- getting rid of COVERinsertsprite, plus cleanup.

This commit is contained in:
Christoph Oelckers 2021-11-05 00:03:08 +01:00
parent e2c5b33ae1
commit 6f0c477e85
7 changed files with 12 additions and 30 deletions

View file

@ -938,8 +938,6 @@ int AutoBreakSprite(DSWActor* breakActor, short type)
if (!break_info)
{
//DSPRINTF(ds,"Break Info not found - sprite %d", bp - sprite);
MONO_PRINT(ds);
return false;
}

View file

@ -2123,7 +2123,6 @@ void SetSpikeActive(DSWActor*); // spike.c
#define NTAG_SEARCH_HI 2
#define NTAG_SEARCH_LO_HI 3
int COVERinsertsprite(short sectnum, short statnum); //returns (short)spritenum;
DSWActor* InsertActor(int sectnum, int statnum);
void AudioUpdate(void); // stupid

View file

@ -55,11 +55,6 @@ SAVE save;
bool FAF_DebugView = false;
DSWActor* InsertActor(int sectnum, int stat)
{
return &swActors[COVERinsertsprite(sectnum, stat)];
}
int COVERinsertsprite(short sectnum, short stat)
{
short spnum;
spnum = insertsprite(sectnum, stat);
@ -82,7 +77,7 @@ int COVERinsertsprite(short sectnum, short stat)
pSprite->hitag = 0;
pSprite->extra = 0;
return spnum;
return &swActors[spnum];
}
bool FAF_Sector(short sectnum)

View file

@ -2764,15 +2764,12 @@ void SpriteSetup(void)
case SPRI_CLIMB_MARKER:
{
short ns;
SPRITEp np;
// setup climb marker
change_actor_stat(actor, STAT_CLIMB_MARKER);
// make a QUICK_LADDER sprite automatically
ns = COVERinsertsprite(sp->sectnum, STAT_QUICK_LADDER);
np = &sprite[ns];
auto ns = InsertActor(sp->sectnum, STAT_QUICK_LADDER);
auto np = &ns->s();
np->cstat = 0;
np->extra = 0;

View file

@ -327,13 +327,10 @@ int
TrackClonePoint(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum], np;
short New;
New = COVERinsertsprite(sp->sectnum, sp->statnum);
auto actorNew = InsertActor(sp->sectnum, sp->statnum);
ASSERT(New != -1);
np = &sprite[New];
np = &actorNew->s();
np->cstat = np->extra = 0;
np->x = sp->x;
@ -343,7 +340,7 @@ TrackClonePoint(short SpriteNum)
np->lotag = sp->lotag;
np->hitag = sp->hitag;
return New;
return actorNew->GetSpriteIndex();
}
void QuickJumpSetup(short stat, short lotag, short type)
@ -1847,7 +1844,7 @@ PlayerPart:
if (TEST(sop->flags, SOBJ_DONT_ROTATE))
continue;
// IS part of a sector - sprite can do things based on the
// IS part of a sector, sprite can do things based on the
// current sector it is in
if (TEST(wall[sector[sp->sectnum].wallptr].extra, WALLFX_LOOP_DONT_SPIN))
continue;

View file

@ -12671,7 +12671,7 @@ int DoSerpRing(DSWActor* actor)
DISTANCE(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y, dist, a,b,c);
// if ((dist ok and random ok) OR very few skulls left)
if ((dist < 18000 && (RANDOM_P2(2048<<5)>>5) < 16) || User[sp->owner]->Counter < 4)
if ((dist < 18000 && (RANDOM_P2(2048<<5)>>5) < 16) || ou->Counter < 4)
{
int sectnum = sp->sectnum;
updatesector(sp->x,sp->y,&sectnum);
@ -12836,7 +12836,7 @@ int InitSerpRing(DSWActor* actor)
USER* u = actor->u();
SPRITEp sp = &actor->s(), np;
USERp nu;
short ang, ang_diff, ang_start, missiles, New;
short ang, ang_diff, ang_start, missiles;
short max_missiles;
const int SERP_RING_DIST = 2800; // Was 3500
@ -19886,10 +19886,10 @@ void QueueGeneric(DSWActor* actor, short pic)
#if 0
int
DoShellShrap(short SpriteNum)
DoShellShrap(DSWActor* actor)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp sp = &actor->s();
USERp u = actor->u();
// If the shell doesn't fall in the allowable range, kill it.
if (u->ShellNum < (ShellCount-MAXSHELLS))

View file

@ -790,7 +790,6 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
np->pal = nu->spal = ownerActor->u()->spal;
np->ang = RANDOM_P2(2048);
SetupZombie(actorNew);
//np->shade = sprite[pp->PlayerSprite].shade;
np->shade = -10;
SET(nu->Flags2, SPR2_DONT_TARGET_OWNER);
SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT);
@ -810,10 +809,8 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
void SpawnZombie2(DSWActor* actor)
{
SPRITEp sp = &actor->s();
short New;
SPRITEp np;
USERp nu;
short owner;
SECT_USERp sectu = SectUser[sp->sectnum].Data();
SECTORp sectp = &sector[sp->sectnum];
@ -848,7 +845,6 @@ void SpawnZombie2(DSWActor* actor)
np->pal = nu->spal = ownerActor->u()->spal;
np->ang = RANDOM_P2(2048);
SetupZombie(actorNew);
//np->shade = sprite[pp->PlayerSprite].shade;
np->shade = -10;
SET(nu->Flags2, SPR2_DONT_TARGET_OWNER);
SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT);