mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
Replaced every remaining instances of the old layer names
This commit is contained in:
parent
2f5ae3b51e
commit
360ad7a844
15 changed files with 78 additions and 78 deletions
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@ -81,7 +81,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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return 0;
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P_SetPsprite(self->player, ps_flash, weapon->FindState(NAME_Flash), true);
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P_SetPsprite(self->player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
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}
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}
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self->player->mo->PlayAttacking2 ();
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self->player->mo->PlayAttacking2 ();
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@ -273,7 +273,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
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{
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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return 0;
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P_SetPsprite(player, ps_flash, weapon->FindState(NAME_Flash), true);
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P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
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}
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}
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player->mo->PlayAttacking2 ();
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player->mo->PlayAttacking2 ();
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@ -309,7 +309,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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{
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
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return 0;
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return 0;
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P_SetPsprite(player, ps_flash, weapon->FindState(NAME_Flash), true);
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P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
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}
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}
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player->mo->PlayAttacking2 ();
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player->mo->PlayAttacking2 ();
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@ -381,13 +381,13 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
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if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
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{
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{
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// we're ok so set the state
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// we're ok so set the state
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P_SetPsprite(player, ps_flash, flashstate + index, true);
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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return;
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return;
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}
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}
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else
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else
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{
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{
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// oh, no! The state is beyond the end of the state table so use the original flash state.
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// oh, no! The state is beyond the end of the state table so use the original flash state.
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P_SetPsprite(player, ps_flash, flashstate, true);
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P_SetPsprite(player, PSP_FLASH, flashstate, true);
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return;
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return;
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}
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}
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}
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}
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@ -403,7 +403,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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{ // Invalid state. With no index offset, it should at least be valid.
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{ // Invalid state. With no index offset, it should at least be valid.
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index = 0;
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index = 0;
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}
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}
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P_SetPsprite(player, ps_flash, flashstate + index, true);
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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}
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}
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//
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//
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@ -434,7 +434,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
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// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
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// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
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FState * atk = weapon->FindState(NAME_Fire);
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FState * atk = weapon->FindState(NAME_Fire);
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int theflash = clamp (int(player->GetPSprite(ps_weapon)->GetState() - atk), 0, 1);
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int theflash = clamp (int(player->GetPSprite(PSP_WEAPON)->GetState() - atk), 0, 1);
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if (flash[theflash].sprite != flash->sprite)
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if (flash[theflash].sprite != flash->sprite)
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{
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{
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@ -125,7 +125,7 @@ void P_UpdateBeak (AActor *self)
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{
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{
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if (self->player != nullptr)
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if (self->player != nullptr)
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{
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{
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self->player->GetPSprite(ps_weapon)->y = WEAPONTOP + self->player->chickenPeck / 2;
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self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + self->player->chickenPeck / 2;
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}
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}
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}
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}
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@ -145,8 +145,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakRaise)
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{
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{
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return 0;
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return 0;
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}
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}
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player->GetPSprite(ps_weapon)->y = WEAPONTOP;
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetReadyState());
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
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return 0;
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return 0;
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}
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}
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@ -192,7 +192,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1)
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}
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}
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P_PlayPeck (player->mo);
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P_PlayPeck (player->mo);
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player->chickenPeck = 12;
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player->chickenPeck = 12;
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player->GetPSprite(ps_weapon)->Tics -= pr_beakatkpl1() & 7;
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player->GetPSprite(PSP_WEAPON)->Tics -= pr_beakatkpl1() & 7;
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return 0;
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return 0;
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}
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}
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@ -227,6 +227,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2)
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}
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}
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P_PlayPeck (player->mo);
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P_PlayPeck (player->mo);
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player->chickenPeck = 12;
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player->chickenPeck = 12;
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player->GetPSprite(ps_weapon)->Tics -= pr_beakatkpl2()&3;
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player->GetPSprite(PSP_WEAPON)->Tics -= pr_beakatkpl2()&3;
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return 0;
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return 0;
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}
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}
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@ -272,8 +272,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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return 0;
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}
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}
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player->GetPSprite(ps_weapon)->x = ((pr_gatk()&3)-2);
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player->GetPSprite(PSP_WEAPON)->x = ((pr_gatk()&3)-2);
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player->GetPSprite(ps_weapon)->y = WEAPONTOP + (pr_gatk()&3);
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_gatk()&3);
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Angle = self->Angles.Yaw;
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Angle = self->Angles.Yaw;
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if (power)
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if (power)
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{
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{
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@ -441,8 +441,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
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if (!weapon->DepleteAmmo(weapon->bAltFire))
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if (!weapon->DepleteAmmo(weapon->bAltFire))
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return 0;
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return 0;
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}
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}
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player->GetPSprite(ps_weapon)->x = ((pr_maceatk() & 3) - 2);
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player->GetPSprite(PSP_WEAPON)->x = ((pr_maceatk() & 3) - 2);
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player->GetPSprite(ps_weapon)->y = WEAPONTOP + (pr_maceatk() & 3);
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_maceatk() & 3);
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ball = P_SpawnPlayerMissile(self, PClass::FindActor("MaceFX1"), self->Angles.Yaw + (((pr_maceatk() & 7) - 4) * (360. / 256)));
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ball = P_SpawnPlayerMissile(self, PClass::FindActor("MaceFX1"), self->Angles.Yaw + (((pr_maceatk() & 7) - 4) * (360. / 256)));
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if (ball)
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if (ball)
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{
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{
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@ -1158,7 +1158,7 @@ IMPLEMENT_CLASS (APhoenixRodPowered)
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void APhoenixRodPowered::EndPowerup ()
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void APhoenixRodPowered::EndPowerup ()
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{
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{
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P_SetPsprite(Owner->player, ps_weapon, SisterWeapon->GetReadyState());
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P_SetPsprite(Owner->player, PSP_WEAPON, SisterWeapon->GetReadyState());
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DepleteAmmo (bAltFire);
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DepleteAmmo (bAltFire);
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Owner->player->refire = 0;
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Owner->player->refire = 0;
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S_StopSound (Owner, CHAN_WEAPON);
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S_StopSound (Owner, CHAN_WEAPON);
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@ -1308,7 +1308,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
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flamethrower = static_cast<APhoenixRod *> (player->ReadyWeapon);
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flamethrower = static_cast<APhoenixRod *> (player->ReadyWeapon);
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if (flamethrower == nullptr || --flamethrower->FlameCount == 0)
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if (flamethrower == nullptr || --flamethrower->FlameCount == 0)
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{ // Out of flame
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{ // Out of flame
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P_SetPsprite(player, ps_weapon, flamethrower->FindState("Powerdown"));
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P_SetPsprite(player, PSP_WEAPON, flamethrower->FindState("Powerdown"));
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player->refire = 0;
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player->refire = 0;
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S_StopSound (self, CHAN_WEAPON);
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S_StopSound (self, CHAN_WEAPON);
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return 0;
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return 0;
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@ -92,7 +92,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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if (weapon != nullptr)
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if (weapon != nullptr)
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{
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{
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FState * newstate = weapon->FindState("Drain");
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FState * newstate = weapon->FindState("Drain");
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if (newstate != nullptr) P_SetPsprite(player, ps_weapon, newstate);
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if (newstate != nullptr) P_SetPsprite(player, PSP_WEAPON, newstate);
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}
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}
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}
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}
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if (weapon != nullptr)
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if (weapon != nullptr)
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@ -187,7 +187,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
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{
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{
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if (!--self->weaponspecial)
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if (!--self->weaponspecial)
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{
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{
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P_SetPsprite(self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
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P_SetPsprite(self->player, PSP_WEAPON, self->player->ReadyWeapon->FindState ("Blink"));
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self->weaponspecial = (pr_blink()+50)>>2;
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self->weaponspecial = (pr_blink()+50)>>2;
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}
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}
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else
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else
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@ -76,7 +76,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReady)
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}
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}
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if (player->ReadyWeapon->Ammo1->Amount)
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if (player->ReadyWeapon->Ammo1->Amount)
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{
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("ReadyGlow"));
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("ReadyGlow"));
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}
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}
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else
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else
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{
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{
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@ -103,7 +103,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReadyG)
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}
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}
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if (player->ReadyWeapon->Ammo1->Amount <= 0)
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if (player->ReadyWeapon->Ammo1->Amount <= 0)
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{
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("Ready"));
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("Ready"));
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}
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}
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else
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else
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{
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{
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@ -130,7 +130,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUp)
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}
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}
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if (player->ReadyWeapon->Ammo1->Amount)
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if (player->ReadyWeapon->Ammo1->Amount)
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{
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("SelectGlow"));
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("SelectGlow"));
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}
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}
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else
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else
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{
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{
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@ -157,7 +157,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUpG)
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}
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}
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if (player->ReadyWeapon->Ammo1->Amount <= 0)
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if (player->ReadyWeapon->Ammo1->Amount <= 0)
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{
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("Select"));
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("Select"));
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}
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}
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else
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else
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{
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{
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@ -184,7 +184,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckAtk)
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}
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}
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if (player->ReadyWeapon->Ammo1->Amount)
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if (player->ReadyWeapon->Ammo1->Amount)
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{
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("FireGlow"));
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("FireGlow"));
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}
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}
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return 0;
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return 0;
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}
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}
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@ -273,7 +273,7 @@ axedone:
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(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
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(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
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weapon->Ammo2 == nullptr || weapon->Ammo2->Amount == 0))
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weapon->Ammo2 == nullptr || weapon->Ammo2->Amount == 0))
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{
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("Fire") + 5);
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("Fire") + 5);
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}
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}
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}
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}
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}
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}
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@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
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if (pmo->weaponspecial >= 3)
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if (pmo->weaponspecial >= 3)
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{
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{
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pmo->weaponspecial = 0;
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pmo->weaponspecial = 0;
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState("Fire2"));
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState("Fire2"));
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S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
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S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
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}
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}
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return 0;
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return 0;
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@ -39,7 +39,7 @@ void APigPlayer::MorphPlayerThink ()
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{ // Snout sniff
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{ // Snout sniff
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if (player->ReadyWeapon != nullptr)
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if (player->ReadyWeapon != nullptr)
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{
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState("Grunt"));
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState("Grunt"));
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}
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}
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S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
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S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
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return;
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return;
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@ -1131,7 +1131,7 @@ void APowerWeaponLevel2::InitEffect ()
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if (weapon->GetReadyState() != sister->GetReadyState())
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if (weapon->GetReadyState() != sister->GetReadyState())
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{
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{
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P_SetPsprite(Owner->player, ps_weapon, sister->GetReadyState());
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P_SetPsprite(Owner->player, PSP_WEAPON, sister->GetReadyState());
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}
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}
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}
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}
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@ -1305,15 +1305,15 @@ void APowerTargeter::InitEffect ()
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if (state != nullptr)
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if (state != nullptr)
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{
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{
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P_SetPsprite(player, ps_targetcenter, state + 0);
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P_SetPsprite(player, PSP_TARGETCENTER, state + 0);
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P_SetPsprite(player, ps_targetleft, state + 1);
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P_SetPsprite(player, PSP_TARGETLEFT, state + 1);
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P_SetPsprite(player, ps_targetright, state + 2);
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P_SetPsprite(player, PSP_TARGETRIGHT, state + 2);
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}
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}
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player->GetPSprite(ps_targetcenter)->x = (160-3);
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player->GetPSprite(PSP_TARGETCENTER)->x = (160-3);
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player->GetPSprite(ps_targetcenter)->y =
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player->GetPSprite(PSP_TARGETCENTER)->y =
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player->GetPSprite(ps_targetleft)->y =
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player->GetPSprite(PSP_TARGETLEFT)->y =
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player->GetPSprite(ps_targetright)->y = (100-3);
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player->GetPSprite(PSP_TARGETRIGHT)->y = (100-3);
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PositionAccuracy ();
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PositionAccuracy ();
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}
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}
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@ -1346,13 +1346,13 @@ void APowerTargeter::DoEffect ()
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{
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{
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if (EffectTics & 32)
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if (EffectTics & 32)
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{
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{
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P_SetPsprite(player, ps_targetright, nullptr);
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P_SetPsprite(player, PSP_TARGETRIGHT, nullptr);
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P_SetPsprite(player, ps_targetleft, state + 1);
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P_SetPsprite(player, PSP_TARGETLEFT, state + 1);
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}
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}
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else if (EffectTics & 16)
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else if (EffectTics & 16)
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{
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{
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P_SetPsprite(player, ps_targetright, state + 2);
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P_SetPsprite(player, PSP_TARGETRIGHT, state + 2);
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P_SetPsprite(player, ps_targetleft, nullptr);
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P_SetPsprite(player, PSP_TARGETLEFT, nullptr);
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}
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}
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}
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}
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}
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}
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@ -1364,9 +1364,9 @@ void APowerTargeter::EndEffect ()
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Super::EndEffect();
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Super::EndEffect();
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if (Owner != nullptr && Owner->player != nullptr)
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if (Owner != nullptr && Owner->player != nullptr)
|
||||||
{
|
{
|
||||||
P_SetPsprite (Owner->player, ps_targetcenter, nullptr);
|
P_SetPsprite (Owner->player, PSP_TARGETCENTER, nullptr);
|
||||||
P_SetPsprite (Owner->player, ps_targetleft, nullptr);
|
P_SetPsprite (Owner->player, PSP_TARGETLEFT, nullptr);
|
||||||
P_SetPsprite (Owner->player, ps_targetright, nullptr);
|
P_SetPsprite (Owner->player, PSP_TARGETRIGHT, nullptr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1376,8 +1376,8 @@ void APowerTargeter::PositionAccuracy ()
|
||||||
|
|
||||||
if (player != nullptr)
|
if (player != nullptr)
|
||||||
{
|
{
|
||||||
player->GetPSprite(ps_targetleft)->x = (160-3) - ((100 - player->mo->accuracy));
|
player->GetPSprite(PSP_TARGETLEFT)->x = (160-3) - ((100 - player->mo->accuracy));
|
||||||
player->GetPSprite(ps_targetright)->x = (160-3)+ ((100 - player->mo->accuracy));
|
player->GetPSprite(PSP_TARGETRIGHT)->x = (160-3)+ ((100 - player->mo->accuracy));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -617,7 +617,7 @@ void AWeapon::PostMorphWeapon ()
|
||||||
Owner->player->ReadyWeapon = this;
|
Owner->player->ReadyWeapon = this;
|
||||||
Owner->player->refire = 0;
|
Owner->player->refire = 0;
|
||||||
|
|
||||||
pspr = Owner->player->GetPSprite(ps_weapon);
|
pspr = Owner->player->GetPSprite(PSP_WEAPON);
|
||||||
pspr->y = WEAPONBOTTOM;
|
pspr->y = WEAPONBOTTOM;
|
||||||
pspr->SetState(GetUpState());
|
pspr->SetState(GetUpState());
|
||||||
}
|
}
|
||||||
|
|
|
@ -352,8 +352,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
|
||||||
|
|
||||||
if (self->player != nullptr && self->player->mo == self)
|
if (self->player != nullptr && self->player->mo == self)
|
||||||
{
|
{
|
||||||
P_SetPsprite(self->player, ps_weapon, self->FindState("FireHands"));
|
P_SetPsprite(self->player, PSP_WEAPON, self->FindState("FireHands"));
|
||||||
P_SetPsprite(self->player, ps_flash, nullptr);
|
P_SetPsprite(self->player, PSP_FLASH, nullptr);
|
||||||
self->player->ReadyWeapon = nullptr;
|
self->player->ReadyWeapon = nullptr;
|
||||||
self->player->PendingWeapon = WP_NOCHANGE;
|
self->player->PendingWeapon = WP_NOCHANGE;
|
||||||
self->player->playerstate = PST_LIVE;
|
self->player->playerstate = PST_LIVE;
|
||||||
|
@ -381,7 +381,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
|
||||||
self->player->playerstate = PST_DEAD;
|
self->player->playerstate = PST_DEAD;
|
||||||
|
|
||||||
DPSprite *psp;
|
DPSprite *psp;
|
||||||
psp = self->player->GetPSprite(ps_weapon);
|
psp = self->player->GetPSprite(PSP_WEAPON);
|
||||||
psp->SetState(psp->GetState() + (self->FindState("FireHandsLower") - self->FindState("FireHands")));
|
psp->SetState(psp->GetState() + (self->FindState("FireHandsLower") - self->FindState("FireHands")));
|
||||||
}
|
}
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -393,7 +393,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_HandLower)
|
||||||
|
|
||||||
if (self->player != nullptr)
|
if (self->player != nullptr)
|
||||||
{
|
{
|
||||||
DPSprite *psp = self->player->GetPSprite(ps_weapon);
|
DPSprite *psp = self->player->GetPSprite(PSP_WEAPON);
|
||||||
psp->y += 9;
|
psp->y += 9;
|
||||||
if (psp->y > WEAPONBOTTOM*2)
|
if (psp->y > WEAPONBOTTOM*2)
|
||||||
{
|
{
|
||||||
|
|
|
@ -219,7 +219,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
|
||||||
if (player == nullptr)
|
if (player == nullptr)
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
P_SetPsprite (player, ps_flash, nullptr);
|
P_SetPsprite (player, PSP_FLASH, nullptr);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -235,7 +235,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
|
||||||
|
|
||||||
if (self->player != nullptr)
|
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;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -500,8 +500,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
|
||||||
|
|
||||||
if (self->player != nullptr)
|
if (self->player != nullptr)
|
||||||
{
|
{
|
||||||
self->player->GetPSprite(ps_weapon)->x += pr_mauler2.Random2() / 64.;
|
self->player->GetPSprite(PSP_WEAPON)->x += pr_mauler2.Random2() / 64.;
|
||||||
self->player->GetPSprite(ps_weapon)->y += pr_mauler2.Random2() / 64.;
|
self->player->GetPSprite(PSP_WEAPON)->y += pr_mauler2.Random2() / 64.;
|
||||||
}
|
}
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -707,7 +707,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
|
||||||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
P_SetPsprite (player, ps_flash, flash, true);
|
P_SetPsprite (player, PSP_FLASH, flash, true);
|
||||||
|
|
||||||
if (grenadetype != nullptr)
|
if (grenadetype != nullptr)
|
||||||
{
|
{
|
||||||
|
@ -856,7 +856,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
|
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);
|
pspr->SetState(pspr->GetState() + pieces);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -888,7 +888,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
|
||||||
{
|
{
|
||||||
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
|
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);
|
pspr->SetState(pspr->GetState() + pieces);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -913,7 +913,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
|
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);
|
pspr->SetState(pspr->GetState() + 4*pieces - 3);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
|
@ -345,7 +345,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
||||||
player->mo->DamageType = NAME_None;
|
player->mo->DamageType = NAME_None;
|
||||||
if (player->ReadyWeapon != nullptr)
|
if (player->ReadyWeapon != nullptr)
|
||||||
{
|
{
|
||||||
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState());
|
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetUpState());
|
||||||
}
|
}
|
||||||
|
|
||||||
if (player->morphTics > 0)
|
if (player->morphTics > 0)
|
||||||
|
@ -934,8 +934,8 @@ void cht_Take (player_t *player, const char *name, int amount)
|
||||||
|
|
||||||
player->ReadyWeapon = nullptr;
|
player->ReadyWeapon = nullptr;
|
||||||
player->PendingWeapon = WP_NOCHANGE;
|
player->PendingWeapon = WP_NOCHANGE;
|
||||||
P_SetPsprite(player, ps_weapon, nullptr);
|
P_SetPsprite(player, PSP_WEAPON, nullptr);
|
||||||
P_SetPsprite(player, ps_flash, nullptr);
|
P_SetPsprite(player, PSP_FLASH, nullptr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1001,8 +1001,8 @@ void AActor::ClearInventory()
|
||||||
{
|
{
|
||||||
player->ReadyWeapon = nullptr;
|
player->ReadyWeapon = nullptr;
|
||||||
player->PendingWeapon = WP_NOCHANGE;
|
player->PendingWeapon = WP_NOCHANGE;
|
||||||
P_SetPsprite(player, ps_weapon, nullptr);
|
P_SetPsprite(player, PSP_WEAPON, nullptr);
|
||||||
P_SetPsprite(player, ps_flash, nullptr);
|
P_SetPsprite(player, PSP_FLASH, nullptr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -330,7 +330,7 @@ void P_BringUpWeapon (player_t *player)
|
||||||
{
|
{
|
||||||
FState *newstate;
|
FState *newstate;
|
||||||
AWeapon *weapon;
|
AWeapon *weapon;
|
||||||
DPSprite *psweapon = player->GetPSprite(ps_weapon);
|
DPSprite *psweapon = player->GetPSprite(PSP_WEAPON);
|
||||||
|
|
||||||
if (player->PendingWeapon == WP_NOCHANGE)
|
if (player->PendingWeapon == WP_NOCHANGE)
|
||||||
{
|
{
|
||||||
|
@ -373,7 +373,7 @@ void P_BringUpWeapon (player_t *player)
|
||||||
? WEAPONTOP : WEAPONBOTTOM;
|
? WEAPONTOP : WEAPONBOTTOM;
|
||||||
// make sure that the previous weapon's flash state is terminated.
|
// make sure that the previous weapon's flash state is terminated.
|
||||||
// When coming here from a weapon drop it may still be active.
|
// 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);
|
psweapon->SetState(newstate);
|
||||||
player->mo->weaponspecial = 0;
|
player->mo->weaponspecial = 0;
|
||||||
}
|
}
|
||||||
|
@ -407,7 +407,7 @@ void P_FireWeapon (player_t *player, FState *state)
|
||||||
{
|
{
|
||||||
state = weapon->GetAtkState(!!player->refire);
|
state = weapon->GetAtkState(!!player->refire);
|
||||||
}
|
}
|
||||||
P_SetPsprite(player, ps_weapon, state);
|
P_SetPsprite(player, PSP_WEAPON, state);
|
||||||
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
||||||
{
|
{
|
||||||
P_NoiseAlert (player->mo, player->mo, false);
|
P_NoiseAlert (player->mo, player->mo, false);
|
||||||
|
@ -445,7 +445,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
|
||||||
state = weapon->GetAltAtkState(!!player->refire);
|
state = weapon->GetAltAtkState(!!player->refire);
|
||||||
}
|
}
|
||||||
|
|
||||||
P_SetPsprite(player, ps_weapon, state);
|
P_SetPsprite(player, PSP_WEAPON, state);
|
||||||
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
||||||
{
|
{
|
||||||
P_NoiseAlert (player->mo, player->mo, false);
|
P_NoiseAlert (player->mo, player->mo, false);
|
||||||
|
@ -470,7 +470,7 @@ void P_DropWeapon (player_t *player)
|
||||||
player->WeaponState &= ~WF_DISABLESWITCH;
|
player->WeaponState &= ~WF_DISABLESWITCH;
|
||||||
if (player->ReadyWeapon != nullptr)
|
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.
|
// 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)
|
if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
|
||||||
{
|
{
|
||||||
|
@ -666,8 +666,8 @@ void DoReadyWeaponToBob (AActor *self)
|
||||||
{
|
{
|
||||||
// Prepare for bobbing action.
|
// Prepare for bobbing action.
|
||||||
self->player->WeaponState |= WF_WEAPONBOBBING;
|
self->player->WeaponState |= WF_WEAPONBOBBING;
|
||||||
self->player->GetPSprite(ps_weapon)->x = 0;
|
self->player->GetPSprite(PSP_WEAPON)->x = 0;
|
||||||
self->player->GetPSprite(ps_weapon)->y = WEAPONTOP;
|
self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -814,7 +814,7 @@ static void P_CheckWeaponButtons (player_t *player)
|
||||||
// state, the weapon won't disappear. ;)
|
// state, the weapon won't disappear. ;)
|
||||||
if (state != nullptr)
|
if (state != nullptr)
|
||||||
{
|
{
|
||||||
P_SetPsprite(player, ps_weapon, state);
|
P_SetPsprite(player, PSP_WEAPON, state);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1023,7 +1023,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
|
||||||
{
|
{
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
psp = player->GetPSprite(ps_weapon);
|
psp = player->GetPSprite(PSP_WEAPON);
|
||||||
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
|
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
|
||||||
{
|
{
|
||||||
psp->y = WEAPONBOTTOM;
|
psp->y = WEAPONBOTTOM;
|
||||||
|
@ -1045,7 +1045,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
// [RH] Clear the flash state. Only needed for Strife.
|
// [RH] Clear the flash state. Only needed for Strife.
|
||||||
P_SetPsprite(player, ps_flash, nullptr);
|
P_SetPsprite(player, PSP_FLASH, nullptr);
|
||||||
P_BringUpWeapon (player);
|
P_BringUpWeapon (player);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -1076,7 +1076,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
|
||||||
P_DropWeapon(player);
|
P_DropWeapon(player);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
psp = player->GetPSprite(ps_weapon);
|
psp = player->GetPSprite(PSP_WEAPON);
|
||||||
psp->y -= RAISESPEED;
|
psp->y -= RAISESPEED;
|
||||||
if (psp->y > WEAPONTOP)
|
if (psp->y > WEAPONTOP)
|
||||||
{ // Not raised all the way yet
|
{ // Not raised all the way yet
|
||||||
|
@ -1152,7 +1152,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
|
||||||
flash = player->ReadyWeapon->FindState(NAME_Flash);
|
flash = player->ReadyWeapon->FindState(NAME_Flash);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
P_SetPsprite(player, ps_flash, flash);
|
P_SetPsprite(player, PSP_FLASH, flash);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1376,7 +1376,7 @@ void APlayerPawn::MorphPlayerThink ()
|
||||||
void APlayerPawn::ActivateMorphWeapon ()
|
void APlayerPawn::ActivateMorphWeapon ()
|
||||||
{
|
{
|
||||||
PClassActor *morphweapon = PClass::FindActor (MorphWeapon);
|
PClassActor *morphweapon = PClass::FindActor (MorphWeapon);
|
||||||
DPSprite *pspr = player->GetPSprite(ps_weapon);
|
DPSprite *pspr = player->GetPSprite(PSP_WEAPON);
|
||||||
player->PendingWeapon = WP_NOCHANGE;
|
player->PendingWeapon = WP_NOCHANGE;
|
||||||
pspr->y = WEAPONTOP;
|
pspr->y = WEAPONTOP;
|
||||||
|
|
||||||
|
@ -1405,7 +1405,7 @@ void APlayerPawn::ActivateMorphWeapon ()
|
||||||
pspr->SetState(nullptr);
|
pspr->SetState(nullptr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
P_SetPsprite(player, ps_flash, nullptr);
|
P_SetPsprite(player, PSP_FLASH, nullptr);
|
||||||
|
|
||||||
player->PendingWeapon = WP_NOCHANGE;
|
player->PendingWeapon = WP_NOCHANGE;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue