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https://github.com/ZDoom/Raze.git
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- the remaining RESET() calls.
This commit is contained in:
parent
e29d0f50cf
commit
08fcfb382c
13 changed files with 44 additions and 47 deletions
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@ -602,23 +602,23 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, int ang, int typ
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{
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if (break_info->breaknum == -1)
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{
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RESET(wallp->cstat, CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
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wallp->cstat &= ~(CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
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wallp->overpicnum = 0;
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if (wallp->twoSided())
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{
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nwp = wallp->nextWall();
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RESET(nwp->cstat, CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
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nwp->cstat &= ~(CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
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nwp->overpicnum = 0;
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}
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}
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else
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{
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RESET(wallp->cstat, CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
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wallp->cstat &= ~(CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
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wallp->overpicnum = break_info->breaknum;
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if (wallp->twoSided())
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{
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nwp = wallp->nextWall();
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RESET(nwp->cstat, CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
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nwp->cstat &= ~(CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
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nwp->overpicnum = break_info->breaknum;
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}
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}
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@ -651,9 +651,9 @@ bool UserBreakWall(WALLp wp)
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{
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// do it the old way and get rid of wall - assumed to be masked
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DoSpawnSpotsForKill(match);
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RESET(wp->cstat, flags);
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wp->cstat &= ~(flags);
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if (wp->twoSided())
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RESET(wp->nextWall()->cstat, flags);
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wp->nextWall()->cstat &= ~(flags);
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// clear tags
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wp->hitag = wp->lotag = 0;
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@ -683,9 +683,9 @@ bool UserBreakWall(WALLp wp)
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else if (SP_TAG8(actor) == 1)
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{
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// clear flags
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RESET(wp->cstat, flags);
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wp->cstat &= ~(flags);
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if (wp->twoSided())
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RESET(wp->nextWall()->cstat, flags);
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wp->nextWall()->cstat &= ~(flags);
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// clear tags
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wp->hitag = wp->lotag = 0;
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if (wp->twoSided())
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@ -699,9 +699,9 @@ bool UserBreakWall(WALLp wp)
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wp->picnum = SP_TAG5(actor);
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// clear flags
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RESET(wp->cstat, block_flags);
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wp->cstat &= ~(block_flags);
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if (wp->twoSided())
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RESET(wp->nextWall()->cstat, block_flags);
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wp->nextWall()->cstat &= ~(block_flags);
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// clear tags
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wp->hitag = wp->lotag = 0;
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@ -221,7 +221,7 @@ int DoShadowFindGroundPoint(tspriteptr_t tspr)
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// because the ceiling and floors get moved out of the way for drawing.
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save_cstat = tspr->cstat;
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RESET(tspr->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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tspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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FAFgetzrangepoint(tspr->pos.X, tspr->pos.Y, tspr->pos.Z, tspr->sector(), &hiz, &ceilhit, &loz, &florhit);
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tspr->cstat = save_cstat;
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@ -241,7 +241,7 @@ int DoShadowFindGroundPoint(tspriteptr_t tspr)
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// reset the blocking bit of what you hit and try again -
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// recursive
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bak_cstat = hitactor->spr.cstat;
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RESET(hitactor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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hitactor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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loz = DoShadowFindGroundPoint(tspr);
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hitactor->spr.cstat = bak_cstat;
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}
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@ -1006,7 +1006,7 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang,
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if (!TEST(hitactor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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auto flag_backup = hitactor->spr.cstat;
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RESET(hitactor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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hitactor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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CircleCamera(nx, ny, nz, vsect, nang, q16horiz);
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hitactor->spr.cstat = flag_backup;
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@ -826,7 +826,7 @@ int DoGirlNinjaSpecial(DSWActor* actor)
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{
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if (actor->user.spal == PALETTE_PLAYER5)
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{
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RESET(actor->spr.cstat,CSTAT_SPRITE_TRANSLUCENT);
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actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
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actor->spr.hitag = 0;
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actor->spr.shade = -10;
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}
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@ -459,7 +459,7 @@ int DoBloodSpray(DSWActor* actor)
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actor->user.sy = actor->user.sz; // ceiling and floor are equal - white wall
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}
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RESET(actor->spr.cstat,CSTAT_SPRITE_INVISIBLE);
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actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
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ChangeState(actor, s_BloodSprayDrip);
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}
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@ -43,7 +43,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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#define TEST(flags,mask) ((flags) & (mask))
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#define RESET(flags,mask) ((flags) &= ~(mask))
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#define FLIP(flags,mask) ((flags) ^= (mask))
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// mask definitions
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@ -1959,7 +1959,7 @@ int DoNinjaGrabThroat(DSWActor* actor)
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if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
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{
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UpdateSinglePlayKills(actor);
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RESET(actor->user.Flags2, SPR2_DYING);
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actor->user.Flags2 &= ~(SPR2_DYING);
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actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP);
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change_actor_stat(actor, STAT_DEAD_ACTOR);
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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@ -2101,7 +2101,7 @@ int DoNinjaSpecial(DSWActor* actor)
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{
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if (actor->user.spal == PALETTE_PLAYER5)
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{
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RESET(actor->spr.cstat,CSTAT_SPRITE_TRANSLUCENT);
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actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
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actor->spr.hitag = 0;
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actor->spr.shade = -10;
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}
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@ -2239,8 +2239,6 @@ void PlayerDeathReset(PLAYERp pp)
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pp->sop_remote = nullptr;
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pp->sop = nullptr;
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DoPlayerResetMovement(pp);
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//if (pp->CurWpn)
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// RESET(pp->CurWpn->flags, PANF_DEATH_HIDE);
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DamageData[actor->user.WeaponNum].Init(pp);
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}
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@ -353,7 +353,7 @@ void PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
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{
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// star and mine
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if (TEST(WeaponIsAmmo, BIT(WeaponNum)))
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RESET(pp->WpnFlags, BIT(WeaponNum));
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pp->WpnFlags &= ~(BIT(WeaponNum));
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pp->WpnAmmo[WeaponNum] = 0;
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}
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@ -948,7 +948,7 @@ void InitWeaponSword(PLAYERp pp)
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// needed for death sequence when the SWORD was your weapon when you died
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if (pp->Wpn[WPN_SWORD] && TEST(pp->Wpn[WPN_SWORD]->flags, PANF_DEATH_HIDE))
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{
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RESET(pp->Wpn[WPN_SWORD]->flags, PANF_DEATH_HIDE);
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pp->Wpn[WPN_SWORD]->flags &= ~(PANF_DEATH_HIDE);
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pp->Flags &= ~(PF_WEAPON_RETRACT|PF_WEAPON_DOWN);
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pSetState(pp->CurWpn, pp->CurWpn->PresentState);
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return;
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@ -1345,7 +1345,7 @@ void InitWeaponStar(PLAYERp pp)
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// needed for death sequence when the STAR was your weapon when you died
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if (pp->Wpn[WPN_STAR] && TEST(pp->Wpn[WPN_STAR]->flags, PANF_DEATH_HIDE))
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{
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RESET(pp->Wpn[WPN_STAR]->flags, PANF_DEATH_HIDE);
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pp->Wpn[WPN_STAR]->flags &= ~(PANF_DEATH_HIDE);
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pp->Flags &= ~(PF_WEAPON_RETRACT);
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pSetState(pp->CurWpn, pp->CurWpn->PresentState);
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return;
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@ -1313,7 +1313,7 @@ void DoSpawnTeleporterEffect(DSWActor* actor)
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effectActor->spr.shade = -40;
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effectActor->spr.xrepeat = effectActor->spr.yrepeat = 42;
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effectActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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RESET(effectActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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effectActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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effectActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
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}
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@ -1331,7 +1331,7 @@ void DoSpawnTeleporterEffectPlace(DSWActor* actor)
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effectActor->spr.shade = -40;
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effectActor->spr.xrepeat = effectActor->spr.yrepeat = 42;
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effectActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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RESET(effectActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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effectActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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effectActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
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}
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@ -4261,7 +4261,7 @@ void DoPlayerStopDiveNoWarp(PLAYERp pp)
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pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA);
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DoPlayerDivePalette(pp);
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DoPlayerNightVisionPalette(pp);
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RESET(pp->actor->spr.cstat, CSTAT_SPRITE_YCENTER);
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pp->actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
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if (pp == Player + screenpeek)
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{
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COVER_SetReverb(0);
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@ -109,7 +109,7 @@ void ResetWallWarpHitscan(sectortype* sect)
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// Travel all the way around loop setting wall bits
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do
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{
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RESET(wall_num->cstat, CSTAT_WALL_WARP_HITSCAN);
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wall_num->cstat &= ~(CSTAT_WALL_WARP_HITSCAN);
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wall_num = wall_num->point2Wall();
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}
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while (wall_num != start_wall);
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@ -692,7 +692,7 @@ void KillActor(DSWActor* actor)
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if (actor->user.track != -1)
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{
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if (Track[actor->user.track].flags)
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RESET(Track[actor->user.track].flags, TF_TRACK_OCCUPIED);
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Track[actor->user.track].flags &= ~(TF_TRACK_OCCUPIED);
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}
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}
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@ -908,7 +908,7 @@ void PicAnimOff(short picnum)
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if (!anim_type)
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return;
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RESET(picanm[picnum].sf, PICANM_ANIMTYPE_MASK);
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picanm[picnum].sf &= ~(PICANM_ANIMTYPE_MASK);
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}
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bool IconSpawn(DSWActor* actor)
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@ -1589,7 +1589,7 @@ void SpriteSetup(void)
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// Non ST1 sprites that are tagged like them
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if (TEST_BOOL1(actor) && actor->spr.picnum != ST1)
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{
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RESET(actor->spr.extra,
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actor->spr.extra &= ~(
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SPRX_BOOL4|
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SPRX_BOOL5|
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SPRX_BOOL6|
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@ -2822,8 +2822,8 @@ KeyMain:
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ChangeState(actor, s_Key[num]);
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RESET(picanm[actor->spr.picnum].sf, PICANM_ANIMTYPE_MASK);
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RESET(picanm[actor->spr.picnum + 1].sf, PICANM_ANIMTYPE_MASK);
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picanm[actor->spr.picnum].sf &= ~(PICANM_ANIMTYPE_MASK);
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picanm[actor->spr.picnum + 1].sf &= ~(PICANM_ANIMTYPE_MASK);
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change_actor_stat(actor, STAT_ITEM);
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_ONE_SIDE);
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actor->user.Radius = 500;
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@ -4231,8 +4231,8 @@ int SpawnItemsMatch(short match)
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ChangeState(spawnedActor, s_Key[num]);
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RESET(picanm[spawnedActor->spr.picnum].sf, PICANM_ANIMTYPE_MASK);
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RESET(picanm[spawnedActor->spr.picnum + 1].sf, PICANM_ANIMTYPE_MASK);
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picanm[spawnedActor->spr.picnum].sf &= ~(PICANM_ANIMTYPE_MASK);
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picanm[spawnedActor->spr.picnum + 1].sf &= ~(PICANM_ANIMTYPE_MASK);
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SetupItemForJump(itActor, spawnedActor);
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@ -4265,7 +4265,7 @@ int NewStateGroup(DSWActor* actor, STATEp StateGroup[])
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// turn anims off because people keep setting them in the
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// art file
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RESET(picanm[actor->spr.picnum].sf, PICANM_ANIMTYPE_MASK);
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picanm[actor->spr.picnum].sf &= ~(PICANM_ANIMTYPE_MASK);
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return 0;
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}
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@ -876,7 +876,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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case SO_SHOOT_POINT:
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ClearOwner(itActor);
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change_actor_stat(itActor, STAT_SO_SHOOT_POINT);
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RESET(itActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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itActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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break;
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default:
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break;
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@ -2120,7 +2120,7 @@ void CallbackSOsink(ANIMp ap, void *data)
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destsect->floorshade = srcsect->floorshade;
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// destsect->floorz = srcsect->floorz;
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RESET(destsect->floorstat, CSTAT_SECTOR_ALIGN);
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destsect->floorstat &= ~(CSTAT_SECTOR_ALIGN);
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destsect->u_defined = true;
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ASSERT(srcsect->hasU());
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@ -2154,7 +2154,7 @@ void CallbackSOsink(ANIMp ap, void *data)
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// Take out any blocking walls
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for(auto& wal : wallsofsector(destsect))
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{
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RESET(wal.cstat, CSTAT_WALL_BLOCK);
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wal.cstat &= ~(CSTAT_WALL_BLOCK);
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}
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return;
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@ -2421,7 +2421,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
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AnimSet(ANIM_Floorz, *sectp, (*sectp)->floorz + Z((*sectp)->height), 128);
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(*sectp)->floorshade += (*sectp)->height / 6;
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RESET((*sectp)->extra, SECTFX_NO_RIDE);
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(*sectp)->extra &= ~(SECTFX_NO_RIDE);
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}
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}
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}
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@ -2852,7 +2852,7 @@ void DoAutoTurretObject(SECTOR_OBJECTp sop)
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void DoActorHitTrackEndPoint(DSWActor* actor)
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{
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RESET(Track[actor->user.track].flags, TF_TRACK_OCCUPIED);
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Track[actor->user.track].flags &= ~(TF_TRACK_OCCUPIED);
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// jump the current track & determine if you should go to another
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if (TEST(actor->user.Flags, SPR_RUN_AWAY))
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@ -2900,7 +2900,7 @@ void ActorLeaveTrack(DSWActor* actor)
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return;
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actor->user.Flags &= ~(SPR_FIND_PLAYER|SPR_RUN_AWAY|SPR_CLIMBING);
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RESET(Track[actor->user.track].flags, TF_TRACK_OCCUPIED);
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Track[actor->user.track].flags &= ~(TF_TRACK_OCCUPIED);
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actor->user.track = -1;
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}
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@ -72,7 +72,7 @@ void ProcessVisOn(void)
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if (own != nullptr)
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{
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ASSERT(own->hasU());
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RESET(own->user.Flags2, SPR2_VIS_SHADING);
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own->user.Flags2 &= ~(SPR2_VIS_SHADING);
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}
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KillActor(actor);
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}
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@ -3184,8 +3184,8 @@ int SpawnShrap(DSWActor* parentActor, DSWActor* secondaryActor, int means, BREAK
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{
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// has a user - is programmed
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change_actor_stat(parentActor, STAT_MISC);
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RESET(parentActor->spr.extra, SPRX_BREAKABLE);
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RESET(parentActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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parentActor->spr.extra &= ~(SPRX_BREAKABLE);
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parentActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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}
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}
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@ -5180,7 +5180,7 @@ int ActorStdMissile(DSWActor* actor, DSWActor* weapActor)
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// attempt to see if it was killed
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ASSERT(goal->spr.insector());
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if (goal->hasU())
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RESET(goal->user.Flags, SPR_TARGETED);
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goal->user.Flags &= ~(SPR_TARGETED);
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}
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return 0;
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@ -11570,7 +11570,7 @@ int InitSerpRing(DSWActor* actor)
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// defaults do change the statnum
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EnemyDefaults(actorNew, nullptr, nullptr);
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change_actor_stat(actorNew, STAT_SKIP4);
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RESET(actorNew->spr.extra, SPRX_PLAYER_OR_ENEMY);
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actorNew->spr.extra &= ~(SPRX_PLAYER_OR_ENEMY);
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actorNew->spr.clipdist = (128+64) >> 2;
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actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
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@ -17673,7 +17673,7 @@ int QueueFootPrint(DSWActor* actor)
|
|||
spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0;
|
||||
spawnedActor->spr.pos = actor->spr.pos;
|
||||
spawnedActor->spr.ang = actor->spr.ang;
|
||||
RESET(spawnedActor->user.Flags, SPR_SHADOW);
|
||||
spawnedActor->user.Flags &= ~(SPR_SHADOW);
|
||||
switch (FootMode)
|
||||
{
|
||||
case BLOOD_FOOT:
|
||||
|
|
Loading…
Reference in a new issue