- renamed all np-> in sprite.cpp

This commit is contained in:
Christoph Oelckers 2021-12-24 19:41:29 +01:00
parent b2d4375cde
commit 5eb958938d

View file

@ -2539,16 +2539,16 @@ void SpriteSetup(void)
auto actorNew = insertActor(sp->sector(), STAT_QUICK_LADDER);
auto np = &actorNew->s();
np->cstat = 0;
np->extra = 0;
np->pos.X = sp->pos.X;
np->pos.Y = sp->pos.Y;
np->pos.Z = sp->pos.Z;
np->ang = NORM_ANGLE(sp->ang + 1024);
np->picnum = sp->picnum;
actorNew->spr.cstat = 0;
actorNew->spr.extra = 0;
actorNew->spr.pos.X = sp->pos.X;
actorNew->spr.pos.Y = sp->pos.Y;
actorNew->spr.pos.Z = sp->pos.Z;
actorNew->spr.ang = NORM_ANGLE(sp->ang + 1024);
actorNew->spr.picnum = sp->picnum;
np->pos.X += MOVEx(256+128, sp->ang);
np->pos.Y += MOVEy(256+128, sp->ang);
actorNew->spr.pos.X += MOVEx(256+128, sp->ang);
actorNew->spr.pos.Y += MOVEy(256+128, sp->ang);
break;
}
@ -3582,13 +3582,13 @@ int ActorCoughItem(DSWActor* actor)
ASSERT(sp->insector());
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
np = &actorNew->s();
np->cstat = 0;
np->extra = 0;
np->pos.X = sp->pos.X;
np->pos.Y = sp->pos.Y;
np->pos.Z = GetSpriteZOfMiddle(sp);
np->ang = 0;
np->extra = 0;
actorNew->spr.cstat = 0;
actorNew->spr.extra = 0;
actorNew->spr.pos.X = sp->pos.X;
actorNew->spr.pos.Y = sp->pos.Y;
actorNew->spr.pos.Z = GetSpriteZOfMiddle(sp);
actorNew->spr.ang = 0;
actorNew->spr.extra = 0;
// vel
SP_TAG7(np) = 1;
@ -3624,13 +3624,13 @@ int ActorCoughItem(DSWActor* actor)
ASSERT(sp->insector());
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
np = &actorNew->s();
np->cstat = 0;
np->extra = 0;
np->pos.X = sp->pos.X;
np->pos.Y = sp->pos.Y;
np->pos.Z = GetSpriteZOfMiddle(sp);
np->ang = 0;
np->extra = 0;
actorNew->spr.cstat = 0;
actorNew->spr.extra = 0;
actorNew->spr.pos.X = sp->pos.X;
actorNew->spr.pos.Y = sp->pos.Y;
actorNew->spr.pos.Z = GetSpriteZOfMiddle(sp);
actorNew->spr.ang = 0;
actorNew->spr.extra = 0;
// vel
SP_TAG7(np) = 1;
@ -3653,13 +3653,13 @@ int ActorCoughItem(DSWActor* actor)
ASSERT(sp->insector());
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
np = &actorNew->s();
np->cstat = 0;
np->extra = 0;
np->pos.X = sp->pos.X;
np->pos.Y = sp->pos.Y;
np->pos.Z = GetSpriteZOfMiddle(sp);
np->ang = 0;
np->extra = 0;
actorNew->spr.cstat = 0;
actorNew->spr.extra = 0;
actorNew->spr.pos.X = sp->pos.X;
actorNew->spr.pos.Y = sp->pos.Y;
actorNew->spr.pos.Z = GetSpriteZOfMiddle(sp);
actorNew->spr.ang = 0;
actorNew->spr.extra = 0;
// vel
SP_TAG7(np) = 1;
@ -3685,13 +3685,13 @@ int ActorCoughItem(DSWActor* actor)
ASSERT(sp->insector());
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
np = &actorNew->s();
np->cstat = 0;
np->extra = 0;
np->pos.X = sp->pos.X;
np->pos.Y = sp->pos.Y;
np->pos.Z = GetSpriteZOfMiddle(sp);
np->ang = 0;
np->extra = 0;
actorNew->spr.cstat = 0;
actorNew->spr.extra = 0;
actorNew->spr.pos.X = sp->pos.X;
actorNew->spr.pos.Y = sp->pos.Y;
actorNew->spr.pos.Z = GetSpriteZOfMiddle(sp);
actorNew->spr.ang = 0;
actorNew->spr.extra = 0;
// vel
SP_TAG7(np) = 1;
@ -3748,13 +3748,13 @@ int ActorCoughItem(DSWActor* actor)
ASSERT(sp->insector());
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
np = &actorNew->s();
np->cstat = 0;
np->extra = 0;
np->pos.X = sp->pos.X;
np->pos.Y = sp->pos.Y;
np->pos.Z = GetSpriteZOfMiddle(sp);
np->ang = 0;
np->extra = 0;
actorNew->spr.cstat = 0;
actorNew->spr.extra = 0;
actorNew->spr.pos.X = sp->pos.X;
actorNew->spr.pos.Y = sp->pos.Y;
actorNew->spr.pos.Z = GetSpriteZOfMiddle(sp);
actorNew->spr.ang = 0;
actorNew->spr.extra = 0;
// vel
SP_TAG7(np) = 1;
@ -3807,12 +3807,12 @@ int ActorCoughItem(DSWActor* actor)
ASSERT(sp->insector());
actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
np = &actorNew->s();
np->cstat = 0;
np->extra = 0;
np->pos.X = sp->pos.X;
np->pos.Y = sp->pos.Y;
np->pos.Z = ActorLowerZ(actor) + Z(10);
np->ang = sp->ang;
actorNew->spr.cstat = 0;
actorNew->spr.extra = 0;
actorNew->spr.pos.X = sp->pos.X;
actorNew->spr.pos.Y = sp->pos.Y;
actorNew->spr.pos.Z = ActorLowerZ(actor) + Z(10);
actorNew->spr.ang = sp->ang;
// vel
SP_TAG7(np) = 10;
@ -4939,7 +4939,7 @@ int KillGet(DSWActor* actor)
np = &actorNew->s();
nu = actorNew->u();
np->shade = -20;
actorNew->spr.shade = -20;
nu->WaitTics = u->WaitTics - 12;
break;
@ -4991,7 +4991,7 @@ int KillGetAmmo(DSWActor* actor)
np = &actorNew->s();
nu = actorNew->u();
np->shade = -20;
actorNew->spr.shade = -20;
nu->WaitTics = u->WaitTics - 12;
break;
@ -5051,7 +5051,7 @@ int KillGetWeapon(DSWActor* actor)
np = &actorNew->s();
nu = actorNew->u();
np->shade = -20;
actorNew->spr.shade = -20;
nu->WaitTics = u->WaitTics - 12;
break;
@ -6000,15 +6000,15 @@ KeyMain:
np = &actorNew->s();
nu = actorNew->u();
np->shade = -20;
actorNew->spr.shade = -20;
// Attach flag to player
nu->Counter = 0;
RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(np->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(actorNew->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
SetAttach(pp->Actor(), actorNew);
nu->sz = GetSpriteZOfMiddle(&pp->Actor()->s()); // Set mid way up who it hit
nu->spal = np->pal = sp->pal; // Set the palette of the flag
nu->spal = actorNew->spr.pal = sp->pal; // Set the palette of the flag
SetOwner(pp->Actor(), actorNew); // Player now owns the flag
nu->flagOwnerActor = actor; // Tell carried flag who owns it