- renamed u-> in sector.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 23:18:01 +01:00
parent 65b9841666
commit 121ae62108

View file

@ -847,7 +847,7 @@ void SectorExp(DSWActor* actor, sectortype* sectp, short orig_ang, int zh)
// setup vars needed by SectorExp
ChangeActorSect(actor, sectp);
getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, &u->hiz, &u->loz);
getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, &actor->user.hiz, &actor->user.loz);
// spawn explosion
auto exp = SpawnSectorExp(actor);
@ -907,12 +907,12 @@ int DoSpawnSpot(DSWActor* actor)
{
USER* u = actor->u();
if ((u->WaitTics -= synctics) < 0)
if ((actor->user.WaitTics -= synctics) < 0)
{
change_actor_stat(actor, STAT_SPAWN_SPOT);
SpawnShrap(actor, nullptr);
if (u->LastDamage == 1)
if (actor->user.LastDamage == 1)
{
KillActor(actor);
return 0;
@ -938,11 +938,11 @@ void DoSpawnSpotsForKill(short match)
{
u = actor->u();
change_actor_stat(actor, STAT_NO_STATE);
u->ActorActionFunc = DoSpawnSpot;
u->WaitTics = SP_TAG5(actor) * 15;
actor->user.ActorActionFunc = DoSpawnSpot;
actor->user.WaitTics = SP_TAG5(actor) * 15;
SetActorZ(actor, &actor->spr.pos);
// setting for Killed
u->LastDamage = 1;
actor->user.LastDamage = 1;
}
}
}
@ -963,10 +963,10 @@ void DoSpawnSpotsForDamage(short match)
{
u = actor->u();
change_actor_stat(actor, STAT_NO_STATE);
u->ActorActionFunc = DoSpawnSpot;
u->WaitTics = SP_TAG7(actor) * 15;
actor->user.ActorActionFunc = DoSpawnSpot;
actor->user.WaitTics = SP_TAG7(actor) * 15;
// setting for Damaged
u->LastDamage = 0;
actor->user.LastDamage = 0;
}
}
}
@ -1410,8 +1410,8 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
{
short choose_snd;
u->FlagOwner = 1;
u->WaitTics = SEC(4);
actor->user.FlagOwner = 1;
actor->user.WaitTics = SEC(4);
if (pp != Player+myconnectindex) return true;
@ -1488,10 +1488,10 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
case PACHINKO1:
// Don't mess with it if it's already going
if (u->WaitTics > 0) return true;
if (actor->user.WaitTics > 0) return true;
PlaySound(DIGI_PFLIP, actor, v3df_none);
u->WaitTics = SEC(3) + SEC(RandomRange(10));
actor->user.WaitTics = SEC(3) + SEC(RandomRange(10));
ChangeState(actor,s_Pachinko1Operate);
return true;
@ -1499,10 +1499,10 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
case PACHINKO2:
// Don't mess with it if it's already going
if (u->WaitTics > 0) return true;
if (actor->user.WaitTics > 0) return true;
PlaySound(DIGI_PFLIP, actor, v3df_none);
u->WaitTics = SEC(3) + SEC(RandomRange(10));
actor->user.WaitTics = SEC(3) + SEC(RandomRange(10));
ChangeState(actor,s_Pachinko2Operate);
return true;
@ -1510,10 +1510,10 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
case PACHINKO3:
// Don't mess with it if it's already going
if (u->WaitTics > 0) return true;
if (actor->user.WaitTics > 0) return true;
PlaySound(DIGI_PFLIP, actor, v3df_none);
u->WaitTics = SEC(3) + SEC(RandomRange(10));
actor->user.WaitTics = SEC(3) + SEC(RandomRange(10));
ChangeState(actor,s_Pachinko3Operate);
return true;
@ -1521,10 +1521,10 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
case PACHINKO4:
// Don't mess with it if it's already going
if (u->WaitTics > 0) return true;
if (actor->user.WaitTics > 0) return true;
PlaySound(DIGI_PFLIP, actor, v3df_none);
u->WaitTics = SEC(3) + SEC(RandomRange(10));
actor->user.WaitTics = SEC(3) + SEC(RandomRange(10));
ChangeState(actor,s_Pachinko4Operate);
return true;
@ -1630,7 +1630,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
u = SpawnUser(actor, 0, nullptr);
u->ActorActionFunc = DoGrating;
actor->user.ActorActionFunc = DoGrating;
actor->spr.lotag = 0;
actor->spr.hitag /= 2;
@ -1704,15 +1704,15 @@ int DoTrapReset(short match)
// if correct type and matches
if (actor->spr.hitag == FIREBALL_TRAP)
u->WaitTics = 0;
actor->user.WaitTics = 0;
// if correct type and matches
if (actor->spr.hitag == BOLT_TRAP)
u->WaitTics = 0;
actor->user.WaitTics = 0;
// if correct type and matches
if (actor->spr.hitag == SPEAR_TRAP)
u->WaitTics = 0;
actor->user.WaitTics = 0;
}
return 0;
}
@ -1734,11 +1734,11 @@ int DoTrapMatch(short match)
// if correct type and matches
if (actor->spr.hitag == FIREBALL_TRAP)
{
u->WaitTics -= synctics;
actor->user.WaitTics -= synctics;
if (u->WaitTics <= 0)
if (actor->user.WaitTics <= 0)
{
u->WaitTics = 1 * 120;
actor->user.WaitTics = 1 * 120;
InitFireballTrap(actor);
}
}
@ -1746,11 +1746,11 @@ int DoTrapMatch(short match)
// if correct type and matches
if (actor->spr.hitag == BOLT_TRAP)
{
u->WaitTics -= synctics;
actor->user.WaitTics -= synctics;
if (u->WaitTics <= 0)
if (actor->user.WaitTics <= 0)
{
u->WaitTics = 1 * 120;
actor->user.WaitTics = 1 * 120;
InitBoltTrap(actor);
}
}
@ -1758,11 +1758,11 @@ int DoTrapMatch(short match)
// if correct type and matches
if (actor->spr.hitag == SPEAR_TRAP)
{
u->WaitTics -= synctics;
actor->user.WaitTics -= synctics;
if (u->WaitTics <= 0)
if (actor->user.WaitTics <= 0)
{
u->WaitTics = 1 * 120;
actor->user.WaitTics = 1 * 120;
InitSpearTrap(actor);
}
}
@ -1857,12 +1857,12 @@ void OperateTripTrigger(PLAYERp pp)
{
u = actor->u();
if (TEST(u->Flags, SPR_WAIT_FOR_TRIGGER))
if (TEST(actor->user.Flags, SPR_WAIT_FOR_TRIGGER))
{
if (Distance(actor->spr.pos.X, actor->spr.pos.Y, pp->pos.X, pp->pos.Y) < dist)
{
u->targetActor = pp->Actor();
RESET(u->Flags, SPR_WAIT_FOR_TRIGGER);
actor->user.targetActor = pp->Actor();
RESET(actor->user.Flags, SPR_WAIT_FOR_TRIGGER);
}
}
}
@ -1928,12 +1928,13 @@ void OperateContinuousTrigger(PLAYERp pp)
short PlayerTakeSectorDamage(PLAYERp pp)
{
auto sectu = pp->cursector;
DSWActor* actor = pp->actor;
USERp u = pp->Actor()->u();
// the calling routine must make sure sectu exists
if ((u->DamageTics -= synctics) < 0)
if ((actor->user.DamageTics -= synctics) < 0)
{
u->DamageTics = DAMAGE_TIME;
actor->user.DamageTics = DAMAGE_TIME;
PlayerUpdateHealth(pp, -sectu->damage);
PlayerCheckDeath(pp, nullptr);
@ -2315,8 +2316,7 @@ void PlayerOperateEnv(PLAYERp pp)
}
else
{
USERp u = pp->Actor()->u();
u->DamageTics = 0;
pp->actor->user.DamageTics = 0;
}