From 13e14553ebe1e696bfaddd14e0bdfa455081a05b Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 25 Dec 2021 19:57:14 +0100 Subject: [PATCH] - renamed all nu-> outside weapon.cpp. --- source/games/sw/src/bunny.cpp | 46 +++++++++++----------- source/games/sw/src/coolg.cpp | 12 +++--- source/games/sw/src/jweapon.cpp | 70 ++++++++++++++++----------------- source/games/sw/src/ripper.cpp | 12 +++--- source/games/sw/src/ripper2.cpp | 12 +++--- source/games/sw/src/sprite.cpp | 14 +++---- source/games/sw/src/zombie.cpp | 22 +++++------ 7 files changed, 94 insertions(+), 94 deletions(-) diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index 166b5081e..d256da57e 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -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); diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index 27925d3ba..37f481812 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -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++; diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 291cee9a2..ea14eab85 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -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) { diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index 27045f060..227f74a2c 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -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); diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index c381e5f5a..16cbdd6c9 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -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); diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 85347bd65..e0ae6af9b 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -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; } diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index fbd6c3138..af3c1048c 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -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);