From 81341ce4a60624f27844a5c27fa7edf473addcc6 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 7 Oct 2022 23:52:29 +0200 Subject: [PATCH] - unwrapped SetScale as well. Again no edits here - it's one big replace action. --- source/core/maploader.cpp | 6 +- source/core/maptypes.h | 5 - source/games/blood/src/actor.cpp | 12 +- source/games/blood/src/aiunicult.cpp | 8 +- source/games/blood/src/animatesprite.cpp | 44 ++-- source/games/blood/src/callback.cpp | 4 +- source/games/blood/src/db.cpp | 4 +- source/games/duke/src/actors.cpp | 14 +- source/games/duke/src/actors_d.cpp | 24 +-- source/games/duke/src/actors_r.cpp | 22 +- source/games/duke/src/animatesprites_d.cpp | 18 +- source/games/duke/src/animatesprites_r.cpp | 34 +-- source/games/duke/src/gameexec.cpp | 2 +- source/games/duke/src/player_d.cpp | 24 +-- source/games/duke/src/player_r.cpp | 20 +- source/games/duke/src/premap.cpp | 4 +- source/games/duke/src/sectors_d.cpp | 2 +- source/games/duke/src/sectors_r.cpp | 8 +- source/games/duke/src/spawn.cpp | 38 ++-- source/games/duke/src/spawn_d.cpp | 104 ++++----- source/games/duke/src/spawn_r.cpp | 234 ++++++++++----------- source/games/exhumed/src/anims.cpp | 2 +- source/games/exhumed/src/anubis.cpp | 4 +- source/games/exhumed/src/bubbles.cpp | 2 +- source/games/exhumed/src/bullet.cpp | 4 +- source/games/exhumed/src/fish.cpp | 4 +- source/games/exhumed/src/grenade.cpp | 2 +- source/games/exhumed/src/items.cpp | 6 +- source/games/exhumed/src/lavadude.cpp | 4 +- source/games/exhumed/src/lion.cpp | 2 +- source/games/exhumed/src/move.cpp | 2 +- source/games/exhumed/src/mummy.cpp | 2 +- source/games/exhumed/src/object.cpp | 4 +- source/games/exhumed/src/player.cpp | 4 +- source/games/exhumed/src/queen.cpp | 16 +- source/games/exhumed/src/ra.cpp | 2 +- source/games/exhumed/src/ramses.cpp | 2 +- source/games/exhumed/src/rat.cpp | 2 +- source/games/exhumed/src/rex.cpp | 2 +- source/games/exhumed/src/roach.cpp | 2 +- source/games/exhumed/src/scorp.cpp | 2 +- source/games/exhumed/src/sequence.cpp | 2 +- source/games/exhumed/src/set.cpp | 6 +- source/games/exhumed/src/snake.cpp | 4 +- source/games/exhumed/src/spider.cpp | 2 +- source/games/exhumed/src/wasp.cpp | 4 +- source/games/sw/src/actor.cpp | 4 +- source/games/sw/src/break.cpp | 2 +- source/games/sw/src/bunny.cpp | 8 +- source/games/sw/src/coolg.cpp | 2 +- source/games/sw/src/coolie.cpp | 2 +- source/games/sw/src/draw.cpp | 6 +- source/games/sw/src/eel.cpp | 2 +- source/games/sw/src/girlninj.cpp | 2 +- source/games/sw/src/hornet.cpp | 2 +- source/games/sw/src/jsector.cpp | 30 +-- source/games/sw/src/jweapon.cpp | 24 +-- source/games/sw/src/lava.cpp | 2 +- source/games/sw/src/miscactr.cpp | 14 +- source/games/sw/src/ninja.cpp | 4 +- source/games/sw/src/player.cpp | 14 +- source/games/sw/src/ripper.cpp | 6 +- source/games/sw/src/ripper2.cpp | 4 +- source/games/sw/src/serp.cpp | 4 +- source/games/sw/src/sprite.cpp | 6 +- source/games/sw/src/sumo.cpp | 4 +- source/games/sw/src/weapon.cpp | 234 ++++++++++----------- source/games/sw/src/zilla.cpp | 2 +- source/games/sw/src/zombie.cpp | 2 +- 69 files changed, 547 insertions(+), 552 deletions(-) diff --git a/source/core/maploader.cpp b/source/core/maploader.cpp index c74c2cfe0..8422f6d48 100644 --- a/source/core/maploader.cpp +++ b/source/core/maploader.cpp @@ -309,7 +309,7 @@ static void ReadSpriteV7(FileReader& fr, spritetype& spr, int& secno) spr.blend = fr.ReadUInt8(); x = fr.ReadUInt8(); y = fr.ReadUInt8(); - spr.SetScale(x * REPEAT_SCALE, y * REPEAT_SCALE); + spr.scale = DVector2(x * REPEAT_SCALE, y * REPEAT_SCALE); spr.xoffset = fr.ReadInt8(); spr.yoffset = fr.ReadInt8(); secno = fr.ReadInt16(); @@ -338,7 +338,7 @@ static void ReadSpriteV6(FileReader& fr, spritetype& spr, int& secno) spr.clipdist = fr.ReadUInt8(); x = fr.ReadUInt8(); y = fr.ReadUInt8(); - spr.SetScale(x * REPEAT_SCALE, y * REPEAT_SCALE); + spr.scale = DVector2(x * REPEAT_SCALE, y * REPEAT_SCALE); spr.xoffset = fr.ReadInt8(); spr.yoffset = fr.ReadInt8(); spr.picnum = fr.ReadInt16(); @@ -369,7 +369,7 @@ static void ReadSpriteV5(FileReader& fr, spritetype& spr, int& secno) spr.shade = fr.ReadInt8(); x = fr.ReadUInt8(); y = fr.ReadUInt8(); - spr.SetScale(x * REPEAT_SCALE, y * REPEAT_SCALE); + spr.scale = DVector2(x * REPEAT_SCALE, y * REPEAT_SCALE); spr.picnum = fr.ReadInt16(); spr.intangle = fr.ReadInt16(); spr.angle = mapangle(spr.intangle); diff --git a/source/core/maptypes.h b/source/core/maptypes.h index 292637333..e0f9c9b09 100644 --- a/source/core/maptypes.h +++ b/source/core/maptypes.h @@ -476,11 +476,6 @@ struct spritetypebase { pos = { x * maptoworld, y * maptoworld, z * zmaptoworld }; } - - void SetScale(double x, double y) - { - scale = { x, y }; - } }; diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index b7bde42a2..db714dc05 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -2746,7 +2746,7 @@ static DBloodActor* actDropAmmo(DBloodActor* actor, int nType) act2->spr.type = nType; act2->spr.picnum = pAmmo->picnum; act2->spr.shade = pAmmo->shade; - act2->spr.SetScale(pAmmo->_xrepeat * REPEAT_SCALE, pAmmo->_yrepeat * REPEAT_SCALE); + act2->spr.scale = DVector2(pAmmo->_xrepeat * REPEAT_SCALE, pAmmo->_yrepeat * REPEAT_SCALE); return act2; } return nullptr; @@ -2762,7 +2762,7 @@ static DBloodActor* actDropWeapon(DBloodActor* actor, int nType) act2->spr.type = nType; act2->spr.picnum = pWeapon->picnum; act2->spr.shade = pWeapon->shade; - act2->spr.SetScale(pWeapon->_xrepeat * REPEAT_SCALE, pWeapon->_yrepeat * REPEAT_SCALE); + act2->spr.scale = DVector2(pWeapon->_xrepeat * REPEAT_SCALE, pWeapon->_yrepeat * REPEAT_SCALE); return act2; } return nullptr; @@ -2778,7 +2778,7 @@ static DBloodActor* actDropItem(DBloodActor* actor, int nType) act2->spr.type = nType; act2->spr.picnum = pItem->picnum; act2->spr.shade = pItem->shade; - act2->spr.SetScale(pItem->_xrepeat * REPEAT_SCALE, pItem->_yrepeat * REPEAT_SCALE); + act2->spr.scale = DVector2(pItem->_xrepeat * REPEAT_SCALE, pItem->_yrepeat * REPEAT_SCALE); return act2; } return nullptr; @@ -5450,7 +5450,7 @@ void actExplodeSprite(DBloodActor* actor) } actor->ZeroVelocity(); actPostSprite(actor, kStatExplosion); - actor->spr.SetScale(explodeInfo[nType].repeat * REPEAT_SCALE, explodeInfo[nType].repeat* REPEAT_SCALE); + actor->spr.scale = DVector2(explodeInfo[nType].repeat * REPEAT_SCALE, explodeInfo[nType].repeat* REPEAT_SCALE); actor->spr.flags &= ~3; actor->spr.type = nType; @@ -5657,7 +5657,7 @@ static void actCheckThings() seqSpawn(24, actor, -1); if (hit.type == kHitSprite) { - actor->spr.SetScale(0.5, 0.5); + actor->spr.scale = DVector2(0.5, 0.5); actDamageSprite(actor->GetOwner(), hit.actor(), kDamageFall, actor->xspr.data1); } break; @@ -6464,7 +6464,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, double xyoff, double zoff, DVect spawned->clipdist = pMissileInfo->fClipDist(); spawned->spr.flags = 1; - spawned->spr.SetScale(pMissileInfo->_xrepeat * REPEAT_SCALE, pMissileInfo->_yrepeat * REPEAT_SCALE); + spawned->spr.scale = DVector2(pMissileInfo->_xrepeat * REPEAT_SCALE, pMissileInfo->_yrepeat * REPEAT_SCALE); spawned->spr.picnum = pMissileInfo->picnum; spawned->spr.angle = actor->spr.angle += mapangle(pMissileInfo->angleOfs); spawned->vel = dv * pMissileInfo->fVelocity(); diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index 8dbecd88c..3704dbc8e 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -337,7 +337,7 @@ static void ThrowThing(DBloodActor* actor, bool impact) switch (curWeapon) { case kThingNapalmBall: - spawned->spr.SetScale(0.375, 0.375); + spawned->spr.scale = DVector2(0.375, 0.375); spawned->xspr.data4 = 3 + gGameOptions.nDifficulty; impact = true; break; @@ -345,7 +345,7 @@ static void ThrowThing(DBloodActor* actor, bool impact) { double s = 0.375 + Random(42) * REPEAT_SCALE; spawned->spr.picnum = gCustomDudeDebrisPics[Random(5)]; - spawned->spr.SetScale(s, s); + spawned->spr.scale = DVector2(s, s); spawned->spr.cstat |= CSTAT_SPRITE_BLOCK; spawned->spr.pal = 5; @@ -1409,7 +1409,7 @@ void removeLeech(DBloodActor* actLeech, bool delSprite) effectactor->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FACING; effectactor->spr.pal = 6; double repeat = 1 + Random(50) * REPEAT_SCALE; - effectactor->spr.SetScale(repeat, repeat); + effectactor->spr.scale = DVector2(repeat, repeat); } sfxPlay3DSoundCP(actLeech, 490, -1, 0, 60000); @@ -1841,7 +1841,7 @@ bool doExplosion(DBloodActor* actor, int nType) actExplosion->SetOwner(actor); actExplosion->spr.shade = -127; - actExplosion->spr.SetScale(pExpl->repeat * REPEAT_SCALE, pExpl->repeat * REPEAT_SCALE); + actExplosion->spr.scale = DVector2(pExpl->repeat * REPEAT_SCALE, pExpl->repeat * REPEAT_SCALE); actExplosion->xspr.data1 = pExpl->ticks; actExplosion->xspr.data2 = pExpl->quakeEffect; diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index c46db03ab..f51e0ce91 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -58,7 +58,7 @@ tspritetype* viewInsertTSprite(tspriteArray& tsprites, sectortype* pSector, int tspritetype* pTSprite = tsprites.newTSprite(); memset(pTSprite, 0, sizeof(tspritetype)); pTSprite->cstat = CSTAT_SPRITE_YCENTER; - pTSprite->SetScale(1, 1); + pTSprite->scale = DVector2(1, 1); pTSprite->ownerActor = nullptr; pTSprite->type = -int(tsprites.Size() - 1); pTSprite->statnum = nStatnum; @@ -131,7 +131,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF break; pNSprite2->picnum = 2203; - pNSprite2->SetScale(width * REPEAT_SCALE, 0.3125); + pNSprite2->scale = DVector2(width * REPEAT_SCALE, 0.3125); pNSprite2->pal = 10; if (perc >= 75) pNSprite2->pal = 0; @@ -180,9 +180,9 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite->pal = 0; pNSprite->pos.Z = top; if (nViewEffect == kViewEffectFlag) - pNSprite->SetScale(0.375, 0.375); + pNSprite->scale = DVector2(0.375, 0.375); else - pNSprite->SetScale(1, 1); + pNSprite->scale = DVector2(1, 1); pNSprite->picnum = 3558; return pNSprite; } @@ -207,7 +207,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite->shade = -128; pNSprite->pal = 0; - pNSprite->SetScale(1, 1); + pNSprite->scale = DVector2(1, 1); pNSprite->picnum = 2605; return pNSprite; } @@ -220,7 +220,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite->shade = 26; pNSprite->pal = 0; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; - pNSprite->SetScale(1, 1); + pNSprite->scale = DVector2(1, 1); pNSprite->picnum = 2089; break; } @@ -236,7 +236,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite->shade = 26; pNSprite->pal = 0; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; - pNSprite->SetScale(0.375, 0.375); + pNSprite->scale = DVector2(0.375, 0.375); pNSprite->picnum = 626; break; } @@ -288,7 +288,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite->picnum = 908; pNSprite->statnum = kStatDecoration; s = (tileWidth(pTSprite->picnum) * pTSprite->scale.X) / 64.; - pNSprite->SetScale(s, s); + pNSprite->scale = DVector2(s, s); break; } case kViewEffectSmokeHigh: @@ -339,7 +339,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite->picnum = 2101; pNSprite->shade = -128; s = (tileWidth(pTSprite->picnum) * pTSprite->scale.X) / 32.; - pNSprite->SetScale(s, s); + pNSprite->scale = DVector2(s, s); break; } case kViewEffectTorchLow: @@ -354,7 +354,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite->picnum = 2101; pNSprite->shade = -128; s = (tileWidth(pTSprite->picnum) * pTSprite->scale.X) / 32.; - pNSprite->SetScale(s, s); + pNSprite->scale = DVector2(s, s); break; } case kViewEffectShadow: @@ -420,7 +420,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite->picnum = 624; pNSprite->shade = int(pTSprite->pos.Z - pSector->ceilingz) - 64; pNSprite->pal = 2; - pNSprite->SetScale(1, 1); + pNSprite->scale = DVector2(1, 1); pNSprite->cstat |= CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YFLIP | CSTAT_SPRITE_TRANSLUCENT; pNSprite->angle = pTSprite->angle; pNSprite->ownerActor = pTSprite->ownerActor; @@ -438,7 +438,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF uint8_t nShade = (uint8_t)clamp(pSector->floorz - pTSprite->pos.Z, 0., 255.); pNSprite->shade = nShade - 32; pNSprite->pal = 2; - pNSprite->SetScale(nShade * REPEAT_SCALE, nShade * REPEAT_SCALE); + pNSprite->scale = DVector2(nShade * REPEAT_SCALE, nShade * REPEAT_SCALE); pNSprite->cstat |= CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_TRANSLUCENT; pNSprite->angle = pTSprite->angle; pNSprite->ownerActor = pTSprite->ownerActor; @@ -454,7 +454,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF if (gDetail > 1) pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP; pNSprite->shade = ClipLow(pTSprite->shade - 32, -128); - pNSprite->SetScale(pTSprite->scale.X, 1); + pNSprite->scale = DVector2(pTSprite->scale.X, 1); pNSprite->picnum = 775; break; } @@ -472,7 +472,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite->pos = pTSprite->pos.plusZ(-32 - weaponIcon.zOffset); pNSprite->picnum = nTile; pNSprite->shade = pTSprite->shade; - pNSprite->SetScale(0.5, 0.5); + pNSprite->scale = DVector2(0.5, 0.5); auto& nVoxel = voxelIndex[nTile]; if (cl_showweapon == 2 && r_voxels && nVoxel != -1) { @@ -535,13 +535,13 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, auto owneractor = static_cast(pTSprite->ownerActor); if (owneractor->spr.detail > gDetail) { - pTSprite->SetScale(0, 0); + pTSprite->scale = DVector2(0, 0); continue; } int nTile = pTSprite->picnum; if (nTile < 0 || nTile >= kMaxTiles) { - pTSprite->SetScale(0, 0); + pTSprite->scale = DVector2(0, 0); continue; } // skip picnum 0 on face sprites. picnum 0 is a simple wall texture in Blood, @@ -549,7 +549,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, // Since the wall texture is perfectly fine for wall and floor sprites, these will be allowed to pass. if (nTile == 0 && (pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING) { - pTSprite->SetScale(0, 0); + pTSprite->scale = DVector2(0, 0); continue; } @@ -704,18 +704,18 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, pTSprite->shade = ClipRange(nShade, -128, 127); if ((pTSprite->flags & kHitagRespawn) && pTSprite->ownerActor->spr.intowner == 3 && owneractor->hasX()) // Where does this 3 come from? Nothing sets it. { - pTSprite->SetScale(0.75, 0.75); + pTSprite->scale = DVector2(0.75, 0.75); pTSprite->shade = -128; pTSprite->picnum = 2272 + 2 * owneractor->xspr.respawnPending; pTSprite->cstat &= ~(CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP); if (((IsItemSprite(pTSprite) || IsAmmoSprite(pTSprite)) && gGameOptions.nItemSettings == 2) || (IsWeaponSprite(pTSprite) && gGameOptions.nWeaponSettings == 3)) { - pTSprite->SetScale(0.75, 0.75); + pTSprite->scale = DVector2(0.75, 0.75); } else { - pTSprite->SetScale(0, 0); + pTSprite->scale = DVector2(0, 0); } } if (owneractor->hasX() && owneractor->xspr.burnTime > 0) @@ -809,7 +809,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, if (pTSprite->statnum == kStatFlare) { if (owneractor->GetTarget() == pPlayer->actor) { - pTSprite->SetScale(0, 0); + pTSprite->scale = DVector2(0, 0); break; } } @@ -840,7 +840,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, auto target = owneractor->GetTarget(); if (target && target->IsPlayerActor()) { - pTSprite->SetScale(0, 0); + pTSprite->scale = DVector2(0, 0); break; } } diff --git a/source/games/blood/src/callback.cpp b/source/games/blood/src/callback.cpp index ae26e0f18..1172be553 100644 --- a/source/games/blood/src/callback.cpp +++ b/source/games/blood/src/callback.cpp @@ -93,7 +93,7 @@ void FlareBurst(DBloodActor* actor, sectortype*) // 2 auto spawnedactor = actSpawnSprite(actor, 5); spawnedactor->spr.picnum = 2424; spawnedactor->spr.shade = -128; - spawnedactor->spr.SetScale(0.5, 0.5); + spawnedactor->spr.scale = DVector2(0.5, 0.5); spawnedactor->spr.type = kMissileFlareAlt; spawnedactor->clipdist = 0.5; spawnedactor->SetOwner(actor); @@ -560,7 +560,7 @@ void sleeveStopBouncing(DBloodActor* actor) } actor->spr.type = FX_51; - actor->spr.SetScale(0.15625, 0.15625); + actor->spr.scale = DVector2(0.15625, 0.15625); } diff --git a/source/games/blood/src/db.cpp b/source/games/blood/src/db.cpp index 8c2d1afeb..80fc9b1d8 100644 --- a/source/games/blood/src/db.cpp +++ b/source/games/blood/src/db.cpp @@ -51,7 +51,7 @@ DBloodActor* InsertSprite(sectortype* pSector, int nStat) auto act = static_cast(::InsertActor(RUNTIME_CLASS(DBloodActor), pSector, nStat)); act->spr.cstat = CSTAT_SPRITE_YCENTER; act->clipdist = 8; - act->spr.SetScale(1, 1); + act->spr.scale = DVector2(1, 1); return act; } @@ -485,7 +485,7 @@ void dbLoadMap(const char* pPath, DVector3& pos, short* pAngle, sectortype** cur pSprite->extra = LittleShort(load.extra); pSprite->pal = load.pal; pSprite->clipdist = load.clipdist; - pSprite->SetScale(load._xrepeat * REPEAT_SCALE, load._yrepeat * REPEAT_SCALE); + pSprite->scale = DVector2(load._xrepeat * REPEAT_SCALE, load._yrepeat * REPEAT_SCALE); pSprite->xoffset = load.xoffset; pSprite->yoffset = load.yoffset; pSprite->detail = load.detail; diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index a3d834383..1535270cb 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -253,7 +253,7 @@ void insertspriteq(DDukeActor* const actor) spriteq[spriteqloc] = actor; spriteqloc = (spriteqloc + 1) % spriteqamount; } - else actor->spr.SetScale(0, 0); + else actor->spr.scale = DVector2(0, 0); } //--------------------------------------------------------------------------- @@ -1065,7 +1065,7 @@ void movedoorshock(DDukeActor* actor) { auto sectp = actor->sector(); double j = abs(sectp->ceilingz - sectp->floorz) / 128.; - actor->spr.SetScale(0.25, 0.0625 + j); + actor->spr.scale = DVector2(0.25, 0.0625 + j); actor->spr.pos.Z = sectp->floorz; } @@ -1354,7 +1354,7 @@ void rpgexplode(DDukeActor *actor, int hit, const DVector3 &pos, int EXPLOSION2, if (actor->spr.scale.X < 0.15625) { - explosion->spr.SetScale(0.09375, 0.09375); + explosion->spr.scale = DVector2(0.09375, 0.09375); } else if (hit == kHitSector) { @@ -1788,7 +1788,7 @@ void ooz(DDukeActor *actor) double y = min((actor->floorz - actor->ceilingz) / 128, 4.); double x = clamp(0.390625 - y * 0.5, 0.125, 0.75); - actor->spr.SetScale(x, y); + actor->spr.scale = DVector2(x, y); actor->spr.pos.Z = actor->floorz; } @@ -2008,7 +2008,7 @@ void forcesphereexplode(DDukeActor *actor) size = clamp(size, REPEAT_SCALE, 1.); - actor->spr.SetScale(size, size); + actor->spr.scale = DVector2(size, size); actor->spr.shade = int8_t((size * 32) - 48); for (int j = actor->temp_data[0]; j > 0; j--) @@ -4344,7 +4344,7 @@ void handle_se24(DDukeActor *actor, bool scroll, double mult) case STAT_DEFAULT: if (actorflag(a2, SFLAG_SE24_REMOVE)) { - a2->spr.SetScale(0, 0); + a2->spr.scale = DVector2(0, 0); continue; } @@ -4596,7 +4596,7 @@ void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2) if (k) { double s = 0.03125 + (krand() & 7) * REPEAT_SCALE; - k->spr.SetScale(s, s); + k->spr.scale = DVector2(s, s); k->spr.pos.Z = sc->floorz + krandf(x); k->spr.angle += DAngle45 - randomAngle(90); k->vel.X = krandf(8); diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 19e7f841a..25eabefcb 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -839,7 +839,7 @@ static void movetripbomb(DDukeActor *actor) while (auto a1 = it.Next()) { if (a1->spr.picnum == LASERLINE && actor->spr.hitag == a1->spr.hitag) - a1->spr.SetScale(0, 0); + a1->spr.scale = DVector2(0, 0); } deletesprite(actor); } @@ -1083,14 +1083,14 @@ CLEAR_THE_BOLT2: } if ((actor->spr.scale.X == 0 && actor->spr.scale.Y) == 0) { - actor->spr.SetScale(actor->temp_pos.X, actor->temp_pos.Y); + actor->spr.scale = DVector2(actor->temp_pos.X, actor->temp_pos.Y); } if ((krand() & 8) == 0) { actor->temp_pos.X = actor->spr.scale.X; actor->temp_pos.Y = actor->spr.scale.Y; actor->temp_data[2] = global_random & 4; - actor->spr.SetScale(0, 0); + actor->spr.scale = DVector2(0, 0); goto CLEAR_THE_BOLT2; } actor->spr.picnum++; @@ -1128,14 +1128,14 @@ CLEAR_THE_BOLT: } if (actor->spr.scale.X == 0 && actor->spr.scale.Y == 0) { - actor->spr.SetScale(actor->temp_pos.X, actor->temp_pos.Y); + actor->spr.scale = DVector2(actor->temp_pos.X, actor->temp_pos.Y); } else if ((krand() & 8) == 0) { actor->temp_pos.X = actor->spr.scale.X; actor->temp_pos.Y = actor->spr.scale.Y; actor->temp_data[2] = global_random & 4; - actor->spr.SetScale(0, 0); + actor->spr.scale = DVector2(0, 0); goto CLEAR_THE_BOLT; } actor->spr.picnum++; @@ -1323,7 +1323,7 @@ static bool movefireball(DDukeActor* actor) } } double scale = actor->spr.scale.X * siz; - ball->spr.SetScale(scale, scale); + ball->spr.scale = DVector2(scale, scale); ball->spr.cstat = actor->spr.cstat; ball->spr.extra = 0; @@ -1355,7 +1355,7 @@ static bool weaponhitsprite(DDukeActor* proj, DDukeActor *targ, bool fireball) if (spawned) { spawned->spr.pal = 1; - spawned->spr.SetScale(0.5, 0.5); + spawned->spr.scale = DVector2(0.5, 0.5); } deletesprite(proj); @@ -1627,7 +1627,7 @@ static void weaponcommon_d(DDukeActor* proj) if (spawned) { auto scale = proj->spr.scale.X * 0.5; - spawned->spr.SetScale(scale,scale); + spawned->spr.scale = DVector2(scale,scale); if (coll.type == kHitSector) { if (proj->vel.Z < 0) @@ -1644,7 +1644,7 @@ static void weaponcommon_d(DDukeActor* proj) if (spawned) { auto scale = proj->spr.scale.X * 0.5; - spawned->spr.SetScale(scale,scale); + spawned->spr.scale = DVector2(scale,scale); } } } @@ -1702,7 +1702,7 @@ void moveweapons_d(void) if (spawned) { spawned->spr.pal = 1; - spawned->spr.SetScale(0.5, 0.5); + spawned->spr.scale = DVector2(0.5, 0.5); } deletesprite(act); continue; @@ -2215,7 +2215,7 @@ static void greenslime(DDukeActor *actor) } double add = (BobVal(actor->temp_data[1]) * 2) * REPEAT_SCALE; - actor->spr.SetScale(0.3125 + add, 0.234375 + add); + actor->spr.scale = DVector2(0.3125 + add, 0.234375 + add); actor->spr.pos.XY() = ps[p].pos.XY() + ps[p].angle.ang.ToVector() * 8; return; } @@ -2279,7 +2279,7 @@ static void greenslime(DDukeActor *actor) if (actor->spr.scale.Y > 0.25 ) actor->spr.scale.Y += (-(krand() & 7) * REPEAT_SCALE); else { - actor->spr.SetScale(0.625, 0.25); + actor->spr.scale = DVector2(0.625, 0.25); actor->temp_actor = nullptr; actor->temp_data[0] = 0; } diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index d3df6cf09..bbd10b453 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -573,22 +573,22 @@ void respawn_rrra(DDukeActor* oldact, DDukeActor* newact) { if (newact->spr.pal == 30) { - newact->spr.SetScale(0.40625, 0.40625); + newact->spr.scale = DVector2(0.40625, 0.40625); newact->clipdist = 18.75; } else if (newact->spr.pal == 31) { - newact->spr.SetScale(0.5625, 0.5625); + newact->spr.scale = DVector2(0.5625, 0.5625); newact->clipdist = 25; } else if (newact->spr.pal == 32) { - newact->spr.SetScale(0.78125, 0.78125); + newact->spr.scale = DVector2(0.78125, 0.78125); newact->clipdist = 25; } else { - newact->spr.SetScale(0.78125, 0.78125); + newact->spr.scale = DVector2(0.78125, 0.78125); newact->clipdist = 25; } } @@ -765,14 +765,14 @@ CLEAR_THE_BOLT: } if (actor->spr.scale.X == 0 && actor->spr.scale.Y == 0) { - actor->spr.SetScale(actor->temp_pos.X, actor->temp_pos.Y); + actor->spr.scale = DVector2(actor->temp_pos.X, actor->temp_pos.Y); } else if ((krand() & 8) == 0) { actor->temp_pos.X = actor->spr.scale.X; actor->temp_pos.Y = actor->spr.scale.Y; actor->temp_data[2] = global_random & 4; - actor->spr.SetScale(0, 0); + actor->spr.scale = DVector2(0, 0); goto CLEAR_THE_BOLT; } actor->spr.picnum++; @@ -975,7 +975,7 @@ static bool weaponhitsprite(DDukeActor *proj, DDukeActor *targ, const DVector3 & if (star) { star->spr.pal = 1; - star->spr.SetScale(0.5, 0.5); + star->spr.scale = DVector2(0.5, 0.5); } deletesprite(proj); @@ -1079,7 +1079,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo auto j = spawn(proj, CIRCLESTUCK); if (j) { - j->spr.SetScale(0.125, 0.125); + j->spr.scale = DVector2(0.125, 0.125); j->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL; j->spr.angle += DAngle90; j->clipdist = proj->spr.scale.X * tileWidth(proj->spr.picnum) * 0.125; @@ -1281,7 +1281,7 @@ static void weaponcommon_r(DDukeActor *proj) if (spawned) { auto scale = proj->spr.scale.X * 0.5; - spawned->spr.SetScale(scale, scale); + spawned->spr.scale = DVector2(scale, scale); if (coll.type == kHitSector) { if (proj->vel.Z < 0) @@ -1334,7 +1334,7 @@ void moveweapons_r(void) if (star) { star->spr.pal = 1; - star->spr.SetScale(0.5, 0.5); + star->spr.scale = DVector2(0.5, 0.5); } deletesprite(proj); continue; @@ -3130,7 +3130,7 @@ void handle_se06_r(DDukeActor *actor) { ns->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT; ns->spr.pal = 7; - ns->spr.SetScale(1.25, 3.984375); + ns->spr.scale = DVector2(1.25, 3.984375); } ns = spawn(actor, 296); if (ns) diff --git a/source/games/duke/src/animatesprites_d.cpp b/source/games/duke/src/animatesprites_d.cpp index 382763ef5..6183b7e2d 100644 --- a/source/games/duke/src/animatesprites_d.cpp +++ b/source/games/duke/src/animatesprites_d.cpp @@ -63,7 +63,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi case DEVELOPERCOMMENTARY: case DEVELOPERCOMMENTARY + 1: if (isWorldTour() && !wt_commentary) - t->SetScale(0, 0); + t->scale = DVector2(0, 0); break; case BLOODPOOL: case PUKE: @@ -77,7 +77,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi case RESPAWNMARKERYELLOW: case RESPAWNMARKERGREEN: if (ud.marker == 0) - t->SetScale(0, 0); + t->scale = DVector2(0, 0); continue; case CHAIR3: if (hw_models && modelManager.CheckModel(t->picnum, t->pal)) @@ -154,7 +154,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi t->cstat |= CSTAT_SPRITE_YCENTER; } else - t->SetScale(0, 0); + t->scale = DVector2(0, 0); break; case NATURALLIGHTNING: t->shade = -127; @@ -211,7 +211,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi double dist1 = (OwnerAc->spr.pos.XY() - t->pos.XY()).LengthSquared(); double dist2 = (OwnerAc->spr.pos.XY() - ps[screenpeek].GetActor()->spr.pos.XY()).LengthSquared(); if (dist1 < dist2) - t->SetScale(0, 0); + t->scale = DVector2(0, 0); } } continue; @@ -220,7 +220,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER) { if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[screenpeek].over_shoulder_on == 0) - t->SetScale(0, 0); + t->scale = DVector2(0, 0); else { t->angle = (viewVec - t->pos.XY()).Angle(); @@ -350,11 +350,11 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi else newtspr->pos.Z = h->spr.pos.Z - 51; if (ps[p].curr_weapon == HANDBOMB_WEAPON) { - newtspr->SetScale(0.15625, 0.15625); + newtspr->scale = DVector2(0.15625, 0.15625); } else { - newtspr->SetScale(0.25, 0.25); + newtspr->scale = DVector2(0.25, 0.25); } newtspr->pal = 0; } @@ -406,7 +406,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek)) { t->ownerActor = nullptr; - t->SetScale(0, 0); + t->scale = DVector2(0, 0); continue; } @@ -726,7 +726,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi h->dispicnum = t->picnum; if (t->sectp->floorpicnum == MIRROR) - t->SetScale(0, 0); + t->scale = DVector2(0, 0); } } diff --git a/source/games/duke/src/animatesprites_r.cpp b/source/games/duke/src/animatesprites_r.cpp index eafac8736..32d2c97ad 100644 --- a/source/games/duke/src/animatesprites_r.cpp +++ b/source/games/duke/src/animatesprites_r.cpp @@ -138,7 +138,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi t->cstat |= CSTAT_SPRITE_YCENTER; } else - t->SetScale(0, 0); + t->scale = DVector2(0, 0); break; default: break; @@ -149,7 +149,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner()) { t->pos = interpolatedvalue(pp->opos, pp->pos, interpfrac).plusZ(gs.playerheight); - h->spr.SetScale(0.375, 0.265625); + h->spr.scale = DVector2(0.375, 0.265625); } else if (!actorflag(h, SFLAG_NOINTERPOLATE)) { @@ -174,10 +174,10 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi else t->pal = 2; if (ud.marker == 0) - t->SetScale(0, 0); + t->scale = DVector2(0, 0); break; case DUKELYINGDEAD: - h->spr.SetScale(0.375, 0.265625); + h->spr.scale = DVector2(0.375, 0.265625); if (h->spr.extra > 0) t->pos.Z += 6; break; @@ -204,7 +204,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi double dist1 = (OwnerAc->spr.pos.XY() - t->pos.XY()).LengthSquared(); double dist2 = (OwnerAc->spr.pos.XY() - ps[screenpeek].GetActor()->spr.pos.XY()).LengthSquared(); if (dist1 < dist2) - t->SetScale(0, 0); + t->scale = DVector2(0, 0); } } continue; @@ -212,7 +212,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER) { if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[OwnerAc->PlayerIndex()].over_shoulder_on == 0) - t->SetScale(0, 0); + t->scale = DVector2(0, 0); else { t->angle = (viewVec - t->pos.XY()).Angle(); @@ -388,15 +388,15 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi else newtspr->pos.Z = h->spr.pos.Z - 51; if (ps[p].curr_weapon == HANDBOMB_WEAPON) { - newtspr->SetScale(0.15625, 0.15625); + newtspr->scale = DVector2(0.15625, 0.15625); } else if (ps[p].OnMotorcycle || ps[p].OnBoat) { - newtspr->SetScale(0, 0); + newtspr->scale = DVector2(0, 0); } else { - newtspr->SetScale(0.25, 0.25); + newtspr->scale = DVector2(0.25, 0.25); } newtspr->pal = 0; } @@ -447,7 +447,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek)) { t->ownerActor = nullptr; - t->SetScale(0, 0); + t->scale = DVector2(0, 0); continue; } @@ -464,7 +464,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi if (ps[p].OnMotorcycle && p == screenpeek) { t->picnum = RRTILE7219; - t->SetScale(0.28125, 0.28125); + t->scale = DVector2(0.28125, 0.28125); t4 = 0; t3 = 0; t1 = 0; @@ -480,7 +480,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi else t->cstat &= ~CSTAT_SPRITE_XFLIP; t->picnum = RRTILE7213 + k; - t->SetScale(0.28125, 0.28125); + t->scale = DVector2(0.28125, 0.28125); t4 = 0; t3 = 0; t1 = 0; @@ -488,7 +488,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi else if (ps[p].OnBoat && p == screenpeek) { t->picnum = RRTILE7190; - t->SetScale(0.5, 0.5); + t->scale = DVector2(0.5, 0.5); t4 = 0; t3 = 0; t1 = 0; @@ -505,7 +505,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi else t->cstat &= ~CSTAT_SPRITE_XFLIP; t->picnum = RRTILE7184 + k; - t->SetScale(0.5, 0.5); + t->scale = DVector2(0.5, 0.5); t4 = 0; t3 = 0; t1 = 0; @@ -685,7 +685,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi if (t->picnum < 0 || t->picnum >= MAXTILES) { t->picnum = 0; - t->SetScale(0, 0); + t->scale = DVector2(0, 0); } if (h->dispicnum >= 0) @@ -730,7 +730,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi if (hw_models && modelManager.CheckModel(t->picnum, t->pal)) { - shadowspr->SetScale(0, 0); + shadowspr->scale = DVector2(0, 0); // 512:trans reverse //1024:tell MD2SPRITE.C to use Z-buffer hacks to hide overdraw issues shadowspr->clipdist |= TSPR_FLAGS_MDHACK; @@ -947,7 +947,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi h->dispicnum = t->picnum; if (t->sectp->floorpicnum == MIRROR) - t->SetScale(0, 0); + t->scale = DVector2(0, 0); } } END_DUKE_NS diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index a50807e69..629958345 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -2238,7 +2238,7 @@ int ParseState::parse(void) g_ac->spr.shade = -12; g_ac->clipdist = 16; - g_ac->spr.SetScale(0.65625, 0.5625); + g_ac->spr.scale = DVector2(0.65625, 0.5625); g_ac->SetOwner(g_ac); g_ac->spr.xoffset = 0; g_ac->spr.pal = ps[g_p].palookup; diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 7b126d053..7a4ba5a23 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -126,7 +126,7 @@ static void shootfireball(DDukeActor *actor, int p, DVector3 pos, DAngle ang) spawned->spr.extra += (krand() & 7); if (actor->spr.picnum == BOSS5 || p >= 0) { - spawned->spr.SetScale(0.625, 0.625); + spawned->spr.scale = DVector2(0.625, 0.625); } spawned->spr.yint = p; spawned->spr.cstat = CSTAT_SPRITE_YCENTER; @@ -204,7 +204,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng spawned->setsector(actor->sector()); spawned->spr.cstat = CSTAT_SPRITE_YCENTER; spawned->spr.angle = sang; - spawned->spr.SetScale(0.03125, 0.03125); + spawned->spr.scale = DVector2(0.03125, 0.03125); spawned->clipdist = 10; spawned->spr.yint = p; spawned->SetOwner(actor); @@ -214,7 +214,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng if (actor->spr.picnum == BOSS5) { spawned->spr.pos += sang.ToVector() * (128. / 7); - spawned->spr.SetScale(0.15625, 0.15625); + spawned->spr.scale = DVector2(0.15625, 0.15625); } } } @@ -421,7 +421,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int { if (hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY) { - spark->spr.SetScale(0, 0); + spark->spr.scale = DVector2(0, 0); return; } else @@ -435,13 +435,13 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int fi.checkhitsprite(hit.actor(), spark); if (hit.actor()->isPlayer() && (ud.coop != 1 || ud.ffire == 1)) { - spark->spr.SetScale(0, 0); + spark->spr.scale = DVector2(0, 0); auto jib = spawn(spark, JIBS6); if (jib) { jib->spr.pos.Z += 4; jib->vel.X = 1; - jib->spr.SetScale(0.375, 0.375); + jib->spr.scale = DVector2(0.375, 0.375); jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5); } } @@ -539,7 +539,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int fi.checkhitsprite(hit.actor(), spark); if (!hit.actor()->isPlayer()) spawn(spark, SMALLSMOKE); - else spark->spr.SetScale(0, 0); + else spark->spr.scale = DVector2(0, 0); } else if (hit.hitWall) fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1); @@ -757,7 +757,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw spawned->spr.pos += spawnofs; spawned->spr.angle += aoffs; - spawned->spr.SetScale(0.65625, 0.65625); + spawned->spr.scale = DVector2(0.65625, 0.65625); } else if (actor->spr.picnum == BOSS2) { @@ -773,11 +773,11 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw spawned->spr.pos += spawnofs; spawned->spr.angle += aoffs; - spawned->spr.SetScale(0.375, 0.375); + spawned->spr.scale = DVector2(0.375, 0.375); } else if (atwith != FREEZEBLAST) { - spawned->spr.SetScale(0.46875, 0.46875); + spawned->spr.scale = DVector2(0.46875, 0.46875); spawned->spr.extra >>= 2; } } @@ -950,7 +950,7 @@ static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang) spark->spr.pal = 2; spark->spr.cstat |= CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT; - spark->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + spark->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); if (hit.hitWall == nullptr && hit.actor() == nullptr && hit.hitSector != nullptr) { @@ -1991,7 +1991,7 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin if (j) { j->spr.pos += (p->angle.ang.ToVector() + DVector2(4 - (global_random & 8), 4 - (global_random & 8))) * 16; - j->spr.SetScale(0.046875, 0.3125); + j->spr.scale = DVector2(0.046875, 0.3125); j->spr.pos.Z = p->pos.Z + 8; } } diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 68558f340..6ba0b5a2c 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -312,7 +312,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int { if (hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY) { - spark->spr.SetScale(0, 0); + spark->spr.scale = DVector2(0, 0); return; } else @@ -330,12 +330,12 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int if (hit.actor()->isPlayer() && (ud.coop != 1 || ud.ffire == 1)) { auto jib = spawn(spark, JIBS6); - spark->spr.SetScale(0, 0); + spark->spr.scale = DVector2(0, 0); if (jib) { jib->spr.pos.Z += 4; jib->vel.X = 1; - jib->spr.SetScale(0.375, 0.375); + jib->spr.scale = DVector2(0.375, 0.375); jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5); } } @@ -436,7 +436,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int fi.checkhitsprite(hit.actor(), spark); if (!hit.actor()->isPlayer()) spawn(spark, SMALLSMOKE); - else spark->spr.SetScale(0, 0); + else spark->spr.scale = DVector2(0, 0); } else if (hit.hitWall != nullptr) fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1); @@ -550,7 +550,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a if (atwith == FIRELASER) { - spawned->spr.SetScale(0.125, 0.125); + spawned->spr.scale = DVector2(0.125, 0.125); } scount--; @@ -670,11 +670,11 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw { if (actor->spr.picnum == HULK) { - spawned->spr.SetScale(0.125, 0.125); + spawned->spr.scale = DVector2(0.125, 0.125); } else if (atwith != FREEZEBLAST) { - spawned->spr.SetScale(0.46875, 0.46875); + spawned->spr.scale = DVector2(0.46875, 0.46875); spawned->spr.extra >>= 2; } } @@ -2316,7 +2316,7 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin if (j) { j->spr.pos += (p->angle.ang.ToVector() + DVector2(12 - (global_random & 8), 12 - (global_random & 8))) * 16; - j->spr.SetScale(0.046875, 0.03125); + j->spr.scale = DVector2(0.046875, 0.03125); j->spr.pos.Z = p->pos.Z + 8; j->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT; } @@ -2463,7 +2463,7 @@ void onMotorcycleHit(int snum, DDukeActor* victim) { if (victim->spr.lotag == act2->spr.lotag) { - act2->spr.SetScale(0, 0); + act2->spr.scale = DVector2(0, 0); } } } @@ -2474,7 +2474,7 @@ void onMotorcycleHit(int snum, DDukeActor* victim) else fi.guts(victim, RRTILE2465, 3, myconnectindex); fi.guts(victim, RRTILE2465, 3, myconnectindex); - victim->spr.SetScale(0, 0); + victim->spr.scale = DVector2(0, 0); } } diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index 8d52a0cb3..1df3ec257 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -615,8 +615,8 @@ void resetpspritevars(int g) { act->SetOwner(act); act->spr.shade = 0; - if (isRR()) act->spr.SetScale(0.375, 0.265625); - else act->spr.SetScale(0.65625, 0.5625); + if (isRR()) act->spr.scale = DVector2(0.375, 0.265625); + else act->spr.scale = DVector2(0.65625, 0.5625); act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->spr.xoffset = 0; act->clipdist = 16; diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index a13f1303c..21863cc99 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -1380,7 +1380,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj) spawned->spr.pal = 6; spawned->spr.pos.Z += 4; spawned->vel.X = 1; - spawned->spr.SetScale(0.375, 0.375); + spawned->spr.scale = DVector2(0.375, 0.375); spawned->spr.angle = DAngle22_5 / 4 - randomAngle(22.5 / 2); } } diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index b1ef6c145..25992256f 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -1975,8 +1975,8 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) { fi.guts(targ, RRTILE2460, 12, myconnectindex); fi.guts(targ, RRTILE2465, 3, myconnectindex); - act->spr.SetScale(0, 0); - targ->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); + targ->spr.scale = DVector2(0, 0); } } } @@ -1985,7 +1985,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) { fi.guts(targ, RRTILE2460, 12, myconnectindex); fi.guts(targ, RRTILE2465, 3, myconnectindex); - targ->spr.SetScale(0, 0); + targ->spr.scale = DVector2(0, 0); } } break; @@ -2339,7 +2339,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) spawned->spr.pal = 6; spawned->spr.pos.Z += 4; spawned->vel.X = 1; - spawned->spr.SetScale(0.375, 0.375); + spawned->spr.scale = DVector2(0.375, 0.375); spawned->spr.angle = DAngle22_5/4 - randomAngle(22.5/2); } } diff --git a/source/games/duke/src/spawn.cpp b/source/games/duke/src/spawn.cpp index 331fd19cf..6c5f95443 100644 --- a/source/games/duke/src/spawn.cpp +++ b/source/games/duke/src/spawn.cpp @@ -65,7 +65,7 @@ DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, in act->spr.pos = pos; act->spr.picnum = s_pn; act->spr.shade = s_shd; - act->spr.SetScale(scale.X, scale.Y); + act->spr.scale = DVector2(scale.X, scale.Y); act->spr.angle = s_ang; act->vel.X = s_vel; @@ -150,7 +150,7 @@ bool initspriteforspawn(DDukeActor* act) { if ((ud.multimode < 2) || (ud.multimode > 1 && ud.coop == 1)) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); act->spr.cstat = 0; act->spr.lotag = act->spr.hitag = 0; return false; @@ -225,20 +225,20 @@ void spawninitdefault(DDukeActor* actj, DDukeActor *act) if (actj == nullptr && act->spr.lotag > ud.player_skill) { // make it go away... - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); return; } // Init the size if (act->spr.scale.X == 0 || act->spr.scale.Y == 0) - act->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + act->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); if (actorflag(act, SFLAG_BADGUY)) { if (ud.monsters_off == 1) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); return; } @@ -285,18 +285,18 @@ void spawntransporter(DDukeActor *actj, DDukeActor* act, bool beam) if (actj == nullptr) return; if (beam) { - act->spr.SetScale(0.484375, REPEAT_SCALE); + act->spr.scale = DVector2(0.484375, REPEAT_SCALE); act->spr.pos.Z = actj->sector()->floorz - gs.playerheight; } else { if (actj->spr.statnum == 4) { - act->spr.SetScale(0.125, 0.125); + act->spr.scale = DVector2(0.125, 0.125); } else { - act->spr.SetScale(0.75, 1); + act->spr.scale = DVector2(0.75, 1); if (actj->spr.statnum == 10 || badguy(actj)) act->spr.pos.Z -= 32; } @@ -324,7 +324,7 @@ int spawnbloodpoolpart1(DDukeActor* act) if (!away) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); return true; } @@ -351,7 +351,7 @@ void initfootprint(DDukeActor* actj, DDukeActor* act) bool away = isAwayFromWall(act, 5.25); if (!away) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); return; } @@ -362,7 +362,7 @@ void initfootprint(DDukeActor* actj, DDukeActor* act) act->spr.pos.Z = sect->floorz; if (sect->lotag != 1 && sect->lotag != 2) - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); insertspriteq(act); ChangeActorStat(act, STAT_MISC); @@ -413,7 +413,7 @@ void initshell(DDukeActor* actj, DDukeActor* act, bool isshell) } double scale = isRR() && isshell ? 0.03125 : 0.0625; - act->spr.SetScale(scale, scale); + act->spr.scale = DVector2(scale, scale); ChangeActorStat(act, STAT_MISC); } @@ -447,7 +447,7 @@ void initcrane(DDukeActor* actj, DDukeActor* act, int CRANEPOLE) act->temp_sect = actk->sector(); - actk->spr.SetScale(0.75, 2); + actk->spr.scale = DVector2(0.75, 2); apt.pole = actk->spr.pos.XY(); @@ -491,7 +491,7 @@ void initwaterdrip(DDukeActor* actj, DDukeActor* actor) actor->temp_pos.Z = actor->spr.pos.Z; if (!isRR()) actor->temp_data[1] = krand() & 127; } - actor->spr.SetScale(0.375, 0.375); + actor->spr.scale = DVector2(0.375, 0.375); ChangeActorStat(actor, STAT_STANDABLE); } @@ -508,7 +508,7 @@ int initreactor(DDukeActor* actj, DDukeActor* actor, bool isrecon) { if (actor->spr.lotag > ud.player_skill) { - actor->spr.SetScale(0, 0); + actor->spr.scale = DVector2(0, 0); ChangeActorStat(actor, STAT_MISC); return true; } @@ -517,7 +517,7 @@ int initreactor(DDukeActor* actj, DDukeActor* actor, bool isrecon) actor->temp_data[5] = 0; if (ud.monsters_off == 1) { - actor->spr.SetScale(0, 0); + actor->spr.scale = DVector2(0, 0); ChangeActorStat(actor, STAT_MISC); return false; } @@ -530,7 +530,7 @@ int initreactor(DDukeActor* actj, DDukeActor* actor, bool isrecon) if (ud.multimode < 2 && actor->spr.pal != 0) { - actor->spr.SetScale(0, 0); + actor->spr.scale = DVector2(0, 0); ChangeActorStat(actor, STAT_MISC); return false; } @@ -554,7 +554,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) actor->spr.yint = sectp->extra; actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; - actor->spr.SetScale(0, 0); + actor->spr.scale = DVector2(0, 0); switch (actor->spr.lotag) { @@ -619,7 +619,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) case SE_27_DEMO_CAM: if (ud.recstat == 1) { - actor->spr.SetScale(1, 1); + actor->spr.scale = DVector2(1, 1); actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; } break; diff --git a/source/games/duke/src/spawn_d.cpp b/source/games/duke/src/spawn_d.cpp index 82d58b4f7..a2097b134 100644 --- a/source/games/duke/src/spawn_d.cpp +++ b/source/games/duke/src/spawn_d.cpp @@ -63,17 +63,17 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.pal != 0) { act->clipdist = 20; - act->spr.SetScale(0.625, 0.625); + act->spr.scale = DVector2(0.625, 0.625); } else { - act->spr.SetScale(1.25, 1.25); + act->spr.scale = DVector2(1.25, 1.25); act->clipdist = 41; } } else { - act->spr.SetScale(0.625, 0.625); + act->spr.scale = DVector2(0.625, 0.625); act->clipdist = 20; } @@ -82,7 +82,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if ((act->spr.lotag > ud.player_skill) || ud.monsters_off) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -105,7 +105,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case FIREFLYFLYINGEFFECT: act->SetOwner(actj); ChangeActorStat(act, STAT_MISC); - act->spr.SetScale(0.25, 0.25); + act->spr.scale = DVector2(0.25, 0.25); return act; case LAVAPOOLBUBBLE: if (actj->spr.scale.X < 0.46875) @@ -114,13 +114,13 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* ChangeActorStat(act, STAT_MISC); act->spr.pos.X += krandf(32) - 16; act->spr.pos.Y += krandf(32) - 16; - act->spr.SetScale(0.25, 0.25); + act->spr.scale = DVector2(0.25, 0.25); return act; case WHISPYSMOKE: ChangeActorStat(act, STAT_MISC); act->spr.pos.X += krandf(16) - 8; act->spr.pos.Y += krandf(16) - 8; - act->spr.SetScale(0.3125, 0.3125); + act->spr.scale = DVector2(0.3125, 0.3125); return act; case SERIOUSSAM: ChangeActorStat(act, 2); @@ -136,7 +136,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* spawninitdefault(actj, act); break; case FOF: - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; case WATERSPLASH2: @@ -144,12 +144,12 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* { SetActor(act, actj->spr.pos); double s = 0.125 + (krand() & 7) * REPEAT_SCALE; - act->spr.SetScale(s, s); + act->spr.scale = DVector2(s, s); } else { double s = 0.25 + (krand() & 15) * REPEAT_SCALE; - act->spr.SetScale(s, s); + act->spr.scale = DVector2(s, s); } act->spr.shade = -16; @@ -223,14 +223,14 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->spr.scale = actj->spr.scale; act->temp_data[1] = actj->spr.picnum; } - else act->spr.SetScale(0, 0); + else act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; case LASERLINE: - act->spr.SetScale(0.5, 0.09375); + act->spr.scale = DVector2(0.5, 0.09375); if (gs.lasermode == 1) act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_TRANSLUCENT; @@ -238,7 +238,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL; else { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); } if (actj) act->spr.angle = actj->temp_angle + DAngle90; @@ -253,13 +253,13 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* } else { - act->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + act->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); ChangeActorStat(act, STAT_MISC); } break; case BLOOD: - act->spr.SetScale(0.25, 0.25); + act->spr.scale = DVector2(0.25, 0.25); act->spr.pos.Z -= 26; if (actj && actj->spr.pal == 6) act->spr.pal = 6; @@ -298,7 +298,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case FECES: if (actj) - act->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + act->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); ChangeActorStat(act, STAT_MISC); break; @@ -319,12 +319,12 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case TRIPBOMB: if (act->spr.lotag > ud.player_skill) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } - act->spr.SetScale(0.0625, 0.078125); + act->spr.scale = DVector2(0.0625, 0.078125); act->SetOwner(act); ud.bomb_tag = (ud.bomb_tag + 1) & 32767; @@ -427,7 +427,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case SIGN2: if (ud.multimode < 2 && act->spr.pal) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); } else act->spr.pal = 0; @@ -518,7 +518,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.picnum == RESPAWNMARKERRED) { - act->spr.SetScale(0.375, 0.375); + act->spr.scale = DVector2(0.375, 0.375); if (actj) act->spr.pos.Z = actj->floorz; // -(1<<4); } else @@ -538,7 +538,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case SPOTLITE: break; case BULLETHOLE: - act->spr.SetScale(0.046875, 0.046875); + act->spr.scale = DVector2(0.046875, 0.046875); act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL | randomFlip(); insertspriteq(act); [[fallthrough]]; @@ -549,7 +549,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* { act->temp_data[0] = krand() & 2047; act->spr.cstat = randomFlip(); - act->spr.SetScale(0.125, 0.125); + act->spr.scale = DVector2(0.125, 0.125); act->spr.angle = randomAngle(); } ChangeActorStat(act, STAT_MISC); @@ -574,7 +574,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case MUSICANDSFX: if (ud.multimode < 2 && act->spr.pal == 1) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -604,22 +604,22 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.picnum == EXPLOSION2 || act->spr.picnum == EXPLOSION2BOT) { - act->spr.SetScale(0.75, 0.75); + act->spr.scale = DVector2(0.75, 0.75); act->spr.shade = -127; act->spr.cstat |= CSTAT_SPRITE_YCENTER; } else if (act->spr.picnum == SHRINKEREXPLOSION) { - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); } else if (act->spr.picnum == SMALLSMOKE || act->spr.picnum == ONFIRE) { // 64 "money" - act->spr.SetScale(0.375, 0.375); + act->spr.scale = DVector2(0.375, 0.375); } else if (act->spr.picnum == BURNING || act->spr.picnum == BURNING2) { - act->spr.SetScale(0.0625, 0.0625); + act->spr.scale = DVector2(0.0625, 0.0625); } if (actj) @@ -654,7 +654,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case APLAYER: { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); int j = ud.coop; if (j == 2) j = 0; @@ -671,9 +671,9 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* { if (actj) act->spr.angle = actj->spr.angle; - act->spr.SetScale(0.0625, 0.0625); + act->spr.scale = DVector2(0.0625, 0.0625); } - else act->spr.SetScale(0.5, 0.5); + else act->spr.scale = DVector2(0.5, 0.5); ChangeActorStat(act, STAT_MISC); break; @@ -693,7 +693,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case WATERDRIPSPLASH: - act->spr.SetScale(0.375, 0.375); + act->spr.scale = DVector2(0.375, 0.375); ChangeActorStat(act, STAT_STANDABLE); break; @@ -709,7 +709,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* { if (act->spr.pal && ud.multimode > 1) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -719,7 +719,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* || (act->spr.pal == 2 && (ud.multimode == 1 || (ud.multimode > 1 && ud.coop != 1))) // Co-op Only || (act->spr.pal == 3 && (ud.multimode == 1 || (ud.multimode > 1 && ud.coop == 1)))) // Dukematch Only { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -820,11 +820,11 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.pal && (!isWorldTour() || !(currentLevel->flags & LEVEL_WT_BOSSSPAWN) || act->spr.pal != 22)) { act->clipdist = 20; - act->spr.SetScale(0.625, 0.625); + act->spr.scale = DVector2(0.625, 0.625); } else { - act->spr.SetScale(1.25, 1.25); + act->spr.scale = DVector2(1.25, 1.25); act->clipdist = 41; } } @@ -832,12 +832,12 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* { if (act->spr.picnum != SHARK) { - act->spr.SetScale(0.625, 0.625); + act->spr.scale = DVector2(0.625, 0.625); act->clipdist = 20; } else { - act->spr.SetScale(0.9375, 0.9375); + act->spr.scale = DVector2(0.9375, 0.9375); act->clipdist = 10; } } @@ -846,7 +846,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if ((act->spr.lotag > ud.player_skill) || ud.monsters_off == 1) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -857,7 +857,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.picnum == RAT) { act->spr.angle = randomAngle(); - act->spr.SetScale(0.75, 0.75); + act->spr.scale = DVector2(0.75, 0.75); act->spr.cstat = 0; } else @@ -921,7 +921,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* double j = ((act->floorz - act->ceilingz) / 128.); - act->spr.SetScale(max(0., 0.390625 - j * 0.5), j); + act->spr.scale = DVector2(max(0., 0.390625 - j * 0.5), j); if (krand() & 4) act->spr.cstat |= CSTAT_SPRITE_XFLIP; break; @@ -930,7 +930,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (actj) act->SetOwner(actj); else act->SetOwner(act); - act->spr.SetScale(0.140625, 0.140625); + act->spr.scale = DVector2(0.140625, 0.140625); act->spr.yint = 4; [[fallthrough]]; case REACTOR2: @@ -992,7 +992,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if ((ud.multimode < 2 && act->spr.pal != 0) || (act->spr.lotag > ud.player_skill)) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -1007,15 +1007,15 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (ud.multimode > 1 && ud.coop != 1 && act->spr.picnum == ACCESSCARD) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } else { if (act->spr.picnum == AMMO) - act->spr.SetScale(0.25, 0.25); - else act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.25, 0.25); + else act->spr.scale = DVector2(0.5, 0.5); } act->spr.shade = -17; @@ -1050,7 +1050,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case BOUNCEMINE: act->SetOwner(act); act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; //Make it hitable - act->spr.SetScale(0.375, 0.375); + act->spr.scale = DVector2(0.375, 0.375); act->spr.shade = -127; act->spr.extra = gs.impact_damage << 2; ChangeActorStat(act, STAT_ZOMBIEACTOR); @@ -1072,7 +1072,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (ud.multimode < 2 && act->spr.pal != 0) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -1086,7 +1086,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* { act->spr.angle = actj->spr.angle; act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT; - act->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + act->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); act->vel.X = -0.5; ssp(act, CLIPMASK0); } @@ -1108,7 +1108,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.scale.X <= 0.125) { act->spr.cstat = CSTAT_SPRITE_INVISIBLE; - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); } else act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->spr.extra = gs.impact_damage << 2; @@ -1134,7 +1134,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* if (ud.multimode < 2 && act->spr.pal != 0) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -1170,7 +1170,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case WOODENHORSE: if (actj) - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); act->clipdist = 18; makeitfall(act); if (actj) act->SetOwner(actj); @@ -1180,7 +1180,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* case EGG: if (ud.monsters_off == 1 && act->spr.picnum == EGG) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); } else diff --git a/source/games/duke/src/spawn_r.cpp b/source/games/duke/src/spawn_r.cpp index 4d83dd578..20ed6e520 100644 --- a/source/games/duke/src/spawn_r.cpp +++ b/source/games/duke/src/spawn_r.cpp @@ -55,7 +55,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case RRTILE2028: act->spr.cstat = 0; act->spr.cstat |= CSTAT_SPRITE_INVISIBLE; - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); act->clipdist = 0; act->spr.extra = 0; ChangeActorStat(act, STAT_BOWLING); @@ -66,14 +66,14 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* break; case RRTILE8450: if (!isRRRA()) goto default_case; - act->spr.SetScale(1, 1); + act->spr.scale = DVector2(1, 1); act->spr.extra = act->spr.lotag; act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; ChangeActorStat(act, 116); break; case PIG + 11: if (!isRRRA()) goto default_case; - act->spr.SetScale(0.25, 0.25); + act->spr.scale = DVector2(0.25, 0.25); act->clipdist = 0; act->spr.extra = 0; act->spr.cstat = 0; @@ -82,7 +82,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case RRTILE8487: case RRTILE8489: if (!isRRRA()) goto default_case; - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); act->spr.extra = 0; act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; act->spr.hitag = 0; @@ -91,17 +91,17 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case RRTILE7424: if (!isRRRA()) goto default_case; act->spr.extra = 0; - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, 11); break; case RRTILE7936: if (!isRRRA()) goto default_case; - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); fogactive = 1; break; case RRTILE6144: if (!isRRRA()) goto default_case; - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ps[screenpeek].sea_sick_stat = 1; break; case RRTILE8448: @@ -122,12 +122,12 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* break; case RRTILE8192: if (!isRRRA()) goto default_case; - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ufospawnsminion = 1; break; case RRTILE8193: if (!isRRRA()) goto default_case; - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); pistonsound = 1; break; case RRTILE8165: @@ -157,7 +157,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case RRTILE293: act->spr.cstat = 0; act->spr.cstat |= CSTAT_SPRITE_INVISIBLE; - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); act->clipdist = 0; act->spr.lotag = 0; ChangeActorStat(act, 106); @@ -193,12 +193,12 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* { SetActor(act, actj->spr.pos); double s = 0.125 + (krand() & 7) * REPEAT_SCALE; - act->spr.SetScale(s, s); + act->spr.scale = DVector2(s, s); } else { double s = 0.25 + (krand() & 15) * REPEAT_SCALE; - act->spr.SetScale(s, s); + act->spr.scale = DVector2(s, s); } act->spr.shade = -16; @@ -259,15 +259,15 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* { if (act->spr.picnum == RABBITJIBA) { - act->spr.SetScale(0.28125, 0.28125); + act->spr.scale = DVector2(0.28125, 0.28125); } else if (act->spr.picnum == RABBITJIBB) { - act->spr.SetScale(0.5625, 0.5625); + act->spr.scale = DVector2(0.5625, 0.5625); } else if (act->spr.picnum == RABBITJIBC) { - act->spr.SetScale(0.84375, 0.84375); + act->spr.scale = DVector2(0.84375, 0.84375); } } ChangeActorStat(act, STAT_MISC); @@ -294,7 +294,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* else act->temp_data[1] = actj->spr.picnum; } - else act->spr.SetScale(0, 0); + else act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; @@ -307,13 +307,13 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* } else { - act->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + act->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); ChangeActorStat(act, STAT_MISC); } break; case BLOOD: - act->spr.SetScale(0.0625, 0.0625); + act->spr.scale = DVector2(0.0625, 0.0625); act->spr.pos.Z -= 26; ChangeActorStat(act, STAT_MISC); break; @@ -448,13 +448,13 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case BOWLINGBALL: act->spr.cstat = CSTAT_SPRITE_BLOCK_HITSCAN; act->clipdist = 16; - act->spr.SetScale(0.171875, 0.140625); + act->spr.scale = DVector2(0.171875, 0.140625); ChangeActorStat(act, 2); break; case HENSTAND: act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->clipdist = 12; - act->spr.SetScale(0.328125, 0.234375); + act->spr.scale = DVector2(0.328125, 0.234375); ChangeActorStat(act, 2); break; case RRTILE295: @@ -463,7 +463,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* break; case RRTILE296: case RRTILE297: - act->spr.SetScale(1, 1); + act->spr.scale = DVector2(1, 1); act->clipdist = 16; ChangeActorStat(act, 108); break; @@ -472,49 +472,49 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case RRTILE3192: act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->clipdist = 2; - act->spr.SetScale(0.5, 0.40625); + act->spr.scale = DVector2(0.5, 0.40625); act->vel.X = 2; ChangeActorStat(act, 1); break; case RRTILE3120: act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->clipdist = 2; - act->spr.SetScale(0.1875, 0.15625); + act->spr.scale = DVector2(0.1875, 0.15625); act->vel.X = 2; ChangeActorStat(act, 1); break; case RRTILE3122: act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->clipdist = 0.5; - act->spr.SetScale(0.125, 0.09375); + act->spr.scale = DVector2(0.125, 0.09375); act->vel.X = 1; ChangeActorStat(act, 1); break; case RRTILE3123: act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->clipdist = 2; - act->spr.SetScale(0.203125, 0.203125); + act->spr.scale = DVector2(0.203125, 0.203125); act->vel.X = 1; ChangeActorStat(act, 1); break; case RRTILE3124: act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->clipdist = 2; - act->spr.SetScale(0.265625, 0.1875); + act->spr.scale = DVector2(0.265625, 0.1875); act->vel.X = 2; ChangeActorStat(act, 1); break; case RRTILE3132: act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->clipdist = 2; - act->spr.SetScale(0.203125, 0.15625); + act->spr.scale = DVector2(0.203125, 0.15625); act->vel.X = 0; ChangeActorStat(act, 1); break; case BOWLINGPIN: act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->clipdist = 12; - act->spr.SetScale(0.359375, 0.359375); + act->spr.scale = DVector2(0.359375, 0.359375); ChangeActorStat(act, 2); break; case DUKELYINGDEAD: @@ -532,7 +532,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case RESPAWNMARKERRED: if (act->spr.picnum == RESPAWNMARKERRED) { - act->spr.SetScale(0.125, 0.125); + act->spr.scale = DVector2(0.125, 0.125); if (actj) act->spr.pos.Z = actj->floorz; } else @@ -550,7 +550,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case SPOTLITE: break; case BULLETHOLE: - act->spr.SetScale(0.046875, 0.046875); + act->spr.scale = DVector2(0.046875, 0.046875); act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL | randomFlip(); insertspriteq(act); [[fallthrough]]; @@ -559,7 +559,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* { act->temp_data[0] = krand() & 2047; act->spr.cstat = randomFlip(); - act->spr.SetScale(0.125, 0.125); + act->spr.scale = DVector2(0.125, 0.125); act->spr.angle = randomAngle(); } ChangeActorStat(act, STAT_MISC); @@ -575,7 +575,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case MUSICANDSFX: if (ud.multimode < 2 && act->spr.pal == 1) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -601,23 +601,23 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.picnum == EXPLOSION2) { - act->spr.SetScale(0.75, 0.75); + act->spr.scale = DVector2(0.75, 0.75); act->spr.shade = -127; act->spr.cstat |= CSTAT_SPRITE_YCENTER; } else if (act->spr.picnum == EXPLOSION3) { - act->spr.SetScale(2, 2); + act->spr.scale = DVector2(2, 2); act->spr.shade = -127; act->spr.cstat |= CSTAT_SPRITE_YCENTER; } else if (act->spr.picnum == SMALLSMOKE) { - act->spr.SetScale(0.1875, 0.1875); + act->spr.scale = DVector2(0.1875, 0.1875); } else if (act->spr.picnum == BURNING) { - act->spr.SetScale(0.0625, 0.0625); + act->spr.scale = DVector2(0.0625, 0.0625); } if (actj) @@ -644,7 +644,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case APLAYER: { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); int j = ud.coop; if (j == 2) j = 0; @@ -662,10 +662,10 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (actj) act->spr.angle = actj->spr.angle; double s = REPEAT_SCALE + (krand() & 7) * REPEAT_SCALE; - act->spr.SetScale(s, s); + act->spr.scale = DVector2(s, s); } else - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); ChangeActorStat(act, STAT_MISC); break; case CRANE: @@ -678,7 +678,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.picnum != WATERDRIP) act->spr.angle = randomAngle(); - act->spr.SetScale(0.375, 0.375); + act->spr.scale = DVector2(0.375, 0.375); ChangeActorStat(act, 6); break; @@ -692,7 +692,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* sectp->setfloorz(act->spr.pos.Z); if (act->spr.pal && ud.multimode > 1) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -781,18 +781,18 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case SHARK: case VIXEN: rrra_badguy2: - act->spr.SetScale(0.625, 0.625); + act->spr.scale = DVector2(0.625, 0.625); // Note: All inappropriate tiles have already been weeded out by the outer switch block so this does not need game type checks anymore. switch (act->spr.picnum) { case VIXEN: if (act->spr.pal == 34) { - act->spr.SetScale(0.34375, 0.328125); + act->spr.scale = DVector2(0.34375, 0.328125); } else { - act->spr.SetScale(0.34375, 0.3125); + act->spr.scale = DVector2(0.34375, 0.3125); } act->setClipDistFromTile(); break; @@ -801,18 +801,18 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case HULKJUMP: case HULK: case HULKSTAYPUT: - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); act->setClipDistFromTile(); break; case COOTPLAY: case COOT: case COOTSTAYPUT: - act->spr.SetScale(0.375, 0.28125); + act->spr.scale = DVector2(0.375, 0.28125); act->setClipDistFromTile(); act->clipdist *= 4; break; case DRONE: - act->spr.SetScale(0.21875, 0.109375); + act->spr.scale = DVector2(0.21875, 0.109375); act->clipdist = 32; break; case SBSWIPE: @@ -822,11 +822,11 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case BILLYRAYSTAYPUT: case BRAYSNIPER: case BUBBASTAND: - act->spr.SetScale(0.390625, 0.328125); + act->spr.scale = DVector2(0.390625, 0.328125); act->setClipDistFromTile(); break; case COW: - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); act->setClipDistFromTile(); break; case HEN: @@ -834,33 +834,33 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case HENSTAND: if (act->spr.pal == 35) { - act->spr.SetScale(0.65625, 0.46875); + act->spr.scale = DVector2(0.65625, 0.46875); act->setClipDistFromTile(); } else { - act->spr.SetScale(0.328125, 0.234375); + act->spr.scale = DVector2(0.328125, 0.234375); act->clipdist = 16; } break; case MINION: case MINIONSTAYPUT: - act->spr.SetScale(0.25, 0.25); + act->spr.scale = DVector2(0.25, 0.25); act->setClipDistFromTile(); if (isRRRA() && ufospawnsminion) act->spr.pal = 8; break; case DOGRUN: case PIG: - act->spr.SetScale(0.25, 0.25); + act->spr.scale = DVector2(0.25, 0.25); act->setClipDistFromTile(); break; case RABBIT: - act->spr.SetScale(0.28125, 0.28125); + act->spr.scale = DVector2(0.28125, 0.28125); act->setClipDistFromTile(); break; case MAMACLOUD: - act->spr.SetScale(1, 1); + act->spr.scale = DVector2(1, 1); act->spr.cstat = CSTAT_SPRITE_TRANSLUCENT; act->spr.cstat |= CSTAT_SPRITE_TRANS_FLIP; act->spr.pos.X += krandf(128) - 64; @@ -870,76 +870,76 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case MAMA: if (act->spr.pal == 30) { - act->spr.SetScale(0.40625, 0.40625); + act->spr.scale = DVector2(0.40625, 0.40625); act->clipdist = 18.75; } else if (act->spr.pal == 31) { - act->spr.SetScale(0.5625, 0.5625); + act->spr.scale = DVector2(0.5625, 0.5625); act->clipdist = 25; } else if (act->spr.pal == 32) { - act->spr.SetScale(0.78125, 0.78125); + act->spr.scale = DVector2(0.78125, 0.78125); act->clipdist = 25; } else { - act->spr.SetScale(0.78125, 0.78125); + act->spr.scale = DVector2(0.78125, 0.78125); act->clipdist = 25; } break; case BIKERB: - act->spr.SetScale(0.4375, 0.34375); + act->spr.scale = DVector2(0.4375, 0.34375); act->clipdist = 18; break; case BIKERBV2: - act->spr.SetScale(0.4375, 0.34375); + act->spr.scale = DVector2(0.4375, 0.34375); act->clipdist = 18; break; case BIKER: - act->spr.SetScale(0.4375, 0.34375); + act->spr.scale = DVector2(0.4375, 0.34375); act->setClipDistFromTile(); break; case CHEERB: - act->spr.SetScale(0.4375, 0.34375); + act->spr.scale = DVector2(0.4375, 0.34375); act->clipdist = 18; break; case CHEER: case CHEERSTAYPUT: - act->spr.SetScale(0.34375, 0.3125); + act->spr.scale = DVector2(0.34375, 0.3125); act->setClipDistFromTile(); break; case MAKEOUT: - act->spr.SetScale(0.40625, 0.40625); + act->spr.scale = DVector2(0.40625, 0.40625); act->setClipDistFromTile(); break; case MINIONBOAT: - act->spr.SetScale(0.25, 0.25); + act->spr.scale = DVector2(0.25, 0.25); act->setClipDistFromTile(); break; case HULKBOAT: - act->spr.SetScale(0.75, 0.75); + act->spr.scale = DVector2(0.75, 0.75); act->setClipDistFromTile(); break; case CHEERBOAT: - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); act->setClipDistFromTile(); break; case TORNADO: - act->spr.SetScale(1, 2); + act->spr.scale = DVector2(1, 2); act->setClipDistFromTile(); act->clipdist *= 0.25; act->spr.cstat = CSTAT_SPRITE_TRANSLUCENT; break; case LTH: - act->spr.SetScale(0.375, 0.34375); + act->spr.scale = DVector2(0.375, 0.34375); act->setClipDistFromTile(); break; case ROCK: case ROCK2: - act->spr.SetScale(1, 1); + act->spr.scale = DVector2(1, 1); act->setClipDistFromTile(); break; @@ -949,12 +949,12 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case UFO3: case UFO4: case UFO5: - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); act->setClipDistFromTile(); act->spr.extra = 50; break; case SBMOVE: - act->spr.SetScale(0.75, 0.75); + act->spr.scale = DVector2(0.75, 0.75); act->setClipDistFromTile(); break; @@ -966,7 +966,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if ((act->spr.lotag > ud.player_skill) || ud.monsters_off == 1) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -977,7 +977,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.picnum == RAT) { act->spr.angle = randomAngle(); - act->spr.SetScale(0.75, 0.75); + act->spr.scale = DVector2(0.75, 0.75); act->spr.cstat = 0; } else @@ -1034,13 +1034,13 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* double j = ((act->floorz - act->ceilingz) / 128.); - act->spr.SetScale(max(0., 0.390625 - j * 0.5), j); + act->spr.scale = DVector2(max(0., 0.390625 - j * 0.5), j); if(krand() & 4) act->spr.cstat |= CSTAT_SPRITE_XFLIP; break; } case HEAVYHBOMB: act->SetOwner(act); - act->spr.SetScale(0.140625, 0.140625); + act->spr.scale = DVector2(0.140625, 0.140625); act->spr.yint = 4; [[fallthrough]]; case REACTOR2: @@ -1112,7 +1112,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if ((ud.multimode < 2 && act->spr.pal != 0) || (act->spr.lotag > ud.player_skill)) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -1127,15 +1127,15 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (ud.multimode > 1 && ud.coop != 1 && act->spr.picnum == ACCESSCARD) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } else { if (act->spr.picnum == AMMO) - act->spr.SetScale(0.25, 0.25); - else act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.25, 0.25); + else act->spr.scale = DVector2(0.5, 0.5); } act->spr.shade = -17; @@ -1149,86 +1149,86 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* switch (act->spr.picnum) { case FIRSTGUNSPRITE: - act->spr.SetScale(0.25, 0.25); + act->spr.scale = DVector2(0.25, 0.25); break; case SHOTGUNAMMO: - act->spr.SetScale(0.28125, 0.265625); + act->spr.scale = DVector2(0.28125, 0.265625); if (isRRRA()) act->spr.cstat = CSTAT_SPRITE_BLOCK_HITSCAN; break; case SIXPAK: - act->spr.SetScale(0.203125, 0.140625); + act->spr.scale = DVector2(0.203125, 0.140625); if (isRRRA()) act->spr.cstat = CSTAT_SPRITE_BLOCK_HITSCAN; break; case FIRSTAID: - act->spr.SetScale(0.125, 0.125); + act->spr.scale = DVector2(0.125, 0.125); break; case BEER: - act->spr.SetScale(0.078125, 0.0625); + act->spr.scale = DVector2(0.078125, 0.0625); break; case AMMO: - act->spr.SetScale(0.140625, 0.140625); + act->spr.scale = DVector2(0.140625, 0.140625); break; case MOTOAMMO: if (!isRRRA()) goto default_case; - act->spr.SetScale(0.359375, 0.359375); + act->spr.scale = DVector2(0.359375, 0.359375); break; case BOATAMMO: if (!isRRRA()) goto default_case; - act->spr.SetScale(0.25, 0.25); + act->spr.scale = DVector2(0.25, 0.25); break; case COWPIE: - act->spr.SetScale(0.125, 0.09375); + act->spr.scale = DVector2(0.125, 0.09375); break; case STEROIDS: - act->spr.SetScale(0.203125, 0.140625); + act->spr.scale = DVector2(0.203125, 0.140625); break; case ACCESSCARD: - act->spr.SetScale(0.171875, 0.1875); + act->spr.scale = DVector2(0.171875, 0.1875); break; case HEATSENSOR: - act->spr.SetScale(0.09375, 0.0625); + act->spr.scale = DVector2(0.09375, 0.0625); break; case AIRTANK: - act->spr.SetScale(0.296875, 0.25); + act->spr.scale = DVector2(0.296875, 0.25); break; case BATTERYAMMO: - act->spr.SetScale(0.234375, 0.234375); + act->spr.scale = DVector2(0.234375, 0.234375); break; case BOWLINGBALLSPRITE: - act->spr.SetScale(0.171875, 0.171875); + act->spr.scale = DVector2(0.171875, 0.171875); break; case POWDERKEG: - act->spr.SetScale(0.171875, 0.171875); + act->spr.scale = DVector2(0.171875, 0.171875); act->spr.yint = 4; act->vel.X = 2; break; case RPGSPRITE: - act->spr.SetScale(0.25, 0.21875); + act->spr.scale = DVector2(0.25, 0.21875); break; case RPG2SPRITE: if (!isRRRA()) goto default_case; - act->spr.SetScale(0.34375, 0.3125); + act->spr.scale = DVector2(0.34375, 0.3125); break; case SHRINKERSPRITE: - act->spr.SetScale(0.34375, 0.203125); + act->spr.scale = DVector2(0.34375, 0.203125); break; case DEVISTATORSPRITE: - act->spr.SetScale(0.28125, 0.265625); + act->spr.scale = DVector2(0.28125, 0.265625); break; case SAWAMMO: - act->spr.SetScale(0.1875, 0.109375); + act->spr.scale = DVector2(0.1875, 0.109375); break; case GROWSPRITEICON: - act->spr.SetScale(0.15625, 0.140625); + act->spr.scale = DVector2(0.15625, 0.140625); break; case DEVISTATORAMMO: - act->spr.SetScale(0.15625, 0.140625); + act->spr.scale = DVector2(0.15625, 0.140625); break; case ATOMICHEALTH: - act->spr.SetScale(0.125, 0.125); + act->spr.scale = DVector2(0.125, 0.125); break; case FREEZESPRITE: - act->spr.SetScale(0.265625, 0.25); + act->spr.scale = DVector2(0.265625, 0.25); break; } act->spr.shade = act->sector()->floorshade; @@ -1257,7 +1257,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (ud.multimode < 2 && act->spr.pal != 0) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -1271,7 +1271,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* { act->spr.angle = actj->spr.angle; act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT; - act->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + act->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); act->vel.X = -0.5; ssp(act, CLIPMASK0); } @@ -1290,7 +1290,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (act->spr.scale.X <= 0.125) { act->spr.cstat = CSTAT_SPRITE_INVISIBLE; - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); } else act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->spr.extra = gs.impact_damage << 2; @@ -1306,7 +1306,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* act->spr.extra = 1; if (ud.multimode < 2 && act->spr.pal != 0) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; } @@ -1322,11 +1322,11 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (!isRRRA()) goto default_case; if (ud.multimode < 2 && act->spr.pal == 1) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); break; } act->spr.pal = 0; - act->spr.SetScale(0.28125, 0.28125); + act->spr.scale = DVector2(0.28125, 0.28125); act->setClipDistFromTile(); act->saved_ammo = 100; act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; @@ -1337,11 +1337,11 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* if (!isRRRA()) goto default_case; if (ud.multimode < 2 && act->spr.pal == 1) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); break; } act->spr.pal = 0; - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); act->setClipDistFromTile(); act->saved_ammo = 20; act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; @@ -1372,7 +1372,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case WOODENHORSE: if (actj) - act->spr.SetScale(0.5, 0.5); + act->spr.scale = DVector2(0.5, 0.5); act->clipdist = 18; makeitfall(act); if (actj) act->SetOwner(actj); @@ -1382,7 +1382,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* case EGG: if (ud.monsters_off == 1 && act->spr.picnum == EGG) { - act->spr.SetScale(0, 0); + act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); } else @@ -1399,7 +1399,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* break; case RRTILE63: act->spr.cstat |= CSTAT_SPRITE_INVISIBLE; - act->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + act->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); act->clipdist = 0.25; ChangeActorStat(act, 100); break; diff --git a/source/games/exhumed/src/anims.cpp b/source/games/exhumed/src/anims.cpp index 5775dca99..871fa3e0b 100644 --- a/source/games/exhumed/src/anims.cpp +++ b/source/games/exhumed/src/anims.cpp @@ -92,7 +92,7 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, const DVector } pActor->clipdist = 2.5; - pActor->spr.SetScale(nScale, nScale); + pActor->spr.scale = DVector2(nScale, nScale); pActor->spr.picnum = 1; pActor->spr.angle = nullAngle; pActor->spr.xoffset = 0; diff --git a/source/games/exhumed/src/anubis.cpp b/source/games/exhumed/src/anubis.cpp index 39a37bac7..97eff5a9d 100644 --- a/source/games/exhumed/src/anubis.cpp +++ b/source/games/exhumed/src/anubis.cpp @@ -72,7 +72,7 @@ void BuildAnubis(DExhumedActor* ap, const DVector3& pos, sectortype* pSector, DA ap->spr.pal = ap->sector()->ceilingpal; ap->clipdist = 15; ap->spr.angle = nAngle; - ap->spr.SetScale(0.625, 0.625); + ap->spr.scale = DVector2(0.625, 0.625); ap->vel.X = 0; ap->vel.Y = 0; ap->vel.Z = 0; @@ -412,7 +412,7 @@ void AIAnubis::Damage(RunListEvent* ev) auto pDrumActor = insertActor(ap->sector(), kStatAnubisDrum); pDrumActor->spr.pos = { ap->spr.pos.X, ap->spr.pos.Y, pDrumActor->sector()->floorz }; - pDrumActor->spr.SetScale(0.625, 0.625); + pDrumActor->spr.scale = DVector2(0.625, 0.625); pDrumActor->spr.shade = -64; BuildObject(pDrumActor, 2, 0); diff --git a/source/games/exhumed/src/bubbles.cpp b/source/games/exhumed/src/bubbles.cpp index 8780f8657..5abdd9a3d 100644 --- a/source/games/exhumed/src/bubbles.cpp +++ b/source/games/exhumed/src/bubbles.cpp @@ -59,7 +59,7 @@ DExhumedActor* BuildBubble(const DVector3& pos, sectortype* pSector) pActor->spr.shade = -32; pActor->spr.pal = 0; pActor->clipdist = 1.25; - pActor->spr.SetScale(0.625, 0.625); + pActor->spr.scale = DVector2(0.625, 0.625); pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->spr.picnum = 1; diff --git a/source/games/exhumed/src/bullet.cpp b/source/games/exhumed/src/bullet.cpp index b82c28c8a..650718360 100644 --- a/source/games/exhumed/src/bullet.cpp +++ b/source/games/exhumed/src/bullet.cpp @@ -360,7 +360,7 @@ int MoveBullet(int nBullet) { pBullet->nSeq = 45; pBullet->nFrame = 0; - pActor->spr.SetScale(0.625, 0.625); + pActor->spr.scale = DVector2(0.625, 0.625); pActor->spr.shade = 0; pActor->spr.pos.Z += 2; } @@ -636,7 +636,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, double fZOffset, DA nRepeat = 30; } - pBulletActor->spr.SetScale(nRepeat * REPEAT_SCALE, nRepeat * REPEAT_SCALE); + pBulletActor->spr.scale = DVector2(nRepeat * REPEAT_SCALE, nRepeat * REPEAT_SCALE); pBulletActor->spr.xoffset = 0; pBulletActor->spr.yoffset = 0; pBulletActor->spr.angle = nAngle; diff --git a/source/games/exhumed/src/fish.cpp b/source/games/exhumed/src/fish.cpp index 078d34c38..e72617d96 100644 --- a/source/games/exhumed/src/fish.cpp +++ b/source/games/exhumed/src/fish.cpp @@ -58,7 +58,7 @@ void BuildFishLimb(DExhumedActor* pActor, int anim) pChunkActor->spr.pal = 0; pChunkActor->vel.X = ((RandomSize(5) - 16) << 4); pChunkActor->vel.Y = ((RandomSize(5) - 16) << 4); - pChunkActor->spr.SetScale(1, 1); + pChunkActor->spr.scale = DVector2(1, 1); pChunkActor->spr.xoffset = 0; pChunkActor->spr.yoffset = 0; pChunkActor->vel.Z = ((-(RandomByte() + 512)) * 2) / 256.; @@ -175,7 +175,7 @@ void BuildFish(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->spr.shade = -12; pActor->clipdist = 20; - pActor->spr.SetScale(0.625, 0.625); + pActor->spr.scale = DVector2(0.625, 0.625); pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; diff --git a/source/games/exhumed/src/grenade.cpp b/source/games/exhumed/src/grenade.cpp index 3d5d82e7f..e6b5913d1 100644 --- a/source/games/exhumed/src/grenade.cpp +++ b/source/games/exhumed/src/grenade.cpp @@ -127,7 +127,7 @@ void BuildGrenade(int nPlayer) pActor->spr.pos = pPlayerActor->spr.pos.plusZ(-15); pActor->spr.shade = -64; - pActor->spr.SetScale(0.34375, 0.3125); + pActor->spr.scale = DVector2(0.34375, 0.3125); pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; pActor->spr.picnum = 1; pActor->spr.pal = 0; diff --git a/source/games/exhumed/src/items.cpp b/source/games/exhumed/src/items.cpp index 83d358979..6dbdd4b15 100644 --- a/source/games/exhumed/src/items.cpp +++ b/source/games/exhumed/src/items.cpp @@ -149,7 +149,7 @@ void BuildItemAnim(DExhumedActor* pActor) { pActor->spr.intowner = -1; double s = nItemAnimInfo[nItem].repeat * REPEAT_SCALE; - pActor->spr.SetScale(s, s); + pActor->spr.scale = DVector2(s, s); } } @@ -457,7 +457,7 @@ void StartRegenerate(DExhumedActor* pActor) } pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; - pActor->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + pActor->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); pActor->spr.pal = 1; Regenerates.Push(pActor); @@ -498,7 +498,7 @@ void DoRegenerates() } } - pActor->spr.SetScale(s, s); + pActor->spr.scale = DVector2(s, s); pActor->spr.pal = (uint8_t)pActor->spr.yint; pActor->spr.yint = 0; pActor->spr.xint = 0; diff --git a/source/games/exhumed/src/lavadude.cpp b/source/games/exhumed/src/lavadude.cpp index 9adcf6f86..6cfb65083 100644 --- a/source/games/exhumed/src/lavadude.cpp +++ b/source/games/exhumed/src/lavadude.cpp @@ -50,7 +50,7 @@ DExhumedActor* BuildLavaLimb(DExhumedActor* pActor, int move, double height) pLimbActor->vel.Z = 10 - RandomSize(5); pLimbActor->spr.xoffset = 0; pLimbActor->spr.yoffset = 0; - pLimbActor->spr.SetScale(1.40625, 1.40625); + pLimbActor->spr.scale = DVector2(1.40625, 1.40625); pLimbActor->spr.picnum = (move & 3) % 3; pLimbActor->spr.hitag = 0; pLimbActor->spr.lotag = runlist_HeadRun() + 1; @@ -113,7 +113,7 @@ void BuildLava(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, } pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; - pActor->spr.SetScale(3.125, 3.125); + pActor->spr.scale = DVector2(3.125, 3.125); pActor->spr.shade = -12; pActor->spr.pal = 0; pActor->clipdist = 31.75; diff --git a/source/games/exhumed/src/lion.cpp b/source/games/exhumed/src/lion.cpp index f5c332c0e..3bc0c0e3e 100644 --- a/source/games/exhumed/src/lion.cpp +++ b/source/games/exhumed/src/lion.cpp @@ -58,7 +58,7 @@ void BuildLion(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->clipdist = 15; pActor->spr.shade = -12; - pActor->spr.SetScale(0.625, 0.625); + pActor->spr.scale = DVector2(0.625, 0.625); pActor->spr.picnum = 1; pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; diff --git a/source/games/exhumed/src/move.cpp b/source/games/exhumed/src/move.cpp index 9850ac9c0..e8a756c3f 100644 --- a/source/games/exhumed/src/move.cpp +++ b/source/games/exhumed/src/move.cpp @@ -1216,7 +1216,7 @@ DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial) pActor->vel.Z *= 2; } - pActor->spr.SetScale(1, 1); + pActor->spr.scale = DVector2(1, 1); pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->spr.picnum = nPic; diff --git a/source/games/exhumed/src/mummy.cpp b/source/games/exhumed/src/mummy.cpp index 7d2327cd0..93e3bb49e 100644 --- a/source/games/exhumed/src/mummy.cpp +++ b/source/games/exhumed/src/mummy.cpp @@ -62,7 +62,7 @@ void BuildMummy(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; - pActor->spr.SetScale(0.65625, 0.65625); + pActor->spr.scale = DVector2(0.65625, 0.65625); pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; diff --git a/source/games/exhumed/src/object.cpp b/source/games/exhumed/src/object.cpp index 7b1e84957..4af904f41 100644 --- a/source/games/exhumed/src/object.cpp +++ b/source/games/exhumed/src/object.cpp @@ -1401,7 +1401,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal) pSpark->spr.pal = 1; pSpark->spr.xoffset = 0; pSpark->spr.yoffset = 0; - pSpark->spr.SetScale(0.78125, 0.78125); + pSpark->spr.scale = DVector2(0.78125, 0.78125); if (nVal >= 2) { @@ -1410,7 +1410,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal) if (nVal == 3) { - pSpark->spr.SetScale(1.875, 1.875); + pSpark->spr.scale = DVector2(1.875, 1.875); } else { diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 20a9cd279..05949620c 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -299,7 +299,7 @@ void RestartPlayer(int nPlayer) floorsprt = insertActor(pActor->sector(), 0); floorsprt->spr.pos = pActor->spr.pos; - floorsprt->spr.SetScale(1, 1); + floorsprt->spr.scale = DVector2(1, 1); floorsprt->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR; floorsprt->spr.picnum = nPlayer + kTile3571; } @@ -322,7 +322,7 @@ void RestartPlayer(int nPlayer) pActor->spr.shade = -12; pActor->clipdist = 14.5; pActor->spr.pal = 0; - pActor->spr.SetScale(0.625, 0.625); + pActor->spr.scale = DVector2(0.625, 0.625); pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0); diff --git a/source/games/exhumed/src/queen.cpp b/source/games/exhumed/src/queen.cpp index 6c5a09d1d..c4aaa7ef8 100644 --- a/source/games/exhumed/src/queen.cpp +++ b/source/games/exhumed/src/queen.cpp @@ -425,7 +425,7 @@ void BuildTail() pTailActor->spr.hitag = 0; pTailActor->spr.cstat = 0; pTailActor->clipdist = 25; - pTailActor->spr.SetScale(1.25, 1.25); + pTailActor->spr.scale = DVector2(1.25, 1.25); pTailActor->spr.picnum = 1; pTailActor->spr.pal = pTailActor->sector()->ceilingpal; pTailActor->spr.xoffset = 0; @@ -477,14 +477,14 @@ void BuildQueenEgg(int nQueen, int nVal) if (!nVal) { - pActor2->spr.SetScale(0.46875, 0.46875); + pActor2->spr.scale = DVector2(0.46875, 0.46875); pActor2->vel.XY() = pActor2->spr.angle.ToVector() * 1024; pActor2->vel.Z = -6000 / 256.; pActor2->spr.cstat = 0; } else { - pActor2->spr.SetScale(0.9375, 0.9375); + pActor2->spr.scale = DVector2(0.9375, 0.9375); pActor2->vel.X = 0; pActor2->vel.Y = 0; pActor2->vel.Z = -2000 / 256.; @@ -746,7 +746,7 @@ void BuildQueenHead(int nQueen) pActor2->spr.pos.XY() = pActor->spr.pos.XY(); pActor2->spr.pos.Z = pSector->floorz; pActor2->clipdist = 17.5; - pActor2->spr.SetScale(1.25, 1.25); + pActor2->spr.scale = DVector2(1.25, 1.25); pActor2->spr.cstat = 0; pActor2->spr.picnum = 1; pActor2->spr.shade = -12; @@ -1010,7 +1010,7 @@ void AIQueenHead::Tick(RunListEvent* ev) auto nAngle = RandomAngle(); double s = (127 - QueenHead.nIndex2) * REPEAT_SCALE; - pActor->spr.SetScale(s, s); + pActor->spr.scale = DVector2(s, s); pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; @@ -1178,7 +1178,7 @@ void BuildQueen(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, pActor->spr.pal = 0; pActor->spr.shade = -12; pActor->clipdist = 25; - pActor->spr.SetScale(1.25, 1.25); + pActor->spr.scale = DVector2(1.25, 1.25); pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; pActor->spr.picnum = 1; @@ -1446,13 +1446,13 @@ void AIQueen::Tick(RunListEvent* ev) auto pChunkActor = BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqQueen, 57, 0)); pChunkActor->spr.picnum = kQueenChunk + (i % 3); - pChunkActor->spr.SetScale(1.5625, 1.5625); + pChunkActor->spr.scale = DVector2(1.5625, 1.5625); } auto pChunkActor = BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqQueen, 57, 0)); pChunkActor->spr.picnum = kTile3126; - pChunkActor->spr.SetScale(1.5625, 1.5625); + pChunkActor->spr.scale = DVector2(1.5625, 1.5625); PlayFXAtXYZ( StaticSound[kSound40], diff --git a/source/games/exhumed/src/ra.cpp b/source/games/exhumed/src/ra.cpp index b3bf41214..9b58331ba 100644 --- a/source/games/exhumed/src/ra.cpp +++ b/source/games/exhumed/src/ra.cpp @@ -122,7 +122,7 @@ void BuildRa(int nPlayer) pActor->spr.hitag = 0; pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, nPlayer, 0x210000); pActor->spr.pal = 1; - pActor->spr.SetScale(1, 1); + pActor->spr.scale = DVector2(1, 1); pActor->spr.pos = pPlayerActor->spr.pos; // GrabTimeSlot(3); diff --git a/source/games/exhumed/src/ramses.cpp b/source/games/exhumed/src/ramses.cpp index b670c24f3..200d984a3 100644 --- a/source/games/exhumed/src/ramses.cpp +++ b/source/games/exhumed/src/ramses.cpp @@ -115,7 +115,7 @@ void InitSpiritHead() } - pSpiritSpr->spr.SetScale(2.1875, 2.1875); + pSpiritSpr->spr.scale = DVector2(2.1875, 2.1875); pSpiritSpr->spr.picnum = kTileRamsesWorkTile; nHeadStage = 0; diff --git a/source/games/exhumed/src/rat.cpp b/source/games/exhumed/src/rat.cpp index c0cd46776..fded8f59a 100644 --- a/source/games/exhumed/src/rat.cpp +++ b/source/games/exhumed/src/rat.cpp @@ -112,7 +112,7 @@ void BuildRat(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D pActor->spr.pal = pActor->sector()->ceilingpal; pActor->clipdist = 7.5; pActor->spr.angle = nAngle; - pActor->spr.SetScale(0.78125, 0.78125); + pActor->spr.scale = DVector2(0.78125, 0.78125); pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; diff --git a/source/games/exhumed/src/rex.cpp b/source/games/exhumed/src/rex.cpp index 743a9f0e9..9095dc22e 100644 --- a/source/games/exhumed/src/rex.cpp +++ b/source/games/exhumed/src/rex.cpp @@ -60,7 +60,7 @@ void BuildRex(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->clipdist = 20; pActor->spr.shade = -12; - pActor->spr.SetScale(1, 1); + pActor->spr.scale = DVector2(1, 1); pActor->spr.picnum = 1; pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; diff --git a/source/games/exhumed/src/roach.cpp b/source/games/exhumed/src/roach.cpp index ef7275831..90e2ed6e5 100644 --- a/source/games/exhumed/src/roach.cpp +++ b/source/games/exhumed/src/roach.cpp @@ -62,7 +62,7 @@ void BuildRoach(int nType, DExhumedActor* pActor, const DVector3& pos, sectortyp pActor->spr.pal = pActor->sector()->ceilingpal; pActor->clipdist = 15; pActor->spr.angle = angle; - pActor->spr.SetScale(0.625, 0.625); + pActor->spr.scale = DVector2(0.625, 0.625); pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; diff --git a/source/games/exhumed/src/scorp.cpp b/source/games/exhumed/src/scorp.cpp index 905902fb3..7618f3ad7 100644 --- a/source/games/exhumed/src/scorp.cpp +++ b/source/games/exhumed/src/scorp.cpp @@ -61,7 +61,7 @@ void BuildScorp(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; pActor->clipdist = 17.5; pActor->spr.shade = -12; - pActor->spr.SetScale(1.25, 1.25); + pActor->spr.scale = DVector2(1.25, 1.25); pActor->spr.picnum = 1; pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; diff --git a/source/games/exhumed/src/sequence.cpp b/source/games/exhumed/src/sequence.cpp index fd62364f2..2d4753439 100644 --- a/source/games/exhumed/src/sequence.cpp +++ b/source/games/exhumed/src/sequence.cpp @@ -690,7 +690,7 @@ int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx) pTSprite->cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_TRANSLUCENT; pTSprite->pos.Z = pSector->floorz; - pTSprite->SetScale(edx * REPEAT_SCALE, edx * REPEAT_SCALE); + pTSprite->scale = DVector2(edx * REPEAT_SCALE, edx * REPEAT_SCALE); pTSprite->statnum = -3; pTSprite->pal = 0; } diff --git a/source/games/exhumed/src/set.cpp b/source/games/exhumed/src/set.cpp index b3f309b96..88e0b767c 100644 --- a/source/games/exhumed/src/set.cpp +++ b/source/games/exhumed/src/set.cpp @@ -65,7 +65,7 @@ void BuildSet(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector, D pActor->vel.X = 0; pActor->vel.Y = 0; pActor->vel.Z = 0; - pActor->spr.SetScale(1.359375, 1.5); + pActor->spr.scale = DVector2(1.359375, 1.5); pActor->spr.pal = pActor->sector()->ceilingpal; pActor->spr.xoffset = 0; pActor->spr.yoffset = 0; @@ -108,7 +108,7 @@ void BuildSoul(DExhumedActor* pSet) pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; pActor->spr.shade = -127; - pActor->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + pActor->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); pActor->spr.pal = 0; pActor->clipdist = 1.25; pActor->spr.xoffset = 0; @@ -163,7 +163,7 @@ void AISoul::Tick(RunListEvent* ev) if (!pSet) return; pActor->spr.cstat = 0; - pActor->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE); + pActor->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); pActor->spr.pos = pSet->spr.pos.plusZ(-GetActorHeight(pSet) * 0.5); ChangeActorSect(pActor, pSet->sector()); return; diff --git a/source/games/exhumed/src/snake.cpp b/source/games/exhumed/src/snake.cpp index 916d58f99..1451a56ec 100644 --- a/source/games/exhumed/src/snake.cpp +++ b/source/games/exhumed/src/snake.cpp @@ -214,7 +214,7 @@ void BuildSnake(int nPlayer, double zVal) if (i == 0) { pActor->spr.pos = pPlayerActor->spr.pos.plusZ(zVal); - pActor->spr.SetScale(0.5, 0.5); + pActor->spr.scale = DVector2(0.5, 0.5); pViewSect = pActor->sector(); sprt = pActor; } @@ -222,7 +222,7 @@ void BuildSnake(int nPlayer, double zVal) { pActor->spr.pos = sprt->spr.pos; double s = 0.625 + 0.046875 * i; - pActor->spr.SetScale(s, s); + pActor->spr.scale = DVector2(s, s); } pActor->clipdist = 2.5; diff --git a/source/games/exhumed/src/spider.cpp b/source/games/exhumed/src/spider.cpp index 1c0edf30c..31e5fb89d 100644 --- a/source/games/exhumed/src/spider.cpp +++ b/source/games/exhumed/src/spider.cpp @@ -63,7 +63,7 @@ DExhumedActor* BuildSpider(DExhumedActor* spp, const DVector3& pos, sectortype* spp->vel.X = 0; spp->vel.Y = 0; spp->vel.Z = 0; - spp->spr.SetScale(0.625, 0.625); + spp->spr.scale = DVector2(0.625, 0.625); spp->spr.pal = spp->sector()->ceilingpal; spp->spr.xoffset = 0; spp->spr.yoffset = 0; diff --git a/source/games/exhumed/src/wasp.cpp b/source/games/exhumed/src/wasp.cpp index 83b885e9c..7680e7a9f 100644 --- a/source/games/exhumed/src/wasp.cpp +++ b/source/games/exhumed/src/wasp.cpp @@ -61,11 +61,11 @@ DExhumedActor* BuildWasp(DExhumedActor* pActor, const DVector3& pos, sectortype* if (bEggWasp) { - pActor->spr.SetScale(0.34375, 0.3125); + pActor->spr.scale = DVector2(0.34375, 0.3125); } else { - pActor->spr.SetScale(0.78125, 0.78125); + pActor->spr.scale = DVector2(0.78125, 0.78125); } pActor->spr.xoffset = 0; diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index ed1eff53f..010488b8a 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -76,14 +76,14 @@ int DoScaleSprite(DSWActor* actor) if (scale_value > actor->user.scale_tgt) actor->user.scale_speed = 0; else - actor->spr.SetScale(scale_value * REPEAT_SCALE, scale_value * REPEAT_SCALE); + actor->spr.scale = DVector2(scale_value * REPEAT_SCALE, scale_value * REPEAT_SCALE); } else { if (scale_value < actor->user.scale_tgt) actor->user.scale_speed = 0; else - actor->spr.SetScale(scale_value * REPEAT_SCALE, scale_value * REPEAT_SCALE); + actor->spr.scale = DVector2(scale_value * REPEAT_SCALE, scale_value * REPEAT_SCALE); } } diff --git a/source/games/sw/src/break.cpp b/source/games/sw/src/break.cpp index 2bdfaf59a..50ad815af 100644 --- a/source/games/sw/src/break.cpp +++ b/source/games/sw/src/break.cpp @@ -604,7 +604,7 @@ int AutoBreakWall(walltype* wallp, const DVector3& hit_pos, DAngle ang, int type breakActor->spr.extra = 0; breakActor->spr.angle = ang; breakActor->spr.picnum = ST1; - breakActor->spr.SetScale(1, 1); + breakActor->spr.scale = DVector2(1, 1); SetActorZ(breakActor, hit_pos); SpawnShrap(breakActor, nullptr, -1, break_info); KillActor(breakActor); diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index f85a950ed..e8d0a79a6 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -752,7 +752,7 @@ int SetupBunny(DSWActor* actor) { EnemyDefaults(actor, &BunnyWhiteActionSet, &WhiteBunnyPersonality); actor->user.Attrib = &WhiteBunnyAttrib; - actor->spr.SetScale(1.5, 1.40625); + actor->spr.scale = DVector2(1.5, 1.40625); actor->clipdist = 12.5; @@ -1144,7 +1144,7 @@ void BunnyHatch(DSWActor* actor) { auto actorNew = insertActor(actor->sector(), STAT_DEFAULT); actorNew->spr.pos = actor->spr.pos; - actorNew->spr.SetScale(0.46875, 0.375); // Baby size + actorNew->spr.scale = DVector2(0.46875, 0.375); // Baby size actorNew->spr.angle = RandomAngle(); actorNew->spr.pal = 0; SetupBunny(actorNew); @@ -1204,7 +1204,7 @@ DSWActor* BunnyHatch2(DSWActor* actor) { auto actorNew = insertActor(actor->sector(), STAT_DEFAULT); actorNew->spr.pos = actor->spr.pos; - actorNew->spr.SetScale(0.46875, 0.375); // Baby size + actorNew->spr.scale = DVector2(0.46875, 0.375); // Baby size actorNew->spr.angle = RandomAngle(); actorNew->spr.pal = 0; SetupBunny(actorNew); @@ -1231,7 +1231,7 @@ DSWActor* BunnyHatch2(DSWActor* actor) if (TEST_BOOL3(actor)) { PickJumpMaxSpeed(actorNew, -600-RandomRange(600)); - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->vel.X = 9.375 + RandomRangeF(62.5); actorNew->user.Health = 1; // Easy to pop. Like shootn' skeet. actorNew->spr.angle += RandomAngle(22.5) - RandomAngle(22.5); diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index ed6e434c3..0fb17eb35 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -513,7 +513,7 @@ void CoolgCommon(DSWActor* actor) actor->user.pos.Z = actor->spr.pos.Z; - actor->spr.SetScale(0.65625, 0.65625); + actor->spr.scale = DVector2(0.65625, 0.65625); actor->spr.extra |= (SPRX_PLAYER_OR_ENEMY); } diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index 648f6b197..b6cf2d046 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -504,7 +504,7 @@ int SetupCoolie(DSWActor* actor) EnemyDefaults(actor, &CoolieActionSet, &CooliePersonality); - actor->spr.SetScale(0.65625, 0.65625); + actor->spr.scale = DVector2(0.65625, 0.65625); actor->user.Flags |= (SPR_XFLIP_TOGGLE); diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 73c6fbe54..17b0be742 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -684,7 +684,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub if (tActor->user.ID == 1793 || tsp->picnum == 1793) { tsp->picnum = 2519; - tsp->SetScale(0.421875, 0.453125); + tsp->scale = DVector2(0.421875, 0.453125); } if (tActor->user.ID == STAR1) @@ -694,7 +694,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub tsp->picnum = DART_PIC; tsp->angle -= DAngle90 + mapangle(24); - tsp->SetScale(DART_REPEAT, DART_REPEAT); + tsp->scale = DVector2(DART_REPEAT, DART_REPEAT); tsp->cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); } else @@ -758,7 +758,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub { tsp->picnum = DART_PIC; tsp->angle -= DAngle90; - tsp->SetScale(DART_REPEAT, DART_REPEAT); + tsp->scale = DVector2(DART_REPEAT, DART_REPEAT); tsp->cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); } diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index 653bdec9e..3ba55d07e 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -372,7 +372,7 @@ void EelCommon(DSWActor* actor) actor->user.pos.Z = actor->spr.pos.Z; - actor->spr.SetScale(0.546875, 0.421875); + actor->spr.scale = DVector2(0.546875, 0.421875); actor->user.Radius = 400; } diff --git a/source/games/sw/src/girlninj.cpp b/source/games/sw/src/girlninj.cpp index c838bcb6e..7c468fc43 100644 --- a/source/games/sw/src/girlninj.cpp +++ b/source/games/sw/src/girlninj.cpp @@ -728,7 +728,7 @@ int SetupGirlNinja(DSWActor* actor) actor->user.StateEnd = s_GirlNinjaDie; actor->user.Rot = sg_GirlNinjaRun; - actor->spr.SetScale(0.796875, 0.0671875); + actor->spr.scale = DVector2(0.796875, 0.0671875); actor->user.Attrib = &GirlNinjaAttrib; actor->spr.pal = actor->user.spal = 26; diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index 758e83b6d..6427eeea8 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -320,7 +320,7 @@ int SetupHornet(DSWActor* actor) actor->user.pos.Z = actor->spr.pos.Z; - actor->spr.SetScale(0.578125, 0.5); + actor->spr.scale = DVector2(0.578125, 0.5); // Special looping buzz sound attached to each hornet spawned PlaySound(DIGI_HORNETBUZZ, actor, v3df_follow|v3df_init); diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index c1d230779..8f3e0c1c2 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -664,10 +664,10 @@ void DoAutoSize(tspritetype* tspr) case ICON_STAR: // 1793 break; case ICON_UZI: // 1797 - tspr->SetScale(0.671875, 0.625); + tspr->scale = DVector2(0.671875, 0.625); break; case ICON_UZIFLOOR: // 1807 - tspr->SetScale(0.671875, 0.625); + tspr->scale = DVector2(0.671875, 0.625); break; case ICON_LG_UZI_AMMO: // 1799 break; @@ -682,7 +682,7 @@ void DoAutoSize(tspritetype* tspr) case ICON_ROCKET: // 1843 break; case ICON_SHOTGUN: // 1794 - tspr->SetScale(0.890625, 0.90625); + tspr->scale = DVector2(0.890625, 0.90625); break; case ICON_LG_ROCKET: // 1796 break; @@ -693,14 +693,14 @@ void DoAutoSize(tspritetype* tspr) case ICON_MICRO_BATTERY: // 1800 break; case ICON_GRENADE_LAUNCHER: // 1817 - tspr->SetScale(0.84375, 0.8125); + tspr->scale = DVector2(0.84375, 0.8125); break; case ICON_LG_GRENADE: // 1831 break; case ICON_LG_MINE: // 1842 break; case ICON_RAIL_GUN: // 1811 - tspr->SetScale(0.78125, 0.84375); + tspr->scale = DVector2(0.78125, 0.84375); break; case ICON_RAIL_AMMO: // 1812 break; @@ -709,21 +709,21 @@ void DoAutoSize(tspritetype* tspr) case ICON_MEDKIT: // 1803 break; case ICON_CHEMBOMB: - tspr->SetScale(1, 0.734375); + tspr->scale = DVector2(1, 0.734375); break; case ICON_FLASHBOMB: - tspr->SetScale(0.5, 0.53125); + tspr->scale = DVector2(0.5, 0.53125); break; case ICON_NUKE: break; case ICON_CALTROPS: - tspr->SetScale(0.578125, 0.46875); + tspr->scale = DVector2(0.578125, 0.46875); break; case ICON_BOOSTER: // 1810 - tspr->SetScale(0.46875, 0.59375); + tspr->scale = DVector2(0.46875, 0.59375); break; case ICON_HEAT_CARD: // 1819 - tspr->SetScale(0.71875, 0.734375); + tspr->scale = DVector2(0.71875, 0.734375); break; case ICON_REPAIR_KIT: // 1813 break; @@ -736,7 +736,7 @@ void DoAutoSize(tspritetype* tspr) case ICON_CLOAK: // 1826 break; case ICON_NIGHT_VISION: // 3031 - tspr->SetScale(0.921875, 1.109375); + tspr->scale = DVector2(0.921875, 1.109375); break; case ICON_NAPALM: // 3046 break; @@ -749,7 +749,7 @@ void DoAutoSize(tspritetype* tspr) case ICON_GRENADE: // 3059 break; case ICON_ARMOR: // 3030 - tspr->SetScale(1.28125, 1.3125); + tspr->scale = DVector2(1.28125, 1.3125); break; case BLUE_KEY: // 1766 break; @@ -763,17 +763,17 @@ void DoAutoSize(tspritetype* tspr) case RED_CARD: case GREEN_CARD: case YELLOW_CARD: - tspr->SetScale(0.5625, 0.5155625); + tspr->scale = DVector2(0.5625, 0.5155625); break; case GOLD_SKELKEY: case SILVER_SKELKEY: case BRONZE_SKELKEY: case RED_SKELKEY: - tspr->SetScale(0.609375, 0.703125); + tspr->scale = DVector2(0.609375, 0.703125); break; case SKEL_LOCKED: case SKEL_UNLOCKED: - tspr->SetScale(0.734375, 0.625); + tspr->scale = DVector2(0.734375, 0.625); break; case RAMCARD_LOCKED: case RAMCARD_UNLOCKED: diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 0ebe7b50b..913632e18 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -459,7 +459,7 @@ int DoBloodSpray(DSWActor* actor) actor->vel.X = 0; actor->user.change.X = actor->user.change.Y = 0; double scale = (70 - RandomRange(25)) * REPEAT_SCALE; - actor->spr.SetScale(scale, scale); + actor->spr.scale = DVector2(scale, scale); actor->spr.pos.XY() = bldActor->spr.pos.XY(); // !FRANK! bit of a hack @@ -953,7 +953,7 @@ int DoChemBomb(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.625, 0.625); + actorNew->spr.scale = DVector2(0.625, 0.625); actorNew->opos = actor->opos; // !Frank - dont do translucent actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -1188,7 +1188,7 @@ int SpawnRadiationCloud(DSWActor* actor) SetOwner(GetOwner(actor), actorNew); actorNew->user.WaitTics = 1 * 120; actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->copy_clipdist(actor); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -1273,7 +1273,7 @@ int PlayerInitChemBomb(PLAYER* pp) actorNew->user.Flags |= (SPR_XFLIP_TOGGLE); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.shade = -15; actorNew->user.WeaponNum = plActor->user.WeaponNum; actorNew->user.Radius = 200; @@ -1337,7 +1337,7 @@ int InitSpriteChemBomb(DSWActor* actor) actorNew->user.Flags |= (SPR_XFLIP_TOGGLE); SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.shade = -15; actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 200; @@ -1374,7 +1374,7 @@ int InitChemBomb(DSWActor* actor) actorNew->user.Flags |= (SPR_XFLIP_TOGGLE); SetOwner(GetOwner(actor), actorNew); - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.shade = -15; actorNew->user.Radius = 200; actorNew->user.ceiling_dist = 3; @@ -1593,7 +1593,7 @@ void SpawnFlashBombOnActor(DSWActor* actor) if (actor != nullptr) actor->user.flameActor = actorNew; - actorNew->spr.SetScale(0.25, 0.25); + actorNew->spr.scale = DVector2(0.25, 0.25); if (actor->user.flameActor != nullptr) { @@ -1644,7 +1644,7 @@ int PlayerInitCaltrops(PLAYER* pp) actorNew->user.Flags |= (SPR_XFLIP_TOGGLE); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->spr.shade = -15; actorNew->user.WeaponNum = plActor->user.WeaponNum; actorNew->user.Radius = 200; @@ -1694,7 +1694,7 @@ int InitCaltrops(DSWActor* actor) actorNew->user.Flags |= (SPR_XFLIP_TOGGLE); SetOwner(actor, actorNew); - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->spr.shade = -15; // !FRANK - clipbox must be <= weapon otherwise can clip thru walls actorNew->copy_clipdist(actor); @@ -1733,7 +1733,7 @@ int InitPhosphorus(DSWActor* actor) // actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER); actorNew->spr.shade = -128; - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->spr.shade = -15; // !FRANK - clipbox must be <= weapon otherwise can clip thru walls if (actor->clipdist > 0) @@ -2228,7 +2228,7 @@ int SpawnShell(DSWActor* actor, int ShellNum) // Set the shell number actorNew->user.ShellNum = ShellCount; - actorNew->spr.SetScale(0.203125, 0.203125); + actorNew->spr.scale = DVector2(0.203125, 0.203125); break; case SHOT_SHELL: actorNew->spr.pos.Z -= 13; @@ -2242,7 +2242,7 @@ int SpawnShell(DSWActor* actor, int ShellNum) // Set the shell number actorNew->user.ShellNum = ShellCount; - actorNew->spr.SetScale(0.28125, 0.28125); + actorNew->spr.scale = DVector2(0.28125, 0.28125); break; } diff --git a/source/games/sw/src/lava.cpp b/source/games/sw/src/lava.cpp index e94e28f7f..f0603e4bf 100644 --- a/source/games/sw/src/lava.cpp +++ b/source/games/sw/src/lava.cpp @@ -474,7 +474,7 @@ int SetupLava(DSWActor* actor) actor->user.Rot = sg_LavaRun; EnemyDefaults(actor, &LavaActionSet, &LavaPersonality); - actor->spr.SetScale(1.71875, 1.71875); + actor->spr.scale = DVector2(1.71875, 1.71875); actor->clipdist = 32; actor->user.Flags |= (SPR_XFLIP_TOGGLE|SPR_ELECTRO_TOLERANT); diff --git a/source/games/sw/src/miscactr.cpp b/source/games/sw/src/miscactr.cpp index 449f9c91d..b4bc1431c 100644 --- a/source/games/sw/src/miscactr.cpp +++ b/source/games/sw/src/miscactr.cpp @@ -135,7 +135,7 @@ int SetupToiletGirl(DSWActor* actor) actor->user.Rot = 0; actor->user.RotNum = 0; - actor->spr.SetScale(0.5, 0.5); + actor->spr.scale = DVector2(0.5, 0.5); actor->vel.X = 0; actor->vel.Z = 0; actor->spr.lotag = TOILETGIRL_R0; @@ -390,7 +390,7 @@ int SetupWashGirl(DSWActor* actor) actor->user.Rot = 0; actor->user.RotNum = 0; - actor->spr.SetScale(0.4374, 0.375); + actor->spr.scale = DVector2(0.4374, 0.375); actor->vel.X = 0; actor->vel.Z = 0; actor->spr.lotag = WASHGIRL_R0; @@ -620,7 +620,7 @@ int SetupTrashCan(DSWActor* actor) actor->user.RotNum = 0; - actor->spr.SetScale(0.71875, 0.65625); + actor->spr.scale = DVector2(0.71875, 0.65625); actor->vel.X = 0; actor->vel.Z = 0; actor->user.ID = TRASHCAN; @@ -1295,7 +1295,7 @@ int SetupCarGirl(DSWActor* actor) actor->user.Rot = 0; actor->user.RotNum = 0; - actor->spr.SetScale(0.453125, 0.390625); + actor->spr.scale = DVector2(0.453125, 0.390625); actor->vel.X = 0; actor->vel.Z = 0; actor->spr.lotag = CARGIRL_R0; @@ -1530,7 +1530,7 @@ int SetupMechanicGirl(DSWActor* actor) actor->user.Rot = 0; actor->user.RotNum = 0; - actor->spr.SetScale(0.421875, 0.40625); + actor->spr.scale = DVector2(0.421875, 0.40625); actor->vel.X = 0; actor->vel.Z = 0; actor->spr.lotag = MECHANICGIRL_R0; @@ -1764,7 +1764,7 @@ int SetupSailorGirl(DSWActor* actor) actor->user.Rot = 0; actor->user.RotNum = 0; - actor->spr.SetScale(0.4375, 0.40625); + actor->spr.scale = DVector2(0.4375, 0.40625); actor->vel.X = 0; actor->vel.Z = 0; actor->spr.lotag = SAILORGIRL_R0; @@ -1993,7 +1993,7 @@ int SetupPruneGirl(DSWActor* actor) actor->user.Rot = 0; actor->user.RotNum = 0; - actor->spr.SetScale(0.515625, 0.4375); + actor->spr.scale = DVector2(0.515625, 0.4375); actor->vel.X = 0; actor->vel.Z = 0; actor->spr.lotag = PRUNEGIRL_R0; diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index e79d45915..69b4750dc 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -1838,7 +1838,7 @@ int SetupNinja(DSWActor* actor) actor->user.StateEnd = s_NinjaDie; actor->user.Rot = sg_NinjaRun; - actor->spr.SetScale(0.71875, 0.71875); + actor->spr.scale = DVector2(0.71875, 0.71875); if (actor->spr.pal == PALETTE_PLAYER5) { @@ -2418,7 +2418,7 @@ void InitPlayerSprite(PLAYER* pp) actor->spr.shade = -60; // was 15 actor->clipdist = 16; - actor->spr.SetScale(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT); + actor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT); actor->spr.pal = PALETTE_PLAYER0 + pp->pnum; actor->user.spal = actor->spr.pal; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index d1b833ec6..5182c8851 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1350,7 +1350,7 @@ void DoSpawnTeleporterEffect(DSWActor* actor) SetActorZ(effectActor, effectActor->spr.pos); effectActor->spr.shade = -40; - effectActor->spr.SetScale(0.65625, 0.65625); + effectActor->spr.scale = DVector2(0.65625, 0.65625); effectActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); effectActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); @@ -1372,7 +1372,7 @@ void DoSpawnTeleporterEffectPlace(DSWActor* actor) SetActorZ(effectActor, effectActor->spr.pos); effectActor->spr.shade = -40; - effectActor->spr.SetScale(0.65625, 0.65625); + effectActor->spr.scale = DVector2(0.65625, 0.65625); effectActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); effectActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); @@ -5950,7 +5950,7 @@ void DoPlayerBeginDie(PLAYER* pp) plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); NewStateGroup(pp->actor, sg_PlayerHeadFly); plActor->user.ID = NINJA_Head_R0; - plActor->spr.SetScale(0.75, 0.75); + plActor->spr.scale = DVector2(0.75, 0.75); // Blood fountains InitBloodSpray(pp->actor,true,105); break; @@ -5964,7 +5964,7 @@ void DoPlayerBeginDie(PLAYER* pp) plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); NewStateGroup(pp->actor, sg_PlayerHeadFly); plActor->user.ID = NINJA_Head_R0; - plActor->spr.SetScale(0.75, 0.75); + plActor->spr.scale = DVector2(0.75, 0.75); // Blood fountains InitBloodSpray(pp->actor,true,-1); InitBloodSpray(pp->actor,true,-1); @@ -5981,7 +5981,7 @@ void DoPlayerBeginDie(PLAYER* pp) plActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); NewStateGroup(pp->actor, sg_PlayerHeadFly); plActor->user.ID = NINJA_Head_R0; - plActor->spr.SetScale(0.75, 0.75); + plActor->spr.scale = DVector2(0.75, 0.75); // Blood fountains InitBloodSpray(pp->actor,true,105); break; @@ -6130,7 +6130,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp) NewStateGroup(plActor, plActor->user.ActorActionSet->Stand); plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.picnum = plActor->user.State->Pic; - plActor->spr.SetScale(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_XREPEAT); + plActor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_XREPEAT); plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); plActor->spr.pos = pp->pos.plusZ(PLAYER_HEIGHTF); plActor->spr.angle = pp->angle.ang; @@ -6150,7 +6150,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp) plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); plActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); pp->input.actions |= SB_CENTERVIEW; - plActor->spr.SetScale(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT); + plActor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT); pp->horizon.horiz = nullAngle; DoPlayerResetMovement(pp); diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index 8f7a25f3a..6d1ae5927 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -835,12 +835,12 @@ int SetupRipper(DSWActor* actor) DoActorSetSpeed(actor, FAST_SPEED); actor->user.StateEnd = s_RipperDie; actor->user.Rot = sg_RipperRun; - actor->spr.SetScale(1, 1); + actor->spr.scale = DVector2(1, 1); if (actor->spr.pal == PALETTE_BROWN_RIPPER) { EnemyDefaults(actor, &RipperBrownActionSet, &RipperPersonality); - actor->spr.SetScale(1.65625, 1.40625); + actor->spr.scale = DVector2(1.65625, 1.40625); if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) actor->user.Health = HEALTH_MOMMA_RIPPER; @@ -1233,7 +1233,7 @@ void RipperHatch(DSWActor* actor) auto actorNew = insertActor(actor->sector(), STAT_DEFAULT); ClearOwner(actorNew); actorNew->spr.pos = actor->spr.pos; - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->spr.angle = RandomAngle(); actorNew->spr.pal = 0; SetupRipper(actorNew); diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index bb6e65a9d..de7326f24 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -904,7 +904,7 @@ int SetupRipper2(DSWActor* actor) actor->user.StateEnd = s_Ripper2Die; actor->user.Rot = sg_Ripper2Run; actor->clipdist = 32; // This actor is bigger, needs bigger box. - actor->spr.SetScale(0.859375, 0.859375); + actor->spr.scale = DVector2(0.859375, 0.859375); if (actor->spr.pal == PALETTE_BROWN_RIPPER) { @@ -1242,7 +1242,7 @@ void Ripper2Hatch(DSWActor* actor) ClearOwner(actorNew); actorNew->spr.pos = actor->spr.pos; - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->spr.angle = RandomAngle(); actorNew->spr.pal = 0; actorNew->spr.shade = -10; diff --git a/source/games/sw/src/serp.cpp b/source/games/sw/src/serp.cpp index d2dec390f..d8ec1c665 100644 --- a/source/games/sw/src/serp.cpp +++ b/source/games/sw/src/serp.cpp @@ -718,11 +718,11 @@ int SetupSerp(DSWActor* actor) if (actor->spr.pal == 16) { actor->user.Health = 1000; - actor->spr.SetScale(1.15625, 1.15625); + actor->spr.scale = DVector2(1.15625, 1.15625); } else { - actor->spr.SetScale(1.5625, 2); + actor->spr.scale = DVector2(1.5625, 2); } actor->clipdist = 32; diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 9e5b16a85..d37702fed 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -927,7 +927,7 @@ DSWActor* SpawnActor(int stat, int id, STATE* state, sectortype* sect, const DVe PicAnimOff(spawnedActor->spr.picnum); } - spawnedActor->spr.SetScale(1, 1); + spawnedActor->spr.scale = DVector2(1, 1); spawnedActor->spr.angle = init_ang; spawnedActor->vel.X = vel; @@ -2639,7 +2639,7 @@ void SpriteSetup(void) SpawnUser(actor, ST1, nullptr); if (actor->spr.scale.X == 1 && actor->spr.scale.Y == 1) // clear default scale. - actor->spr.SetScale(0, 0); + actor->spr.scale = DVector2(0, 0); change_actor_stat(actor, STAT_SPAWN_SPOT); break; @@ -5004,7 +5004,7 @@ int DoSpawnItemTeleporterEffect(DSWActor* actor) auto effect = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->sector(), actor->spr.pos.plusZ(-12), actor->spr.angle); effect->spr.shade = -40; - effect->spr.SetScale(0.5625, 0.5625); + effect->spr.scale = DVector2(0.5625, 0.5625); effect->spr.cstat |= CSTAT_SPRITE_YCENTER; effect->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); return 0; diff --git a/source/games/sw/src/sumo.cpp b/source/games/sw/src/sumo.cpp index 0cc03fb89..216a0c74e 100644 --- a/source/games/sw/src/sumo.cpp +++ b/source/games/sw/src/sumo.cpp @@ -628,13 +628,13 @@ int SetupSumo(DSWActor* actor) if (actor->spr.pal == 16) { // Mini Sumo - actor->spr.SetScale(0.671875, 0.453125); + actor->spr.scale = DVector2(0.671875, 0.453125); actor->user.ActorActionSet = &MiniSumoActionSet; actor->user.Health = 500; } else { - actor->spr.SetScale(1.796875, 1.171875); + actor->spr.scale = DVector2(1.796875, 1.171875); } //actor->user.Flags |= (SPR_XFLIP_TOGGLE); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 4c0285e51..d367eb289 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3419,7 +3419,7 @@ AutoShrap: { auto spnum = SpawnLargeExp(parentActor); double size = spnum->spr.scale.X + shrap_delta_size * REPEAT_SCALE; - spnum->spr.SetScale(size, size); + spnum->spr.scale = DVector2(size, size); return false; } @@ -3428,7 +3428,7 @@ AutoShrap: { auto spnum = SpawnLargeExp(parentActor); double size = spnum->spr.scale.X + shrap_delta_size * REPEAT_SCALE; - spnum->spr.SetScale(size, size); + spnum->spr.scale = DVector2(size, size); InitPhosphorus(spnum); @@ -3752,7 +3752,7 @@ AutoShrap: } actor->spr.shade = int8_t(shrap_shade); - actor->spr.SetScale(shrap_xsize * REPEAT_SCALE, shrap_xsize* REPEAT_SCALE); + actor->spr.scale = DVector2(shrap_xsize * REPEAT_SCALE, shrap_xsize* REPEAT_SCALE); actor->clipdist = 1; if (ShrapOwner != nullptr) @@ -4130,7 +4130,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVe // Don't do central blood splats for every hitscan if (RANDOM_P2(1024) < 950) { - actorNew->spr.SetScale(0, 0); + actorNew->spr.scale = DVector2(0, 0); } if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -4153,7 +4153,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVe actorNew->user.Flags |= (SPR_BOUNCE); actorNew->spr.shade = int8_t(shrap_shade); - actorNew->spr.SetScale(shrap_xsize* REPEAT_SCALE, shrap_xsize* REPEAT_SCALE); + actorNew->spr.scale = DVector2(shrap_xsize* REPEAT_SCALE, shrap_xsize* REPEAT_SCALE); actorNew->clipdist = 1; actorNew->spr.pal = actorNew->user.spal = uint8_t(shrap_pal); @@ -8595,7 +8595,7 @@ int DoGrenade(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.625, 0.625); + actorNew->spr.scale = DVector2(0.625, 0.625); actorNew->opos = actor->opos; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); @@ -9233,11 +9233,11 @@ int DoEMP(DSWActor* actor) if (RandomRange(1000) > 500) { - actor->spr.SetScale(0.8125, 0.15626); + actor->spr.scale = DVector2(0.8125, 0.15626); } else { - actor->spr.SetScale(0.125, 0.59375); + actor->spr.scale = DVector2(0.125, 0.59375); } if (actor->user.coll.type != kHitNone) @@ -9280,11 +9280,11 @@ int DoEMPBurst(DSWActor* actor) if (RandomRange(1000) > 500) { - actor->spr.SetScale(0.8125, 0.15626); + actor->spr.scale = DVector2(0.8125, 0.15626); } else { - actor->spr.SetScale(0.125, 0.59375); + actor->spr.scale = DVector2(0.125, 0.59375); } if ((RANDOM_P2(1024<<6)>>6) < 700) @@ -9392,7 +9392,7 @@ int DoLaser(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_LaserPuff, actor->sector(), actor->spr.pos, actor->spr.angle, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.25, 0.25); + actorNew->spr.scale = DVector2(0.25, 0.25); actorNew->spr.pal = actorNew->user.spal = PALETTE_RED_LIGHTING; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -9495,7 +9495,7 @@ int DoRail(DSWActor* actor) NewStateGroup(actorNew, sg_RailPuff); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.15625, 0.15625); + actorNew->spr.scale = DVector2(0.15625, 0.15625); actorNew->opos = actor->opos; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); @@ -9592,7 +9592,7 @@ int DoRocket(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.625, 0.625); + actorNew->spr.scale = DVector2(0.625, 0.625); actorNew->opos = actor->opos; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); @@ -9648,7 +9648,7 @@ int SpawnExtraMicroMini(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, actor->vel.X); SetOwner(GetOwner(actor), actorNew); - actorNew->spr.SetScale(actor->spr.scale.X, actor->spr.scale.X); + actorNew->spr.scale = DVector2(actor->spr.scale.X, actor->spr.scale.X); actorNew->spr.shade = actor->spr.shade; actorNew->copy_clipdist(actor); @@ -9692,7 +9692,7 @@ int DoMicro(DSWActor* actor) SetOwner(GetOwner(actor), actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.34375, 0.3125); + actorNew->spr.scale = DVector2(0.34375, 0.3125); actorNew->opos = actor->opos; actorNew->vel.Z = -actor->vel.Z; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -9710,7 +9710,7 @@ int DoMicro(DSWActor* actor) { SetActorZ(actorNew, actorNew->spr.pos); NewStateGroup(actor, &sg_MicroMini[0]); - actor->spr.SetScale(0.15625, 0.15625); + actor->spr.scale = DVector2(0.15625, 0.15625); actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); SpawnExtraMicroMini(actor); return true; @@ -9762,7 +9762,7 @@ int DoUziBullet(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, actor->sector(), actor->spr.pos, actor->spr.angle, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); + actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); SetOwner(GetOwner(actor), actorNew); actorNew->spr.angle = actor->spr.angle; actorNew->clipdist = 8; @@ -9772,7 +9772,7 @@ int DoUziBullet(DSWActor* actor) { actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, actorNew->sector(), actorNew->spr.pos, nullAngle, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT); + actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT); SetOwner(GetOwner(actor), actorNew); actorNew->spr.angle = actor->spr.angle; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -10040,7 +10040,7 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor) if (enemyActor != nullptr) enemyActor->user.flameActor = actorNew; - actorNew->spr.SetScale(0.25, 0.25); + actorNew->spr.scale = DVector2(0.25, 0.25); if (enemyActor != nullptr) { // large flame for trees and such @@ -10103,7 +10103,7 @@ int SpawnBreakFlames(DSWActor* actor) actorNew->spr.hitag = LUMINOUS; //Always full brightness - actorNew->spr.SetScale(0.25, 0.25); + actorNew->spr.scale = DVector2(0.25, 0.25); actorNew->user.Counter = 48; // max flame size actorNew->spr.shade = -40; @@ -10143,7 +10143,7 @@ void SpawnBreakStaticFlames(DSWActor* actor) actorNew->spr.hitag = LUMINOUS; //Always full brightness - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.shade = -40; actorNew->spr.pal = actorNew->user.spal = actor->user.spal; @@ -10174,7 +10174,7 @@ void SpawnFireballExp(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_EXP, s_FireballExp, actor->sector(), actor->spr.pos, actor->spr.angle, 0); actorNew->spr.hitag = LUMINOUS; //Always full brightness - actorNew->spr.SetScale(0.8125, 0.8125); + actorNew->spr.scale = DVector2(0.8125, 0.8125); SetOwner(GetOwner(actor), actorNew); actorNew->spr.shade = -40; actorNew->spr.pal = actorNew->user.spal = actor->user.spal; @@ -10211,7 +10211,7 @@ void SpawnGoroFireballExp(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, 0, s_FireballExp, actor->sector(), actor->spr.pos, actor->spr.angle, 0); actorNew->spr.hitag = LUMINOUS; //Always full brightness - actorNew->spr.SetScale(0.25, 0.25); + actorNew->spr.scale = DVector2(0.25, 0.25); SetOwner(GetOwner(actor), actorNew); actorNew->spr.shade = -40; actorNew->spr.pal = actorNew->user.spal = actor->user.spal; @@ -10246,7 +10246,7 @@ void SpawnBoltExp(DSWActor* actor) expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(GetOwner(actor), expActor); expActor->spr.shade = -40; - expActor->spr.SetScale(1.1825, 1.1825); + expActor->spr.scale = DVector2(1.1825, 1.1825); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) > 512) @@ -10305,7 +10305,7 @@ void SpawnTankShellExp(DSWActor* actor) expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(GetOwner(actor), expActor); expActor->spr.shade = -40; - expActor->spr.SetScale(1.5, 1.5); + expActor->spr.scale = DVector2(1.5, 1.5); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) > 512) @@ -10327,7 +10327,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, DAngle ang) expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(GetOwner(actor), expActor); expActor->spr.shade = -128; - expActor->spr.SetScale(3.40625, 2.375); + expActor->spr.scale = DVector2(3.40625, 2.375); expActor->copy_clipdist(actor); expActor->user.ceiling_dist = (16); expActor->user.floor_dist = (16); @@ -10389,7 +10389,7 @@ void SpawnNuclearExp(DSWActor* actor) expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(own, expActor); expActor->spr.shade = -128; - expActor->spr.SetScale(4, 4); + expActor->spr.scale = DVector2(4, 4); expActor->copy_clipdist(actor); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -10403,7 +10403,7 @@ void SpawnNuclearExp(DSWActor* actor) SetOwner(own, expActor); expActor->spr.shade = -128; - expActor->spr.SetScale(3.40625, 2.375); + expActor->spr.scale = DVector2(3.40625, 2.375); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) > 512) @@ -10453,7 +10453,7 @@ void SpawnTracerExp(DSWActor* actor) expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(GetOwner(actor), expActor); expActor->spr.shade = -40; - expActor->spr.SetScale(0.0625, 0.0625); + expActor->spr.scale = DVector2(0.0625, 0.0625); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -10486,7 +10486,7 @@ void SpawnMicroExp(DSWActor* actor) expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(GetOwner(actor), expActor); expActor->spr.shade = -40; - expActor->spr.SetScale(0.5, 0.5); + expActor->spr.scale = DVector2(0.5, 0.5); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) > 512) @@ -10556,11 +10556,11 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECT* sop, expActor->spr.shade = -40; if (smallflames) { - expActor->spr.SetScale(0.1875, 0.1875); + expActor->spr.scale = DVector2(0.1875, 0.1875); } else { - expActor->spr.SetScale(0.53125, 0.53125); + expActor->spr.scale = DVector2(0.53125, 0.53125); } expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -10614,7 +10614,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, DAngle ang) expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(GetOwner(actor), expActor); expActor->spr.shade = -40; - expActor->spr.SetScale(0.5, 0.5); + expActor->spr.scale = DVector2(0.5, 0.5); expActor->copy_clipdist(actor); expActor->user.ceiling_dist = (16); expActor->user.floor_dist = (16); @@ -10688,7 +10688,7 @@ void SpawnGrenadeExp(DSWActor* actor) expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(GetOwner(actor), expActor); expActor->spr.shade = -40; - expActor->spr.SetScale(1.5, 1.5); + expActor->spr.scale = DVector2(1.5, 1.5); expActor->copy_clipdist(actor); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -10778,7 +10778,7 @@ void SpawnMineExp(DSWActor* actor) expActor->spr.hitag = LUMINOUS; //Always full brightness SetOwner(GetOwner(actor), expActor); expActor->spr.shade = -40; - expActor->spr.SetScale(1.6875, 1.6875); + expActor->spr.scale = DVector2(1.6875, 1.6875); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_MINE_EXP].radius; @@ -10832,7 +10832,7 @@ DSWActor* SpawnSectorExp(DSWActor* actor) expActor->spr.hitag = LUMINOUS; //Always full brightness expActor->spr.shade = -40; - expActor->spr.SetScale(1.40625, 1.40625); + expActor->spr.scale = DVector2(1.40625, 1.40625); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_SECTOR_EXP].radius; @@ -10853,7 +10853,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor) expActor->spr.hitag = LUMINOUS; //Always full brightness expActor->spr.shade = -40; - expActor->spr.SetScale(1.40625, 1.40625); + expActor->spr.scale = DVector2(1.40625, 1.40625); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_SECTOR_EXP].radius; @@ -10897,12 +10897,12 @@ void SpawnMeteorExp(DSWActor* actor) if (actor->spr.scale.Y < 1) { // small - expActor->spr.SetScale(1, 1); + expActor->spr.scale = DVector2(1, 1); } else { // large - boss - expActor->spr.SetScale(1.25, 1.25); + expActor->spr.scale = DVector2(1.25, 1.25); } expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -11177,7 +11177,7 @@ int DoNapalm(DSWActor* actor) SetOwner(actor, expActor); expActor->spr.shade = -40; expActor->spr.cstat = actor->spr.cstat; - expActor->spr.SetScale(0.75, 1); + expActor->spr.scale = DVector2(0.75, 1); expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); if (RANDOM_P2(1024) < 512) expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -11400,7 +11400,7 @@ int DoMirv(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.625, 0.625); + actorNew->spr.scale = DVector2(0.625, 0.625); actorNew->clipdist = 2; actorNew->vel.Z = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -11638,7 +11638,7 @@ void InitSpellRing(PLAYER* pp) actorNew->vel.X = 31.25; SetOwner(pp->actor, actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->vel.Z = 0; actorNew->user.pos.Z = 20; @@ -11811,7 +11811,7 @@ int InitLavaThrow(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.hitag = LUMINOUS; //Always full brightness - actorNew->spr.SetScale(1.125, 1.125); + actorNew->spr.scale = DVector2(1.125, 1.125); actorNew->spr.shade = -15; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; @@ -11870,7 +11870,7 @@ void InitVulcanBoulder(DSWActor* actor) SetOwner(actor, actorNew); double scale = 0.125 + RandomRange(72) * REPEAT_SCALE; - actorNew->spr.SetScale(scale, scale); + actorNew->spr.scale = DVector2(scale, scale); actorNew->spr.shade = -40; actorNew->spr.angle = nang; actorNew->user.Counter = 0; @@ -11937,7 +11937,7 @@ int InitSerpRing(DSWActor* actor) actorNew->vel.X = 31.25; SetOwner(actor, actorNew); actorNew->spr.shade = -20; - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->spr.yint = 2*RINGMOVETICS; actorNew->vel.Z = 3; actorNew->spr.pal = 0; @@ -12020,7 +12020,7 @@ void InitSpellNapalm(PLAYER* pp) SetOwner(pp->actor, actor); actor->spr.shade = -40; - actor->spr.SetScale(0.5, 0.5); + actor->spr.scale = DVector2(0.5, 0.5); actor->clipdist = 0; actor->vel.Z = pp->horizon.horiz.Tan() * HORIZ_MULTF; actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); @@ -12096,7 +12096,7 @@ int InitEnemyNapalm(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->clipdist = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -12150,7 +12150,7 @@ int InitSpellMirv(PLAYER* pp) SetOwner(pp->actor, actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(1.125, 1.125); + actorNew->spr.scale = DVector2(1.125, 1.125); actorNew->clipdist = 2; actorNew->vel.Z = pp->horizon.horiz.Tan() * HORIZ_MULTF; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); @@ -12190,7 +12190,7 @@ int InitEnemyMirv(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(1.125, 1.125); + actorNew->spr.scale = DVector2(1.125, 1.125); actorNew->clipdist = 2; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); @@ -12607,7 +12607,7 @@ int InitSumoNapalm(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->clipdist = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -12663,7 +12663,7 @@ int InitSumoSkull(DSWActor* actor) actorNew->vel.X = 31.25; SetOwner(actor, actorNew); actorNew->spr.shade = -20; - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->spr.pal = 0; // randomize the head turning angle @@ -13019,7 +13019,7 @@ int InitStar(PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, pos, pp->angle.ang, STAR_VELOCITY); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(STAR_REPEAT, STAR_REPEAT); + actorNew->spr.scale = DVector2(STAR_REPEAT, STAR_REPEAT); actorNew->spr.shade = -25; actorNew->clipdist = 2; // zvel was overflowing with this calculation - had to move to a local long var @@ -13060,7 +13060,7 @@ int InitStar(PLAYER* pp) auto actorNew2 = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector,pos, actorNew->spr.angle + dang[i], actorNew->vel.X); SetOwner(GetOwner(actorNew), actorNew2); - actorNew2->spr.SetScale(STAR_REPEAT, STAR_REPEAT); + actorNew2->spr.scale = DVector2(STAR_REPEAT, STAR_REPEAT); actorNew2->spr.shade = actorNew->spr.shade; actorNew2->spr.extra = actorNew->spr.extra; @@ -13121,7 +13121,7 @@ void InitHeartAttack(PLAYER* pp) SetOwner(pp->actor, actorNew); actorNew->spr.shade = -10; - actorNew->spr.SetScale(0.8125, 0.8125); + actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->clipdist = 0; actorNew->vel.Z = pp->horizon.horiz.Tan() * HORIZ_MULTF; actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -13424,7 +13424,7 @@ int InitLaser(PLAYER* pp) actorNew->spr.hitag = LUMINOUS; //Always full brightness SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.8125, 0.8125); + actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.shade = -15; actorNew->clipdist = 4; @@ -13522,7 +13522,7 @@ int InitRail(PLAYER* pp) SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.8125, 0.8125); + actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.shade = -15; zvel = pp->horizon.horiz.Tan() * ((HORIZ_MULT + 17) * 0.5); @@ -13595,7 +13595,7 @@ int InitZillaRail(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], actor->sector(), pos, actor->spr.angle, 75); SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.8125, 0.8125); + actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.shade = -15; double zvel = (100 * (HORIZ_MULT+17)) / 256.; @@ -13686,7 +13686,7 @@ int InitRocket(PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->angle.ang, ROCKET_VELOCITY); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(1.40626, 1.40625); + actorNew->spr.scale = DVector2(1.40626, 1.40625); actorNew->spr.shade = -15; zvel = pp->horizon.horiz.Tan() * ((HORIZ_MULT + 35) * 0.5); @@ -13793,7 +13793,7 @@ int InitBunnyRocket(PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector, pos, pp->angle.ang, ROCKET_VELOCITY); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->spr.shade = -15; zvel = pp->horizon.horiz.Tan() * ((HORIZ_MULT + 35) * 0.5); @@ -13895,7 +13895,7 @@ int InitNuke(PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->angle.ang, 700/16.); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(2, 2); + actorNew->spr.scale = DVector2(2, 2); actorNew->spr.shade = -15; zvel = pp->horizon.horiz.Tan() * ((HORIZ_MULT + 36) * 0.5); actorNew->clipdist = 4; @@ -13977,7 +13977,7 @@ int InitEnemyNuke(DSWActor* actor) else SetOwner(actor, actorNew); - actorNew->spr.SetScale(2, 2); + actorNew->spr.scale = DVector2(2, 2); actorNew->spr.shade = -15; double zvel = (100 * (HORIZ_MULT-36)) / 256.; // Ugh... actorNew->clipdist = 4; @@ -14076,7 +14076,7 @@ int InitMicro(PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], pp->cursector, pos, angle, 75); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.375, 0.375); + actorNew->spr.scale = DVector2(0.375, 0.375); actorNew->spr.shade = -15; actorNew->vel.Z = pp->horizon.horiz.Tan() * HORIZ_MULTF; actorNew->clipdist = 4; @@ -14498,7 +14498,7 @@ int InitSerpSpell(DSWActor* actor) actorNew->spr.shade = -40; PlaySound(DIGI_SERPMAGICLAUNCH, actor, v3df_none); actorNew->user.spal = actorNew->spr.pal = 27; // Bright Green - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->clipdist = 2; actorNew->vel.Z = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -14546,7 +14546,7 @@ int SpawnDemonFist(DSWActor* actor) expActor->spr.hitag = LUMINOUS; //Always full brightness expActor->spr.shade = -40; - expActor->spr.SetScale(0.5, 0.5); + expActor->spr.scale = DVector2(0.5, 0.5); expActor->user.spal = expActor->spr.pal = 25; expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -14599,7 +14599,7 @@ int InitSerpMonstSpell(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.shade = -40; - actorNew->spr.SetScale(1.90625, 1.8125); + actorNew->spr.scale = DVector2(1.90625, 1.8125); actorNew->clipdist = 2; actorNew->vel.Z = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -14676,7 +14676,7 @@ int InitEnemyRocket(DSWActor* actor) else SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.4375, 0.4375); + actorNew->spr.scale = DVector2(0.4375, 0.4375); actorNew->spr.shade = -15; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; @@ -14750,7 +14750,7 @@ int InitEnemyRail(DSWActor* actor) else SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.8125, 0.8125); + actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.shade = -15; actorNew->vel.Z = 0; @@ -14814,7 +14814,7 @@ int InitZillaRocket(DSWActor* actor) actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5) - 16), actor->user.targetActor->spr.angle, NINJA_BOLT_VELOCITY); SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.4375, 0.4375); + actorNew->spr.scale = DVector2(0.4375, 0.4375); actorNew->spr.shade = -15; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; @@ -14870,7 +14870,7 @@ int InitEnemyStar(DSWActor* actor) ActorVectOfMiddle(actor), actor->user.targetActor->spr.angle, NINJA_STAR_VELOCITY); SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.25, 0.25); + actorNew->spr.scale = DVector2(0.25, 0.25); actorNew->spr.shade = -25; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; @@ -14905,7 +14905,7 @@ int InitEnemyCrossbow(DSWActor* actor) ActorVectOfMiddle(actor).plusZ(-14), actor->user.targetActor->spr.angle, 50); SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.25, 0.40625); + actorNew->spr.scale = DVector2(0.25, 0.40625); actorNew->spr.shade = -25; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; @@ -14985,7 +14985,7 @@ int InitCoolgFire(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.hitag = LUMINOUS; - actorNew->spr.SetScale(0.28125, 0.28125); + actorNew->spr.scale = DVector2(0.28125, 0.28125); actorNew->spr.shade = -40; actorNew->vel.Z = 0; actorNew->spr.angle = actor->spr.angle; @@ -15024,7 +15024,7 @@ int DoCoolgDrip(DSWActor* actor) if (actor->spr.pos.Z > actor->user.loz - actor->user.floor_dist) { actor->spr.pos.Z = actor->user.loz - actor->user.floor_dist; - actor->spr.SetScale(0.5, 0.5); + actor->spr.scale = DVector2(0.5, 0.5); ChangeState(actor, s_GoreFloorSplash); if (actor->user.spal == PALETTE_BLUE_LIGHTING) PlaySound(DIGI_DRIP, actor, v3df_none); @@ -15045,7 +15045,7 @@ int InitCoolgDrip(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, COOLG_DRIP, s_CoolgDrip, actor->sector(), actor->spr.pos, actor->spr.angle, 0); SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.3125, 0.3125); + actorNew->spr.scale = DVector2(0.3125, 0.3125); actorNew->spr.shade = -5; actorNew->vel.Z = 0; actorNew->clipdist = 1; @@ -15084,7 +15084,7 @@ int GenerateDrips(DSWActor* actor) auto actorNew = SpawnActor(STAT_SHRAP, COOLG_DRIP, s_CoolgDrip, actor->sector(), actor->spr.pos, actor->spr.angle, 0); SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.3125, 0.3125); + actorNew->spr.scale = DVector2(0.3125, 0.3125); actorNew->spr.shade = -10; actorNew->vel.Z = 0; actorNew->clipdist = 1; @@ -15182,7 +15182,7 @@ void InitBoltTrap(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], actor->sector(), actor->spr.pos.plusZ(-ActorSizeZ(actor)), actor->spr.angle, BOLT_TRAP_VELOCITY); SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.shade = -15; actorNew->vel.Z = 0; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -15207,7 +15207,7 @@ void InitSpearTrap(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], actor->sector(), ActorVectOfMiddle(actor), actor->spr.angle, 750/16.); SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.25, 0.40625); + actorNew->spr.scale = DVector2(0.25, 0.40625); actorNew->spr.shade = -25; actorNew->clipdist = 4; @@ -15264,7 +15264,7 @@ int InitTracerUzi(PLAYER* pp) actorNew->spr.hitag = LUMINOUS; //Always full brightness SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.15625, 0.15625); + actorNew->spr.scale = DVector2(0.15625, 0.15625); actorNew->spr.shade = -40; actorNew->vel.Z = 0; actorNew->clipdist = 2; @@ -15328,7 +15328,7 @@ int InitTracerTurret(DSWActor* actor, DSWActor* Operator, DAngle horiz) actorNew->spr.hitag = LUMINOUS; //Always full brightness if (Operator!= nullptr) SetOwner(Operator, actorNew); - actorNew->spr.SetScale(0.15625, 0.15625); + actorNew->spr.scale = DVector2(0.15625, 0.15625); actorNew->spr.shade = -40; actorNew->vel.Z = 0; actorNew->clipdist = 0.5; @@ -15369,7 +15369,7 @@ int InitTracerAutoTurret(DSWActor* actor, const DVector3& change) auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, actor->sector(), actor->spr.pos, actor->spr.angle, TRACER_VELOCITY); actorNew->spr.hitag = LUMINOUS; //Always full brightness - actorNew->spr.SetScale(0.15625, 0.15625); + actorNew->spr.scale = DVector2(0.15625, 0.15625); actorNew->spr.shade = -40; actorNew->vel.Z = 0; actorNew->clipdist = 0.5; @@ -15429,12 +15429,12 @@ int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& hit_pos case PACHINKO4: case 623: case ZILLA_RUN_R0: - actorNew->spr.SetScale(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); + actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); if (RANDOM_P2(1024) > 800) SpawnShrapX(hitActor); break; default: - actorNew->spr.SetScale(UZI_SMOKE_REPEAT / 3, UZI_SMOKE_REPEAT / 3); + actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT / 3, UZI_SMOKE_REPEAT / 3); actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); //actorNew->user.spal = actorNew->spr.pal = PALETTE_RED_LIGHTING; break; @@ -15673,7 +15673,7 @@ int InitUzi(PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos, daang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); + actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); SetOwner(pp->actor, actorNew); actorNew->spr.cstat |= (cstat | CSTAT_SPRITE_YCENTER); actorNew->clipdist = 0.5; @@ -15684,7 +15684,7 @@ int InitUzi(PLAYER* pp) actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos, daang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT); + actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT); SetOwner(pp->actor, actorNew); actorNew->user.spal = actorNew->spr.pal = pal; actorNew->spr.cstat |= (cstat | CSTAT_SPRITE_YCENTER); @@ -15717,7 +15717,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, 0, s_TankShell, actor->sector(), actor->spr.pos, actor->spr.angle, TANK_SHELL_VELOCITY); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.125, 0.125); + actorNew->spr.scale = DVector2(0.125, 0.125); actorNew->spr.shade = -40; actorNew->vel.Z = 0; actorNew->clipdist = 2; @@ -15796,7 +15796,7 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp) actor->spr.pos.plusZ(10 + RandomRangeF(20)), angle, 75); SetOwner(plActor, actorNew); - actorNew->spr.SetScale(0.375, 0.375); + actorNew->spr.scale = DVector2(0.375, 0.375); actorNew->spr.shade = -15; actorNew->vel.Z = pp->horizon.horiz.Tan() * HORIZ_MULTF - RandomRangeF(8) + 5; actorNew->clipdist = 4; @@ -15855,7 +15855,7 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, ROCKET_VELOCITY); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.625, 0.625); + actorNew->spr.scale = DVector2(0.625, 0.625); actorNew->spr.shade = -40; actorNew->vel.Z = 0; actorNew->clipdist = 2; @@ -15894,7 +15894,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL, s_Fireball, actor->sector(), actor->spr.pos, actor->spr.angle, FIREBALL_VELOCITY); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.625, 0.625); + actorNew->spr.scale = DVector2(0.625, 0.625); actorNew->spr.shade = -40; actorNew->vel.Z = 0; actorNew->clipdist = 2; @@ -15941,7 +15941,7 @@ int InitTurretRail(DSWActor* actor, PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, actor->spr.pos, actor->spr.angle, 75); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.8125, 0.8125); + actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.shade = -15; actorNew->vel.Z = pp->horizon.horiz.Tan() * HORIZ_MULTF; @@ -15986,7 +15986,7 @@ int InitTurretLaser(DSWActor* actor, PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, actor->spr.pos, actor->spr.angle, 18.75); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.8125, 0.8125); + actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.shade = -15; // the slower the missile travels the less of a zvel it needs @@ -16221,7 +16221,7 @@ DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, { auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hitpos, hit_ang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SMOKE_REPEAT + 0.1875, UZI_SMOKE_REPEAT + 0.1875); + actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT + 0.1875, UZI_SMOKE_REPEAT + 0.1875); SetOwner(pp->actor, actorNew); actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); @@ -16236,7 +16236,7 @@ DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hitpos, hit_ang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SPARK_REPEAT + 0.15626, UZI_SPARK_REPEAT + 0.15625); + actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT + 0.15626, UZI_SPARK_REPEAT + 0.15625); SetOwner(pp->actor, actorNew); actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -16263,7 +16263,7 @@ int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hitpos, hit_ang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.34375, 0.3125); + actorNew->spr.scale = DVector2(0.34375, 0.3125); SetOwner(pp->actor, actorNew); actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.hitag = LUMINOUS; //Always full brightness @@ -16278,7 +16278,7 @@ int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hitpos, hit_ang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(0.34375, 0.3125); + actorNew->spr.scale = DVector2(0.34375, 0.3125); SetOwner(pp->actor, actorNew); actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -16303,7 +16303,7 @@ DSWActor* SpawnTurretSparks(sectortype* hit_sect, walltype* hit_wall, const DVec { auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hitpos, hit_ang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SMOKE_REPEAT + 0.1875, UZI_SMOKE_REPEAT + 0.1875); + actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT + 0.1875, UZI_SMOKE_REPEAT + 0.1875); actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.hitag = LUMINOUS; //Always full brightness @@ -16316,7 +16316,7 @@ DSWActor* SpawnTurretSparks(sectortype* hit_sect, walltype* hit_wall, const DVec actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hitpos, hit_ang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SPARK_REPEAT + 0.15626, UZI_SPARK_REPEAT + 0.15625); + actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT + 0.15626, UZI_SPARK_REPEAT + 0.15625); actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -16342,7 +16342,7 @@ DSWActor* SpawnShotgunSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wal auto actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hitpos, hit_ang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT); + actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT); SetOwner(pp->actor, actorNew); actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -16352,7 +16352,7 @@ DSWActor* SpawnShotgunSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wal HitscanSpriteAdjust(actorNew, hit_wall); actorNew = SpawnActor(STAT_MISSILE, SHOTGUN_SMOKE, s_ShotgunSmoke, hit_sect, hitpos, hit_ang, 0); - actorNew->spr.SetScale(SHOTGUN_SMOKE_REPEAT, SHOTGUN_SMOKE_REPEAT); + actorNew->spr.scale = DVector2(SHOTGUN_SMOKE_REPEAT, SHOTGUN_SMOKE_REPEAT); SetOwner(pp->actor, actorNew); actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); @@ -16626,7 +16626,7 @@ int InitEnemyUzi(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE+2, s_UziSmoke, hit.hitSector, hit.hitpos, daang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); + actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); if (actor->user.ID == ZOMBIE_RUN_R0) SetOwner(GetOwner(actor), actorNew); @@ -16640,7 +16640,7 @@ int InitEnemyUzi(DSWActor* actor) actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos, daang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); + actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); SetOwner(actor, actorNew); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->clipdist = 0.5; @@ -16651,7 +16651,7 @@ int InitEnemyUzi(DSWActor* actor) actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos, daang, 0); actorNew->spr.shade = -40; - actorNew->spr.SetScale(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT); + actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT); SetOwner(actor, actorNew); actorNew->user.spal = actorNew->spr.pal; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -16712,7 +16712,7 @@ int InitGrenade(PLAYER* pp) actorNew->user.Flags |= (SPR_XFLIP_TOGGLE); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.shade = -15; //actorNew->clipdist = 5; actorNew->clipdist = 2; @@ -16786,7 +16786,7 @@ int InitSpriteGrenade(DSWActor* actor) SetOwner(GetOwner(actor), actorNew); else SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.shade = -15; //actorNew->clipdist = 5; actorNew->clipdist = 2; @@ -16840,7 +16840,7 @@ int InitMine(PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector, pos, pp->angle.ang, MINE_VELOCITY); SetOwner(pp->actor, actorNew); - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.shade = -15; actorNew->clipdist = 8; actorNew->vel.Z = pp->horizon.horiz.Tan() * HORIZ_MULTF; @@ -16888,8 +16888,8 @@ int InitEnemyMine(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, actor->sector(), actor->spr.pos.plusZ(-40), actor->spr.angle, MINE_VELOCITY); SetOwner(actor, actorNew); - actorNew->spr.SetScale(0.5, 0.5); - actorNew->spr.SetScale(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); + actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.shade = -15; actorNew->clipdist = 8; @@ -16968,7 +16968,7 @@ int InitFireball(PLAYER* pp) auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->angle.ang, FIREBALL_VELOCITY); actorNew->spr.hitag = LUMINOUS; //Always full brightness - actorNew->spr.SetScale(0.625, 0.625); + actorNew->spr.scale = DVector2(0.625, 0.625); actorNew->spr.shade = -40; actorNew->clipdist = 2; SetOwner(pp->actor, actorNew); @@ -17045,7 +17045,7 @@ int InitEnemyFireball(DSWActor* actor) DVector3(actor->spr.pos, nz), actor->spr.angle, GORO_FIREBALL_VELOCITY); actorNew->spr.hitag = LUMINOUS; //Always full brightness - actorNew->spr.SetScale(0.34375, 0.3125); + actorNew->spr.scale = DVector2(0.34375, 0.3125); actorNew->spr.shade = -40; SetOwner(actor, actorNew); @@ -17409,7 +17409,7 @@ int SpawnSplash(DSWActor* actor) if (sectu && (sectp->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA) actorNew->user.spal = actorNew->spr.pal = PALETTE_RED_LIGHTING; - actorNew->spr.SetScale(0.703125, 0.65625); + actorNew->spr.scale = DVector2(0.703125, 0.65625); actorNew->spr.shade = actor->sector()->floorshade - 10; return 0; @@ -17437,7 +17437,7 @@ int SpawnSplashXY(const DVector3& pos, sectortype* sectp) if (sectp->hasU() && (sectp->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA) actorNew->user.spal = actorNew->spr.pal = PALETTE_RED_LIGHTING; - actorNew->spr.SetScale(0.703125, 0.65625); + actorNew->spr.scale = DVector2(0.703125, 0.65625); actorNew->spr.shade = actorNew->sector()->floorshade - 10; return 0; @@ -17515,7 +17515,7 @@ DSWActor* SpawnBubble(DSWActor* actor) auto actorNew = SpawnActor(STAT_MISSILE, BUBBLE, s_Bubble, actor->sector(), actor->spr.pos, actor->spr.angle, 0); double scale = (8 + (RANDOM_P2(8 << 8) >> 8)) * REPEAT_SCALE; - actorNew->spr.SetScale(scale, scale); + actorNew->spr.scale = DVector2(scale, scale); // notreallypos actorNew->user.pos.XY() = actorNew->spr.scale; actorNew->user.ceiling_dist = 1; @@ -17565,7 +17565,7 @@ int SpawnVehicleSmoke(DSWActor* actor) actorNew->user.WaitTics = 1*120; actorNew->spr.shade = -40; - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); @@ -17594,7 +17594,7 @@ int SpawnSmokePuff(DSWActor* actor) actorNew->user.WaitTics = 1*120; actorNew->spr.shade = -40; - actorNew->spr.SetScale(1, 1); + actorNew->spr.scale = DVector2(1, 1); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); @@ -17853,7 +17853,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos) HoleQueueHead = (HoleQueueHead+1) & (MAX_HOLE_QUEUE-1); - spawnedActor->spr.SetScale(0.25, 0.25); + spawnedActor->spr.scale = DVector2(0.25, 0.25); spawnedActor->spr.cstat = 0; spawnedActor->spr.pal = 0; spawnedActor->spr.shade = 0; @@ -17940,7 +17940,7 @@ int QueueFloorBlood(DSWActor* actor) spawnedActor->spr.hitag = 9995; else spawnedActor->spr.hitag = 0; - spawnedActor->spr.SetScale(0.125, 0.125); + spawnedActor->spr.scale = DVector2(0.125, 0.125); spawnedActor->spr.cstat = 0; spawnedActor->spr.pal = 0; spawnedActor->spr.shade = 0; @@ -18054,7 +18054,7 @@ int QueueFootPrint(DSWActor* actor) spawnedActor->spr.hitag = 0; - spawnedActor->spr.SetScale(0.75, 0.84375); + spawnedActor->spr.scale = DVector2(0.75, 0.84375); spawnedActor->spr.cstat = 0; spawnedActor->spr.pal = 0; spawnedActor->spr.shade = 0; @@ -18194,7 +18194,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, DAngle bang) WallBloodQueueHead = (WallBloodQueueHead+1) & (MAX_WALLBLOOD_QUEUE-1); - spawnedActor->spr.SetScale(0.46875, 0.625); + spawnedActor->spr.scale = DVector2(0.46875, 0.625); spawnedActor->spr.cstat = 0; spawnedActor->spr.pal = 0; spawnedActor->spr.shade = 0; @@ -18279,7 +18279,7 @@ int DoFloorBlood(DSWActor* actor) { actor->spr.scale.Y += (-0.15625); if (actor->spr.scale.Y <= 0.15625) // Shrink it down and don't use it anymore - actor->spr.SetScale(0.0625, 0.0625); + actor->spr.scale = DVector2(0.0625, 0.0625); } } } diff --git a/source/games/sw/src/zilla.cpp b/source/games/sw/src/zilla.cpp index ce28b01de..fc5452ad1 100644 --- a/source/games/sw/src/zilla.cpp +++ b/source/games/sw/src/zilla.cpp @@ -631,7 +631,7 @@ int SetupZilla(DSWActor* actor) EnemyDefaults(actor, &ZillaActionSet, &ZillaPersonality); actor->clipdist = 32; - actor->spr.SetScale(1.515625, 1.23475); + actor->spr.scale = DVector2(1.515625, 1.23475); return 0; } diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index 3e6f6fbd4..ebe31f824 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -760,7 +760,7 @@ int SetupZombie(DSWActor* actor) actor->user.Health = 100; actor->user.StateEnd = &s_ZombiePain[0][0]; actor->user.Rot = sg_ZombieRun; - actor->spr.SetScale(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT); + actor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT); actor->user.Attrib = &ZombieAttrib; EnemyDefaults(actor, &ZombieActionSet, &ZombiePersonality);