From 61564ab96a2e49996a2b38b579713e9fa6d5a29b Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 27 Dec 2021 19:34:06 +0100 Subject: [PATCH] - one third of TEST(). --- source/games/sw/src/actor.cpp | 16 +-- source/games/sw/src/ai.cpp | 14 +-- source/games/sw/src/break.cpp | 2 +- source/games/sw/src/bunny.cpp | 30 ++--- source/games/sw/src/cheats.cpp | 2 +- source/games/sw/src/coolg.cpp | 8 +- source/games/sw/src/coolie.cpp | 6 +- source/games/sw/src/draw.cpp | 8 +- source/games/sw/src/eel.cpp | 8 +- source/games/sw/src/girlninj.cpp | 10 +- source/games/sw/src/goro.cpp | 4 +- source/games/sw/src/hornet.cpp | 8 +- source/games/sw/src/input.cpp | 4 +- source/games/sw/src/interpso.cpp | 4 +- source/games/sw/src/jweapon.cpp | 40 +++---- source/games/sw/src/lava.cpp | 4 +- source/games/sw/src/miscactr.cpp | 4 +- source/games/sw/src/ninja.cpp | 22 ++-- source/games/sw/src/osdcmds.cpp | 2 +- source/games/sw/src/panel.cpp | 14 +-- source/games/sw/src/player.cpp | 50 ++++----- source/games/sw/src/ripper.cpp | 16 +-- source/games/sw/src/ripper2.cpp | 16 +-- source/games/sw/src/rotator.cpp | 4 +- source/games/sw/src/sector.cpp | 4 +- source/games/sw/src/serp.cpp | 4 +- source/games/sw/src/skel.cpp | 4 +- source/games/sw/src/skull.cpp | 8 +- source/games/sw/src/slidor.cpp | 4 +- source/games/sw/src/sounds.cpp | 2 +- source/games/sw/src/spike.cpp | 10 +- source/games/sw/src/sprite.cpp | 78 ++++++------- source/games/sw/src/track.cpp | 30 ++--- source/games/sw/src/vator.cpp | 18 +-- source/games/sw/src/weapon.cpp | 186 +++++++++++++++---------------- source/games/sw/src/zombie.cpp | 10 +- 36 files changed, 327 insertions(+), 327 deletions(-) diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index d0ac26eaf..772881e7b 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -495,7 +495,7 @@ void KeepActorOnFloor(DSWActor* actor) actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); // If upside down, reset it - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) return; if (actor->user.lo_sectp && actor->user.lo_sectp->hasU()) @@ -507,7 +507,7 @@ void KeepActorOnFloor(DSWActor* actor) depth > 35 && actor->user.ActorActionSet && actor->user.ActorActionSet->Swim) { - if (TEST(actor->user.Flags, SPR_SWIMMING)) + if (actor->user.Flags & (SPR_SWIMMING)) { if (actor->user.Rot != actor->user.ActorActionSet->Run && actor->user.Rot != actor->user.ActorActionSet->Swim && actor->user.Rot != actor->user.ActorActionSet->Stand) { @@ -556,7 +556,7 @@ void KeepActorOnFloor(DSWActor* actor) actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); #if 1 - if (TEST(actor->user.Flags, SPR_MOVED)) + if (actor->user.Flags & (SPR_MOVED)) { actor->user.oz = actor->spr.pos.Z = actor->user.loz; actor->spr.backupz(); @@ -630,7 +630,7 @@ int DoActorBeginJump(DSWActor* actor) // Change sprites state to jumping if (actor->user.ActorActionSet) { - if (TEST(actor->user.Flags, SPR_DEAD)) + if (actor->user.Flags & (SPR_DEAD)) NewStateGroup(actor, actor->user.ActorActionSet->DeathJump); else NewStateGroup(actor, actor->user.ActorActionSet->Jump); @@ -690,7 +690,7 @@ int DoActorBeginFall(DSWActor* actor) // Change sprites state to falling if (actor->user.ActorActionSet) { - if (TEST(actor->user.Flags, SPR_DEAD)) + if (actor->user.Flags & (SPR_DEAD)) { NewStateGroup(actor, actor->user.ActorActionSet->DeathFall); } @@ -748,7 +748,7 @@ int DoActorStopFall(DSWActor* actor) // Change sprites state to running if (actor->user.ActorActionSet) { - if (TEST(actor->user.Flags, SPR_DEAD)) + if (actor->user.Flags & (SPR_DEAD)) { NewStateGroup(actor, actor->user.ActorActionSet->Dead); PlaySound(DIGI_ACTORBODYFALL1, actor, v3df_none); @@ -774,9 +774,9 @@ int DoActorDeathMove(DSWActor* actor) { int nx, ny; - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); else DoActorFall(actor); diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index b1222b5b4..98798ce89 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -111,7 +111,7 @@ bool ActorFlaming(DSWActor* actor) void DoActorSetSpeed(DSWActor* actor, uint8_t speed) { - if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (actor->spr.cstat & (CSTAT_SPRITE_RESTORE)) return; ASSERT(actor->user.Attrib); @@ -289,7 +289,7 @@ int DoActorPickClosePlayer(DSWActor* actor) // Set initial target to Player 0 actor->user.targetActor = Player->actor; - if (TEST(actor->user.Flags2, SPR2_DONT_TARGET_OWNER)) + if (actor->user.Flags2 & (SPR2_DONT_TARGET_OWNER)) { TRAVERSE_CONNECT(pnum) { @@ -311,7 +311,7 @@ int DoActorPickClosePlayer(DSWActor* actor) pp = &Player[pnum]; // Zombies don't target their masters! - if (TEST(actor->user.Flags2, SPR2_DONT_TARGET_OWNER)) + if (actor->user.Flags2 & (SPR2_DONT_TARGET_OWNER)) { if (GetOwner(actor) == pp->actor) continue; @@ -341,7 +341,7 @@ int DoActorPickClosePlayer(DSWActor* actor) pp = &Player[pnum]; // Zombies don't target their masters! - if (TEST(actor->user.Flags2, SPR2_DONT_TARGET_OWNER)) + if (actor->user.Flags2 & (SPR2_DONT_TARGET_OWNER)) { if (GetOwner(actor) == pp->actor) continue; @@ -493,7 +493,7 @@ ANIMATORp DoActorActionDecide(DSWActor* actor) return action; } - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { //CON_Message("Jumping or falling"); return action; @@ -511,7 +511,7 @@ ANIMATORp DoActorActionDecide(DSWActor* actor) // But need the result multiple times // !AIC KEY - If aware of player - var is changed in SpriteControl - if (TEST(actor->user.Flags, SPR_ACTIVE)) + if (actor->user.Flags & (SPR_ACTIVE)) { // Try to operate stuff @@ -551,7 +551,7 @@ ANIMATORp DoActorActionDecide(DSWActor* actor) if (Facing(actor, actor->user.targetActor) && TEST(actor->user.Flags, SPR_ATTACKED) && ICanSee) { // if I'm a target - at least one missile comming at me - if (TEST(actor->user.Flags, SPR_TARGETED)) + if (actor->user.Flags & (SPR_TARGETED)) { // not going to evade, reset the target bit actor->user.Flags &= ~(SPR_TARGETED); // as far as actor diff --git a/source/games/sw/src/break.cpp b/source/games/sw/src/break.cpp index 451d72b12..29bd9297f 100644 --- a/source/games/sw/src/break.cpp +++ b/source/games/sw/src/break.cpp @@ -974,7 +974,7 @@ bool NullActor(DSWActor* actor) // a Null Actor is defined as an actor that has no real controlling programming attached // check to see if attached to SO - if (TEST(actor->user.Flags, SPR_SO_ATTACHED)) + if (actor->user.Flags & (SPR_SO_ATTACHED)) return true; // does not have a STATE or FUNC to control it diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index f4fa9032f..81dc7b7c3 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -863,7 +863,7 @@ int DoBunnyBeginJumpAttack(DSWActor* actor) int DoBunnyMoveJump(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { int nx, ny; @@ -873,7 +873,7 @@ int DoBunnyMoveJump(DSWActor* actor) move_actor(actor, nx, ny, 0L); - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); else DoActorFall(actor); @@ -1047,9 +1047,9 @@ int DoBunnyQuickJump(DSWActor* actor) int NullBunny(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); else DoActorFall(actor); @@ -1059,7 +1059,7 @@ int NullBunny(DSWActor* actor) if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) KeepActorOnFloor(actor); - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); DoActorSectorDamage(actor); @@ -1230,7 +1230,7 @@ DSWActor* BunnyHatch2(DSWActor* actor) int DoBunnyMove(DSWActor* actor) { // Parental lock crap - if (TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (actor->spr.cstat & (CSTAT_SPRITE_INVISIBLE)) actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); // Turn em' back on // Sometimes they just won't die! @@ -1242,9 +1242,9 @@ int DoBunnyMove(DSWActor* actor) DoScaleSprite(actor); } - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); else DoActorFall(actor); @@ -1256,7 +1256,7 @@ int DoBunnyMove(DSWActor* actor) DoBunnyQuickJump(actor); } - if (TEST(actor->user.Flags, SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) @@ -1306,9 +1306,9 @@ int BunnySpew(DSWActor* actor) int DoBunnyEat(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); else DoActorFall(actor); @@ -1320,7 +1320,7 @@ int DoBunnyEat(DSWActor* actor) DoBunnyQuickJump(actor); } - if (TEST(actor->user.Flags, SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); // stay on floor unless doing certain things @@ -1353,15 +1353,15 @@ int DoBunnyEat(DSWActor* actor) int DoBunnyScrew(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); else DoActorFall(actor); } - if (TEST(actor->user.Flags, SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); // stay on floor unless doing certain things diff --git a/source/games/sw/src/cheats.cpp b/source/games/sw/src/cheats.cpp index 8bf639dc1..03c758dc1 100644 --- a/source/games/sw/src/cheats.cpp +++ b/source/games/sw/src/cheats.cpp @@ -157,7 +157,7 @@ bool WarpCheat(cheatseq_t* c) if (level_num > 4 || level_num < 1) return false; } - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return true; DeferredStartGame(maprec, g_nextskill); diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index b4458ef39..f995eb7cf 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -588,7 +588,7 @@ int NullCoolg(DSWActor* actor) { actor->user.ShellNum -= ACTORMOVETICS; - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); DoCoolgMatchPlayerZ(actor); @@ -751,7 +751,7 @@ int DoCoolgDeath(DSWActor* actor) actor->spr.xrepeat = 42; actor->spr.shade = -10; - if (TEST(actor->user.Flags, SPR_FALLING)) + if (actor->user.Flags & (SPR_FALLING)) { DoFall(actor); } @@ -762,7 +762,7 @@ int DoCoolgDeath(DSWActor* actor) DoBeginFall(actor); } - if (TEST(actor->user.Flags, SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); // slide while falling @@ -846,7 +846,7 @@ int DoCoolgMove(DSWActor* actor) actor->spr.hitag = 0; } - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index e8d3371ec..ccf02d445 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -525,7 +525,7 @@ int SpawnCoolg(DSWActor* actor) int CooliePain(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (!TEST(actor->user.Flags,SPR_CLIMBING)) @@ -541,7 +541,7 @@ int CooliePain(DSWActor* actor) int NullCoolie(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (!TEST(actor->user.Flags,SPR_CLIMBING)) @@ -554,7 +554,7 @@ int NullCoolie(DSWActor* actor) int DoCoolieMove(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 8fdeebc32..75b3e0644 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -770,10 +770,10 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie pp = Player + screenpeek; if (display_mirror || TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE|PF_VIEW_FROM_CAMERA)) { - if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE)) + if (pp->Flags & (PF_VIEW_FROM_OUTSIDE)) tsp->cstat |= (CSTAT_SPRITE_TRANSLUCENT); - if (TEST(pp->Flags, PF_CLIMBING)) + if (pp->Flags & (PF_CLIMBING)) { // move sprite forward some so he looks like he's // climbing @@ -1473,7 +1473,7 @@ void drawscreen(PLAYERp pp, double smoothratio) tang = bvectangbam(pp->sop_remote->xmid - tx, pp->sop_remote->ymid - ty); } - if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE)) + if (pp->Flags & (PF_VIEW_FROM_OUTSIDE)) { tz -= 8448; @@ -1545,7 +1545,7 @@ void drawscreen(PLAYERp pp, double smoothratio) // Don't show sprites tagged with 257 if (actor->spr.lotag == 257) { - if (TEST(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR)) + if (actor->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_FLOOR)) { actor->spr.cstat &= ~(CSTAT_SPRITE_ALIGNMENT_FLOOR); actor->spr.owner = -2; diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index 33b6c264d..ae34a4390 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -402,7 +402,7 @@ int SetupEel(DSWActor* actor) int NullEel(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); DoEelMatchPlayerZ(actor); @@ -512,7 +512,7 @@ int DoEelMatchPlayerZ(DSWActor* actor) int DoEelDeath(DSWActor* actor) { int nx, ny; - if (TEST(actor->user.Flags, SPR_FALLING)) + if (actor->user.Flags & (SPR_FALLING)) { DoFall(actor); } @@ -523,7 +523,7 @@ int DoEelDeath(DSWActor* actor) DoBeginFall(actor); } - if (TEST(actor->user.Flags, SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); // slide while falling @@ -555,7 +555,7 @@ int DoEelMove(DSWActor* actor) if (SpriteOverlap(actor, actor->user.targetActor)) NewStateGroup(actor, actor->user.ActorActionSet->CloseAttack[0]); - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) diff --git a/source/games/sw/src/girlninj.cpp b/source/games/sw/src/girlninj.cpp index 7227e7a83..2f87bf57e 100644 --- a/source/games/sw/src/girlninj.cpp +++ b/source/games/sw/src/girlninj.cpp @@ -742,16 +742,16 @@ int SetupGirlNinja(DSWActor* actor) int DoGirlNinjaMove(DSWActor* actor) { // jumping and falling - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING) && !TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING) && !TEST(actor->user.Flags, SPR_CLIMBING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); - else if (TEST(actor->user.Flags, SPR_FALLING)) + else if (actor->user.Flags & (SPR_FALLING)) DoActorFall(actor); } // sliding - if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING)) DoActorSlide(actor); // !AIC - do track or call current action function - such as DoActorMoveCloser() @@ -800,7 +800,7 @@ int NullGirlNinja(DSWActor* actor) { if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS; - if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) + if (actor->user.Flags & (SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) DoActorSlide(actor); if (!TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) diff --git a/source/games/sw/src/goro.cpp b/source/games/sw/src/goro.cpp index 314c50af2..1224ae7a1 100644 --- a/source/games/sw/src/goro.cpp +++ b/source/games/sw/src/goro.cpp @@ -507,7 +507,7 @@ int SetupGoro(DSWActor* actor) int NullGoro(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); KeepActorOnFloor(actor); @@ -527,7 +527,7 @@ int DoGoroPain(DSWActor* actor) int DoGoroMove(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index de98c4f24..95977145e 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -325,7 +325,7 @@ int SetupHornet(DSWActor* actor) int NullHornet(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); DoHornetMatchPlayerZ(actor); @@ -488,7 +488,7 @@ int DoHornetDeath(DSWActor* actor) { int nx, ny; - if (TEST(actor->user.Flags, SPR_FALLING)) + if (actor->user.Flags & (SPR_FALLING)) { actor->user.loz = actor->user.zclip; DoFall(actor); @@ -503,7 +503,7 @@ int DoHornetDeath(DSWActor* actor) actor->user.zclip = actor->user.loz; } - if (TEST(actor->user.Flags, SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); // slide while falling @@ -574,7 +574,7 @@ int DoHornetMove(DSWActor* actor) if (actor->spr.hitag == TAG_SWARMSPOT && actor->spr.lotag == 1) DoCheckSwarm(actor); - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) diff --git a/source/games/sw/src/input.cpp b/source/games/sw/src/input.cpp index f70535fb5..a56b5ceb0 100644 --- a/source/games/sw/src/input.cpp +++ b/source/games/sw/src/input.cpp @@ -107,7 +107,7 @@ static void processWeapon(PLAYERp const pp) break; } - if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i]) + if (pp->WpnFlags & (BIT(i)) && pp->WpnAmmo[i]) { next_weapon = i; break; @@ -140,7 +140,7 @@ static void processWeapon(PLAYERp const pp) if (i <= -1) i = WPN_HEART; - if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i]) + if (pp->WpnFlags & (BIT(i)) && pp->WpnAmmo[i]) { prev_weapon = i; break; diff --git a/source/games/sw/src/interpso.cpp b/source/games/sw/src/interpso.cpp index 9f6526a45..8ab45e2f1 100644 --- a/source/games/sw/src/interpso.cpp +++ b/source/games/sw/src/interpso.cpp @@ -389,8 +389,8 @@ void so_dointerpolations(int32_t smoothratio) // Stick at b DSWActor* actor = data->actorofang; if (!actor) continue; if (actor->hasU() && (actor->spr.statnum != STAT_DEFAULT) && - ((TEST(actor->user.Flags, SPR_SKIP4) && (actor->spr.statnum <= STAT_SKIP4_INTERP_END)) || - (TEST(actor->user.Flags, SPR_SKIP2) && (actor->spr.statnum <= STAT_SKIP2_INTERP_END)))) + ((actor->user.Flags & (SPR_SKIP4) && (actor->spr.statnum <= STAT_SKIP4_INTERP_END)) || + (actor->user.Flags & (SPR_SKIP2) && (actor->spr.statnum <= STAT_SKIP2_INTERP_END)))) continue; } diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 14efa38e0..ca3a578c2 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -309,7 +309,7 @@ void SpawnMidSplash(DSWActor* actor) actorNew->user.ychange = 0; actorNew->user.zchange = 0; - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } @@ -332,7 +332,7 @@ void SpawnFloorSplash(DSWActor* actor) actorNew->user.ychange = 0; actorNew->user.zchange = 0; - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } @@ -341,7 +341,7 @@ int DoBloodSpray(DSWActor* actor) { int cz,fz; - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { ScaleSpriteVector(actor, 50000); @@ -471,7 +471,7 @@ int DoBloodSpray(DSWActor* actor) // hit floor if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actor->user.Flags |= (SPR_BOUNCE); // no bouncing // underwater @@ -538,7 +538,7 @@ int DoBloodSpray(DSWActor* actor) ScaleSpriteVector(actorNew, 20000); - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } @@ -548,7 +548,7 @@ int DoBloodSpray(DSWActor* actor) int DoPhosphorus(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { ScaleSpriteVector(actor, 50000); @@ -566,7 +566,7 @@ int DoPhosphorus(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); { @@ -675,7 +675,7 @@ int DoPhosphorus(DSWActor* actor) // hit floor if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actor->user.Flags |= (SPR_BOUNCE); // no bouncing // underwater @@ -743,7 +743,7 @@ int DoPhosphorus(DSWActor* actor) ScaleSpriteVector(actorNew, 20000); - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } @@ -752,7 +752,7 @@ int DoPhosphorus(DSWActor* actor) int DoChemBomb(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { ScaleSpriteVector(actor, 50000); @@ -770,7 +770,7 @@ int DoChemBomb(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); { @@ -891,7 +891,7 @@ int DoChemBomb(DSWActor* actor) // hit floor if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actor->user.Flags |= (SPR_BOUNCE); // no bouncing // underwater @@ -962,7 +962,7 @@ int DoChemBomb(DSWActor* actor) ScaleSpriteVector(actorNew, 20000); - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } @@ -981,7 +981,7 @@ int DoCaltropsStick(DSWActor* actor) int DoCaltrops(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { ScaleSpriteVector(actor, 50000); @@ -1097,7 +1097,7 @@ int DoCaltrops(DSWActor* actor) // hit floor if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actor->user.Flags |= (SPR_BOUNCE); // no bouncing // underwater @@ -1167,7 +1167,7 @@ int SpawnRadiationCloud(DSWActor* actor) return false; } - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) return -1; auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, actor->spr.sector(), @@ -1256,7 +1256,7 @@ int PlayerInitChemBomb(PLAYERp pp) nx, ny, nz, pp->angle.ang.asbuild(), CHEMBOMB_VELOCITY); // don't throw it as far if crawling - if (TEST(pp->Flags, PF_CRAWLING)) + if (pp->Flags & (PF_CRAWLING)) { actorNew->spr.xvel -= (actorNew->spr.xvel >> 2); } @@ -1276,7 +1276,7 @@ int PlayerInitChemBomb(PLAYERp pp) actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9; @@ -1627,7 +1627,7 @@ int PlayerInitCaltrops(PLAYERp pp) nx, ny, nz, pp->angle.ang.asbuild(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2); // don't throw it as far if crawling - if (TEST(pp->Flags, PF_CRAWLING)) + if (pp->Flags & (PF_CRAWLING)) { actorNew->spr.xvel -= (actorNew->spr.xvel >> 2); } @@ -1645,7 +1645,7 @@ int PlayerInitCaltrops(PLAYERp pp) actorNew->user.Counter = 0; // spawnedActor->spr.cstat |= (CSTAT_SPRITE_BLOCK); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); // They go out at different angles diff --git a/source/games/sw/src/lava.cpp b/source/games/sw/src/lava.cpp index 423ff2af6..2dfb4921c 100644 --- a/source/games/sw/src/lava.cpp +++ b/source/games/sw/src/lava.cpp @@ -479,7 +479,7 @@ int SetupLava(DSWActor* actor) int NullLava(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); KeepActorOnFloor(actor); @@ -490,7 +490,7 @@ int NullLava(DSWActor* actor) int DoLavaMove(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) diff --git a/source/games/sw/src/miscactr.cpp b/source/games/sw/src/miscactr.cpp index 4cadd5f4b..d037c6eff 100644 --- a/source/games/sw/src/miscactr.cpp +++ b/source/games/sw/src/miscactr.cpp @@ -557,7 +557,7 @@ int SetupTrashCan(DSWActor* actor) int DoTrashCan(DSWActor* actor) { // stay on floor unless doing certain things - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) @@ -572,7 +572,7 @@ int DoTrashCan(DSWActor* actor) int TrashCanPain(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (!TEST(actor->user.Flags,SPR_CLIMBING)) diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index 867f93977..a2d63a7e7 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -1847,7 +1847,7 @@ int SetupNinja(DSWActor* actor) actor->spr.hitag = 9998; if (pic == NINJA_CRAWL_R0) { - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) { actor->user.Attrib = &NinjaAttrib; actor->user.ActorActionSet = &NinjaActionSet; @@ -1872,7 +1872,7 @@ int SetupNinja(DSWActor* actor) actor->spr.pal = actor->user.spal = PALETTE_PLAYER3; if (pic == NINJA_CRAWL_R0) { - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) { actor->user.Attrib = &NinjaAttrib; actor->user.ActorActionSet = &NinjaActionSet; @@ -1991,7 +1991,7 @@ int DoNinjaGrabThroat(DSWActor* actor) int DoNinjaMove(DSWActor* actor) { - if (TEST(actor->user.Flags2, SPR2_DYING)) + if (actor->user.Flags2 & (SPR2_DYING)) { if (sw_ninjahack) NewStateGroup(actor, sg_NinjaHariKari); @@ -2001,16 +2001,16 @@ int DoNinjaMove(DSWActor* actor) } // jumping and falling - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING) && !TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING) && !TEST(actor->user.Flags, SPR_CLIMBING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); - else if (TEST(actor->user.Flags, SPR_FALLING)) + else if (actor->user.Flags & (SPR_FALLING)) DoActorFall(actor); } // sliding - if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING)) DoActorSlide(actor); // !AIC - do track or call current action function - such as DoActorMoveCloser() @@ -2066,7 +2066,7 @@ int NullNinja(DSWActor* actor) { if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS; - if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) + if (actor->user.Flags & (SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) DoActorSlide(actor); if (!TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) @@ -2082,7 +2082,7 @@ int DoNinjaPain(DSWActor* actor) { NullNinja(actor); - if (TEST(actor->user.Flags2, SPR2_DYING)) + if (actor->user.Flags2 & (SPR2_DYING)) { if (sw_ninjahack) NewStateGroup(actor, sg_NinjaHariKari); @@ -2149,7 +2149,7 @@ void PlayerLevelReset(PLAYERp pp) return; } - if (TEST(pp->Flags, PF_DIVING)) + if (pp->Flags & (PF_DIVING)) DoPlayerStopDiveNoWarp(pp); COVER_SetReverb(0); // Turn off any echoing that may have been going before @@ -2182,7 +2182,7 @@ void PlayerDeathReset(PLAYERp pp) { DSWActor* actor = pp->actor; - if (TEST(pp->Flags, PF_DIVING)) + if (pp->Flags & (PF_DIVING)) DoPlayerStopDiveNoWarp(pp); COVER_SetReverb(0); // Turn off any echoing that may have been going before diff --git a/source/games/sw/src/osdcmds.cpp b/source/games/sw/src/osdcmds.cpp index a9014e1ee..ab619844b 100644 --- a/source/games/sw/src/osdcmds.cpp +++ b/source/games/sw/src/osdcmds.cpp @@ -100,7 +100,7 @@ void GameInterface::ToggleThirdPerson() { if (gamestate != GS_LEVEL) return; auto pp = &Player[myconnectindex]; - if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE)) + if (pp->Flags & (PF_VIEW_FROM_OUTSIDE)) { pp->Flags &= ~(PF_VIEW_FROM_OUTSIDE); } diff --git a/source/games/sw/src/panel.cpp b/source/games/sw/src/panel.cpp index 5b4cfeaf5..d4dcfb535 100644 --- a/source/games/sw/src/panel.cpp +++ b/source/games/sw/src/panel.cpp @@ -233,7 +233,7 @@ void PlayerUpdateHealth(PLAYERp pp, short value) return; } - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return; if (value < 0) @@ -519,7 +519,7 @@ int WeaponOperate(PLAYERp pp) case WPN_UZI: if (plActor->user.WeaponNum == WPN_UZI) { - if (TEST(pp->Flags, PF_TWO_UZI)) + if (pp->Flags & (PF_TWO_UZI)) { pp->WpnUziType++; PlaySound(DIGI_UZI_UP, pp, v3df_follow); @@ -698,7 +698,7 @@ bool WeaponOK(PLAYERp pp) } // if you have the weapon and the ammo is greater than 0 - if (TEST(pp->WpnFlags, BIT(FindWeaponNum)) && pp->WpnAmmo[FindWeaponNum] >= min_ammo) + if (pp->WpnFlags & (BIT(FindWeaponNum)) && pp->WpnAmmo[FindWeaponNum] >= min_ammo) break; wpn_ndx++; @@ -1982,7 +1982,7 @@ void InitWeaponUzi(PLAYERp pp) } // if actually picked an uzi up and don't currently have double uzi - if (TEST(pp->Flags, PF_PICKED_UP_AN_UZI) && !TEST(pp->Wpn[WPN_UZI]->flags, PANF_PRIMARY)) + if (pp->Flags & (PF_PICKED_UP_AN_UZI) && !TEST(pp->Wpn[WPN_UZI]->flags, PANF_PRIMARY)) { pp->Flags &= ~(PF_PICKED_UP_AN_UZI); @@ -2011,7 +2011,7 @@ void InitWeaponUzi(PLAYERp pp) // power up // NOTE: PRIMARY is ONLY set when there is a powerup - if (TEST(pp->Flags, PF_TWO_UZI)) + if (pp->Flags & (PF_TWO_UZI)) { InitWeaponUzi2(psp); } @@ -2284,7 +2284,7 @@ void pUziFire(PANEL_SPRITEp psp) // If its the second Uzi, give the shell back only if it's a reload count to keep #'s even if (TEST(psp->flags, PANF_SECONDARY)) { - if (TEST(pp->Flags, PF_TWO_UZI) && psp->sibling) + if (pp->Flags & (PF_TWO_UZI) && psp->sibling) { if ((pp->WpnAmmo[WPN_UZI] % 100) == 0) pp->WpnAmmo[WPN_UZI]++; @@ -2300,7 +2300,7 @@ void pUziFire(PANEL_SPRITEp psp) return; // Reload if done with clip - if (TEST(pp->Flags, PF_TWO_UZI) && psp->sibling) + if (pp->Flags & (PF_TWO_UZI) && psp->sibling) { if ((pp->WpnAmmo[WPN_UZI] % 100) == 0) pUziStartReload(psp); diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 2b2c3736e..94b09ea74 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1083,7 +1083,7 @@ int DoPlayerSpriteReset(DSWActor* actor) NewStateGroup(pp->actor, actor->user.ActorActionSet->Crawl); else { - if (TEST(pp->Flags, PF_PLAYER_MOVED)) + if (pp->Flags & (PF_PLAYER_MOVED)) NewStateGroup(pp->actor, actor->user.ActorActionSet->Run); else NewStateGroup(pp->actor, actor->user.ActorActionSet->Stand); @@ -1744,7 +1744,7 @@ void UpdatePlayerSprite(PLAYERp pp) actor->spr.pos.Y = pp->pos.Y; // there are multiple death functions - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) { ChangeActorSect(pp->actor, pp->cursector); actor->spr.ang = pp->angle.ang.asbuild(); @@ -1906,7 +1906,7 @@ void DoPlayerSlide(PLAYERp pp) PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return; } return; @@ -1923,7 +1923,7 @@ void DoPlayerSlide(PLAYERp pp) PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return; } return; @@ -2027,13 +2027,13 @@ void DoPlayerMove(PLAYERp pp) pp->xvect = MulScale(pp->xvect, friction, 16); pp->yvect = MulScale(pp->yvect, friction, 16); - if (TEST(pp->Flags, PF_FLYING)) + if (pp->Flags & (PF_FLYING)) { // do a bit of weighted averaging pp->xvect = (pp->xvect + (pp->oxvect*1))/2; pp->yvect = (pp->yvect + (pp->oyvect*1))/2; } - else if (TEST(pp->Flags, PF_DIVING)) + else if (pp->Flags & (PF_DIVING)) { // do a bit of weighted averaging pp->xvect = (pp->xvect + (pp->oxvect*2))/3; @@ -2045,7 +2045,7 @@ void DoPlayerMove(PLAYERp pp) actor->spr.xvel = FindDistance2D(pp->xvect,pp->yvect)>>14; - if (TEST(pp->Flags, PF_CLIP_CHEAT)) + if (pp->Flags & (PF_CLIP_CHEAT)) { auto sect = pp->cursector; if (interpolate_ride) @@ -2070,7 +2070,7 @@ void DoPlayerMove(PLAYERp pp) PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return; } } @@ -2099,7 +2099,7 @@ void DoPlayerMove(PLAYERp pp) PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return; } } @@ -2134,7 +2134,7 @@ void DoPlayerMove(PLAYERp pp) if (pp->insector() && TEST(pp->cursector->extra, SECTFX_DYNAMIC_AREA)) { - if (TEST(pp->Flags, PF_FLYING|PF_JUMPING|PF_FALLING)) + if (pp->Flags & (PF_FLYING|PF_JUMPING|PF_FALLING)) { if (pp->pos.Z > pp->loz) pp->pos.Z = pp->loz - PLAYER_HEIGHT; @@ -2142,7 +2142,7 @@ void DoPlayerMove(PLAYERp pp) if (pp->pos.Z < pp->hiz) pp->pos.Z = pp->hiz + PLAYER_HEIGHT; } - else if (TEST(pp->Flags, PF_SWIMMING|PF_DIVING)) + else if (pp->Flags & (PF_SWIMMING|PF_DIVING)) { if (pp->pos.Z > pp->loz) pp->pos.Z = pp->loz - PLAYER_SWIM_HEIGHT; @@ -2392,7 +2392,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y) continue; } - if (TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (actor->spr.cstat & (CSTAT_SPRITE_INVISIBLE)) continue; if (actor->spr.statnum > STAT_DONT_DRAW) @@ -3071,7 +3071,7 @@ void DoPlayerFall(PLAYERp pp) PlayerCheckDeath(pp, nullptr); - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return; } @@ -4365,7 +4365,7 @@ void DoPlayerDive(PLAYERp pp) PlayerSound(DIGI_WANGDROWNING, v3df_dontpan|v3df_follow, pp); PlayerUpdateHealth(pp, -3 -(RandomRange(7<<8)>>8)); PlayerCheckDeath(pp, nullptr); - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return; } } @@ -4378,7 +4378,7 @@ void DoPlayerDive(PLAYERp pp) // while diving in lava // every DamageTics time take some damage - if (TEST(pp->Flags, PF_DIVING_IN_LAVA)) + if (pp->Flags & (PF_DIVING_IN_LAVA)) { if ((plActor->user.DamageTics -= synctics) < 0) { @@ -4558,7 +4558,7 @@ void DoPlayerCurrent(PLAYERp pp) PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return; } return; @@ -4577,7 +4577,7 @@ void DoPlayerCurrent(PLAYERp pp) PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return; } return; @@ -4731,7 +4731,7 @@ void DoPlayerWade(PLAYERp pp) // Move about DoPlayerMove(pp); - if (TEST(pp->Flags, PF_PLAYER_MOVED)) + if (pp->Flags & (PF_PLAYER_MOVED)) { if (plActor->user.Rot != plActor->user.ActorActionSet->Run) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run); @@ -5444,7 +5444,7 @@ void DoPlayerBeginDie(PLAYERp pp) DoPlayerStopOperate(pp); // if diving force death to drown type - if (TEST(pp->Flags, PF_DIVING)) + if (pp->Flags & (PF_DIVING)) pp->DeathType = PLAYER_DEATH_DROWN; pp->Flags &= ~(PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL); @@ -5697,7 +5697,7 @@ void DoPlayerDeathFollowKiller(PLAYERp pp) //DoPlayerDeathTilt(pp, pp->tilt_dest, 4 * synctics); // allow turning - if (TEST(pp->Flags, PF_DEAD_HEAD|PF_HEAD_CONTROL)) + if (pp->Flags & (PF_DEAD_HEAD|PF_HEAD_CONTROL)) { if (!SyncInput()) { @@ -6169,7 +6169,7 @@ void DoPlayerBeginRun(PLAYERp pp) ASSERT(plActor->user.ActorActionSet->Run); - if (TEST(pp->Flags, PF_PLAYER_MOVED)) + if (pp->Flags & (PF_PLAYER_MOVED)) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run); else NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand); @@ -6282,7 +6282,7 @@ void DoPlayerRun(PLAYERp pp) if (plActor->user.Rot != sg_PlayerNinjaSword && plActor->user.Rot != sg_PlayerNinjaPunch) { - if (TEST(pp->Flags, PF_PLAYER_MOVED)) + if (pp->Flags & (PF_PLAYER_MOVED)) { if (plActor->user.Rot != plActor->user.ActorActionSet->Run) NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run); @@ -6488,7 +6488,7 @@ void PlayerGlobal(PLAYERp pp) PlayerTimers(pp); - if (TEST(pp->Flags, PF_RECOIL)) + if (pp->Flags & (PF_RECOIL)) DoPlayerRecoil(pp); if (!TEST(pp->Flags, PF_CLIP_CHEAT)) @@ -6509,7 +6509,7 @@ void PlayerGlobal(PLAYERp pp) PlayerUpdateHealth(pp, -pp->actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) return; } } @@ -6835,7 +6835,7 @@ void PlayerSpawnPosition(PLAYERp pp) case MULTI_GAME_AI_BOTS: { // start from random position after death - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) { pos_num = SearchSpawnPosition(pp); } diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index 6a05031dc..aba0a9001 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -1014,9 +1014,9 @@ int DoRipperMoveHang(DSWActor* actor) int DoRipperHangJF(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoJump(actor); else DoFall(actor); @@ -1076,9 +1076,9 @@ int DoRipperBeginJumpAttack(DSWActor* actor) int DoRipperMoveJump(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoJump(actor); else DoFall(actor); @@ -1122,7 +1122,7 @@ int DoRipperQuickJump(DSWActor* actor) int NullRipper(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); DoActorSectorDamage(actor); @@ -1210,9 +1210,9 @@ int DoRipperMove(DSWActor* actor) DoScaleSprite(actor); } - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoJump(actor); else DoFall(actor); @@ -1227,7 +1227,7 @@ int DoRipperMove(DSWActor* actor) KeepActorOnFloor(actor); } - if (TEST(actor->user.Flags, SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index 500ffe412..0183bb076 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -1034,9 +1034,9 @@ int DoRipper2MoveHang(DSWActor* actor) int DoRipper2HangJF(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoJump(actor); else DoFall(actor); @@ -1098,9 +1098,9 @@ int DoRipper2BeginJumpAttack(DSWActor* actor) int DoRipper2MoveJump(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoJump(actor); else DoFall(actor); @@ -1145,7 +1145,7 @@ int DoRipper2QuickJump(DSWActor* actor) int NullRipper2(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); DoActorSectorDamage(actor); @@ -1238,9 +1238,9 @@ int DoRipper2Move(DSWActor* actor) DoScaleSprite(actor); } - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoJump(actor); else DoFall(actor); @@ -1255,7 +1255,7 @@ int DoRipper2Move(DSWActor* actor) KeepActorOnFloor(actor); } - if (TEST(actor->user.Flags, SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) diff --git a/source/games/sw/src/rotator.cpp b/source/games/sw/src/rotator.cpp index 7e3236b40..f812d6237 100644 --- a/source/games/sw/src/rotator.cpp +++ b/source/games/sw/src/rotator.cpp @@ -175,7 +175,7 @@ void DoRotatorMatch(PLAYERp pp, short match, bool manual) } } - if (TEST(actor->user.Flags, SPR_ACTIVE)) + if (actor->user.Flags & (SPR_ACTIVE)) { ReverseRotator(actor); continue; @@ -198,7 +198,7 @@ bool TestRotatorMatchActive(short match) if (TEST_BOOL6(actor)) continue; - if (TEST(actor->user.Flags, SPR_ACTIVE) || actor->user.Tics) + if (actor->user.Flags & (SPR_ACTIVE) || actor->user.Tics) return true; } } diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index d396835b8..cd46558cd 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -1836,7 +1836,7 @@ void OperateTripTrigger(PLAYERp pp) SWStatIterator it(STAT_ENEMY); while (auto actor = it.Next()) { - if (TEST(actor->user.Flags, SPR_WAIT_FOR_TRIGGER)) + if (actor->user.Flags & (SPR_WAIT_FOR_TRIGGER)) { if (Distance(actor->spr.pos.X, actor->spr.pos.Y, pp->pos.X, pp->pos.Y) < dist) { @@ -2143,7 +2143,7 @@ int DoPlayerGrabStar(PLAYERp pp) PlaySound(DIGI_ITEM, StarQueue[i], v3df_none); KillActor(StarQueue[i]); StarQueue[i] = nullptr; - if (TEST(pp->WpnFlags, BIT(WPN_STAR))) + if (pp->WpnFlags & (BIT(WPN_STAR))) return true; pp->WpnFlags |= (BIT(WPN_STAR)); InitWeaponStar(pp); diff --git a/source/games/sw/src/serp.cpp b/source/games/sw/src/serp.cpp index 8a6c54a8d..b25345e5c 100644 --- a/source/games/sw/src/serp.cpp +++ b/source/games/sw/src/serp.cpp @@ -745,7 +745,7 @@ int SetupSerp(DSWActor* actor) int NullSerp(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); KeepActorOnFloor(actor); @@ -756,7 +756,7 @@ int NullSerp(DSWActor* actor) int DoSerpMove(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) diff --git a/source/games/sw/src/skel.cpp b/source/games/sw/src/skel.cpp index 5e7c941bc..8fe1cba58 100644 --- a/source/games/sw/src/skel.cpp +++ b/source/games/sw/src/skel.cpp @@ -571,7 +571,7 @@ int DoSkelTermTeleport(DSWActor* actor) int NullSkel(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); KeepActorOnFloor(actor); @@ -592,7 +592,7 @@ int DoSkelPain(DSWActor* actor) int DoSkelMove(DSWActor* actor) { - if (TEST(actor->user.Flags,SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); if (actor->user.track >= 0) diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index 8983dbf65..126c2ffbc 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -349,11 +349,11 @@ int DoSkullJump(DSWActor* actor) else actor->spr.ang = NORM_ANGLE(actor->spr.ang + (64 * ACTORMOVETICS)); - if (TEST(actor->user.Flags,SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) { DoJump(actor); } - else if (TEST(actor->user.Flags,SPR_FALLING)) + else if (actor->user.Flags & (SPR_FALLING)) { DoFall(actor); @@ -728,11 +728,11 @@ int DoBettyJump(DSWActor* actor) else actor->spr.ang = NORM_ANGLE(actor->spr.ang + (64 * ACTORMOVETICS)); - if (TEST(actor->user.Flags,SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) { DoJump(actor); } - else if (TEST(actor->user.Flags,SPR_FALLING)) + else if (actor->user.Flags & (SPR_FALLING)) { DoFall(actor); diff --git a/source/games/sw/src/slidor.cpp b/source/games/sw/src/slidor.cpp index f4b965e03..1855e606e 100644 --- a/source/games/sw/src/slidor.cpp +++ b/source/games/sw/src/slidor.cpp @@ -167,7 +167,7 @@ void DoSlidorMatch(PLAYERp pp, short match, bool manual) } } - if (TEST(actor->user.Flags, SPR_ACTIVE)) + if (actor->user.Flags & (SPR_ACTIVE)) { ReverseSlidor(actor); continue; @@ -190,7 +190,7 @@ bool TestSlidorMatchActive(short match) if (TEST_BOOL6(actor)) continue; - if (TEST(actor->user.Flags, SPR_ACTIVE) || actor->user.Tics) + if (actor->user.Flags & (SPR_ACTIVE) || actor->user.Tics) return true; } } diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index d274aaa97..210b208e7 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -800,7 +800,7 @@ int _PlayerSound(int num, PLAYERp pp) if (num < 0 || num >= DIGI_MAX || !soundEngine->isValidSoundId(num) || !SoundEnabled()) return 0; - if (TEST(pp->Flags, PF_DEAD)) return 0; // You're dead, no talking! + if (pp->Flags & (PF_DEAD)) return 0; // You're dead, no talking! // If this is a player voice and he's already yacking, forget it. vp = &voc[num]; diff --git a/source/games/sw/src/spike.cpp b/source/games/sw/src/spike.cpp index 64a05b87a..9b0b0510c 100644 --- a/source/games/sw/src/spike.cpp +++ b/source/games/sw/src/spike.cpp @@ -88,7 +88,7 @@ void SetSpikeActive(DSWActor* actor) { SECTORp sectp = actor->spr.sector(); - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) StartInterpolation(actor->spr.sector(), Interp_Sect_Ceilingheinum); else StartInterpolation(actor->spr.sector(), Interp_Sect_Floorheinum); @@ -114,7 +114,7 @@ void SetSpikeInactive(DSWActor* actor) { SECTORp sectp = actor->spr.sector(); - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) StopInterpolation(sectp, Interp_Sect_Ceilingheinum); else StopInterpolation(sectp, Interp_Sect_Floorheinum); @@ -182,7 +182,7 @@ bool TestSpikeMatchActive(short match) if (TEST_BOOL6(actor)) continue; - if (TEST(actor->user.Flags, SPR_ACTIVE) || actor->user.Tics) + if (actor->user.Flags & (SPR_ACTIVE) || actor->user.Tics) return true; } } @@ -231,14 +231,14 @@ void SpikeAlign(DSWActor* actor) // either work on single sector or all tagged in SOBJ if ((int8_t)SP_TAG7(actor) < 0) { - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) alignceilslope(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip); else alignflorslope(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip); } else { - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(actor)], actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip); else SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(actor)], actor->spr.pos.X, actor->spr.pos.Y, actor->user.zclip); diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 8c69777b7..c9cac70c5 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -630,7 +630,7 @@ void KillActor(DSWActor* actor) int pnum; // doing a MissileSetPos - don't allow killing - if (TEST(actor->user.Flags, SPR_SET_POS_DONT_KILL)) + if (actor->user.Flags & (SPR_SET_POS_DONT_KILL)) return; // for attached sprites that are getable make sure they don't have @@ -639,7 +639,7 @@ void KillActor(DSWActor* actor) AnimDelete(ANIM_Spritez, 0, actor); // adjust sprites attached to sector objects - if (TEST(actor->user.Flags, SPR_SO_ATTACHED)) + if (actor->user.Flags & (SPR_SO_ATTACHED)) { SECTOR_OBJECTp sop; int sn, FoundSpriteNdx = -1; @@ -717,7 +717,7 @@ void KillActor(DSWActor* actor) } // much faster - if (TEST(actor->user.Flags2, SPR2_CHILDREN)) + if (actor->user.Flags2 & (SPR2_CHILDREN)) { // check for children and alert them that the Owner is dead // don't bother th check if you've never had children @@ -1571,12 +1571,12 @@ void SpriteSetup(void) } // CSTAT_SPIN is insupported - get rid of it - if (TEST(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLAB) + if ((actor->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_MASK)) == CSTAT_SPRITE_ALIGNMENT_SLAB) actor->spr.cstat &= ~(CSTAT_SPRITE_ALIGNMENT_SLAB); // if BLOCK is set set BLOCK_HITSCAN // Hope this doesn't screw up anything - if (TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK)) + if (actor->spr.cstat & (CSTAT_SPRITE_BLOCK)) actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN); //////////////////////////////////////////// @@ -1657,7 +1657,7 @@ void SpriteSetup(void) short track_num; // skip this sprite, just for numbering walls/sectors - if (TEST(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) + if (actor->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_WALL)) continue; track_num = actor->spr.picnum - TRACK_SPRITE + 0; @@ -2014,7 +2014,7 @@ void SpriteSetup(void) time = SP_TAG9(actor); start_on = !!TEST_BOOL1(actor); floor_vator = true; - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) floor_vator = false; actor->user.jump_speed = actor->user.vel_tgt = speed; @@ -2218,7 +2218,7 @@ void SpriteSetup(void) time = SP_TAG9(actor); start_on = !!TEST_BOOL1(actor); floor_vator = true; - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) floor_vator = false; actor->user.jump_speed = actor->user.vel_tgt = speed; @@ -4623,7 +4623,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) int cliptype = CLIPMASK_ACTOR; - if (TEST(actor->user.Flags, SPR_NO_SCAREDZ)) + if (actor->user.Flags & (SPR_NO_SCAREDZ)) { // For COOLG & HORNETS // set to actual z before you move @@ -4802,7 +4802,7 @@ int KillGet(DSWActor* actor) case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: - if (TEST(actor->user.Flags2, SPR2_NEVER_RESPAWN)) + if (actor->user.Flags2 & (SPR2_NEVER_RESPAWN)) { KillActor(actor); break; @@ -4838,7 +4838,7 @@ int KillGetAmmo(DSWActor* actor) case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: - if (TEST(actor->user.Flags2, SPR2_NEVER_RESPAWN)) + if (actor->user.Flags2 & (SPR2_NEVER_RESPAWN)) { KillActor(actor); break; @@ -4881,7 +4881,7 @@ int KillGetWeapon(DSWActor* actor) // don't kill weapons in coop // unless told too :) - if (TEST(actor->user.Flags2, SPR2_NEVER_RESPAWN)) + if (actor->user.Flags2 & (SPR2_NEVER_RESPAWN)) { KillActor(actor); break; @@ -4891,7 +4891,7 @@ int KillGetWeapon(DSWActor* actor) case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: - if (TEST(actor->user.Flags2, SPR2_NEVER_RESPAWN)) + if (actor->user.Flags2 & (SPR2_NEVER_RESPAWN)) { KillActor(actor); break; @@ -4954,7 +4954,7 @@ bool CanGetWeapon(PLAYERp pp, DSWActor* actor, int WPN) return true; case MULTI_GAME_COOPERATIVE: - if (TEST(actor->user.Flags2, SPR2_NEVER_RESPAWN)) + if (actor->user.Flags2 & (SPR2_NEVER_RESPAWN)) return true; if (TEST(pp->WpnGotOnceFlags, BIT(WPN))) @@ -4965,7 +4965,7 @@ bool CanGetWeapon(PLAYERp pp, DSWActor* actor, int WPN) case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: - if (TEST(actor->user.Flags2, SPR2_NEVER_RESPAWN)) + if (actor->user.Flags2 & (SPR2_NEVER_RESPAWN)) return true; // No Respawn - can't get a weapon again if you already got it @@ -5010,7 +5010,7 @@ int DoGet(DSWActor* actor) // Invisiblility is only used for DeathMatch type games // Sprites stays invisible for a period of time and is un-gettable // then "Re-Spawns" by becomming visible. Its never actually killed. - if (TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (actor->spr.cstat & (CSTAT_SPRITE_INVISIBLE)) { actor->user.WaitTics -= ACTORMOVETICS * 2; if (actor->user.WaitTics <= 0) @@ -5037,7 +5037,7 @@ int DoGet(DSWActor* actor) pp = &Player[pnum]; DSWActor* plActor = pp->actor; - if (TEST(pp->Flags, PF_DEAD)) + if (pp->Flags & (PF_DEAD)) continue; DISTANCE(pp->pos.X, pp->pos.Y, actor->spr.pos.X, actor->spr.pos.Y, dist, a,b,c); @@ -5367,7 +5367,7 @@ KeyMain: if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, actor, v3df_dontpan); KillGetWeapon(actor); - if (TEST(pp->WpnFlags, BIT(WPN_STAR))) + if (pp->WpnFlags & (BIT(WPN_STAR))) break; pp->WpnFlags |= (BIT(WPN_STAR)); @@ -5395,7 +5395,7 @@ KeyMain: PlaySound(DIGI_ITEM, actor, v3df_dontpan); ChoosePlayerGetSound(pp); KillGetWeapon(actor); - if (TEST(pp->WpnFlags, BIT(WPN_MINE))) + if (pp->WpnFlags & (BIT(WPN_MINE))) break; pp->WpnFlags |= (BIT(WPN_MINE)); @@ -5414,7 +5414,7 @@ KeyMain: pp->WpnGotOnceFlags |= (BIT(WPN_UZI)); - if (TEST(pp->Flags, PF_TWO_UZI) && pp->WpnAmmo[WPN_UZI] >= DamageData[WPN_UZI].max_ammo) + if (pp->Flags & (PF_TWO_UZI) && pp->WpnAmmo[WPN_UZI] >= DamageData[WPN_UZI].max_ammo) break; //sprintf(ds,"UZI Submachine Gun"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNUZI)); @@ -5425,11 +5425,11 @@ KeyMain: PlaySound(DIGI_ITEM, actor, v3df_dontpan); KillGetWeapon(actor); - if (TEST(pp->WpnFlags, BIT(WPN_UZI)) && TEST(pp->Flags, PF_TWO_UZI)) + if (pp->WpnFlags & (BIT(WPN_UZI)) && TEST(pp->Flags, PF_TWO_UZI)) break; // flag to help with double uzi powerup - simpler but kludgy pp->Flags |= (PF_PICKED_UP_AN_UZI); - if (TEST(pp->WpnFlags, BIT(WPN_UZI))) + if (pp->WpnFlags & (BIT(WPN_UZI))) { pp->Flags |= (PF_TWO_UZI); pp->WpnUziType = 0; // Let it come up @@ -5470,7 +5470,7 @@ KeyMain: pp->WpnGotOnceFlags |= (BIT(WPN_MICRO)); - if (TEST(pp->WpnFlags, BIT(WPN_MICRO)) && pp->WpnAmmo[WPN_MICRO] >= DamageData[WPN_MICRO].max_ammo) + if (pp->WpnFlags & (BIT(WPN_MICRO)) && pp->WpnAmmo[WPN_MICRO] >= DamageData[WPN_MICRO].max_ammo) break; //sprintf(ds,"Missile Launcher"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNLAUNCH)); @@ -5481,7 +5481,7 @@ KeyMain: PlaySound(DIGI_ITEM, actor, v3df_dontpan); ChoosePlayerGetSound(pp); KillGetWeapon(actor); - if (TEST(pp->WpnFlags, BIT(WPN_MICRO))) + if (pp->WpnFlags & (BIT(WPN_MICRO))) break; pp->WpnFlags |= (BIT(WPN_MICRO)); @@ -5537,7 +5537,7 @@ KeyMain: pp->WpnGotOnceFlags |= (BIT(WPN_GRENADE)); - if (TEST(pp->WpnFlags, BIT(WPN_GRENADE)) && pp->WpnAmmo[WPN_GRENADE] >= DamageData[WPN_GRENADE].max_ammo) + if (pp->WpnFlags & (BIT(WPN_GRENADE)) && pp->WpnAmmo[WPN_GRENADE] >= DamageData[WPN_GRENADE].max_ammo) break; //sprintf(ds,"Grenade Launcher"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNGRENADE)); @@ -5550,7 +5550,7 @@ KeyMain: if (StdRandomRange(1000) > 800 && pp == Player+myconnectindex) PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp); KillGetWeapon(actor); - if (TEST(pp->WpnFlags, BIT(WPN_GRENADE))) + if (pp->WpnFlags & (BIT(WPN_GRENADE))) break; pp->WpnFlags |= (BIT(WPN_GRENADE)); @@ -5579,7 +5579,7 @@ KeyMain: if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, actor, v3df_dontpan); KillGet(actor); - if (TEST(pp->WpnFlags, BIT(WPN_ROCKET))) + if (pp->WpnFlags & (BIT(WPN_ROCKET))) break; pp->WpnFlags |= (BIT(WPN_ROCKET)); @@ -5607,7 +5607,7 @@ KeyMain: pp->WpnGotOnceFlags |= (BIT(WPN_RAIL)); - if (TEST(pp->WpnFlags, BIT(WPN_RAIL)) && pp->WpnAmmo[WPN_RAIL] >= DamageData[WPN_RAIL].max_ammo) + if (pp->WpnFlags & (BIT(WPN_RAIL)) && pp->WpnAmmo[WPN_RAIL] >= DamageData[WPN_RAIL].max_ammo) break; //sprintf(ds,"Rail Gun"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRAILGUN)); @@ -5624,7 +5624,7 @@ KeyMain: } //ChoosePlayerGetSound(pp); KillGetWeapon(actor); - if (TEST(pp->WpnFlags, BIT(WPN_RAIL))) + if (pp->WpnFlags & (BIT(WPN_RAIL))) break; pp->WpnFlags |= (BIT(WPN_RAIL)); @@ -5655,7 +5655,7 @@ KeyMain: pp->WpnGotOnceFlags |= (BIT(WPN_SHOTGUN)); - if (TEST(pp->WpnFlags, BIT(WPN_SHOTGUN)) && pp->WpnAmmo[WPN_SHOTGUN] >= DamageData[WPN_SHOTGUN].max_ammo) + if (pp->WpnFlags & (BIT(WPN_SHOTGUN)) && pp->WpnAmmo[WPN_SHOTGUN] >= DamageData[WPN_SHOTGUN].max_ammo) break; //sprintf(ds,"Riot Gun"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRIOT)); @@ -5666,7 +5666,7 @@ KeyMain: PlaySound(DIGI_ITEM, actor, v3df_dontpan); ChoosePlayerGetSound(pp); KillGetWeapon(actor); - if (TEST(pp->WpnFlags, BIT(WPN_SHOTGUN))) + if (pp->WpnFlags & (BIT(WPN_SHOTGUN))) break; pp->WpnFlags |= (BIT(WPN_SHOTGUN)); @@ -5722,7 +5722,7 @@ KeyMain: pp->WpnGotOnceFlags |= (BIT(WPN_HOTHEAD)); - if (TEST(pp->WpnFlags, BIT(WPN_HOTHEAD)) && pp->WpnAmmo[WPN_HOTHEAD] >= DamageData[WPN_HOTHEAD].max_ammo) + if (pp->WpnFlags & (BIT(WPN_HOTHEAD)) && pp->WpnAmmo[WPN_HOTHEAD] >= DamageData[WPN_HOTHEAD].max_ammo) break; //sprintf(ds,"Guardian Head"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNHEAD)); @@ -5734,7 +5734,7 @@ KeyMain: if (StdRandomRange(1000) > 800 && pp == Player+myconnectindex) PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp); KillGetWeapon(actor); - if (TEST(pp->WpnFlags, BIT(WPN_HOTHEAD))) + if (pp->WpnFlags & (BIT(WPN_HOTHEAD))) break; pp->WpnFlags |= (BIT(WPN_NAPALM) | BIT(WPN_RING) | BIT(WPN_HOTHEAD)); @@ -5767,7 +5767,7 @@ KeyMain: pp->WpnGotOnceFlags |= (BIT(WPN_HEART)); - if (TEST(pp->WpnFlags, BIT(WPN_HEART)) && pp->WpnAmmo[WPN_HEART] >= DamageData[WPN_HEART].max_ammo) + if (pp->WpnFlags & (BIT(WPN_HEART)) && pp->WpnAmmo[WPN_HEART] >= DamageData[WPN_HEART].max_ammo) break; //sprintf(ds,"Ripper Heart"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRIPPER)); @@ -5779,7 +5779,7 @@ KeyMain: if (StdRandomRange(1000) > 800 && pp == Player+myconnectindex) PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp); KillGetWeapon(actor); - if (TEST(pp->WpnFlags, BIT(WPN_HEART))) + if (pp->WpnFlags & (BIT(WPN_HEART))) break; pp->WpnFlags |= (BIT(WPN_HEART)); @@ -5911,7 +5911,7 @@ void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist) // do not do a FAFcansee if your already active // Actor only becomes INACTIVE in DoActorDecision - if (TEST(actor->user.Flags, SPR_ACTIVE)) + if (actor->user.Flags & (SPR_ACTIVE)) return; // @@ -6244,7 +6244,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in auto dasect = actor->spr.sector(); auto lastsect = dasect; - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YCENTER)) + if (actor->spr.cstat & (CSTAT_SPRITE_YCENTER)) { zh = 0; } @@ -6300,7 +6300,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in { if (retval.type == kHitNone) { - if (TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_CLIMBING)) { actor->spr.pos.Z = clippos.Z; return retval; @@ -6435,7 +6435,7 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i auto dasect = actor->spr.sector(); auto lastsect = dasect; - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YCENTER)) + if (actor->spr.cstat & (CSTAT_SPRITE_YCENTER)) { zh = 0; } diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index c16cf8136..69f52b392 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -1516,7 +1516,7 @@ void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny) void DoPlayerZrange(PLAYERp pp); // make sure your standing on the so - if (TEST(pp->Flags, PF_JUMPING | PF_FALLING | PF_FLYING)) + if (pp->Flags & (PF_JUMPING | PF_FALLING | PF_FLYING)) return; pp->sop_riding = sop; @@ -1544,7 +1544,7 @@ void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny) return; } - if (TEST(pp->Flags, PF_PLAYER_MOVED)) + if (pp->Flags & (PF_PLAYER_MOVED)) { // Player is moving @@ -1717,7 +1717,7 @@ PlayerPart: else { // Sector Objects can either have sprites ON or OFF of the sector - if (TEST(actor->user.Flags, SPR_ON_SO_SECTOR)) + if (actor->user.Flags & (SPR_ON_SO_SECTOR)) { // move with sector its on actor->spr.pos.Z = actor->spr.sector()->floorz - actor->user.sz; @@ -1732,7 +1732,7 @@ PlayerPart: int16_t oldang = actor->spr.ang; actor->spr.ang = actor->user.sang; - if (TEST(actor->user.Flags, SPR_ON_SO_SECTOR)) + if (actor->user.Flags & (SPR_ON_SO_SECTOR)) { if (TEST(sop->flags, SOBJ_DONT_ROTATE)) continue; @@ -2855,7 +2855,7 @@ void DoActorHitTrackEndPoint(DSWActor* actor) Track[actor->user.track].flags &= ~(TF_TRACK_OCCUPIED); // jump the current track & determine if you should go to another - if (TEST(actor->user.Flags, SPR_RUN_AWAY)) + if (actor->user.Flags & (SPR_RUN_AWAY)) { // look for another track leading away from the player actor->user.track = FindTrackAwayFromPlayer(actor); @@ -2871,7 +2871,7 @@ void DoActorHitTrackEndPoint(DSWActor* actor) actor->user.track = -1; } } - else if (TEST(actor->user.Flags, SPR_FIND_PLAYER)) + else if (actor->user.Flags & (SPR_FIND_PLAYER)) { // look for another track leading away from the player actor->user.track = FindTrackToPlayer(actor); @@ -3310,7 +3310,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor) } case TRACK_ACTOR_ZDIFF_MODE: - if (TEST(actor->user.Flags, SPR_ZDIFF_MODE)) + if (actor->user.Flags & (SPR_ZDIFF_MODE)) { actor->user.Flags &= ~(SPR_ZDIFF_MODE); actor->spr.pos.Z = actor->spr.sector()->floorz; @@ -3434,9 +3434,9 @@ int ActorFollowTrack(DSWActor* actor, short locktics) return true; // if lying in wait for player - if (TEST(actor->user.Flags, SPR_WAIT_FOR_PLAYER | SPR_WAIT_FOR_TRIGGER)) + if (actor->user.Flags & (SPR_WAIT_FOR_PLAYER | SPR_WAIT_FOR_TRIGGER)) { - if (TEST(actor->user.Flags, SPR_WAIT_FOR_PLAYER)) + if (actor->user.Flags & (SPR_WAIT_FOR_PLAYER)) { TRAVERSE_CONNECT(pnum) { @@ -3471,7 +3471,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) tpoint = Track[actor->user.track].TrackPoint + actor->user.point; - if (!(TEST(actor->user.Flags, SPR_CLIMBING | SPR_DONT_UPDATE_ANG))) + if (!(actor->user.Flags & (SPR_CLIMBING | SPR_DONT_UPDATE_ANG))) { actor->spr.ang = getangle(tpoint->x - actor->spr.pos.X, tpoint->y - actor->spr.pos.Y); } @@ -3485,13 +3485,13 @@ int ActorFollowTrack(DSWActor* actor, short locktics) NextActorTrackPoint(actor); tpoint = Track[actor->user.track].TrackPoint + actor->user.point; - if (!(TEST(actor->user.Flags, SPR_CLIMBING | SPR_DONT_UPDATE_ANG))) + if (!(actor->user.Flags & (SPR_CLIMBING | SPR_DONT_UPDATE_ANG))) { // calculate a new angle to the target actor->spr.ang = getangle(tpoint->x - actor->spr.pos.X, tpoint->y - actor->spr.pos.Y); } - if (TEST(actor->user.Flags, SPR_ZDIFF_MODE)) + if (actor->user.Flags & (SPR_ZDIFF_MODE)) { // set dx,dy,dz up for finding the z magnitude dx = tpoint->x; @@ -3509,7 +3509,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) else { // make velocity approach the target velocity - if (TEST(actor->user.Flags, SPR_SPEED_UP)) + if (actor->user.Flags & (SPR_SPEED_UP)) { if ((actor->user.track_vel += (locktics << actor->user.vel_rate)) >= actor->user.vel_tgt) { @@ -3520,7 +3520,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) // update the real velocity actor->spr.xvel = (actor->user.track_vel) >> 8; } - else if (TEST(actor->user.Flags, SPR_SLOW_DOWN)) + else if (actor->user.Flags & (SPR_SLOW_DOWN)) { if ((actor->user.track_vel -= (locktics << actor->user.vel_rate)) <= actor->user.vel_tgt) { @@ -3534,7 +3534,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) nx = 0; ny = 0; - if (TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_CLIMBING)) { if (ActorZOfTop(actor) + (ActorSizeZ(actor) >> 2) < actor->user.sz) { diff --git a/source/games/sw/src/vator.cpp b/source/games/sw/src/vator.cpp index e5a9f5d41..3182087fa 100644 --- a/source/games/sw/src/vator.cpp +++ b/source/games/sw/src/vator.cpp @@ -93,7 +93,7 @@ void SetVatorActive(DSWActor* actor) { SECTORp sectp = actor->spr.sector(); - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) StartInterpolation(actor->spr.sector(), Interp_Sect_Ceilingz); else StartInterpolation(actor->spr.sector(), Interp_Sect_Floorz); @@ -119,7 +119,7 @@ void SetVatorInactive(DSWActor* actor) { SECTORp sectp = actor->spr.sector(); - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) StopInterpolation(actor->spr.sector(), Interp_Sect_Ceilingz); else StopInterpolation(actor->spr.sector(), Interp_Sect_Floorz); @@ -210,7 +210,7 @@ void DoVatorMatch(PLAYERp pp, short match) // remember the player than activated it actor->user.PlayerP = pp; - if (TEST(actor->user.Flags, SPR_ACTIVE)) + if (actor->user.Flags & (SPR_ACTIVE)) { ReverseVator(actor); continue; @@ -233,7 +233,7 @@ bool TestVatorMatchActive(short match) if (TEST_BOOL6(actor)) continue; - if (TEST(actor->user.Flags, SPR_ACTIVE) || actor->user.Tics) + if (actor->user.Flags & (SPR_ACTIVE) || actor->user.Tics) return true; } } @@ -248,10 +248,10 @@ void InterpSectorSprites(sectortype* sect, bool state) { if (actor->hasU()) { - if (TEST(actor->user.Flags, SPR_SKIP4) && actor->spr.statnum <= STAT_SKIP4_INTERP_END) + if (actor->user.Flags & (SPR_SKIP4) && actor->spr.statnum <= STAT_SKIP4_INTERP_END) continue; - if (TEST(actor->user.Flags, SPR_SKIP2) && actor->spr.statnum <= STAT_SKIP2_INTERP_END) + if (actor->user.Flags & (SPR_SKIP2) && actor->spr.statnum <= STAT_SKIP2_INTERP_END) continue; } } @@ -299,7 +299,7 @@ void MoveSpritesWithSector(sectortype* sect, int z_amt, bool type) if (both) { // sprite started close to floor - if (TEST(actor->spr.cstat, CSTAT_SPRITE_CLOSE_FLOOR)) + if (actor->spr.cstat & (CSTAT_SPRITE_CLOSE_FLOOR)) { // this is a ceiling if (type == 1) @@ -368,7 +368,7 @@ int DoVator(DSWActor* actor) // actor->spr.z - z of the sprite // actor->user.vel_rate - velocity - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) { lptr = §p->ceilingz; amt = DoVatorMove(actor, lptr); @@ -519,7 +519,7 @@ int DoVatorAuto(DSWActor* actor) int *lptr; int amt; - if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP)) + if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) { lptr = §p->ceilingz; amt = DoVatorMove(actor, lptr); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 34be3e77f..017c285ad 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3775,13 +3775,13 @@ int DoVomit(DSWActor* actor) actor->user.Counter = NORM_ANGLE(actor->user.Counter + (30*MISSILEMOVETICS)); actor->spr.xrepeat = actor->user.sx + MulScale(12, bcos(actor->user.Counter), 14); actor->spr.yrepeat = actor->user.sy + MulScale(12, bsin(actor->user.Counter), 14); - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) { DoJump(actor); DoJump(actor); DoShrapMove(actor); } - else if (TEST(actor->user.Flags, SPR_FALLING)) + else if (actor->user.Flags & (SPR_FALLING)) { DoFall(actor); DoFall(actor); @@ -3848,11 +3848,11 @@ int DoTracerShrap(DSWActor* actor) int DoShrapJumpFall(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) { DoShrapVelocity(actor); } - else if (TEST(actor->user.Flags, SPR_FALLING)) + else if (actor->user.Flags & (SPR_FALLING)) { DoShrapVelocity(actor); } @@ -3874,12 +3874,12 @@ int DoShrapJumpFall(DSWActor* actor) int DoShrapDamage(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) { DoJump(actor); DoShrapMove(actor); } - else if (TEST(actor->user.Flags, SPR_FALLING)) + else if (actor->user.Flags & (SPR_FALLING)) { DoFall(actor); DoShrapMove(actor); @@ -4489,12 +4489,12 @@ int DoFireballFlames(DSWActor* actor) } else { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) { DoJump(actor); jumping = true; } - else if (TEST(actor->user.Flags, SPR_FALLING)) + else if (actor->user.Flags & (SPR_FALLING)) { DoFall(actor); jumping = true; @@ -4562,12 +4562,12 @@ int DoBreakFlames(DSWActor* actor) { bool jumping = false; - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) { DoJump(actor); jumping = true; } - else if (TEST(actor->user.Flags, SPR_FALLING)) + else if (actor->user.Flags & (SPR_FALLING)) { DoFall(actor); jumping = true; @@ -4681,7 +4681,7 @@ void UpdateSinglePlayKills(DSWActor* actor) // single play and coop kill count if (gNet.MultiGameType != MULTI_GAME_COMMBAT && actor->hasU()) { - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) { return; } @@ -5031,8 +5031,8 @@ int ActorHealth(DSWActor* actor, short amt) extern STATEp sg_NinjaGrabThroat[]; extern STATEp sg_NinjaHariKari[]; - if (TEST(actor->user.Flags2, SPR2_DYING)) return true; - if (TEST(actor->user.Flags, SPR_FALLING | SPR_JUMPING | SPR_CLIMBING)) return true; + if (actor->user.Flags2 & (SPR2_DYING)) return true; + if (actor->user.Flags & (SPR_FALLING | SPR_JUMPING | SPR_CLIMBING)) return true; if (!TEST(actor->user.Flags2, SPR2_DYING)) { @@ -5190,7 +5190,7 @@ int ActorDamageSlide(DSWActor* actor, int damage, int ang) { int slide_vel,slide_dec; - if (TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_CLIMBING)) return false; damage = abs(damage); @@ -5501,7 +5501,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) if (actor->user.Attrib && RANDOM_P2(1024) > 850) PlaySpriteSound(actor,attr_pain,v3df_follow); - if (TEST(actor->user.Flags, SPR_DEAD)) + if (actor->user.Flags & (SPR_DEAD)) { SpawnBlood(actor, weapActor, 0, 0, 0, 0); return 0; @@ -7104,7 +7104,7 @@ int DoFlamesDamageTest(DSWActor* actor) if (!TEST(itActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN)) continue; - if (TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) + if (actor->spr.cstat & (CSTAT_SPRITE_INVISIBLE)) continue; if (actor->user.Radius > 200) // Note: No weaps have bigger radius than 200 cept explosion stuff @@ -7380,7 +7380,7 @@ int DoStar(DSWActor* actor) const int STAR_BOUNCE_RNUM = 600; - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { actor->user.motion_blur_num = 0; ScaleSpriteVector(actor, 54000); @@ -7443,7 +7443,7 @@ int DoStar(DSWActor* actor) // special case with MissileSetPos - don't queue star // from this routine - if (TEST(actor->user.Flags, SPR_SET_POS_DONT_KILL)) + if (actor->user.Flags & (SPR_SET_POS_DONT_KILL)) break; // chance of sticking @@ -7659,7 +7659,7 @@ int MissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*, int1 { DSWActor* hitActor; - if (TEST(actor->user.Flags2, SPR2_DONT_TARGET_OWNER)) + if (actor->user.Flags2 & (SPR2_DONT_TARGET_OWNER)) { if ((hitActor = PickEnemyTarget(actor, aware_range)) != nullptr) { @@ -7791,7 +7791,7 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i { DSWActor* hitActor; - if (TEST(actor->user.Flags2, SPR2_DONT_TARGET_OWNER)) + if (actor->user.Flags2 & (SPR2_DONT_TARGET_OWNER)) { if ((hitActor = PickEnemyTarget(actor, aware_range1)) != nullptr) { @@ -8032,14 +8032,14 @@ int DoPlasma(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); if (actor->user.coll.type != kHitNone) { if (WeaponMoveHit(actor)) { - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) { KillActor(actor); return true; @@ -8063,7 +8063,7 @@ int DoCoolgFire(DSWActor* actor) actor->user.coll = move_missile(actor, actor->user.xchange, actor->user.ychange, actor->user.zchange, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); if (actor->user.coll.type != kHitNone) @@ -8084,7 +8084,7 @@ int DoCoolgFire(DSWActor* actor) int DoEelFire(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); return false; @@ -8201,7 +8201,7 @@ int DoGrenade(DSWActor* actor) { short i; - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { ScaleSpriteVector(actor, 50000); @@ -8219,7 +8219,7 @@ int DoGrenade(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); if (actor->user.coll.type != kHitNone) @@ -8347,7 +8347,7 @@ int DoGrenade(DSWActor* actor) // hit floor if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actor->user.Flags |= (SPR_BOUNCE); // no bouncing underwater if (actor->user.lo_sectp && actor->spr.sector()->hasU() && FixedToInt(actor->spr.sector()->depth_fixed)) @@ -8418,7 +8418,7 @@ int DoGrenade(DSWActor* actor) ScaleSpriteVector(actorNew, 22000); - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } @@ -8783,7 +8783,7 @@ void SetMineStuck(DSWActor* actor) int DoMine(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { // decrease velocity ScaleSpriteVector(actor, 50000); @@ -8803,7 +8803,7 @@ int DoMine(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); if (actor->user.coll.type != kHitNone) @@ -8966,10 +8966,10 @@ int DoBoltThinMan(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) return true; if (actor->user.coll.type != kHitNone) @@ -9267,7 +9267,7 @@ int DoRail(DSWActor* actor) ScaleSpriteVector(actorNew, 1500); - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } } @@ -9308,7 +9308,7 @@ int DoRocket(DSWActor* actor) PlaySound(DIGI_MINEBEEP, actor, v3df_follow); } - if (TEST(actor->user.Flags, SPR_FIND_PLAYER)) + if (actor->user.Flags & (SPR_FIND_PLAYER)) { VectorMissileSeek(actor, 30, 16, 128, 768); } @@ -9317,10 +9317,10 @@ int DoRocket(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) return true; if (actor->user.coll.type != kHitNone) @@ -9360,7 +9360,7 @@ int DoRocket(DSWActor* actor) ScaleSpriteVector(actorNew, 20000); - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } return false; @@ -9427,7 +9427,7 @@ int DoMicro(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); if (!actor->user.Counter) @@ -9450,7 +9450,7 @@ int DoMicro(DSWActor* actor) ScaleSpriteVector(actorNew, 20000); - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); // last smoke @@ -9501,7 +9501,7 @@ int DoUziBullet(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 128) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 128) SpawnBubble(actor); if (actor->user.coll.type != kHitNone) @@ -9555,7 +9555,7 @@ int DoBoltSeeker(DSWActor* actor) actor->user.coll = move_missile(actor, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); if (actor->user.coll.type != kHitNone) @@ -9597,10 +9597,10 @@ int DoElectro(DSWActor* actor) actor->user.coll = move_missile(actor, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) return true; if (actor->user.coll.type != kHitNone) @@ -9636,10 +9636,10 @@ int DoLavaBoulder(DSWActor* actor) actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) return true; if (actor->user.coll.type != kHitNone) @@ -9662,10 +9662,10 @@ int DoSpear(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) return true; if (actor->user.coll.type != kHitNone) @@ -9711,7 +9711,7 @@ int SpawnCoolieExp(DSWActor* actor) void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) return; if (enemyActor != nullptr) @@ -9880,7 +9880,7 @@ void SpawnFireballExp(DSWActor* actor) { ASSERT(actor->hasU()); - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) return; PlaySound(DIGI_SMALLEXP, actor, v3df_none); @@ -9894,7 +9894,7 @@ void SpawnFireballExp(DSWActor* actor) actorNew->spr.shade = -40; actorNew->spr.pal = actorNew->user.spal = actor->user.spal; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->user.Flags |= (TEST(actor->user.Flags,SPR_UNDERWATER)); + actorNew->user.Flags |= (actor->user.Flags & (SPR_UNDERWATER)); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); // @@ -9912,7 +9912,7 @@ void SpawnGoroFireballExp(DSWActor* actor) { ASSERT(actor->hasU()); - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) return; PlaySound(DIGI_MEDIUMEXP, actor, v3df_none); @@ -10267,7 +10267,7 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop, expActor->user.Flags |= (actor->user.Flags & (SPR_ON_SO_SECTOR|SPR_SO_ATTACHED)); - if (TEST(actor->user.Flags, SPR_ON_SO_SECTOR)) + if (actor->user.Flags & (SPR_ON_SO_SECTOR)) { // move with sector its on expActor->spr.pos.Z = actor->spr.sector()->floorz - actor->user.sz; @@ -10482,7 +10482,7 @@ DSWActor* SpawnSectorExp(DSWActor* actor) short explosion; ASSERT(actor->hasU()); - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) return nullptr; PlaySound(DIGI_30MMEXPLODE, actor, v3df_none); @@ -10536,7 +10536,7 @@ void SpawnMeteorExp(DSWActor* actor) DSWActor* expActor; ASSERT(actor->hasU()); - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) return; if (actor->user.spal == 25) // Serp ball @@ -10591,7 +10591,7 @@ void SpawnLittleExp(DSWActor* actor) int DoFireball(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { actor->spr.xrepeat = actor->spr.yrepeat -= 1; if (actor->spr.xrepeat <= 37) @@ -10755,7 +10755,7 @@ int DoNapalm(DSWActor* actor) DoBlurExtend(actor, 1, 7); - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { actor->spr.xrepeat = actor->spr.yrepeat -= 1; if (actor->spr.xrepeat <= 30) @@ -10774,7 +10774,7 @@ int DoNapalm(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); { @@ -10827,7 +10827,7 @@ int DoNapalm(DSWActor* actor) expActor->spr.pos.Z = expActor->user.loz; expActor->spr.backupz(); - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) expActor->user.Flags |= SPR_UNDERWATER; ASSERT(expActor->spr.picnum == 3072); @@ -10984,7 +10984,7 @@ int DoMirvMissile(DSWActor* actor) actor->user.coll = move_missile(actor, actor->user.xchange, actor->user.ychange, actor->user.zchange, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); if (actor->user.coll.type != kHitNone) @@ -11005,7 +11005,7 @@ int DoMirv(DSWActor* actor) MissileHitDiveArea(actor); - if (TEST(actor->user.Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) + if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); @@ -11047,7 +11047,7 @@ int DoMirv(DSWActor* actor) actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang); actorNew->user.zchange = actorNew->spr.zvel; - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } @@ -11159,7 +11159,7 @@ int DoRing(DSWActor* actor) PLAYERp pp = own->user.PlayerP;; int cz,fz; - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { actor->spr.xrepeat = actor->spr.yrepeat -= 1; if (actor->spr.xrepeat <= 30) @@ -11286,7 +11286,7 @@ void InitSpellRing(PLAYERp pp) actorNew->spr.backuppos(); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); } } @@ -11329,7 +11329,7 @@ int DoSerpRing(DSWActor* actor) actor->user.slide_ang = NORM_ANGLE(actor->user.slide_ang + actor->spr.yvel); // rotate the heads - if (TEST(actor->user.Flags, SPR_BOUNCE)) + if (actor->user.Flags & (SPR_BOUNCE)) actor->spr.ang = NORM_ANGLE(actor->spr.ang + (28 * RINGMOVETICS)); else actor->spr.ang = NORM_ANGLE(actor->spr.ang - (28 * RINGMOVETICS)); @@ -11558,7 +11558,7 @@ int InitSerpRing(DSWActor* actor) // control direction of spinning actor->user.Flags ^= SPR_BOUNCE; - actorNew->user.Flags |= (TEST(actor->user.Flags, SPR_BOUNCE)); + actorNew->user.Flags |= (actor->user.Flags & (SPR_BOUNCE)); actorNew->user.Dist = 600; actorNew->user.TargetDist = SERP_RING_DIST; @@ -11659,7 +11659,7 @@ void InitSpellNapalm(PLAYERp pp) continue; } - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actor)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actor)) actor->user.Flags |= (SPR_UNDERWATER); plActor->spr.clipdist = oclipdist; @@ -11835,7 +11835,7 @@ int InitSwordAttack(PLAYERp pp) PlaySound(DIGI_SWORDSWOOSH, pp, v3df_dontpan | v3df_doppler); - if (TEST(pp->Flags, PF_DIVING)) + if (pp->Flags & (PF_DIVING)) { DSWActor* bubble; int nx, ny; @@ -12007,7 +12007,7 @@ int InitFistAttack(PLAYERp pp) PlaySound(DIGI_STAR, pp, v3df_dontpan|v3df_doppler); - if (TEST(pp->Flags, PF_DIVING)) + if (pp->Flags & (PF_DIVING)) { DSWActor* bubble; int nx,ny; @@ -12299,7 +12299,7 @@ int InitSumoSkull(DSWActor* actor) // control direction of spinning actor->user.Flags ^= SPR_BOUNCE; - actorNew->user.Flags |= (TEST(actor->user.Flags, SPR_BOUNCE)); + actorNew->user.Flags |= (actor->user.Flags & (SPR_BOUNCE)); actorNew->user.StateEnd = s_SkullExplode; actorNew->user.Rot = sg_SkullWait; @@ -12685,7 +12685,7 @@ int InitStar(PLAYERp pp) actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang); actorNew->user.zchange = zvel; - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); actorNew->spr.backuppos(); @@ -12706,7 +12706,7 @@ int InitStar(PLAYERp pp) actorNew2->user.floor_dist = actorNew->user.floor_dist; actorNew2->user.Flags2 = actorNew->user.Flags2 & ~(SPR2_FLAMEDIE); // mask out any new flags here for safety. - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew2)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew2)) actorNew2->user.Flags |= SPR_UNDERWATER; zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT+STAR_HORIZ_ADJ, 16); @@ -13084,7 +13084,7 @@ int InitLaser(PLAYERp pp) HelpMissileLateral(actorNew, 900); actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - 512); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); // the slower the missile travels the less of a zvel it needs @@ -13188,7 +13188,7 @@ int InitRail(PLAYERp pp) HelpMissileLateral(actorNew, 700); actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - 512); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); if (TestMissileSetPos(actorNew, DoRailStart, 1200, zvel)) @@ -13370,7 +13370,7 @@ int InitRocket(PLAYERp pp) HelpMissileLateral(actorNew, 900); actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - 512); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); // cancel smoke trail @@ -13475,7 +13475,7 @@ int InitBunnyRocket(PLAYERp pp) HelpMissileLateral(actorNew, 900); actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - 512); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); // cancel smoke trail @@ -13568,7 +13568,7 @@ int InitNuke(PLAYERp pp) HelpMissileLateral(actorNew, 900); actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - 512); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); // cancel smoke trail @@ -13755,7 +13755,7 @@ int InitMicro(PLAYERp pp) HelpMissileLateral(actorNew, 1000 + (RandomRange(MICRO_LATERAL) - (MICRO_LATERAL / 2))); actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - 512); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); // cancel smoke trail @@ -14159,7 +14159,7 @@ int InitSerpSpell(DSWActor* actor) MissileSetPos(actorNew, DoMirvMissile, 400); actor->spr.clipdist = oclipdist; - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } @@ -14168,7 +14168,7 @@ int InitSerpSpell(DSWActor* actor) int SpawnDemonFist(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_SUICIDE)) + if (actor->user.Flags & (SPR_SUICIDE)) return -1; auto expActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(), @@ -14257,7 +14257,7 @@ int InitSerpMonstSpell(DSWActor* actor) MissileSetPos(actorNew, DoMirvMissile, 400); actor->spr.clipdist = oclipdist; - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); } @@ -14942,7 +14942,7 @@ int InitTracerUzi(PLAYERp pp) plActor->spr.clipdist = 0; actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + 512); - if (TEST(pp->Flags, PF_TWO_UZI) && pp->WpnUziType == 0) + if (pp->Flags & (PF_TWO_UZI) && pp->WpnUziType == 0) HelpMissileLateral(actorNew, lat_dist[RANDOM_P2(2<<8)>>8]); else HelpMissileLateral(actorNew, lat_dist[0]); @@ -14968,7 +14968,7 @@ int InitTracerUzi(PLAYERp pp) actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang); actorNew->user.zchange = actorNew->spr.zvel; - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); return 0; @@ -15072,7 +15072,7 @@ int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, int hit_x, int hit_y, i //if(!hitActor->user.PlayerP) if (actor->user.PlayerP) id = UZI_SMOKE; - else if (TEST(actor->user.Flags, SPR_SO_ATTACHED)) + else if (actor->user.Flags & (SPR_SO_ATTACHED)) id = UZI_SMOKE; else // Spawn NPC uzi with less damage id = UZI_SMOKE+2; @@ -16402,7 +16402,7 @@ int InitGrenade(PLAYERp pp) nx, ny, nz, pp->angle.ang.asbuild(), GRENADE_VELOCITY); // don't throw it as far if crawling - if (TEST(pp->Flags, PF_CRAWLING)) + if (pp->Flags & (PF_CRAWLING)) { actorNew->spr.xvel -= (actorNew->spr.xvel >> 2); } @@ -16425,7 +16425,7 @@ int InitGrenade(PLAYERp pp) actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9; @@ -16561,7 +16561,7 @@ int InitMine(PLAYERp pp) actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.spal = actorNew->spr.pal = actor->user.spal; // Set sticky color - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); MissileSetPos(actorNew, DoMine, 800); @@ -16696,7 +16696,7 @@ int InitFireball(PLAYERp pp) HelpMissileLateral(actorNew, 2100); actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - 512); - if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew)) + if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); if (TestMissileSetPos(actorNew, DoFireball, 1200, MulScale(zvel,44000, 16))) @@ -17537,7 +17537,7 @@ int QueueFloorBlood(DSWActor* actor) if (TEST(sectp->extra, SECTFX_SINK)||TEST(sectp->extra, SECTFX_CURRENT)) return -1; // No blood in water or current areas - if (TEST(actor->user.Flags, SPR_UNDERWATER) || SpriteInUnderwaterArea(actor) || SpriteInDiveArea(actor)) + if (actor->user.Flags & (SPR_UNDERWATER) || SpriteInUnderwaterArea(actor) || SpriteInDiveArea(actor)) return -1; // No blood underwater! if (TEST(actor->spr.sector()->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER) @@ -17627,7 +17627,7 @@ int QueueFootPrint(DSWActor* actor) Found = true; } - if (TEST(actor->user.Flags, SPR_UNDERWATER) || SpriteInUnderwaterArea(actor) || Found || SpriteInDiveArea(actor)) + if (actor->user.Flags & (SPR_UNDERWATER) || SpriteInUnderwaterArea(actor) || Found || SpriteInDiveArea(actor)) return -1; // No prints underwater! if (TEST(actor->spr.sector()->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER) @@ -17736,7 +17736,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang) int daz; HitInfo hit{}; - if (TEST(actor->user.Flags, SPR_UNDERWATER) || SpriteInUnderwaterArea(actor) || SpriteInDiveArea(actor)) + if (actor->user.Flags & (SPR_UNDERWATER) || SpriteInUnderwaterArea(actor) || SpriteInDiveArea(actor)) return nullptr; // No blood underwater! daz = Z(RANDOM_P2(128))<<3; @@ -18007,7 +18007,7 @@ int DoShellShrap(DSWActor* actor) int DoShrapVelocity(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_UNDERWATER) || SpriteInUnderwaterArea(actor)) + if (actor->user.Flags & (SPR_UNDERWATER) || SpriteInUnderwaterArea(actor)) { ScaleSpriteVector(actor, 20000); @@ -18101,7 +18101,7 @@ int DoShrapVelocity(DSWActor* actor) if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { actor->spr.pos.Z = actor->user.loz; - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) actor->user.Flags |= (SPR_BOUNCE); // no bouncing underwater if (actor->user.lo_sectp && actor->spr.sector()->hasU() && FixedToInt(actor->spr.sector()->depth_fixed)) @@ -18323,7 +18323,7 @@ bool CheckBreakToughness(BREAK_INFOp break_info, int ID) int DoItemFly(DSWActor* actor) { - if (TEST(actor->user.Flags, SPR_UNDERWATER)) + if (actor->user.Flags & (SPR_UNDERWATER)) { ScaleSpriteVector(actor, 50000); diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index 27c35ccc5..55350639e 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -864,16 +864,16 @@ int DoZombieMove(DSWActor* actor) } // jumping and falling - if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING)) { - if (TEST(actor->user.Flags, SPR_JUMPING)) + if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); - else if (TEST(actor->user.Flags, SPR_FALLING)) + else if (actor->user.Flags & (SPR_FALLING)) DoActorFall(actor); } // sliding - if (TEST(actor->user.Flags, SPR_SLIDING)) + if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); // Do track or call current action function - such as DoActorMoveCloser() @@ -917,7 +917,7 @@ int NullZombie(DSWActor* actor) if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS; - if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) + if (actor->user.Flags & (SPR_SLIDING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) DoActorSlide(actor); if (!TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING))