- renamed all nu-> outside weapon.cpp.

This commit is contained in:
Christoph Oelckers 2021-12-25 19:57:14 +01:00
parent 38224f05b7
commit 13e14553eb
7 changed files with 94 additions and 94 deletions

View file

@ -1148,12 +1148,12 @@ void BunnyHatch(DSWActor* actor)
actorNew->spr.shade = actor->spr.shade;
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
SET(actorNew->user.Flags, SPR_ACTIVE);
if (RandomRange(1000) > 500) // Boy or Girl?
nu->spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
else
{
nu->spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
// Oops, mommy died giving birth to a boy
if (RandomRange(1000) > 500)
{
@ -1172,17 +1172,17 @@ void BunnyHatch(DSWActor* actor)
}
}
nu->ShellNum = 0; // Not Pregnant right now
actorNew->user.ShellNum = 0; // Not Pregnant right now
NewStateGroup(actorNew, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
actorNew->user.ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(actorNew, FAST_SPEED);
PickJumpMaxSpeed(actorNew, -600);
SET(nu->Flags, SPR_JUMPING);
RESET(nu->Flags, SPR_FALLING);
SET(actorNew->user.Flags, SPR_JUMPING);
RESET(actorNew->user.Flags, SPR_FALLING);
nu->jump_grav = 8;
actorNew->user.jump_grav = 8;
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actorNew);
@ -1208,42 +1208,42 @@ DSWActor* BunnyHatch2(DSWActor* actor)
actorNew->spr.shade = actor->spr.shade;
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
SET(actorNew->user.Flags, SPR_ACTIVE);
if (RandomRange(1000) > 500) // Boy or Girl?
{
nu->spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
nu->Flag1 = SEC(5);
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
actorNew->user.Flag1 = SEC(5);
}
else
{
nu->spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
nu->Flag1 = 0;
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
actorNew->user.Flag1 = 0;
}
nu->ShellNum = 0; // Not Pregnant right now
actorNew->user.ShellNum = 0; // Not Pregnant right now
NewStateGroup(actorNew, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
actorNew->user.ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(actorNew, FAST_SPEED);
if (TEST_BOOL3(actor))
{
PickJumpMaxSpeed(actorNew, -600-RandomRange(600));
actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
actorNew->spr.xvel = 150 + RandomRange(1000);
nu->Health = 1; // Easy to pop. Like shootn' skeet.
actorNew->user.Health = 1; // Easy to pop. Like shootn' skeet.
actorNew->spr.ang -= RandomRange(128);
actorNew->spr.ang += RandomRange(128);
}
else
PickJumpMaxSpeed(actorNew, -600);
SET(nu->Flags, SPR_JUMPING);
RESET(nu->Flags, SPR_FALLING);
SET(actorNew->user.Flags, SPR_JUMPING);
RESET(actorNew->user.Flags, SPR_FALLING);
nu->jump_grav = 8;
nu->FlagOwner = 0;
actorNew->user.jump_grav = 8;
actorNew->user.FlagOwner = 0;
nu->active_range = 75000; // Set it far
actorNew->user.active_range = 75000; // Set it far
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actorNew);

View file

@ -553,15 +553,15 @@ int NewCoolg(DSWActor* actor)
nu = actorNew->u();
ChangeState(actorNew, &s_CoolgBirth[0]);
nu->StateEnd = s_CoolgDie;
nu->Rot = sg_CoolgRun;
actorNew->spr.pal = nu->spal = u->spal;
actorNew->user.StateEnd = s_CoolgDie;
actorNew->user.Rot = sg_CoolgRun;
actorNew->spr.pal = actorNew->user.spal = u->spal;
nu->ActorActionSet = &CoolgActionSet;
actorNew->user.ActorActionSet = &CoolgActionSet;
actorNew->spr.shade = actor->spr.shade;
nu->Personality = &CoolgPersonality;
nu->Attrib = &CoolgAttrib;
actorNew->user.Personality = &CoolgPersonality;
actorNew->user.Attrib = &CoolgAttrib;
// special case
TotalKillable++;

View file

@ -314,12 +314,12 @@ void SpawnMidSplash(DSWActor* actor)
if (RANDOM_P2(1024) < 512)
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
nu->xchange = 0;
nu->ychange = 0;
nu->zchange = 0;
actorNew->user.xchange = 0;
actorNew->user.ychange = 0;
actorNew->user.zchange = 0;
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
SET(actorNew->user.Flags, SPR_UNDERWATER);
}
void SpawnFloorSplash(DSWActor* actor)
@ -342,12 +342,12 @@ void SpawnFloorSplash(DSWActor* actor)
if (RANDOM_P2(1024) < 512)
SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
nu->xchange = 0;
nu->ychange = 0;
nu->zchange = 0;
actorNew->user.xchange = 0;
actorNew->user.ychange = 0;
actorNew->user.zchange = 0;
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
SET(actorNew->user.Flags, SPR_UNDERWATER);
}
@ -549,14 +549,14 @@ int DoBloodSpray(DSWActor* actor)
if (RANDOM_P2(1024) < 512)
SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
actorNew->user.xchange = u->xchange;
actorNew->user.ychange = u->ychange;
actorNew->user.zchange = u->zchange;
ScaleSpriteVector(actorNew, 20000);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
SET(actorNew->user.Flags, SPR_UNDERWATER);
}
return false;
@ -758,16 +758,16 @@ int DoPhosphorus(DSWActor* actor)
if (RANDOM_P2(1024) < 512)
SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
actorNew->user.xchange = u->xchange;
actorNew->user.ychange = u->ychange;
actorNew->user.zchange = u->zchange;
nu->spal = actorNew->spr.pal = PALETTE_PLAYER3; // RED
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER3; // RED
ScaleSpriteVector(actorNew, 20000);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
SET(actorNew->user.Flags, SPR_UNDERWATER);
}
return false;
@ -981,16 +981,16 @@ int DoChemBomb(DSWActor* actor)
// SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
actorNew->user.xchange = u->xchange;
actorNew->user.ychange = u->ychange;
actorNew->user.zchange = u->zchange;
nu->spal = actorNew->spr.pal = PALETTE_PLAYER6;
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
ScaleSpriteVector(actorNew, 20000);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
SET(actorNew->user.Flags, SPR_UNDERWATER);
}
return false;
@ -1209,14 +1209,14 @@ int SpawnRadiationCloud(DSWActor* actor)
nu = actorNew->u();
SetOwner(GetOwner(actor), actorNew);
nu->WaitTics = 1 * 120;
actorNew->user.WaitTics = 1 * 120;
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = 32;
actorNew->spr.yrepeat = 32;
actorNew->spr.clipdist = actor->spr.clipdist;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->spal = actorNew->spr.pal = PALETTE_PLAYER6;
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
// Won't take floor palettes
actorNew->spr.hitag = SECTFU_DONT_COPY_PALETTE;
@ -1228,22 +1228,22 @@ int SpawnRadiationCloud(DSWActor* actor)
actorNew->spr.ang = RANDOM_P2(2048);
actorNew->spr.xvel = RANDOM_P2(32);
nu->Counter = 0;
nu->Counter2 = 0;
actorNew->user.Counter = 0;
actorNew->user.Counter2 = 0;
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121)
{
nu->Radius = 2000;
nu->xchange = (MOVEx(actorNew->spr.xvel>>2, actorNew->spr.ang));
nu->ychange = (MOVEy(actorNew->spr.xvel>>2, actorNew->spr.ang));
actorNew->user.Radius = 2000;
actorNew->user.xchange = (MOVEx(actorNew->spr.xvel>>2, actorNew->spr.ang));
actorNew->user.ychange = (MOVEy(actorNew->spr.xvel>>2, actorNew->spr.ang));
actorNew->spr.zvel = Z(1) + RANDOM_P2(Z(2));
}
else
{
nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
nu->Radius = 4000;
actorNew->user.Radius = 4000;
}
return false;
@ -1645,16 +1645,16 @@ void SpawnFlashBombOnActor(DSWActor* actor)
if (u->flameActor != nullptr)
{
nu->Counter = GetRepeatFromHeight(actorNew, ActorSizeZ(actor) >> 1) * 4;
actorNew->user.Counter = GetRepeatFromHeight(actorNew, ActorSizeZ(actor) >> 1) * 4;
}
else
nu->Counter = 0; // max flame size
actorNew->user.Counter = 0; // max flame size
actorNew->spr.shade = -40;
SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->Radius = 200;
actorNew->user.Radius = 200;
if (u->flameActor != nullptr)
{

View file

@ -1217,17 +1217,17 @@ void RipperHatch(DSWActor* actor)
nu = actorNew->u();
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
SET(actorNew->user.Flags, SPR_ACTIVE);
NewStateGroup(actorNew, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
actorNew->user.ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(actorNew, FAST_SPEED);
PickJumpMaxSpeed(actorNew, -600);
SET(nu->Flags, SPR_JUMPING);
RESET(nu->Flags, SPR_FALLING);
SET(actorNew->user.Flags, SPR_JUMPING);
RESET(actorNew->user.Flags, SPR_FALLING);
nu->jump_grav = 8;
actorNew->user.jump_grav = 8;
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actorNew);

View file

@ -1236,17 +1236,17 @@ void Ripper2Hatch(DSWActor* actor)
nu = actorNew->u();
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
SET(actorNew->user.Flags, SPR_ACTIVE);
NewStateGroup(actorNew, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
actorNew->user.ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(actorNew, FAST_SPEED);
PickJumpMaxSpeed(actorNew, -600);
SET(nu->Flags, SPR_JUMPING);
RESET(nu->Flags, SPR_FALLING);
SET(actorNew->user.Flags, SPR_JUMPING);
RESET(actorNew->user.Flags, SPR_FALLING);
nu->jump_grav = 8;
actorNew->user.jump_grav = 8;
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actorNew);

View file

@ -4876,7 +4876,7 @@ int KillGet(DSWActor* actor)
nu = actorNew->u();
actorNew->spr.shade = -20;
nu->WaitTics = u->WaitTics - 12;
actorNew->user.WaitTics = u->WaitTics - 12;
break;
}
@ -4925,7 +4925,7 @@ int KillGetAmmo(DSWActor* actor)
nu = actorNew->u();
actorNew->spr.shade = -20;
nu->WaitTics = u->WaitTics - 12;
actorNew->user.WaitTics = u->WaitTics - 12;
break;
}
@ -4982,7 +4982,7 @@ int KillGetWeapon(DSWActor* actor)
nu = actorNew->u();
actorNew->spr.shade = -20;
nu->WaitTics = u->WaitTics - 12;
actorNew->user.WaitTics = u->WaitTics - 12;
break;
}
@ -5927,15 +5927,15 @@ KeyMain:
actorNew->spr.shade = -20;
// Attach flag to player
nu->Counter = 0;
actorNew->user.Counter = 0;
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(actorNew->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
SetAttach(pp->Actor(), actorNew);
nu->sz = ActorZOfMiddle(pp->Actor()); // Set mid way up who it hit
nu->spal = actorNew->spr.pal = actor->spr.pal; // Set the palette of the flag
actorNew->user.sz = ActorZOfMiddle(pp->Actor()); // Set mid way up who it hit
actorNew->user.spal = actorNew->spr.pal = actor->spr.pal; // Set the palette of the flag
SetOwner(pp->Actor(), actorNew); // Player now owns the flag
nu->flagOwnerActor = actor; // Tell carried flag who owns it
actorNew->user.flagOwnerActor = actor; // Tell carried flag who owns it
KillGet(actor); // Set up for flag respawning
break;
}

View file

@ -784,20 +784,20 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
nu = actorNew->u();
actorNew->spr.setsector(pp->cursector);
SetOwner(actorNew, ownerActor);
actorNew->spr.pal = nu->spal = ownerActor->user.spal;
actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
actorNew->spr.ang = RANDOM_P2(2048);
SetupZombie(actorNew);
actorNew->spr.shade = -10;
SET(nu->Flags2, SPR2_DONT_TARGET_OWNER);
SET(actorNew->user.Flags2, SPR2_DONT_TARGET_OWNER);
SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
DoActorPickClosePlayer(actorNew);
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
SET(actorNew->user.Flags, SPR_ACTIVE);
RESET(nu->Flags, SPR_JUMPING);
RESET(nu->Flags, SPR_FALLING);
RESET(actorNew->user.Flags, SPR_JUMPING);
RESET(actorNew->user.Flags, SPR_FALLING);
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actorNew);
@ -832,22 +832,22 @@ void SpawnZombie2(DSWActor* actor)
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
nu = actorNew->u();
nu->Counter3 = 0;
actorNew->user.Counter3 = 0;
SetOwner(ownerActor, actorNew);
actorNew->spr.pal = nu->spal = ownerActor->user.spal;
actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
actorNew->spr.ang = RANDOM_P2(2048);
SetupZombie(actorNew);
actorNew->spr.shade = -10;
SET(nu->Flags2, SPR2_DONT_TARGET_OWNER);
SET(actorNew->user.Flags2, SPR2_DONT_TARGET_OWNER);
SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
DoActorPickClosePlayer(actorNew);
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
SET(actorNew->user.Flags, SPR_ACTIVE);
RESET(nu->Flags, SPR_JUMPING);
RESET(nu->Flags, SPR_FALLING);
RESET(actorNew->user.Flags, SPR_JUMPING);
RESET(actorNew->user.Flags, SPR_FALLING);
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actorNew);