diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index fde845e0e..76214e7aa 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -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