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- globally replaced ->u()->.
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parent
82b883e461
commit
395a269feb
15 changed files with 106 additions and 106 deletions
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@ -1059,10 +1059,10 @@ void DoPlayerSpriteThrow(PLAYERp pp)
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{
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if (!TEST(pp->Flags, PF_DIVING|PF_FLYING|PF_CRAWLING))
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{
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if (pp->CurWpn == pp->Wpn[WPN_SWORD] && pp->Actor()->u()->Rot != sg_PlayerNinjaSword)
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if (pp->CurWpn == pp->Wpn[WPN_SWORD] && pp->Actor()->user.Rot != sg_PlayerNinjaSword)
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NewStateGroup(pp->Actor(), sg_PlayerNinjaSword);
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else
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//if (pp->CurWpn == pp->Wpn[WPN_FIST] && pp->Actor()->u()->Rot != sg_PlayerNinjaPunch)
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//if (pp->CurWpn == pp->Wpn[WPN_FIST] && pp->Actor()->user.Rot != sg_PlayerNinjaPunch)
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NewStateGroup(pp->Actor(), sg_PlayerNinjaPunch);
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//else
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// NewStateGroup(pp->Actor(), sg_PlayerNinjaThrow);
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@ -1396,7 +1396,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
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//DoPlayerStand(pp);
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pp->DoPlayerAction = DoPlayerTeleportPause;
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NewStateGroup(ppActor, ppActor->u()->ActorActionSet->Stand);
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NewStateGroup(ppActor, ppActor->user.ActorActionSet->Stand);
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UpdatePlayerSprite(pp);
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DoSpawnTeleporterEffect(ppActor);
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@ -1410,7 +1410,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
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// if someone already standing there
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if (npp->cursector == pp->cursector)
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{
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PlayerUpdateHealth(npp, -npp->Actor()->u()->Health); // Make sure he dies!
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PlayerUpdateHealth(npp, -npp->Actor()->user.Health); // Make sure he dies!
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// telefraged by teleporting player
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PlayerCheckDeath(npp, pp->Actor());
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}
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@ -1897,7 +1897,7 @@ void DoPlayerZrange(PLAYERp pp)
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// prevent player from standing on Zombies
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auto fsp = &floorColl.actor()->s();
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if (fsp->statnum == STAT_ENEMY && floorColl.actor()->u()->ID == ZOMBIE_RUN_R0)
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if (fsp->statnum == STAT_ENEMY && floorColl.actor()->user.ID == ZOMBIE_RUN_R0)
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{
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pp->lo_sectp = fsp->sector();
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pp->loz = fsp->pos.Z;
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@ -3180,7 +3180,7 @@ void DoPlayerBeginClimb(PLAYERp pp)
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//DamageData[u->WeaponNum].Init(pp);
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//NewStateGroup(pp->Actor(), pp->Actor()->u()->ActorActionSet->Climb);
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//NewStateGroup(pp->Actor(), pp->Actor()->user.ActorActionSet->Climb);
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NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
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}
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@ -4975,7 +4975,7 @@ void DoPlayerBeginOperate(PLAYERp pp)
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if (pp->InventoryAmount[INVENTORY_REPAIR_KIT])
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{
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UseInventoryRepairKit(pp);
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sop->max_damage = sop->sp_child->u()->MaxHealth;
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sop->max_damage = sop->sp_child->user.MaxHealth;
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VehicleSetSmoke(sop, nullptr);
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RESET(sop->flags, SOBJ_BROKEN);
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}
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@ -5061,7 +5061,7 @@ void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
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if (pp->InventoryAmount[INVENTORY_REPAIR_KIT])
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{
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UseInventoryRepairKit(pp);
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sop->max_damage = sop->sp_child->u()->MaxHealth;
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sop->max_damage = sop->sp_child->user.MaxHealth;
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VehicleSetSmoke(sop, nullptr);
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RESET(sop->flags, SOBJ_BROKEN);
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}
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@ -5558,7 +5558,7 @@ void DoPlayerBeginDie(PLAYERp pp)
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if (gNet.TeamPlay)
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{
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// playing team play
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if (pp->Actor()->u()->spal == ku->spal)
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if (pp->Actor()->user.spal == ku->spal)
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{
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// Killed your team member
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PlayerUpdateKills(pp, -1);
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@ -6619,7 +6619,7 @@ void PlayerGlobal(PLAYERp pp)
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{
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////DSPRINTF(ds,"Squish diff %d, min %d, cz %d, fz %d, lo %d, hi %d",labs(pp->loz - pp->hiz)>>8,min_height>>8, pp->ceiling_dist>>8, pp->floor_dist>>8,pp->lo_sectp-sector,pp->hi_sectp-sector);
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//MONO_PRINT(ds);
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PlayerUpdateHealth(pp, -pp->Actor()->u()->Health); // Make sure he dies!
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PlayerUpdateHealth(pp, -pp->Actor()->user.Health); // Make sure he dies!
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PlayerCheckDeath(pp, nullptr);
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if (TEST(pp->Flags, PF_DEAD))
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