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https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 04:51:19 +00:00
Reimplemented P_SetPsprite.
This commit is contained in:
parent
0b88bae458
commit
c9f4620702
14 changed files with 50 additions and 43 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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return 0;
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self->player->GetPSprite(PSP_FLASH)->SetState(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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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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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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player->GetPSprite(PSP_FLASH)->SetState(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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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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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
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return 0;
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player->GetPSprite(PSP_FLASH)->SetState(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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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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{
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// we're ok so set the state
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player->GetPSprite(PSP_FLASH)->SetState(flashstate + index, true);
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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return;
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}
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else
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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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player->GetPSprite(PSP_FLASH)->SetState(flashstate, true);
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P_SetPsprite(player, PSP_FLASH, flashstate, true);
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return;
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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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index = 0;
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}
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player->GetPSprite(PSP_FLASH)->SetState(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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@ -146,7 +146,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakRaise)
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return 0;
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}
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
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player->GetPSprite(PSP_WEAPON)->SetState(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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}
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@ -1164,7 +1164,7 @@ void APhoenixRodPowered::EndPowerup ()
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Owner->player->refire = 0;
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S_StopSound (Owner, CHAN_WEAPON);
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Owner->player->ReadyWeapon = SisterWeapon;
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Owner->player->GetPSprite(PSP_WEAPON)->SetState(SisterWeapon->GetReadyState());
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P_SetPsprite(Owner->player, PSP_WEAPON, SisterWeapon->GetReadyState());
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}
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class APhoenixFX1 : public AActor
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@ -1310,7 +1310,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
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flamethrower = static_cast<APhoenixRod *> (player->ReadyWeapon);
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if (flamethrower == nullptr || --flamethrower->FlameCount == 0)
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{ // Out of flame
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player->GetPSprite(PSP_WEAPON)->SetState(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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S_StopSound (self, CHAN_WEAPON);
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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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{
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FState * newstate = weapon->FindState("Drain");
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if (newstate != nullptr) player->GetPSprite(PSP_WEAPON)->SetState(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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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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if (!--self->weaponspecial)
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{
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self->player->GetPSprite(PSP_WEAPON)->SetState(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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}
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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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if (player->ReadyWeapon->Ammo1->Amount)
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{
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player->GetPSprite(PSP_WEAPON)->SetState(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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else
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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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if (player->ReadyWeapon->Ammo1->Amount <= 0)
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{
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player->GetPSprite(PSP_WEAPON)->SetState(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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else
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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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if (player->ReadyWeapon->Ammo1->Amount)
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{
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player->GetPSprite(PSP_WEAPON)->SetState(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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else
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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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if (player->ReadyWeapon->Ammo1->Amount <= 0)
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{
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player->GetPSprite(PSP_WEAPON)->SetState(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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else
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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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if (player->ReadyWeapon->Ammo1->Amount)
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{
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player->GetPSprite(PSP_WEAPON)->SetState(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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return 0;
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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->Ammo2 == nullptr || weapon->Ammo2->Amount == 0))
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{
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player->GetPSprite(PSP_WEAPON)->SetState(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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@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
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if (pmo->weaponspecial >= 3)
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{
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pmo->weaponspecial = 0;
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player->GetPSprite(PSP_WEAPON)->SetState(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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}
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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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if (player->ReadyWeapon != nullptr)
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{
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player->GetPSprite(PSP_WEAPON)->SetState(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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S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
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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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{
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Owner->player->GetPSprite(PSP_WEAPON)->SetState(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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@ -1310,9 +1310,9 @@ void APowerTargeter::InitEffect ()
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if (state != nullptr)
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{
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player->GetPSprite(PSP_TARGETCENTER)->SetState(state + 0);
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player->GetPSprite(PSP_TARGETLEFT)->SetState(state + 1);
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player->GetPSprite(PSP_TARGETRIGHT)->SetState(state + 2);
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P_SetPsprite(player, PSP_TARGETCENTER, state + 0);
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P_SetPsprite(player, PSP_TARGETLEFT, state + 1);
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P_SetPsprite(player, PSP_TARGETRIGHT, state + 2);
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}
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player->GetPSprite(PSP_TARGETCENTER)->x = (160-3);
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@ -1357,13 +1357,13 @@ void APowerTargeter::DoEffect ()
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{
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if (EffectTics & 32)
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{
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player->GetPSprite(PSP_TARGETRIGHT)->SetState(nullptr);
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player->GetPSprite(PSP_TARGETLEFT)->SetState(state + 1);
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P_SetPsprite(player, PSP_TARGETRIGHT, nullptr);
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P_SetPsprite(player, PSP_TARGETLEFT, state + 1);
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}
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else if (EffectTics & 16)
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{
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player->GetPSprite(PSP_TARGETRIGHT)->SetState(state + 2);
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player->GetPSprite(PSP_TARGETLEFT)->SetState(nullptr);
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P_SetPsprite(player, PSP_TARGETRIGHT, state + 2);
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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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@ -352,7 +352,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
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if (self->player != nullptr && self->player->mo == self)
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{
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self->player->GetPSprite(PSP_STRIFEHANDS)->SetState(self->FindState("FireHands"));
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P_SetPsprite(self->player, PSP_STRIFEHANDS, self->FindState("FireHands"));
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self->player->ReadyWeapon = nullptr;
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self->player->PendingWeapon = WP_NOCHANGE;
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self->player->playerstate = PST_LIVE;
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@ -219,7 +219,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
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if (player == nullptr)
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return 0;
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player->GetPSprite(PSP_FLASH)->SetState(nullptr);
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P_SetPsprite (player, PSP_FLASH, nullptr);
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return 0;
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}
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@ -235,7 +235,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
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if (self->player != nullptr)
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{
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self->player->GetPSprite(PSP_FLASH)->SetState(self->player->ReadyWeapon->FindState(NAME_Flash));
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P_SetPsprite (self->player, PSP_FLASH, self->player->ReadyWeapon->FindState(NAME_Flash));
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}
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return 0;
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}
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@ -707,7 +707,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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player->GetPSprite(PSP_FLASH)->SetState(flash, true);
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P_SetPsprite (player, PSP_FLASH, flash, true);
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if (grenadetype != nullptr)
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{
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@ -345,7 +345,7 @@ void cht_DoCheat (player_t *player, int cheat)
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player->mo->DamageType = NAME_None;
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if (player->ReadyWeapon != nullptr)
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{
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player->GetPSprite(PSP_WEAPON)->SetState(player->ReadyWeapon->GetUpState());
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetUpState());
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}
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if (player->morphTics > 0)
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@ -175,6 +175,12 @@ DPSprite *player_t::FindPSprite(int layer)
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//
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//------------------------------------------------------------------------
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void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending)
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{
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if (player == nullptr) return;
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player->GetPSprite(id)->SetState(state, pending);
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}
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DPSprite *player_t::GetPSprite(PSPLayers layer)
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{
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AActor *oldcaller = nullptr;
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@ -360,7 +366,7 @@ void P_BringUpWeapon (player_t *player)
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if (player->ReadyWeapon != nullptr)
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{
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
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player->GetPSprite(PSP_WEAPON)->SetState(player->ReadyWeapon->GetReadyState());
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
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}
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return;
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}
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@ -393,8 +399,8 @@ void P_BringUpWeapon (player_t *player)
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? WEAPONTOP : WEAPONBOTTOM;
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// make sure that the previous weapon's flash state is terminated.
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// When coming here from a weapon drop it may still be active.
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player->GetPSprite(PSP_FLASH)->SetState(nullptr);
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player->GetPSprite(PSP_WEAPON)->SetState(weapon->GetUpState());
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P_SetPsprite(player, PSP_FLASH, nullptr);
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P_SetPsprite(player, PSP_WEAPON, weapon->GetUpState());
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}
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}
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@ -427,7 +433,7 @@ void P_FireWeapon (player_t *player, FState *state)
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{
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state = weapon->GetAtkState(!!player->refire);
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}
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player->GetPSprite(PSP_WEAPON)->SetState(state);
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P_SetPsprite(player, PSP_WEAPON, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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@ -465,7 +471,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
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state = weapon->GetAltAtkState(!!player->refire);
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}
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player->GetPSprite(PSP_WEAPON)->SetState(state);
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P_SetPsprite(player, PSP_WEAPON, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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@ -490,7 +496,7 @@ void P_DropWeapon (player_t *player)
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player->WeaponState &= ~WF_DISABLESWITCH;
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if (player->ReadyWeapon != nullptr)
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{
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player->GetPSprite(PSP_WEAPON)->SetState(player->ReadyWeapon->GetDownState());
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState());
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}
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}
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@ -834,7 +840,7 @@ static void P_CheckWeaponButtons (player_t *player)
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// state, the weapon won't disappear. ;)
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if (state != nullptr)
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{
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player->GetPSprite(PSP_WEAPON)->SetState(state);
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P_SetPsprite(player, PSP_WEAPON, state);
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return;
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}
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}
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@ -1070,7 +1076,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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return 0;
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}
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// [RH] Clear the flash state. Only needed for Strife.
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player->GetPSprite(PSP_FLASH)->SetState(nullptr);
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P_SetPsprite(player, PSP_FLASH, nullptr);
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P_BringUpWeapon (player);
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return 0;
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}
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@ -1174,7 +1180,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
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flash = player->ReadyWeapon->FindState(NAME_Flash);
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}
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}
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player->GetPSprite(PSP_FLASH)->SetState(flash);
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P_SetPsprite(player, PSP_FLASH, flash);
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return 0;
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}
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@ -105,6 +105,7 @@ private:
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void P_NewPspriteTick();
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void P_CalcSwing (player_t *player);
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void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending = false);
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void P_BringUpWeapon (player_t *player);
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void P_FireWeapon (player_t *player);
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void P_DropWeapon (player_t *player);
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@ -1400,13 +1400,13 @@ void APlayerPawn::ActivateMorphWeapon ()
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}
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if (player->ReadyWeapon != nullptr)
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{
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player->GetPSprite(PSP_WEAPON)->SetState(player->ReadyWeapon->GetReadyState());
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
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}
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}
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if (player->ReadyWeapon != nullptr)
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{
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player->GetPSprite(PSP_FLASH)->SetState(nullptr);
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P_SetPsprite(player, PSP_FLASH, nullptr);
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}
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player->PendingWeapon = WP_NOCHANGE;
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