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- non "u = actor" Users in sprite.cpp
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221f1dc69a
commit
02d8551330
1 changed files with 21 additions and 29 deletions
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@ -4023,21 +4023,19 @@ int SpawnItemsMatch(short match)
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case 57:
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{
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USERp u;
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_ARMOR))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_ARMOR, s_IconArmor, itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
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u = spawnedActor->u();
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SET(u->Flags2, SPR2_NEVER_RESPAWN);
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SET(spawnedActor->user.Flags2, SPR2_NEVER_RESPAWN);
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IconDefault(spawnedActor);
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SetupItemForJump(itActor, spawnedActor);
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if (spawnedActor->spr.pal != PALETTE_PLAYER3)
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spawnedActor->spr.pal = u->spal = PALETTE_PLAYER1;
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spawnedActor->spr.pal = spawnedActor->user.spal = PALETTE_PLAYER1;
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else
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spawnedActor->spr.pal = u->spal = PALETTE_PLAYER3;
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spawnedActor->spr.pal = spawnedActor->user.spal = PALETTE_PLAYER3;
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break;
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}
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@ -4225,7 +4223,6 @@ int SpawnItemsMatch(short match)
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case 12:
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{
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short num;
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USERp u;
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static const uint8_t KeyPal[] =
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{
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@ -4252,14 +4249,12 @@ int SpawnItemsMatch(short match)
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break;
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spawnedActor = SpawnActor(STAT_ITEM, s_Key[num]->Pic, s_Key[num], itActor->spr.sector(), itActor->spr.pos.X, itActor->spr.pos.Y, itActor->spr.pos.Z, itActor->spr.ang, 0);
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u = spawnedActor->u();
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ASSERT(u != nullptr);
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spawnedActor->spr.picnum = u->ID = s_Key[num]->Pic;
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spawnedActor->spr.picnum = spawnedActor->user.ID = s_Key[num]->Pic;
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// need to set the palette here - suggest table lookup
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u->spal = spawnedActor->spr.pal = KeyPal[num];
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spawnedActor->user.spal = spawnedActor->spr.pal = KeyPal[num];
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ChangeState(spawnedActor, s_Key[num]);
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@ -4310,13 +4305,10 @@ int NewStateGroup(DSWActor* actor, STATEp StateGroup[])
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bool SpriteOverlap(DSWActor* actor_a, DSWActor* actor_b)
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{
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USERp ua = actor_a->u();
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USERp ub = actor_b->u();
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int spa_tos, spa_bos, spb_tos, spb_bos, overlap_z;
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if (!ua || !ub) return false;
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if ((unsigned)Distance(actor_a->spr.pos.X, actor_a->spr.pos.Y, actor_b->spr.pos.X, actor_b->spr.pos.Y) > ua->Radius + ub->Radius)
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if (!actor_a->hasU() || !actor_b->hasU()) return false;
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if ((unsigned)Distance(actor_a->spr.pos.X, actor_a->spr.pos.Y, actor_b->spr.pos.X, actor_b->spr.pos.Y) > actor_a->user.Radius + actor_b->user.Radius)
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{
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return false;
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}
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@ -4328,7 +4320,7 @@ bool SpriteOverlap(DSWActor* actor_a, DSWActor* actor_b)
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spb_bos = ActorZOfBottom(actor_b);
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overlap_z = ua->OverlapZ + ub->OverlapZ;
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overlap_z = actor_a->user.OverlapZ + actor_b->user.OverlapZ;
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// if the top of sprite a is below the bottom of b
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if (spa_tos - overlap_z > spb_bos)
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@ -5097,13 +5089,13 @@ int DoGet(DSWActor* actor)
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TRAVERSE_CONNECT(pnum)
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{
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pp = &Player[pnum];
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pu = pp->Actor()->u();
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DSWActor* plActor = pp->actor;
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if (TEST(pp->Flags, PF_DEAD))
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continue;
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DISTANCE(pp->pos.X, pp->pos.Y, actor->spr.pos.X, actor->spr.pos.Y, dist, a,b,c);
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if ((unsigned)dist > (pu->Radius + u->Radius))
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if ((unsigned)dist > (plActor->user.Radius + u->Radius))
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{
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continue;
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}
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@ -5213,7 +5205,7 @@ KeyMain:
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//
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case ICON_SM_MEDKIT:
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if (pu->Health < 100)
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if (plActor->user.Health < 100)
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{
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bool putbackmax=false;
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@ -5245,7 +5237,7 @@ KeyMain:
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case ICON_BOOSTER: // Fortune cookie
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pp->MaxHealth = 200;
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if (pu->Health < 200)
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if (plActor->user.Health < 200)
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{
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PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_Booster));
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PlayerUpdateHealth(pp, InventoryDecls[InvDecl_Booster].amount); // This is for health
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@ -5435,7 +5427,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (pu->WeaponNum <= WPN_STAR && pu->WeaponNum != WPN_SWORD)
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if (plActor->user.WeaponNum <= WPN_STAR && plActor->user.WeaponNum != WPN_SWORD)
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break;
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InitWeaponStar(pp);
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break;
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@ -5463,7 +5455,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (pu->WeaponNum > WPN_MINE && pu->WeaponNum != WPN_SWORD)
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if (plActor->user.WeaponNum > WPN_MINE && plActor->user.WeaponNum != WPN_SWORD)
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break;
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InitWeaponMine(pp);
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break;
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@ -5507,7 +5499,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (pu->WeaponNum > WPN_UZI && pu->WeaponNum != WPN_SWORD)
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if (plActor->user.WeaponNum > WPN_UZI && plActor->user.WeaponNum != WPN_SWORD)
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break;
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InitWeaponUzi(pp);
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@ -5549,7 +5541,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (pu->WeaponNum > WPN_MICRO && pu->WeaponNum != WPN_SWORD)
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if (plActor->user.WeaponNum > WPN_MICRO && plActor->user.WeaponNum != WPN_SWORD)
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break;
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InitWeaponMicro(pp);
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break;
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@ -5618,7 +5610,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (pu->WeaponNum > WPN_GRENADE && pu->WeaponNum != WPN_SWORD)
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if (plActor->user.WeaponNum > WPN_GRENADE && plActor->user.WeaponNum != WPN_SWORD)
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break;
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InitWeaponGrenade(pp);
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break;
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@ -5692,7 +5684,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (pu->WeaponNum > WPN_RAIL && pu->WeaponNum != WPN_SWORD)
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if (plActor->user.WeaponNum > WPN_RAIL && plActor->user.WeaponNum != WPN_SWORD)
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break;
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InitWeaponRail(pp);
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break;
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@ -5734,7 +5726,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (pu->WeaponNum > WPN_SHOTGUN && pu->WeaponNum != WPN_SWORD)
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if (plActor->user.WeaponNum > WPN_SHOTGUN && plActor->user.WeaponNum != WPN_SWORD)
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break;
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InitWeaponShotgun(pp);
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break;
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@ -5802,7 +5794,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (pu->WeaponNum > WPN_HOTHEAD && pu->WeaponNum != WPN_SWORD)
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if (plActor->user.WeaponNum > WPN_HOTHEAD && plActor->user.WeaponNum != WPN_SWORD)
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break;
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InitWeaponHothead(pp);
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break;
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@ -5848,7 +5840,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (pu->WeaponNum > WPN_HEART && pu->WeaponNum != WPN_SWORD)
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if (plActor->user.WeaponNum > WPN_HEART && plActor->user.WeaponNum != WPN_SWORD)
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break;
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InitWeaponHeart(pp);
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