diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index a867541ec..cc41c0b25 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -331,7 +331,6 @@ static void ThrowThing(DBloodActor* actor, bool impact) int dist = approxDist(dx, dy); auto actLeech = leechIsDropped(actor); - spritetype* pLeech = actLeech? &actLeech->s() : nullptr; XSPRITE* pXLeech = actLeech && actLeech->hasX()? &actLeech->x() : nullptr; switch (curWeapon) { @@ -382,7 +381,7 @@ static void ThrowThing(DBloodActor* actor, bool impact) pXSpawned->Proximity = true; return; case kModernThingEnemyLifeLeech: - if (pLeech != NULL) pXSpawned->health = pXLeech->health; + if (actLeech != nullptr) pXSpawned->health = pXLeech->health; else pXSpawned->health = ((pThinkInfo->startHealth << 4) * gGameOptions.nDifficulty) >> 1; sfxPlay3DSound(actor, 490, -1, 0); @@ -566,7 +565,6 @@ static void unicultThinkChase(DBloodActor* actor) int weaponType = actor->genDudeExtra.weaponType; auto actLeech = leechIsDropped(actor); - spritetype* pLeech = actLeech? &actLeech->s() : nullptr; const VECTORDATA* meleeVector = &gVectorData[22]; if (weaponType == kGenDudeWeaponThrow) @@ -599,7 +597,7 @@ static void unicultThinkChase(DBloodActor* actor) { case kModernThingEnemyLifeLeech: { - if (pLeech == NULL) + if (actLeech == nullptr) { aiGenDudeNewState(actor, &genDudeThrow2); genDudeThrow2.nextState = &genDudeDodgeShortL; @@ -608,7 +606,7 @@ static void unicultThinkChase(DBloodActor* actor) int ldist = aiFightGetTargetDist(targetactor, pDudeInfo, actLeech); if (ldist > 3 || !cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->pos.Z, pTarget->sector(), - pLeech->pos.X, pLeech->pos.Y, pLeech->pos.Z, pLeech->sector()) || actLeech->GetTarget() == nullptr) + actLeech->spr.pos.X, actLeech->spr.pos.Y, actLeech->spr.pos.Z, actLeech->spr.sector()) || actLeech->GetTarget() == nullptr) { aiGenDudeNewState(actor, &genDudeThrow2); genDudeThrow2.nextState = &genDudeDodgeShortL; diff --git a/source/games/blood/src/blood.cpp b/source/games/blood/src/blood.cpp index 64fe63edf..0a250835f 100644 --- a/source/games/blood/src/blood.cpp +++ b/source/games/blood/src/blood.cpp @@ -139,10 +139,10 @@ TArray SpawnActors(BloodSpawnSpriteDef& sprites) auto sprt = &sprites.sprites[i]; auto actor = InsertSprite(sprt->sector(), sprt->statnum); spawns[j++] = actor; - actor->s() = sprites.sprites[i]; - if (sprites.sprext.Size()) actor->sx() = sprites.sprext[i]; - else actor->sx() = {}; - actor->sm() = {}; + actor->spr = sprites.sprites[i]; + if (sprites.sprext.Size()) actor->sprext = sprites.sprext[i]; + else actor->sprext = {}; + actor->spsmooth = {}; if (sprites.sprites[i].extra > 0) { diff --git a/source/games/blood/src/bloodactor.h b/source/games/blood/src/bloodactor.h index 174ef74e0..7b415277d 100644 --- a/source/games/blood/src/bloodactor.h +++ b/source/games/blood/src/bloodactor.h @@ -176,7 +176,7 @@ using BloodSpriteIterator = TSpriteIterator; inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom) { - GetSpriteExtents(&actor->s(), top, bottom); + GetSpriteExtents(&actor->spr, top, bottom); } inline bool CheckSector(const BitArray& bits, DBloodActor* act) diff --git a/source/games/exhumed/src/init.cpp b/source/games/exhumed/src/init.cpp index 43056f627..142419ca5 100644 --- a/source/games/exhumed/src/init.cpp +++ b/source/games/exhumed/src/init.cpp @@ -75,10 +75,10 @@ static TArray spawnactors(SpawnSpriteDef& sprites) auto sprt = &sprites.sprites[i]; auto actor = insertActor(sprt->sector(), sprt->statnum); spawns[j++] = actor; - actor->s() = sprites.sprites[i]; - if (sprites.sprext.Size()) actor->sx() = sprites.sprext[i]; - else actor->sx() = {}; - actor->sm() = {}; + actor->spr = sprites.sprites[i]; + if (sprites.sprext.Size()) actor->sprext = sprites.sprext[i]; + else actor->sprext = {}; + actor->spsmooth = {}; } return spawns; } diff --git a/source/games/sw/src/game.cpp b/source/games/sw/src/game.cpp index e515f3a7e..ace15bc54 100644 --- a/source/games/sw/src/game.cpp +++ b/source/games/sw/src/game.cpp @@ -356,10 +356,10 @@ void spawnactors(SpawnSpriteDef& sprites) } auto sprt = &sprites.sprites[i]; auto actor = insertActor(sprt->sector(), sprt->statnum); - actor->s() = sprites.sprites[i]; - if (sprites.sprext.Size()) actor->sx() = sprites.sprext[i]; - else actor->sx() = {}; - actor->sm() = {}; + actor->spr = sprites.sprites[i]; + if (sprites.sprext.Size()) actor->sprext = sprites.sprext[i]; + else actor->sprext = {}; + actor->spsmooth = {}; } } diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 03555d194..9f403744a 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -976,7 +976,7 @@ bool ActorTestSpawn(DSWActor* actor) { auto actorNew = insertActor(sp->sector(), STAT_DEFAULT); int t = actorNew->spr.time; // must be preserved! - actorNew->s() = *sp; + actorNew->spr = *sp; actorNew->spr.time = t; change_actor_stat(actorNew, STAT_SPAWN_TRIGGER); RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 6f4873d6a..837fb9067 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -4814,7 +4814,6 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor) SPRITEp sp = &actor->s(); USERp u = actor->u(); - SPRITEp wp = weapActor? &weapActor->s() : nullptr; USERp wu = weapActor? weapActor->u() : nullptr; if (u->Health > 0)