eliminated STATEp

This commit is contained in:
Christoph Oelckers 2021-12-31 16:00:14 +01:00
parent d1be430fbf
commit 84ca96c52c
28 changed files with 543 additions and 545 deletions

View file

@ -51,7 +51,7 @@ extern STATE s_DebrisStarFish[];
extern STATE s_NinjaDieSliced[];
extern STATE s_NinjaDieSlicedHack[];
extern STATEp sg_NinjaGrabThroat[];
extern STATE* sg_NinjaGrabThroat[];
@ -462,7 +462,7 @@ int DoFireFly(DSWActor* actor)
int DoGenerateSewerDebris(DSWActor* actor)
{
static STATEp Debris[] =
static STATE* Debris[] =
{
s_DebrisNinja,
s_DebrisRat,

View file

@ -199,7 +199,7 @@ STATE s_BunnyRun[5][6] =
};
STATEp sg_BunnyRun[] =
STATE* sg_BunnyRun[] =
{
&s_BunnyRun[0][0],
&s_BunnyRun[1][0],
@ -247,7 +247,7 @@ STATE s_BunnyStand[5][3] =
};
STATEp sg_BunnyStand[] =
STATE* sg_BunnyStand[] =
{
s_BunnyStand[0],
s_BunnyStand[1],
@ -290,7 +290,7 @@ STATE s_BunnyScrew[5][2] =
};
STATEp sg_BunnyScrew[] =
STATE* sg_BunnyScrew[] =
{
s_BunnyScrew[0],
s_BunnyScrew[1],
@ -364,7 +364,7 @@ STATE s_BunnySwipe[5][8] =
};
STATEp sg_BunnySwipe[] =
STATE* sg_BunnySwipe[] =
{
&s_BunnySwipe[0][0],
&s_BunnySwipe[1][0],
@ -403,7 +403,7 @@ STATE s_BunnyHeart[5][4] =
};
STATEp sg_BunnyHeart[] =
STATE* sg_BunnyHeart[] =
{
&s_BunnyHeart[0][0],
&s_BunnyHeart[1][0],
@ -440,7 +440,7 @@ STATE s_BunnyPain[5][1] =
}
};
STATEp sg_BunnyPain[] =
STATE* sg_BunnyPain[] =
{
&s_BunnyPain[0][0],
&s_BunnyPain[1][0],
@ -482,7 +482,7 @@ STATE s_BunnyJump[5][6] =
};
STATEp sg_BunnyJump[] =
STATE* sg_BunnyJump[] =
{
&s_BunnyJump[0][0],
&s_BunnyJump[1][0],
@ -520,7 +520,7 @@ STATE s_BunnyFall[5][6] =
};
STATEp sg_BunnyFall[] =
STATE* sg_BunnyFall[] =
{
&s_BunnyFall[0][0],
&s_BunnyFall[1][0],
@ -569,7 +569,7 @@ STATE s_BunnyJumpAttack[5][6] =
};
STATEp sg_BunnyJumpAttack[] =
STATE* sg_BunnyJumpAttack[] =
{
&s_BunnyJumpAttack[0][0],
&s_BunnyJumpAttack[1][0],
@ -610,12 +610,12 @@ STATE s_BunnyDead[] =
{BUNNY_DEAD, BUNNY_DEAD_RATE, DoActorDebris, &s_BunnyDead[5]},
};
STATEp sg_BunnyDie[] =
STATE* sg_BunnyDie[] =
{
s_BunnyDie
};
STATEp sg_BunnyDead[] =
STATE* sg_BunnyDead[] =
{
s_BunnyDead
};
@ -630,38 +630,38 @@ STATE s_BunnyDeathFall[] =
{BUNNY_DIE + 1, BUNNY_DIE_RATE, DoActorDeathMove, &s_BunnyDeathFall[0]}
};
STATEp sg_BunnyDeathJump[] =
STATE* sg_BunnyDeathJump[] =
{
s_BunnyDeathJump
};
STATEp sg_BunnyDeathFall[] =
STATE* sg_BunnyDeathFall[] =
{
s_BunnyDeathFall
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/
ACTOR_ACTION_SET BunnyActionSet =

View file

@ -162,7 +162,7 @@ STATE s_CoolgRun[5][4] =
}
};
STATEp sg_CoolgRun[] =
STATE* sg_CoolgRun[] =
{
&s_CoolgRun[0][0],
&s_CoolgRun[1][0],
@ -197,7 +197,7 @@ STATE s_CoolgStand[5][1] =
}
};
STATEp sg_CoolgStand[] =
STATE* sg_CoolgStand[] =
{
&s_CoolgStand[0][0],
&s_CoolgStand[1][0],
@ -259,7 +259,7 @@ STATE s_CoolgClub[5][6] =
}
};
STATEp sg_CoolgClub[] =
STATE* sg_CoolgClub[] =
{
&s_CoolgClub[0][0],
&s_CoolgClub[1][0],
@ -326,7 +326,7 @@ STATE s_CoolgAttack[5][7] =
}
};
STATEp sg_CoolgAttack[] =
STATE* sg_CoolgAttack[] =
{
&s_CoolgAttack[0][0],
&s_CoolgAttack[1][0],
@ -368,7 +368,7 @@ STATE s_CoolgPain[5][2] =
},
};
STATEp sg_CoolgPain[] =
STATE* sg_CoolgPain[] =
{
s_CoolgPain[0],
s_CoolgPain[1],
@ -399,7 +399,7 @@ STATE s_CoolgDie[] =
{COOLG_DIE + 5, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[5]},
};
STATEp sg_CoolgDie[] =
STATE* sg_CoolgDie[] =
{
s_CoolgDie
};
@ -410,7 +410,7 @@ STATE s_CoolgDead[] =
{COOLG_DEAD, COOLG_DIE_RATE, DoActorDebris, &s_CoolgDead[1]},
};
STATEp sg_CoolgDead[] =
STATE* sg_CoolgDead[] =
{
s_CoolgDead
};
@ -439,32 +439,32 @@ STATE s_CoolgBirth[] =
{COOLG_BIRTH + 8, 0|SF_QUICK_CALL, DoCoolgBirth, &s_CoolgBirth[10]}
};
STATEp sg_CoolgBirth[] =
STATE* sg_CoolgBirth[] =
{
s_CoolgBirth
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/

View file

@ -157,7 +157,7 @@ STATE s_CoolieRun[5][4] =
}
};
STATEp sg_CoolieRun[] =
STATE* sg_CoolieRun[] =
{
&s_CoolieRun[0][0],
&s_CoolieRun[1][0],
@ -212,7 +212,7 @@ STATE s_CoolieCharge[5][4] =
}
};
STATEp sg_CoolieCharge[] =
STATE* sg_CoolieCharge[] =
{
&s_CoolieCharge[0][0],
&s_CoolieCharge[1][0],
@ -246,7 +246,7 @@ STATE s_CoolieStand[5][6] =
}
};
STATEp sg_CoolieStand[] =
STATE* sg_CoolieStand[] =
{
&s_CoolieStand[0][0],
&s_CoolieStand[1][0],
@ -288,7 +288,7 @@ STATE s_CooliePain[5][1] =
}
};
STATEp sg_CooliePain[] =
STATE* sg_CooliePain[] =
{
&s_CooliePain[0][0],
&s_CooliePain[1][0],
@ -326,7 +326,7 @@ STATE s_CoolieDie[] =
{COOLIE_DEAD_NOHEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDie[12]}
};
STATEp sg_CoolieDie[] =
STATE* sg_CoolieDie[] =
{
s_CoolieDie
};
@ -336,7 +336,7 @@ STATE s_CoolieDead[] =
{COOLIE_DEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDead[0]},
};
STATEp sg_CoolieDead[] =
STATE* sg_CoolieDead[] =
{
s_CoolieDead
};

View file

@ -177,8 +177,8 @@ int SetActorRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, i
if (!ownerActor->hasU()) return 0;
// don't modify ANY tu vars - back them up!
STATEp State = ownerActor->user.State;
STATEp StateStart = ownerActor->user.StateStart;
STATE* State = ownerActor->user.State;
STATE* StateStart = ownerActor->user.StateStart;
if (ownerActor->user.RotNum == 0)
return 0;

View file

@ -154,7 +154,7 @@ STATE s_EelRun[5][4] =
}
};
STATEp sg_EelRun[] =
STATE* sg_EelRun[] =
{
&s_EelRun[0][0],
&s_EelRun[1][0],
@ -189,7 +189,7 @@ STATE s_EelStand[5][1] =
}
};
STATEp sg_EelStand[] =
STATE* sg_EelStand[] =
{
&s_EelStand[0][0],
&s_EelStand[1][0],
@ -256,7 +256,7 @@ STATE s_EelAttack[5][7] =
}
};
STATEp sg_EelAttack[] =
STATE* sg_EelAttack[] =
{
&s_EelAttack[0][0],
&s_EelAttack[1][0],
@ -285,7 +285,7 @@ STATE s_EelDie[] =
{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[5]},
};
STATEp sg_EelDie[] =
STATE* sg_EelDie[] =
{
s_EelDie
};
@ -296,33 +296,33 @@ STATE s_EelDead[] =
{EEL_DEAD, EEL_DIE_RATE, DoActorDebris, &s_EelDead[0]},
};
STATEp sg_EelDead[] =
STATE* sg_EelDead[] =
{
s_EelDead
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/

View file

@ -366,8 +366,6 @@ enum dam
// Forward declarations
struct STATE;
typedef STATE* STATEp;
struct PANEL_STATE;
struct PLAYER;
struct PERSONALITY;
@ -389,7 +387,7 @@ struct STATE
int Tics;
ANIMATORp Animator;
STATEp NextState;
STATE* NextState;
};
//
@ -836,33 +834,33 @@ enum
struct ACTOR_ACTION_SET
{
STATEp *Stand;
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATE* *Stand;
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATEp *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
STATE* *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
int16_t CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
STATEp *Attack[MAX_ACTOR_ATTACK];
STATE* *Attack[MAX_ACTOR_ATTACK];
int16_t AttackPercent[MAX_ACTOR_ATTACK];
STATEp *Special[2];
STATEp *Duck;
STATEp *Dive;
STATE* *Special[2];
STATE* *Duck;
STATE* *Dive;
};
struct ROTATOR
@ -915,11 +913,11 @@ struct USER
TArray<int8_t> WallShade;
walltype* WallP; // operate on wall instead of sprite
STATEp State;
STATEp *Rot;
STATEp StateStart;
STATEp StateEnd;
STATEp *StateFallOverride; // a bit kludgy - override std fall state
STATE* State;
STATE* *Rot;
STATE* StateStart;
STATE* StateEnd;
STATE* *StateFallOverride; // a bit kludgy - override std fall state
ANIMATORp ActorActionFunc;
ACTOR_ACTION_SET* ActorActionSet;
@ -1589,9 +1587,9 @@ ANIMATOR NullAnimator;
int Distance(int x1, int y1, int x2, int y2);
int NewStateGroup(DSWActor* actor, STATEp SpriteGroup[]);
int NewStateGroup(DSWActor* actor, STATE* SpriteGroup[]);
void SectorMidPoint(sectortype* sect, int *xmid, int *ymid, int *zmid);
void SpawnUser(DSWActor* actor, short id, STATEp state);
void SpawnUser(DSWActor* actor, short id, STATE* state);
short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int *track_point_num, int *track_dir);

View file

@ -166,7 +166,7 @@ STATE s_GirlNinjaRun[5][4] =
};
STATEp sg_GirlNinjaRun[] =
STATE* sg_GirlNinjaRun[] =
{
s_GirlNinjaRun[0],
s_GirlNinjaRun[1],
@ -203,7 +203,7 @@ STATE s_GirlNinjaStand[5][1] =
};
STATEp sg_GirlNinjaStand[] =
STATE* sg_GirlNinjaStand[] =
{
s_GirlNinjaStand[0],
s_GirlNinjaStand[1],
@ -225,34 +225,34 @@ STATE s_GirlNinjaRise[5][3] =
{
{GIRLNINJA_KNEEL_R0 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[0][1]},
{GIRLNINJA_STAND_R0 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[0][2]},
{0, 0, nullptr, (STATEp)sg_GirlNinjaRun}, // JBF: sg_GirlNinjaRun really is supposed to be the
{0, 0, nullptr, (STATE*)sg_GirlNinjaRun}, // JBF: sg_GirlNinjaRun really is supposed to be the
// pointer to the state group. See StateControl() where
// it says "if (!actor->user.State->Pic)".
},
{
{GIRLNINJA_KNEEL_R1 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[1][1]},
{GIRLNINJA_STAND_R1 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[1][2]},
{0, 0, nullptr, (STATEp)sg_GirlNinjaRun},
{0, 0, nullptr, (STATE*)sg_GirlNinjaRun},
},
{
{GIRLNINJA_KNEEL_R2 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[2][1]},
{GIRLNINJA_STAND_R2 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[2][2]},
{0, 0, nullptr, (STATEp)sg_GirlNinjaRun},
{0, 0, nullptr, (STATE*)sg_GirlNinjaRun},
},
{
{GIRLNINJA_KNEEL_R3 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[3][1]},
{GIRLNINJA_STAND_R3 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[3][2]},
{0, 0, nullptr, (STATEp)sg_GirlNinjaRun},
{0, 0, nullptr, (STATE*)sg_GirlNinjaRun},
},
{
{GIRLNINJA_KNEEL_R4 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[4][1]},
{GIRLNINJA_STAND_R4 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[4][2]},
{0, 0, nullptr, (STATEp)sg_GirlNinjaRun},
{0, 0, nullptr, (STATE*)sg_GirlNinjaRun},
},
};
STATEp sg_GirlNinjaRise[] =
STATE* sg_GirlNinjaRise[] =
{
s_GirlNinjaRise[0],
s_GirlNinjaRise[1],
@ -295,7 +295,7 @@ STATE s_GirlNinjaDuck[5][2] =
};
STATEp sg_GirlNinjaDuck[] =
STATE* sg_GirlNinjaDuck[] =
{
s_GirlNinjaDuck[0],
s_GirlNinjaDuck[1],
@ -331,7 +331,7 @@ STATE s_GirlNinjaSit[5][1] =
};
STATEp sg_GirlNinjaSit[] =
STATE* sg_GirlNinjaSit[] =
{
s_GirlNinjaSit[0],
s_GirlNinjaSit[1],
@ -374,7 +374,7 @@ STATE s_GirlNinjaJump[5][2] =
};
STATEp sg_GirlNinjaJump[] =
STATE* sg_GirlNinjaJump[] =
{
s_GirlNinjaJump[0],
s_GirlNinjaJump[1],
@ -417,7 +417,7 @@ STATE s_GirlNinjaFall[5][2] =
};
STATEp sg_GirlNinjaFall[] =
STATE* sg_GirlNinjaFall[] =
{
s_GirlNinjaFall[0],
s_GirlNinjaFall[1],
@ -454,7 +454,7 @@ STATE s_GirlNinjaPain[5][1] =
},
};
STATEp sg_GirlNinjaPain[] =
STATE* sg_GirlNinjaPain[] =
{
s_GirlNinjaPain[0],
s_GirlNinjaPain[1],
@ -516,7 +516,7 @@ STATE s_GirlNinjaSticky[5][6] =
},
};
STATEp sg_GirlNinjaSticky[] =
STATE* sg_GirlNinjaSticky[] =
{
s_GirlNinjaSticky[0],
s_GirlNinjaSticky[1],
@ -575,7 +575,7 @@ STATE s_GirlNinjaCrossbow[5][5] =
};
STATEp sg_GirlNinjaCrossbow[] =
STATE* sg_GirlNinjaCrossbow[] =
{
s_GirlNinjaCrossbow[0],
s_GirlNinjaCrossbow[1],
@ -634,44 +634,44 @@ STATE s_GirlNinjaDeathFall[] =
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/
STATEp sg_GirlNinjaDie[] =
STATE* sg_GirlNinjaDie[] =
{
s_GirlNinjaDie
};
STATEp sg_GirlNinjaDead[] =
STATE* sg_GirlNinjaDead[] =
{
s_GirlNinjaDead
};
STATEp sg_GirlNinjaDeathJump[] =
STATE* sg_GirlNinjaDeathJump[] =
{
s_GirlNinjaDeathJump
};
STATEp sg_GirlNinjaDeathFall[] =
STATE* sg_GirlNinjaDeathFall[] =
{
s_GirlNinjaDeathFall
};

View file

@ -155,7 +155,7 @@ STATE s_GoroRun[5][4] =
};
STATEp sg_GoroRun[] =
STATE* sg_GoroRun[] =
{
&s_GoroRun[0][0],
&s_GoroRun[1][0],
@ -224,7 +224,7 @@ STATE s_GoroChop[5][7] =
};
STATEp sg_GoroChop[] =
STATE* sg_GoroChop[] =
{
&s_GoroChop[0][0],
&s_GoroChop[1][0],
@ -308,7 +308,7 @@ STATE s_GoroSpell[5][10] =
};
STATEp sg_GoroSpell[] =
STATE* sg_GoroSpell[] =
{
&s_GoroSpell[0][0],
&s_GoroSpell[1][0],
@ -345,7 +345,7 @@ STATE s_GoroStand[5][1] =
};
STATEp sg_GoroStand[] =
STATE* sg_GoroStand[] =
{
s_GoroStand[0],
s_GoroStand[1],
@ -383,7 +383,7 @@ STATE s_GoroPain[5][1] =
};
STATEp sg_GoroPain[] =
STATE* sg_GoroPain[] =
{
s_GoroPain[0],
s_GoroPain[1],
@ -420,37 +420,37 @@ STATE s_GoroDead[] =
{GORO_DEAD, GORO_DIE_RATE, DoActorDebris, &s_GoroDead[0]},
};
STATEp sg_GoroDie[] =
STATE* sg_GoroDie[] =
{
s_GoroDie
};
STATEp sg_GoroDead[] =
STATE* sg_GoroDead[] =
{
s_GoroDead
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/
ACTOR_ACTION_SET GoroActionSet =

View file

@ -150,7 +150,7 @@ STATE s_HornetRun[5][2] =
}
};
STATEp sg_HornetRun[] =
STATE* sg_HornetRun[] =
{
&s_HornetRun[0][0],
&s_HornetRun[1][0],
@ -191,7 +191,7 @@ STATE s_HornetStand[5][2] =
}
};
STATEp sg_HornetStand[] =
STATE* sg_HornetStand[] =
{
&s_HornetStand[0][0],
&s_HornetStand[1][0],
@ -218,7 +218,7 @@ STATE s_HornetDie[] =
#endif
};
STATEp sg_HornetDie[] =
STATE* sg_HornetDie[] =
{
s_HornetDie
};
@ -228,32 +228,32 @@ STATE s_HornetDead[] =
{HORNET_DEAD, HORNET_DIE_RATE, DoActorDebris, &s_HornetDead[0]},
};
STATEp sg_HornetDead[] =
STATE* sg_HornetDead[] =
{
s_HornetDead
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/
ACTOR_ACTION_SET HornetActionSet =

View file

@ -2159,7 +2159,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
{
int nx, ny, nz;
short id=0,velocity=0;
STATEp p=nullptr;
STATE* p=nullptr;
extern STATE s_UziShellShrap[];
extern STATE s_ShotgunShellShrap[];

View file

@ -149,7 +149,7 @@ STATE s_LavaStand[5][1] =
};
STATEp sg_LavaStand[] =
STATE* sg_LavaStand[] =
{
s_LavaStand[0],
s_LavaStand[1],
@ -203,7 +203,7 @@ STATE s_LavaRun[5][4] =
};
STATEp sg_LavaRun[] =
STATE* sg_LavaRun[] =
{
&s_LavaRun[0][0],
&s_LavaRun[1][0],
@ -287,7 +287,7 @@ STATE s_LavaThrow[5][10] =
};
STATEp sg_LavaThrow[] =
STATE* sg_LavaThrow[] =
{
&s_LavaThrow[0][0],
&s_LavaThrow[1][0],
@ -361,7 +361,7 @@ STATE s_LavaFlame[5][8] =
};
STATEp sg_LavaFlame[] =
STATE* sg_LavaFlame[] =
{
&s_LavaFlame[0][0],
&s_LavaFlame[1][0],
@ -389,37 +389,37 @@ STATE s_LavaDead[] =
{LAVA_DEAD, LAVA_DIE_RATE, DoActorDebris, &s_LavaDead[0]},
};
STATEp sg_LavaDie[] =
STATE* sg_LavaDie[] =
{
s_LavaDie
};
STATEp sg_LavaDead[] =
STATE* sg_LavaDead[] =
{
s_LavaDead
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/

View file

@ -280,7 +280,7 @@ STATE s_NinjaRun[5][6] =
};
#endif
STATEp sg_NinjaRun[] =
STATE* sg_NinjaRun[] =
{
s_NinjaRun[0],
s_NinjaRun[1],
@ -317,7 +317,7 @@ STATE s_NinjaStand[5][1] =
};
STATEp sg_NinjaStand[] =
STATE* sg_NinjaStand[] =
{
s_NinjaStand[0],
s_NinjaStand[1],
@ -339,32 +339,32 @@ STATE s_NinjaRise[5][3] =
{
{NINJA_KNEEL_R0 + 0, NINJA_RISE_RATE, NullNinja, &s_NinjaRise[0][1]},
{NINJA_STAND_R0 + 0, NINJA_STAND_RATE, NullNinja, &s_NinjaRise[0][2]},
{0, 0, nullptr, (STATEp)sg_NinjaRun},
{0, 0, nullptr, (STATE*)sg_NinjaRun},
},
{
{NINJA_KNEEL_R1 + 0, NINJA_RISE_RATE, NullNinja, &s_NinjaRise[1][1]},
{NINJA_STAND_R1 + 0, NINJA_STAND_RATE, NullNinja, &s_NinjaRise[1][2]},
{0, 0, nullptr, (STATEp)sg_NinjaRun},
{0, 0, nullptr, (STATE*)sg_NinjaRun},
},
{
{NINJA_KNEEL_R2 + 0, NINJA_RISE_RATE, NullNinja, &s_NinjaRise[2][1]},
{NINJA_STAND_R2 + 0, NINJA_STAND_RATE, NullNinja, &s_NinjaRise[2][2]},
{0, 0, nullptr, (STATEp)sg_NinjaRun},
{0, 0, nullptr, (STATE*)sg_NinjaRun},
},
{
{NINJA_KNEEL_R3 + 0, NINJA_RISE_RATE, NullNinja, &s_NinjaRise[3][1]},
{NINJA_STAND_R3 + 0, NINJA_STAND_RATE, NullNinja, &s_NinjaRise[3][2]},
{0, 0, nullptr, (STATEp)sg_NinjaRun},
{0, 0, nullptr, (STATE*)sg_NinjaRun},
},
{
{NINJA_KNEEL_R4 + 0, NINJA_RISE_RATE, NullNinja, &s_NinjaRise[4][1]},
{NINJA_STAND_R4 + 0, NINJA_STAND_RATE, NullNinja, &s_NinjaRise[4][2]},
{0, 0, nullptr, (STATEp)sg_NinjaRun},
{0, 0, nullptr, (STATE*)sg_NinjaRun},
},
};
STATEp sg_NinjaRise[] =
STATE* sg_NinjaRise[] =
{
s_NinjaRise[0],
s_NinjaRise[1],
@ -417,7 +417,7 @@ STATE s_NinjaCrawl[5][4] =
};
STATEp sg_NinjaCrawl[] =
STATE* sg_NinjaCrawl[] =
{
s_NinjaCrawl[0],
s_NinjaCrawl[1],
@ -474,7 +474,7 @@ STATE s_NinjaKneelCrawl[5][5] =
};
STATEp sg_NinjaKneelCrawl[] =
STATE* sg_NinjaKneelCrawl[] =
{
s_NinjaKneelCrawl[0],
s_NinjaKneelCrawl[1],
@ -517,7 +517,7 @@ STATE s_NinjaDuck[5][2] =
};
STATEp sg_NinjaDuck[] =
STATE* sg_NinjaDuck[] =
{
s_NinjaDuck[0],
s_NinjaDuck[1],
@ -553,7 +553,7 @@ STATE s_NinjaSit[5][1] =
};
STATEp sg_NinjaSit[] =
STATE* sg_NinjaSit[] =
{
s_NinjaSit[0],
s_NinjaSit[1],
@ -589,7 +589,7 @@ STATE s_NinjaCeiling[5][1] =
};
STATEp sg_NinjaCeiling[] =
STATE* sg_NinjaCeiling[] =
{
s_NinjaCeiling[0],
s_NinjaCeiling[1],
@ -632,7 +632,7 @@ STATE s_NinjaJump[5][2] =
};
STATEp sg_NinjaJump[] =
STATE* sg_NinjaJump[] =
{
s_NinjaJump[0],
s_NinjaJump[1],
@ -675,7 +675,7 @@ STATE s_NinjaFall[5][2] =
};
STATEp sg_NinjaFall[] =
STATE* sg_NinjaFall[] =
{
s_NinjaFall[0],
s_NinjaFall[1],
@ -722,7 +722,7 @@ STATE s_NinjaSwim[5][3] =
};
STATEp sg_NinjaSwim[] =
STATE* sg_NinjaSwim[] =
{
s_NinjaSwim[0],
s_NinjaSwim[1],
@ -774,7 +774,7 @@ STATE s_NinjaDive[5][4] =
},
};
STATEp sg_NinjaDive[] =
STATE* sg_NinjaDive[] =
{
s_NinjaDive[0],
s_NinjaDive[1],
@ -825,7 +825,7 @@ STATE s_NinjaClimb[5][4] =
},
};
STATEp sg_NinjaClimb[] =
STATE* sg_NinjaClimb[] =
{
s_NinjaClimb[0],
s_NinjaClimb[1],
@ -862,7 +862,7 @@ STATE s_NinjaFly[5][1] =
},
};
STATEp sg_NinjaFly[] =
STATE* sg_NinjaFly[] =
{
s_NinjaFly[0],
s_NinjaFly[1],
@ -904,7 +904,7 @@ STATE s_NinjaPain[5][2] =
},
};
STATEp sg_NinjaPain[] =
STATE* sg_NinjaPain[] =
{
s_NinjaPain[0],
s_NinjaPain[1],
@ -966,7 +966,7 @@ STATE s_NinjaStar[5][6] =
},
};
STATEp sg_NinjaStar[] =
STATE* sg_NinjaStar[] =
{
s_NinjaStar[0],
s_NinjaStar[1],
@ -1029,7 +1029,7 @@ STATE s_NinjaMirv[5][6] =
};
STATEp sg_NinjaMirv[] =
STATE* sg_NinjaMirv[] =
{
s_NinjaMirv[0],
s_NinjaMirv[1],
@ -1092,7 +1092,7 @@ STATE s_NinjaNapalm[5][6] =
};
STATEp sg_NinjaNapalm[] =
STATE* sg_NinjaNapalm[] =
{
s_NinjaNapalm[0],
s_NinjaNapalm[1],
@ -1151,7 +1151,7 @@ STATE s_NinjaRocket[5][5] =
};
STATEp sg_NinjaRocket[] =
STATE* sg_NinjaRocket[] =
{
s_NinjaRocket[0],
s_NinjaRocket[1],
@ -1209,7 +1209,7 @@ STATE s_NinjaGrenade[5][5] =
};
STATEp sg_NinjaGrenade[] =
STATE* sg_NinjaGrenade[] =
{
s_NinjaGrenade[0],
s_NinjaGrenade[1],
@ -1268,7 +1268,7 @@ STATE s_NinjaFlashBomb[5][5] =
};
STATEp sg_NinjaFlashBomb[] =
STATE* sg_NinjaFlashBomb[] =
{
s_NinjaFlashBomb[0],
s_NinjaFlashBomb[1],
@ -1386,7 +1386,7 @@ STATE s_NinjaUzi[5][17] =
};
STATEp sg_NinjaUzi[] =
STATE* sg_NinjaUzi[] =
{
s_NinjaUzi[0],
s_NinjaUzi[1],
@ -1421,7 +1421,7 @@ STATE s_NinjaHariKari[] =
{NINJA_HARI_KARI_R0 + 7, NINJA_HARI_KARI_FALL_RATE, NullAnimator, &s_NinjaHariKari[10]},
};
STATEp sg_NinjaHariKari[] =
STATE* sg_NinjaHariKari[] =
{
s_NinjaHariKari,
s_NinjaHariKari,
@ -1451,7 +1451,7 @@ STATE s_NinjaGrabThroat[] =
{NINJA_GRAB_THROAT_R0 + 1, NINJA_GRAB_THROAT_RATE, NullNinja, &s_NinjaGrabThroat[0]},
};
STATEp sg_NinjaGrabThroat[] =
STATE* sg_NinjaGrabThroat[] =
{
s_NinjaGrabThroat,
s_NinjaGrabThroat,
@ -1544,54 +1544,54 @@ STATE s_NinjaDeathFall[] =
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/
STATEp sg_NinjaDie[] =
STATE* sg_NinjaDie[] =
{
s_NinjaDie
};
STATEp sg_NinjaDieSliced[] =
STATE* sg_NinjaDieSliced[] =
{
s_NinjaDieSliced
};
STATEp sg_NinjaDieSlicedHack[] =
STATE* sg_NinjaDieSlicedHack[] =
{
s_NinjaDieSlicedHack
};
STATEp sg_NinjaDead[] =
STATE* sg_NinjaDead[] =
{
s_NinjaDead
};
STATEp sg_NinjaDeathJump[] =
STATE* sg_NinjaDeathJump[] =
{
s_NinjaDeathJump
};
STATEp sg_NinjaDeathFall[] =
STATE* sg_NinjaDeathFall[] =
{
s_NinjaDeathFall
};
@ -1771,13 +1771,13 @@ ACTOR_ACTION_SET NinjaGreenActionSet =
};
extern STATEp sg_PlayerNinjaRun[];
extern STATEp sg_PlayerNinjaStand[];
extern STATEp sg_PlayerNinjaJump[];
extern STATEp sg_PlayerNinjaFall[];
extern STATEp sg_PlayerNinjaClimb[];
extern STATEp sg_PlayerNinjaCrawl[];
extern STATEp sg_PlayerNinjaSwim[];
extern STATE* sg_PlayerNinjaRun[];
extern STATE* sg_PlayerNinjaStand[];
extern STATE* sg_PlayerNinjaJump[];
extern STATE* sg_PlayerNinjaFall[];
extern STATE* sg_PlayerNinjaClimb[];
extern STATE* sg_PlayerNinjaCrawl[];
extern STATE* sg_PlayerNinjaSwim[];
ACTOR_ACTION_SET PlayerNinjaActionSet =
{
sg_PlayerNinjaStand,

View file

@ -238,7 +238,7 @@ STATE s_PlayerNinjaRun[5][6] =
};
STATEp sg_PlayerNinjaRun[] =
STATE* sg_PlayerNinjaRun[] =
{
s_PlayerNinjaRun[0],
s_PlayerNinjaRun[1],
@ -304,7 +304,7 @@ STATE s_PlayerNinjaRun[5][8] =
}
};
STATEp sg_PlayerNinjaRun[] =
STATE* sg_PlayerNinjaRun[] =
{
s_PlayerNinjaRun[0],
s_PlayerNinjaRun[1],
@ -340,7 +340,7 @@ STATE s_PlayerNinjaStand[5][1] =
{PLAYER_NINJA_STAND_R4 + 0, PLAYER_NINJA_STAND_RATE, NullAnimator, &s_PlayerNinjaStand[4][0]},
},
};
STATEp sg_PlayerNinjaStand[] =
STATE* sg_PlayerNinjaStand[] =
{
s_PlayerNinjaStand[0],
s_PlayerNinjaStand[1],
@ -352,7 +352,7 @@ STATEp sg_PlayerNinjaStand[] =
#define PLAYER_NINJA_STAR_RATE 12
extern STATEp sg_NinjaRun[];
extern STATE* sg_NinjaRun[];
int DoPlayerSpriteReset(DSWActor* actor);
#if 0
@ -427,7 +427,7 @@ STATE s_PlayerNinjaThrow[5][4] =
};
#endif
STATEp sg_PlayerNinjaThrow[] =
STATE* sg_PlayerNinjaThrow[] =
{
s_PlayerNinjaThrow[0],
s_PlayerNinjaThrow[1],
@ -479,7 +479,7 @@ STATE s_PlayerNinjaJump[5][4] =
};
STATEp sg_PlayerNinjaJump[] =
STATE* sg_PlayerNinjaJump[] =
{
s_PlayerNinjaJump[0],
s_PlayerNinjaJump[1],
@ -522,7 +522,7 @@ STATE s_PlayerNinjaFall[5][2] =
};
STATEp sg_PlayerNinjaFall[] =
STATE* sg_PlayerNinjaFall[] =
{
s_PlayerNinjaFall[0],
s_PlayerNinjaFall[1],
@ -573,7 +573,7 @@ STATE s_PlayerNinjaClimb[5][4] =
},
};
STATEp sg_PlayerNinjaClimb[] =
STATE* sg_PlayerNinjaClimb[] =
{
s_PlayerNinjaClimb[0],
s_PlayerNinjaClimb[1],
@ -635,7 +635,7 @@ STATE s_PlayerNinjaCrawl[5][6] =
};
STATEp sg_PlayerNinjaCrawl[] =
STATE* sg_PlayerNinjaCrawl[] =
{
s_PlayerNinjaCrawl[0],
s_PlayerNinjaCrawl[1],
@ -687,7 +687,7 @@ STATE s_PlayerNinjaSwim[5][4] =
};
STATEp sg_PlayerNinjaSwim[] =
STATE* sg_PlayerNinjaSwim[] =
{
s_PlayerNinjaSwim[0],
s_PlayerNinjaSwim[1],
@ -756,7 +756,7 @@ STATE s_PlayerHeadFly[5][8] =
},
};
STATEp sg_PlayerHeadFly[] =
STATE* sg_PlayerHeadFly[] =
{
s_PlayerHeadFly[0],
s_PlayerHeadFly[1],
@ -791,7 +791,7 @@ STATE s_PlayerHead[5][1] =
},
};
STATEp sg_PlayerHead[] =
STATE* sg_PlayerHead[] =
{
s_PlayerHead[0],
s_PlayerHead[1],
@ -826,7 +826,7 @@ STATE s_PlayerHeadHurl[5][1] =
},
};
STATEp sg_PlayerHeadHurl[] =
STATE* sg_PlayerHeadHurl[] =
{
s_PlayerHeadHurl[0],
s_PlayerHeadHurl[1],
@ -901,7 +901,7 @@ STATE s_PlayerDeath[5][10] =
},
};
STATEp sg_PlayerDeath[] =
STATE* sg_PlayerDeath[] =
{
s_PlayerDeath[0],
s_PlayerDeath[1],
@ -953,7 +953,7 @@ STATE s_PlayerNinjaSword[5][4] =
};
STATEp sg_PlayerNinjaSword[] =
STATE* sg_PlayerNinjaSword[] =
{
s_PlayerNinjaSword[0],
s_PlayerNinjaSword[1],
@ -1000,7 +1000,7 @@ STATE s_PlayerNinjaPunch[5][4] =
};
STATEp sg_PlayerNinjaPunch[] =
STATE* sg_PlayerNinjaPunch[] =
{
s_PlayerNinjaPunch[0],
s_PlayerNinjaPunch[1],
@ -1043,7 +1043,7 @@ STATE s_PlayerNinjaFly[5][4] =
};
STATEp sg_PlayerNinjaFly[] =
STATE* sg_PlayerNinjaFly[] =
{
s_PlayerNinjaFly[0],
s_PlayerNinjaFly[1],
@ -6343,7 +6343,7 @@ void PlayerStateControl(DSWActor* actor)
if (!actor->user.State->Pic)
{
NewStateGroup(actor, (STATEp *) actor->user.State->NextState);
NewStateGroup(actor, (STATE* *) actor->user.State->NextState);
}
}

View file

@ -160,7 +160,7 @@ STATE s_RipperRun[5][4] =
};
STATEp sg_RipperRun[] =
STATE* sg_RipperRun[] =
{
&s_RipperRun[0][0],
&s_RipperRun[1][0],
@ -197,7 +197,7 @@ STATE s_RipperStand[5][1] =
};
STATEp sg_RipperStand[] =
STATE* sg_RipperStand[] =
{
s_RipperStand[0],
s_RipperStand[1],
@ -271,7 +271,7 @@ STATE s_RipperSwipe[5][8] =
};
STATEp sg_RipperSwipe[] =
STATE* sg_RipperSwipe[] =
{
&s_RipperSwipe[0][0],
&s_RipperSwipe[1][0],
@ -341,7 +341,7 @@ STATE s_RipperSpew[5][7] =
};
STATEp sg_RipperSpew[] =
STATE* sg_RipperSpew[] =
{
&s_RipperSpew[0][0],
&s_RipperSpew[1][0],
@ -379,7 +379,7 @@ STATE s_RipperHeart[5][4] =
}
};
STATEp sg_RipperHeart[] =
STATE* sg_RipperHeart[] =
{
&s_RipperHeart[0][0],
&s_RipperHeart[1][0],
@ -417,7 +417,7 @@ STATE s_RipperHang[5][4] =
};
STATEp sg_RipperHang[] =
STATE* sg_RipperHang[] =
{
&s_RipperHang[0][0],
&s_RipperHang[1][0],
@ -455,7 +455,7 @@ STATE s_RipperPain[5][1] =
}
};
STATEp sg_RipperPain[] =
STATE* sg_RipperPain[] =
{
&s_RipperPain[0][0],
&s_RipperPain[1][0],
@ -497,7 +497,7 @@ STATE s_RipperJump[5][6] =
};
STATEp sg_RipperJump[] =
STATE* sg_RipperJump[] =
{
&s_RipperJump[0][0],
&s_RipperJump[1][0],
@ -535,7 +535,7 @@ STATE s_RipperFall[5][6] =
};
STATEp sg_RipperFall[] =
STATE* sg_RipperFall[] =
{
&s_RipperFall[0][0],
&s_RipperFall[1][0],
@ -584,7 +584,7 @@ STATE s_RipperJumpAttack[5][6] =
};
STATEp sg_RipperJumpAttack[] =
STATE* sg_RipperJumpAttack[] =
{
&s_RipperJumpAttack[0][0],
&s_RipperJumpAttack[1][0],
@ -627,7 +627,7 @@ STATE s_RipperHangJump[5][6] =
};
STATEp sg_RipperHangJump[] =
STATE* sg_RipperHangJump[] =
{
&s_RipperHangJump[0][0],
&s_RipperHangJump[1][0],
@ -664,7 +664,7 @@ STATE s_RipperHangFall[5][6] =
};
STATEp sg_RipperHangFall[] =
STATE* sg_RipperHangFall[] =
{
&s_RipperHangFall[0][0],
&s_RipperHangFall[1][0],
@ -702,12 +702,12 @@ STATE s_RipperDead[] =
{RIPPER_DEAD, RIPPER_DEAD_RATE, DoActorDebris, &s_RipperDead[3]},
};
STATEp sg_RipperDie[] =
STATE* sg_RipperDie[] =
{
s_RipperDie
};
STATEp sg_RipperDead[] =
STATE* sg_RipperDead[] =
{
s_RipperDead
};
@ -723,38 +723,38 @@ STATE s_RipperDeathFall[] =
};
STATEp sg_RipperDeathJump[] =
STATE* sg_RipperDeathJump[] =
{
s_RipperDeathJump
};
STATEp sg_RipperDeathFall[] =
STATE* sg_RipperDeathFall[] =
{
s_RipperDeathFall
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/

View file

@ -158,7 +158,7 @@ STATE s_Ripper2Run[5][4] =
};
STATEp sg_Ripper2Run[] =
STATE* sg_Ripper2Run[] =
{
&s_Ripper2Run[0][0],
&s_Ripper2Run[1][0],
@ -212,7 +212,7 @@ STATE s_Ripper2RunFast[5][4] =
};
STATEp sg_Ripper2RunFast[] =
STATE* sg_Ripper2RunFast[] =
{
&s_Ripper2RunFast[0][0],
&s_Ripper2RunFast[1][0],
@ -248,7 +248,7 @@ STATE s_Ripper2Stand[5][1] =
},
};
STATEp sg_Ripper2Stand[] =
STATE* sg_Ripper2Stand[] =
{
s_Ripper2Stand[0],
s_Ripper2Stand[1],
@ -322,7 +322,7 @@ STATE s_Ripper2Swipe[5][8] =
};
STATEp sg_Ripper2Swipe[] =
STATE* sg_Ripper2Swipe[] =
{
&s_Ripper2Swipe[0][0],
&s_Ripper2Swipe[1][0],
@ -390,7 +390,7 @@ STATE s_Ripper2Kong[5][7] =
};
STATEp sg_Ripper2Kong[] =
STATE* sg_Ripper2Kong[] =
{
&s_Ripper2Kong[0][0],
&s_Ripper2Kong[1][0],
@ -434,7 +434,7 @@ STATE s_Ripper2Heart[5][4] =
};
STATEp sg_Ripper2Heart[] =
STATE* sg_Ripper2Heart[] =
{
&s_Ripper2Heart[0][0],
&s_Ripper2Heart[1][0],
@ -472,7 +472,7 @@ STATE s_Ripper2Hang[5][4] =
};
STATEp sg_Ripper2Hang[] =
STATE* sg_Ripper2Hang[] =
{
&s_Ripper2Hang[0][0],
&s_Ripper2Hang[1][0],
@ -510,7 +510,7 @@ STATE s_Ripper2Pain[5][1] =
}
};
STATEp sg_Ripper2Pain[] =
STATE* sg_Ripper2Pain[] =
{
&s_Ripper2Pain[0][0],
&s_Ripper2Pain[1][0],
@ -552,7 +552,7 @@ STATE s_Ripper2Jump[5][6] =
};
STATEp sg_Ripper2Jump[] =
STATE* sg_Ripper2Jump[] =
{
&s_Ripper2Jump[0][0],
&s_Ripper2Jump[1][0],
@ -590,7 +590,7 @@ STATE s_Ripper2Fall[5][6] =
};
STATEp sg_Ripper2Fall[] =
STATE* sg_Ripper2Fall[] =
{
&s_Ripper2Fall[0][0],
&s_Ripper2Fall[1][0],
@ -644,7 +644,7 @@ STATE s_Ripper2JumpAttack[5][6] =
};
STATEp sg_Ripper2JumpAttack[] =
STATE* sg_Ripper2JumpAttack[] =
{
&s_Ripper2JumpAttack[0][0],
&s_Ripper2JumpAttack[1][0],
@ -687,7 +687,7 @@ STATE s_Ripper2HangJump[5][6] =
};
STATEp sg_Ripper2HangJump[] =
STATE* sg_Ripper2HangJump[] =
{
&s_Ripper2HangJump[0][0],
&s_Ripper2HangJump[1][0],
@ -724,7 +724,7 @@ STATE s_Ripper2HangFall[5][6] =
};
STATEp sg_Ripper2HangFall[] =
STATE* sg_Ripper2HangFall[] =
{
&s_Ripper2HangFall[0][0],
&s_Ripper2HangFall[1][0],
@ -770,12 +770,12 @@ STATE s_Ripper2Dead[] =
{RIPPER2_DEAD, RIPPER2_DEAD_RATE, DoActorDebris, &s_Ripper2Dead[8]},
};
STATEp sg_Ripper2Die[] =
STATE* sg_Ripper2Die[] =
{
s_Ripper2Die
};
STATEp sg_Ripper2Dead[] =
STATE* sg_Ripper2Dead[] =
{
s_Ripper2Dead
};
@ -791,38 +791,38 @@ STATE s_Ripper2DeathFall[] =
};
STATEp sg_Ripper2DeathJump[] =
STATE* sg_Ripper2DeathJump[] =
{
s_Ripper2DeathJump
};
STATEp sg_Ripper2DeathFall[] =
STATE* sg_Ripper2DeathFall[] =
{
s_Ripper2DeathFall
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/

View file

@ -172,14 +172,14 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_STATE*& w, P
return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(PANEL_STATE));
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, STATEp& w, STATEp* def)
FSerializer& Serialize(FSerializer& arc, const char* keyname, STATE*& w, STATE** def)
{
return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(STATE));
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, STATEp*& w, STATEp** def)
FSerializer& Serialize(FSerializer& arc, const char* keyname, STATE**& w, STATE*** def)
{
return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(STATEp));
return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(STATE*));
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, ACTOR_ACTION_SET*& w, ACTOR_ACTION_SET** def)

View file

@ -166,7 +166,7 @@ STATE s_SerpRun[5][4] =
};
STATEp sg_SerpRun[] =
STATE* sg_SerpRun[] =
{
&s_SerpRun[0][0],
&s_SerpRun[1][0],
@ -250,7 +250,7 @@ STATE s_SerpSlash[5][10] =
};
STATEp sg_SerpSlash[] =
STATE* sg_SerpSlash[] =
{
&s_SerpSlash[0][0],
&s_SerpSlash[1][0],
@ -325,7 +325,7 @@ STATE s_SerpSkullSpell[5][8] =
};
STATEp sg_SerpSkullSpell[] =
STATE* sg_SerpSkullSpell[] =
{
&s_SerpSkullSpell[0][0],
&s_SerpSkullSpell[1][0],
@ -400,7 +400,7 @@ STATE s_SerpSpell[5][8] =
};
STATEp sg_SerpSpell[] =
STATE* sg_SerpSpell[] =
{
&s_SerpSpell[0][0],
&s_SerpSpell[1][0],
@ -472,7 +472,7 @@ STATE s_SerpMonstSpell[5][8] =
};
STATEp sg_SerpMonstSpell[] =
STATE* sg_SerpMonstSpell[] =
{
&s_SerpMonstSpell[0][0],
&s_SerpMonstSpell[1][0],
@ -556,7 +556,7 @@ STATE s_SerpRapidSpell[5][10] =
};
STATEp sg_SerpRapidSpell[] =
STATE* sg_SerpRapidSpell[] =
{
&s_SerpRapidSpell[0][0],
&s_SerpRapidSpell[1][0],
@ -593,7 +593,7 @@ STATE s_SerpStand[5][1] =
};
STATEp sg_SerpStand[] =
STATE* sg_SerpStand[] =
{
s_SerpStand[0],
s_SerpStand[1],
@ -631,37 +631,37 @@ STATE s_SerpDead[] =
{SERP_DEAD, SERP_DIE_RATE, DoActorDebris, &s_SerpDead[0]},
};
STATEp sg_SerpDie[] =
STATE* sg_SerpDie[] =
{
s_SerpDie
};
STATEp sg_SerpDead[] =
STATE* sg_SerpDead[] =
{
s_SerpDead
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/

View file

@ -162,7 +162,7 @@ STATE s_SkelRun[5][6] =
};
STATEp sg_SkelRun[] =
STATE* sg_SkelRun[] =
{
&s_SkelRun[0][0],
&s_SkelRun[1][0],
@ -231,7 +231,7 @@ STATE s_SkelSlash[5][7] =
};
STATEp sg_SkelSlash[] =
STATE* sg_SkelSlash[] =
{
&s_SkelSlash[0][0],
&s_SkelSlash[1][0],
@ -299,7 +299,7 @@ STATE s_SkelSpell[5][7] =
};
STATEp sg_SkelSpell[] =
STATE* sg_SkelSpell[] =
{
&s_SkelSpell[0][0],
&s_SkelSpell[1][0],
@ -336,7 +336,7 @@ STATE s_SkelPain[5][1] =
}
};
STATEp sg_SkelPain[] =
STATE* sg_SkelPain[] =
{
&s_SkelPain[0][0],
&s_SkelPain[1][0],
@ -380,7 +380,7 @@ STATE s_SkelTeleport[] =
{SKEL_TELEPORT + 0, SKEL_TELEPORT_RATE, DoSkelMove, &s_SkelTeleport[16]},
};
STATEp sg_SkelTeleport[] =
STATE* sg_SkelTeleport[] =
{
s_SkelTeleport,
s_SkelTeleport,
@ -417,7 +417,7 @@ STATE s_SkelStand[5][1] =
};
STATEp sg_SkelStand[] =
STATE* sg_SkelStand[] =
{
s_SkelStand[0],
s_SkelStand[1],
@ -444,32 +444,32 @@ STATE s_SkelDie[] =
{SKEL_DIE + 5, SKEL_DIE_RATE, DoSuicide, &s_SkelDie[5]},
};
STATEp sg_SkelDie[] =
STATE* sg_SkelDie[] =
{
s_SkelDie
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/
ACTOR_ACTION_SET SkelActionSet =

View file

@ -72,7 +72,7 @@ STATE s_SkullWait[5][1] =
};
STATEp sg_SkullWait[] =
STATE* sg_SkullWait[] =
{
&s_SkullWait[0][0],
&s_SkullWait[1][0],
@ -120,7 +120,7 @@ STATE s_SkullRing[5][1] =
};
STATEp sg_SkullRing[] =
STATE* sg_SkullRing[] =
{
&s_SkullRing[0][0],
&s_SkullRing[1][0],
@ -159,7 +159,7 @@ STATE s_SkullJump[5][1] =
};
STATEp sg_SkullJump[] =
STATE* sg_SkullJump[] =
{
&s_SkullJump[0][0],
&s_SkullJump[1][0],
@ -201,7 +201,7 @@ STATE s_SkullExplode[] =
{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, DoSuicide, &s_SkullExplode[17]}
};
STATEp sg_SkullExplode[] =
STATE* sg_SkullExplode[] =
{
s_SkullExplode,
};
@ -514,7 +514,7 @@ STATE s_BettyWait[5][3] =
};
STATEp sg_BettyWait[] =
STATE* sg_BettyWait[] =
{
&s_BettyWait[0][0],
&s_BettyWait[1][0],
@ -559,7 +559,7 @@ STATE s_BettyJump[5][1] =
};
STATEp sg_BettyJump[] =
STATE* sg_BettyJump[] =
{
&s_BettyJump[0][0],
&s_BettyJump[1][0],
@ -586,7 +586,7 @@ STATE s_BettyExplode[] =
{BETTY_EXPLODE + 0, BETTY_EXPLODE_RATE, DoSuicide, &s_BettyExplode[0]}
};
STATEp sg_BettyExplode[] =
STATE* sg_BettyExplode[] =
{
s_BettyExplode,
};

View file

@ -202,7 +202,7 @@ STATE s_YellowCard[] =
{YELLOW_CARD, 100, DoGet, &s_YellowCard[0]}
};
STATEp s_Key[] =
STATE* s_Key[] =
{
s_RedKey,
s_BlueKey,
@ -241,7 +241,7 @@ STATE s_YellowKey[] =
{YELLOW_KEY + 0, KEY_RATE, DoKey, &s_YellowKey[0]}
};
STATEp s_Key[] =
STATE* s_Key[] =
{
s_RedKey,
s_BlueKey,
@ -279,7 +279,7 @@ STATE s_YellowKeyStatue[] =
{YELLOW_KEY_STATUE + 0, KEY_RATE, DoSpriteFade, &s_YellowKeyStatue[0]}
};
STATEp s_KeyStatue[] =
STATE* s_KeyStatue[] =
{
s_RedKeyStatue,
s_BlueKeyStatue,
@ -760,7 +760,7 @@ void KillActor(DSWActor* actor)
actor->Destroy();
}
void ChangeState(DSWActor* actor, STATEp statep)
void ChangeState(DSWActor* actor, STATE* statep)
{
if (!actor->hasU())
return;
@ -816,7 +816,7 @@ void change_actor_stat(DSWActor* actor, int stat, bool quick)
}
}
void SpawnUser(DSWActor* actor, short id, STATEp state)
void SpawnUser(DSWActor* actor, short id, STATE* state)
{
ASSERT(!Prediction);
@ -867,7 +867,7 @@ void SpawnUser(DSWActor* actor, short id, STATEp state)
actor->user.hi_sectp = actor->sector();
}
DSWActor* SpawnActor(int stat, int id, STATEp state, sectortype* sect, int x, int y, int z, int init_ang, int vel)
DSWActor* SpawnActor(int stat, int id, STATE* state, sectortype* sect, int x, int y, int z, int init_ang, int vel)
{
if (sect == nullptr)
return nullptr;
@ -4240,7 +4240,7 @@ int SpawnItemsMatch(short match)
return 0;
}
int NewStateGroup(DSWActor* actor, STATEp StateGroup[])
int NewStateGroup(DSWActor* actor, STATE* StateGroup[])
{
if (!StateGroup)
return 0;
@ -5994,7 +5994,7 @@ int StateControl(DSWActor* actor)
if (!actor->user.State->Pic)
{
NewStateGroup(actor, (STATEp *) actor->user.State->NextState);
NewStateGroup(actor, (STATE* *) actor->user.State->NextState);
}
}

View file

@ -31,7 +31,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
void KillActor(DSWActor* actor);
DSWActor* SpawnActor(int stat, int id, STATEp state, sectortype* sect, int x, int y, int z, int ang, int vel);
DSWActor* SpawnActor(int stat, int id, STATE* state, sectortype* sect, int x, int y, int z, int ang, int vel);
void SpriteSetup(void);
int move_actor(DSWActor* actor, int xchange, int ychange, int zchange);

View file

@ -167,7 +167,7 @@ STATE s_SumoRun[5][4] =
}
};
STATEp sg_SumoRun[] =
STATE* sg_SumoRun[] =
{
&s_SumoRun[0][0],
&s_SumoRun[1][0],
@ -223,7 +223,7 @@ STATE s_SumoCharge[5][4] =
}
};
STATEp sg_SumoCharge[] =
STATE* sg_SumoCharge[] =
{
&s_SumoCharge[0][0],
&s_SumoCharge[1][0],
@ -258,7 +258,7 @@ STATE s_SumoStand[5][1] =
}
};
STATEp sg_SumoStand[] =
STATE* sg_SumoStand[] =
{
&s_SumoStand[0][0],
&s_SumoStand[1][0],
@ -299,7 +299,7 @@ STATE s_SumoPain[5][2] =
}
};
STATEp sg_SumoPain[] =
STATE* sg_SumoPain[] =
{
&s_SumoPain[0][0],
&s_SumoPain[1][0],
@ -361,7 +361,7 @@ STATE s_SumoFart[5][6] =
}
};
STATEp sg_SumoFart[] =
STATE* sg_SumoFart[] =
{
&s_SumoFart[0][0],
&s_SumoFart[1][0],
@ -423,7 +423,7 @@ STATE s_SumoClap[5][6] =
}
};
STATEp sg_SumoClap[] =
STATE* sg_SumoClap[] =
{
&s_SumoClap[0][0],
&s_SumoClap[1][0],
@ -485,7 +485,7 @@ STATE s_SumoStomp[5][6] =
}
};
STATEp sg_SumoStomp[] =
STATE* sg_SumoStomp[] =
{
&s_SumoStomp[0][0],
&s_SumoStomp[1][0],
@ -525,7 +525,7 @@ STATE s_SumoDie[] =
{SUMO_DEAD, SUMO_DIE_RATE, DoActorDebris, &s_SumoDie[16]}
};
STATEp sg_SumoDie[] =
STATE* sg_SumoDie[] =
{
s_SumoDie
};
@ -535,7 +535,7 @@ STATE s_SumoDead[] =
{SUMO_DEAD, SUMO_DIE_RATE, DoActorDebris, &s_SumoDead[0]},
};
STATEp sg_SumoDead[] =
STATE* sg_SumoDead[] =
{
s_SumoDead
};

View file

@ -3286,7 +3286,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor)
case TRACK_ACTOR_ATTACK5:
case TRACK_ACTOR_ATTACK6:
{
STATEp **ap = &actor->user.ActorActionSet->Attack[0] + (tpoint->tag_low - TRACK_ACTOR_ATTACK1);
STATE* **ap = &actor->user.ActorActionSet->Attack[0] + (tpoint->tag_low - TRACK_ACTOR_ATTACK1);
if (*ap)

View file

@ -314,7 +314,7 @@ STATE s_RailPuff[3][17] =
};
STATEp sg_RailPuff[] =
STATE* sg_RailPuff[] =
{
&s_RailPuff[0][0],
&s_RailPuff[1][0],
@ -507,7 +507,7 @@ STATE s_CrossBolt[5][1] =
}
};
STATEp sg_CrossBolt[] =
STATE* sg_CrossBolt[] =
{
&s_CrossBolt[0][0],
&s_CrossBolt[1][0],
@ -645,7 +645,7 @@ STATE s_Grenade[5][1] =
};
STATEp sg_Grenade[] =
STATE* sg_Grenade[] =
{
&s_Grenade[0][0],
&s_Grenade[1][0],
@ -741,7 +741,7 @@ STATE s_Meteor[5][4] =
};
STATEp sg_Meteor[] =
STATE* sg_Meteor[] =
{
&s_Meteor[0][0],
&s_Meteor[1][0],
@ -801,7 +801,7 @@ STATE s_MirvMeteor[5][4] =
};
STATEp sg_MirvMeteor[] =
STATE* sg_MirvMeteor[] =
{
&s_MirvMeteor[0][0],
&s_MirvMeteor[1][0],
@ -858,7 +858,7 @@ STATE s_SerpMeteor[5][4] =
};
STATEp sg_SerpMeteor[] =
STATE* sg_SerpMeteor[] =
{
&s_SerpMeteor[0][0],
&s_SerpMeteor[1][0],
@ -907,7 +907,7 @@ STATE s_Spear[5][1] =
}
};
STATEp sg_Spear[] =
STATE* sg_Spear[] =
{
s_Spear[0],
s_Spear[1],
@ -951,7 +951,7 @@ STATE s_Rocket[5][1] =
}
};
STATEp sg_Rocket[] =
STATE* sg_Rocket[] =
{
&s_Rocket[0][0],
&s_Rocket[1][0],
@ -995,7 +995,7 @@ STATE s_BunnyRocket[5][1] =
}
};
STATEp sg_BunnyRocket[] =
STATE* sg_BunnyRocket[] =
{
&s_BunnyRocket[0][0],
&s_BunnyRocket[1][0],
@ -1026,7 +1026,7 @@ STATE s_Rail[5][1] =
}
};
STATEp sg_Rail[] =
STATE* sg_Rail[] =
{
&s_Rail[0][0],
&s_Rail[1][0],
@ -1094,7 +1094,7 @@ STATE s_Micro[5][1] =
}
};
STATEp sg_Micro[] =
STATE* sg_Micro[] =
{
&s_Micro[0][0],
&s_Micro[1][0],
@ -1123,7 +1123,7 @@ STATE s_MicroMini[5][1] =
}
};
STATEp sg_MicroMini[] =
STATE* sg_MicroMini[] =
{
&s_MicroMini[0][0],
&s_MicroMini[1][0],
@ -1160,7 +1160,7 @@ STATE s_BoltThinMan[5][1] =
}
};
STATEp sg_BoltThinMan[] =
STATE* sg_BoltThinMan[] =
{
&s_BoltThinMan[0][0],
&s_BoltThinMan[1][0],
@ -1191,7 +1191,7 @@ STATE s_BoltSeeker[5][1] =
}
};
STATEp sg_BoltSeeker[] =
STATE* sg_BoltSeeker[] =
{
&s_BoltSeeker[0][0],
&s_BoltSeeker[1][0],
@ -1890,7 +1890,7 @@ STATE s_Fireball[5][4] =
}
};
STATEp sg_Fireball[] =
STATE* sg_Fireball[] =
{
s_Fireball[0],
s_Fireball[1],
@ -1937,7 +1937,7 @@ STATE s_Ring[5][4] =
}
};
STATEp sg_Ring[] =
STATE* sg_Ring[] =
{
s_Ring[0],
s_Ring[1],
@ -3532,7 +3532,7 @@ AutoShrap:
break;
case NINJA_Head_R0:
{
extern STATEp sg_PlayerHeadHurl[];
extern STATE* sg_PlayerHeadHurl[];
if (parentActor->user.Rot == sg_PlayerHeadHurl)
{
@ -5035,8 +5035,8 @@ int ActorHealth(DSWActor* actor, short amt)
{
case NINJA_RUN_R0:
{
extern STATEp sg_NinjaGrabThroat[];
extern STATEp sg_NinjaHariKari[];
extern STATE* sg_NinjaGrabThroat[];
extern STATE* sg_NinjaHariKari[];
if (actor->user.Flags2 & (SPR2_DYING)) return true;
if (actor->user.Flags & (SPR_FALLING | SPR_JUMPING | SPR_CLIMBING)) return true;
@ -11371,7 +11371,7 @@ int DoSerpRing(DSWActor* actor)
// if (valid sector and can see target)
if (sect != nullptr && CanSeePlayer(actor))
{
extern STATEp sg_SkullJump[];
extern STATE* sg_SkullJump[];
actor->user.ID = SKULL_R0;
actor->spr.ang = getangle(actor->user.targetActor->spr.pos.X - actor->spr.pos.X, actor->user.targetActor->spr.pos.Y - actor->spr.pos.Y);
actor->spr.xvel = dist>>5;
@ -11520,7 +11520,7 @@ int InitSerpRing(DSWActor* actor)
extern STATE s_SkullExplode[];
extern STATE s_SkullRing[5][1];
extern STATEp sg_SkullRing[];
extern STATE* sg_SkullRing[];
max_missiles = 12;
@ -12258,7 +12258,7 @@ int InitSumoSkull(DSWActor* actor)
{
extern STATE s_SkullExplode[];
extern STATE s_SkullWait[5][1];
extern STATEp sg_SkullWait[];
extern STATE* sg_SkullWait[];
extern ATTRIBUTE SkullAttrib;

View file

@ -79,7 +79,7 @@ extern TObjPtr<DSWActor*> GenericQueue[MAX_GENERIC_QUEUE];
extern int LoWangsQueueHead;
extern TObjPtr<DSWActor*> LoWangsQueue[MAX_LOWANGS_QUEUE];
void ChangeState(DSWActor* actor, STATEp statep);
void ChangeState(DSWActor* actor, STATE* statep);
void DoPlayerBeginRecoil(PLAYER* pp, short pix_amt);
SECTOR_OBJECT* DetectSectorObject(sectortype*);
SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
@ -202,7 +202,7 @@ int DoFlamesDamageTest(DSWActor*);
struct SHRAP
{
STATEp state;
STATE* state;
short id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel, random_disperse, ang_range;
// state, id, num, min_jspeed, max_jspeed, min_vel, max_vel, size,
// random_disperse, ang_range

View file

@ -165,7 +165,7 @@ STATE s_ZillaRun[5][6] =
}
};
STATEp sg_ZillaRun[] =
STATE* sg_ZillaRun[] =
{
&s_ZillaRun[0][0],
&s_ZillaRun[1][0],
@ -200,7 +200,7 @@ STATE s_ZillaStand[5][1] =
}
};
STATEp sg_ZillaStand[] =
STATE* sg_ZillaStand[] =
{
&s_ZillaStand[0][0],
&s_ZillaStand[1][0],
@ -241,7 +241,7 @@ STATE s_ZillaPain[5][2] =
}
};
STATEp sg_ZillaPain[] =
STATE* sg_ZillaPain[] =
{
&s_ZillaPain[0][0],
&s_ZillaPain[1][0],
@ -343,7 +343,7 @@ STATE s_ZillaRail[5][14] =
}
};
STATEp sg_ZillaRail[] =
STATE* sg_ZillaRail[] =
{
&s_ZillaRail[0][0],
&s_ZillaRail[1][0],
@ -410,7 +410,7 @@ STATE s_ZillaRocket[5][7] =
}
};
STATEp sg_ZillaRocket[] =
STATE* sg_ZillaRocket[] =
{
&s_ZillaRocket[0][0],
&s_ZillaRocket[1][0],
@ -528,7 +528,7 @@ STATE s_ZillaUzi[5][17] =
};
STATEp sg_ZillaUzi[] =
STATE* sg_ZillaUzi[] =
{
s_ZillaUzi[0],
s_ZillaUzi[1],
@ -560,7 +560,7 @@ STATE s_ZillaDie[] =
{ZILLA_DEAD, ZILLA_DIE_RATE, DoActorDebris, &s_ZillaDie[8]}
};
STATEp sg_ZillaDie[] =
STATE* sg_ZillaDie[] =
{
s_ZillaDie
};
@ -570,7 +570,7 @@ STATE s_ZillaDead[] =
{ZILLA_DEAD, ZILLA_DIE_RATE, DoActorDebris, &s_ZillaDead[0]},
};
STATEp sg_ZillaDead[] =
STATE* sg_ZillaDead[] =
{
s_ZillaDead
};

View file

@ -152,7 +152,7 @@ STATE s_ZombieRun[5][4] =
},
};
STATEp sg_ZombieRun[] =
STATE* sg_ZombieRun[] =
{
s_ZombieRun[0],
s_ZombieRun[1],
@ -188,7 +188,7 @@ STATE s_ZombieStand[5][1] =
},
};
STATEp sg_ZombieStand[] =
STATE* sg_ZombieStand[] =
{
s_ZombieStand[0],
s_ZombieStand[1],
@ -230,7 +230,7 @@ STATE s_ZombiePain[5][2] =
},
};
STATEp sg_ZombiePain[] =
STATE* sg_ZombiePain[] =
{
s_ZombiePain[0],
s_ZombiePain[1],
@ -292,7 +292,7 @@ STATE s_ZombieNuke[5][6] =
},
};
STATEp sg_ZombieNuke[] =
STATE* sg_ZombieNuke[] =
{
s_ZombieNuke[0],
s_ZombieNuke[1],
@ -351,7 +351,7 @@ STATE s_ZombieRocket[5][5] =
};
STATEp sg_ZombieRocket[] =
STATE* sg_ZombieRocket[] =
{
s_ZombieRocket[0],
s_ZombieRocket[1],
@ -409,7 +409,7 @@ STATE s_ZombieRail[5][5] =
};
STATEp sg_ZombieRail[] =
STATE* sg_ZombieRail[] =
{
s_ZombieRail[0],
s_ZombieRail[1],
@ -467,7 +467,7 @@ STATE s_ZombieGrenade[5][5] =
};
STATEp sg_ZombieGrenade[] =
STATE* sg_ZombieGrenade[] =
{
s_ZombieGrenade[0],
s_ZombieGrenade[1],
@ -526,7 +526,7 @@ STATE s_ZombieFlashBomb[5][5] =
};
STATEp sg_ZombieFlashBomb[] =
STATE* sg_ZombieFlashBomb[] =
{
s_ZombieFlashBomb[0],
s_ZombieFlashBomb[1],
@ -644,7 +644,7 @@ STATE s_ZombieUzi[5][17] =
};
STATEp sg_ZombieUzi[] =
STATE* sg_ZombieUzi[] =
{
s_ZombieUzi[0],
s_ZombieUzi[1],
@ -681,7 +681,7 @@ STATE s_ZombieFall[5][1] =
};
STATEp sg_ZombieFall[] =
STATE* sg_ZombieFall[] =
{
&s_ZombieFall[0][0],
&s_ZombieFall[1][0],
@ -691,26 +691,26 @@ STATEp sg_ZombieFall[] =
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *Special[2];
*/
ACTOR_ACTION_SET ZombieActionSet =