- removed the dudeIsPlayingSeq variant taking a sprite parameter.

This commit is contained in:
Christoph Oelckers 2021-09-16 20:40:24 +02:00
parent 890cc4947b
commit fe92188b0c
5 changed files with 36 additions and 42 deletions

View file

@ -7414,11 +7414,6 @@ void actPostSprite(int nSprite, int nStatus)
actPostSprite(&bloodActors[nSprite], nStatus);
}
bool dudeIsPlayingSeq(spritetype* pSprite, int nSeq)
{
return dudeIsPlayingSeq(&bloodActors[pSprite->index], nSeq);
}
void aiSetTarget_(XSPRITE* pXSprite, int nTarget)
{
aiSetTarget(&bloodActors[pXSprite->reference], &bloodActors[nTarget]);

View file

@ -1103,7 +1103,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
{
if (!spriteIsUnderwater(pSprite))
{
if (!canDuck(pSprite) || !dudeIsPlayingSeq(pSprite, 14)) aiGenDudeNewState(pSprite, &genDudeDodgeShortL);
if (!canDuck(pSprite) || !dudeIsPlayingSeq(actor, 14)) aiGenDudeNewState(pSprite, &genDudeDodgeShortL);
else aiGenDudeNewState(pSprite, &genDudeDodgeShortD);
if (Chance(0x0200))

View file

@ -96,7 +96,6 @@ void aiInit(void);
void aiInitSprite(spritetype *pSprite);
bool CanMove(DBloodActor* pSprite, int a2, int nAngle, int nRange);
bool dudeIsPlayingSeq(spritetype* pSprite, int nSeq); // deprecated
void aiSetTarget_(XSPRITE* pXSprite, int x, int y, int z);
void aiSetTarget_(XSPRITE* pXSprite, int nTarget);

View file

@ -331,37 +331,37 @@ static void cultThinkChase(DBloodActor* actor)
switch (hit)
{
case -1:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTProneFire);
else if (dudeIsPlayingSeq(pSprite, 13) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
else if (dudeIsPlayingSeq(actor, 13) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
aiNewState(actor, &cultistTSwimFire);
break;
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistShotgun)
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistTSwimFire);
}
else
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistDodge);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistProneDodge);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSwimDodge);
}
break;
default:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistTSwimFire);
@ -399,9 +399,9 @@ static void cultThinkChase(DBloodActor* actor)
switch (hit)
{
case -1:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
@ -409,27 +409,27 @@ static void cultThinkChase(DBloodActor* actor)
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistTommy)
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
}
else
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistDodge);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistProneDodge);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSwimDodge);
}
break;
default:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
@ -467,9 +467,9 @@ static void cultThinkChase(DBloodActor* actor)
switch (hit)
{
case -1:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistTsSwimFire);
@ -477,27 +477,27 @@ static void cultThinkChase(DBloodActor* actor)
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistTommy)
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistTsSwimFire);
}
else
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistDodge);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistProneDodge);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSwimDodge);
}
break;
default:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistTsProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistTsSwimFire);
@ -579,9 +579,9 @@ static void cultThinkChase(DBloodActor* actor)
switch (hit)
{
case -1:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
@ -589,27 +589,27 @@ static void cultThinkChase(DBloodActor* actor)
case 3:
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeCultistTommy)
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);
}
else
{
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistDodge);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistProneDodge);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSwimDodge);
}
break;
default:
if (!dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
if (!dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSFire);
else if (dudeIsPlayingSeq(pSprite, 14) && pXSprite->medium == kMediumNormal)
else if (dudeIsPlayingSeq(actor, 14) && pXSprite->medium == kMediumNormal)
aiNewState(actor, &cultistSProneFire);
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
aiNewState(actor, &cultistSSwimFire);

View file

@ -928,9 +928,9 @@ int checkAttackState(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
if (dudeIsPlayingSeq(pSprite, 14) || spriteIsUnderwater(pSprite,false))
if (dudeIsPlayingSeq(actor, 14) || spriteIsUnderwater(pSprite,false))
{
if ( !dudeIsPlayingSeq(pSprite, 14) || spriteIsUnderwater(pSprite,false))
if ( !dudeIsPlayingSeq(actor, 14) || spriteIsUnderwater(pSprite,false))
{
if (spriteIsUnderwater(pSprite,false))
{