- fixed some bad flag replacements.

0x7fff is not ~CSTAT_SPRITE_BLOCK but ~CSTAT_SPRITE_INVISIBLE.
This commit is contained in:
Christoph Oelckers 2021-12-23 22:51:26 +01:00
parent d84556d829
commit fd78cb57c1
5 changed files with 7 additions and 7 deletions

View file

@ -67,7 +67,7 @@ void ThrowGrenade(int nPlayer, int, int, int ecx, int push1)
nAngle = pPlayerActor->spr.ang;
}
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
pActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
pActor->spr.ang = nAngle;
if (push1 >= -3000)

View file

@ -307,7 +307,7 @@ void AILion::Tick(RunListEvent* ev)
if (pActor->spr.cstat & CSTAT_SPRITE_INVISIBLE)
{
pActor->nAction = 9;
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
pActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
}

View file

@ -480,7 +480,7 @@ void StartDeathSeq(int nPlayer, int nVal)
PlayerList[nPlayer].nInvisible = 0;
dVertPan[nPlayer] = 15;
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
pActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
SetNewWeaponImmediate(nPlayer, -2);
@ -803,11 +803,11 @@ void AIPlayer::Tick(RunListEvent* ev)
PlayerList[nPlayer].nInvisible--;
if (PlayerList[nPlayer].nInvisible == 0)
{
pPlayerActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK; // set visible
pPlayerActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; // set visible
DExhumedActor* pFloorSprite = PlayerList[nPlayer].pPlayerFloorSprite;
if (pFloorSprite != nullptr) {
pFloorSprite->spr.cstat &= ~CSTAT_SPRITE_BLOCK; // set visible
pFloorSprite->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; // set visible
}
}
else if (PlayerList[nPlayer].nInvisible == 150 && nPlayer == nLocalPlayer)

View file

@ -210,7 +210,7 @@ void AIRa::Tick(RunListEvent* ev)
}
else
{
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
pActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
Ra[nPlayer].nAction = 1;
Ra[nPlayer].nFrame = 0;
}

View file

@ -126,7 +126,7 @@ void InitSpiritHead()
// work tile is twice as big as the normal head size
Worktile = TileFiles.tileCreate(kTileRamsesWorkTile, kSpiritY * 2, kSpiritX * 2);
pSpiritSpr->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
pSpiritSpr->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
nHeadTimeStart = PlayClock;