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- SW: Use BIT()
inline in a few places that were changed in "- SW: Replace the last few remaining TEST()
macro uses and remove from mytypes.h
."
Originally, `BIT()` was going to be dropped in a subsequent commit but we've elected not to.
This commit is contained in:
parent
c61d82cead
commit
1b077251e3
4 changed files with 8 additions and 8 deletions
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@ -349,8 +349,8 @@ void PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
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if (pp->WpnAmmo[WeaponNum] <= 0)
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if (pp->WpnAmmo[WeaponNum] <= 0)
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{
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{
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// star and mine
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// star and mine
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if (WeaponIsAmmo & (1 << WeaponNum))
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if (WeaponIsAmmo & BIT(WeaponNum))
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pp->WpnFlags &= ~(1 << WeaponNum);
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pp->WpnFlags &= ~BIT(WeaponNum);
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pp->WpnAmmo[WeaponNum] = 0;
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pp->WpnAmmo[WeaponNum] = 0;
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}
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}
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@ -1121,7 +1121,7 @@ void KillMatchingCrackSprites(short match)
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{
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{
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if (actor->spr.hitag == match)
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if (actor->spr.hitag == match)
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{
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{
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if (SP_TAG8(actor) & (1 << 2))
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if (SP_TAG8(actor) & BIT(2))
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continue;
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continue;
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KillActor(actor);
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KillActor(actor);
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@ -1641,10 +1641,10 @@ void SpriteSetup(void)
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actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);;
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actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);;
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}
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}
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if (SP_TAG8(actor) & (1 << 0))
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if (SP_TAG8(actor) & BIT(0))
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actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
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actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
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if (SP_TAG8(actor) & (1 << 1))
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if (SP_TAG8(actor) & BIT(1))
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actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
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actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
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change_actor_stat(actor, STAT_SPRITE_HIT_MATCH);
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change_actor_stat(actor, STAT_SPRITE_HIT_MATCH);
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@ -4955,7 +4955,7 @@ bool CanGetWeapon(PLAYERp pp, DSWActor* actor, int WPN)
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if (actor->user.Flags2 & (SPR2_NEVER_RESPAWN))
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if (actor->user.Flags2 & (SPR2_NEVER_RESPAWN))
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return true;
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return true;
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if (pp->WpnGotOnceFlags & (1 << WPN))
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if (pp->WpnGotOnceFlags & BIT(WPN))
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return false;
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return false;
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return true;
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return true;
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@ -4967,7 +4967,7 @@ bool CanGetWeapon(PLAYERp pp, DSWActor* actor, int WPN)
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return true;
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return true;
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// No Respawn - can't get a weapon again if you already got it
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// No Respawn - can't get a weapon again if you already got it
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if (gNet.NoRespawn && (pp->WpnGotOnceFlags & (1 << WPN)))
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if (gNet.NoRespawn && (pp->WpnGotOnceFlags & BIT(WPN)))
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return false;
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return false;
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return true;
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return true;
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@ -8230,7 +8230,7 @@ int DoGrenade(DSWActor* actor)
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// special case so grenade can ring gong
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// special case so grenade can ring gong
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if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
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if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
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{
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{
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if (SP_TAG8(hitActor) & (1 << 3))
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if (SP_TAG8(hitActor) & BIT(3))
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DoMatchEverything(nullptr, hitActor->spr.hitag, -1);
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DoMatchEverything(nullptr, hitActor->spr.hitag, -1);
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}
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}
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