1. Improved access to tsprites. It even didn't have access to the owner member that points at the real sprite.

2. I don't know why the filler member(of the sprite/sector structure) was renamed in CONs but now it can be addressed by his real name as well.


git-svn-id: https://svn.eduke32.com/eduke32@999 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hnt_ts 2008-08-22 16:31:03 +00:00
parent 4e50e2e24d
commit 73a9dbc80e
3 changed files with 145 additions and 45 deletions

View file

@ -495,7 +495,8 @@ const memberlabel_t sectorlabels[]=
{ "floorxpanning", SECTOR_FLOORXPANNING, 0, 0 },
{ "floorypanning", SECTOR_FLOORYPANNING, 0, 0 },
{ "visibility", SECTOR_VISIBILITY, 0, 0 },
{ "alignto", SECTOR_ALIGNTO, 0, 0 },
{ "filler", SECTOR_ALIGNTO, 0, 0 },
{ "alignto", SECTOR_ALIGNTO, 0, 0 }, // aka filler, not used
{ "lotag", SECTOR_LOTAG, 0, 0 },
{ "hitag", SECTOR_HITAG, 0, 0 },
{ "extra", SECTOR_EXTRA, 0, 0 },
@ -534,7 +535,8 @@ const memberlabel_t actorlabels[]=
{ "shade", ACTOR_SHADE, 0, 0 },
{ "pal", ACTOR_PAL, 0, 0 },
{ "clipdist", ACTOR_CLIPDIST, 0, 0 },
{ "detail", ACTOR_DETAIL, 0, 0 },
{ "filler", ACTOR_DETAIL, 0, 0 },
{ "detail", ACTOR_DETAIL, 0, 0 }, // aka filler, not used
{ "xrepeat", ACTOR_XREPEAT, 0, 0 },
{ "yrepeat", ACTOR_YREPEAT, 0, 0 },
{ "xoffset", ACTOR_XOFFSET, 0, 0 },
@ -591,19 +593,44 @@ const memberlabel_t tsprlabels[]=
{
// tsprite access
{ "tsprx", ACTOR_TSPRX, 0, 0 },
{ "tspry", ACTOR_TSPRY, 0, 0 },
{ "tsprz", ACTOR_TSPRZ, 0, 0 },
{ "tsprcstat", ACTOR_TSPRCSTAT, 0, 0 },
{ "tsprpicnum", ACTOR_TSPRPICNUM, 0, 0 },
{ "tsprshade", ACTOR_TSPRSHADE, 0, 0 },
{ "tsprpal", ACTOR_TSPRPAL, 0, 0 },
{ "tsprxrepeat", ACTOR_TSPRXREPEAT, 0, 0 },
{ "tspryrepeat", ACTOR_TSPRYREPEAT, 0, 0 },
{ "tsprxoffset", ACTOR_TSPRXOFFSET, 0, 0 },
{ "tspryoffset", ACTOR_TSPRYOFFSET, 0, 0 },
{ "tsprsectnum", ACTOR_TSPRSECTNUM, 0, 0 },
{ "tsprang", ACTOR_TSPRANG, 0, 0 },
{ "x", ACTOR_X, 0, 0 },
{ "y", ACTOR_Y, 0, 0 },
{ "z", ACTOR_Z, 0, 0 },
{ "cstat", ACTOR_CSTAT, 0, 0 },
{ "picnum", ACTOR_PICNUM, 0, 0 },
{ "shade", ACTOR_SHADE, 0, 0 },
{ "pal", ACTOR_PAL, 0, 0 },
{ "clipdist", ACTOR_CLIPDIST, 0, 0 },
{ "filler", ACTOR_DETAIL, 0, 0 },
{ "detail", ACTOR_DETAIL, 0, 0 }, // aka filler, not used
{ "xrepeat", ACTOR_XREPEAT, 0, 0 },
{ "yrepeat", ACTOR_YREPEAT, 0, 0 },
{ "xoffset", ACTOR_XOFFSET, 0, 0 },
{ "yoffset", ACTOR_YOFFSET, 0, 0 },
{ "sectnum", ACTOR_SECTNUM, 0, 0 },
{ "statnum", ACTOR_STATNUM, 0, 0 },
{ "ang", ACTOR_ANG, 0, 0 },
{ "owner", ACTOR_OWNER, 0, 0 },
{ "xvel", ACTOR_XVEL, 0, 0 },
{ "yvel", ACTOR_YVEL, 0, 0 },
{ "zvel", ACTOR_ZVEL, 0, 0 },
{ "lotag", ACTOR_LOTAG, 0, 0 },
{ "hitag", ACTOR_HITAG, 0, 0 },
{ "extra", ACTOR_EXTRA, 0, 0 },
{ "tsprx", ACTOR_X, 0, 0 },
{ "tspry", ACTOR_Y, 0, 0 },
{ "tsprz", ACTOR_Z, 0, 0 },
{ "tsprcstat", ACTOR_CSTAT, 0, 0 },
{ "tsprpicnum", ACTOR_PICNUM, 0, 0 },
{ "tsprshade", ACTOR_SHADE, 0, 0 },
{ "tsprpal", ACTOR_PAL, 0, 0 },
{ "tsprxrepeat", ACTOR_XREPEAT, 0, 0 },
{ "tspryrepeat", ACTOR_YREPEAT, 0, 0 },
{ "tsprxoffset", ACTOR_XOFFSET, 0, 0 },
{ "tspryoffset", ACTOR_YOFFSET, 0, 0 },
{ "tsprsectnum", ACTOR_SECTNUM, 0, 0 },
{ "tsprang", ACTOR_ANG, 0, 0 },
{ "", -1, 0, 0 } // END OF LIST
};

View file

@ -449,23 +449,6 @@ enum actorlabels
ACTOR_HTFLAGS,
};
enum tsprlabels
{
ACTOR_TSPRX,
ACTOR_TSPRY,
ACTOR_TSPRZ,
ACTOR_TSPRCSTAT,
ACTOR_TSPRPICNUM,
ACTOR_TSPRSHADE,
ACTOR_TSPRPAL,
ACTOR_TSPRXREPEAT,
ACTOR_TSPRYREPEAT,
ACTOR_TSPRXOFFSET,
ACTOR_TSPRYOFFSET,
ACTOR_TSPRSECTNUM,
ACTOR_TSPRANG,
};
enum inputlabels
{
INPUT_AVEL,

View file

@ -3529,7 +3529,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
switch (lLabelID)
{
case ACTOR_TSPRX:
case ACTOR_X:
if (iSet)
{
spriteext[iActor].tspr->x=lValue;
@ -3538,7 +3538,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->x,g_i,g_p);
return;
case ACTOR_TSPRY:
case ACTOR_Y:
if (iSet)
{
spriteext[iActor].tspr->y=lValue;
@ -3547,7 +3547,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->y,g_i,g_p);
return;
case ACTOR_TSPRZ:
case ACTOR_Z:
if (iSet)
{
spriteext[iActor].tspr->z=lValue;
@ -3556,7 +3556,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->z,g_i,g_p);
return;
case ACTOR_TSPRCSTAT:
case ACTOR_CSTAT:
if (iSet)
{
spriteext[iActor].tspr->cstat=lValue;
@ -3565,7 +3565,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->cstat,g_i,g_p);
return;
case ACTOR_TSPRPICNUM:
case ACTOR_PICNUM:
if (iSet)
{
spriteext[iActor].tspr->picnum=lValue;
@ -3574,7 +3574,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->picnum,g_i,g_p);
return;
case ACTOR_TSPRSHADE:
case ACTOR_SHADE:
if (iSet)
{
spriteext[iActor].tspr->shade=lValue;
@ -3583,7 +3583,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->shade,g_i,g_p);
return;
case ACTOR_TSPRPAL:
case ACTOR_PAL:
if (iSet)
{
spriteext[iActor].tspr->pal=lValue;
@ -3592,7 +3592,25 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->pal,g_i,g_p);
return;
case ACTOR_TSPRXREPEAT:
case ACTOR_CLIPDIST:
if (iSet)
{
spriteext[iActor].tspr->clipdist=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].tspr->clipdist,g_i,g_p);
return;
case ACTOR_DETAIL:
if (iSet)
{
spriteext[iActor].tspr->filler=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].tspr->filler,g_i,g_p);
return;
case ACTOR_XREPEAT:
if (iSet)
{
spriteext[iActor].tspr->xrepeat=lValue;
@ -3601,7 +3619,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->xrepeat,g_i,g_p);
return;
case ACTOR_TSPRYREPEAT:
case ACTOR_YREPEAT:
if (iSet)
{
spriteext[iActor].tspr->yrepeat=lValue;
@ -3610,7 +3628,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->yrepeat,g_i,g_p);
return;
case ACTOR_TSPRXOFFSET:
case ACTOR_XOFFSET:
if (iSet)
{
spriteext[iActor].tspr->xoffset=lValue;
@ -3619,7 +3637,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->xoffset,g_i,g_p);
return;
case ACTOR_TSPRYOFFSET:
case ACTOR_YOFFSET:
if (iSet)
{
spriteext[iActor].tspr->yoffset=lValue;
@ -3628,7 +3646,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->yoffset,g_i,g_p);
return;
case ACTOR_TSPRSECTNUM:
case ACTOR_SECTNUM:
if (iSet)
{
spriteext[iActor].tspr->sectnum=lValue;
@ -3637,7 +3655,16 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->sectnum,g_i,g_p);
return;
case ACTOR_TSPRANG:
case ACTOR_STATNUM:
if (iSet)
{
spriteext[iActor].tspr->statnum=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].tspr->statnum,g_i,g_p);
return;
case ACTOR_ANG:
if (iSet)
{
spriteext[iActor].tspr->ang=lValue;
@ -3646,6 +3673,69 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
SetGameVarID(lVar2, spriteext[iActor].tspr->ang,g_i,g_p);
return;
case ACTOR_OWNER:
if (iSet)
{
spriteext[iActor].tspr->owner=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].tspr->owner,g_i,g_p);
return;
case ACTOR_XVEL:
if (iSet)
{
spriteext[iActor].tspr->xvel=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].tspr->xvel,g_i,g_p);
return;
case ACTOR_YVEL:
if (iSet)
{
spriteext[iActor].tspr->yvel=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].tspr->yvel,g_i,g_p);
return;
case ACTOR_ZVEL:
if (iSet)
{
spriteext[iActor].tspr->zvel=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].tspr->zvel,g_i,g_p);
return;
case ACTOR_LOTAG:
if (iSet)
{
spriteext[iActor].tspr->lotag=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].tspr->lotag,g_i,g_p);
return;
case ACTOR_HITAG:
if (iSet)
{
spriteext[iActor].tspr->hitag=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].tspr->hitag,g_i,g_p);
return;
case ACTOR_EXTRA:
if (iSet)
{
spriteext[iActor].tspr->extra=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].tspr->extra,g_i,g_p);
return;
default:
return;
}