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https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- rename sp-> in sector.cpp
This commit is contained in:
parent
212f07f7ff
commit
79a9278ff3
1 changed files with 107 additions and 107 deletions
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@ -676,7 +676,7 @@ short DoSpawnActorTrigger(short match)
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{
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sp = &actor->s();
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if (sp->hitag == match)
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if (actor->spr.hitag == match)
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{
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if (ActorSpawn(actor))
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{
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@ -697,7 +697,7 @@ int OperateSector(sectortype* sect, short player_is_operating)
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// Don't let actors operate locked or secret doors
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if (!player_is_operating)
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{
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SPRITEp fsp;
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SPRITEp sp;
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if (sect->hasU() && sect->stag == SECT_LOCK_DOOR)
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return false;
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@ -705,17 +705,17 @@ int OperateSector(sectortype* sect, short player_is_operating)
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SWSectIterator it(sect);
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while (auto actor = it.Next())
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{
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fsp = &actor->s();
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auto fsect = fsp->sector();
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sp = &actor->s();
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auto fsect = actor->spr.sector();
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if (fsect->hasU() && fsect->stag == SECT_LOCK_DOOR)
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return false;
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if (fsp->statnum == STAT_VATOR && SP_TAG1(actor) == SECT_VATOR && TEST_BOOL7(fsp))
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if (actor->spr.statnum == STAT_VATOR && SP_TAG1(actor) == SECT_VATOR && TEST_BOOL7(sp))
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return false;
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if (fsp->statnum == STAT_ROTATOR && SP_TAG1(actor) == SECT_ROTATOR && TEST_BOOL7(fsp))
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if (actor->spr.statnum == STAT_ROTATOR && SP_TAG1(actor) == SECT_ROTATOR && TEST_BOOL7(sp))
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return false;
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if (fsp->statnum == STAT_SLIDOR && SP_TAG1(actor) == SECT_SLIDOR && TEST_BOOL7(fsp))
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if (actor->spr.statnum == STAT_SLIDOR && SP_TAG1(actor) == SECT_SLIDOR && TEST_BOOL7(sp))
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return false;
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}
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@ -846,22 +846,22 @@ void SectorExp(DSWActor* actor, sectortype* sectp, short orig_ang, int zh)
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USERp eu;
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int x,y,z;
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RESET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL|CSTAT_SPRITE_ALIGNMENT_FLOOR);
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RESET(actor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL|CSTAT_SPRITE_ALIGNMENT_FLOOR);
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SectorMidPoint(sectp, &x, &y, &z);
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sp->ang = orig_ang;
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sp->pos.X = x;
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sp->pos.Y = y;
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sp->pos.Z = z;
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actor->spr.ang = orig_ang;
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actor->spr.pos.X = x;
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actor->spr.pos.Y = y;
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actor->spr.pos.Z = z;
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// randomize the explosions
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sp->ang += RANDOM_P2(256) - 128;
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sp->pos.X += RANDOM_P2(1024) - 512;
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sp->pos.Y += RANDOM_P2(1024) - 512;
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sp->pos.Z = zh;
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actor->spr.ang += RANDOM_P2(256) - 128;
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actor->spr.pos.X += RANDOM_P2(1024) - 512;
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actor->spr.pos.Y += RANDOM_P2(1024) - 512;
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actor->spr.pos.Z = zh;
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// setup vars needed by SectorExp
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ChangeActorSect(actor, sectp);
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getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &u->hiz, &u->loz);
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getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, &u->hiz, &u->loz);
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// spawn explosion
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auto explosion = SpawnSectorExp(actor);
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@ -883,7 +883,7 @@ void DoExplodeSector(short match)
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SECTORp sectp;
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orig_ang = 0; //sp->ang;
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orig_ang = 0; //actor->spr.ang;
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SWStatIterator it(STAT_EXPLODING_CEIL_FLOOR);
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while (auto actor = it.Next())
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@ -955,13 +955,13 @@ void DoSpawnSpotsForKill(short match)
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sp = &actor->s();
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// change the stat num and set the delay correctly to call SpawnShrap
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if (sp->hitag == SPAWN_SPOT && sp->lotag == match)
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if (actor->spr.hitag == SPAWN_SPOT && actor->spr.lotag == match)
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{
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u = actor->u();
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change_actor_stat(actor, STAT_NO_STATE);
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u->ActorActionFunc = DoSpawnSpot;
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u->WaitTics = SP_TAG5(sp) * 15;
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SetActorZ(actor, &sp->pos);
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SetActorZ(actor, &actor->spr.pos);
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// setting for Killed
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u->LastDamage = 1;
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}
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@ -984,7 +984,7 @@ void DoSpawnSpotsForDamage(short match)
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// change the stat num and set the delay correctly to call SpawnShrap
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if (sp->hitag == SPAWN_SPOT && sp->lotag == match)
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if (actor->spr.hitag == SPAWN_SPOT && actor->spr.lotag == match)
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{
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u = actor->u();
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change_actor_stat(actor, STAT_NO_STATE);
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@ -1148,7 +1148,7 @@ bool SearchExplodeSectorMatch(short match)
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{
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auto sp = &actor->s();
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if (sp->hitag == match)
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if (actor->spr.hitag == match)
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{
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KillMatchingCrackSprites(match);
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DoExplodeSector(match);
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@ -1168,7 +1168,7 @@ void KillMatchingCrackSprites(short match)
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{
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sp = &actor->s();
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if (sp->hitag == match)
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if (actor->spr.hitag == match)
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{
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if (TEST(SP_TAG8(sp), BIT(2)))
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continue;
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@ -1192,17 +1192,17 @@ void WeaponExplodeSectorInRange(DSWActor* wActor)
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sp = &actor->s();
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// test to see if explosion is close to crack sprite
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dist = FindDistance3D(wp->pos.X - sp->pos.X, wp->pos.Y - sp->pos.Y, wp->pos.Z - sp->pos.Z);
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dist = FindDistance3D(wp->pos.X - actor->spr.pos.X, wp->pos.Y - actor->spr.pos.Y, wp->pos.Z - actor->spr.pos.Z);
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if (sp->clipdist == 0)
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if (actor->spr.clipdist == 0)
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continue;
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radius = (((int)sp->clipdist) << 2) * 8;
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radius = (((int)actor->spr.clipdist) << 2) * 8;
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if ((unsigned int)dist > (wu->Radius/2) + radius)
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continue;
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if (!FAFcansee(wp->pos.X,wp->pos.Y,wp->pos.Z,wp->sector(),sp->pos.X,sp->pos.Y,sp->pos.Z,sp->sector()))
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if (!FAFcansee(wp->pos.X,wp->pos.Y,wp->pos.Z,wp->sector(),actor->spr.pos.X,actor->spr.pos.Y,actor->spr.pos.Z,actor->spr.sector()))
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continue;
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@ -1216,18 +1216,18 @@ void ShootableSwitch(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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switch (sp->picnum)
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switch (actor->spr.picnum)
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{
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case SWITCH_SHOOTABLE_1:
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//RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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//RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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OperateSprite(actor, false);
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sp->picnum = SWITCH_SHOOTABLE_1 + 1;
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actor->spr.picnum = SWITCH_SHOOTABLE_1 + 1;
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break;
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case SWITCH_FUSE:
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case SWITCH_FUSE + 1:
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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OperateSprite(actor, false);
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sp->picnum = SWITCH_FUSE + 2;
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actor->spr.picnum = SWITCH_FUSE + 2;
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break;
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}
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}
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@ -1259,11 +1259,11 @@ void DoDeleteSpriteMatch(short match)
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while (auto actor = it.Next())
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{
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auto sp = &actor->s();
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if (sp->lotag == match)
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if (actor->spr.lotag == match)
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{
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found = actor;
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del_x = sp->pos.X;
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del_y = sp->pos.Y;
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del_x = actor->spr.pos.X;
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del_y = actor->spr.pos.Y;
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break;
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}
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}
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@ -1277,15 +1277,15 @@ void DoDeleteSpriteMatch(short match)
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while (auto actor = it.Next())
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{
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auto sp = &actor->s();
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if (del_x == sp->pos.X && del_y == sp->pos.Y)
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if (del_x == actor->spr.pos.X && del_y == actor->spr.pos.Y)
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{
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// special case lighting delete of Fade On/off after fades
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if (StatList[stat] == STAT_LIGHTING)
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{
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// set shade to darkest and then kill it
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sp->shade = int8_t(SP_TAG6(sp));
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sp->pal = 0;
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SectorLightShade(actor, sp->shade);
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actor->spr.shade = int8_t(SP_TAG6(sp));
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actor->spr.pal = 0;
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SectorLightShade(actor, actor->spr.shade);
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DiffuseLighting(actor);
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}
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@ -1306,7 +1306,7 @@ void DoChangorMatch(short match)
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while (auto actor = it.Next())
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{
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auto sp = &actor->s();
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auto sectp = sp->sector();
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auto sectp = actor->spr.sector();
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if (SP_TAG2(actor) != match)
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continue;
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@ -1409,7 +1409,7 @@ bool ComboSwitchTest(short combo_type, short match)
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{
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auto sp = &actor->s();
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if (sp->lotag == combo_type && sp->hitag == match)
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if (actor->spr.lotag == combo_type && actor->spr.hitag == match)
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{
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// dont toggle - get the current state
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state = AnimateSwitch(sp, 999);
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@ -1441,18 +1441,18 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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if (Prediction)
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return false;
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if (sp->picnum == ST1)
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if (actor->spr.picnum == ST1)
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return false;
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if (player_is_operating)
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{
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pp = GlobPlayerP;
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if (!FAFcansee(pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector, sp->pos.X, sp->pos.Y, sp->pos.Z - DIV2(GetSpriteSizeZ(sp)), sp->sector()))
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if (!FAFcansee(pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - DIV2(GetSpriteSizeZ(sp)), actor->spr.sector()))
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return false;
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}
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switch (sp->lotag)
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switch (actor->spr.lotag)
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{
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case TOILETGIRL_R0:
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case WASHGIRL_R0:
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@ -1469,7 +1469,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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if (pp != Player+myconnectindex) return true;
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choose_snd = STD_RANDOM_RANGE(1000);
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if (sp->lotag == CARGIRL_R0)
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if (actor->spr.lotag == CARGIRL_R0)
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{
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if (choose_snd > 700)
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PlayerSound(DIGI_JG44052, v3df_dontpan|v3df_follow,pp);
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@ -1480,7 +1480,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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else
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PlayerSound(DIGI_JG45010, v3df_dontpan|v3df_follow,pp);
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}
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else if (sp->lotag == MECHANICGIRL_R0)
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else if (actor->spr.lotag == MECHANICGIRL_R0)
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{
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if (choose_snd > 700)
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PlayerSound(DIGI_JG44027, v3df_dontpan|v3df_follow,pp);
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@ -1491,7 +1491,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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else
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PlayerSound(DIGI_JG44048, v3df_dontpan|v3df_follow,pp);
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}
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else if (sp->lotag == SAILORGIRL_R0)
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else if (actor->spr.lotag == SAILORGIRL_R0)
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{
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if (choose_snd > 700)
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PlayerSound(DIGI_JG45018, v3df_dontpan|v3df_follow,pp);
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@ -1502,7 +1502,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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else
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PlayerSound(DIGI_JG45043, v3df_dontpan|v3df_follow,pp);
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}
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else if (sp->lotag == PRUNEGIRL_R0)
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else if (actor->spr.lotag == PRUNEGIRL_R0)
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{
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if (choose_snd > 700)
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PlayerSound(DIGI_JG45053, v3df_dontpan|v3df_follow,pp);
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@ -1513,7 +1513,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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else
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PlayerSound(DIGI_JG46010, v3df_dontpan|v3df_follow,pp);
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}
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else if (sp->lotag == TOILETGIRL_R0)
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else if (actor->spr.lotag == TOILETGIRL_R0)
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{
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if (choose_snd > 700)
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PlayerSound(DIGI_WHATYOUEATBABY, v3df_dontpan|v3df_follow,pp);
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@ -1583,7 +1583,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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return true;
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case SWITCH_LOCKED:
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key_num = sp->hitag;
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key_num = actor->spr.hitag;
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if (pp->HasKey[key_num - 1])
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{
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for(auto& sect: sector)
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@ -1602,9 +1602,9 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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AnimateSwitch(sp, -1);
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PlaySound(DIGI_REGULARSWITCH, actor, v3df_none);
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if (ComboSwitchTest(TAG_COMBO_SWITCH_EVERYTHING, sp->hitag))
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if (ComboSwitchTest(TAG_COMBO_SWITCH_EVERYTHING, actor->spr.hitag))
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{
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DoMatchEverything(pp, sp->hitag, true);
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DoMatchEverything(pp, actor->spr.hitag, true);
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}
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return true;
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@ -1615,48 +1615,48 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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AnimateSwitch(sp, -1);
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PlaySound(DIGI_REGULARSWITCH, actor, v3df_none);
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if (ComboSwitchTest(TAG_COMBO_SWITCH_EVERYTHING, sp->hitag))
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if (ComboSwitchTest(TAG_COMBO_SWITCH_EVERYTHING, actor->spr.hitag))
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{
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DoMatchEverything(pp, sp->hitag, true);
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DoMatchEverything(pp, actor->spr.hitag, true);
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}
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sp->lotag = 0;
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sp->hitag = 0;
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actor->spr.lotag = 0;
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actor->spr.hitag = 0;
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return true;
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case TAG_SWITCH_EVERYTHING:
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state = AnimateSwitch(sp, -1);
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DoMatchEverything(pp, sp->hitag, state);
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DoMatchEverything(pp, actor->spr.hitag, state);
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return true;
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case TAG_SWITCH_EVERYTHING_ONCE:
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state = AnimateSwitch(sp, -1);
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DoMatchEverything(pp, sp->hitag, state);
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sp->lotag = 0;
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sp->hitag = 0;
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DoMatchEverything(pp, actor->spr.hitag, state);
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actor->spr.lotag = 0;
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actor->spr.hitag = 0;
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return true;
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case TAG_LIGHT_SWITCH:
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state = AnimateSwitch(sp, -1);
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DoLightingMatch(sp->hitag, state);
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DoLightingMatch(actor->spr.hitag, state);
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return true;
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case TAG_SPRITE_SWITCH_VATOR:
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{
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// make sure all vators are inactive before allowing
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// to repress switch
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if (!TestVatorMatchActive(sp->hitag))
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DoVatorMatch(pp, sp->hitag);
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if (!TestVatorMatchActive(actor->spr.hitag))
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DoVatorMatch(pp, actor->spr.hitag);
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if (!TestSpikeMatchActive(sp->hitag))
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DoSpikeMatch(sp->hitag);
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if (!TestSpikeMatchActive(actor->spr.hitag))
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DoSpikeMatch(actor->spr.hitag);
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if (!TestRotatorMatchActive(sp->hitag))
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DoRotatorMatch(pp, sp->hitag, false);
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if (!TestRotatorMatchActive(actor->spr.hitag))
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DoRotatorMatch(pp, actor->spr.hitag, false);
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if (!TestSlidorMatchActive(sp->hitag))
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DoSlidorMatch(pp, sp->hitag, false);
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if (!TestSlidorMatchActive(actor->spr.hitag))
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DoSlidorMatch(pp, actor->spr.hitag, false);
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return true;
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}
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@ -1668,8 +1668,8 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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PlaySound(DIGI_BIGSWITCH, actor, v3df_none);
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MapRecord *map;
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if (sp->hitag)
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map = FindMapByLevelNum(sp->hitag);
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if (actor->spr.hitag)
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map = FindMapByLevelNum(actor->spr.hitag);
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else
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map = FindNextMap(currentLevel);
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ChangeLevel(map, g_nextskill);
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@ -1685,32 +1685,32 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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u->ActorActionFunc = DoGrating;
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sp->lotag = 0;
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sp->hitag /= 2;
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actor->spr.lotag = 0;
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actor->spr.hitag /= 2;
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return true;
|
||||
}
|
||||
|
||||
case TAG_SO_SCALE_SWITCH:
|
||||
AnimateSwitch(sp, -1);
|
||||
DoSectorObjectSetScale(sp->hitag);
|
||||
DoSectorObjectSetScale(actor->spr.hitag);
|
||||
return true;
|
||||
|
||||
case TAG_SO_SCALE_ONCE_SWITCH:
|
||||
AnimateSwitch(sp, -1);
|
||||
DoSectorObjectSetScale(sp->hitag);
|
||||
sp->lotag = 0;
|
||||
sp->hitag = 0;
|
||||
DoSectorObjectSetScale(actor->spr.hitag);
|
||||
actor->spr.lotag = 0;
|
||||
actor->spr.hitag = 0;
|
||||
return true;
|
||||
|
||||
case TAG_SO_EVENT_SWITCH:
|
||||
{
|
||||
state = AnimateSwitch(sp, -1);
|
||||
|
||||
DoMatchEverything(nullptr, sp->hitag, state);
|
||||
DoMatchEverything(nullptr, actor->spr.hitag, state);
|
||||
|
||||
sp->hitag = 0;
|
||||
sp->lotag = 0;
|
||||
actor->spr.hitag = 0;
|
||||
actor->spr.lotag = 0;
|
||||
|
||||
PlaySound(DIGI_REGULARSWITCH, actor, v3df_none);
|
||||
break;
|
||||
|
@ -1721,7 +1721,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
|
|||
short so_num;
|
||||
SECTOR_OBJECTp sop;
|
||||
|
||||
so_num = sp->hitag;
|
||||
so_num = actor->spr.hitag;
|
||||
|
||||
ASSERT(so_num <= 20);
|
||||
ASSERT(SectorObject[so_num].num_sectors != -1);
|
||||
|
@ -1754,19 +1754,19 @@ int DoTrapReset(short match)
|
|||
sp = &actor->s();
|
||||
u = actor->u();
|
||||
|
||||
if (sp->lotag != match)
|
||||
if (actor->spr.lotag != match)
|
||||
continue;
|
||||
|
||||
// if correct type and matches
|
||||
if (sp->hitag == FIREBALL_TRAP)
|
||||
if (actor->spr.hitag == FIREBALL_TRAP)
|
||||
u->WaitTics = 0;
|
||||
|
||||
// if correct type and matches
|
||||
if (sp->hitag == BOLT_TRAP)
|
||||
if (actor->spr.hitag == BOLT_TRAP)
|
||||
u->WaitTics = 0;
|
||||
|
||||
// if correct type and matches
|
||||
if (sp->hitag == SPEAR_TRAP)
|
||||
if (actor->spr.hitag == SPEAR_TRAP)
|
||||
u->WaitTics = 0;
|
||||
}
|
||||
return 0;
|
||||
|
@ -1785,11 +1785,11 @@ int DoTrapMatch(short match)
|
|||
sp = &actor->s();
|
||||
u = actor->u();
|
||||
|
||||
if (sp->lotag != match)
|
||||
if (actor->spr.lotag != match)
|
||||
continue;
|
||||
|
||||
// if correct type and matches
|
||||
if (sp->hitag == FIREBALL_TRAP)
|
||||
if (actor->spr.hitag == FIREBALL_TRAP)
|
||||
{
|
||||
u->WaitTics -= synctics;
|
||||
|
||||
|
@ -1801,7 +1801,7 @@ int DoTrapMatch(short match)
|
|||
}
|
||||
|
||||
// if correct type and matches
|
||||
if (sp->hitag == BOLT_TRAP)
|
||||
if (actor->spr.hitag == BOLT_TRAP)
|
||||
{
|
||||
u->WaitTics -= synctics;
|
||||
|
||||
|
@ -1813,7 +1813,7 @@ int DoTrapMatch(short match)
|
|||
}
|
||||
|
||||
// if correct type and matches
|
||||
if (sp->hitag == SPEAR_TRAP)
|
||||
if (actor->spr.hitag == SPEAR_TRAP)
|
||||
{
|
||||
u->WaitTics -= synctics;
|
||||
|
||||
|
@ -1918,7 +1918,7 @@ void OperateTripTrigger(PLAYERp pp)
|
|||
|
||||
if (TEST(u->Flags, SPR_WAIT_FOR_TRIGGER))
|
||||
{
|
||||
if (Distance(sp->pos.X, sp->pos.Y, pp->pos.X, pp->pos.Y) < dist)
|
||||
if (Distance(actor->spr.pos.X, actor->spr.pos.Y, pp->pos.X, pp->pos.Y) < dist)
|
||||
{
|
||||
u->targetActor = pp->Actor();
|
||||
RESET(u->Flags, SPR_WAIT_FOR_TRIGGER);
|
||||
|
@ -2026,10 +2026,10 @@ bool NearThings(PLAYERp pp)
|
|||
SPRITEp sp = &actor->s();
|
||||
|
||||
// Go through list of cases
|
||||
if (sp->hitag == PLAYER_SOUNDEVENT_TAG)
|
||||
if (actor->spr.hitag == PLAYER_SOUNDEVENT_TAG)
|
||||
{
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(sp->lotag, v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(actor->spr.lotag, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
return false; // Return false so he doesn't grunt
|
||||
}
|
||||
|
@ -2161,8 +2161,8 @@ void NearTagList(NEAR_TAG_INFOp ntip, PLAYERp pp, int z, int dist, int type, int
|
|||
auto actor = near.actor();
|
||||
auto sp = &actor->s();
|
||||
// save off values
|
||||
save_lotag = sp->lotag;
|
||||
save_hitag = sp->hitag;
|
||||
save_lotag = actor->spr.lotag;
|
||||
save_hitag = actor->spr.hitag;
|
||||
|
||||
ntip->dist = near.hitpos.X;
|
||||
ntip->sectp = nullptr;
|
||||
|
@ -2175,14 +2175,14 @@ void NearTagList(NEAR_TAG_INFOp ntip, PLAYERp pp, int z, int dist, int type, int
|
|||
return;
|
||||
|
||||
// remove them
|
||||
sp->lotag = 0;
|
||||
sp->hitag = 0;
|
||||
actor->spr.lotag = 0;
|
||||
actor->spr.hitag = 0;
|
||||
|
||||
NearTagList(ntip, pp, z, dist, type, count);
|
||||
|
||||
// reset off values
|
||||
sp->lotag = save_lotag;
|
||||
sp->hitag = save_hitag;
|
||||
actor->spr.lotag = save_lotag;
|
||||
actor->spr.hitag = save_hitag;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2217,7 +2217,7 @@ int DoPlayerGrabStar(PLAYERp pp)
|
|||
{
|
||||
auto sp = &actor->s();
|
||||
|
||||
if (FindDistance3D(sp->pos.X - pp->pos.X, sp->pos.Y - pp->pos.Y, sp->pos.Z - pp->pos.Z + Z(12)) < 500)
|
||||
if (FindDistance3D(actor->spr.pos.X - pp->pos.X, actor->spr.pos.Y - pp->pos.Y, actor->spr.pos.Z - pp->pos.Z + Z(12)) < 500)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
@ -2689,10 +2689,10 @@ void DoPanning(void)
|
|||
while (auto actor = it.Next())
|
||||
{
|
||||
sp = &actor->s();
|
||||
sectp = sp->sector();
|
||||
sectp = actor->spr.sector();
|
||||
|
||||
nx = MulScale(sp->xvel, bcos(sp->ang), 20);
|
||||
ny = MulScale(sp->xvel, bsin(sp->ang), 20);
|
||||
nx = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 20);
|
||||
ny = MulScale(actor->spr.xvel, bsin(actor->spr.ang), 20);
|
||||
|
||||
sectp->addfloorxpan((float)nx);
|
||||
sectp->addfloorypan((float)ny);
|
||||
|
@ -2702,10 +2702,10 @@ void DoPanning(void)
|
|||
while (auto actor = it.Next())
|
||||
{
|
||||
sp = &actor->s();
|
||||
sectp = sp->sector();
|
||||
sectp = actor->spr.sector();
|
||||
|
||||
nx = MulScale(sp->xvel, bcos(sp->ang), 20);
|
||||
ny = MulScale(sp->xvel, bsin(sp->ang), 20);
|
||||
nx = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 20);
|
||||
ny = MulScale(actor->spr.xvel, bsin(actor->spr.ang), 20);
|
||||
|
||||
sectp->addceilingxpan((float)nx);
|
||||
sectp->addceilingypan((float)ny);
|
||||
|
@ -2717,8 +2717,8 @@ void DoPanning(void)
|
|||
sp = &actor->s();
|
||||
wallp = actor->tempwall;
|
||||
|
||||
nx = MulScale(sp->xvel, bcos(sp->ang), 20);
|
||||
ny = MulScale(sp->xvel, bsin(sp->ang), 20);
|
||||
nx = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 20);
|
||||
ny = MulScale(actor->spr.xvel, bsin(actor->spr.ang), 20);
|
||||
|
||||
wallp->addxpan((float)nx);
|
||||
wallp->addypan((float)ny);
|
||||
|
|
Loading…
Reference in a new issue