From 3e21dd40a72e9377ac41bb1dbf03c5b6e38fee19 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 25 Dec 2021 23:07:45 +0100 Subject: [PATCH] - renamed u-> in half of player.cpp --- source/games/sw/src/player.cpp | 226 ++++++++++++++++----------------- 1 file changed, 113 insertions(+), 113 deletions(-) diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 0de1441a3..28b96e6bd 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -2799,9 +2799,9 @@ void DoPlayerBeginJump(PLAYERp pp) pp->JumpDuration = MAX_JUMP_DURATION; pp->DoPlayerAction = DoPlayerJump; - ///DamageData[u->WeaponNum].Init(pp); + ///DamageData[plActor->user.WeaponNum].Init(pp); - NewStateGroup(pp->Actor(), u->ActorActionSet->Jump); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Jump); } void DoPlayerBeginForceJump(PLAYERp pp) @@ -2821,9 +2821,9 @@ void DoPlayerBeginForceJump(PLAYERp pp) PlayerGravity = PLAYER_JUMP_GRAV; - ///DamageData[u->WeaponNum].Init(pp); + ///DamageData[plActor->user.WeaponNum].Init(pp); - NewStateGroup(pp->Actor(), u->ActorActionSet->Jump); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Jump); } void DoPlayerJump(PLAYERp pp) @@ -2967,8 +2967,8 @@ void DoPlayerBeginFall(PLAYERp pp) // Only change to falling frame if you were in the jump frame // Otherwise an animation may be messed up such as Running Jump Kick - if (u->Rot == u->ActorActionSet->Jump) - NewStateGroup(pp->Actor(), u->ActorActionSet->Fall); + if (plActor->user.Rot == plActor->user.ActorActionSet->Jump) + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Fall); } void StackedWaterSplash(PLAYERp pp) @@ -3096,8 +3096,8 @@ void DoPlayerFall(PLAYERp pp) { DSWActor* plActor = pp->actor; USERp u = pp->Actor()->u(); - PlayerUpdateHealth(pp, -u->Health); // Make sure he dies! - u->Health = 0; + PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies! + plActor->user.Health = 0; } PlayerCheckDeath(pp, nullptr); @@ -3154,7 +3154,7 @@ void DoPlayerBeginClimb(PLAYERp pp) SET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN); SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER); - //DamageData[u->WeaponNum].Init(pp); + //DamageData[plActor->user.WeaponNum].Init(pp); //NewStateGroup(pp->Actor(), pp->Actor()->user.ActorActionSet->Climb); NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb); @@ -3228,26 +3228,26 @@ void DoPlayerClimb(PLAYERp pp) } // sprite - if (plActor->spr.pos.X != u->sx) + if (plActor->spr.pos.X != plActor->user.sx) { - if (plActor->spr.pos.X < u->sx) + if (plActor->spr.pos.X < plActor->user.sx) plActor->spr.pos.X += ADJ_AMT; - else if (plActor->spr.pos.X > u->sx) + else if (plActor->spr.pos.X > plActor->user.sx) plActor->spr.pos.X -= ADJ_AMT; - if (labs(plActor->spr.pos.X - u->sx) <= ADJ_AMT) - plActor->spr.pos.X = u->sx; + if (labs(plActor->spr.pos.X - plActor->user.sx) <= ADJ_AMT) + plActor->spr.pos.X = plActor->user.sx; } - if (plActor->spr.pos.Y != u->sy) + if (plActor->spr.pos.Y != plActor->user.sy) { - if (plActor->spr.pos.Y < u->sy) + if (plActor->spr.pos.Y < plActor->user.sy) plActor->spr.pos.Y += ADJ_AMT; - else if (plActor->spr.pos.Y > u->sy) + else if (plActor->spr.pos.Y > plActor->user.sy) plActor->spr.pos.Y -= ADJ_AMT; - if (labs(plActor->spr.pos.Y - u->sy) <= ADJ_AMT) - plActor->spr.pos.Y = u->sy; + if (labs(plActor->spr.pos.Y - plActor->user.sy) <= ADJ_AMT) + plActor->spr.pos.Y = plActor->user.sy; } } } @@ -3448,7 +3448,7 @@ void DoPlayerBeginCrawl(PLAYERp pp) //pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT; - NewStateGroup(pp->Actor(), u->ActorActionSet->Crawl); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Crawl); } bool PlayerFallTest(PLAYERp pp, int player_height) @@ -3524,7 +3524,7 @@ void DoPlayerCrawl(PLAYERp pp) if (!TEST(pp->Flags, PF_PLAYER_MOVED)) { - NewStateGroup(pp->Actor(), u->ActorActionSet->Crawl); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Crawl); } // If the floor is far below you, fall hard instead of adjusting height @@ -4066,12 +4066,12 @@ void DoPlayerWarpToUnderwater(PLAYERp pp) PRODUCTION_ASSERT(Found == true); // get the offset from the sprite - u->sx = over_act->spr.pos.X - pp->pos.X; - u->sy = over_act->spr.pos.Y - pp->pos.Y; + plActor->user.sx = over_act->spr.pos.X - pp->pos.X; + plActor->user.sy = over_act->spr.pos.Y - pp->pos.Y; // update to the new x y position - pp->pos.X = under_act->spr.pos.X - u->sx; - pp->pos.Y = under_act->spr.pos.Y - u->sy; + pp->pos.X = under_act->spr.pos.X - plActor->user.sx; + pp->pos.Y = under_act->spr.pos.Y - plActor->user.sy; auto over = over_act->spr.sector(); auto under = under_act->spr.sector(); @@ -4137,12 +4137,12 @@ void DoPlayerWarpToSurface(PLAYERp pp) PRODUCTION_ASSERT(Found == true); // get the offset from the under sprite - u->sx = under_act->spr.pos.X - pp->pos.X; - u->sy = under_act->spr.pos.Y - pp->pos.Y; + plActor->user.sx = under_act->spr.pos.X - pp->pos.X; + plActor->user.sy = under_act->spr.pos.Y - pp->pos.Y; // update to the new x y position - pp->pos.X = over_act->spr.pos.X - u->sx; - pp->pos.Y = over_act->spr.pos.Y - u->sy; + pp->pos.X = over_act->spr.pos.X - plActor->user.sx; + pp->pos.Y = over_act->spr.pos.Y - plActor->user.sy; auto over = over_act->spr.sector(); auto under = under_act->spr.sector(); @@ -4229,9 +4229,9 @@ void DoPlayerBeginDive(PLAYERp pp) pp->DiveDamageTics = 0; DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable - ///DamageData[u->WeaponNum].Init(pp); + ///DamageData[plActor->user.WeaponNum].Init(pp); - NewStateGroup(pp->Actor(), u->ActorActionSet->Dive); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Dive); DoPlayerDive(pp); } @@ -4260,7 +4260,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp) if (TEST(pp->lo_sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA) { SET(pp->Flags, PF_DIVING_IN_LAVA); - u->DamageTics = 0; + plActor->user.DamageTics = 0; } SET(pp->Flags, PF_DIVING); @@ -4278,8 +4278,8 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp) pp->DiveTics = PLAYER_DIVE_TIME; pp->DiveDamageTics = 0; DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable - ///DamageData[u->WeaponNum].Init(pp); - NewStateGroup(pp->Actor(), u->ActorActionSet->Dive); + ///DamageData[plActor->user.WeaponNum].Init(pp); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Dive); DoPlayerDive(pp); } @@ -4418,9 +4418,9 @@ void DoPlayerDive(PLAYERp pp) // every DamageTics time take some damage if (TEST(pp->Flags, PF_DIVING_IN_LAVA)) { - if ((u->DamageTics -= synctics) < 0) + if ((plActor->user.DamageTics -= synctics) < 0) { - u->DamageTics = 30; // !JIM! Was DAMAGE_TIME + plActor->user.DamageTics = 30; // !JIM! Was DAMAGE_TIME PlayerUpdateHealth(pp, -40); } @@ -4554,7 +4554,7 @@ void DoPlayerDive(PLAYERp pp) nx = MOVEx((128+64), NORM_ANGLE(bubble->spr.ang + 1024)); ny = MOVEy((128+64), NORM_ANGLE(bubble->spr.ang + 1024)); - move_sprite(bubble, nx, ny, 0L, u->ceiling_dist, u->floor_dist, 0, synctics); + move_sprite(bubble, nx, ny, 0L, plActor->user.ceiling_dist, plActor->user.floor_dist, 0, synctics); } } } @@ -4567,7 +4567,7 @@ int DoPlayerTestPlaxDeath(PLAYERp pp) // landed on a paralax floor if (pp->lo_sectp && TEST(pp->lo_sectp->floorstat, CSTAT_SECTOR_SKY)) { - PlayerUpdateHealth(pp, -u->Health); + PlayerUpdateHealth(pp, -plActor->user.Health); PlayerCheckDeath(pp, nullptr); return true; } @@ -4595,7 +4595,7 @@ void DoPlayerCurrent(PLAYERp pp) DSWActor* plActor = pp->actor; USERp u = pp->Actor()->u(); - PlayerUpdateHealth(pp, -u->Health); // Make sure he dies! + PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); if (TEST(pp->Flags, PF_DEAD)) @@ -4615,7 +4615,7 @@ void DoPlayerCurrent(PLAYERp pp) DSWActor* plActor = pp->actor; USERp u = pp->Actor()->u(); - PlayerUpdateHealth(pp, -u->Health); // Make sure he dies! + PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); if (TEST(pp->Flags, PF_DEAD)) @@ -4635,10 +4635,10 @@ void DoPlayerFireOutWater(PLAYERp pp) if (pp->WadeDepth > 20) { - if (u->flameActor != nullptr) - SetSuicide(u->flameActor); - u->flameActor = nullptr; - u->Flags2 |= SPR2_FLAMEDIE; + if (plActor->user.flameActor != nullptr) + SetSuicide(plActor->user.flameActor); + plActor->user.flameActor = nullptr; + plActor->user.Flags2 |= SPR2_FLAMEDIE; } } @@ -4650,11 +4650,11 @@ void DoPlayerFireOutDeath(PLAYERp pp) if (Prediction) return; - if (u->flameActor != nullptr) - SetSuicide(u->flameActor); + if (plActor->user.flameActor != nullptr) + SetSuicide(plActor->user.flameActor); - u->flameActor = nullptr; - u->Flags2 |= SPR2_FLAMEDIE; + plActor->user.flameActor = nullptr; + plActor->user.Flags2 |= SPR2_FLAMEDIE; } void DoPlayerBeginWade(PLAYERp pp) @@ -4684,9 +4684,9 @@ void DoPlayerBeginWade(PLAYERp pp) if (pp->jump_speed > 0 && pp->jump_speed < 1300) pp->jump_speed = 0; - ASSERT(u->ActorActionSet->Run); + ASSERT(plActor->user.ActorActionSet->Run); - NewStateGroup(pp->Actor(), u->ActorActionSet->Run); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Run); } @@ -4778,13 +4778,13 @@ void DoPlayerWade(PLAYERp pp) if (TEST(pp->Flags, PF_PLAYER_MOVED)) { - if (u->Rot != u->ActorActionSet->Run) - NewStateGroup(pp->Actor(), u->ActorActionSet->Run); + if (plActor->user.Rot != plActor->user.ActorActionSet->Run) + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Run); } else { - if (u->Rot != u->ActorActionSet->Stand) - NewStateGroup(pp->Actor(), u->ActorActionSet->Stand); + if (plActor->user.Rot != plActor->user.ActorActionSet->Stand) + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Stand); } // If the floor is far below you, fall hard instead of adjusting height @@ -4843,11 +4843,11 @@ void DoPlayerBeginOperateVehicle(PLAYERp pp) if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON)) SET(pp->Flags, PF_WEAPON_DOWN); - ///DamageData[u->WeaponNum].Init(pp); + ///DamageData[plActor->user.WeaponNum].Init(pp); - ASSERT(u->ActorActionSet->Stand); + ASSERT(plActor->user.ActorActionSet->Stand); - NewStateGroup(pp->Actor(), u->ActorActionSet->Stand); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Stand); } void DoPlayerBeginOperateTurret(PLAYERp pp) @@ -4863,11 +4863,11 @@ void DoPlayerBeginOperateTurret(PLAYERp pp) if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON)) SET(pp->Flags, PF_WEAPON_DOWN); - ///DamageData[u->WeaponNum].Init(pp); + ///DamageData[plActor->user.WeaponNum].Init(pp); - ASSERT(u->ActorActionSet->Stand); + ASSERT(plActor->user.ActorActionSet->Stand); - NewStateGroup(pp->Actor(), u->ActorActionSet->Stand); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Stand); } void FindMainSector(SECTOR_OBJECTp sop) @@ -5572,7 +5572,7 @@ void DoPlayerBeginDie(PLAYERp pp) pp->sop = nullptr; RESET(pp->Flags, PF_TWO_UZI); - NewStateGroup(pp->Actor(), u->ActorActionSet->Run); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Run); pWeaponForceRest(pp); switch (pp->DeathType) @@ -5580,12 +5580,12 @@ void DoPlayerBeginDie(PLAYERp pp) case PLAYER_DEATH_DROWN: { SET(pp->Flags, PF_JUMPING); - u->ID = NINJA_DEAD; + plActor->user.ID = NINJA_DEAD; pp->jump_speed = -200; NewStateGroup(pp->Actor(), sg_PlayerDeath); DoFindGround(pp->Actor()); DoBeginJump(pp->Actor()); - u->jump_speed = -300; + plActor->user.jump_speed = -300; break; } case PLAYER_DEATH_FLIP: @@ -5594,18 +5594,18 @@ void DoPlayerBeginDie(PLAYERp pp) //PlaySound(DIGI_SCREAM1, pp, v3df_dontpan|v3df_follow); SET(pp->Flags, PF_JUMPING); - u->ID = NINJA_DEAD; + plActor->user.ID = NINJA_DEAD; pp->jump_speed = -300; NewStateGroup(pp->Actor(), sg_PlayerDeath); //pp->ceiling_dist = Z(0); //pp->floor_dist = Z(0); RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - u->ceiling_dist = Z(10); - u->floor_dist = Z(0); + plActor->user.ceiling_dist = Z(10); + plActor->user.floor_dist = Z(0); DoFindGround(pp->Actor()); DoBeginJump(pp->Actor()); - u->jump_speed = -400; + plActor->user.jump_speed = -400; break; case PLAYER_DEATH_CRUMBLE: @@ -5613,11 +5613,11 @@ void DoPlayerBeginDie(PLAYERp pp) SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING); pp->jump_speed = -300; - u->slide_vel = 0; + plActor->user.slide_vel = 0; SpawnShrap(pp->Actor(), nullptr); SET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER); NewStateGroup(pp->Actor(), sg_PlayerHeadFly); - u->ID = NINJA_Head_R0; + plActor->user.ID = NINJA_Head_R0; plActor->spr.xrepeat = 48; plActor->spr.yrepeat = 48; // Blood fountains @@ -5632,7 +5632,7 @@ void DoPlayerBeginDie(PLAYERp pp) SpawnShrap(pp->Actor(), nullptr); SET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER); NewStateGroup(pp->Actor(), sg_PlayerHeadFly); - u->ID = NINJA_Head_R0; + plActor->user.ID = NINJA_Head_R0; plActor->spr.xrepeat = 48; plActor->spr.yrepeat = 48; // Blood fountains @@ -5646,11 +5646,11 @@ void DoPlayerBeginDie(PLAYERp pp) SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING); pp->jump_speed = 200; - u->slide_vel = 800; + plActor->user.slide_vel = 800; SpawnShrap(pp->Actor(), nullptr); SET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER); NewStateGroup(pp->Actor(), sg_PlayerHeadFly); - u->ID = NINJA_Head_R0; + plActor->user.ID = NINJA_Head_R0; plActor->spr.xrepeat = 48; plActor->spr.yrepeat = 48; // Blood fountains @@ -5660,7 +5660,7 @@ void DoPlayerBeginDie(PLAYERp pp) } SET(pp->Flags, PF_DEAD); - RESET(u->Flags,SPR_BOUNCE); + RESET(plActor->user.Flags,SPR_BOUNCE); RESET(pp->Flags, PF_HEAD_CONTROL); } @@ -5706,9 +5706,9 @@ void DoPlayerDeathZrange(PLAYERp pp) DoFindGround(pp->Actor()); // update player values with results from DoFindGround - pp->loz = u->loz; - pp->lowActor = u->lowActor; - pp->lo_sectp = u->lo_sectp; + pp->loz = plActor->user.loz; + pp->lowActor = plActor->user.lowActor; + pp->lo_sectp = plActor->user.lo_sectp; } void DoPlayerDeathHurl(PLAYERp pp) @@ -5794,9 +5794,9 @@ void DoPlayerDeathCheckKeys(PLAYERp pp) PlayerSpawnPosition(pp); - NewStateGroup(plActor, u->ActorActionSet->Stand); - plActor->spr.picnum = u->State->Pic; - plActor->spr.picnum = u->State->Pic; + NewStateGroup(plActor, plActor->user.ActorActionSet->Stand); + plActor->spr.picnum = plActor->user.State->Pic; + plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.xrepeat = plActor->spr.yrepeat = PLAYER_NINJA_XREPEAT; RESET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER); plActor->spr.pos.X = pp->pos.X; @@ -5825,7 +5825,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp) //pp->tilt = 0; pp->horizon.horiz = q16horiz(0); DoPlayerResetMovement(pp); - u->ID = NINJA_RUN_R0; + plActor->user.ID = NINJA_RUN_R0; PlayerDeathReset(pp); if (pp == Player + screenpeek) @@ -5893,11 +5893,11 @@ void DoPlayerDeathCheckKick(PLAYERp pp) { pp->KillerActor = itActor; - u->slide_ang = getangle(plActor->spr.pos.X - itActor->spr.pos.X, plActor->spr.pos.Y - itActor->spr.pos.Y); - u->slide_ang = NORM_ANGLE(u->slide_ang + (RANDOM_P2(128<<5)>>5) - 64); + plActor->user.slide_ang = getangle(plActor->spr.pos.X - itActor->spr.pos.X, plActor->spr.pos.Y - itActor->spr.pos.Y); + plActor->user.slide_ang = NORM_ANGLE(plActor->user.slide_ang + (RANDOM_P2(128<<5)>>5) - 64); - u->slide_vel = itActor->spr.xvel<<1; - RESET(u->Flags,SPR_BOUNCE); + plActor->user.slide_vel = itActor->spr.xvel<<1; + RESET(plActor->user.Flags,SPR_BOUNCE); pp->jump_speed = -500; NewStateGroup(pp->Actor(), sg_PlayerHeadFly); SET(pp->Flags, PF_JUMPING); @@ -5911,9 +5911,9 @@ void DoPlayerDeathCheckKick(PLAYERp pp) // sector stomper kick if (labs(pp->loz - pp->hiz) < ActorSizeZ(plActor) - Z(8)) { - u->slide_ang = RANDOM_P2(2048); - u->slide_vel = 1000; - RESET(u->Flags,SPR_BOUNCE); + plActor->user.slide_ang = RANDOM_P2(2048); + plActor->user.slide_vel = 1000; + RESET(plActor->user.Flags,SPR_BOUNCE); pp->jump_speed = -100; NewStateGroup(pp->Actor(), sg_PlayerHeadFly); SET(pp->Flags, PF_JUMPING); @@ -5928,36 +5928,36 @@ void DoPlayerDeathMoveHead(PLAYERp pp) USERp u = plActor->u(); int dax,day; - dax = MOVEx(u->slide_vel, u->slide_ang); - day = MOVEy(u->slide_vel, u->slide_ang); + dax = MOVEx(plActor->user.slide_vel, plActor->user.slide_ang); + day = MOVEy(plActor->user.slide_vel, plActor->user.slide_ang); - u->coll = move_sprite(pp->Actor(), dax, day, 0, Z(16), Z(16), 1, synctics); + plActor->user.coll = move_sprite(pp->Actor(), dax, day, 0, Z(16), Z(16), 1, synctics); { - switch (u->coll.type) + switch (plActor->user.coll.type) { case kHitSprite: { short wall_ang, dang; - auto hitActor = u->coll.actor(); + auto hitActor = plActor->user.coll.actor(); if (!TEST(hitActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) break; wall_ang = NORM_ANGLE(hitActor->spr.ang); - dang = getincangle(wall_ang, u->slide_ang); - u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); + dang = getincangle(wall_ang, plActor->user.slide_ang); + plActor->user.slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); SpawnShrap(pp->Actor(), nullptr); break; } case kHitWall: { - int wall_ang = NORM_ANGLE(getangle(u->coll.hitWall->delta())-512); + int wall_ang = NORM_ANGLE(getangle(plActor->user.coll.hitWall->delta())-512); - int dang = getincangle(wall_ang, u->slide_ang); - u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); + int dang = getincangle(wall_ang, plActor->user.slide_ang); + plActor->user.slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); SpawnShrap(pp->Actor(), nullptr); break; @@ -6073,17 +6073,17 @@ void DoPlayerDeathBounce(PLAYERp pp) { RESET(plActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); NewStateGroup(pp->Actor(), sg_PlayerHead); - u->slide_vel = 0; - SET(u->Flags, SPR_BOUNCE); + plActor->user.slide_vel = 0; + SET(plActor->user.Flags, SPR_BOUNCE); return; } - SET(u->Flags, SPR_BOUNCE); + SET(plActor->user.Flags, SPR_BOUNCE); pp->jump_speed = -300; - u->slide_vel >>= 2; - u->slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32); + plActor->user.slide_vel >>= 2; + plActor->user.slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32); SET(pp->Flags, PF_JUMPING); SpawnShrap(pp->Actor(), nullptr); } @@ -6117,7 +6117,7 @@ void DoPlayerDeathCrumble(PLAYERp pp) if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING)) { - if (!TEST(u->Flags, SPR_BOUNCE)) + if (!TEST(plActor->user.Flags, SPR_BOUNCE)) { DoPlayerDeathBounce(pp); return; @@ -6170,7 +6170,7 @@ void DoPlayerDeathExplode(PLAYERp pp) if (!TEST(pp->Flags,PF_JUMPING|PF_FALLING)) { - if (!TEST(u->Flags, SPR_BOUNCE)) + if (!TEST(plActor->user.Flags, SPR_BOUNCE)) { DoPlayerDeathBounce(pp); return; @@ -6223,14 +6223,14 @@ void DoPlayerBeginRun(PLAYERp pp) pp->ceiling_dist = PLAYER_RUN_CEILING_DIST; pp->DoPlayerAction = DoPlayerRun; - ///DamageData[u->WeaponNum].Init(pp); + ///DamageData[plActor->user.WeaponNum].Init(pp); - ASSERT(u->ActorActionSet->Run); + ASSERT(plActor->user.ActorActionSet->Run); if (TEST(pp->Flags, PF_PLAYER_MOVED)) - NewStateGroup(pp->Actor(), u->ActorActionSet->Run); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Run); else - NewStateGroup(pp->Actor(), u->ActorActionSet->Stand); + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Stand); } void DoPlayerRun(PLAYERp pp) @@ -6339,17 +6339,17 @@ void DoPlayerRun(PLAYERp pp) // Move about DoPlayerMove(pp); - if (u->Rot != sg_PlayerNinjaSword && u->Rot != sg_PlayerNinjaPunch) + if (plActor->user.Rot != sg_PlayerNinjaSword && plActor->user.Rot != sg_PlayerNinjaPunch) { if (TEST(pp->Flags, PF_PLAYER_MOVED)) { - if (u->Rot != u->ActorActionSet->Run) - NewStateGroup(pp->Actor(), u->ActorActionSet->Run); + if (plActor->user.Rot != plActor->user.ActorActionSet->Run) + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Run); } else { - if (u->Rot != u->ActorActionSet->Stand) - NewStateGroup(pp->Actor(), u->ActorActionSet->Stand); + if (plActor->user.Rot != plActor->user.ActorActionSet->Stand) + NewStateGroup(pp->Actor(), plActor->user.ActorActionSet->Stand); } }