Replaced every remaining instances of the old layer names

This commit is contained in:
Leonard2 2016-05-27 19:01:03 +02:00
parent 2f5ae3b51e
commit 360ad7a844
15 changed files with 78 additions and 78 deletions

View File

@ -81,7 +81,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
P_SetPsprite(self->player, ps_flash, weapon->FindState(NAME_Flash), true);
P_SetPsprite(self->player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
}
self->player->mo->PlayAttacking2 ();
@ -273,7 +273,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
P_SetPsprite(player, ps_flash, weapon->FindState(NAME_Flash), true);
P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
}
player->mo->PlayAttacking2 ();
@ -309,7 +309,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
return 0;
P_SetPsprite(player, ps_flash, weapon->FindState(NAME_Flash), true);
P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
}
player->mo->PlayAttacking2 ();
@ -381,13 +381,13 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
{
// we're ok so set the state
P_SetPsprite(player, ps_flash, flashstate + index, true);
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
P_SetPsprite(player, ps_flash, flashstate, true);
P_SetPsprite(player, PSP_FLASH, flashstate, true);
return;
}
}
@ -403,7 +403,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
{ // Invalid state. With no index offset, it should at least be valid.
index = 0;
}
P_SetPsprite(player, ps_flash, flashstate + index, true);
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
}
//
@ -434,7 +434,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
FState * atk = weapon->FindState(NAME_Fire);
int theflash = clamp (int(player->GetPSprite(ps_weapon)->GetState() - atk), 0, 1);
int theflash = clamp (int(player->GetPSprite(PSP_WEAPON)->GetState() - atk), 0, 1);
if (flash[theflash].sprite != flash->sprite)
{

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@ -125,7 +125,7 @@ void P_UpdateBeak (AActor *self)
{
if (self->player != nullptr)
{
self->player->GetPSprite(ps_weapon)->y = WEAPONTOP + self->player->chickenPeck / 2;
self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + self->player->chickenPeck / 2;
}
}
@ -145,8 +145,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakRaise)
{
return 0;
}
player->GetPSprite(ps_weapon)->y = WEAPONTOP;
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetReadyState());
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
return 0;
}
@ -192,7 +192,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1)
}
P_PlayPeck (player->mo);
player->chickenPeck = 12;
player->GetPSprite(ps_weapon)->Tics -= pr_beakatkpl1() & 7;
player->GetPSprite(PSP_WEAPON)->Tics -= pr_beakatkpl1() & 7;
return 0;
}
@ -227,6 +227,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2)
}
P_PlayPeck (player->mo);
player->chickenPeck = 12;
player->GetPSprite(ps_weapon)->Tics -= pr_beakatkpl2()&3;
player->GetPSprite(PSP_WEAPON)->Tics -= pr_beakatkpl2()&3;
return 0;
}

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@ -272,8 +272,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
}
player->GetPSprite(ps_weapon)->x = ((pr_gatk()&3)-2);
player->GetPSprite(ps_weapon)->y = WEAPONTOP + (pr_gatk()&3);
player->GetPSprite(PSP_WEAPON)->x = ((pr_gatk()&3)-2);
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_gatk()&3);
Angle = self->Angles.Yaw;
if (power)
{
@ -441,8 +441,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
if (!weapon->DepleteAmmo(weapon->bAltFire))
return 0;
}
player->GetPSprite(ps_weapon)->x = ((pr_maceatk() & 3) - 2);
player->GetPSprite(ps_weapon)->y = WEAPONTOP + (pr_maceatk() & 3);
player->GetPSprite(PSP_WEAPON)->x = ((pr_maceatk() & 3) - 2);
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_maceatk() & 3);
ball = P_SpawnPlayerMissile(self, PClass::FindActor("MaceFX1"), self->Angles.Yaw + (((pr_maceatk() & 7) - 4) * (360. / 256)));
if (ball)
{
@ -1158,7 +1158,7 @@ IMPLEMENT_CLASS (APhoenixRodPowered)
void APhoenixRodPowered::EndPowerup ()
{
P_SetPsprite(Owner->player, ps_weapon, SisterWeapon->GetReadyState());
P_SetPsprite(Owner->player, PSP_WEAPON, SisterWeapon->GetReadyState());
DepleteAmmo (bAltFire);
Owner->player->refire = 0;
S_StopSound (Owner, CHAN_WEAPON);
@ -1308,7 +1308,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
flamethrower = static_cast<APhoenixRod *> (player->ReadyWeapon);
if (flamethrower == nullptr || --flamethrower->FlameCount == 0)
{ // Out of flame
P_SetPsprite(player, ps_weapon, flamethrower->FindState("Powerdown"));
P_SetPsprite(player, PSP_WEAPON, flamethrower->FindState("Powerdown"));
player->refire = 0;
S_StopSound (self, CHAN_WEAPON);
return 0;

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@ -92,7 +92,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
if (weapon != nullptr)
{
FState * newstate = weapon->FindState("Drain");
if (newstate != nullptr) P_SetPsprite(player, ps_weapon, newstate);
if (newstate != nullptr) P_SetPsprite(player, PSP_WEAPON, newstate);
}
}
if (weapon != nullptr)
@ -187,7 +187,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
{
if (!--self->weaponspecial)
{
P_SetPsprite(self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
P_SetPsprite(self->player, PSP_WEAPON, self->player->ReadyWeapon->FindState ("Blink"));
self->weaponspecial = (pr_blink()+50)>>2;
}
else

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@ -76,7 +76,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReady)
}
if (player->ReadyWeapon->Ammo1->Amount)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("ReadyGlow"));
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("ReadyGlow"));
}
else
{
@ -103,7 +103,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReadyG)
}
if (player->ReadyWeapon->Ammo1->Amount <= 0)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("Ready"));
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("Ready"));
}
else
{
@ -130,7 +130,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUp)
}
if (player->ReadyWeapon->Ammo1->Amount)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("SelectGlow"));
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("SelectGlow"));
}
else
{
@ -157,7 +157,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUpG)
}
if (player->ReadyWeapon->Ammo1->Amount <= 0)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("Select"));
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("Select"));
}
else
{
@ -184,7 +184,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckAtk)
}
if (player->ReadyWeapon->Ammo1->Amount)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("FireGlow"));
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("FireGlow"));
}
return 0;
}
@ -273,7 +273,7 @@ axedone:
(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
weapon->Ammo2 == nullptr || weapon->Ammo2->Amount == 0))
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("Fire") + 5);
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("Fire") + 5);
}
}
}

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@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
if (pmo->weaponspecial >= 3)
{
pmo->weaponspecial = 0;
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState("Fire2"));
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState("Fire2"));
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
}
return 0;

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@ -39,7 +39,7 @@ void APigPlayer::MorphPlayerThink ()
{ // Snout sniff
if (player->ReadyWeapon != nullptr)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState("Grunt"));
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState("Grunt"));
}
S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
return;

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@ -1131,7 +1131,7 @@ void APowerWeaponLevel2::InitEffect ()
if (weapon->GetReadyState() != sister->GetReadyState())
{
P_SetPsprite(Owner->player, ps_weapon, sister->GetReadyState());
P_SetPsprite(Owner->player, PSP_WEAPON, sister->GetReadyState());
}
}
@ -1305,15 +1305,15 @@ void APowerTargeter::InitEffect ()
if (state != nullptr)
{
P_SetPsprite(player, ps_targetcenter, state + 0);
P_SetPsprite(player, ps_targetleft, state + 1);
P_SetPsprite(player, ps_targetright, state + 2);
P_SetPsprite(player, PSP_TARGETCENTER, state + 0);
P_SetPsprite(player, PSP_TARGETLEFT, state + 1);
P_SetPsprite(player, PSP_TARGETRIGHT, state + 2);
}
player->GetPSprite(ps_targetcenter)->x = (160-3);
player->GetPSprite(ps_targetcenter)->y =
player->GetPSprite(ps_targetleft)->y =
player->GetPSprite(ps_targetright)->y = (100-3);
player->GetPSprite(PSP_TARGETCENTER)->x = (160-3);
player->GetPSprite(PSP_TARGETCENTER)->y =
player->GetPSprite(PSP_TARGETLEFT)->y =
player->GetPSprite(PSP_TARGETRIGHT)->y = (100-3);
PositionAccuracy ();
}
@ -1346,13 +1346,13 @@ void APowerTargeter::DoEffect ()
{
if (EffectTics & 32)
{
P_SetPsprite(player, ps_targetright, nullptr);
P_SetPsprite(player, ps_targetleft, state + 1);
P_SetPsprite(player, PSP_TARGETRIGHT, nullptr);
P_SetPsprite(player, PSP_TARGETLEFT, state + 1);
}
else if (EffectTics & 16)
{
P_SetPsprite(player, ps_targetright, state + 2);
P_SetPsprite(player, ps_targetleft, nullptr);
P_SetPsprite(player, PSP_TARGETRIGHT, state + 2);
P_SetPsprite(player, PSP_TARGETLEFT, nullptr);
}
}
}
@ -1364,9 +1364,9 @@ void APowerTargeter::EndEffect ()
Super::EndEffect();
if (Owner != nullptr && Owner->player != nullptr)
{
P_SetPsprite (Owner->player, ps_targetcenter, nullptr);
P_SetPsprite (Owner->player, ps_targetleft, nullptr);
P_SetPsprite (Owner->player, ps_targetright, nullptr);
P_SetPsprite (Owner->player, PSP_TARGETCENTER, nullptr);
P_SetPsprite (Owner->player, PSP_TARGETLEFT, nullptr);
P_SetPsprite (Owner->player, PSP_TARGETRIGHT, nullptr);
}
}
@ -1376,8 +1376,8 @@ void APowerTargeter::PositionAccuracy ()
if (player != nullptr)
{
player->GetPSprite(ps_targetleft)->x = (160-3) - ((100 - player->mo->accuracy));
player->GetPSprite(ps_targetright)->x = (160-3)+ ((100 - player->mo->accuracy));
player->GetPSprite(PSP_TARGETLEFT)->x = (160-3) - ((100 - player->mo->accuracy));
player->GetPSprite(PSP_TARGETRIGHT)->x = (160-3)+ ((100 - player->mo->accuracy));
}
}

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@ -617,7 +617,7 @@ void AWeapon::PostMorphWeapon ()
Owner->player->ReadyWeapon = this;
Owner->player->refire = 0;
pspr = Owner->player->GetPSprite(ps_weapon);
pspr = Owner->player->GetPSprite(PSP_WEAPON);
pspr->y = WEAPONBOTTOM;
pspr->SetState(GetUpState());
}

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@ -352,8 +352,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
if (self->player != nullptr && self->player->mo == self)
{
P_SetPsprite(self->player, ps_weapon, self->FindState("FireHands"));
P_SetPsprite(self->player, ps_flash, nullptr);
P_SetPsprite(self->player, PSP_WEAPON, self->FindState("FireHands"));
P_SetPsprite(self->player, PSP_FLASH, nullptr);
self->player->ReadyWeapon = nullptr;
self->player->PendingWeapon = WP_NOCHANGE;
self->player->playerstate = PST_LIVE;
@ -381,7 +381,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
self->player->playerstate = PST_DEAD;
DPSprite *psp;
psp = self->player->GetPSprite(ps_weapon);
psp = self->player->GetPSprite(PSP_WEAPON);
psp->SetState(psp->GetState() + (self->FindState("FireHandsLower") - self->FindState("FireHands")));
}
return 0;
@ -393,7 +393,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_HandLower)
if (self->player != nullptr)
{
DPSprite *psp = self->player->GetPSprite(ps_weapon);
DPSprite *psp = self->player->GetPSprite(PSP_WEAPON);
psp->y += 9;
if (psp->y > WEAPONBOTTOM*2)
{

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@ -219,7 +219,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
if (player == nullptr)
return 0;
P_SetPsprite (player, ps_flash, nullptr);
P_SetPsprite (player, PSP_FLASH, nullptr);
return 0;
}
@ -235,7 +235,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
if (self->player != nullptr)
{
P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash));
P_SetPsprite (self->player, PSP_FLASH, self->player->ReadyWeapon->FindState(NAME_Flash));
}
return 0;
}
@ -500,8 +500,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
if (self->player != nullptr)
{
self->player->GetPSprite(ps_weapon)->x += pr_mauler2.Random2() / 64.;
self->player->GetPSprite(ps_weapon)->y += pr_mauler2.Random2() / 64.;
self->player->GetPSprite(PSP_WEAPON)->x += pr_mauler2.Random2() / 64.;
self->player->GetPSprite(PSP_WEAPON)->y += pr_mauler2.Random2() / 64.;
}
return 0;
}
@ -707,7 +707,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
P_SetPsprite (player, ps_flash, flash, true);
P_SetPsprite (player, PSP_FLASH, flash, true);
if (grenadetype != nullptr)
{
@ -856,7 +856,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
return 0;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
pspr = self->player->GetPSprite(ps_weapon);
pspr = self->player->GetPSprite(PSP_WEAPON);
pspr->SetState(pspr->GetState() + pieces);
return 0;
}
@ -888,7 +888,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
{
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
}
pspr = self->player->GetPSprite(ps_weapon);
pspr = self->player->GetPSprite(PSP_WEAPON);
pspr->SetState(pspr->GetState() + pieces);
return 0;
}
@ -913,7 +913,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
return 0;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
pspr = self->player->GetPSprite(ps_weapon);
pspr = self->player->GetPSprite(PSP_WEAPON);
pspr->SetState(pspr->GetState() + 4*pieces - 3);
return 0;
}

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@ -345,7 +345,7 @@ void cht_DoCheat (player_t *player, int cheat)
player->mo->DamageType = NAME_None;
if (player->ReadyWeapon != nullptr)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState());
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetUpState());
}
if (player->morphTics > 0)
@ -934,8 +934,8 @@ void cht_Take (player_t *player, const char *name, int amount)
player->ReadyWeapon = nullptr;
player->PendingWeapon = WP_NOCHANGE;
P_SetPsprite(player, ps_weapon, nullptr);
P_SetPsprite(player, ps_flash, nullptr);
P_SetPsprite(player, PSP_WEAPON, nullptr);
P_SetPsprite(player, PSP_FLASH, nullptr);
}
}

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@ -1001,8 +1001,8 @@ void AActor::ClearInventory()
{
player->ReadyWeapon = nullptr;
player->PendingWeapon = WP_NOCHANGE;
P_SetPsprite(player, ps_weapon, nullptr);
P_SetPsprite(player, ps_flash, nullptr);
P_SetPsprite(player, PSP_WEAPON, nullptr);
P_SetPsprite(player, PSP_FLASH, nullptr);
}
}

View File

@ -330,7 +330,7 @@ void P_BringUpWeapon (player_t *player)
{
FState *newstate;
AWeapon *weapon;
DPSprite *psweapon = player->GetPSprite(ps_weapon);
DPSprite *psweapon = player->GetPSprite(PSP_WEAPON);
if (player->PendingWeapon == WP_NOCHANGE)
{
@ -373,7 +373,7 @@ void P_BringUpWeapon (player_t *player)
? WEAPONTOP : WEAPONBOTTOM;
// make sure that the previous weapon's flash state is terminated.
// When coming here from a weapon drop it may still be active.
P_SetPsprite(player, ps_flash, nullptr);
P_SetPsprite(player, PSP_FLASH, nullptr);
psweapon->SetState(newstate);
player->mo->weaponspecial = 0;
}
@ -407,7 +407,7 @@ void P_FireWeapon (player_t *player, FState *state)
{
state = weapon->GetAtkState(!!player->refire);
}
P_SetPsprite(player, ps_weapon, state);
P_SetPsprite(player, PSP_WEAPON, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
@ -445,7 +445,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
state = weapon->GetAltAtkState(!!player->refire);
}
P_SetPsprite(player, ps_weapon, state);
P_SetPsprite(player, PSP_WEAPON, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
@ -470,7 +470,7 @@ void P_DropWeapon (player_t *player)
player->WeaponState &= ~WF_DISABLESWITCH;
if (player->ReadyWeapon != nullptr)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetDownState());
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState());
}
}
@ -647,7 +647,7 @@ void DoReadyWeaponToFire (AActor *self, bool prim, bool alt)
}
// Play ready sound, if any.
if (weapon->ReadySound && player->GetPSprite(ps_weapon)->GetState() == weapon->FindState(NAME_Ready))
if (weapon->ReadySound && player->GetPSprite(PSP_WEAPON)->GetState() == weapon->FindState(NAME_Ready))
{
if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
{
@ -666,8 +666,8 @@ void DoReadyWeaponToBob (AActor *self)
{
// Prepare for bobbing action.
self->player->WeaponState |= WF_WEAPONBOBBING;
self->player->GetPSprite(ps_weapon)->x = 0;
self->player->GetPSprite(ps_weapon)->y = WEAPONTOP;
self->player->GetPSprite(PSP_WEAPON)->x = 0;
self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
}
}
@ -814,7 +814,7 @@ static void P_CheckWeaponButtons (player_t *player)
// state, the weapon won't disappear. ;)
if (state != nullptr)
{
P_SetPsprite(player, ps_weapon, state);
P_SetPsprite(player, PSP_WEAPON, state);
return;
}
}
@ -1023,7 +1023,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
{
return 0;
}
psp = player->GetPSprite(ps_weapon);
psp = player->GetPSprite(PSP_WEAPON);
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
{
psp->y = WEAPONBOTTOM;
@ -1045,7 +1045,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
return 0;
}
// [RH] Clear the flash state. Only needed for Strife.
P_SetPsprite(player, ps_flash, nullptr);
P_SetPsprite(player, PSP_FLASH, nullptr);
P_BringUpWeapon (player);
return 0;
}
@ -1076,7 +1076,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
P_DropWeapon(player);
return 0;
}
psp = player->GetPSprite(ps_weapon);
psp = player->GetPSprite(PSP_WEAPON);
psp->y -= RAISESPEED;
if (psp->y > WEAPONTOP)
{ // Not raised all the way yet
@ -1152,7 +1152,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
flash = player->ReadyWeapon->FindState(NAME_Flash);
}
}
P_SetPsprite(player, ps_flash, flash);
P_SetPsprite(player, PSP_FLASH, flash);
return 0;
}

View File

@ -1376,7 +1376,7 @@ void APlayerPawn::MorphPlayerThink ()
void APlayerPawn::ActivateMorphWeapon ()
{
PClassActor *morphweapon = PClass::FindActor (MorphWeapon);
DPSprite *pspr = player->GetPSprite(ps_weapon);
DPSprite *pspr = player->GetPSprite(PSP_WEAPON);
player->PendingWeapon = WP_NOCHANGE;
pspr->y = WEAPONTOP;
@ -1405,7 +1405,7 @@ void APlayerPawn::ActivateMorphWeapon ()
pspr->SetState(nullptr);
}
}
P_SetPsprite(player, ps_flash, nullptr);
P_SetPsprite(player, PSP_FLASH, nullptr);
player->PendingWeapon = WP_NOCHANGE;
}