From 3adfd6a4bd93244c1e7dd537236da4d1a4166372 Mon Sep 17 00:00:00 2001 From: hendricks266 Date: Mon, 23 Jan 2017 11:21:32 +0000 Subject: [PATCH] SW: "new" --> "New" git-svn-id: https://svn.eduke32.com/eduke32@6048 1a8010ca-5511-0410-912e-c29ae57300e0 --- polymer/eduke32/source/sw/src/bunny.c | 48 ++--- polymer/eduke32/source/sw/src/coolg.c | 26 +-- polymer/eduke32/source/sw/src/draw.c | 108 +++++----- polymer/eduke32/source/sw/src/eel.c | 12 +- polymer/eduke32/source/sw/src/jweapon.c | 80 ++++---- polymer/eduke32/source/sw/src/panel.c | 88 ++++---- polymer/eduke32/source/sw/src/quake.c | 10 +- polymer/eduke32/source/sw/src/ripper.c | 20 +- polymer/eduke32/source/sw/src/ripper2.c | 20 +- polymer/eduke32/source/sw/src/sector.c | 14 +- polymer/eduke32/source/sw/src/sprite.c | 86 ++++---- polymer/eduke32/source/sw/src/track.c | 26 +-- polymer/eduke32/source/sw/src/weapon.c | 258 ++++++++++++------------ polymer/eduke32/source/sw/src/zombie.c | 32 +-- 14 files changed, 414 insertions(+), 414 deletions(-) diff --git a/polymer/eduke32/source/sw/src/bunny.c b/polymer/eduke32/source/sw/src/bunny.c index bd9adb62c..15d3486ad 100644 --- a/polymer/eduke32/source/sw/src/bunny.c +++ b/polymer/eduke32/source/sw/src/bunny.c @@ -1180,7 +1180,7 @@ void BunnyHatch(short Weapon) SPRITEp wp = &sprite[Weapon]; USERp wu = User[Weapon]; - short new,i; + short New,i; SPRITEp np; USERp nu; #define MAX_BUNNYS 1 @@ -1190,8 +1190,8 @@ void BunnyHatch(short Weapon) for (i = 0; i < MAX_BUNNYS; i++) { - new = COVERinsertsprite(wp->sectnum, STAT_DEFAULT); - np = &sprite[new]; + New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT); + np = &sprite[New]; memset(np,0,sizeof(SPRITE)); np->sectnum = wp->sectnum; np->statnum = STAT_DEFAULT; @@ -1203,8 +1203,8 @@ void BunnyHatch(short Weapon) np->yrepeat = 24; np->ang = rip_ang[i]; np->pal = 0; - SetupBunny(new); - nu = User[new]; + SetupBunny(New); + nu = User[New]; np->shade = wp->shade; // make immediately active @@ -1223,21 +1223,21 @@ void BunnyHatch(short Weapon) // Blood fountains InitBloodSpray(Weapon,TRUE,-1); - if (SpawnShrap(Weapon, new)) + if (SpawnShrap(Weapon, New)) { SetSuicide(Weapon); } else - DoActorDie(Weapon, new); + DoActorDie(Weapon, New); } } nu->ShellNum = 0; // Not Pregnant right now - NewStateGroup(new, nu->ActorActionSet->Jump); + NewStateGroup(New, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; - DoActorSetSpeed(new, FAST_SPEED); - PickJumpMaxSpeed(new, -600); + DoActorSetSpeed(New, FAST_SPEED); + PickJumpMaxSpeed(New, -600); SET(nu->Flags, SPR_JUMPING); RESET(nu->Flags, SPR_FALLING); @@ -1245,9 +1245,9 @@ void BunnyHatch(short Weapon) nu->jump_grav = 8; // if I didn't do this here they get stuck in the air sometimes - DoActorZrange(new); + DoActorZrange(New); - DoActorJump(new); + DoActorJump(New); } } @@ -1256,12 +1256,12 @@ int BunnyHatch2(short Weapon) SPRITEp wp = &sprite[Weapon]; USERp wu = User[Weapon]; - short new,i; + short New,i; SPRITEp np; USERp nu; - new = COVERinsertsprite(wp->sectnum, STAT_DEFAULT); - np = &sprite[new]; + New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT); + np = &sprite[New]; memset(np,0,sizeof(SPRITE)); np->sectnum = wp->sectnum; np->statnum = STAT_DEFAULT; @@ -1273,8 +1273,8 @@ int BunnyHatch2(short Weapon) np->yrepeat = 24; np->ang = RANDOM_P2(2048); np->pal = 0; - SetupBunny(new); - nu = User[new]; + SetupBunny(New); + nu = User[New]; np->shade = wp->shade; // make immediately active @@ -1292,12 +1292,12 @@ int BunnyHatch2(short Weapon) nu->ShellNum = 0; // Not Pregnant right now - NewStateGroup(new, nu->ActorActionSet->Jump); + NewStateGroup(New, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; - DoActorSetSpeed(new, FAST_SPEED); + DoActorSetSpeed(New, FAST_SPEED); if (TEST_BOOL3(wp)) { - PickJumpMaxSpeed(new, -600-RANDOM_RANGE(600)); + PickJumpMaxSpeed(New, -600-RANDOM_RANGE(600)); np->xrepeat = np->yrepeat = 64; np->xvel = 150 + RANDOM_RANGE(1000); nu->Health = 1; // Easy to pop. Like shootn' skeet. @@ -1305,7 +1305,7 @@ int BunnyHatch2(short Weapon) np->ang += RANDOM_RANGE(128); } else - PickJumpMaxSpeed(new, -600); + PickJumpMaxSpeed(New, -600); SET(nu->Flags, SPR_JUMPING); RESET(nu->Flags, SPR_FALLING); @@ -1316,11 +1316,11 @@ int BunnyHatch2(short Weapon) nu->active_range = 75000; // Set it far // if I didn't do this here they get stuck in the air sometimes - DoActorZrange(new); + DoActorZrange(New); - DoActorJump(new); + DoActorJump(New); - return new; + return New; } int diff --git a/polymer/eduke32/source/sw/src/coolg.c b/polymer/eduke32/source/sw/src/coolg.c index 6095abcf6..a40493ed2 100644 --- a/polymer/eduke32/source/sw/src/coolg.c +++ b/polymer/eduke32/source/sw/src/coolg.c @@ -556,14 +556,14 @@ NewCoolg(short SpriteNum) USERp nu; SPRITEp np; ANIMATOR DoActorDecide; - short new; + short New; - new = SpawnSprite(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 50); + New = SpawnSprite(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 50); - nu = User[new]; - np = &sprite[new]; + nu = User[New]; + np = &sprite[New]; - ChangeState(new, &s_CoolgBirth[0]); + ChangeState(New, &s_CoolgBirth[0]); nu->StateEnd = s_CoolgDie; nu->Rot = sg_CoolgRun; np->pal = nu->spal = u->spal; @@ -576,36 +576,36 @@ NewCoolg(short SpriteNum) // special case TotalKillable++; - CoolgCommon(new); + CoolgCommon(New); return 0; } int -DoCoolgBirth(short new) +DoCoolgBirth(short New) { SPRITEp sp; USERp u; ANIMATOR DoActorDecide; - u = User[new]; - sp = &sprite[new]; + u = User[New]; + sp = &sprite[New]; u->Health = HEALTH_COOLIE_GHOST; u->Attrib = &CoolgAttrib; - DoActorSetSpeed(new, NORM_SPEED); + DoActorSetSpeed(New, NORM_SPEED); - ChangeState(new, s_CoolgRun[0]); + ChangeState(New, s_CoolgRun[0]); u->StateEnd = s_CoolgDie; u->Rot = sg_CoolgRun; - EnemyDefaults(new, &CoolgActionSet, &CoolgPersonality); + EnemyDefaults(New, &CoolgActionSet, &CoolgPersonality); // special case TotalKillable--; SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE); - CoolgCommon(new); + CoolgCommon(New); return 0; } diff --git a/polymer/eduke32/source/sw/src/draw.c b/polymer/eduke32/source/sw/src/draw.c index e23ea4b3f..751d2e434 100644 --- a/polymer/eduke32/source/sw/src/draw.c +++ b/polymer/eduke32/source/sw/src/draw.c @@ -368,7 +368,7 @@ DoVoxelShadow(SPRITEp tspr) void DoShadows(uspritetype * tsp, int viewz) { - uspritetype * new = &tsprite[spritesortcnt]; + uspritetype * New = &tsprite[spritesortcnt]; USERp tu = User[tsp->owner]; int ground_dist = 0; int view_dist = 0; @@ -393,24 +393,24 @@ DoShadows(uspritetype * tsp, int viewz) } tsp->sectnum = sectnum; - memcpy(new, tsp, sizeof(SPRITE)); + memcpy(New, tsp, sizeof(SPRITE)); // shadow is ALWAYS draw last - status is priority - new->statnum = MAXSTATUS; - new->sectnum = sectnum; + New->statnum = MAXSTATUS; + New->sectnum = sectnum; if ((tsp->yrepeat >> 2) > 4) { yrepeat = (tsp->yrepeat >> 2) - (SPRITEp_SIZE_Y(tsp) / 64) * 2; - xrepeat = new->xrepeat; + xrepeat = New->xrepeat; } else { - yrepeat = new->yrepeat; - xrepeat = new->xrepeat; + yrepeat = New->yrepeat; + xrepeat = New->xrepeat; } - new->shade = 127; - SET(new->cstat, CSTAT_SPRITE_TRANSLUCENT); + New->shade = 127; + SET(New->cstat, CSTAT_SPRITE_TRANSLUCENT); loz = tu->loz; if (tu->lo_sp) @@ -429,7 +429,7 @@ DoShadows(uspritetype * tsp, int viewz) #endif // need to find the ground here - new->z = loz; + New->z = loz; // if below or close to sprites z don't bother to draw it if ((viewz - loz) > -Z(8)) @@ -451,11 +451,11 @@ DoShadows(uspritetype * tsp, int viewz) xrepeat = min(xrepeat, 255); yrepeat = min(yrepeat, 255); - new->xrepeat = xrepeat; - new->yrepeat = yrepeat; + New->xrepeat = xrepeat; + New->yrepeat = yrepeat; // Check for voxel items and use a round generic pic if so - //DoVoxelShadow(new); + //DoVoxelShadow(New); spritesortcnt++; } @@ -463,7 +463,7 @@ DoShadows(uspritetype * tsp, int viewz) void DoMotionBlur(uspritetype const * tsp) { - uspritetype * new; + uspritetype * New; USERp tu = User[tsp->owner]; int nx,ny,nz = 0,dx,dy,dz; short i, ang; @@ -534,20 +534,20 @@ DoMotionBlur(uspritetype const * tsp) for (i = 0; i < tu->motion_blur_num; i++) { - new = &tsprite[spritesortcnt]; - memcpy(new, tsp, sizeof(SPRITE)); - SET(new->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_TRANS_FLIP); + New = &tsprite[spritesortcnt]; + memcpy(New, tsp, sizeof(SPRITE)); + SET(New->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_TRANS_FLIP); - new->x += dx; - new->y += dy; + New->x += dx; + New->y += dy; dx += nx; dy += ny; - new->z += dz; + New->z += dz; dz += nz; - new->xrepeat = xrepeat; - new->yrepeat = yrepeat; + New->xrepeat = xrepeat; + New->yrepeat = yrepeat; xrepeat -= repeat_adj; yrepeat -= repeat_adj; @@ -566,7 +566,7 @@ void SetVoxelSprite(SPRITEp sp, short pic) void WarpCopySprite(void) { SPRITEp sp1, sp2, sp; - uspritetype * new; + uspritetype * New; short sn, nsn; short sn2, nsn2; short spnum, next_spnum; @@ -599,20 +599,20 @@ void WarpCopySprite(void) if (sprite[spnum].picnum == ST1) continue; - new = &tsprite[spritesortcnt]; - memcpy(new, &sprite[spnum], sizeof(SPRITE)); + New = &tsprite[spritesortcnt]; + memcpy(New, &sprite[spnum], sizeof(SPRITE)); spritesortcnt++; - new->owner = spnum; - new->statnum = 0; + New->owner = spnum; + New->statnum = 0; - xoff = sp1->x - new->x; - yoff = sp1->y - new->y; - zoff = sp1->z - new->z; + xoff = sp1->x - New->x; + yoff = sp1->y - New->y; + zoff = sp1->z - New->z; - new->x = sp2->x - xoff; - new->y = sp2->y - yoff; - new->z = sp2->z - zoff; - new->sectnum = sp2->sectnum; + New->x = sp2->x - xoff; + New->y = sp2->y - yoff; + New->z = sp2->z - zoff; + New->sectnum = sp2->sectnum; } TRAVERSE_SPRITE_SECT(headspritesect[sect2], spnum, next_spnum) @@ -623,20 +623,20 @@ void WarpCopySprite(void) if (sprite[spnum].picnum == ST1) continue; - new = &tsprite[spritesortcnt]; - memcpy(new, &sprite[spnum], sizeof(SPRITE)); + New = &tsprite[spritesortcnt]; + memcpy(New, &sprite[spnum], sizeof(SPRITE)); spritesortcnt++; - new->owner = spnum; - new->statnum = 0; + New->owner = spnum; + New->statnum = 0; - xoff = sp2->x - new->x; - yoff = sp2->y - new->y; - zoff = sp2->z - new->z; + xoff = sp2->x - New->x; + yoff = sp2->y - New->y; + zoff = sp2->z - New->z; - new->x = sp1->x - xoff; - new->y = sp1->y - yoff; - new->z = sp1->z - zoff; - new->sectnum = sp1->sectnum; + New->x = sp1->x - xoff; + New->y = sp1->y - yoff; + New->z = sp1->z - zoff; + New->sectnum = sp1->sectnum; } } } @@ -2050,11 +2050,11 @@ PostDraw(void) int CopySprite(uspritetype const * tsp, short newsector) { - short new; + short New; SPRITEp sp; - new = COVERinsertsprite(newsector, STAT_FAF_COPY); - sp = &sprite[new]; + New = COVERinsertsprite(newsector, STAT_FAF_COPY); + sp = &sprite[New]; sp->x = tsp->x; sp->y = tsp->y; @@ -2074,7 +2074,7 @@ int CopySprite(uspritetype const * tsp, short newsector) RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - return new; + return New; } int ConnectCopySprite(uspritetype const * tsp) @@ -2120,7 +2120,7 @@ void PreDrawStackedWater(void) short i,nexti; SPRITEp sp,np; USERp u,nu; - short new; + short New; int smr4,smr2; int x,y,z; short ang; @@ -2148,13 +2148,13 @@ void PreDrawStackedWater(void) sp = &sprite[i]; u = User[i]; - new = ConnectCopySprite((uspritetype const *)sp); - if (new >= 0) + New = ConnectCopySprite((uspritetype const *)sp); + if (New >= 0) { - np = &sprite[new]; + np = &sprite[New]; // spawn a user - User[new] = nu = (USERp)CallocMem(sizeof(USER), 1); + User[New] = nu = (USERp)CallocMem(sizeof(USER), 1); ASSERT(nu != NULL); nu->xchange = -989898; diff --git a/polymer/eduke32/source/sw/src/eel.c b/polymer/eduke32/source/sw/src/eel.c index 49afd3c08..ee3b1a396 100644 --- a/polymer/eduke32/source/sw/src/eel.c +++ b/polymer/eduke32/source/sw/src/eel.c @@ -419,15 +419,15 @@ NewEel(short SpriteNum) USERp nu; SPRITEp np; ANIMATOR DoActorDecide; - short new; + short New; - new = SpawnSprite(STAT_ENEMY, EEL_RUN_R0, &s_EelBirth, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 50); + New = SpawnSprite(STAT_ENEMY, EEL_RUN_R0, &s_EelBirth, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 50); - nu = User[new]; - np = &sprite[new]; + nu = User[New]; + np = &sprite[New]; - ChangeState(new, &s_EelBirth); + ChangeState(New, &s_EelBirth); nu->StateEnd = s_EelDie; nu->Rot = sg_EelRun; np->pal = nu->spal = u->spal; @@ -436,7 +436,7 @@ NewEel(short SpriteNum) np->shade = sp->shade; - EelCommon(new); + EelCommon(New); return 0; } diff --git a/polymer/eduke32/source/sw/src/jweapon.c b/polymer/eduke32/source/sw/src/jweapon.c index 876a65cb5..f3966981c 100644 --- a/polymer/eduke32/source/sw/src/jweapon.c +++ b/polymer/eduke32/source/sw/src/jweapon.c @@ -304,15 +304,15 @@ SpawnMidSplash(short SpriteNum) USERp u = User[SpriteNum]; SPRITEp np; USERp nu; - short new; + short New; - new = SpawnSprite(STAT_MISSILE, GOREDrip, s_GoreSplash, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, GOREDrip, s_GoreSplash, sp->sectnum, sp->x, sp->y, SPRITEp_MID(sp), sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; - //SetOwner(Weapon, new); + //SetOwner(Weapon, New); np->shade = -12; np->xrepeat = 70-RANDOM_RANGE(20); np->yrepeat = 70-RANDOM_RANGE(20); @@ -340,15 +340,15 @@ SpawnFloorSplash(short SpriteNum) USERp u = User[SpriteNum]; SPRITEp np; USERp nu; - short new; + short New; - new = SpawnSprite(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; - //SetOwner(Weapon, new); + //SetOwner(Weapon, New); np->shade = -12; np->xrepeat = 70-RANDOM_RANGE(20); np->yrepeat = 70-RANDOM_RANGE(20); @@ -564,15 +564,15 @@ DoBloodSpray(int16_t Weapon) { SPRITEp np; USERp nu; - short new; + short New; - new = SpawnSprite(STAT_MISSILE, GOREDrip, s_BloodSpray, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, GOREDrip, s_BloodSpray, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 100); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; - SetOwner(Weapon, new); + SetOwner(Weapon, New); np->shade = -12; np->xrepeat = 40-RANDOM_RANGE(30); np->yrepeat = 40-RANDOM_RANGE(30); @@ -591,7 +591,7 @@ DoBloodSpray(int16_t Weapon) nu->ychange = u->ychange; nu->zchange = u->zchange; - ScaleSpriteVector(new, 20000); + ScaleSpriteVector(New, 20000); if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); @@ -789,16 +789,16 @@ DoPhosphorus(int16_t Weapon) { SPRITEp np; USERp nu; - short new; + short New; - new = SpawnSprite(STAT_SKIP4, PUFF, s_PhosphorExp, sp->sectnum, + New = SpawnSprite(STAT_SKIP4, PUFF, s_PhosphorExp, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 100); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->hitag = LUMINOUS; // Always full brightness - SetOwner(Weapon, new); + SetOwner(Weapon, New); np->shade = -40; np->xrepeat = 12 + RANDOM_RANGE(10); np->yrepeat = 12 + RANDOM_RANGE(10); @@ -819,7 +819,7 @@ DoPhosphorus(int16_t Weapon) nu->spal = np->pal = PALETTE_PLAYER3; // RED - ScaleSpriteVector(new, 20000); + ScaleSpriteVector(New, 20000); if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); @@ -1042,15 +1042,15 @@ DoChemBomb(int16_t Weapon) { SPRITEp np; USERp nu; - short new; + short New; - new = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 100); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; - SetOwner(Weapon, new); + SetOwner(Weapon, New); np->shade = -40; np->xrepeat = 40; np->yrepeat = 40; @@ -1068,7 +1068,7 @@ DoChemBomb(int16_t Weapon) nu->spal = np->pal = PALETTE_PLAYER6; - ScaleSpriteVector(new, 20000); + ScaleSpriteVector(New, 20000); if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); @@ -1274,7 +1274,7 @@ SpawnRadiationCloud(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum], np; USERp u = User[SpriteNum], nu; - short new; + short New; if (!MoveSkip4) @@ -1300,13 +1300,13 @@ SpawnRadiationCloud(short SpriteNum) if (TEST(u->Flags, SPR_UNDERWATER)) return -1; - new = SpawnSprite(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, sp->sectnum, sp->x, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; - SetOwner(sp->owner, new); + SetOwner(sp->owner, New); nu->WaitTics = 1 * 120; np->shade = -40; np->xrepeat = 32; @@ -1731,7 +1731,7 @@ SpawnFlashBombOnActor(int16_t enemy) USERp eu = User[enemy]; SPRITEp np; USERp nu; - short new; + short New; // Forget about burnable sprites @@ -1779,13 +1779,13 @@ SpawnFlashBombOnActor(int16_t enemy) } } - new = SpawnSprite(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, ep->sectnum, + New = SpawnSprite(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, ep->sectnum, ep->x, ep->y, ep->z, ep->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; if (enemy >= 0) - eu->flame = new; + eu->flame = New; np->xrepeat = 16; np->yrepeat = 16; @@ -1805,10 +1805,10 @@ SpawnFlashBombOnActor(int16_t enemy) if (enemy >= 0) { - SetAttach(enemy, new); + SetAttach(enemy, New); } - return new; + return New; } ////////////////////////////////////////////// diff --git a/polymer/eduke32/source/sw/src/panel.c b/polymer/eduke32/source/sw/src/panel.c index 23b53f925..ea9c3475c 100644 --- a/polymer/eduke32/source/sw/src/panel.c +++ b/polymer/eduke32/source/sw/src/panel.c @@ -2176,30 +2176,30 @@ pUziEjectUp(PANEL_SPRITEp gun) void pSpawnUziClip(PANEL_SPRITEp gun) { - PANEL_SPRITEp new; + PANEL_SPRITEp New; PlaySound(DIGI_REMOVECLIP, &gun->PlayerP->posx, &gun->PlayerP->posy, &gun->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler|v3df_follow); if (TEST(gun->flags, PANF_XFLIP)) { - new = pSpawnSprite(gun->PlayerP, ps_UziClip, PRI_BACK, gun->x - UZI_CLIP_XOFF, gun->y + UZI_CLIP_YOFF); - SET(new->flags, PANF_XFLIP); - new->ang = NORM_ANGLE(1024 + 256 + 22); - new->ang = NORM_ANGLE(new->ang + 512); + New = pSpawnSprite(gun->PlayerP, ps_UziClip, PRI_BACK, gun->x - UZI_CLIP_XOFF, gun->y + UZI_CLIP_YOFF); + SET(New->flags, PANF_XFLIP); + New->ang = NORM_ANGLE(1024 + 256 + 22); + New->ang = NORM_ANGLE(New->ang + 512); } else { - new = pSpawnSprite(gun->PlayerP, ps_UziClip, PRI_BACK, gun->x + UZI_CLIP_XOFF, gun->y + UZI_CLIP_YOFF); - new->ang = NORM_ANGLE(1024 + 256 - 22); + New = pSpawnSprite(gun->PlayerP, ps_UziClip, PRI_BACK, gun->x + UZI_CLIP_XOFF, gun->y + UZI_CLIP_YOFF); + New->ang = NORM_ANGLE(1024 + 256 - 22); } - new->vel = 1050; - SET(new->flags, PANF_WEAPON_SPRITE); + New->vel = 1050; + SET(New->flags, PANF_WEAPON_SPRITE); // carry Eject sprite with clip - new->sibling = gun; + New->sibling = gun; } void @@ -2341,15 +2341,15 @@ pUziDoneReload(PANEL_SPRITEp psp) // if 2 uzi's and the first one has been reloaded // kill the first one and make the second one the CurWeapon // Set uzi's back to previous state - PANEL_SPRITEp new; + PANEL_SPRITEp New; if (pp->WpnUziType > 2) pp->WpnUziType -= 3; - new = InitWeaponUziSecondaryReload(psp); - pp->Wpn[WPN_UZI] = new; - pp->CurWpn = new; + New = InitWeaponUziSecondaryReload(psp); + pp->Wpn[WPN_UZI] = New; + pp->CurWpn = New; pp->CurWpn->sibling = NULL; pKillSprite(psp); @@ -2516,7 +2516,7 @@ InitWeaponUzi(PLAYERp pp) PANEL_SPRITEp InitWeaponUzi2(PANEL_SPRITEp uzi_orig) { - PANEL_SPRITEp new; + PANEL_SPRITEp New; PLAYERp pp = uzi_orig->PlayerP; @@ -2529,50 +2529,50 @@ InitWeaponUzi2(PANEL_SPRITEp uzi_orig) // Spawning a 2nd uzi, set weapon mode pp->WpnUziType = 0; // 0 is up, 1 is retract - new = pSpawnSprite(pp, ps_PresentUzi2, PRI_MID, 160 - UZI_XOFF, UZI_YOFF); - uzi_orig->sibling = new; + New = pSpawnSprite(pp, ps_PresentUzi2, PRI_MID, 160 - UZI_XOFF, UZI_YOFF); + uzi_orig->sibling = New; - new->y += tilesiz[new->picndx].y; + New->y += tilesiz[New->picndx].y; - // Set up the new Weapon variables - SET(new->flags, PANF_WEAPON_SPRITE); - new->ActionState = &ps_FireUzi2[1]; - new->RetractState = ps_RetractUzi2; - new->PresentState = ps_PresentUzi2; - new->RestState = ps_FireUzi2; - pSetState(new, new->PresentState); + // Set up the New Weapon variables + SET(New->flags, PANF_WEAPON_SPRITE); + New->ActionState = &ps_FireUzi2[1]; + New->RetractState = ps_RetractUzi2; + New->PresentState = ps_PresentUzi2; + New->RestState = ps_FireUzi2; + pSetState(New, New->PresentState); - new->sibling = uzi_orig; - SET(new->flags, PANF_SECONDARY); - pUziOverlays(new, CHAMBER_REST); + New->sibling = uzi_orig; + SET(New->flags, PANF_SECONDARY); + pUziOverlays(New, CHAMBER_REST); - return new; + return New; } PANEL_SPRITEp InitWeaponUziSecondaryReload(PANEL_SPRITEp uzi_orig) { - PANEL_SPRITEp new; + PANEL_SPRITEp New; PLAYERp pp = uzi_orig->PlayerP; - new = pSpawnSprite(pp, ps_PresentUzi, PRI_MID, 160 - UZI_XOFF, UZI_YOFF); - new->y += tilesiz[new->picndx].y; + New = pSpawnSprite(pp, ps_PresentUzi, PRI_MID, 160 - UZI_XOFF, UZI_YOFF); + New->y += tilesiz[New->picndx].y; - SET(new->flags, PANF_XFLIP); + SET(New->flags, PANF_XFLIP); - // Set up the new Weapon variables - SET(new->flags, PANF_WEAPON_SPRITE); - new->ActionState = ps_UziEject; - new->RetractState = ps_RetractUzi; - new->PresentState = ps_PresentUzi; - new->RestState = ps_UziEject; - // pSetState(new, new->PresentState); - pSetState(new, ps_PresentUziReload); + // Set up the New Weapon variables + SET(New->flags, PANF_WEAPON_SPRITE); + New->ActionState = ps_UziEject; + New->RetractState = ps_RetractUzi; + New->PresentState = ps_PresentUzi; + New->RestState = ps_UziEject; + // pSetState(New, New->PresentState); + pSetState(New, ps_PresentUziReload); - new->sibling = uzi_orig; - SET(new->flags, PANF_SECONDARY|PANF_RELOAD); + New->sibling = uzi_orig; + SET(New->flags, PANF_SECONDARY|PANF_RELOAD); - return new; + return New; } void diff --git a/polymer/eduke32/source/sw/src/quake.c b/polymer/eduke32/source/sw/src/quake.c index 324c0cb84..75346b2cb 100644 --- a/polymer/eduke32/source/sw/src/quake.c +++ b/polymer/eduke32/source/sw/src/quake.c @@ -53,11 +53,11 @@ extern SWBOOL GamePaused; short CopyQuakeSpotToOn(SPRITEp sp) { - short new; + short New; SPRITEp np; - new = COVERinsertsprite(sp->sectnum, STAT_QUAKE_SPOT); - np = &sprite[new]; + New = COVERinsertsprite(sp->sectnum, STAT_QUAKE_SPOT); + np = &sprite[New]; memcpy(np, sp, sizeof(SPRITE)); @@ -68,11 +68,11 @@ short CopyQuakeSpotToOn(SPRITEp sp) np->extra = 0; np->owner = -1; - change_sprite_stat(new, STAT_QUAKE_ON); + change_sprite_stat(New, STAT_QUAKE_ON); QUAKE_Duration(np) *= 120; - return new; + return New; } diff --git a/polymer/eduke32/source/sw/src/ripper.c b/polymer/eduke32/source/sw/src/ripper.c index 823e32e14..2ed3cde82 100644 --- a/polymer/eduke32/source/sw/src/ripper.c +++ b/polymer/eduke32/source/sw/src/ripper.c @@ -1246,7 +1246,7 @@ void RipperHatch(short Weapon) { SPRITEp wp = &sprite[Weapon]; - short new,i; + short New,i; SPRITEp np; USERp nu; #define MAX_RIPPERS 1 @@ -1257,8 +1257,8 @@ void RipperHatch(short Weapon) for (i = 0; i < MAX_RIPPERS; i++) { - new = COVERinsertsprite(wp->sectnum, STAT_DEFAULT); - np = &sprite[new]; + New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT); + np = &sprite[New]; memset(np,0,sizeof(SPRITE)); np->sectnum = wp->sectnum; np->statnum = STAT_DEFAULT; @@ -1270,16 +1270,16 @@ void RipperHatch(short Weapon) np->xrepeat = np->yrepeat = 64; np->ang = rip_ang[i]; np->pal = 0; - SetupRipper(new); - nu = User[new]; + SetupRipper(New); + nu = User[New]; // make immediately active SET(nu->Flags, SPR_ACTIVE); - NewStateGroup(new, nu->ActorActionSet->Jump); + NewStateGroup(New, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; - DoActorSetSpeed(new, FAST_SPEED); - PickJumpMaxSpeed(new, -600); + DoActorSetSpeed(New, FAST_SPEED); + PickJumpMaxSpeed(New, -600); SET(nu->Flags, SPR_JUMPING); RESET(nu->Flags, SPR_FALLING); @@ -1287,9 +1287,9 @@ void RipperHatch(short Weapon) nu->jump_grav = 8; // if I didn't do this here they get stuck in the air sometimes - DoActorZrange(new); + DoActorZrange(New); - DoJump(new); + DoJump(New); } } diff --git a/polymer/eduke32/source/sw/src/ripper2.c b/polymer/eduke32/source/sw/src/ripper2.c index d82843f7c..03329e0ce 100644 --- a/polymer/eduke32/source/sw/src/ripper2.c +++ b/polymer/eduke32/source/sw/src/ripper2.c @@ -1257,7 +1257,7 @@ void Ripper2Hatch(short Weapon) { SPRITEp wp = &sprite[Weapon]; - short new,i; + short New,i; SPRITEp np; USERp nu; #define MAX_RIPPER2S 1 @@ -1268,8 +1268,8 @@ void Ripper2Hatch(short Weapon) for (i = 0; i < MAX_RIPPER2S; i++) { - new = COVERinsertsprite(wp->sectnum, STAT_DEFAULT); - np = &sprite[new]; + New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT); + np = &sprite[New]; memset(np,0,sizeof(SPRITE)); np->sectnum = wp->sectnum; np->statnum = STAT_DEFAULT; @@ -1282,16 +1282,16 @@ void Ripper2Hatch(short Weapon) np->ang = rip_ang[i]; np->pal = 0; np->shade = -10; - SetupRipper2(new); - nu = User[new]; + SetupRipper2(New); + nu = User[New]; // make immediately active SET(nu->Flags, SPR_ACTIVE); - NewStateGroup(new, nu->ActorActionSet->Jump); + NewStateGroup(New, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; - DoActorSetSpeed(new, FAST_SPEED); - PickJumpMaxSpeed(new, -600); + DoActorSetSpeed(New, FAST_SPEED); + PickJumpMaxSpeed(New, -600); SET(nu->Flags, SPR_JUMPING); RESET(nu->Flags, SPR_FALLING); @@ -1299,9 +1299,9 @@ void Ripper2Hatch(short Weapon) nu->jump_grav = 8; // if I didn't do this here they get stuck in the air sometimes - DoActorZrange(new); + DoActorZrange(New); - DoJump(new); + DoJump(New); } } diff --git a/polymer/eduke32/source/sw/src/sector.c b/polymer/eduke32/source/sw/src/sector.c index 547ed6b37..68c481ac3 100644 --- a/polymer/eduke32/source/sw/src/sector.c +++ b/polymer/eduke32/source/sw/src/sector.c @@ -2935,7 +2935,7 @@ void DoSineWaveWall(void) { SINE_WALL *sw; - int new; + int New; short sw_num; for (sw_num = 0; sw_num < MAX_SINE_WAVE; sw_num++) @@ -2947,15 +2947,15 @@ DoSineWaveWall(void) if (!sw->type) { - new = sw->orig_xy + ((sw->range * sintable[sw->sintable_ndx]) >> 14); - // wall[sw->wall].y = new; - dragpoint(sw->wall, wall[sw->wall].x, new, 0); + New = sw->orig_xy + ((sw->range * sintable[sw->sintable_ndx]) >> 14); + // wall[sw->wall].y = New; + dragpoint(sw->wall, wall[sw->wall].x, New, 0); } else { - new = sw->orig_xy + ((sw->range * sintable[sw->sintable_ndx]) >> 14); - // wall[sw->wall].x = new; - dragpoint(sw->wall, new, wall[sw->wall].y, 0); + New = sw->orig_xy + ((sw->range * sintable[sw->sintable_ndx]) >> 14); + // wall[sw->wall].x = New; + dragpoint(sw->wall, New, wall[sw->wall].y, 0); } } } diff --git a/polymer/eduke32/source/sw/src/sprite.c b/polymer/eduke32/source/sw/src/sprite.c index c04f1f787..eecf4d6a4 100644 --- a/polymer/eduke32/source/sw/src/sprite.c +++ b/polymer/eduke32/source/sw/src/sprite.c @@ -1002,12 +1002,12 @@ ActorTestSpawn(SPRITEp sp) { if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR) { - short new; + short New; short SpriteNum = sp - sprite; - new = COVERinsertsprite(sp->sectnum, STAT_DEFAULT); - memcpy(&sprite[new], sp, sizeof(SPRITE)); - change_sprite_stat(new, STAT_SPAWN_TRIGGER); - RESET(sprite[new].cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); + New = COVERinsertsprite(sp->sectnum, STAT_DEFAULT); + memcpy(&sprite[New], sp, sizeof(SPRITE)); + change_sprite_stat(New, STAT_SPAWN_TRIGGER); + RESET(sprite[New].cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); return FALSE; } @@ -3855,7 +3855,7 @@ int ActorCoughItem(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; - short new,choose; + short New,choose; SPRITEp np; @@ -3863,9 +3863,9 @@ int ActorCoughItem(short SpriteNum) { case SAILORGIRL_R0: ASSERT(sp->sectnum >= 0); - new = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); - ASSERT(new >= 0); - np = &sprite[new]; + New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); + ASSERT(New >= 0); + np = &sprite[New]; np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; @@ -3905,9 +3905,9 @@ int ActorCoughItem(short SpriteNum) return 0; ASSERT(sp->sectnum >= 0); - new = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); - ASSERT(new >= 0); - np = &sprite[new]; + New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); + ASSERT(New >= 0); + np = &sprite[New]; np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; @@ -3934,9 +3934,9 @@ int ActorCoughItem(short SpriteNum) return 0; ASSERT(sp->sectnum >= 0); - new = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); - ASSERT(new >= 0); - np = &sprite[new]; + New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); + ASSERT(New >= 0); + np = &sprite[New]; np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; @@ -3966,9 +3966,9 @@ int ActorCoughItem(short SpriteNum) return 0; ASSERT(sp->sectnum >= 0); - new = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); - ASSERT(new >= 0); - np = &sprite[new]; + New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); + ASSERT(New >= 0); + np = &sprite[New]; np->cstat = 0; np->extra = 0; np->x = sp->x; @@ -4030,9 +4030,9 @@ int ActorCoughItem(short SpriteNum) return 0; ASSERT(sp->sectnum >= 0); - new = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); - ASSERT(new >= 0); - np = &sprite[new]; + New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); + ASSERT(New >= 0); + np = &sprite[New]; np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; @@ -4089,9 +4089,9 @@ int ActorCoughItem(short SpriteNum) case PACHINKO4: ASSERT(sp->sectnum >= 0); - new = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); - ASSERT(new >= 0); - np = &sprite[new]; + New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS); + ASSERT(New >= 0); + np = &sprite[New]; np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; @@ -5310,7 +5310,7 @@ KillGet(short SpriteNum) USERp u = User[SpriteNum],nu; SPRITEp sp = User[SpriteNum]->SpriteP,np; - short new; + short New; switch (gNet.MultiGameType) { @@ -5334,11 +5334,11 @@ KillGet(short SpriteNum) if (!gNet.SpawnMarkers || sp->hitag == TAG_NORESPAWN_FLAG) // No coin if it's a special flag break; - new = SpawnSprite(STAT_ITEM, Red_COIN, s_RedCoin, sp->sectnum, + New = SpawnSprite(STAT_ITEM, Red_COIN, s_RedCoin, sp->sectnum, sp->x, sp->y, sp->z, 0, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->shade = -20; nu->WaitTics = u->WaitTics - 12; @@ -5354,7 +5354,7 @@ KillGetAmmo(short SpriteNum) USERp u = User[SpriteNum],nu; SPRITEp sp = User[SpriteNum]->SpriteP,np; - short new; + short New; switch (gNet.MultiGameType) { @@ -5386,11 +5386,11 @@ KillGetAmmo(short SpriteNum) if (!gNet.SpawnMarkers) break; - new = SpawnSprite(STAT_ITEM, Red_COIN, s_RedCoin, sp->sectnum, + New = SpawnSprite(STAT_ITEM, Red_COIN, s_RedCoin, sp->sectnum, sp->x, sp->y, sp->z, 0, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->shade = -20; nu->WaitTics = u->WaitTics - 12; @@ -5406,7 +5406,7 @@ KillGetWeapon(short SpriteNum) USERp u = User[SpriteNum],nu; SPRITEp sp = User[SpriteNum]->SpriteP,np; - short new; + short New; switch (gNet.MultiGameType) { @@ -5446,11 +5446,11 @@ KillGetWeapon(short SpriteNum) if (!gNet.SpawnMarkers) break; - new = SpawnSprite(STAT_ITEM, Red_COIN, s_RedCoin, sp->sectnum, + New = SpawnSprite(STAT_ITEM, Red_COIN, s_RedCoin, sp->sectnum, sp->x, sp->y, sp->z, 0, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->shade = -20; nu->WaitTics = u->WaitTics - 12; @@ -5596,7 +5596,7 @@ DoGet(short SpriteNum) // For flag stuff USERp nu; SPRITEp np; - short new; + short New; // Invisiblility is only used for DeathMatch type games @@ -6439,25 +6439,25 @@ KeyMain: PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan); if (sp->hitag == TAG_NORESPAWN_FLAG) - new = SpawnSprite(STAT_ITEM, ICON_FLAG, s_CarryFlagNoDet, sp->sectnum, + New = SpawnSprite(STAT_ITEM, ICON_FLAG, s_CarryFlagNoDet, sp->sectnum, sp->x, sp->y, sp->z, 0, 0); else - new = SpawnSprite(STAT_ITEM, ICON_FLAG, s_CarryFlag, sp->sectnum, + New = SpawnSprite(STAT_ITEM, ICON_FLAG, s_CarryFlag, sp->sectnum, sp->x, sp->y, sp->z, 0, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->shade = -20; // Attach flag to player nu->Counter = 0; RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); SET(np->cstat, CSTAT_SPRITE_WALL); - SetAttach(pp->PlayerSprite, new); + SetAttach(pp->PlayerSprite, New); nu->sz = SPRITEp_MID(&sprite[pp->PlayerSprite]); // Set mid way up who it hit nu->spal = np->pal = sp->pal; // Set the palette of the flag - SetOwner(pp->PlayerSprite,new); // Player now owns the flag + SetOwner(pp->PlayerSprite,New); // Player now owns the flag nu->FlagOwner = SpriteNum; // Tell carried flag who owns it KillGet(SpriteNum); // Set up for flag respawning break; diff --git a/polymer/eduke32/source/sw/src/track.c b/polymer/eduke32/source/sw/src/track.c index 6d471b71b..c001d8181 100644 --- a/polymer/eduke32/source/sw/src/track.c +++ b/polymer/eduke32/source/sw/src/track.c @@ -324,13 +324,13 @@ int TrackClonePoint(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum], np; - short new; + short New; - new = COVERinsertsprite(sp->sectnum, sp->statnum); + New = COVERinsertsprite(sp->sectnum, sp->statnum); - ASSERT(new != -1); + ASSERT(New != -1); - np = &sprite[new]; + np = &sprite[New]; np->cstat = np->extra = 0; np->x = sp->x; @@ -340,7 +340,7 @@ TrackClonePoint(short SpriteNum) np->lotag = sp->lotag; np->hitag = sp->hitag; - return new; + return New; } void QuickJumpSetup(short stat, short lotag, short type) @@ -593,7 +593,7 @@ TrackSetup(void) TRACKp t; SPRITEp nsp; short new_sprite1, new_sprite2; - TRACK_POINTp new; + TRACK_POINTp New; int size; // put points on track @@ -678,10 +678,10 @@ TrackSetup(void) } size = (Track[ndx].NumPoints + 1) * sizeof(TRACK_POINT); - new = CallocMem(size, 1); - memcpy(new, Track[ndx].TrackPoint, size); + New = CallocMem(size, 1); + memcpy(New, Track[ndx].TrackPoint, size); FreeMem(Track[ndx].TrackPoint); - Track[ndx].TrackPoint = new; + Track[ndx].TrackPoint = New; ASSERT(Track[ndx].TrackPoint != NULL); } @@ -1033,7 +1033,7 @@ SetupSectorObject(short sectnum, short tag) short object_num, ndx = 0, startwall, endwall, SpriteNum, NextSprite; int trash; short j, k; - short new; + short New; USERp u; tag -= (TAG_OBJECT_CENTER - 1); @@ -1117,10 +1117,10 @@ SetupSectorObject(short sectnum, short tag) sop->track = HIGH_TAG(sectnum); // spawn a sprite to make it easier to integrate with sprite routines - new = SpawnSprite(STAT_SO_SP_CHILD, 0, NULL, sectnum, + New = SpawnSprite(STAT_SO_SP_CHILD, 0, NULL, sectnum, sop->xmid, sop->ymid, sop->zmid, 0, 0); - sop->sp_child = &sprite[new]; - u = User[new]; + sop->sp_child = &sprite[New]; + u = User[New]; u->sop_parent = sop; SET(u->Flags2, SPR2_SPRITE_FAKE_BLOCK); // for damage test diff --git a/polymer/eduke32/source/sw/src/weapon.c b/polymer/eduke32/source/sw/src/weapon.c index 4227f1237..5715799dd 100644 --- a/polymer/eduke32/source/sw/src/weapon.c +++ b/polymer/eduke32/source/sw/src/weapon.c @@ -4112,7 +4112,7 @@ SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, i SPRITEp sp = &sprite[SpriteNum]; SPRITEp np; USERp nu, u; - short i,new; + short i,New; // state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel, @@ -4278,10 +4278,10 @@ SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, i for (i = 0; i < p->num; i++) { - new = SpawnSprite(STAT_SKIP4, p->id, p->state, sp->sectnum, + New = SpawnSprite(STAT_SKIP4, p->id, p->state, sp->sectnum, hit_x, hit_y, hit_z, hit_ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; switch (nu->ID) { @@ -4338,7 +4338,7 @@ SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, i nu->jump_speed += RANDOM_RANGE(p->max_jspeed - p->min_jspeed); nu->jump_speed = -nu->jump_speed; - //setspritez(new, (vec3_t *)np); + //setspritez(New, (vec3_t *)np); nu->xchange = MOVEx(np->xvel, np->ang); nu->ychange = MOVEy(np->xvel, np->ang); @@ -4348,7 +4348,7 @@ SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, i SET(u->Flags, SPR_BOUNCE); - DoBeginJump(new); + DoBeginJump(New); } } @@ -9195,15 +9195,15 @@ DoGrenade(int16_t Weapon) { SPRITEp np; USERp nu; - short new; + short New; - new = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 100); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; - SetOwner(Weapon, new); + SetOwner(Weapon, New); np->shade = -40; np->xrepeat = 40; np->yrepeat = 40; @@ -9217,7 +9217,7 @@ DoGrenade(int16_t Weapon) nu->ychange = u->ychange; nu->zchange = u->zchange; - ScaleSpriteVector(new, 22000); + ScaleSpriteVector(New, 22000); if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); @@ -9870,7 +9870,7 @@ DoTracer(int16_t Weapon) USERp u = User[Weapon]; SPRITEp np; USERp nu; - short new; + short New; short spawn_count = 0; short i; @@ -9902,7 +9902,7 @@ DoEMP(int16_t Weapon) USERp u = User[Weapon]; SPRITEp np; USERp nu; - short new; + short New; short spawn_count = 0; short i; @@ -9999,7 +9999,7 @@ DoTankShell(int16_t Weapon) USERp u = User[Weapon]; SPRITEp np; USERp nu; - short new; + short New; short spawn_count = 0; short i; @@ -10031,7 +10031,7 @@ DoTracerStart(int16_t Weapon) USERp u = User[Weapon]; SPRITEp np; USERp nu; - short new; + short New; short spawn_count = 0; short i; @@ -10059,7 +10059,7 @@ DoLaser(int16_t Weapon) USERp u = User[Weapon]; SPRITEp np; USERp nu; - short new; + short New; short spawn_count = 0; if (SW_SHAREWARE) return FALSE; // JBF: verify @@ -10083,10 +10083,10 @@ DoLaser(int16_t Weapon) spawn_count++; if (spawn_count < 256) { - new = SpawnSprite(STAT_MISSILE, PUFF, s_LaserPuff, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, PUFF, s_LaserPuff, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->shade = -40; np->xrepeat = 16; @@ -10137,7 +10137,7 @@ DoRail(int16_t Weapon) short NewWeapon; SPRITEp np; USERp nu; - short new; + short New; short spawn_count = 0; if (SW_SHAREWARE) return FALSE; // JBF: verify @@ -10187,18 +10187,18 @@ DoRail(int16_t Weapon) spawn_count++; if (spawn_count < 128) { - new = SpawnSprite(STAT_MISSILE, PUFF, &s_RailPuff[0][0], sp->sectnum, + New = SpawnSprite(STAT_MISSILE, PUFF, &s_RailPuff[0][0], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 20); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->xvel += (RANDOM_RANGE(140)-RANDOM_RANGE(140)); np->yvel += (RANDOM_RANGE(140)-RANDOM_RANGE(140)); np->zvel += (RANDOM_RANGE(140)-RANDOM_RANGE(140)); nu->RotNum = 5; - NewStateGroup(new, sg_RailPuff); + NewStateGroup(New, sg_RailPuff); np->shade = -40; np->xrepeat = 10; @@ -10213,7 +10213,7 @@ DoRail(int16_t Weapon) nu->ychange = u->ychange; nu->zchange = u->zchange; - ScaleSpriteVector(new, 1500); + ScaleSpriteVector(New, 1500); if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); @@ -10229,7 +10229,7 @@ DoRailStart(int16_t Weapon) int32_t dax, day, daz; SPRITEp np; USERp nu; - short new; + short New; if (SW_SHAREWARE) return FALSE; // JBF: verify @@ -10309,15 +10309,15 @@ DoRocket(int16_t Weapon) { SPRITEp np; USERp nu; - short new; + short New; - new = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum, u->ox, u->oy, u->oz, sp->ang, 100); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; - SetOwner(Weapon, new); + SetOwner(Weapon, New); np->shade = -40; np->xrepeat = 40; np->yrepeat = 40; @@ -10331,7 +10331,7 @@ DoRocket(int16_t Weapon) nu->ychange = u->ychange; nu->zchange = u->zchange; - ScaleSpriteVector(new, 20000); + ScaleSpriteVector(New, 20000); //nu->zchange -= Z(8); @@ -10349,7 +10349,7 @@ DoMicroMini(int16_t Weapon) USERp u = User[Weapon]; SPRITEp np; USERp nu; - short new; + short New; short spawn_count = 0; short i; @@ -10418,7 +10418,7 @@ DoMicro(int16_t Weapon) SPRITEp sp = &sprite[Weapon]; USERp u = User[Weapon]; int32_t dax, day, daz; - short new; + short New; if (SW_SHAREWARE) return FALSE; // JBF: verify @@ -10437,13 +10437,13 @@ DoMicro(int16_t Weapon) SPRITEp np; USERp nu; - new = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 100); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; - SetOwner(sp->owner, new); + SetOwner(sp->owner, New); np->shade = -40; np->xrepeat = 20; np->yrepeat = 20; @@ -10458,7 +10458,7 @@ DoMicro(int16_t Weapon) nu->ychange = u->ychange; nu->zchange = u->zchange; - ScaleSpriteVector(new, 20000); + ScaleSpriteVector(New, 20000); if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); @@ -10466,7 +10466,7 @@ DoMicro(int16_t Weapon) // last smoke if ((u->WaitTics -= MISSILEMOVETICS) <= 0) { - setspritez(new, (vec3_t *)np); + setspritez(New, (vec3_t *)np); NewStateGroup(Weapon, &sg_MicroMini[0]); sp->xrepeat = sp->yrepeat = 10; RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); @@ -10824,7 +10824,7 @@ SpawnFireballFlames(int16_t SpriteNum, int16_t enemy) USERp eu = User[enemy]; SPRITEp np; USERp nu; - short new; + short New; if (TEST(u->Flags, SPR_UNDERWATER)) return -1; @@ -10882,15 +10882,15 @@ SpawnFireballFlames(int16_t SpriteNum, int16_t enemy) } } - new = SpawnSprite(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->hitag = LUMINOUS; //Always full brightness if (enemy >= 0) - eu->flame = new; + eu->flame = New; np->xrepeat = 16; np->yrepeat = 16; @@ -10912,7 +10912,7 @@ SpawnFireballFlames(int16_t SpriteNum, int16_t enemy) nu->Counter = 48; // max flame size } - SetOwner(sp->owner, new); + SetOwner(sp->owner, New); np->shade = -40; np->pal = nu->spal = u->spal; SET(np->cstat, CSTAT_SPRITE_YCENTER); @@ -10923,27 +10923,27 @@ SpawnFireballFlames(int16_t SpriteNum, int16_t enemy) if (enemy >= 0) { - SetAttach(enemy, new); + SetAttach(enemy, New); } else { if (TestDontStickSector(np->sectnum)) { - KillSprite(new); + KillSprite(New); return -1; } nu->floor_dist = nu->ceiling_dist = 0; - DoFindGround(new); + DoFindGround(New); nu->jump_speed = 0; - DoBeginJump(new); + DoBeginJump(New); } PlaySound(DIGI_FIRE1,&np->x,&np->y,&np->z,v3df_dontpan|v3df_doppler); - Set3DSoundOwner(new); + Set3DSoundOwner(New); - return new; + return New; } @@ -10956,12 +10956,12 @@ SpawnBreakFlames(int16_t SpriteNum, int16_t enemy) USERp eu = User[enemy]; SPRITEp np; USERp nu; - short new; + short New; - new = SpawnSprite(STAT_MISSILE, FIREBALL_FLAMES+1, s_BreakFlames, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, FIREBALL_FLAMES+1, s_BreakFlames, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->hitag = LUMINOUS; //Always full brightness @@ -10969,7 +10969,7 @@ SpawnBreakFlames(int16_t SpriteNum, int16_t enemy) np->yrepeat = 16; nu->Counter = 48; // max flame size - //SetOwner(sp->owner, new); + //SetOwner(sp->owner, New); np->shade = -40; if (u) np->pal = nu->spal = u->spal; @@ -10980,14 +10980,14 @@ SpawnBreakFlames(int16_t SpriteNum, int16_t enemy) nu->floor_dist = nu->ceiling_dist = 0; - DoFindGround(new); + DoFindGround(New); nu->jump_speed = 0; - DoBeginJump(new); + DoBeginJump(New); PlaySound(DIGI_FIRE1,&np->x,&np->y,&np->z,v3df_dontpan|v3df_doppler); - Set3DSoundOwner(new); + Set3DSoundOwner(New); - return new; + return New; } @@ -10998,12 +10998,12 @@ SpawnBreakStaticFlames(int16_t SpriteNum) USERp u = User[SpriteNum]; SPRITEp np; USERp nu; - short new; + short New; - new = SpawnSprite(STAT_STATIC_FIRE, FIREBALL_FLAMES, NULL, sp->sectnum, + New = SpawnSprite(STAT_STATIC_FIRE, FIREBALL_FLAMES, NULL, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; if (RANDOM_RANGE(1000) > 500) np->picnum = 3143; @@ -11018,7 +11018,7 @@ SpawnBreakStaticFlames(int16_t SpriteNum) np->yrepeat = 32; //nu->Counter = 48; // max flame size - //SetOwner(sp->owner, new); + //SetOwner(sp->owner, New); np->shade = -40; np->pal = nu->spal = u->spal; //SET(np->cstat, CSTAT_SPRITE_YCENTER); @@ -11030,14 +11030,14 @@ SpawnBreakStaticFlames(int16_t SpriteNum) np->z = getflorzofslope(np->sectnum,np->x,np->y); - //DoFindGround(new); + //DoFindGround(New); //nu->jump_speed = 0; - //DoBeginJump(new); + //DoBeginJump(New); PlaySound(DIGI_FIRE1,&np->x,&np->y,&np->z,v3df_dontpan|v3df_doppler); - Set3DSoundOwner(new); + Set3DSoundOwner(New); - return new; + return New; } @@ -12702,7 +12702,7 @@ DoMirv(int16_t Weapon) { SPRITEp sp = &sprite[Weapon], np; USERp u = User[Weapon], nu; - short new; + short New; int offset; int ox, oy, oz; @@ -12758,18 +12758,18 @@ DoMirv(int16_t Weapon) for (i = 0; i < 2; i++) { - new = SpawnSprite(STAT_MISSILE, MIRV_METEOR, &sg_MirvMeteor[0][0], sp->sectnum, + New = SpawnSprite(STAT_MISSILE, MIRV_METEOR, &sg_MirvMeteor[0][0], sp->sectnum, sp->x, sp->y, sp->z, NORM_ANGLE(sp->ang + angs[i]), 800); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; nu->RotNum = 5; - NewStateGroup(new, &sg_MirvMeteor[0]); + NewStateGroup(New, &sg_MirvMeteor[0]); nu->StateEnd = s_MirvMeteorExp; //np->owner = Weapon; - SetOwner(Weapon, new); + SetOwner(Weapon, New); np->shade = -40; np->xrepeat = 40; np->yrepeat = 40; @@ -13382,7 +13382,7 @@ InitSerpRing(short SpriteNum) { SPRITEp sp = User[SpriteNum]->SpriteP, np; USERp u = User[SpriteNum], nu; - short ang, ang_diff, ang_start, ang_finish, missiles, new; + short ang, ang_diff, ang_start, ang_finish, missiles, New; short max_missiles; #define SERP_RING_DIST 2800 // Was 3500 @@ -13403,14 +13403,14 @@ InitSerpRing(short SpriteNum) for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++) { - new = SpawnSprite(STAT_SKIP4, SKULL_SERP, &s_SkullRing[0][0], sp->sectnum, sp->x, sp->y, sp->z, ang, 0); + New = SpawnSprite(STAT_SKIP4, SKULL_SERP, &s_SkullRing[0][0], sp->sectnum, sp->x, sp->y, sp->z, ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->xvel = 500; //np->owner = SpriteNum; - SetOwner(SpriteNum, new); + SetOwner(SpriteNum, New); np->shade = -20; np->xrepeat = 64; np->yrepeat = 64; @@ -13438,8 +13438,8 @@ InitSerpRing(short SpriteNum) nu->Rot = sg_SkullRing; // defaults do change the statnum - EnemyDefaults(new, NULL, NULL); - change_sprite_stat(new, STAT_SKIP4); + EnemyDefaults(New, NULL, NULL); + change_sprite_stat(New, STAT_SKIP4); RESET(np->extra, SPRX_PLAYER_OR_ENEMY); np->clipdist = (128+64) >> 2; @@ -13458,7 +13458,7 @@ InitSerpRing2(short SpriteNum) { SPRITEp sp = User[SpriteNum]->SpriteP, np; USERp u = User[SpriteNum], nu; - short ang, ang_diff, ang_start, ang_finish, missiles, new; + short ang, ang_diff, ang_start, ang_finish, missiles, New; short max_missiles; short i; @@ -13482,13 +13482,13 @@ InitSerpRing2(short SpriteNum) for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++) { - new = SpawnSprite(STAT_MISSILE_SKIP4, SKULL_SERP, &s_SkullRing[0][0], sp->sectnum, sp->x, sp->y, sp->z, ang, 0); + New = SpawnSprite(STAT_MISSILE_SKIP4, SKULL_SERP, &s_SkullRing[0][0], sp->sectnum, sp->x, sp->y, sp->z, ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; //np->owner = SpriteNum; - SetOwner(SpriteNum, new); + SetOwner(SpriteNum, New); np->shade = -20; np->xrepeat = 64; np->yrepeat = 64; @@ -13516,9 +13516,9 @@ InitSerpRing2(short SpriteNum) nu->Rot = sg_SkullRing; // defaults do change the statnum - EnemyDefaults(new, NULL, NULL); + EnemyDefaults(New, NULL, NULL); RESET(np->extra, SPRX_PLAYER_OR_ENEMY); - change_sprite_stat(new, STAT_MISSILE_SKIP4); + change_sprite_stat(New, STAT_MISSILE_SKIP4); np->clipdist = (128+64) >> 2; SET(nu->Flags, SPR_XFLIP_TOGGLE); @@ -14291,7 +14291,7 @@ InitSumoSkull(short SpriteNum) { SPRITEp sp = User[SpriteNum]->SpriteP, np; USERp u = User[SpriteNum], nu; - short ang, ang_diff, ang_start, ang_finish, missiles, new; + short ang, ang_diff, ang_start, ang_finish, missiles, New; short max_missiles; extern STATE s_SkullExplode[]; @@ -14302,13 +14302,13 @@ InitSumoSkull(short SpriteNum) PlaySound(DIGI_SERPSUMMONHEADS, &sp->x, &sp->y, &sp->z, v3df_none); - new = SpawnSprite(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], sp->sectnum, sp->x, sp->y, SPRITEp_MID(sp), sp->ang, 0); + New = SpawnSprite(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], sp->sectnum, sp->x, sp->y, SPRITEp_MID(sp), sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->xvel = 500; - SetOwner(SpriteNum, new); + SetOwner(SpriteNum, New); np->shade = -20; np->xrepeat = 64; np->yrepeat = 64; @@ -14331,8 +14331,8 @@ InitSumoSkull(short SpriteNum) nu->Health = 100; // defaults do change the statnum - EnemyDefaults(new, NULL, NULL); - //change_sprite_stat(new, STAT_SKIP4); + EnemyDefaults(New, NULL, NULL); + //change_sprite_stat(New, STAT_SKIP4); SET(np->extra, SPRX_PLAYER_OR_ENEMY); np->clipdist = (128+64) >> 2; @@ -16432,7 +16432,7 @@ InitSerpSpell(short SpriteNum) SPRITEp sp = &sprite[SpriteNum], np; USERp u = User[SpriteNum], nu; int dist; - short new, save_ang, i; + short New, save_ang, i; short oclipdist; static short lat_ang[] = @@ -16449,20 +16449,20 @@ InitSerpSpell(short SpriteNum) { sp->ang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y); - new = SpawnSprite(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sectnum, + New = SpawnSprite(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 1500); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; np->z = SPRITEp_TOS(sp); nu->RotNum = 5; - NewStateGroup(new, &sg_SerpMeteor[0]); + NewStateGroup(New, &sg_SerpMeteor[0]); nu->StateEnd = s_MirvMeteorExp; //np->owner = SpriteNum; - SetOwner(SpriteNum, new); + SetOwner(SpriteNum, New); np->shade = -40; PlaySound(DIGI_SERPMAGICLAUNCH, &sp->x, &sp->y, &sp->z, v3df_none); nu->spal = np->pal = 27; // Bright Green @@ -16480,7 +16480,7 @@ InitSerpSpell(short SpriteNum) sp->clipdist = 1; np->ang = NORM_ANGLE(np->ang + lat_ang[i]); - HelpMissileLateral(new, 4200L); + HelpMissileLateral(New, 4200L); np->ang = NORM_ANGLE(np->ang - lat_ang[i]); // find the distance to the target (player) @@ -16494,7 +16494,7 @@ InitSerpSpell(short SpriteNum) nu->ychange = MOVEy(np->xvel, np->ang); nu->zchange = np->zvel; - MissileSetPos(new, DoMirvMissile, 400); + MissileSetPos(New, DoMirvMissile, 400); sp->clipdist = oclipdist; if (TEST(u->Flags, SPR_UNDERWATER)) @@ -16549,7 +16549,7 @@ InitSerpMonstSpell(short SpriteNum) SPRITEp sp = &sprite[SpriteNum], np; USERp u = User[SpriteNum], nu; int dist; - short new, save_ang, i; + short New, save_ang, i; short oclipdist; static short lat_ang[] = @@ -16568,21 +16568,21 @@ InitSerpMonstSpell(short SpriteNum) { sp->ang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y); - new = SpawnSprite(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sectnum, + New = SpawnSprite(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 500); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; nu->spal = np->pal = 25; // Bright Red np->z = SPRITEp_TOS(sp); nu->RotNum = 5; - NewStateGroup(new, &sg_SerpMeteor[0]); + NewStateGroup(New, &sg_SerpMeteor[0]); //nu->StateEnd = s_MirvMeteorExp; nu->StateEnd = s_TeleportEffect2; - SetOwner(SpriteNum, new); + SetOwner(SpriteNum, New); np->shade = -40; np->xrepeat = 122; np->yrepeat = 116; @@ -16599,7 +16599,7 @@ InitSerpMonstSpell(short SpriteNum) sp->clipdist = 1; np->ang = NORM_ANGLE(np->ang + lat_ang[i]); - HelpMissileLateral(new, 4200L); + HelpMissileLateral(New, 4200L); np->ang = NORM_ANGLE(np->ang - lat_ang[i]); // find the distance to the target (player) @@ -16613,7 +16613,7 @@ InitSerpMonstSpell(short SpriteNum) nu->ychange = MOVEy(np->xvel, np->ang); nu->zchange = np->zvel; - MissileSetPos(new, DoMirvMissile, 400); + MissileSetPos(New, DoMirvMissile, 400); sp->clipdist = oclipdist; if (TEST(u->Flags, SPR_UNDERWATER)) @@ -17719,7 +17719,7 @@ BulletHitSprite(SPRITEp sp, short hit_sprite, short hit_sect, short hit_wall, in USERp hu = User[hit_sprite]; SPRITEp wp; USERp wu; - short new; + short New; short id; // hit a NPC or PC? @@ -17737,9 +17737,9 @@ BulletHitSprite(SPRITEp sp, short hit_sprite, short hit_sect, short hit_wall, in if (ID>0) id = ID; - new = SpawnSprite(STAT_MISSILE, id, s_UziSmoke, 0, hit_x, hit_y, hit_z, sp->ang, 0); - wp = &sprite[new]; - wu = User[new]; + New = SpawnSprite(STAT_MISSILE, id, s_UziSmoke, 0, hit_x, hit_y, hit_z, sp->ang, 0); + wp = &sprite[New]; + wu = User[New]; wp->shade = -40; if (hu->PlayerP) @@ -17767,10 +17767,10 @@ BulletHitSprite(SPRITEp sp, short hit_sprite, short hit_sect, short hit_wall, in break; } - SetOwner(sp - sprite, new); + SetOwner(sp - sprite, New); wp->ang = sp->ang; - setspritez(new, &hit_pos); + setspritez(New, &hit_pos); SET(wp->cstat, CSTAT_SPRITE_YCENTER); RESET(wp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -17791,7 +17791,7 @@ BulletHitSprite(SPRITEp sp, short hit_sprite, short hit_sect, short hit_wall, in } } - DoHitscanDamage(new, hit_sprite); + DoHitscanDamage(New, hit_sprite); return TRUE; } @@ -20433,16 +20433,16 @@ SpawnVehicleSmoke(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum],np; USERp u = User[SpriteNum],nu; - short new; + short New; if (MoveSkip2 != 0) return FALSE; - new = SpawnSprite(STAT_MISSILE, PUFF, s_VehicleSmoke, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, PUFF, s_VehicleSmoke, sp->sectnum, sp->x, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; nu->WaitTics = 1*120; np->shade = -40; @@ -20470,13 +20470,13 @@ SpawnSmokePuff(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum],np; USERp u = User[SpriteNum],nu; - short new; + short New; - new = SpawnSprite(STAT_MISSILE, PUFF, s_WaterSmoke, sp->sectnum, + New = SpawnSprite(STAT_MISSILE, PUFF, s_WaterSmoke, sp->sectnum, sp->x, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + np = &sprite[New]; + nu = User[New]; nu->WaitTics = 1*120; np->shade = -40; diff --git a/polymer/eduke32/source/sw/src/zombie.c b/polymer/eduke32/source/sw/src/zombie.c index 49021b3ea..eef6823c5 100644 --- a/polymer/eduke32/source/sw/src/zombie.c +++ b/polymer/eduke32/source/sw/src/zombie.c @@ -776,7 +776,7 @@ SetupZombie(short SpriteNum) int SpawnZombie(PLAYERp pp, short Weapon) { - short new,i,nexti; + short New,i,nexti; SPRITEp np,sp; USERp nu,u; short owner; @@ -788,20 +788,20 @@ SpawnZombie(PLAYERp pp, short Weapon) //Zombies++; - new = SpawnSprite(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursectnum, pp->posx, pp->posy, pp->posz, pp->pang, 0); - np = &sprite[new]; - nu = User[new]; + New = SpawnSprite(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursectnum, pp->posx, pp->posy, pp->posz, pp->pang, 0); + np = &sprite[New]; + nu = User[New]; np->sectnum = pp->cursectnum; np->owner = owner; np->pal = nu->spal = User[owner]->spal; np->ang = RANDOM_P2(2048); - SetupZombie(new); + SetupZombie(New); //np->shade = sprite[pp->PlayerSprite].shade; np->shade = -10; SET(nu->Flags2, SPR2_DONT_TARGET_OWNER); SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT); - DoActorPickClosePlayer(new); + DoActorPickClosePlayer(New); //nu->tgt_sp = pp->SpriteP; // Make it target last killed player initially // make immediately active @@ -811,9 +811,9 @@ SpawnZombie(PLAYERp pp, short Weapon) RESET(nu->Flags, SPR_FALLING); // if I didn't do this here they get stuck in the air sometimes - DoActorZrange(new); + DoActorZrange(New); - return new; + return New; } int @@ -821,7 +821,7 @@ SpawnZombie2(short Weapon) { SPRITEp sp = &sprite[Weapon]; USERp u = User[Weapon]; - short new,i,nexti; + short New,i,nexti; SPRITEp np; USERp nu; short owner; @@ -852,20 +852,20 @@ SpawnZombie2(short Weapon) //Zombies++; - new = SpawnSprite(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); - np = &sprite[new]; - nu = User[new]; + New = SpawnSprite(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); + np = &sprite[New]; + nu = User[New]; nu->Counter3 = 0; np->owner = owner; np->pal = nu->spal = User[owner]->spal; np->ang = RANDOM_P2(2048); - SetupZombie(new); + SetupZombie(New); //np->shade = sprite[pp->PlayerSprite].shade; np->shade = -10; SET(nu->Flags2, SPR2_DONT_TARGET_OWNER); SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT); - DoActorPickClosePlayer(new); + DoActorPickClosePlayer(New); //nu->tgt_sp = pp->SpriteP; // Make it target last killed player initially // make immediately active @@ -875,9 +875,9 @@ SpawnZombie2(short Weapon) RESET(nu->Flags, SPR_FALLING); // if I didn't do this here they get stuck in the air sometimes - DoActorZrange(new); + DoActorZrange(New); - return new; + return New; } int