- moving around some constants.

This commit is contained in:
Christoph Oelckers 2023-05-29 12:41:27 +02:00
parent a2f0bfb073
commit 27d17bc413
5 changed files with 9 additions and 9 deletions

View file

@ -127,9 +127,13 @@ x(STATUS_KEYS, 2881)
x(STATUS_NUMBERS, 2887)
x(BORDER_TILE, 2604)
x(BLUE_KEY, 1766)
x(BLUE_KEY_STATUE, 1768)
x(RED_KEY, 1770)
x(RED_KEY_STATUE, 1772)
x(GREEN_KEY, 1774)
x(GREEN_KEY_STATUE, 1776)
x(YELLOW_KEY, 1778)
x(YELLOW_KEY_STATUE, 1780)
x(GOLD_SKELKEY, 1765)
x(SILVER_SKELKEY, 1769)
x(BRONZE_SKELKEY, 1773)

View file

@ -309,10 +309,6 @@ enum EPicnums
//
//////////////////////
BLUE_KEY_STATUE = BLUE_KEY+2,
RED_KEY_STATUE = RED_KEY+2,
GREEN_KEY_STATUE = GREEN_KEY+2,
YELLOW_KEY_STATUE = YELLOW_KEY+2,
SKEL_LOCKED = 1846,
SKEL_UNLOCKED = 1847,
RAMCARD_LOCKED = 1850,

View file

@ -7419,7 +7419,7 @@ void pDisplaySprites(PLAYER* pp, double interpfrac)
continue;
}
// if the state is null get the picnum for other than picndx
// if the state is null get the texture for other than picndx
if (psp->picndx == -1 || !psp->State)
picnum = psp->picnum;
else
@ -7749,7 +7749,7 @@ void pStateControl(PANEL_SPRITE* psp)
pNextState(psp);
}
// Set picnum to the correct pic
// Set spritenum to the correct pic
psp->picndx = psp->State->picndx;
// do overlay states

View file

@ -1713,7 +1713,7 @@ void UpdatePlayerUnderSprite(PLAYER* pp)
act_under->user.__legacyState.State = act_over->user.__legacyState.State;
act_under->user.__legacyState.Rot = act_over->user.__legacyState.Rot;
act_under->user.__legacyState.StateStart = act_over->user.__legacyState.StateStart;
act_under->spr.picnum = act_over->spr.picnum;
act_under->spr.setspritetexture(act_over->spr.spritetexture());
}
//---------------------------------------------------------------------------
@ -6513,7 +6513,7 @@ void PlayerStateControl(DSWActor* actor)
}
}
// Set picnum to the correct pic
// Set the correct pic
if (actor->user.__legacyState.RotNum > 1)
actor->spr.picnum = actor->user.__legacyState.Rot[0]->Pic;
else

View file

@ -5967,7 +5967,7 @@ int StateControl(DSWActor* actor)
if (actor->hasU())
{
ASSERT(actor->user.__legacyState.State);
// Set picnum to the correct pic
// Set the correct pic
if ((actor->user.__legacyState.State->Tics & SF_WALL_STATE))
{
ASSERT(actor->user.WallP);