- player.cpp global search & replace.

This commit is contained in:
Christoph Oelckers 2021-11-01 16:26:42 +01:00
parent 8ac0eed08a
commit 4ab13dcbea
2 changed files with 67 additions and 67 deletions

View file

@ -2437,7 +2437,7 @@ void InitPlayerSprite(PLAYERp pp)
void SpawnPlayerUnderSprite(PLAYERp pp)
{
SPRITEp psp = &pp->Actor()->s();
USERp pu = pp->Actor()->u(), u;
USERp pu = pp->Actor()->u(), u;
SPRITEp sp;
int pnum = int(pp - Player), sp_num;

View file

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