANDOM_P2(128<<5)>>5) - 64); plActor->user.slide_vel = itActor->spr.xvel<<1; - RESET(plActor->user.Flags,SPR_BOUNCE); + plActor->user.Flags &= ~(SPR_BOUNCE); pp->jump_speed = -500; NewStateGroup(pp->actor, sg_PlayerHeadFly); pp->Flags |= (PF_JUMPING); @@ -5860,7 +5860,7 @@ void DoPlayerDeathCheckKick(PLAYERp pp) { plActor->user.slide_ang = RANDOM_P2(2048); plActor->user.slide_vel = 1000; - RESET(plActor->user.Flags,SPR_BOUNCE); + plActor->user.Flags &= ~(SPR_BOUNCE); pp->jump_speed = -100; NewStateGroup(pp->actor, sg_PlayerHeadFly); pp->Flags |= (PF_JUMPING); @@ -5997,7 +5997,7 @@ void DoPlayerDeathDrown(PLAYERp pp) if (pp->pos.Z > pp->loz - PLAYER_DEATH_HEIGHT) { pp->pos.Z = pp->loz - PLAYER_DEATH_HEIGHT; - RESET(pp->Flags, PF_FALLING); + pp->Flags &= ~(PF_FALLING); } } } @@ -6016,7 +6016,7 @@ void DoPlayerDeathBounce(PLAYERp pp) if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK)) { - RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->actor, sg_PlayerHead); plActor->user.slide_vel = 0; plActor->user.Flags |= (SPR_BOUNCE); @@ -6067,7 +6067,7 @@ void DoPlayerDeathCrumble(PLAYERp pp) return; } - RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->actor, sg_PlayerHead); } else @@ -6119,7 +6119,7 @@ void DoPlayerDeathExplode(PLAYERp pp) return; } - RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->actor, sg_PlayerHead); } else @@ -6152,7 +6152,7 @@ void DoPlayerBeginRun(PLAYERp pp) return; } - RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL|PF_CLIMBING); + pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL|PF_CLIMBING); if (pp->WadeDepth) { @@ -6446,7 +6446,7 @@ void ChopsCheck(PLAYERp pp) if (pp->Chops) { if (!pp->sop_control) // specail case - RESET(pp->Flags, PF_WEAPON_DOWN); + pp->Flags &= ~(PF_WEAPON_DOWN); ChopsSetRetract(pp); } ChopTics = 0; @@ -6472,7 +6472,7 @@ void ChopsCheck(PLAYERp pp) { ChopTics = 0; // bring weapon back up - RESET(pp->Flags, PF_WEAPON_DOWN); + pp->Flags &= ~(PF_WEAPON_DOWN); ChopsSetRetract(pp); } } @@ -6657,7 +6657,7 @@ void domovethings(void) ChopsCheck(pp); // Reset flags used while tying input to framerate - RESET(pp->Flags2, PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET); + pp->Flags2 &= ~(PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET); pp->horizon.resetadjustment(); pp->angle.resetadjustment(); diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index d447f1aeb..6a05031dc 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -964,7 +964,7 @@ int InitRipperHang(DSWActor* actor) PickJumpMaxSpeed(actor, -800); actor->user.Flags |= (SPR_JUMPING); - RESET(actor->user.Flags, SPR_FALLING); + actor->user.Flags &= ~(SPR_FALLING); // set up individual actor jump gravity actor->user.jump_grav = 8; @@ -1061,7 +1061,7 @@ int DoRipperBeginJumpAttack(DSWActor* actor) PickJumpMaxSpeed(actor, -400); // was -800 actor->user.Flags |= (SPR_JUMPING); - RESET(actor->user.Flags, SPR_FALLING); + actor->user.Flags &= ~(SPR_FALLING); // set up individual actor jump gravity actor->user.jump_grav = 17; // was 8 @@ -1192,7 +1192,7 @@ void RipperHatch(DSWActor* actor) PickJumpMaxSpeed(actorNew, -600); actorNew->user.Flags |= (SPR_JUMPING); - RESET(actorNew->user.Flags, SPR_FALLING); + actorNew->user.Flags &= ~(SPR_FALLING); actorNew->user.jump_grav = 8; diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index 70bffdb33..500ffe412 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -973,7 +973,7 @@ int InitRipper2Hang(DSWActor* actor) PickJumpMaxSpeed(actor, -(RandomRange(400)+100)); actor->user.Flags |= (SPR_JUMPING); - RESET(actor->user.Flags, SPR_FALLING); + actor->user.Flags &= ~(SPR_FALLING); // set up individual actor jump gravity actor->user.jump_grav = 8; @@ -1083,7 +1083,7 @@ int DoRipper2BeginJumpAttack(DSWActor* actor) PickJumpMaxSpeed(actor, -(RandomRange(400)+100)); actor->user.Flags |= (SPR_JUMPING); - RESET(actor->user.Flags, SPR_FALLING); + actor->user.Flags &= ~(SPR_FALLING); // set up individual actor jump gravity actor->user.jump_grav = 8; @@ -1217,7 +1217,7 @@ void Ripper2Hatch(DSWActor* actor) PickJumpMaxSpeed(actorNew, -600); actorNew->user.Flags |= (SPR_JUMPING); - RESET(actorNew->user.Flags, SPR_FALLING); + actorNew->user.Flags &= ~(SPR_FALLING); actorNew->user.jump_grav = 8; diff --git a/source/games/sw/src/rotator.cpp b/source/games/sw/src/rotator.cpp index fa75d1c39..7e3236b40 100644 --- a/source/games/sw/src/rotator.cpp +++ b/source/games/sw/src/rotator.cpp @@ -116,7 +116,7 @@ void SetRotatorInactive(DSWActor* actor) // play inactivate sound DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE); - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); } // called for operation from the space bar diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 396234faa..d396835b8 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -831,7 +831,7 @@ void SectorExp(DSWActor* actor, sectortype* sectp, short orig_ang, int zh) { int x,y,z; - RESET(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL|CSTAT_SPRITE_ALIGNMENT_FLOOR); + actor->spr.cstat &= ~(CSTAT_SPRITE_ALIGNMENT_WALL|CSTAT_SPRITE_ALIGNMENT_FLOOR); SectorMidPoint(sectp, &x, &y, &z); actor->spr.ang = orig_ang; actor->spr.pos.X = x; @@ -1163,13 +1163,13 @@ void ShootableSwitch(DSWActor* actor) switch (actor->spr.picnum) { case SWITCH_SHOOTABLE_1: - //RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + //actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); OperateSprite(actor, false); actor->spr.picnum = SWITCH_SHOOTABLE_1 + 1; break; case SWITCH_FUSE: case SWITCH_FUSE + 1: - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); OperateSprite(actor, false); actor->spr.picnum = SWITCH_FUSE + 2; break; @@ -1841,7 +1841,7 @@ void OperateTripTrigger(PLAYERp pp) if (Distance(actor->spr.pos.X, actor->spr.pos.Y, pp->pos.X, pp->pos.Y) < dist) { actor->user.targetActor = pp->actor; - RESET(actor->user.Flags, SPR_WAIT_FOR_TRIGGER); + actor->user.Flags &= ~(SPR_WAIT_FOR_TRIGGER); } } } @@ -2319,7 +2319,7 @@ void PlayerOperateEnv(PLAYERp pp) } } - RESET(pp->Flags2, PF2_TELEPORTED); + pp->Flags2 &= ~(PF2_TELEPORTED); } } diff --git a/source/games/sw/src/skel.cpp b/source/games/sw/src/skel.cpp index a7adc9a25..5e7c941bc 100644 --- a/source/games/sw/src/skel.cpp +++ b/source/games/sw/src/skel.cpp @@ -527,7 +527,7 @@ int SetupSkel(DSWActor* actor) int DoSkelInitTeleport(DSWActor* actor) { - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); PlaySpriteSound(actor,attr_extra3,v3df_follow); return 0; } diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index b681f54b1..8983dbf65 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -327,7 +327,7 @@ int DoSkullBeginDeath(DSWActor* actor) break; } - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.RotNum = 0; actor->user.Tics = 0; actor->user.ID = SKULL_R0; @@ -706,7 +706,7 @@ int DoBettyBeginDeath(DSWActor* actor) break; } - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.RotNum = 0; actor->user.Tics = 0; actor->user.ID = BETTY_R0; diff --git a/source/games/sw/src/slidor.cpp b/source/games/sw/src/slidor.cpp index 9a016b918..f4b965e03 100644 --- a/source/games/sw/src/slidor.cpp +++ b/source/games/sw/src/slidor.cpp @@ -112,7 +112,7 @@ void SetSlidorInactive(DSWActor* actor) // play inactivate sound DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE); - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); } // called for operation from the space bar diff --git a/source/games/sw/src/spike.cpp b/source/games/sw/src/spike.cpp index 00b8ef3c0..64a05b87a 100644 --- a/source/games/sw/src/spike.cpp +++ b/source/games/sw/src/spike.cpp @@ -124,7 +124,7 @@ void SetSpikeInactive(DSWActor* actor) // play activate sound DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE); - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); } // called for operation from the space bar diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index f3a73d603..57611cd1c 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -782,7 +782,7 @@ void change_actor_stat(DSWActor* actor, int stat, bool quick) if (actor->hasU() && !quick) { - RESET(actor->user.Flags, SPR_SKIP2|SPR_SKIP4); + actor->user.Flags &= ~(SPR_SKIP2|SPR_SKIP4); if (stat >= STAT_SKIP4_START && stat <= STAT_SKIP4_END) actor->user.Flags |= (SPR_SKIP4); @@ -932,7 +932,7 @@ bool ActorTestSpawn(DSWActor* actor) actorNew->spr = actor->spr; actorNew->spr.time = t; change_actor_stat(actorNew, STAT_SPAWN_TRIGGER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); return false; } @@ -1392,7 +1392,7 @@ void IconDefault(DSWActor* actor) { change_actor_stat(actor, STAT_ITEM); - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.Radius = 650; DoActorZrange(actor); @@ -1572,7 +1572,7 @@ void SpriteSetup(void) // CSTAT_SPIN is insupported - get rid of it if (TEST(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLAB) - RESET(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_SLAB); + actor->spr.cstat &= ~(CSTAT_SPRITE_ALIGNMENT_SLAB); // if BLOCK is set set BLOCK_HITSCAN // Hope this doesn't screw up anything @@ -1631,12 +1631,12 @@ void SpriteSetup(void) // crack sprite if (actor->spr.picnum == 80) { - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);; } else { - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);; actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);; } @@ -1645,7 +1645,7 @@ void SpriteSetup(void) actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); ; if (TEST(SP_TAG8(actor), BIT(1))) - RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); + actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); change_actor_stat(actor, STAT_SPRITE_HIT_MATCH); continue; @@ -1709,7 +1709,7 @@ void SpriteSetup(void) tag = actor->spr.hitag; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); // for bounding sector objects @@ -2027,18 +2027,18 @@ void SpriteSetup(void) switch (type) { case 0: - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.ActorActionFunc = DoVator; break; case 1: - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.ActorActionFunc = DoVator; break; case 2: actor->user.ActorActionFunc = DoVatorAuto; break; case 3: - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.ActorActionFunc = DoVatorAuto; break; } @@ -2138,11 +2138,11 @@ void SpriteSetup(void) switch (type) { case 0: - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.ActorActionFunc = DoRotator; break; case 1: - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.ActorActionFunc = DoRotator; break; } @@ -2183,11 +2183,11 @@ void SpriteSetup(void) switch (type) { case 0: - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.ActorActionFunc = DoSlidor; break; case 1: - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.ActorActionFunc = DoSlidor; break; } @@ -2231,18 +2231,18 @@ void SpriteSetup(void) switch (type) { case 0: - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.ActorActionFunc = DoSpike; break; case 1: - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.ActorActionFunc = DoSpike; break; case 2: actor->user.ActorActionFunc = DoSpikeAuto; break; case 3: - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.ActorActionFunc = DoSpikeAuto; break; } @@ -2825,7 +2825,7 @@ KeyMain: RESET(picanm[actor->spr.picnum].sf, PICANM_ANIMTYPE_MASK); RESET(picanm[actor->spr.picnum + 1].sf, PICANM_ANIMTYPE_MASK); change_actor_stat(actor, STAT_ITEM); - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_ONE_SIDE); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_ONE_SIDE); actor->user.Radius = 500; actor->spr.hitag = LUMINOUS; //Set so keys over ride colored lighting @@ -3371,8 +3371,8 @@ NUKE_REPLACEMENT: actor->user.ID = FIREBALL_FLAMES; actor->user.Radius = 200; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK_HITSCAN); actor->spr.hitag = LUMINOUS; //Always full brightness actor->spr.shade = -40; @@ -3390,7 +3390,7 @@ NUKE_REPLACEMENT: change_actor_stat(actor, STAT_DEFAULT); - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN); actor->spr.extra |= (SPRX_BLADE); @@ -4460,7 +4460,7 @@ void DoActorZrange(DSWActor* actor) Collision ceilhit, florhit; auto save_cstat = actor->spr.cstat & CSTAT_SPRITE_BLOCK; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); vec3_t pos = actor->spr.pos; pos.Z -= (ActorSizeZ(actor) >> 1); FAFgetzrange(pos, actor->spr.sector(), &actor->user.hiz, &ceilhit, &actor->user.loz, &florhit, (((int) actor->spr.clipdist) << 2) - GETZRANGE_CLIP_ADJ, CLIPMASK_ACTOR); @@ -4540,7 +4540,7 @@ bool ActorDrop(DSWActor* actor, int x, int y, int z, sectortype* new_sector, sho // look only at the center point for a floor sprite auto save_cstat = TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK); - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); FAFgetzrangepoint(x, y, z - (ActorSizeZ(actor) >> 1), new_sector, &hiz, &ceilhit, &loz, &florhit); actor->spr.cstat |= (save_cstat); @@ -5017,7 +5017,7 @@ int DoGet(DSWActor* actor) { PlaySound(DIGI_ITEM_SPAWN, actor, v3df_none); DoSpawnItemTeleporterEffect(actor); - RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); + actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); } return 0; @@ -5852,7 +5852,7 @@ KeyMain: // Attach flag to player actorNew->user.Counter = 0; - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); SetAttach(pp->actor, actorNew); actorNew->user.sz = ActorZOfMiddle(pp->actor); // Set mid way up who it hit @@ -6085,7 +6085,7 @@ void SpriteControl(void) } } - RESET(actor->user.Flags, SPR_MOVED); + actor->user.Flags &= ~(SPR_MOVED); // Only update the ones close to ANY player if (CloseToPlayer) @@ -6095,7 +6095,7 @@ void SpriteControl(void) else { // to far away to be attacked - RESET(actor->user.Flags, SPR_ATTACKED); + actor->user.Flags &= ~(SPR_ATTACKED); } } } @@ -6409,7 +6409,7 @@ int MissileZrange(DSWActor* actor) // Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick // up its own sprite auto tempshort = actor->spr.cstat; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); FAFgetzrangepoint(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - 1, actor->spr.sector(), &globhiz, &globhihit, &globloz, &globlohit); @@ -6464,7 +6464,7 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i // Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick // up its own sprite auto tempshort = actor->spr.cstat; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); FAFgetzrangepoint(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - 1, actor->spr.sector(), &globhiz, &globhihit, &globloz, &globlohit); diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 42f2b2c5f..7a4e54b4c 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -1816,7 +1816,7 @@ PlayerPart: else { // if player was not on any sector object set Riding flag to false - RESET(pp->Flags, PF_PLAYER_RIDING); + pp->Flags &= ~(PF_PLAYER_RIDING); } } } @@ -1915,7 +1915,7 @@ void KillSectorObjectSprites(SECTOR_OBJECTp sop) if (!actor) continue; // not a part of the so anymore - RESET(actor->user.Flags, SPR_SO_ATTACHED); + actor->user.Flags &= ~(SPR_SO_ATTACHED); if (actor->spr.picnum == ST1 && actor->spr.hitag == SPAWN_SPOT) continue; @@ -2054,7 +2054,7 @@ void MoveZ(SECTOR_OBJECTp sop) { i = AnimGetGoal (ANIM_SopZ, int(sop - SectorObject), nullptr); if (i < 0) - RESET(sop->flags, SOBJ_MOVE_VERTICAL); + sop->flags &= ~(SOBJ_MOVE_VERTICAL); } if (TEST(sop->flags, SOBJ_ZDIFF_MODE)) @@ -2070,7 +2070,7 @@ void MoveZ(SECTOR_OBJECTp sop) AnimSet(ANIM_Floorz, *sectp, sop->zorig_floor[i] + sop->z_tgt, sop->z_rate); } - RESET(sop->flags, SOBJ_ZDOWN); + sop->flags &= ~(SOBJ_ZDOWN); } else if (TEST(sop->flags, SOBJ_ZUP)) { @@ -2079,7 +2079,7 @@ void MoveZ(SECTOR_OBJECTp sop) AnimSet(ANIM_Floorz, *sectp, sop->zorig_floor[i] + sop->z_tgt, sop->z_rate); } - RESET(sop->flags, SOBJ_ZUP); + sop->flags &= ~(SOBJ_ZUP); } } @@ -2173,7 +2173,7 @@ void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics) { if (TEST(sop->flags, SOBJ_UPDATE_ONCE)) { - RESET(sop->flags, SOBJ_UPDATE_ONCE); + sop->flags &= ~(SOBJ_UPDATE_ONCE); RefreshPoints(sop, 0, 0, false); } return; @@ -2236,7 +2236,7 @@ void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics) (sop->ang != sop->ang_tgt) || GlobSpeedSO) { - RESET(sop->flags, SOBJ_UPDATE_ONCE); + sop->flags &= ~(SOBJ_UPDATE_ONCE); RefreshPoints(sop, nx, ny, false); } } @@ -2336,7 +2336,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) sop->vel_rate = tpoint->tag_high; break; case TRACK_SPEED_UP: - RESET(sop->flags, SOBJ_SLOW_DOWN | SOBJ_SPEED_UP); + sop->flags &= ~(SOBJ_SLOW_DOWN | SOBJ_SPEED_UP); if (sop->dir < 0) { // set target to new slower target @@ -2352,7 +2352,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) break; case TRACK_SLOW_DOWN: - RESET(sop->flags, SOBJ_SLOW_DOWN | SOBJ_SPEED_UP); + sop->flags &= ~(SOBJ_SLOW_DOWN | SOBJ_SPEED_UP); if (sop->dir > 0) { sop->vel_tgt = sop->vel_tgt - (tpoint->tag_high * 256); @@ -2480,7 +2480,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) sop->z_rate = Z(tpoint->tag_high); break; case TRACK_ZUP: - RESET(sop->flags, SOBJ_ZDOWN | SOBJ_ZUP); + sop->flags &= ~(SOBJ_ZDOWN | SOBJ_ZUP); if (sop->dir < 0) { sop->z_tgt = sop->z_tgt + Z(tpoint->tag_high); @@ -2493,7 +2493,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) } break; case TRACK_ZDOWN: - RESET(sop->flags, SOBJ_ZDOWN | SOBJ_ZUP); + sop->flags &= ~(SOBJ_ZDOWN | SOBJ_ZUP); if (sop->dir > 0) { sop->z_tgt = sop->z_tgt + Z(tpoint->tag_high); @@ -2560,7 +2560,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) if ((sop->vel += (locktics << sop->vel_rate)) >= sop->vel_tgt) { sop->vel = sop->vel_tgt; - RESET(sop->flags, SOBJ_SPEED_UP); + sop->flags &= ~(SOBJ_SPEED_UP); } } else if (TEST(sop->flags, SOBJ_SLOW_DOWN)) @@ -2568,7 +2568,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) if ((sop->vel -= (locktics << sop->vel_rate)) <= sop->vel_tgt) { sop->vel = sop->vel_tgt; - RESET(sop->flags, SOBJ_SLOW_DOWN); + sop->flags &= ~(SOBJ_SLOW_DOWN); } } } @@ -2866,7 +2866,7 @@ void DoActorHitTrackEndPoint(DSWActor* actor) } else { - RESET(actor->user.Flags, SPR_RUN_AWAY); + actor->user.Flags &= ~(SPR_RUN_AWAY); DoActorSetSpeed(actor, NORM_SPEED); actor->user.track = -1; } @@ -2882,7 +2882,7 @@ void DoActorHitTrackEndPoint(DSWActor* actor) } else { - RESET(actor->user.Flags, SPR_FIND_PLAYER); + actor->user.Flags &= ~(SPR_FIND_PLAYER); DoActorSetSpeed(actor, NORM_SPEED); actor->user.track = -1; } @@ -2899,7 +2899,7 @@ void ActorLeaveTrack(DSWActor* actor) if (actor->user.track == -1) return; - RESET(actor->user.Flags, SPR_FIND_PLAYER|SPR_RUN_AWAY|SPR_CLIMBING); + actor->user.Flags &= ~(SPR_FIND_PLAYER|SPR_RUN_AWAY|SPR_CLIMBING); RESET(Track[actor->user.track].flags, TF_TRACK_OCCUPIED); actor->user.track = -1; } @@ -2960,7 +2960,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) actor->user.vel_rate = tpoint->tag_high; break; case TRACK_ACTOR_SPEED_UP: - RESET(actor->user.Flags, SPR_SLOW_DOWN | SPR_SPEED_UP); + actor->user.Flags &= ~(SPR_SLOW_DOWN | SPR_SPEED_UP); if (actor->user.track_dir < 0) { // set target to new slower target @@ -2976,7 +2976,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) break; case TRACK_ACTOR_SLOW_DOWN: - RESET(actor->user.Flags, SPR_SLOW_DOWN | SPR_SPEED_UP); + actor->user.Flags &= ~(SPR_SLOW_DOWN | SPR_SPEED_UP); if (actor->user.track_dir > 0) { actor->user.vel_tgt = actor->user.vel_tgt - (tpoint->tag_high * 256); @@ -3032,7 +3032,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) } else { - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); FAFhitscan(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - Z(24), actor->spr.sector(), // Start position bcos(actor->spr.ang), // X vector of 3D ang @@ -3312,7 +3312,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) case TRACK_ACTOR_ZDIFF_MODE: if (TEST(actor->user.Flags, SPR_ZDIFF_MODE)) { - RESET(actor->user.Flags, SPR_ZDIFF_MODE); + actor->user.Flags &= ~(SPR_ZDIFF_MODE); actor->spr.pos.Z = actor->spr.sector()->floorz; actor->spr.zvel = 0; } @@ -3445,7 +3445,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) if (Distance(actor->spr.pos.X, actor->spr.pos.Y, pp->pos.X, pp->pos.Y) < actor->user.Dist) { actor->user.targetActor = pp->actor; - RESET(actor->user.Flags, SPR_WAIT_FOR_PLAYER); + actor->user.Flags &= ~(SPR_WAIT_FOR_PLAYER); return true; } } @@ -3461,7 +3461,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) actor->user.WaitTics -= locktics; if (actor->user.WaitTics <= 0) { - RESET(actor->user.Flags, SPR_DONT_UPDATE_ANG); + actor->user.Flags &= ~(SPR_DONT_UPDATE_ANG); NewStateGroup(actor, actor->user.ActorActionSet->Run); actor->user.WaitTics = 0; } @@ -3514,7 +3514,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) if ((actor->user.track_vel += (locktics << actor->user.vel_rate)) >= actor->user.vel_tgt) { actor->user.track_vel = actor->user.vel_tgt; - RESET(actor->user.Flags, SPR_SPEED_UP); + actor->user.Flags &= ~(SPR_SPEED_UP); } // update the real velocity @@ -3525,7 +3525,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) if ((actor->user.track_vel -= (locktics << actor->user.vel_rate)) <= actor->user.vel_tgt) { actor->user.track_vel = actor->user.vel_tgt; - RESET(actor->user.Flags, SOBJ_SLOW_DOWN); + actor->user.Flags &= ~(SOBJ_SLOW_DOWN); } actor->spr.xvel = (actor->user.track_vel) >> 8; @@ -3538,14 +3538,14 @@ int ActorFollowTrack(DSWActor* actor, short locktics) { if (ActorZOfTop(actor) + (ActorSizeZ(actor) >> 2) < actor->user.sz) { - RESET(actor->user.Flags, SPR_CLIMBING); + actor->user.Flags &= ~(SPR_CLIMBING); actor->spr.zvel = 0; actor->spr.ang = getangle(tpoint->x - actor->spr.pos.X, tpoint->y - actor->spr.pos.Y); ActorLeaveTrack(actor); - RESET(actor->spr.cstat, CSTAT_SPRITE_YCENTER); + actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); actor->spr.pos.Z += actor->user.sy; DoActorSetSpeed(actor, SLOW_SPEED); diff --git a/source/games/sw/src/vator.cpp b/source/games/sw/src/vator.cpp index 8bd34d2a7..e5a9f5d41 100644 --- a/source/games/sw/src/vator.cpp +++ b/source/games/sw/src/vator.cpp @@ -129,7 +129,7 @@ void SetVatorInactive(DSWActor* actor) // play inactivate sound DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE); - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); } // called for operation from the space bar diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 6884d8d1e..1d18d6e32 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -2789,7 +2789,7 @@ int DoLavaErupt(DSWActor* actor) if ((actor->user.WaitTics -= synctics) <= 0) { // Stop for this long - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.Counter = 0; actor->user.WaitTics = SP_TAG10(actor) * 120L; } @@ -5048,7 +5048,7 @@ int ActorHealth(DSWActor* actor, short amt) InitPlasmaFountain(nullptr, actor); InitBloodSpray(actor,false,105); actor->spr.ang = NORM_ANGLE(getangle(actor->user.targetActor->spr.pos.X - actor->spr.pos.X, actor->user.targetActor->spr.pos.Y - actor->spr.pos.Y) + 1024); - RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP); + actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); if (sw_ninjahack) NewStateGroup(actor, sg_NinjaHariKari); else @@ -7453,7 +7453,7 @@ int DoStar(DSWActor* actor) ChangeState(actor, s_StarStuck); actor->spr.xrepeat -= 16; actor->spr.yrepeat -= 16; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actor->spr.clipdist = 16L >> 2; actor->user.ceiling_dist = Z(2); actor->user.floor_dist = Z(2); @@ -7980,7 +7980,7 @@ int DoPlasmaFountain(DSWActor* actor) actor->user.WaitTics = 0; auto bak_cstat = actor->spr.cstat; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); actor->spr.cstat = bak_cstat; KillActor(actor); @@ -8022,7 +8022,7 @@ int DoPlasma(DSWActor* actor) actor->spr.pos.Y = oy; actor->spr.pos.Z = oz; - RESET(hitActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS); hitActor->spr.cstat = hcstat; } @@ -8410,7 +8410,7 @@ int DoGrenade(DSWActor* actor) actorNew->spr.yrepeat = 40; actorNew->spr.opos = actor->spr.opos; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.xchange = actor->user.xchange; actorNew->user.ychange = actor->user.ychange; @@ -8772,7 +8772,7 @@ void SetMineStuck(DSWActor* actor) // stuck actor->user.Flags |= (SPR_BOUNCE); // not yet active for 1 sec - RESET(actor->user.Flags, SPR_ACTIVE); + actor->user.Flags &= ~(SPR_ACTIVE); actor->user.WaitTics = SEC(3); //actor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN); @@ -9004,7 +9004,7 @@ int DoTracer(DSWActor* actor) } } - RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); + actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); return false; } @@ -9038,7 +9038,7 @@ int DoEMP(DSWActor* actor) } } - RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); + actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); return false; } @@ -9166,7 +9166,7 @@ int DoLaser(DSWActor* actor) actorNew->spr.pal = actorNew->user.spal = PALETTE_RED_LIGHTING; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.xchange = actorNew->user.ychange = actorNew->user.zchange = 0; } @@ -9218,7 +9218,7 @@ int DoRail(DSWActor* actor) { auto cstat_save = hitActor->spr.cstat; - RESET(hitActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE); + hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE); DoRail(actor); hitActor->spr.cstat = cstat_save; return true; @@ -9259,7 +9259,7 @@ int DoRail(DSWActor* actor) actorNew->spr.yrepeat = 10; actorNew->spr.opos = actor->spr.opos; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.xchange = actor->user.xchange; actorNew->user.ychange = actor->user.ychange; @@ -9352,7 +9352,7 @@ int DoRocket(DSWActor* actor) actorNew->spr.yrepeat = 40; actorNew->spr.opos = actor->spr.opos; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.xchange = actor->user.xchange; actorNew->user.ychange = actor->user.ychange; @@ -9442,7 +9442,7 @@ int DoMicro(DSWActor* actor) actorNew->spr.opos = actor->spr.opos; actorNew->spr.zvel = actor->spr.zvel; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.xchange = actor->user.xchange; actorNew->user.ychange = actor->user.ychange; @@ -9459,7 +9459,7 @@ int DoMicro(DSWActor* actor) SetActorZ(actorNew, &actorNew->spr.pos); NewStateGroup(actor, &sg_MicroMini[0]); actor->spr.xrepeat = actor->spr.yrepeat = 10; - RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); + actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); SpawnExtraMicroMini(actor); return true; } @@ -9702,7 +9702,7 @@ int SpawnCoolieExp(DSWActor* actor) actorNew->spr.shade = -40; actorNew->spr.pal = actorNew->user.spal = actor->user.spal; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Radius = DamageData[DMG_BOLT_EXP].radius; DoExpDamageTest(actorNew); @@ -9791,7 +9791,7 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor) actorNew->spr.shade = -40; actorNew->spr.pal = actorNew->user.spal = actor->user.spal; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); //actorNew->user.Radius = DamageData[DMG_FIREBALL_FLAMES].radius; actorNew->user.Radius = 200; @@ -9833,7 +9833,7 @@ int SpawnBreakFlames(DSWActor* actor) if (actor->hasU()) actorNew->spr.pal = actorNew->user.spal = actor->user.spal; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Radius = 200; @@ -9866,7 +9866,7 @@ void SpawnBreakStaticFlames(DSWActor* actor) actorNew->spr.shade = -40; actorNew->spr.pal = actorNew->user.spal = actor->user.spal; - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Radius = 200; actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0; @@ -9895,7 +9895,7 @@ void SpawnFireballExp(DSWActor* actor) actorNew->spr.pal = actorNew->user.spal = actor->user.spal; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->user.Flags |= (TEST(actor->user.Flags,SPR_UNDERWATER)); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); // // All this stuff assures that explosions do not go into floors & @@ -9927,7 +9927,7 @@ void SpawnGoroFireballExp(DSWActor* actor) actorNew->spr.shade = -40; actorNew->spr.pal = actorNew->user.spal = actor->user.spal; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); // // All this stuff assures that explosions do not go into floors & @@ -9955,7 +9955,7 @@ void SpawnBoltExp(DSWActor* actor) expActor->spr.xrepeat = 76; expActor->spr.yrepeat = 76; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) > 512) expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); expActor->user.Radius = DamageData[DMG_BOLT_EXP].radius; @@ -10004,7 +10004,7 @@ void SpawnTankShellExp(DSWActor* actor) expActor->spr.xrepeat = 64+32; expActor->spr.yrepeat = 64+32; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) > 512) expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); expActor->user.Radius = DamageData[DMG_TANK_SHELL_EXP].radius; @@ -10031,7 +10031,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang) expActor->user.ceiling_dist = Z(16); expActor->user.floor_dist = Z(16); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); //ang = RANDOM_P2(2048); int32_t const vel = (2048+128) + RandomRange(2048); @@ -10088,7 +10088,7 @@ void SpawnNuclearExp(DSWActor* actor) expActor->spr.yrepeat = 255; expActor->spr.clipdist = actor->spr.clipdist; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.spal = expActor->spr.pal = PALETTE_PLAYER1; // Set nuke puff to gray InitChemBomb(expActor); @@ -10103,7 +10103,7 @@ void SpawnNuclearExp(DSWActor* actor) expActor->spr.xrepeat = 218; expActor->spr.yrepeat = 152; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) > 512) expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -10150,7 +10150,7 @@ void SpawnTracerExp(DSWActor* actor) expActor->spr.xrepeat = 4; expActor->spr.yrepeat = 4; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) > 512) expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -10179,7 +10179,7 @@ void SpawnMicroExp(DSWActor* actor) expActor->spr.xrepeat = 32; expActor->spr.yrepeat = 32; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) > 512) expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); if (RANDOM_P2(1024) > 512) @@ -10246,7 +10246,7 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop, expActor->spr.yrepeat = 34; } expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) > 512) expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -10302,7 +10302,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang) expActor->user.ceiling_dist = Z(16); expActor->user.floor_dist = Z(16); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); //ang = RANDOM_P2(2048); vel = (1024+512) + RandomRange(1024); @@ -10370,7 +10370,7 @@ void SpawnGrenadeExp(DSWActor* actor) expActor->spr.yrepeat = 64 + 32; expActor->spr.clipdist = actor->spr.clipdist; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_GRENADE_EXP].radius; // @@ -10449,7 +10449,7 @@ void SpawnMineExp(DSWActor* actor) expActor->spr.xrepeat = 64 + 44; expActor->spr.yrepeat = 64 + 44; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_MINE_EXP].radius; // @@ -10495,7 +10495,7 @@ DSWActor* SpawnSectorExp(DSWActor* actor) expActor->spr.xrepeat = 90; // was 40,40 expActor->spr.yrepeat = 90; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_SECTOR_EXP].radius; DoExpDamageTest(expActor); @@ -10518,7 +10518,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor) expActor->spr.xrepeat = 90; // was 40,40 expActor->spr.yrepeat = 90; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_SECTOR_EXP].radius; SpawnExpZadjust(actor, expActor, Z(50), Z(50)); @@ -10567,7 +10567,7 @@ void SpawnMeteorExp(DSWActor* actor) } expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius; } @@ -10583,7 +10583,7 @@ void SpawnLittleExp(DSWActor* actor) expActor->spr.shade = -127; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius; DoExpDamageTest(expActor); SpawnVis(nullptr, expActor->spr.sector(), expActor->spr.pos.X, expActor->spr.pos.Y, expActor->spr.pos.Z, 16); @@ -10653,7 +10653,7 @@ int DoFindGround(DSWActor* actor) // skips over enemy and other types of sprites auto save_cstat = actor->spr.cstat; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); FAFgetzrange(actor->spr.pos, actor->spr.sector(), &actor->user.hiz, &ceilhit, &actor->user.loz, &florhit, (((int) actor->spr.clipdist) << 2) - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER); actor->spr.cstat = save_cstat; @@ -10675,7 +10675,7 @@ int DoFindGround(DSWActor* actor) // reset the blocking bit of what you hit and try again - // recursive auto bak_cstat = florActor->spr.cstat; - RESET(florActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + florActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); DoFindGround(actor); florActor->spr.cstat = bak_cstat; } @@ -10705,7 +10705,7 @@ int DoFindGroundPoint(DSWActor* actor) // skips over enemy and other types of sprites auto save_cstat = actor->spr.cstat; - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); FAFgetzrangepoint(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.sector(), &actor->user.hiz, &ceilhit, &actor->user.loz, &florhit); actor->spr.cstat = save_cstat; @@ -10727,7 +10727,7 @@ int DoFindGroundPoint(DSWActor* actor) // reset the blocking bit of what you hit and try again - // recursive auto bak_cstat = florActor->spr.cstat; - RESET(florActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + florActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); DoFindGroundPoint(actor); florActor->spr.cstat = bak_cstat; } @@ -10792,7 +10792,7 @@ int DoNapalm(DSWActor* actor) actor->spr.pos.Y = oy; actor->spr.pos.Z = oz; - RESET(hitActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.coll = move_missile(actor, actor->user.xchange, actor->user.ychange, actor->user.zchange, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); hitActor->spr.cstat = hcstat; } @@ -10819,7 +10819,7 @@ int DoNapalm(DSWActor* actor) expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); if (RANDOM_P2(1024) < 512) expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); - RESET(expActor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); + expActor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); expActor->user.Radius = 1500; DoFindGroundPoint(expActor); @@ -10959,7 +10959,7 @@ int DoSerpMeteor(DSWActor* actor) actor->spr.pos.Y = oy; actor->spr.pos.Z = oz; - RESET(hitActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.coll = move_missile(actor, actor->user.xchange, actor->user.ychange, actor->user.zchange, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); hitActor->spr.cstat = hcstat; } @@ -11089,7 +11089,7 @@ bool MissileSetPos(DSWActor* actor, ANIMATORp DoWeapon, int dist) actor->user.Flags |= (SPR_SET_POS_DONT_KILL); if ((*DoWeapon)(actor)) retval = true; - RESET(actor->user.Flags, SPR_SET_POS_DONT_KILL); + actor->user.Flags &= ~(SPR_SET_POS_DONT_KILL); // reset values actor->user.xchange = oldxc; @@ -11130,7 +11130,7 @@ bool TestMissileSetPos(DSWActor* actor, ANIMATORp DoWeapon, int dist, int zvel) actor->user.Flags |= (SPR_SET_POS_DONT_KILL); if ((*DoWeapon)(actor)) retval = true; - RESET(actor->user.Flags, SPR_SET_POS_DONT_KILL); + actor->user.Flags &= ~(SPR_SET_POS_DONT_KILL); // reset values actor->user.xchange = oldxc; @@ -11631,7 +11631,7 @@ void InitSpellNapalm(PLAYERp pp) actor->spr.clipdist = 0; actor->spr.zvel = -pp->horizon.horiz.asq16() >> 9; actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); - RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.Flags2 |= (SPR2_BLUR_TAPER_FAST); actor->user.floor_dist = Z(1); @@ -11710,7 +11710,7 @@ int InitEnemyNapalm(DSWActor* actor) actorNew->spr.yrepeat = 32; actorNew->spr.clipdist = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Flags2 |= (SPR2_BLUR_TAPER_FAST); actorNew->user.floor_dist = Z(1); @@ -11766,7 +11766,7 @@ int InitSpellMirv(PLAYERp pp) actorNew->spr.clipdist = 32 >> 2; actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.floor_dist = Z(16); actorNew->user.ceiling_dist = Z(16); @@ -11805,7 +11805,7 @@ int InitEnemyMirv(DSWActor* actor) actorNew->spr.clipdist = 32L >> 2; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.floor_dist = Z(16); actorNew->user.ceiling_dist = Z(16); @@ -12236,7 +12236,7 @@ int InitSumoNapalm(DSWActor* actor) actorNew->spr.yrepeat = 32; actorNew->spr.clipdist = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Flags2 |= (SPR2_BLUR_TAPER_FAST); actorNew->user.floor_dist = Z(1); @@ -12763,7 +12763,7 @@ void InitHeartAttack(PLAYERp pp) actorNew->spr.yrepeat = 52; actorNew->spr.clipdist = 0; actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9; - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER); actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); @@ -13739,7 +13739,7 @@ int InitMicro(PLAYERp pp) actorNew->user.Radius = 200; actorNew->user.ceiling_dist = Z(2); actorNew->user.floor_dist = Z(2); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); @@ -14181,7 +14181,7 @@ int SpawnDemonFist(DSWActor* actor) expActor->user.spal = expActor->spr.pal = 25; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius; if (RANDOM_P2(1024<<8)>>8 > 600) @@ -15112,7 +15112,7 @@ int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, int hit_x, int hit_y, i SetActorZ(actorNew, &hit_pos); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if ((RANDOM_P2(1024<<5)>>5) < 512+128) { @@ -15506,7 +15506,7 @@ int InitTurretMicro(DSWActor* actor, PLAYERp pp) actorNew->user.Radius = 200; actorNew->user.ceiling_dist = Z(2); actorNew->user.floor_dist = Z(2); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); @@ -16440,7 +16440,7 @@ int InitGrenade(PLAYERp pp) // don't do smoke for this movement actorNew->user.Flags |= (SPR_BOUNCE); MissileSetPos(actorNew, DoGrenade, 1000); - RESET(actorNew->user.Flags, SPR_BOUNCE); + actorNew->user.Flags &= ~(SPR_BOUNCE); actor->spr.clipdist = oclipdist; @@ -16518,7 +16518,7 @@ int InitSpriteGrenade(DSWActor* actor) // don't do smoke for this movement actorNew->user.Flags |= (SPR_BOUNCE); MissileSetPos(actorNew, DoGrenade, 400); - RESET(actorNew->user.Flags, SPR_BOUNCE); + actorNew->user.Flags &= ~(SPR_BOUNCE); return 0; } @@ -16558,7 +16558,7 @@ int InitMine(PLAYERp pp) actorNew->user.floor_dist = Z(5); actorNew->user.Counter = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.spal = actorNew->spr.pal = actor->user.spal; // Set sticky color if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) @@ -16610,7 +16610,7 @@ int InitEnemyMine(DSWActor* actor) actorNew->user.floor_dist = Z(5); actorNew->user.Counter = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.spal = actorNew->spr.pal = actor->user.spal; // Set sticky color if (SpriteInUnderwaterArea(actorNew)) @@ -17146,7 +17146,7 @@ bool MissileHitDiveArea(DSWActor* actor) if (SectorIsUnderwaterArea(actor->spr.sector())) actor->user.Flags |= (SPR_UNDERWATER); else - RESET(actor->user.Flags, SPR_UNDERWATER); + actor->user.Flags &= ~(SPR_UNDERWATER); } if (actor->user.coll.type == kHitSector) @@ -17176,7 +17176,7 @@ bool MissileHitDiveArea(DSWActor* actor) if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) return false; - RESET(actor->user.Flags, SPR_UNDERWATER); + actor->user.Flags &= ~(SPR_UNDERWATER); if (!SpriteWarpToSurface(actor)) { return false; @@ -17242,7 +17242,7 @@ int SpawnVehicleSmoke(DSWActor* actor) actorNew->spr.xrepeat = 64; actorNew->spr.yrepeat = 64; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -17268,7 +17268,7 @@ int SpawnSmokePuff(DSWActor* actor) actorNew->spr.xrepeat = 64; actorNew->spr.yrepeat = 64; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -17316,7 +17316,7 @@ int DoBubble(DSWActor* actor) return true; } - RESET(actor->user.Flags, SPR_UNDERWATER); + actor->user.Flags &= ~(SPR_UNDERWATER); // stick around above water for this long actor->user.WaitTics = (RANDOM_P2(64 << 8) >> 8); } @@ -17501,7 +17501,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, i spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE); - RESET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); wall_ang = NORM_ANGLE(getangle(hit_wall->delta())+512); spawnedActor->spr.ang = wall_ang; @@ -17577,8 +17577,8 @@ int QueueFloorBlood(DSWActor* actor) spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_FLOOR); spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE); - RESET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - RESET(actor->user.Flags, SPR_SHADOW); + spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + actor->user.Flags &= ~(SPR_SHADOW); return 0; } @@ -17691,7 +17691,7 @@ int QueueFootPrint(DSWActor* actor) spawnedActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_FLOOR); spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE); - RESET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); return 0; } @@ -17812,7 +17812,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang) spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE); spawnedActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); - RESET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); wall_ang = NORM_ANGLE(getangle(hit.hitWall->delta()) + 512); spawnedActor->spr.ang = wall_ang; @@ -17970,8 +17970,8 @@ void QueueGeneric(DSWActor* actor, short pic) actor->spr.extra |= (SPRX_BREAKABLE); break; default: - RESET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE); - RESET(actor->spr.extra, SPRX_BREAKABLE); + actor->spr.cstat &= ~(CSTAT_SPRITE_BREAKABLE); + actor->spr.extra &= ~(SPRX_BREAKABLE); break; } diff --git a/source/games/sw/src/zilla.cpp b/source/games/sw/src/zilla.cpp index f5d75f0d8..e51af6858 100644 --- a/source/games/sw/src/zilla.cpp +++ b/source/games/sw/src/zilla.cpp @@ -737,7 +737,7 @@ int DoZillaDeathMelt(DSWActor* actor) SpawnGrenadeExp(actor); actor->user.ID = ZILLA_RUN_R0; - RESET(actor->user.Flags, SPR_JUMPING|SPR_FALLING|SPR_MOVED); + actor->user.Flags &= ~(SPR_JUMPING|SPR_FALLING|SPR_MOVED); //DoMatchEverything(nullptr, actor->spr.lotag, ON); if (!SW_SHAREWARE) diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index 6364c3e30..27c35ccc5 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -791,8 +791,8 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor) // make immediately active actorNew->user.Flags |= (SPR_ACTIVE); - RESET(actorNew->user.Flags, SPR_JUMPING); - RESET(actorNew->user.Flags, SPR_FALLING); + actorNew->user.Flags &= ~(SPR_JUMPING); + actorNew->user.Flags &= ~(SPR_FALLING); // if I didn't do this here they get stuck in the air sometimes DoActorZrange(actorNew); @@ -838,8 +838,8 @@ void SpawnZombie2(DSWActor* actor) // make immediately active actorNew->user.Flags |= (SPR_ACTIVE); - RESET(actorNew->user.Flags, SPR_JUMPING); - RESET(actorNew->user.Flags, SPR_FALLING); + actorNew->user.Flags &= ~(SPR_JUMPING); + actorNew->user.Flags &= ~(SPR_FALLING); // if I didn't do this here they get stuck in the air sometimes DoActorZrange(actorNew);