mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- Duke: made player.i a real pointer
How could I overlook this one.
This commit is contained in:
parent
d33ae89c4a
commit
75b36cbd1c
7 changed files with 7 additions and 13 deletions
|
@ -12,12 +12,12 @@ using DukeLinearSpriteIterator = TLinearSpriteIterator<DDukeActor>;
|
|||
|
||||
inline DDukeActor* player_struct::GetActor()
|
||||
{
|
||||
return &hittype[i];
|
||||
return actor;
|
||||
}
|
||||
|
||||
inline int player_struct::GetPlayerNum()
|
||||
{
|
||||
return GetActor()->s->yvel;
|
||||
return actor->s->yvel;
|
||||
}
|
||||
|
||||
inline int ActorToScriptIndex(DDukeActor* a)
|
||||
|
|
|
@ -591,11 +591,6 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
else SetGameVarID(lVar2, ActorToScriptIndex(ps[iPlayer].on_crane), sActor, sPlayer);
|
||||
break;
|
||||
|
||||
case PLAYER_I: // This is dangerous!!!
|
||||
if (bSet) ps[iPlayer].i = lValue;
|
||||
else SetGameVarID(lVar2, ps[iPlayer].i, sActor, sPlayer);
|
||||
break;
|
||||
|
||||
case PLAYER_OVER_SHOULDER_ON:
|
||||
if (bSet) ps[iPlayer].over_shoulder_on = lValue;
|
||||
else SetGameVarID(lVar2, ps[iPlayer].over_shoulder_on, sActor, sPlayer);
|
||||
|
|
|
@ -1113,7 +1113,7 @@ DEFINE_FIELD_X(DukePlayer, player_struct, access_wall)
|
|||
DEFINE_FIELD_X(DukePlayer, player_struct, got_access)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, weapon_ang)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, firstaid_amount)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, i)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, actor)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, one_parallax_sectnum)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, over_shoulder_on)
|
||||
DEFINE_FIELD_X(DukePlayer, player_struct, fist_incs)
|
||||
|
|
|
@ -624,7 +624,7 @@ void resetpspritevars(int g)
|
|||
else
|
||||
s->pal = ps[j].palookup = ud.user_pals[j];
|
||||
|
||||
ps[j].i = act->GetSpriteIndex();
|
||||
ps[j].actor = act;
|
||||
ps[j].frag_ps = j;
|
||||
act->SetOwner(act);
|
||||
|
||||
|
|
|
@ -159,7 +159,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
|
|||
("firstaid_amount", w.firstaid_amount)
|
||||
("somethingonplayer", w.somethingonplayer)
|
||||
("on_crane", w.on_crane)
|
||||
("i", w.i)
|
||||
("i", w.actor)
|
||||
("one_parallax_sectnum", w.one_parallax_sectnum)
|
||||
("over_shoulder_on", w.over_shoulder_on)
|
||||
("random_club_frame", w.random_club_frame)
|
||||
|
|
|
@ -216,6 +216,7 @@ struct player_struct
|
|||
sectortype* cursector;
|
||||
sectortype* one_parallax_sectnum; // wall + sector references. Make them pointers later?
|
||||
walltype* access_wall;
|
||||
DDukeActor* actor;
|
||||
|
||||
short last_extra, subweapon;
|
||||
short ammo_amount[MAX_WEAPONS], frag, fraggedself;
|
||||
|
@ -225,7 +226,6 @@ struct player_struct
|
|||
short jumping_counter, airleft, knee_incs, access_incs;
|
||||
short ftq;
|
||||
short got_access, weapon_ang, firstaid_amount;
|
||||
short i;
|
||||
short over_shoulder_on, fist_incs;
|
||||
short cheat_phase;
|
||||
short extra_extra8, quick_kick, last_quick_kick;
|
||||
|
|
|
@ -170,12 +170,11 @@ struct DukePlayer
|
|||
native int16 jumping_counter, airleft, knee_incs, access_incs;
|
||||
native int16 ftq;
|
||||
native int16 got_access, weapon_ang, firstaid_amount;
|
||||
native int16 i;
|
||||
native int16 over_shoulder_on, fist_incs;
|
||||
native int16 cheat_phase;
|
||||
native int16 extra_extra8, quick_kick, last_quick_kick;
|
||||
native int16 heat_amount, timebeforeexit, customexitsound;
|
||||
//DDukeActor* actorsqu, *wackedbyactor, *on_crane, *holoduke_on, *somethingonplayer, *access_spritenum, *dummyplayersprite, *newOwner; // later
|
||||
//DDukeActor* actor, actorsqu, *wackedbyactor, *on_crane, *holoduke_on, *somethingonplayer, *access_spritenum, *dummyplayersprite, *newOwner; // later
|
||||
native voidptr holoduke_on; // cannot do it as a proper actor pointer yet - but the status bar needs it.
|
||||
|
||||
native int16 weaprecs[256], weapreccnt;
|
||||
|
|
Loading…
Reference in a new issue