From 51c059657b0df31efd8a58f55fbd57499165fa59 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 9 Sep 2022 18:17:20 +0200 Subject: [PATCH] - wrapped all literal assignments to clipdist - part 6 --- source/games/sw/src/weapon.cpp | 178 ++++++++++++++++----------------- 1 file changed, 89 insertions(+), 89 deletions(-) diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 9ff7cca26..4f93eb6f3 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3755,7 +3755,7 @@ AutoShrap: actor->spr.shade = int8_t(shrap_shade); actor->spr.xrepeat = uint8_t(shrap_xsize); actor->spr.yrepeat = uint8_t(shrap_ysize); - actor->spr.clipdist = 16 >> 2; + actor->set_native_clipdist(16 >> 2); if (ShrapOwner != nullptr) { @@ -4159,7 +4159,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVe actorNew->spr.shade = int8_t(shrap_shade); actorNew->spr.xrepeat = uint8_t(shrap_xsize); actorNew->spr.yrepeat = uint8_t(shrap_ysize); - actorNew->spr.clipdist = 16 >> 2; + actorNew->set_native_clipdist(16 >> 2); actorNew->spr.pal = actorNew->user.spal = uint8_t(shrap_pal); @@ -7646,7 +7646,7 @@ int DoStar(DSWActor* actor) actor->spr.xrepeat -= 16; actor->spr.yrepeat -= 16; actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - actor->spr.clipdist = 16L >> 2; + actor->set_native_clipdist(16L >> 2); actor->user.ceiling_dist = (2); actor->user.floor_dist = (2); // treat this just like a KillSprite but don't kill @@ -8111,7 +8111,7 @@ int InitPlasmaFountain(DSWActor* wActor, DSWActor* sActor) SetOwner(GetOwner(wActor), actorNew); SetAttach(sActor, actorNew); actorNew->spr.yrepeat = 0; - actorNew->spr.clipdist = 8>>2; + actorNew->set_native_clipdist(8>>2); actorNew->user.WaitTics = 120+60; actorNew->user.Radius = 50; @@ -9780,7 +9780,7 @@ int DoUziBullet(DSWActor* actor) actorNew->spr.yrepeat = UZI_SMOKE_REPEAT; SetOwner(GetOwner(actor), actorNew); actorNew->spr.angle = actor->spr.angle; - actorNew->spr.clipdist = 128 >> 2; + actorNew->set_native_clipdist(128 >> 2); actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); if (!(actor->user.Flags & SPR_UNDERWATER)) @@ -11438,7 +11438,7 @@ int DoMirv(DSWActor* actor) actorNew->spr.shade = -40; actorNew->spr.xrepeat = 40; actorNew->spr.yrepeat = 40; - actorNew->spr.clipdist = 32L >> 2; + actorNew->set_native_clipdist(32 >> 2); actorNew->vel.Z = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -11860,7 +11860,7 @@ int InitLavaThrow(DSWActor* actor) actorNew->user.Radius = 200; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->spr.clipdist = 256>>2; + actorNew->set_native_clipdist(256>>2); actorNew->user.ceiling_dist = (14); actorNew->user.floor_dist = (14); @@ -11915,7 +11915,7 @@ void InitVulcanBoulder(DSWActor* actor) actorNew->user.Radius = 200; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->spr.clipdist = 256>>2; + actorNew->set_native_clipdist(256>>2); actorNew->user.ceiling_dist = zsize/2; actorNew->user.floor_dist = zsize/2; if (RANDOM_P2(1024) > 512) @@ -12059,7 +12059,7 @@ void InitSpellNapalm(PLAYER* pp) actor->spr.shade = -40; actor->spr.xrepeat = 32; actor->spr.yrepeat = 32; - actor->spr.clipdist = 0; + actor->set_native_clipdist(0); actor->vel.Z = -pp->horizon.horiz.asbuildf() * HORIZ_MULTF; actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -12070,7 +12070,7 @@ void InitSpellNapalm(PLAYER* pp) actor->user.Dist = 12.5; auto oclipdist = plActor->spr.clipdist; - plActor->spr.clipdist = 1; + plActor->set_native_clipdist(1); if (mp[i].dist_over != 0) { @@ -12136,7 +12136,7 @@ int InitEnemyNapalm(DSWActor* actor) actorNew->spr.shade = -40; actorNew->spr.xrepeat = 32; actorNew->spr.yrepeat = 32; - actorNew->spr.clipdist = 0; + actorNew->set_native_clipdist(0); actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Flags2 |= (SPR2_BLUR_TAPER_FAST); @@ -12146,7 +12146,7 @@ int InitEnemyNapalm(DSWActor* actor) actorNew->user.Dist = 12.5; auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 1; + actor->set_native_clipdist(1); if (mp[i].dist_over != 0) { @@ -12191,7 +12191,7 @@ int InitSpellMirv(PLAYER* pp) actorNew->spr.shade = -40; actorNew->spr.xrepeat = 72; actorNew->spr.yrepeat = 72; - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); actorNew->vel.Z = -pp->horizon.horiz.asbuildf() * HORIZ_MULTF; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -12202,7 +12202,7 @@ int InitSpellMirv(PLAYER* pp) DSWActor* plActor = pp->actor; auto oclipdist = plActor->spr.clipdist; - plActor->spr.clipdist = 0; + plActor->set_native_clipdist(0); UpdateChange(actorNew); @@ -12232,7 +12232,7 @@ int InitEnemyMirv(DSWActor* actor) actorNew->spr.shade = -40; actorNew->spr.xrepeat = 72; actorNew->spr.yrepeat = 72; - actorNew->spr.clipdist = 32L >> 2; + actorNew->set_native_clipdist(32 >> 2); actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -12650,7 +12650,7 @@ int InitSumoNapalm(DSWActor* actor) actorNew->spr.shade = -40; actorNew->spr.xrepeat = 32; actorNew->spr.yrepeat = 32; - actorNew->spr.clipdist = 0; + actorNew->set_native_clipdist(0); actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Flags2 |= (SPR2_BLUR_TAPER_FAST); @@ -12660,7 +12660,7 @@ int InitSumoNapalm(DSWActor* actor) actorNew->user.Dist = 12.5; auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 1; + actor->set_native_clipdist(1); if (mp[i].dist_over != 0) { @@ -13064,7 +13064,7 @@ int InitStar(PLAYER* pp) SetOwner(pp->actor, actorNew); actorNew->spr.yrepeat = actorNew->spr.xrepeat = STAR_REPEAT; actorNew->spr.shade = -25; - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); // zvel was overflowing with this calculation - had to move to a local long var double zvel = -pp->horizon.horiz.asbuildf() * ((HORIZ_MULT + STAR_HORIZ_ADJ) / 256.); @@ -13166,7 +13166,7 @@ void InitHeartAttack(PLAYER* pp) actorNew->spr.shade = -10; actorNew->spr.xrepeat = 52; actorNew->spr.yrepeat = 52; - actorNew->spr.clipdist = 0; + actorNew->set_native_clipdist(0); actorNew->vel.Z = -pp->horizon.horiz.asbuildf() * HORIZ_MULTF; actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER); @@ -13177,7 +13177,7 @@ void InitHeartAttack(PLAYER* pp) actorNew->user.Dist = 12.5; auto oclipdist = plActor->spr.clipdist; - plActor->spr.clipdist = 1; + plActor->set_native_clipdist(1); UpdateChange(actorNew); @@ -13471,7 +13471,7 @@ int InitLaser(PLAYER* pp) actorNew->spr.yrepeat = 52; actorNew->spr.xrepeat = 52; actorNew->spr.shade = -15; - actorNew->spr.clipdist = 64 >> 2; + actorNew->set_native_clipdist(64 >> 2);; // the slower the missile travels the less of a zvel it needs actorNew->vel.Z = -pp->horizon.horiz.asbuildf() * HORIZ_MULTF * 0.25; @@ -13486,7 +13486,7 @@ int InitLaser(PLAYER* pp) // at certain angles the clipping box was big enough to block the // initial positioning of the fireball. auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 0; + actor->set_native_clipdist(0); actorNew->spr.angle += DAngle90; HelpMissileLateral(actorNew, 900); @@ -13585,8 +13585,8 @@ int InitRail(PLAYER* pp) // at certain angles the clipping box was big enough to block the // initial positioning auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 0; - actorNew->spr.clipdist = 32L>>2; + actor->set_native_clipdist(0); + actorNew->set_native_clipdist(32 >> 2); actorNew->spr.angle += DAngle90; HelpMissileLateral(actorNew, 700); @@ -13659,8 +13659,8 @@ int InitZillaRail(DSWActor* actor) // at certain angles the clipping box was big enough to block the // initial positioning auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 0; - actorNew->spr.clipdist = 32 >> 2; + actor->set_native_clipdist(0); + actorNew->set_native_clipdist(32 >> 2); actorNew->spr.angle += DAngle90; HelpMissileLateral(actorNew, 700); @@ -13738,7 +13738,7 @@ int InitRocket(PLAYER* pp) actorNew->spr.shade = -15; zvel = -pp->horizon.horiz.asbuildf() * ((HORIZ_MULT + 35) / 256.); - actorNew->spr.clipdist = 64 >> 2; + actorNew->set_native_clipdist(64 >> 2); actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_Rocket[0]); @@ -13767,7 +13767,7 @@ int InitRocket(PLAYER* pp) // at certain angles the clipping box was big enough to block the // initial positioning of the fireball. auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 0; + actor->set_native_clipdist(0); actorNew->spr.angle += DAngle90; HelpMissileLateral(actorNew, 900); @@ -13846,7 +13846,7 @@ int InitBunnyRocket(PLAYER* pp) actorNew->spr.shade = -15; zvel = -pp->horizon.horiz.asbuildf() * ((HORIZ_MULT + 35) / 256.); - actorNew->spr.clipdist = 64 >> 2; + actorNew->set_native_clipdist(64 >> 2); actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_BunnyRocket[0]); @@ -13872,7 +13872,7 @@ int InitBunnyRocket(PLAYER* pp) // at certain angles the clipping box was big enough to block the // initial positioning of the fireball. auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 0; + actor->set_native_clipdist(0); actorNew->spr.angle += DAngle90; HelpMissileLateral(actorNew, 900); @@ -13948,7 +13948,7 @@ int InitNuke(PLAYER* pp) actorNew->spr.xrepeat = 128; actorNew->spr.shade = -15; zvel = -pp->horizon.horiz.asbuildf() * ((HORIZ_MULT + 36) / 256.); - actorNew->spr.clipdist = 64L>>2; + actorNew->set_native_clipdist(64 >> 2); // Set to red palette actorNew->spr.pal = actorNew->user.spal = 19; @@ -13966,7 +13966,7 @@ int InitNuke(PLAYER* pp) // at certain angles the clipping box was big enough to block the // initial positioning of the fireball. auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 0; + actor->set_native_clipdist(0); actorNew->spr.angle += DAngle90; HelpMissileLateral(actorNew, 900); @@ -14031,7 +14031,7 @@ int InitEnemyNuke(DSWActor* actor) actorNew->spr.xrepeat = 128; actorNew->spr.shade = -15; double zvel = (100 * (HORIZ_MULT-36)) / 256.; // Ugh... - actorNew->spr.clipdist = 64>>2; + actorNew->set_native_clipdist(64 >> 2); // Set to red palette actorNew->spr.pal = actorNew->user.spal = 19; @@ -14131,7 +14131,7 @@ int InitMicro(PLAYER* pp) actorNew->spr.xrepeat = 24; actorNew->spr.shade = -15; actorNew->vel.Z = -pp->horizon.horiz.asbuildf() * HORIZ_MULTF; - actorNew->spr.clipdist = 64L>>2; + actorNew->set_native_clipdist(64 >> 2); // randomize zvelocity actorNew->vel.Z += RandomRangeF(8) - 5; @@ -14152,7 +14152,7 @@ int InitMicro(PLAYER* pp) // at certain angles the clipping box was big enough to block the // initial positioning of the fireball. auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 0; + actor->set_native_clipdist(0); actorNew->spr.angle += DAngle90; const int MICRO_LATERAL = 5000; @@ -14552,7 +14552,7 @@ int InitSerpSpell(DSWActor* actor) actorNew->user.spal = actorNew->spr.pal = 27; // Bright Green actorNew->spr.xrepeat = 64; actorNew->spr.yrepeat = 64; - actorNew->spr.clipdist = 32L >> 2; + actorNew->set_native_clipdist(32 >> 2); actorNew->vel.Z = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -14561,7 +14561,7 @@ int InitSerpSpell(DSWActor* actor) actorNew->user.Dist = 12.5; auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 1; + actor->set_native_clipdist(1); actorNew->spr.angle += lat_ang[i]; HelpMissileLateral(actorNew, 4200); @@ -14655,7 +14655,7 @@ int InitSerpMonstSpell(DSWActor* actor) actorNew->spr.shade = -40; actorNew->spr.xrepeat = 122; actorNew->spr.yrepeat = 116; - actorNew->spr.clipdist = 32L >> 2; + actorNew->set_native_clipdist(32 >> 2); actorNew->vel.Z = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -14665,7 +14665,7 @@ int InitSerpMonstSpell(DSWActor* actor) actorNew->user.Dist = 12.5; auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 1; + actor->set_native_clipdist(1); actorNew->spr.angle += lat_ang[i]; HelpMissileLateral(actorNew, 4200); @@ -14736,7 +14736,7 @@ int InitEnemyRocket(DSWActor* actor) actorNew->spr.shade = -15; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; - actorNew->spr.clipdist = 64L>>2; + actorNew->set_native_clipdist(64 >> 2); actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_Rocket[0]); @@ -14821,7 +14821,7 @@ int InitEnemyRail(DSWActor* actor) actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE); actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - actorNew->spr.clipdist = 64 >> 2; + actorNew->set_native_clipdist(64 >> 2); UpdateChange(actorNew); @@ -14876,7 +14876,7 @@ int InitZillaRocket(DSWActor* actor) actorNew->spr.shade = -15; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; - actorNew->spr.clipdist = 64 >>2; + actorNew->set_native_clipdist(64 >> 2); actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_Rocket[0]); @@ -14933,7 +14933,7 @@ int InitEnemyStar(DSWActor* actor) actorNew->spr.shade = -25; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; - actorNew->spr.clipdist = 64L>>2; + actorNew->set_native_clipdist(64 >> 2); UpdateChange(actorNew); @@ -14969,7 +14969,7 @@ int InitEnemyCrossbow(DSWActor* actor) actorNew->spr.shade = -25; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; - actorNew->spr.clipdist = 64>>2; + actorNew->set_native_clipdist(64 >> 2); actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_CrossBolt[0]); @@ -15012,7 +15012,7 @@ int InitSkelSpell(DSWActor* actor) actorNew->spr.shade = -40; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; - actorNew->spr.clipdist = 64L>>2; + actorNew->set_native_clipdist(64 >> 2); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); // find the distance to the target (player) @@ -15050,7 +15050,7 @@ int InitCoolgFire(DSWActor* actor) actorNew->spr.shade = -40; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; - actorNew->spr.clipdist = 32>>2; + actorNew->set_native_clipdist(32 >> 2); actorNew->user.ceiling_dist = (4); actorNew->user.floor_dist = (4); if (actor->user.ID == RIPPER_RUN_R0) @@ -15109,7 +15109,7 @@ int InitCoolgDrip(DSWActor* actor) actorNew->spr.yrepeat = actorNew->spr.xrepeat = 20; actorNew->spr.shade = -5; actorNew->vel.Z = 0; - actorNew->spr.clipdist = 16L>>2; + actorNew->set_native_clipdist(16 >> 2); actorNew->user.ceiling_dist = (4); actorNew->user.floor_dist = (4); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -15148,7 +15148,7 @@ int GenerateDrips(DSWActor* actor) actorNew->spr.yrepeat = actorNew->spr.xrepeat = 20; actorNew->spr.shade = -10; actorNew->vel.Z = 0; - actorNew->spr.clipdist = 16L>>2; + actorNew->set_native_clipdist(16 >> 2); actorNew->user.ceiling_dist = (4); actorNew->user.floor_dist = (4); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -15219,7 +15219,7 @@ void InitFireballTrap(DSWActor* actor) actorNew->spr.xrepeat -= 20; actorNew->spr.yrepeat -= 20; actorNew->spr.shade = -40; - actorNew->spr.clipdist = 32>>2; + actorNew->set_native_clipdist(32 >> 2); actorNew->vel.Z = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->user.WeaponNum = WPN_HOTHEAD; @@ -15272,7 +15272,7 @@ void InitSpearTrap(DSWActor* actor) actorNew->spr.xrepeat = 16; actorNew->spr.yrepeat = 26; actorNew->spr.shade = -25; - actorNew->spr.clipdist = 64 >> 2; + actorNew->set_native_clipdist(64 >> 2); actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_CrossBolt[0]); @@ -15333,7 +15333,7 @@ int InitTracerUzi(PLAYER* pp) actorNew->spr.xrepeat = 10; actorNew->spr.shade = -40; actorNew->vel.Z = 0; - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 50; @@ -15344,7 +15344,7 @@ int InitTracerUzi(PLAYER* pp) DSWActor* plActor = pp->actor; oclipdist = plActor->spr.clipdist; - plActor->spr.clipdist = 0; + plActor->set_native_clipdist(0); actorNew->spr.angle += DAngle90; if (pp->Flags & (PF_TWO_UZI) && pp->WpnUziType == 0) @@ -15398,7 +15398,7 @@ int InitTracerTurret(DSWActor* actor, DSWActor* Operator, fixedhoriz horiz) actorNew->spr.xrepeat = 10; actorNew->spr.shade = -40; actorNew->vel.Z = 0; - actorNew->spr.clipdist = 8 >> 2; + actorNew->set_native_clipdist(8 >> 2); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 50; @@ -15440,7 +15440,7 @@ int InitTracerAutoTurret(DSWActor* actor, const DVector3& change) actorNew->spr.xrepeat = 10; actorNew->spr.shade = -40; actorNew->vel.Z = 0; - actorNew->spr.clipdist = 8 >> 2; + actorNew->set_native_clipdist(8 >> 2); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 50; @@ -15747,7 +15747,7 @@ int InitUzi(PLAYER* pp) actorNew->spr.yrepeat = UZI_SMOKE_REPEAT; SetOwner(pp->actor, actorNew); actorNew->spr.cstat |= (cstat | CSTAT_SPRITE_YCENTER); - actorNew->spr.clipdist = 8 >> 2; + actorNew->set_native_clipdist(8 >> 2); HitscanSpriteAdjust(actorNew, hit.hitWall); DoHitscanDamage(actorNew, hit.actor()); @@ -15760,7 +15760,7 @@ int InitUzi(PLAYER* pp) SetOwner(pp->actor, actorNew); actorNew->user.spal = actorNew->spr.pal = pal; actorNew->spr.cstat |= (cstat | CSTAT_SPRITE_YCENTER); - actorNew->spr.clipdist = 8 >> 2; + actorNew->set_native_clipdist(8 >> 2); HitscanSpriteAdjust(actorNew, hit.hitWall); @@ -15793,7 +15793,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp) actorNew->spr.xrepeat = 8; actorNew->spr.shade = -40; actorNew->vel.Z = 0; - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 50; @@ -15873,7 +15873,7 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp) actorNew->spr.xrepeat = 24; actorNew->spr.shade = -15; actorNew->vel.Z = -pp->horizon.horiz.asbuildf() * HORIZ_MULTF + RandomRangeF(8) - 5; - actorNew->spr.clipdist = 64L>>2; + actorNew->set_native_clipdist(64 >> 2); actorNew->user.RotNum = 5; @@ -15933,7 +15933,7 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp) actorNew->spr.xrepeat = 40; actorNew->spr.shade = -40; actorNew->vel.Z = 0; - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 50; @@ -15973,7 +15973,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp) actorNew->spr.xrepeat = 40; actorNew->spr.shade = -40; actorNew->vel.Z = 0; - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 50; @@ -16032,7 +16032,7 @@ int InitTurretRail(DSWActor* actor, PLAYER* pp) actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE); actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - actorNew->spr.clipdist = 64L>>2; + actorNew->set_native_clipdist(64 >> 2); if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1) { @@ -16076,7 +16076,7 @@ int InitTurretLaser(DSWActor* actor, PLAYER* pp) actorNew->user.Flags2 |= (SPR2_SO_MISSILE); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - actorNew->spr.clipdist = 64L>>2; + actorNew->set_native_clipdist(64 >> 2); if (WeaponAutoAim(actor, actorNew, DAngle22_5 / 4, false) == -1) { @@ -16310,7 +16310,7 @@ DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, // Sprite starts out with center exactly on wall. // This moves it back enough to see it at all angles. - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); HitscanSpriteAdjust(actorNew, hit_wall); @@ -16323,7 +16323,7 @@ DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); HitscanSpriteAdjust(actorNew, hit_wall); @@ -16353,7 +16353,7 @@ int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const // Sprite starts out with center exactly on wall. // This moves it back enough to see it at all angles. - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); if (hit_wall != nullptr) HitscanSpriteAdjust(actorNew, hit_wall); @@ -16367,7 +16367,7 @@ int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const if (actor->user.WeaponNum == WPN_FIST) actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); if (hit_wall != nullptr) HitscanSpriteAdjust(actorNew, hit_wall); @@ -16393,7 +16393,7 @@ DSWActor* SpawnTurretSparks(sectortype* hit_sect, walltype* hit_wall, const DVec // Sprite starts out with center exactly on wall. // This moves it back enough to see it at all angles. - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); HitscanSpriteAdjust(actorNew, hit_wall); actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hitpos, hit_ang, 0); @@ -16404,7 +16404,7 @@ DSWActor* SpawnTurretSparks(sectortype* hit_sect, walltype* hit_wall, const DVec actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); HitscanSpriteAdjust(actorNew, hit_wall); if (RANDOM_P2(1024) < 100) @@ -16430,7 +16430,7 @@ DSWActor* SpawnShotgunSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wal actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); HitscanSpriteAdjust(actorNew, hit_wall); @@ -16444,7 +16444,7 @@ DSWActor* SpawnShotgunSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wal // Sprite starts out with center exactly on wall. // This moves it back enough to see it at all angles. - actorNew->spr.clipdist = 32 >> 2; + actorNew->set_native_clipdist(32 >> 2); HitscanSpriteAdjust(actorNew, hit_wall); @@ -16721,7 +16721,7 @@ int InitEnemyUzi(DSWActor* actor) actorNew->user.WaitTics = 63; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->spr.clipdist = 32L >> 2; + actorNew->set_native_clipdist(32 >> 2); actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos, daang, 0); actorNew->spr.shade = -40; @@ -16729,7 +16729,7 @@ int InitEnemyUzi(DSWActor* actor) actorNew->spr.yrepeat = UZI_SMOKE_REPEAT; SetOwner(actor, actorNew); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->spr.clipdist = 8 >> 2; + actorNew->set_native_clipdist(8 >> 2); HitscanSpriteAdjust(actorNew, hit.hitWall); DoHitscanDamage(actorNew, hit.actor()); @@ -16742,7 +16742,7 @@ int InitEnemyUzi(DSWActor* actor) SetOwner(actor, actorNew); actorNew->user.spal = actorNew->spr.pal; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->spr.clipdist = 8 >> 2; + actorNew->set_native_clipdist(8 >> 2); HitscanSpriteAdjust(actorNew, hit.hitWall); @@ -16802,8 +16802,8 @@ int InitGrenade(PLAYER* pp) actorNew->spr.yrepeat = 32; actorNew->spr.xrepeat = 32; actorNew->spr.shade = -15; - //actorNew->spr.clipdist = 80L>>2; - actorNew->spr.clipdist = 32L>>2; + //actorNew->set_native_clipdist(80 >> 2); + actorNew->set_native_clipdist(32 >> 2); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 200; actorNew->user.ceiling_dist = (3); @@ -16818,7 +16818,7 @@ int InitGrenade(PLAYER* pp) actorNew->vel.Z = -pp->horizon.horiz.asbuildf() * HORIZ_MULTF; auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 0; + actor->set_native_clipdist(0); actorNew->spr.angle += DAngle90; HelpMissileLateral(actorNew, 800); @@ -16877,8 +16877,8 @@ int InitSpriteGrenade(DSWActor* actor) actorNew->spr.yrepeat = 32; actorNew->spr.xrepeat = 32; actorNew->spr.shade = -15; - //actorNew->spr.clipdist = 80L>>2; - actorNew->spr.clipdist = 32L>>2; + //actorNew->set_native_clipdist(80 >> 2); + actorNew->set_native_clipdist(32 >> 2); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 200; actorNew->user.ceiling_dist = (3); @@ -16932,7 +16932,7 @@ int InitMine(PLAYER* pp) actorNew->spr.yrepeat = 32; actorNew->spr.xrepeat = 32; actorNew->spr.shade = -15; - actorNew->spr.clipdist = 128L>>2; + actorNew->set_native_clipdist(128 >> 2); actorNew->vel.Z = -pp->horizon.horiz.asbuildf() * HORIZ_MULTF; actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 200; @@ -16981,7 +16981,7 @@ int InitEnemyMine(DSWActor* actor) actorNew->spr.yrepeat = 32; actorNew->spr.xrepeat = 32; actorNew->spr.shade = -15; - actorNew->spr.clipdist = 128 >> 2; + actorNew->set_native_clipdist(128 >> 2); actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 200; @@ -17021,7 +17021,7 @@ int HelpMissileLateral(DSWActor* actor, int dist) auto vec = actor->spr.angle.ToVector() * actor->vel.X; - actor->spr.clipdist = 32L >> 2; + actor->set_native_clipdist(32 >> 2); actor->user.coll = move_missile(actor, DVector3(vec, 0), 16, 16, 0, 1); @@ -17061,7 +17061,7 @@ int InitFireball(PLAYER* pp) actorNew->spr.xrepeat = 40; actorNew->spr.yrepeat = 40; actorNew->spr.shade = -40; - actorNew->spr.clipdist = 32>>2; + actorNew->set_native_clipdist(32 >> 2); SetOwner(pp->actor, actorNew); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->user.Radius = 100; @@ -17073,7 +17073,7 @@ int InitFireball(PLAYER* pp) // at certain angles the clipping box was big enough to block the // initial positioning of the fireball. auto oclipdist = actor->spr.clipdist; - actor->spr.clipdist = 0; + actor->set_native_clipdist(0); actorNew->spr.angle += DAngle90; HelpMissileLateral(actorNew, 2100); @@ -17142,7 +17142,7 @@ int InitEnemyFireball(DSWActor* actor) SetOwner(actor, actorNew); actorNew->vel.Z = 0; - actorNew->spr.clipdist = 16>>2; + actorNew->set_native_clipdist(16>>2); actorNew->spr.angle += lat_ang[i]; HelpMissileLateral(actorNew, 500); @@ -17618,7 +17618,7 @@ DSWActor* SpawnBubble(DSWActor* actor) actorNew->spr.shade = actor->sector()->floorshade - 10; actorNew->user.WaitTics = 120 * 120; actorNew->vel.Z = 2; - actorNew->spr.clipdist = 12 >> 2; + actorNew->set_native_clipdist(12 >> 2); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->user.Flags |= (SPR_UNDERWATER); actorNew->spr.shade = -60; // Make em brighter @@ -17955,7 +17955,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos) spawnedActor->spr.pal = 0; spawnedActor->spr.shade = 0; spawnedActor->spr.extra = 0; - spawnedActor->spr.clipdist = 0; + spawnedActor->set_native_clipdist(0); spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0; spawnedActor->spr.pos = pos; spawnedActor->spr.picnum = 2151; @@ -18042,7 +18042,7 @@ int QueueFloorBlood(DSWActor* actor) spawnedActor->spr.pal = 0; spawnedActor->spr.shade = 0; spawnedActor->spr.extra = 0; - spawnedActor->spr.clipdist = 0; + spawnedActor->set_native_clipdist(0); spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0; spawnedActor->spr.pos = actor->spr.pos.plusZ(1); spawnedActor->spr.angle = RandomAngle(); // Just make it any old angle @@ -18154,7 +18154,7 @@ int QueueFootPrint(DSWActor* actor) spawnedActor->spr.pal = 0; spawnedActor->spr.shade = 0; spawnedActor->spr.extra = 0; - spawnedActor->spr.clipdist = 0; + spawnedActor->set_native_clipdist(0); spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0; spawnedActor->spr.pos = actor->spr.pos; spawnedActor->spr.angle = actor->spr.angle; @@ -18295,7 +18295,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, DAngle bang) spawnedActor->spr.pal = 0; spawnedActor->spr.shade = 0; spawnedActor->spr.extra = 0; - spawnedActor->spr.clipdist = 0; + spawnedActor->set_native_clipdist(0); spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0; spawnedActor->spr.pos = hit.hitpos; spawnedActor->spr.shade -= 5; // Brighten it up just a bit