From 4eb32d5b1897f2aabdfe0213cdaec8aa053f4510 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 25 Dec 2021 21:23:46 +0100 Subject: [PATCH] - renaming stuff --- source/games/sw/src/jweapon.cpp | 56 ++++++++++++++++----------------- 1 file changed, 28 insertions(+), 28 deletions(-) diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 8c5db5cb4..24a9edeed 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -1663,23 +1663,23 @@ int PlayerInitCaltrops(PLAYERp pp) ny = pp->pos.Y; nz = pp->pos.Z + pp->bob_z + Z(8); - auto spawnedActor = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, + auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, nx, ny, nz, pp->angle.ang.asbuild(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2); - wu = spawnedActor->u(); + wu = actorNew->u(); // don't throw it as far if crawling if (TEST(pp->Flags, PF_CRAWLING)) { - spawnedActor->spr.xvel -= (spawnedActor->spr.xvel >> 2); + actorNew->spr.xvel -= (actorNew->spr.xvel >> 2); } SET(wu->Flags, SPR_XFLIP_TOGGLE); - SetOwner(pp->Actor(), spawnedActor); - spawnedActor->spr.yrepeat = 64; - spawnedActor->spr.xrepeat = 64; - spawnedActor->spr.shade = -15; + SetOwner(pp->Actor(), actorNew); + actorNew->spr.yrepeat = 64; + actorNew->spr.xrepeat = 64; + actorNew->spr.shade = -15; wu->WeaponNum = u->WeaponNum; wu->Radius = 200; wu->ceiling_dist = Z(3); @@ -1687,33 +1687,33 @@ int PlayerInitCaltrops(PLAYERp pp) wu->Counter = 0; // SET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(spawnedActor)) + if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) SET(wu->Flags, SPR_UNDERWATER); // They go out at different angles // spawnedActor->spr.ang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25)); - spawnedActor->spr.zvel = -pp->horizon.horiz.asq16() >> 9; + actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9; DSWActor* plActor = pp->actor; oclipdist = plActor->spr.clipdist; plActor->spr.clipdist = 0; - spawnedActor->spr.clipdist = 0; + actorNew->spr.clipdist = 0; - MissileSetPos(spawnedActor, DoCaltrops, 1000); + MissileSetPos(actorNew, DoCaltrops, 1000); plActor->spr.clipdist = uint8_t(oclipdist); - spawnedActor->spr.clipdist = 80L >> 2; + actorNew->spr.clipdist = 80L >> 2; - wu->xchange = MOVEx(spawnedActor->spr.xvel, spawnedActor->spr.ang); - wu->ychange = MOVEy(spawnedActor->spr.xvel, spawnedActor->spr.ang); - wu->zchange = spawnedActor->spr.zvel >> 1; + wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang); + wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang); + wu->zchange = actorNew->spr.zvel >> 1; // adjust xvel according to player velocity wu->xchange += pp->xvect >> 14; wu->ychange += pp->yvect >> 14; - SetupSpriteForBreak(spawnedActor); // Put Caltrops in the break queue + SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue return 0; } @@ -1731,34 +1731,34 @@ int InitCaltrops(DSWActor* actor) // Spawn a shot // Inserting and setting up variables - auto spawnedActor = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, actor->spr.sector(), + auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, actor->spr.sector(), nx, ny, nz, actor->spr.ang, CHEMBOMB_VELOCITY / 2); - wu = spawnedActor->u(); + wu = actorNew->u(); SET(wu->Flags, SPR_XFLIP_TOGGLE); - SetOwner(actor, spawnedActor); - spawnedActor->spr.yrepeat = 64; - spawnedActor->spr.xrepeat = 64; - spawnedActor->spr.shade = -15; + SetOwner(actor, actorNew); + actorNew->spr.yrepeat = 64; + actorNew->spr.xrepeat = 64; + actorNew->spr.shade = -15; // !FRANK - clipbox must be <= weapon otherwise can clip thru walls - spawnedActor->spr.clipdist = actor->spr.clipdist; + actorNew->spr.clipdist = actor->spr.clipdist; wu->WeaponNum = u->WeaponNum; wu->Radius = 200; wu->ceiling_dist = Z(3); wu->floor_dist = Z(3); wu->Counter = 0; - spawnedActor->spr.zvel = short(-RandomRange(100) * HORIZ_MULT); + actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT); // spawnedActor->spr.clipdist = 80L>>2; - wu->xchange = MOVEx(spawnedActor->spr.xvel, spawnedActor->spr.ang); - wu->ychange = MOVEy(spawnedActor->spr.xvel, spawnedActor->spr.ang); - wu->zchange = spawnedActor->spr.zvel >> 1; + wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang); + wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang); + wu->zchange = actorNew->spr.zvel >> 1; - SetupSpriteForBreak(spawnedActor); // Put Caltrops in the break queue + SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue return 0; }