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- player.cpp global search & replace.
This commit is contained in:
parent
8ac0eed08a
commit
4ab13dcbea
2 changed files with 67 additions and 67 deletions
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@ -2437,7 +2437,7 @@ void InitPlayerSprite(PLAYERp pp)
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void SpawnPlayerUnderSprite(PLAYERp pp)
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{
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SPRITEp psp = &pp->Actor()->s();
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USERp pu = pp->Actor()->u(), u;
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USERp pu = pp->Actor()->u(), u;
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SPRITEp sp;
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int pnum = int(pp - Player), sp_num;
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@ -1064,10 +1064,10 @@ 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] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaSword)
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if (pp->CurWpn == pp->Wpn[WPN_SWORD] && pp->Actor()->u()->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] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaPunch)
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//if (pp->CurWpn == pp->Wpn[WPN_FIST] && pp->Actor()->u()->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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@ -1274,8 +1274,8 @@ DoPlayerResetMovement(PLAYERp pp)
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void
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DoPlayerTeleportPause(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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// SPRITEp sp = pp->SpriteP;
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USERp u = pp->Actor()->u();
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// SPRITEp sp = &pp->Actor()->s();
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// set this so we don't get stuck in teleporting loop
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pp->lastcursectnum = pp->cursectnum;
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@ -1381,8 +1381,8 @@ DoSpawnTeleporterEffectPlace(SPRITEp sp)
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void
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DoPlayerWarpTeleporter(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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SPRITEp sp = pp->SpriteP;
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USERp u = pp->Actor()->u();
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SPRITEp sp = &pp->Actor()->s();
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short pnum;
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SPRITEp sp_warp;
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@ -1419,7 +1419,7 @@ DoPlayerWarpTeleporter(PLAYERp pp)
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//DoPlayerStand(pp);
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pp->DoPlayerAction = DoPlayerTeleportPause;
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NewStateGroup(pp->Actor(), User[pp->PlayerSprite]->ActorActionSet->Stand);
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NewStateGroup(pp->Actor(), pp->Actor()->u()->ActorActionSet->Stand);
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UpdatePlayerSprite(pp);
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DoSpawnTeleporterEffect(sp);
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@ -1745,7 +1745,7 @@ DoPlayerRecoil(PLAYERp pp)
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void
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DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob_speed)
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{
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SPRITEp sp = pp->SpriteP;
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SPRITEp sp = &pp->Actor()->s();
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pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047;
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@ -1757,8 +1757,8 @@ DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob_spee
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void
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UpdatePlayerUnderSprite(PLAYERp pp)
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{
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SPRITEp over_sp = pp->SpriteP;
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USERp over_u = User[pp->PlayerSprite].Data();
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SPRITEp over_sp = &pp->Actor()->s();
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USERp over_u = pp->Actor()->u();
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SPRITEp sp;
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USERp u;
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@ -1833,7 +1833,7 @@ UpdatePlayerUnderSprite(PLAYERp pp)
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void
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UpdatePlayerSprite(PLAYERp pp)
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{
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SPRITEp sp = pp->SpriteP;
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SPRITEp sp = &pp->Actor()->s();
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if (!sp) return;
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// Update sprite representation of player
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@ -1929,7 +1929,7 @@ DoPlayerZrange(PLAYERp pp)
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int ceilhit, florhit;
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short bakcstat;
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if (!pp->SpriteP) return;
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if (!pp->Actor()) return;
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// Don't let you fall if you're just slightly over a cliff
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// This function returns the highest and lowest z's
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// for an entire box, NOT just a point. -Useful for clipping
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@ -1977,7 +1977,7 @@ DoPlayerZrange(PLAYERp pp)
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void
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DoPlayerSlide(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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int push_ret;
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if ((pp->slide_xvect|pp->slide_yvect) == 0)
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@ -2070,7 +2070,7 @@ void PlayerSectorBound(PLAYERp pp, int amt)
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void
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DoPlayerMove(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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int friction;
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int save_cstat;
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int push_ret = 0;
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@ -2984,7 +2984,7 @@ DoPlayerMoveTurret(PLAYERp pp)
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void
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DoPlayerBeginJump(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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SET(pp->Flags, PF_JUMPING);
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RESET(pp->Flags, PF_FALLING);
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@ -3015,7 +3015,7 @@ DoPlayerBeginJump(PLAYERp pp)
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void
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DoPlayerBeginForceJump(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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SET(pp->Flags, PF_JUMPING);
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RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL);
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@ -3163,7 +3163,7 @@ DoPlayerForceJump(PLAYERp pp)
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void
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DoPlayerBeginFall(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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SET(pp->Flags, PF_FALLING);
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RESET(pp->Flags, PF_JUMPING);
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@ -3309,7 +3309,7 @@ DoPlayerFall(PLAYERp pp)
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}
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else if (pp->jump_speed >= 4000)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
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u->Health = 0;
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}
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@ -3358,8 +3358,8 @@ DoPlayerFall(PLAYERp pp)
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void
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DoPlayerBeginClimb(PLAYERp pp)
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{
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// USERp u = User[pp->PlayerSprite].Data();
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SPRITEp sp = pp->SpriteP;
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// USERp u = pp->Actor()->u();
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SPRITEp sp = &pp->Actor()->s();
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RESET(pp->Flags, PF_JUMPING|PF_FALLING);
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RESET(pp->Flags, PF_CRAWLING);
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@ -3372,7 +3372,7 @@ DoPlayerBeginClimb(PLAYERp pp)
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//DamageData[u->WeaponNum].Init(pp);
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//NewStateGroup(pp->Actor(), User[pp->PlayerSprite]->ActorActionSet->Climb);
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//NewStateGroup(pp->Actor(), pp->Actor()->u()->ActorActionSet->Climb);
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NewStateGroup(pp->Actor(), sg_PlayerNinjaClimb);
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}
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@ -3380,10 +3380,10 @@ DoPlayerBeginClimb(PLAYERp pp)
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void
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DoPlayerClimb(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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int climb_amt;
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char i;
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SPRITEp sp = pp->SpriteP;
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SPRITEp sp = &pp->Actor()->s();
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int climbvel;
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int dot;
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short sec,wal,spr;
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@ -3588,7 +3588,7 @@ DoPlayerClimb(PLAYERp pp)
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if (wal >= 0)
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{
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lsp = FindNearSprite(pp->SpriteP, STAT_CLIMB_MARKER);
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lsp = FindNearSprite(&pp->Actor()->s(), STAT_CLIMB_MARKER);
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// determine where the player is supposed to be in relation to the ladder
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// move out in front of the ladder
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@ -3659,7 +3659,7 @@ bool PlayerFlyKey(void)
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void
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DoPlayerBeginCrawl(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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RESET(pp->Flags, PF_FALLING | PF_JUMPING);
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SET(pp->Flags, PF_CRAWLING);
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@ -3699,7 +3699,7 @@ bool PlayerFallTest(PLAYERp pp, int player_height)
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void
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DoPlayerCrawl(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
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{
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@ -3775,7 +3775,7 @@ DoPlayerCrawl(PLAYERp pp)
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void
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DoPlayerBeginFly(PLAYERp pp)
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{
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// USERp u = User[pp->PlayerSprite].Data();
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// USERp u = pp->Actor()->u();
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RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING);
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SET(pp->Flags, PF_FLYING);
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@ -3990,7 +3990,7 @@ PlayerOnLadder(PLAYERp pp)
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}
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lsp = FindNearSprite(pp->SpriteP, STAT_CLIMB_MARKER);
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lsp = FindNearSprite(&pp->Actor()->s(), STAT_CLIMB_MARKER);
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if (!lsp)
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return false;
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@ -4279,7 +4279,7 @@ GetOverlapSector2(int x, int y, short *over, short *under)
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void
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DoPlayerWarpToUnderwater(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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int i;
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SECT_USERp sectu = SectUser[pp->cursectnum].Data();
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SPRITEp under_sp = nullptr, over_sp = nullptr;
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@ -4356,7 +4356,7 @@ DoPlayerWarpToUnderwater(PLAYERp pp)
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void
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DoPlayerWarpToSurface(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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int i;
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SECT_USERp sectu = SectUser[pp->cursectnum].Data();
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short over, under;
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@ -4461,7 +4461,7 @@ void
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DoPlayerBeginDive(PLAYERp pp)
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{
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SPRITEp sp = &sprite[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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if (Prediction)
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return;
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@ -4509,7 +4509,7 @@ DoPlayerBeginDive(PLAYERp pp)
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void DoPlayerBeginDiveNoWarp(PLAYERp pp)
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{
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SPRITEp sp = &sprite[pp->PlayerSprite];
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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if (Prediction)
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return;
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@ -4656,7 +4656,7 @@ DoPlayerDiveMeter(PLAYERp pp)
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void
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DoPlayerDive(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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SECT_USERp sectu = SectUser[pp->cursectnum].Data();
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// whenever your view is not in a water area
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@ -4839,7 +4839,7 @@ DoPlayerDive(PLAYERp pp)
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int
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DoPlayerTestPlaxDeath(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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// landed on a paralax floor
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if (pp->lo_sectp && TEST(pp->lo_sectp->floorstat, FLOOR_STAT_PLAX))
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@ -4870,7 +4870,7 @@ DoPlayerCurrent(PLAYERp pp)
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{
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if (!TEST(pp->Flags, PF_DEAD))
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
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PlayerCheckDeath(pp, -1);
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@ -4887,7 +4887,7 @@ DoPlayerCurrent(PLAYERp pp)
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{
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if (!TEST(pp->Flags, PF_DEAD))
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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PlayerUpdateHealth(pp, -u->Health); // Make sure he dies!
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PlayerCheckDeath(pp, -1);
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@ -4902,7 +4902,7 @@ DoPlayerCurrent(PLAYERp pp)
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void
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DoPlayerFireOutWater(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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if (Prediction)
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return;
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@ -4919,7 +4919,7 @@ DoPlayerFireOutWater(PLAYERp pp)
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void
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DoPlayerFireOutDeath(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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if (Prediction)
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return;
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@ -4934,7 +4934,7 @@ DoPlayerFireOutDeath(PLAYERp pp)
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void
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DoPlayerBeginWade(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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// landed on a paralax floor?
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if (DoPlayerTestPlaxDeath(pp))
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@ -4967,7 +4967,7 @@ DoPlayerBeginWade(PLAYERp pp)
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void
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DoPlayerWade(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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DoPlayerFireOutWater(pp);
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@ -5108,7 +5108,7 @@ DoPlayerWade(PLAYERp pp)
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void
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DoPlayerBeginOperateBoat(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
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pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
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@ -5129,7 +5129,7 @@ DoPlayerBeginOperateBoat(PLAYERp pp)
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void
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DoPlayerBeginOperateVehicle(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
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pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
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@ -5149,7 +5149,7 @@ DoPlayerBeginOperateVehicle(PLAYERp pp)
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void
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DoPlayerBeginOperateTurret(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
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pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
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@ -5263,7 +5263,7 @@ DoPlayerBeginOperate(PLAYERp pp)
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}
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pp->sop = pp->sop_control = sop;
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sop->controller = pp->SpriteP;
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sop->controller = &pp->Actor()->s();
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pp->angle.oang = pp->angle.ang = buildang(sop->ang);
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pp->posx = sop->xmid;
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@ -5331,7 +5331,7 @@ DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
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short save_sectnum;
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pp->sop_remote = pp->sop = pp->sop_control = sop;
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sop->controller = pp->SpriteP;
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sop->controller = &pp->Actor()->s();
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// won't operate - broken
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if (sop->max_damage != -9999 && sop->max_damage <= 0)
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@ -5830,7 +5830,7 @@ DoPlayerBeginDie(PLAYERp pp)
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short bak;
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int choosesnd = 0;
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYERp) =
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{
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@ -5893,7 +5893,7 @@ 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 (User[pp->PlayerSprite]->spal == ku->spal)
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if (pp->Actor()->u()->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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@ -6071,7 +6071,7 @@ DoPlayerDeathTilt(PLAYERp pp, short target, short speed)
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void
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DoPlayerDeathZrange(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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// make sure we don't land on a regular sprite
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DoFindGround(pp->PlayerSprite);
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@ -6144,8 +6144,8 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
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void DoPlayerDeathCheckKeys(PLAYERp pp)
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{
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SPRITEp sp = pp->SpriteP;
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USERp u = User[pp->PlayerSprite].Data();
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SPRITEp sp = &pp->Actor()->s();
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USERp u = pp->Actor()->u();
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if (pp->input.actions & SB_OPEN)
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{
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@ -6240,8 +6240,8 @@ DoPlayerHeadDebris(PLAYERp pp)
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SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
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{
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SPRITEp sp = pp->SpriteP, hp;
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USERp u = User[pp->PlayerSprite].Data(), hu;
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SPRITEp sp = &pp->Actor()->s(), hp;
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USERp u = pp->Actor()->u(), hu;
|
||||
int i;
|
||||
unsigned stat;
|
||||
int dist;
|
||||
|
@ -6303,8 +6303,8 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
|
|||
|
||||
void DoPlayerDeathMoveHead(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
SPRITEp sp = &pp->Actor()->s();
|
||||
USERp u = pp->Actor()->u();
|
||||
int dax,day;
|
||||
int sectnum;
|
||||
|
||||
|
@ -6417,7 +6417,7 @@ void DoPlayerDeathFlip(PLAYERp pp)
|
|||
|
||||
void DoPlayerDeathDrown(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
SPRITEp sp = &pp->Actor()->s();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -6456,8 +6456,8 @@ void DoPlayerDeathDrown(PLAYERp pp)
|
|||
|
||||
void DoPlayerDeathBounce(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
SPRITEp sp = &pp->Actor()->s();
|
||||
USERp u = pp->Actor()->u();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -6486,8 +6486,8 @@ void DoPlayerDeathBounce(PLAYERp pp)
|
|||
|
||||
void DoPlayerDeathCrumble(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
SPRITEp sp = &pp->Actor()->s();
|
||||
USERp u = pp->Actor()->u();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -6539,8 +6539,8 @@ void DoPlayerDeathCrumble(PLAYERp pp)
|
|||
|
||||
void DoPlayerDeathExplode(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
SPRITEp sp = &pp->Actor()->s();
|
||||
USERp u = pp->Actor()->u();
|
||||
|
||||
if (Prediction)
|
||||
return;
|
||||
|
@ -6596,7 +6596,7 @@ void DoPlayerDeathExplode(PLAYERp pp)
|
|||
void
|
||||
DoPlayerBeginRun(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
USERp u = pp->Actor()->u();
|
||||
|
||||
// Crawl if in small aread automatically
|
||||
if (DoPlayerTestCrawl(pp))
|
||||
|
@ -6631,7 +6631,7 @@ DoPlayerBeginRun(PLAYERp pp)
|
|||
void
|
||||
DoPlayerRun(PLAYERp pp)
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite].Data();
|
||||
USERp u = pp->Actor()->u();
|
||||
|
||||
if (pp->cursectnum >= 0 && SectorIsUnderwaterArea(pp->cursectnum))
|
||||
{
|
||||
|
@ -6699,7 +6699,7 @@ DoPlayerRun(PLAYERp pp)
|
|||
{
|
||||
SPRITEp sp;
|
||||
|
||||
sp = FindNearSprite(pp->SpriteP, STAT_TRIGGER);
|
||||
sp = FindNearSprite(&pp->Actor()->s(), STAT_TRIGGER);
|
||||
if (sp && SP_TAG5(sp) == TRIGGER_TYPE_REMOTE_SO)
|
||||
{
|
||||
pp->remote_sprite = sp;
|
||||
|
@ -6916,7 +6916,7 @@ MoveSkipSavePos(void)
|
|||
|
||||
void PlayerTimers(PLAYERp pp)
|
||||
{
|
||||
SPRITEp sp = pp->SpriteP;
|
||||
SPRITEp sp = &pp->Actor()->s();
|
||||
|
||||
InventoryTimer(pp);
|
||||
}
|
||||
|
@ -6993,7 +6993,7 @@ void PlayerGlobal(PLAYERp pp)
|
|||
{
|
||||
////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);
|
||||
//MONO_PRINT(ds);
|
||||
PlayerUpdateHealth(pp, -User[pp->PlayerSprite]->Health); // Make sure he dies!
|
||||
PlayerUpdateHealth(pp, -pp->Actor()->u()->Health); // Make sure he dies!
|
||||
PlayerCheckDeath(pp, -1);
|
||||
|
||||
if (TEST(pp->Flags, PF_DEAD))
|
||||
|
|
Loading…
Reference in a new issue