- eliminated the remaining setsprite calls.

This commit is contained in:
Christoph Oelckers 2021-11-14 18:46:56 +01:00
parent d039c82037
commit 398207aa31
6 changed files with 32 additions and 30 deletions

View file

@ -584,7 +584,7 @@ void processinput(int num) {
} }
//game.pInt.setsprinterpolate(plr.spritenum, sprite[plr.spritenum]); //game.pInt.setsprinterpolate(plr.spritenum, sprite[plr.spritenum]);
setsprite(plr.spritenum, plr.x, plr.y, plr.z + (plr.height << 8)); SetActorPos(plr.actor(), plr.x, plr.y, plr.z + (plr.height << 8));
UpdatePlayerSpriteAngle(plr); UpdatePlayerSpriteAngle(plr);
if (plr.sector >= 0 && getceilzofslope(plr.sector, plr.x, plr.y) > getflorzofslope(plr.sector, plr.x, plr.y) - (8 << 8)) if (plr.sector >= 0 && getceilzofslope(plr.sector, plr.x, plr.y) > getflorzofslope(plr.sector, plr.x, plr.y) - (8 << 8))

View file

@ -286,7 +286,7 @@ void animateobjs(PLAYER& plr) {
if (plr.selectedgun > 4) { if (plr.selectedgun > 4) {
playertorch = spr.lotag = -1; playertorch = spr.lotag = -1;
} }
setsprite((short) i, plr.x, plr.y, plr.z); SetActorPos(actor, plr.x, plr.y, plr.z);
osectnum = spr.sectnum; osectnum = spr.sectnum;
j = (torchpattern[PlayClock % 38]); j = (torchpattern[PlayClock % 38]);
sector[osectnum].ceilingshade = (byte) ((sector[osectnum].ceilingshade + j) >> 1); sector[osectnum].ceilingshade = (byte) ((sector[osectnum].ceilingshade + j) >> 1);

View file

@ -443,7 +443,7 @@ void teleporter() {
plr.angle.settarget(daang); plr.angle.settarget(daang);
plr.justwarpedfx = 48; plr.justwarpedfx = 48;
spritesound(S_WARP, plr.actor()); spritesound(S_WARP, plr.actor());
setsprite(plr.spritenum, plr.x, plr.y, plr.z + (32 << 8)); SetActorPos(plr.actor(), plr.x, plr.y, plr.z + (32 << 8));
} }
} }
@ -527,7 +527,7 @@ void warpsprite(DWHActor* actor) {
dasectnum = (short) warpsect; dasectnum = (short) warpsect;
warpfxsprite(actor->GetSpriteIndex()); warpfxsprite(actor->GetSpriteIndex());
setsprite(actor->GetSpriteIndex(), spr.x, spr.y, spr.z); SetActorPos(actor, spr.x, spr.y, spr.z);
// EG 19 Aug 2017 - Try to prevent monsters teleporting back and forth wildly // EG 19 Aug 2017 - Try to prevent monsters teleporting back and forth wildly
monsterwarptime = 120; monsterwarptime = 120;
@ -537,50 +537,52 @@ void ironbars() {
for (int i = 0; i < ironbarscnt; i++) { for (int i = 0; i < ironbarscnt; i++) {
if (ironbarsdone[i] == 1) { if (ironbarsdone[i] == 1) {
short spritenum = ironbarsanim[i]; short spritenum = ironbarsanim[i];
switch (sprite[ironbarsanim[i]].hitag) { auto actor = &whActors[spritenum];
auto& spr = actor->s();
switch (spr.hitag) {
case 1: case 1:
sprite[ironbarsanim[i]].ang += TICSPERFRAME << 1; spr.ang += TICSPERFRAME << 1;
if (sprite[ironbarsanim[i]].ang > 2047) if (spr.ang > 2047)
sprite[ironbarsanim[i]].ang -= 2047; spr.ang -= 2047;
ironbarsgoal[i] += TICSPERFRAME << 1; ironbarsgoal[i] += TICSPERFRAME << 1;
setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z); SetActorPos(actor, &spr.pos);
if (ironbarsgoal[i] > 512) { if (ironbarsgoal[i] > 512) {
ironbarsgoal[i] = 0; ironbarsgoal[i] = 0;
sprite[ironbarsanim[i]].hitag = 2; spr.hitag = 2;
ironbarsdone[i] = 0; ironbarsdone[i] = 0;
} }
break; break;
case 2: case 2:
sprite[ironbarsanim[i]].ang -= TICSPERFRAME << 1; spr.ang -= TICSPERFRAME << 1;
if (sprite[ironbarsanim[i]].ang < 0) if (spr.ang < 0)
sprite[ironbarsanim[i]].ang += 2047; spr.ang += 2047;
ironbarsgoal[i] += TICSPERFRAME << 1; ironbarsgoal[i] += TICSPERFRAME << 1;
setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z); SetActorPos(actor, &spr.pos);
if (ironbarsgoal[i] > 512) { if (ironbarsgoal[i] > 512) {
ironbarsgoal[i] = 0; ironbarsgoal[i] = 0;
sprite[ironbarsanim[i]].hitag = 1; spr.hitag = 1;
ironbarsdone[i] = 0; ironbarsdone[i] = 0;
} }
break; break;
case 3: case 3:
sprite[ironbarsanim[i]].z -= TICSPERFRAME << 4; spr.z -= TICSPERFRAME << 4;
if (sprite[ironbarsanim[i]].z < ironbarsgoal[i]) { if (spr.z < ironbarsgoal[i]) {
sprite[ironbarsanim[i]].z = ironbarsgoal[i]; spr.z = ironbarsgoal[i];
sprite[ironbarsanim[i]].hitag = 4; spr.hitag = 4;
ironbarsdone[i] = 0; ironbarsdone[i] = 0;
ironbarsgoal[i] = sprite[ironbarsanim[i]].z + 6000; ironbarsgoal[i] = spr.z + 6000;
} }
setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z); SetActorPos(actor, &spr.pos);
break; break;
case 4: case 4:
sprite[ironbarsanim[i]].z += TICSPERFRAME << 4; spr.z += TICSPERFRAME << 4;
if (sprite[ironbarsanim[i]].z > ironbarsgoal[i]) { if (spr.z > ironbarsgoal[i]) {
sprite[ironbarsanim[i]].z = ironbarsgoal[i]; spr.z = ironbarsgoal[i];
sprite[ironbarsanim[i]].hitag = 3; spr.hitag = 3;
ironbarsdone[i] = 0; ironbarsdone[i] = 0;
ironbarsgoal[i] = sprite[ironbarsanim[i]].z - 6000; ironbarsgoal[i] = spr.z - 6000;
} }
setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z); SetActorPos(actor, &spr.pos);
break; break;
} }
} }

View file

@ -797,7 +797,7 @@ boolean prepareboard(const char* fname) {
if(isWh2()) if(isWh2())
pspr.clipdist = 48; pspr.clipdist = 48;
setsprite(plr.spritenum, plr.x, plr.y, plr.z + (getPlayerHeight() << 8)); SetActorPos(plr.actor(), plr.x, plr.y, plr.z + (getPlayerHeight() << 8));
warpfxsprite(plr.spritenum); warpfxsprite(plr.spritenum);
plr.treasure[TBRASSKEY] = plr.treasure[TBLACKKEY] = plr.treasure[TGLASSKEY] = plr.treasure[TIVORYKEY] = 0; plr.treasure[TBRASSKEY] = plr.treasure[TBLACKKEY] = plr.treasure[TGLASSKEY] = plr.treasure[TIVORYKEY] = 0;

View file

@ -1354,7 +1354,7 @@ void newstatus(short sn, int seq) {
|| spr.sector()->floorpicnum == SLIME)) { || spr.sector()->floorpicnum == SLIME)) {
if (spr.picnum == MINOTAURDEAD) { if (spr.picnum == MINOTAURDEAD) {
spr.z += (8 << 8); spr.z += (8 << 8);
setsprite(sn, spr.x, spr.y, spr.z); SetActorPos(actor, &spr.pos);
} }
} }
if (spr.sectnum != MAXSECTORS && (spr.sector()->floorpicnum == LAVA if (spr.sectnum != MAXSECTORS && (spr.sector()->floorpicnum == LAVA

View file

@ -968,7 +968,7 @@ void animatetags(int nPlayer) {
// Update sprite representation of player // Update sprite representation of player
setsprite(plr.spritenum, plr.x, plr.y, plr.z + (plr.height)); SetActorPos(plr.actor(), plr.x, plr.y, plr.z + (plr.height));
sprite[plr.spritenum].ang = plr.angle.ang.asbuild(); sprite[plr.spritenum].ang = plr.angle.ang.asbuild();
} }
} }