- renamed DDukeActor::picnum to attackertype.

This one having the same name here as spritetype::picnum is just confusing as hell and badly describes this variable's function.
This commit is contained in:
Christoph Oelckers 2021-12-27 23:52:16 +01:00
parent a15e5399fa
commit 16635e53fc
11 changed files with 50 additions and 50 deletions

View file

@ -2327,7 +2327,7 @@ bool bloodpool(DDukeActor* actor, bool puke, int TIRE)
if (actor->temp_data[2] < 32)
{
actor->temp_data[2]++;
if (actor->picnum == TIRE)
if (actor->attackertype == TIRE)
{
if (actor->spr.xrepeat < 64 && actor->spr.yrepeat < 64)
{
@ -2363,7 +2363,7 @@ bool bloodpool(DDukeActor* actor, bool puke, int TIRE)
if (actor->temp_data[1] == 1) return false;
actor->temp_data[1] = 1;
if (actor->picnum == TIRE)
if (actor->attackertype == TIRE)
ps[p].footprintcount = 10;
else ps[p].footprintcount = 3;
@ -5149,7 +5149,7 @@ void fall_common(DDukeActor *actor, int playernum, int JIBS6, int DRONE, int BLO
SKIPJIBS:
actor->picnum = SHOTSPARK1;
actor->attackertype = SHOTSPARK1;
actor->extra = 1;
actor->spr.zvel = 0;
}

View file

@ -241,7 +241,7 @@ bool ifsquished(DDukeActor* actor, int p)
if (actor->spr.pal == 1)
{
actor->picnum = SHOTSPARK1;
actor->attackertype = SHOTSPARK1;
actor->extra = 1;
return false;
}
@ -352,26 +352,26 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
act2->ang = getangle(act2->spr.pos.X - actor->spr.pos.X, act2->spr.pos.Y - actor->spr.pos.Y);
if (actor->spr.picnum == RPG && act2->spr.extra > 0)
act2->picnum = RPG;
act2->attackertype = RPG;
else if (!isWorldTour())
{
if (actor->spr.picnum == SHRINKSPARK)
act2->picnum = SHRINKSPARK;
else act2->picnum = RADIUSEXPLOSION;
act2->attackertype = SHRINKSPARK;
else act2->attackertype = RADIUSEXPLOSION;
}
else
{
if (actor->spr.picnum == SHRINKSPARK || actor->spr.picnum == FLAMETHROWERFLAME)
act2->picnum = actor->spr.picnum;
act2->attackertype = actor->spr.picnum;
else if (actor->spr.picnum != FIREBALL || !Owner || Owner->spr.picnum != APLAYER)
{
if (actor->spr.picnum == LAVAPOOL)
act2->picnum = FLAMETHROWERFLAME;
act2->attackertype = FLAMETHROWERFLAME;
else
act2->picnum = RADIUSEXPLOSION;
act2->attackertype = RADIUSEXPLOSION;
}
else
act2->picnum = FLAMETHROWERFLAME;
act2->attackertype = FLAMETHROWERFLAME;
}
if (actor->spr.picnum != SHRINKSPARK && (!isWorldTour() || actor->spr.picnum != LAVAPOOL))
@ -415,7 +415,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
{
int p = act2->spr.yvel;
if (isWorldTour() && act2->picnum == FLAMETHROWERFLAME && Owner->spr.picnum == APLAYER)
if (isWorldTour() && act2->attackertype == FLAMETHROWERFLAME && Owner->spr.picnum == APLAYER)
{
ps[p].numloogs = -1 - actor->spr.yvel;
}
@ -728,7 +728,7 @@ int ifhitbyweapon_d(DDukeActor *actor)
{
if (actor->spr.picnum == APLAYER)
{
if (ud.god && actor->picnum != SHRINKSPARK) return -1;
if (ud.god && actor->attackertype != SHRINKSPARK) return -1;
p = actor->spr.yvel;
@ -742,7 +742,7 @@ int ifhitbyweapon_d(DDukeActor *actor)
if (hitowner)
{
if (actor->spr.extra <= 0 && actor->picnum != FREEZEBLAST)
if (actor->spr.extra <= 0 && actor->attackertype != FREEZEBLAST)
{
actor->spr.extra = 0;
@ -756,7 +756,7 @@ int ifhitbyweapon_d(DDukeActor *actor)
}
}
switch(actor->picnum)
switch(actor->attackertype)
{
case RADIUSEXPLOSION:
case RPG:
@ -777,12 +777,12 @@ int ifhitbyweapon_d(DDukeActor *actor)
else
{
if (actor->extra == 0)
if (actor->picnum == SHRINKSPARK && actor->spr.xrepeat < 24)
if (actor->attackertype == SHRINKSPARK && actor->spr.xrepeat < 24)
return -1;
if (isWorldTour() && actor->picnum == FIREFLY && actor->spr.xrepeat < 48)
if (isWorldTour() && actor->attackertype == FIREFLY && actor->spr.xrepeat < 48)
{
if (actor->picnum != RADIUSEXPLOSION && actor->picnum != RPG)
if (actor->attackertype != RADIUSEXPLOSION && actor->attackertype != RPG)
return -1;
}
@ -793,13 +793,13 @@ int ifhitbyweapon_d(DDukeActor *actor)
}
actor->extra = -1;
return actor->picnum;
return actor->attackertype;
}
}
if (ud.multimode < 2 || !isWorldTour()
|| actor->picnum != FLAMETHROWERFLAME
|| actor->attackertype != FLAMETHROWERFLAME
|| actor->extra >= 0
|| actor->spr.extra > 0
|| actor->spr.picnum != APLAYER
@ -1663,7 +1663,7 @@ static void weaponcommon_d(DDukeActor* proj)
switch (proj->spr.picnum)
{
case RPG:
if (proj->picnum != BOSS2 && proj->spr.xrepeat >= 10 && proj->spr.sector()->lotag != 2)
if (proj->attackertype != BOSS2 && proj->spr.xrepeat >= 10 && proj->spr.sector()->lotag != 2)
{
auto spawned = spawn(proj, SMALLSMOKE);
if (spawned) spawned->spr.pos.Z += (1 << 8);

View file

@ -304,11 +304,11 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
act2->ang = getangle(act2->spr.pos.X - actor->spr.pos.X, act2->spr.pos.Y - actor->spr.pos.Y);
if (actor->spr.picnum == RPG && act2->spr.extra > 0)
act2->picnum = RPG;
act2->attackertype = RPG;
else if ((isRRRA()) && actor->spr.picnum == RPG2 && act2->spr.extra > 0)
act2->picnum = RPG;
act2->attackertype = RPG;
else
act2->picnum = RADIUSEXPLOSION;
act2->attackertype = RADIUSEXPLOSION;
if (d < r / 3)
{
@ -657,7 +657,7 @@ int ifhitbyweapon_r(DDukeActor *actor)
if (hitowner)
{
if (actor->spr.extra <= 0 && actor->picnum != FREEZEBLAST)
if (actor->spr.extra <= 0 && actor->attackertype != FREEZEBLAST)
{
actor->spr.extra = 0;
@ -671,7 +671,7 @@ int ifhitbyweapon_r(DDukeActor *actor)
}
}
int pn = actor->picnum;
int pn = actor->attackertype;
if (pn == RPG2 && !isRRRA()) pn = 0; // avoid messing around with gotos.
switch (pn)
{
@ -705,7 +705,7 @@ int ifhitbyweapon_r(DDukeActor *actor)
}
actor->extra = -1;
return actor->picnum;
return actor->attackertype;
}
}
@ -1067,7 +1067,7 @@ void movestandables_r(void)
static void chickenarrow(DDukeActor* actor)
{
actor->spr.hitag++;
if (actor->picnum != BOSS2 && actor->spr.xrepeat >= 10 && actor->spr.sector()->lotag != 2)
if (actor->attackertype != BOSS2 && actor->spr.xrepeat >= 10 && actor->spr.sector()->lotag != 2)
{
auto spawned = spawn(actor, SMALLSMOKE);
if (spawned) spawned->spr.pos.Z += (1 << 8);
@ -1347,7 +1347,7 @@ static void weaponcommon_r(DDukeActor *proj)
switch (proj->spr.picnum)
{
case RPG:
if (proj->picnum != BOSS2 && proj->spr.xrepeat >= 10 && proj->spr.sector()->lotag != 2)
if (proj->attackertype != BOSS2 && proj->spr.xrepeat >= 10 && proj->spr.sector()->lotag != 2)
{
spawn(proj, SMALLSMOKE)->spr.pos.Z += (1 << 8);
}
@ -2678,7 +2678,7 @@ DETONATEB:
SetPlayerPal(&ps[p], PalEntry(32, 0, 32, 0));
}
if (Owner && (Owner->picnum != HEAVYHBOMB || ud.respawn_items == 0 || Owner->spr.picnum == APLAYER))
if (Owner && (Owner->attackertype != HEAVYHBOMB || ud.respawn_items == 0 || Owner->spr.picnum == APLAYER))
{
if (actor->spr.picnum == HEAVYHBOMB && Owner->spr.picnum != APLAYER && ud.coop)
return;
@ -4014,7 +4014,7 @@ static int fallspecial(DDukeActor *actor, int playernum)
addspritetodelete();
return 0;
}
actor->picnum = SHOTSPARK1;
actor->attackertype = SHOTSPARK1;
actor->extra = 1;
}
else if (isRRRA() && (actor->spr.sector()->floorpicnum == RRTILE7820 || actor->spr.sector()->floorpicnum == RRTILE7768))
@ -4023,7 +4023,7 @@ static int fallspecial(DDukeActor *actor, int playernum)
{
if ((krand() & 3) == 1)
{
actor->picnum = SHOTSPARK1;
actor->attackertype = SHOTSPARK1;
actor->extra = 5;
}
}
@ -4075,7 +4075,7 @@ void destroyit(DDukeActor *actor)
{
if (a3->spr.picnum == DESTRUCTO)
{
a3->picnum = SHOTSPARK1;
a3->attackertype = SHOTSPARK1;
a3->extra = 1;
}
}

View file

@ -469,7 +469,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in
case SCRAP6 + 6:
case SCRAP6 + 7:
if (h->picnum == BLIMP && t->picnum == SCRAP1 && h->spr.yvel >= 0)
if (h->attackertype == BLIMP && t->picnum == SCRAP1 && h->spr.yvel >= 0)
t->picnum = h->spr.yvel;
else t->picnum += h->temp_data[0];
t->shade -= 6;

View file

@ -1277,8 +1277,8 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
else SetGameVarID(lVar2, act->cgg, sActor, sPlayer);
break;
case ACTOR_HTPICNUM:
if (bSet) act->picnum = lValue;
else SetGameVarID(lVar2, act->picnum, sActor, sPlayer);
if (bSet) act->attackertype = lValue;
else SetGameVarID(lVar2, act->attackertype, sActor, sPlayer);
break;
case ACTOR_HTANG:
if (bSet) act->ang = lValue;
@ -2155,7 +2155,7 @@ int ParseState::parse(void)
case concmd_ifwasweapon:
case concmd_ifspawnedby: // these two are the same
insptr++;
parseifelse( g_ac->picnum == *insptr);
parseifelse( g_ac->attackertype == *insptr);
break;
case concmd_ifai:
insptr++;

View file

@ -2475,7 +2475,7 @@ void onMotorcycleHit(int snum, DDukeActor* victim)
}
else
victim->SetHitOwner(p->GetActor());
victim->picnum = MOTOHIT;
victim->attackertype = MOTOHIT;
victim->extra = xs_CRoundToInt(p->MotoSpeed / 2.);
p->MotoSpeed -= p->MotoSpeed / 4.;
p->TurbCount = 6;
@ -2535,7 +2535,7 @@ void onBoatHit(int snum, DDukeActor* victim)
}
else
victim->SetHitOwner(p->GetActor());
victim->picnum = MOTOHIT;
victim->attackertype = MOTOHIT;
victim->extra = xs_CRoundToInt(p->MotoSpeed / 4.);
p->MotoSpeed -= p->MotoSpeed / 4.;
p->TurbCount = 6;
@ -3458,7 +3458,7 @@ void processinput_r(int snum)
if (p->OnMotorcycle)
if (badguy(clz.actor()))
{
clz.actor()->picnum = MOTOHIT;
clz.actor()->attackertype = MOTOHIT;
clz.actor()->extra = xs_CRoundToInt(2 + (p->MotoSpeed / 2.));
p->MotoSpeed -= p->MotoSpeed / 16.;
}
@ -3466,7 +3466,7 @@ void processinput_r(int snum)
{
if (badguy(clz.actor()))
{
clz.actor()->picnum = MOTOHIT;
clz.actor()->attackertype = MOTOHIT;
clz.actor()->extra = xs_CRoundToInt(2 + (p->MotoSpeed / 2.));
p->MotoSpeed -= p->MotoSpeed / 16.;
}

View file

@ -300,7 +300,7 @@ void DDukeActor::Serialize(FSerializer& arc)
arc("cgg", cgg)
("spriteextra", spriteextra)
("picnum", picnum)
("picnum", attackertype)
("ang", ang)
("extra", extra)
("owneractor", ownerActor)

View file

@ -1452,7 +1452,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
hitpic = FLAMETHROWERFLAME;
}
targ->picnum = hitpic;
targ->attackertype = hitpic;
targ->extra += proj->spr.extra;
targ->ang = proj->spr.ang;
targ->SetHitOwner(Owner);

View file

@ -2399,7 +2399,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
if (proj->spr.picnum == FREEZEBLAST && ((targ->spr.picnum == APLAYER && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ)))
return;
targ->picnum = proj->spr.picnum;
targ->attackertype = proj->spr.picnum;
targ->extra += proj->spr.extra;
if (targ->spr.picnum != COW)
targ->ang = proj->spr.ang;
@ -2915,7 +2915,7 @@ void tearitup(sectortype* sect)
{
if (act->spr.picnum == DESTRUCTO)
{
act->picnum = SHOTSPARK1;
act->attackertype = SHOTSPARK1;
act->extra = 1;
}
}

View file

@ -95,7 +95,7 @@ DDukeActor* EGS(sectortype* whatsectp, int s_x, int s_y, int s_z, int s_pn, int8
if (s_ow)
{
act->picnum = s_ow->spr.picnum;
act->attackertype = s_ow->spr.picnum;
act->floorz = s_ow->floorz;
act->ceilingz = s_ow->ceilingz;
}
@ -137,7 +137,7 @@ DDukeActor* EGS(sectortype* whatsectp, int s_x, int s_y, int s_z, int s_pn, int8
bool initspriteforspawn(DDukeActor* act, const std::initializer_list<int> &excludes)
{
act->picnum = act->spr.picnum;
act->attackertype = act->spr.picnum;
act->timetosleep = 0;
act->extra = -1;
@ -220,7 +220,7 @@ DDukeActor* spawn(DDukeActor* actj, int pn)
auto spawned = EGS(actj->spr.sector(), actj->spr.pos.X, actj->spr.pos.Y, actj->spr.pos.Z, pn, 0, 0, 0, 0, 0, 0, actj, 0);
if (spawned)
{
spawned->picnum = actj->spr.picnum;
spawned->attackertype = actj->spr.picnum;
return fi.spawninit(actj, spawned, nullptr);
}
}

View file

@ -35,7 +35,7 @@ public:
uint8_t cgg;
uint8_t spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'.
TObjPtr<DDukeActor*> ownerActor, hitOwnerActor;
short picnum, ang, extra, movflag;
short attackertype, ang, extra, movflag;
short tempang, dispicnum;
short timetosleep;
int floorz, ceilingz, lastvx, lastvy, aflags;
@ -66,7 +66,7 @@ public:
ownerActor = nullptr;
hitOwnerActor = nullptr;
cgg = spriteextra = 0;
picnum = ang = extra = movflag = tempang = dispicnum = timetosleep = 0;
attackertype = ang = extra = movflag = tempang = dispicnum = timetosleep = 0;
floorz = ceilingz = lastvx = lastvy = aflags = saved_ammo = 0;
memset(temp_data, 0, sizeof(temp_data));
}