diff --git a/src/g_doom/a_doomweaps.cpp b/src/g_doom/a_doomweaps.cpp index 0d87e803e..c5eb9f1a8 100644 --- a/src/g_doom/a_doomweaps.cpp +++ b/src/g_doom/a_doomweaps.cpp @@ -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) { diff --git a/src/g_heretic/a_chicken.cpp b/src/g_heretic/a_chicken.cpp index e9844b57e..b70e4ff08 100644 --- a/src/g_heretic/a_chicken.cpp +++ b/src/g_heretic/a_chicken.cpp @@ -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; } diff --git a/src/g_heretic/a_hereticweaps.cpp b/src/g_heretic/a_hereticweaps.cpp index 344fc33c6..5283c9884 100644 --- a/src/g_heretic/a_hereticweaps.cpp +++ b/src/g_heretic/a_hereticweaps.cpp @@ -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 (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; diff --git a/src/g_hexen/a_clericstaff.cpp b/src/g_hexen/a_clericstaff.cpp index d67baba8e..de4e1d75f 100644 --- a/src/g_hexen/a_clericstaff.cpp +++ b/src/g_hexen/a_clericstaff.cpp @@ -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 diff --git a/src/g_hexen/a_fighteraxe.cpp b/src/g_hexen/a_fighteraxe.cpp index 98ed409f7..f47ad6a9d 100644 --- a/src/g_hexen/a_fighteraxe.cpp +++ b/src/g_hexen/a_fighteraxe.cpp @@ -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); } } } diff --git a/src/g_hexen/a_fighterplayer.cpp b/src/g_hexen/a_fighterplayer.cpp index 1ec9372ed..3624ed625 100644 --- a/src/g_hexen/a_fighterplayer.cpp +++ b/src/g_hexen/a_fighterplayer.cpp @@ -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; diff --git a/src/g_hexen/a_pig.cpp b/src/g_hexen/a_pig.cpp index e1fb0b224..ea767dccd 100644 --- a/src/g_hexen/a_pig.cpp +++ b/src/g_hexen/a_pig.cpp @@ -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; diff --git a/src/g_shared/a_artifacts.cpp b/src/g_shared/a_artifacts.cpp index 32a6da15a..f89c1360d 100644 --- a/src/g_shared/a_artifacts.cpp +++ b/src/g_shared/a_artifacts.cpp @@ -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)); } } diff --git a/src/g_shared/a_weapons.cpp b/src/g_shared/a_weapons.cpp index f561a26de..e7ebfc77b 100644 --- a/src/g_shared/a_weapons.cpp +++ b/src/g_shared/a_weapons.cpp @@ -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()); } diff --git a/src/g_strife/a_strifestuff.cpp b/src/g_strife/a_strifestuff.cpp index cefd10ba2..fd8b797fb 100644 --- a/src/g_strife/a_strifestuff.cpp +++ b/src/g_strife/a_strifestuff.cpp @@ -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) { diff --git a/src/g_strife/a_strifeweapons.cpp b/src/g_strife/a_strifeweapons.cpp index 4e81e218c..f81ca79f7 100644 --- a/src/g_strife/a_strifeweapons.cpp +++ b/src/g_strife/a_strifeweapons.cpp @@ -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(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(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(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; } diff --git a/src/m_cheat.cpp b/src/m_cheat.cpp index 9c5df642c..d4b0e980f 100644 --- a/src/m_cheat.cpp +++ b/src/m_cheat.cpp @@ -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); } } diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index b414c1baa..0087d25de 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -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); } } diff --git a/src/p_pspr.cpp b/src/p_pspr.cpp index b37e30a6f..02ba29180 100644 --- a/src/p_pspr.cpp +++ b/src/p_pspr.cpp @@ -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; } diff --git a/src/p_user.cpp b/src/p_user.cpp index 0f3704b25..921702388 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -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; }