- replaced more SET() macros.

This covers another 30-35%.
This commit is contained in:
Christoph Oelckers 2021-12-27 17:22:41 +01:00
parent dc3f2473ba
commit 92ed3fa728
12 changed files with 203 additions and 203 deletions

View file

@ -1191,7 +1191,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, sectortype** tsect, binan
if (player_in_camera)
{
pp->camera_check_time_delay = 120/2;
SET(pp->Flags, PF_VIEW_FROM_CAMERA);
pp->Flags |= (PF_VIEW_FROM_CAMERA);
ASSERT(found_camera);
}
@ -1201,7 +1201,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, sectortype** tsect, binan
{
if (found_camera)
{
SET(pp->Flags, PF_VIEW_FROM_CAMERA);
pp->Flags |= (PF_VIEW_FROM_CAMERA);
}
else
{

View file

@ -1643,7 +1643,7 @@ int PlayerInitCaltrops(PLAYERp pp)
actorNew->user.ceiling_dist = Z(3);
actorNew->user.floor_dist = Z(3);
actorNew->user.Counter = 0;
// SET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK);
// spawnedActor->spr.cstat |= (CSTAT_SPRITE_BLOCK);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);

View file

@ -50,7 +50,7 @@ short DoSectorObjectSetScale(short match)
if (sop->match_event == match)
{
SET(sop->flags, SOBJ_DYNAMIC);
sop->flags |= (SOBJ_DYNAMIC);
sop->PreMoveAnimator = ScaleSectorObject;
switch (sop->scale_active_type)

View file

@ -2213,9 +2213,9 @@ void PlayerDeathReset(PLAYERp pp)
pp->WpnAmmo[WPN_SWORD] = pp->WpnAmmo[WPN_FIST] = 30;
pp->WpnFlags = 0;
pp->WpnGotOnceFlags = 0;
SET(pp->WpnFlags, BIT(WPN_SWORD));
SET(pp->WpnFlags, BIT(WPN_FIST) | BIT(actor->user.WeaponNum));
SET(pp->WpnFlags, BIT(WPN_STAR) | BIT(actor->user.WeaponNum));
pp->WpnFlags |= (BIT(WPN_SWORD));
pp->WpnFlags |= (BIT(WPN_FIST) | BIT(actor->user.WeaponNum));
pp->WpnFlags |= (BIT(WPN_STAR) | BIT(actor->user.WeaponNum));
RESET(pp->Flags, PF_PICKED_UP_AN_UZI);
RESET(pp->Flags, PF_TWO_UZI);
@ -2287,9 +2287,9 @@ void PlayerGameReset(PLAYERp pp)
pp->WpnAmmo[WPN_SWORD] = pp->WpnAmmo[WPN_FIST] = 30;
pp->WpnFlags = 0;
pp->WpnGotOnceFlags = 0;
SET(pp->WpnFlags, BIT(WPN_SWORD));
SET(pp->WpnFlags, BIT(WPN_FIST) | BIT(actor->user.WeaponNum));
SET(pp->WpnFlags, BIT(WPN_STAR) | BIT(actor->user.WeaponNum));
pp->WpnFlags |= (BIT(WPN_SWORD));
pp->WpnFlags |= (BIT(WPN_FIST) | BIT(actor->user.WeaponNum));
pp->WpnFlags |= (BIT(WPN_STAR) | BIT(actor->user.WeaponNum));
RESET(pp->Flags, PF_PICKED_UP_AN_UZI);
RESET(pp->Flags, PF_TWO_UZI);
pp->MaxHealth = 100;

View file

@ -106,7 +106,7 @@ void GameInterface::ToggleThirdPerson()
}
else
{
SET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
pp->Flags |= (PF_VIEW_FROM_OUTSIDE);
cameradist = 0;
}
}

View file

@ -176,7 +176,7 @@ bool pKillScreenSpiteIDs(PLAYERp pp, short id)
void pSetSuicide(PANEL_SPRITEp psp)
{
//SET(psp->flags, PANF_SUICIDE);
//psp->flags |= (PANF_SUICIDE);
//psp->State = nullptr;
psp->PanelSpriteFunc = pSuicide;
}
@ -769,7 +769,7 @@ void SwordBlur(PANEL_SPRITEp psp)
}
else if (psp->kill_tics <= 6)
{
SET(psp->flags, PANF_TRANS_FLIP);
psp->flags |= (PANF_TRANS_FLIP);
}
psp->shade += 10;
@ -791,7 +791,7 @@ void SpawnSwordBlur(PANEL_SPRITEp psp)
nsp = pSpawnSprite(psp->PlayerP, nullptr, PRI_BACK, psp->x, psp->y);
SET(nsp->flags, PANF_WEAPON_SPRITE);
nsp->flags |= (PANF_WEAPON_SPRITE);
nsp->ang = psp->ang;
nsp->vel = psp->vel;
nsp->PanelSpriteFunc = SwordBlur;
@ -802,12 +802,12 @@ void SpawnSwordBlur(PANEL_SPRITEp psp)
nsp->picnum = psp->picndx;
if (TEST(psp->State->flags, psf_Xflip))
SET(nsp->flags, PANF_XFLIP);
nsp->flags |= (PANF_XFLIP);
nsp->rotate_ang = psp->rotate_ang;
nsp->scale = psp->scale;
SET(nsp->flags, PANF_TRANSLUCENT);
nsp->flags |= (PANF_TRANSLUCENT);
}
void pSwordPresent(PANEL_SPRITEp psp);
@ -905,7 +905,7 @@ void RetractCurWpn(PLAYERp pp)
if ((pp->CurWpn == pp->Wpn[WPN_UZI] && pp->WpnUziType == 2) || pp->CurWpn != pp->Wpn[WPN_UZI])
{
pSetState(pp->CurWpn, pp->CurWpn->RetractState);
SET(pp->Flags, PF_WEAPON_RETRACT);
pp->Flags |= (PF_WEAPON_RETRACT);
}
if (pp->CurWpn->sibling)
@ -974,7 +974,7 @@ void InitWeaponSword(PLAYERp pp)
// Set up the new weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_SWORD];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_SwordSwing;
psp->RetractState = ps_RetractSword;
psp->PresentState = ps_PresentSword;
@ -1370,7 +1370,7 @@ void InitWeaponStar(PLAYERp pp)
// Set up the new weapon variables
pp->CurWpn = pp->Wpn[WPN_STAR];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_ThrowStar;
//psp->ActionState = &ps_ThrowStar[1];
psp->RetractState = ps_RetractStar;
@ -2002,7 +2002,7 @@ void InitWeaponUzi(PLAYERp pp)
// Set up the new weapon variables
pp->CurWpn = pp->Wpn[WPN_UZI];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = &ps_FireUzi[1];
psp->RetractState = ps_RetractUzi;
psp->PresentState = ps_PresentUzi;
@ -2151,7 +2151,7 @@ void pUziStartReload(PANEL_SPRITEp psp)
// Uzi #1 reload - starting from a full up position
pSetState(psp, ps_UziEject);
SET(psp->flags, PANF_RELOAD);
psp->flags |= (PANF_RELOAD);
if (TEST(psp->flags, PANF_PRIMARY) && psp->sibling)
{
@ -2636,7 +2636,7 @@ void InitWeaponShotgun(PLAYERp pp)
// Set up the new weapon variables
psp = pp->CurWpn = pp->Wpn[pp->WeaponType];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_ShotgunFire;
//psp->ActionState = ps_ShotgunAutoFire;
psp->RetractState = ps_RetractShotgun;
@ -2874,7 +2874,7 @@ void pShotgunRest(PANEL_SPRITEp psp)
if (!WeaponOK(psp->PlayerP))
return;
SET(psp->flags, PANF_REST_POS); // Used for reload checking in autofire
psp->flags |= (PANF_REST_POS); // Used for reload checking in autofire
if (psp->PlayerP->WpnShotgunType == 0)
psp->PlayerP->WpnShotgunLastShell = ammo-1;
@ -3108,7 +3108,7 @@ void InitWeaponRail(PLAYERp pp)
// Set up the new weapon variables
psp = pp->CurWpn = pp->Wpn[pp->WeaponType];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_RailFire;
psp->RetractState = ps_RetractRail;
psp->PresentState = ps_PresentRail;
@ -3529,7 +3529,7 @@ void InitWeaponHothead(PLAYERp pp)
// Set up the new weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_HOTHEAD];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_HotheadAttack;
psp->PresentState = ps_PresentHothead;
psp->RestState = HotheadRestStates[psp->PlayerP->WpnFlameType];
@ -3943,7 +3943,7 @@ void InitWeaponMicro(PLAYERp pp)
// Set up the new weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_MICRO];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_MicroFire;
psp->RetractState = ps_RetractMicro;
psp->RestState = ps_MicroRest;
@ -4406,7 +4406,7 @@ void InitWeaponHeart(PLAYERp pp)
// Set up the new weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_HEART];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_HeartAttack;
psp->RetractState = ps_RetractHeart;
psp->PresentState = ps_PresentHeart;
@ -4691,7 +4691,7 @@ int DoBeginPanelJump(PANEL_SPRITEp psp)
{
#define PANEL_JUMP_GRAVITY FIXED(0,8000)
SET(psp->flags, PANF_JUMPING);
psp->flags |= (PANF_JUMPING);
RESET(psp->flags, PANF_FALLING);
// set up individual actor jump gravity
@ -4723,7 +4723,7 @@ int DoPanelJump(PANEL_SPRITEp psp)
int DoBeginPanelFall(PANEL_SPRITEp psp)
{
SET(psp->flags, PANF_FALLING);
psp->flags |= (PANF_FALLING);
RESET(psp->flags, PANF_JUMPING);
psp->jump_grav = PANEL_JUMP_GRAVITY;
@ -4861,7 +4861,7 @@ void InitWeaponGrenade(PLAYERp pp)
// Set up the new weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_GRENADE];
psp = pp->CurWpn = pp->Wpn[WPN_GRENADE];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_GrenadeFire;
psp->RetractState = ps_RetractGrenade;
psp->PresentState = ps_PresentGrenade;
@ -5122,7 +5122,7 @@ void InitWeaponMine(PLAYERp pp)
// Set up the new weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_MINE];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_MineThrow;
psp->RetractState = ps_RetractMine;
psp->PresentState = ps_PresentMine;
@ -5376,7 +5376,7 @@ void InitChops(PLAYERp pp)
// Set up the new weapon variables
psp = pp->Chops;
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_ChopsAttack1;
psp->PresentState = ps_ChopsAttack1;
psp->RetractState = ps_ChopsRetract;
@ -5542,7 +5542,7 @@ void FistBlur(PANEL_SPRITEp psp)
}
else if (psp->kill_tics <= 6)
{
SET(psp->flags, PANF_TRANS_FLIP);
psp->flags |= (PANF_TRANS_FLIP);
}
psp->shade += 10;
@ -5564,7 +5564,7 @@ void SpawnFistBlur(PANEL_SPRITEp psp)
nsp = pSpawnSprite(psp->PlayerP, nullptr, PRI_BACK, psp->x, psp->y);
SET(nsp->flags, PANF_WEAPON_SPRITE);
nsp->flags |= (PANF_WEAPON_SPRITE);
nsp->ang = psp->ang;
nsp->vel = psp->vel;
nsp->PanelSpriteFunc = FistBlur;
@ -5575,12 +5575,12 @@ void SpawnFistBlur(PANEL_SPRITEp psp)
nsp->picnum = psp->picndx;
if (TEST(psp->State->flags, psf_Xflip))
SET(nsp->flags, PANF_XFLIP);
nsp->flags |= (PANF_XFLIP);
nsp->rotate_ang = psp->rotate_ang;
nsp->scale = psp->scale;
SET(nsp->flags, PANF_TRANSLUCENT);
nsp->flags |= (PANF_TRANSLUCENT);
}
void pFistPresent(PANEL_SPRITEp psp);
@ -5757,7 +5757,7 @@ void InitWeaponFist(PLAYERp pp)
// Set up the new weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_FIST];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->flags |= (PANF_WEAPON_SPRITE);
psp->ActionState = ps_FistSwing;
psp->RetractState = ps_RetractFist;
psp->PresentState = ps_PresentFist;
@ -6160,7 +6160,7 @@ bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
{
if (psp->PlayerP->KeyPressBits & SB_FIRE)
{
SET(psp->flags, PANF_UNHIDE_SHOOT);
psp->flags |= (PANF_UNHIDE_SHOOT);
pSetState(psp, state);
return true;
}
@ -6173,14 +6173,14 @@ bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
{
if (TEST(psp->PlayerP->Flags, PF_DEAD))
{
SET(psp->flags, PANF_DEATH_HIDE);
psp->flags |= (PANF_DEATH_HIDE);
pSetState(psp, state);
return true;
}
if (TEST(psp->PlayerP->Flags, PF_WEAPON_DOWN))
{
SET(psp->flags, PANF_WEAPON_HIDE);
psp->flags |= (PANF_WEAPON_HIDE);
pSetState(psp, state);
return true;
}
@ -6324,7 +6324,7 @@ void pWeaponBob(PANEL_SPRITEp psp, short condition)
if (condition)
{
SET(psp->flags, PANF_BOB);
psp->flags |= (PANF_BOB);
}
else
{

View file

@ -1281,7 +1281,7 @@ void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* pos, int ang)
pp->pos.Z = pp->opos.Z = pos->Z - PLAYER_HEIGHT;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
SET(pp->Flags2, PF2_TELEPORTED);
pp->Flags2 |= (PF2_TELEPORTED);
}
void DoPlayerTeleportToOffset(PLAYERp pp)
@ -1290,7 +1290,7 @@ void DoPlayerTeleportToOffset(PLAYERp pp)
pp->opos.Y = pp->oldposy = pp->pos.Y;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
SET(pp->Flags2, PF2_TELEPORTED);
pp->Flags2 |= (PF2_TELEPORTED);
}
void DoSpawnTeleporterEffect(DSWActor* actor)
@ -1633,7 +1633,7 @@ void DoPlayerBob(PLAYERp pp)
void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt)
{
SET(pp->Flags, PF_RECOIL);
pp->Flags |= (PF_RECOIL);
pp->recoil_amt = pix_amt;
pp->recoil_speed = 80;
@ -1993,7 +1993,7 @@ void DoPlayerMove(PLAYERp pp)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
pp->Flags2 |= (PF2_INPUT_CAN_TURN_GENERAL);
}
else
{
@ -2008,7 +2008,7 @@ void DoPlayerMove(PLAYERp pp)
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
else
SET(pp->Flags, PF_PLAYER_MOVED);
pp->Flags |= (PF_PLAYER_MOVED);
DoPlayerSlide(pp);
@ -2125,7 +2125,7 @@ void DoPlayerMove(PLAYERp pp)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->Flags2 |= (PF2_INPUT_CAN_AIM);
}
else
{
@ -2535,7 +2535,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
else
SET(pp->Flags, PF_PLAYER_MOVED);
pp->Flags |= (PF_PLAYER_MOVED);
pp->oxvect = pp->xvect;
pp->oyvect = pp->yvect;
@ -2652,7 +2652,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
{
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE);
pp->Flags2 |= (PF2_INPUT_CAN_TURN_VEHICLE);
}
else
{
@ -2702,7 +2702,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->Flags2 |= (PF2_INPUT_CAN_AIM);
}
else
{
@ -2724,7 +2724,7 @@ void DoPlayerMoveTurret(PLAYERp pp)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET);
pp->Flags2 |= (PF2_INPUT_CAN_TURN_TURRET);
}
else
{
@ -2734,11 +2734,11 @@ void DoPlayerMoveTurret(PLAYERp pp)
if (PLAYER_MOVING(pp) == 0)
RESET(pp->Flags, PF_PLAYER_MOVED);
else
SET(pp->Flags, PF_PLAYER_MOVED);
pp->Flags |= (PF_PLAYER_MOVED);
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->Flags2 |= (PF2_INPUT_CAN_AIM);
}
else
{
@ -2750,7 +2750,7 @@ void DoPlayerBeginJump(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
SET(pp->Flags, PF_JUMPING);
pp->Flags |= (PF_JUMPING);
RESET(pp->Flags, PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
@ -2780,7 +2780,7 @@ void DoPlayerBeginForceJump(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
SET(pp->Flags, PF_JUMPING);
pp->Flags |= (PF_JUMPING);
RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL);
pp->JumpDuration = MAX_JUMP_DURATION;
@ -2925,7 +2925,7 @@ void DoPlayerBeginFall(PLAYERp pp)
{
DSWActor* plActor = pp->actor;
SET(pp->Flags, PF_FALLING);
pp->Flags |= (PF_FALLING);
RESET(pp->Flags, PF_JUMPING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
@ -3120,7 +3120,7 @@ void DoPlayerBeginClimb(PLAYERp pp)
pp->DoPlayerAction = DoPlayerClimb;
SET(pp->Flags, PF_CLIMBING|PF_WEAPON_DOWN);
pp->Flags |= (PF_CLIMBING|PF_WEAPON_DOWN);
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
//DamageData[plActor->user.WeaponNum].Init(pp);
@ -3304,7 +3304,7 @@ void DoPlayerClimb(PLAYERp pp)
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->Flags2 |= (PF2_INPUT_CAN_AIM);
}
else
{
@ -3406,7 +3406,7 @@ void DoPlayerBeginCrawl(PLAYERp pp)
DSWActor* plActor = pp->actor;
RESET(pp->Flags, PF_FALLING | PF_JUMPING);
SET(pp->Flags, PF_CRAWLING);
pp->Flags |= (PF_CRAWLING);
pp->friction = PLAYER_CRAWL_FRICTION;
pp->floor_dist = PLAYER_CRAWL_FLOOR_DIST;
@ -3516,7 +3516,7 @@ void DoPlayerCrawl(PLAYERp pp)
void DoPlayerBeginFly(PLAYERp pp)
{
RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING);
SET(pp->Flags, PF_FLYING);
pp->Flags |= (PF_FLYING);
pp->friction = PLAYER_FLY_FRICTION;
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
@ -4162,7 +4162,7 @@ void DoPlayerBeginDive(PLAYERp pp)
if (pp->Bloody) pp->Bloody = false; // Water washes away the blood
SET(pp->Flags, PF_DIVING);
pp->Flags |= (PF_DIVING);
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
@ -4222,11 +4222,11 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp)
if (TEST(pp->lo_sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
{
SET(pp->Flags, PF_DIVING_IN_LAVA);
pp->Flags |= (PF_DIVING_IN_LAVA);
plActor->user.DamageTics = 0;
}
SET(pp->Flags, PF_DIVING);
pp->Flags |= (PF_DIVING);
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
@ -4795,7 +4795,7 @@ void DoPlayerBeginOperateVehicle(PLAYERp pp)
// temporary set to get weapons down
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
SET(pp->Flags, PF_WEAPON_DOWN);
pp->Flags |= (PF_WEAPON_DOWN);
///DamageData[plActor->user.WeaponNum].Init(pp);
@ -4814,7 +4814,7 @@ void DoPlayerBeginOperateTurret(PLAYERp pp)
// temporary set to get weapons down
if (TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
SET(pp->Flags, PF_WEAPON_DOWN);
pp->Flags |= (PF_WEAPON_DOWN);
///DamageData[plActor->user.WeaponNum].Init(pp);
@ -4924,7 +4924,7 @@ void DoPlayerBeginOperate(PLAYERp pp)
{
if (sop->so_actors[i]->spr.statnum == STAT_SO_SHOOT_POINT)
{
SET(sop->flags, SOBJ_HAS_WEAPON);
sop->flags |= (SOBJ_HAS_WEAPON);
break;
}
}
@ -5009,7 +5009,7 @@ void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
{
if (sop->so_actors[i]->spr.statnum == STAT_SO_SHOOT_POINT)
{
SET(sop->flags, SOBJ_HAS_WEAPON);
sop->flags |= (SOBJ_HAS_WEAPON);
break;
}
}
@ -5220,7 +5220,7 @@ void DoPlayerDeathJump(PLAYERp pp)
if ((pp->jump_speed += PLAYER_DEATH_GRAV) > 0)
{
RESET(pp->Flags, PF_JUMPING);
SET(pp->Flags, PF_FALLING);
pp->Flags |= (PF_FALLING);
DoPlayerDeathFall(pp);
return;
}
@ -5240,7 +5240,7 @@ void DoPlayerDeathJump(PLAYERp pp)
// start falling
RESET(pp->Flags, PF_JUMPING);
SET(pp->Flags, PF_FALLING);
pp->Flags |= (PF_FALLING);
DoPlayerDeathFall(pp);
return;
}
@ -5530,7 +5530,7 @@ void DoPlayerBeginDie(PLAYERp pp)
{
case PLAYER_DEATH_DROWN:
{
SET(pp->Flags, PF_JUMPING);
pp->Flags |= (PF_JUMPING);
plActor->user.ID = NINJA_DEAD;
pp->jump_speed = -200;
NewStateGroup(pp->actor, sg_PlayerDeath);
@ -5544,7 +5544,7 @@ void DoPlayerBeginDie(PLAYERp pp)
//PlaySound(DIGI_SCREAM1, pp, v3df_dontpan|v3df_follow);
SET(pp->Flags, PF_JUMPING);
pp->Flags |= (PF_JUMPING);
plActor->user.ID = NINJA_DEAD;
pp->jump_speed = -300;
NewStateGroup(pp->actor, sg_PlayerDeath);
@ -5562,7 +5562,7 @@ void DoPlayerBeginDie(PLAYERp pp)
PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan);
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
pp->Flags |= (PF_DEAD_HEAD | PF_JUMPING);
pp->jump_speed = -300;
plActor->user.slide_vel = 0;
SpawnShrap(pp->actor, nullptr);
@ -5578,7 +5578,7 @@ void DoPlayerBeginDie(PLAYERp pp)
PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan);
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
pp->Flags |= (PF_DEAD_HEAD | PF_JUMPING);
pp->jump_speed = -650;
SpawnShrap(pp->actor, nullptr);
SET(plActor->spr.cstat, CSTAT_SPRITE_YCENTER);
@ -5595,7 +5595,7 @@ void DoPlayerBeginDie(PLAYERp pp)
PlaySound(DIGI_BODYCRUSHED1, pp, v3df_dontpan);
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
pp->Flags |= (PF_DEAD_HEAD | PF_JUMPING);
pp->jump_speed = 200;
plActor->user.slide_vel = 800;
SpawnShrap(pp->actor, nullptr);
@ -5610,7 +5610,7 @@ void DoPlayerBeginDie(PLAYERp pp)
}
SET(pp->Flags, PF_DEAD);
pp->Flags |= (PF_DEAD);
RESET(plActor->user.Flags,SPR_BOUNCE);
RESET(pp->Flags, PF_HEAD_CONTROL);
}
@ -5671,7 +5671,7 @@ void DoPlayerDeathHurl(PLAYERp pp)
{
SET(pp->Flags, PF_HEAD_CONTROL);
pp->Flags |= (PF_HEAD_CONTROL);
NewStateGroup(pp->actor, sg_PlayerHeadHurl);
if (MoveSkip4 == 0)
{
@ -5701,7 +5701,7 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
{
if (!SyncInput())
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
pp->Flags2 |= (PF2_INPUT_CAN_TURN_GENERAL);
}
else
{
@ -5847,7 +5847,7 @@ void DoPlayerDeathCheckKick(PLAYERp pp)
RESET(plActor->user.Flags,SPR_BOUNCE);
pp->jump_speed = -500;
NewStateGroup(pp->actor, sg_PlayerHeadFly);
SET(pp->Flags, PF_JUMPING);
pp->Flags |= (PF_JUMPING);
SpawnShrap(pp->actor, nullptr);
}
}
@ -5863,7 +5863,7 @@ void DoPlayerDeathCheckKick(PLAYERp pp)
RESET(plActor->user.Flags,SPR_BOUNCE);
pp->jump_speed = -100;
NewStateGroup(pp->actor, sg_PlayerHeadFly);
SET(pp->Flags, PF_JUMPING);
pp->Flags |= (PF_JUMPING);
SpawnShrap(pp->actor, nullptr);
}
}
@ -6029,7 +6029,7 @@ void DoPlayerDeathBounce(PLAYERp pp)
pp->jump_speed = -300;
plActor->user.slide_vel >>= 2;
plActor->user.slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32);
SET(pp->Flags, PF_JUMPING);
pp->Flags |= (PF_JUMPING);
SpawnShrap(pp->actor, nullptr);
}
@ -6461,7 +6461,7 @@ void ChopsCheck(PLAYERp pp)
{
ChopTics = 0;
// take weapon down
SET(pp->Flags, PF_WEAPON_DOWN);
pp->Flags |= (PF_WEAPON_DOWN);
InitChops(pp);
}
}

View file

@ -2145,7 +2145,7 @@ int DoPlayerGrabStar(PLAYERp pp)
StarQueue[i] = nullptr;
if (TEST(pp->WpnFlags, BIT(WPN_STAR)))
return true;
SET(pp->WpnFlags, BIT(WPN_STAR));
pp->WpnFlags |= (BIT(WPN_STAR));
InitWeaponStar(pp);
return true;
}

View file

@ -1725,7 +1725,7 @@ void SpriteSetup(void)
{
bit = 1 << (tag);
SET(actor->spr.sector()->extra, bit);
actor->spr.sector()->extra |= (bit);
if (TEST(bit, SECTFX_SINK))
{
@ -1906,7 +1906,7 @@ void SpriteSetup(void)
case TRIGGER_SECTOR:
{
SET(actor->spr.sector()->extra, SECTFX_TRIGGER);
actor->spr.sector()->extra |= (SECTFX_TRIGGER);
change_actor_stat(actor, STAT_TRIGGER);
break;
}
@ -2002,7 +2002,7 @@ void SpriteSetup(void)
}
SET(sectp->extra, SECTFX_VATOR);
SetSectorWallBits(actor->spr.sector(), WALLFX_DONT_STICK, true, true);
SET(actor->spr.sector()->extra, SECTFX_DYNAMIC_AREA);
actor->spr.sector()->extra |= (SECTFX_DYNAMIC_AREA);
// don't step on toes of other sector settings
if (sectp->lotag == 0 && sectp->hitag == 0)
@ -2210,7 +2210,7 @@ void SpriteSetup(void)
SpawnUser(actor, 0, nullptr);
SetSectorWallBits(actor->spr.sector(), WALLFX_DONT_STICK, false, true);
SET(actor->spr.sector()->extra, SECTFX_DYNAMIC_AREA);
actor->spr.sector()->extra |= (SECTFX_DYNAMIC_AREA);
type = SP_TAG3(actor);
speed = SP_TAG4(actor);
@ -2601,7 +2601,7 @@ void SpriteSetup(void)
case PLAX_GLOB_Z_ADJUST:
{
SET(actor->spr.sector()->extra, SECTFX_Z_ADJUST);
actor->spr.sector()->extra |= (SECTFX_Z_ADJUST);
PlaxCeilGlobZadjust = SP_TAG2(actor);
PlaxFloorGlobZadjust = SP_TAG3(actor);
KillActor(actor);
@ -2610,14 +2610,14 @@ void SpriteSetup(void)
case CEILING_Z_ADJUST:
{
SET(actor->spr.sector()->extra, SECTFX_Z_ADJUST);
actor->spr.sector()->extra |= (SECTFX_Z_ADJUST);
change_actor_stat(actor, STAT_ST1);
break;
}
case FLOOR_Z_ADJUST:
{
SET(actor->spr.sector()->extra, SECTFX_Z_ADJUST);
actor->spr.sector()->extra |= (SECTFX_Z_ADJUST);
change_actor_stat(actor, STAT_ST1);
break;
}
@ -2625,7 +2625,7 @@ void SpriteSetup(void)
case WARP_TELEPORTER:
{
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
SET(actor->spr.sector()->extra, SECTFX_WARP_SECTOR);
actor->spr.sector()->extra |= (SECTFX_WARP_SECTOR);
change_actor_stat(actor, STAT_WARP);
// if just a destination teleporter
@ -2657,19 +2657,19 @@ void SpriteSetup(void)
case WARP_FLOOR_PLANE:
{
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
SET(actor->spr.sector()->extra, SECTFX_WARP_SECTOR);
actor->spr.sector()->extra |= (SECTFX_WARP_SECTOR);
change_actor_stat(actor, STAT_WARP);
break;
}
case WARP_COPY_SPRITE1:
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
SET(actor->spr.sector()->extra, SECTFX_WARP_SECTOR);
actor->spr.sector()->extra |= (SECTFX_WARP_SECTOR);
change_actor_stat(actor, STAT_WARP_COPY_SPRITE1);
break;
case WARP_COPY_SPRITE2:
actor->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
SET(actor->spr.sector()->extra, SECTFX_WARP_SECTOR);
actor->spr.sector()->extra |= (SECTFX_WARP_SECTOR);
change_actor_stat(actor, STAT_WARP_COPY_SPRITE2);
break;
@ -5369,7 +5369,7 @@ KeyMain:
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_STAR)))
break;
SET(pp->WpnFlags, BIT(WPN_STAR));
pp->WpnFlags |= (BIT(WPN_STAR));
if (!cl_weaponswitch)
break;
@ -5397,7 +5397,7 @@ KeyMain:
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_MINE)))
break;
SET(pp->WpnFlags, BIT(WPN_MINE));
pp->WpnFlags |= (BIT(WPN_MINE));
if (!cl_weaponswitch)
break;
@ -5428,17 +5428,17 @@ KeyMain:
if (TEST(pp->WpnFlags, BIT(WPN_UZI)) && TEST(pp->Flags, PF_TWO_UZI))
break;
// flag to help with double uzi powerup - simpler but kludgy
SET(pp->Flags, PF_PICKED_UP_AN_UZI);
pp->Flags |= (PF_PICKED_UP_AN_UZI);
if (TEST(pp->WpnFlags, BIT(WPN_UZI)))
{
SET(pp->Flags, PF_TWO_UZI);
pp->Flags |= (PF_TWO_UZI);
pp->WpnUziType = 0; // Let it come up
if (pp == Player+myconnectindex)
PlayerSound(DIGI_DOUBLEUZI, v3df_dontpan|v3df_follow, pp);
}
else
{
SET(pp->WpnFlags, BIT(WPN_UZI));
pp->WpnFlags |= (BIT(WPN_UZI));
ChoosePlayerGetSound(pp);
}
@ -5483,7 +5483,7 @@ KeyMain:
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_MICRO)))
break;
SET(pp->WpnFlags, BIT(WPN_MICRO));
pp->WpnFlags |= (BIT(WPN_MICRO));
if (!cl_weaponswitch)
break;
@ -5552,7 +5552,7 @@ KeyMain:
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_GRENADE)))
break;
SET(pp->WpnFlags, BIT(WPN_GRENADE));
pp->WpnFlags |= (BIT(WPN_GRENADE));
if (!cl_weaponswitch)
break;
@ -5581,7 +5581,7 @@ KeyMain:
KillGet(actor);
if (TEST(pp->WpnFlags, BIT(WPN_ROCKET)))
break;
SET(pp->WpnFlags, BIT(WPN_ROCKET));
pp->WpnFlags |= (BIT(WPN_ROCKET));
if (!cl_weaponswitch)
break;
@ -5626,7 +5626,7 @@ KeyMain:
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_RAIL)))
break;
SET(pp->WpnFlags, BIT(WPN_RAIL));
pp->WpnFlags |= (BIT(WPN_RAIL));
if (!cl_weaponswitch)
break;
@ -5668,7 +5668,7 @@ KeyMain:
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_SHOTGUN)))
break;
SET(pp->WpnFlags, BIT(WPN_SHOTGUN));
pp->WpnFlags |= (BIT(WPN_SHOTGUN));
if (!cl_weaponswitch)
break;
@ -5736,7 +5736,7 @@ KeyMain:
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_HOTHEAD)))
break;
SET(pp->WpnFlags, BIT(WPN_NAPALM) | BIT(WPN_RING) | BIT(WPN_HOTHEAD));
pp->WpnFlags |= (BIT(WPN_NAPALM) | BIT(WPN_RING) | BIT(WPN_HOTHEAD));
if (!cl_weaponswitch)
break;
@ -5781,7 +5781,7 @@ KeyMain:
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_HEART)))
break;
SET(pp->WpnFlags, BIT(WPN_HEART));
pp->WpnFlags |= (BIT(WPN_HEART));
if (!cl_weaponswitch)
break;

View file

@ -738,7 +738,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
pp->RevolveX = pp->posx;
pp->RevolveY = pp->posy;
pp->RevolveDeltaAng = 0;
SET(pp->Flags, PF_PLAYER_RIDING);
pp->Flags |= (PF_PLAYER_RIDING);
pp->sop_riding = sop;
}
@ -1089,7 +1089,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
break;
case SO_SCALE_INFO:
SET(sop->flags, SOBJ_DYNAMIC);
sop->flags |= (SOBJ_DYNAMIC);
sop->scale_speed = SP_TAG2(actor);
sop->scale_dist_min = -SP_TAG5(actor);
sop->scale_dist_max = SP_TAG6(actor);
@ -1127,7 +1127,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
case SO_TORNADO:
if (SW_SHAREWARE) break;
sop->vel = 120;
SET(sop->flags, SOBJ_DYNAMIC);
sop->flags |= (SOBJ_DYNAMIC);
sop->scale_type = SO_SCALE_CYCLE;
// spin stuff
sop->spin_speed = 16;
@ -1148,7 +1148,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
break;
case SO_FLOOR_MORPH:
if (SW_SHAREWARE) break;
SET(sop->flags, SOBJ_DYNAMIC);
sop->flags |= (SOBJ_DYNAMIC);
sop->scale_type = SO_SCALE_NONE;
sop->morph_speed = 120;
sop->morph_z_speed = 7;
@ -1159,7 +1159,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
break;
case SO_AMOEBA:
SET(sop->flags, SOBJ_DYNAMIC);
sop->flags |= (SOBJ_DYNAMIC);
//sop->scale_type = SO_SCALE_CYCLE;
sop->scale_type = SO_SCALE_RANDOM_POINT;
sop->PreMoveAnimator = ScaleSectorObject;
@ -1186,7 +1186,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
case 0:
break;
case 1:
SET(sop->flags, SOBJ_DIE_HARD);
sop->flags |= (SOBJ_DIE_HARD);
break;
}
KillActor(actor);
@ -1207,15 +1207,15 @@ void SetupSectorObject(sectortype* sectp, short tag)
sop->drive_slide = 1;
if (TEST_BOOL1(actor))
SET(sop->flags, SOBJ_NO_QUAKE);
sop->flags |= (SOBJ_NO_QUAKE);
if (TEST_BOOL3(actor))
SET(sop->flags, SOBJ_REMOTE_ONLY);
sop->flags |= (SOBJ_REMOTE_ONLY);
if (TEST_BOOL4(actor))
{
sop->crush_z = actor->spr.pos.Z;
SET(sop->flags, SOBJ_RECT_CLIP);
sop->flags |= (SOBJ_RECT_CLIP);
}
//KillActor(actor);
@ -1230,11 +1230,11 @@ void SetupSectorObject(sectortype* sectp, short tag)
KillActor(actor);
break;
case SECT_SO_SPRITE_OBJ:
SET(sop->flags, SOBJ_SPRITE_OBJ);
sop->flags |= (SOBJ_SPRITE_OBJ);
KillActor(actor);
break;
case SECT_SO_DONT_ROTATE:
SET(sop->flags, SOBJ_DONT_ROTATE);
sop->flags |= (SOBJ_DONT_ROTATE);
KillActor(actor);
break;
case SO_LIMIT_TURN:
@ -1285,15 +1285,15 @@ void SetupSectorObject(sectortype* sectp, short tag)
KillActor(actor);
break;
case SO_SYNC1:
SET(sop->flags, SOBJ_SYNC1);
sop->flags |= (SOBJ_SYNC1);
KillActor(actor);
break;
case SO_SYNC2:
SET(sop->flags, SOBJ_SYNC2);
sop->flags |= (SOBJ_SYNC2);
KillActor(actor);
break;
case SO_KILLABLE:
SET(sop->flags, SOBJ_KILLABLE);
sop->flags |= (SOBJ_KILLABLE);
KillActor(actor);
break;
}
@ -1313,18 +1313,18 @@ void SetupSectorObject(sectortype* sectp, short tag)
case SO_TURRET:
case SO_VEHICLE:
sop->vel = 0;
SET(sop->flags, SOBJ_OPERATIONAL);
sop->flags |= (SOBJ_OPERATIONAL);
break;
#if 0
case SO_SPEED_BOAT:
sop->vel = 0;
sop->bob_amt = Z(2);
sop->bob_speed = 4;
SET(sop->flags, SOBJ_OPERATIONAL);
sop->flags |= (SOBJ_OPERATIONAL);
break;
#endif
default:
SET(sop->flags, SOBJ_OPERATIONAL);
sop->flags |= (SOBJ_OPERATIONAL);
break;
}
}
@ -1525,7 +1525,7 @@ void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
// set up the player for riding
if (!TEST(pp->Flags, PF_PLAYER_MOVED) && !TEST(pp->Flags, PF_PLAYER_RIDING))
{
SET(pp->Flags, PF_PLAYER_RIDING);
pp->Flags |= (PF_PLAYER_RIDING);
pp->RevolveAng = pp->angle.ang;
pp->RevolveX = pp->pos.X;
@ -2300,7 +2300,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
break;
case TRACK_BOB_START:
SET(sop->flags, SOBJ_ZMID_FLOOR);
sop->flags |= (SOBJ_ZMID_FLOOR);
sop->bob_amt = Z(tpoint->tag_high);
sop->bob_sine_ndx = 0;
sop->bob_speed = 4;
@ -2341,12 +2341,12 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
{
// set target to new slower target
sop->vel_tgt = sop->vel_tgt - (tpoint->tag_high * 256);
SET(sop->flags, SOBJ_SLOW_DOWN);
sop->flags |= (SOBJ_SLOW_DOWN);
}
else
{
sop->vel_tgt = sop->vel_tgt + (tpoint->tag_high * 256);
SET(sop->flags, SOBJ_SPEED_UP);
sop->flags |= (SOBJ_SPEED_UP);
}
break;
@ -2356,12 +2356,12 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
if (sop->dir > 0)
{
sop->vel_tgt = sop->vel_tgt - (tpoint->tag_high * 256);
SET(sop->flags, SOBJ_SLOW_DOWN);
sop->flags |= (SOBJ_SLOW_DOWN);
}
else
{
sop->vel_tgt = sop->vel_tgt + (tpoint->tag_high * 256);
SET(sop->flags, SOBJ_SPEED_UP);
sop->flags |= (SOBJ_SPEED_UP);
}
break;
@ -2432,7 +2432,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
case TRACK_MOVE_VERTICAL:
{
int zr;
SET(sop->flags, SOBJ_MOVE_VERTICAL);
sop->flags |= (SOBJ_MOVE_VERTICAL);
if (tpoint->tag_high > 0)
zr = tpoint->tag_high;
@ -2460,7 +2460,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
if (tpoint->tag_high == -1)
break;
SET(sop->flags, SOBJ_WAIT_FOR_EVENT);
sop->flags |= (SOBJ_WAIT_FOR_EVENT);
sop->save_vel = sop->vel;
sop->save_spin_speed = sop->spin_speed;
@ -2473,7 +2473,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
}
case TRACK_ZDIFF_MODE:
SET(sop->flags, SOBJ_ZDIFF_MODE);
sop->flags |= (SOBJ_ZDIFF_MODE);
sop->zdelta = Z(tpoint->tag_high);
break;
case TRACK_ZRATE:
@ -2484,12 +2484,12 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
if (sop->dir < 0)
{
sop->z_tgt = sop->z_tgt + Z(tpoint->tag_high);
SET(sop->flags, SOBJ_ZDOWN);
sop->flags |= (SOBJ_ZDOWN);
}
else
{
sop->z_tgt = sop->z_tgt - Z(tpoint->tag_high);
SET(sop->flags, SOBJ_ZUP);
sop->flags |= (SOBJ_ZUP);
}
break;
case TRACK_ZDOWN:
@ -2497,12 +2497,12 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
if (sop->dir > 0)
{
sop->z_tgt = sop->z_tgt + Z(tpoint->tag_high);
SET(sop->flags, SOBJ_ZDOWN);
sop->flags |= (SOBJ_ZDOWN);
}
else
{
sop->z_tgt = sop->z_tgt - Z(tpoint->tag_high);
SET(sop->flags, SOBJ_ZUP);
sop->flags |= (SOBJ_ZUP);
}
break;
}

View file

@ -67,7 +67,7 @@ void SOwallmove(SECTOR_OBJECTp sop, DSWActor* actor, WALLp find_wallp, int dist,
sop->xorig[wallcount] -= *nx;
sop->yorig[wallcount] -= *ny;
SET(sop->flags, SOBJ_UPDATE_ONCE);
sop->flags |= (SOBJ_UPDATE_ONCE);
return;
}

View file

@ -5099,7 +5099,7 @@ int SopCheckKill(SECTOR_OBJECTp sop)
if (!killed)
{
VehicleSetSmoke(sop, SpawnVehicleSmoke);
SET(sop->flags, SOBJ_BROKEN);
sop->flags |= (SOBJ_BROKEN);
}
}
@ -7664,15 +7664,15 @@ int MissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*, int1
if ((hitActor = PickEnemyTarget(actor, aware_range)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
else if ((hitActor = DoPickTarget(actor, aware_range, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
}
@ -7735,8 +7735,8 @@ int ComboMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*,
if ((hitActor = DoPickTarget(actor, aware_range, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
}
@ -7796,14 +7796,14 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i
if ((hitActor = PickEnemyTarget(actor, aware_range1)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
else if ((hitActor = PickEnemyTarget(actor, aware_range2)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
else
@ -7811,14 +7811,14 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i
if ((hitActor = DoPickTarget(actor, aware_range1, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
else if ((hitActor = DoPickTarget(actor, aware_range2, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
}
@ -7870,14 +7870,14 @@ int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, in
if ((hitActor = DoPickTarget(actor, aware_range1, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
else if ((hitActor = DoPickTarget(actor, aware_range2, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
}
@ -9954,10 +9954,10 @@ void SpawnBoltExp(DSWActor* actor)
expActor->spr.shade = -40;
expActor->spr.xrepeat = 76;
expActor->spr.yrepeat = 76;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(expActor->spr.cstat, CSTAT_SPRITE_XFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
expActor->user.Radius = DamageData[DMG_BOLT_EXP].radius;
SpawnExpZadjust(actor, expActor, Z(40), Z(40));
@ -10003,10 +10003,10 @@ void SpawnTankShellExp(DSWActor* actor)
expActor->spr.shade = -40;
expActor->spr.xrepeat = 64+32;
expActor->spr.yrepeat = 64+32;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(expActor->spr.cstat, CSTAT_SPRITE_XFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
expActor->user.Radius = DamageData[DMG_TANK_SHELL_EXP].radius;
SpawnExpZadjust(actor, expActor, Z(40), Z(40));
@ -10030,7 +10030,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
expActor->spr.clipdist = actor->spr.clipdist;
expActor->user.ceiling_dist = Z(16);
expActor->user.floor_dist = Z(16);
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//ang = RANDOM_P2(2048);
@ -10087,7 +10087,7 @@ void SpawnNuclearExp(DSWActor* actor)
expActor->spr.xrepeat = 255;
expActor->spr.yrepeat = 255;
expActor->spr.clipdist = actor->spr.clipdist;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.spal = expActor->spr.pal = PALETTE_PLAYER1; // Set nuke puff to gray
@ -10102,10 +10102,10 @@ void SpawnNuclearExp(DSWActor* actor)
expActor->spr.shade = -128;
expActor->spr.xrepeat = 218;
expActor->spr.yrepeat = 152;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(expActor->spr.cstat, CSTAT_SPRITE_XFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
expActor->user.Radius = NUKE_RADIUS;
@ -10149,11 +10149,11 @@ void SpawnTracerExp(DSWActor* actor)
expActor->spr.shade = -40;
expActor->spr.xrepeat = 4;
expActor->spr.yrepeat = 4;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(expActor->spr.cstat, CSTAT_SPRITE_XFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (actor->user.ID == BOLT_THINMAN_R1)
{
@ -10178,12 +10178,12 @@ void SpawnMicroExp(DSWActor* actor)
expActor->spr.shade = -40;
expActor->spr.xrepeat = 32;
expActor->spr.yrepeat = 32;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(expActor->spr.cstat, CSTAT_SPRITE_XFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
SET(expActor->spr.cstat, CSTAT_SPRITE_YFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
expActor->user.Radius = DamageData[DMG_BOLT_EXP].radius;
//
@ -10245,13 +10245,13 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop,
expActor->spr.xrepeat = 34;
expActor->spr.yrepeat = 34;
}
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(expActor->spr.cstat, CSTAT_SPRITE_XFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
SET(expActor->spr.cstat, CSTAT_SPRITE_YFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
// place all sprites on list
for (sn = 0; sn < SIZ(sop->so_actors); sn++)
@ -10301,7 +10301,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
expActor->spr.clipdist = actor->spr.clipdist;
expActor->user.ceiling_dist = Z(16);
expActor->user.floor_dist = Z(16);
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//ang = RANDOM_P2(2048);
@ -10369,7 +10369,7 @@ void SpawnGrenadeExp(DSWActor* actor)
expActor->spr.xrepeat = 64 + 32;
expActor->spr.yrepeat = 64 + 32;
expActor->spr.clipdist = actor->spr.clipdist;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_GRENADE_EXP].radius;
@ -10400,7 +10400,7 @@ void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int l
if (tos_z <= actor->user.hiz + Z(4))
{
expActor->spr.pos.Z = actor->user.hiz + upper_zsize;
SET(expActor->spr.cstat, CSTAT_SPRITE_YFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
}
else if (bos_z > actor->user.loz)
{
@ -10419,7 +10419,7 @@ void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int l
if (tos_z <= cz + Z(4))
{
expActor->spr.pos.Z = cz + upper_zsize;
SET(expActor->spr.cstat, CSTAT_SPRITE_YFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
}
else if (bos_z > fz)
{
@ -10448,7 +10448,7 @@ void SpawnMineExp(DSWActor* actor)
expActor->spr.shade = -40;
expActor->spr.xrepeat = 64 + 44;
expActor->spr.yrepeat = 64 + 44;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_MINE_EXP].radius;
@ -10494,7 +10494,7 @@ DSWActor* SpawnSectorExp(DSWActor* actor)
expActor->spr.shade = -40;
expActor->spr.xrepeat = 90; // was 40,40
expActor->spr.yrepeat = 90;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_SECTOR_EXP].radius;
@ -10517,7 +10517,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor)
expActor->spr.shade = -40;
expActor->spr.xrepeat = 90; // was 40,40
expActor->spr.yrepeat = 90;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_SECTOR_EXP].radius;
@ -10566,7 +10566,7 @@ void SpawnMeteorExp(DSWActor* actor)
expActor->spr.yrepeat = 80;
}
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius;
}
@ -10582,7 +10582,7 @@ void SpawnLittleExp(DSWActor* actor)
expActor->spr.hitag = LUMINOUS; //Always full brightness
expActor->spr.shade = -127;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius;
DoExpDamageTest(expActor);
@ -10816,9 +10816,9 @@ int DoNapalm(DSWActor* actor)
expActor->spr.cstat = actor->spr.cstat;
expActor->spr.xrepeat = 48;
expActor->spr.yrepeat = 64;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
if (RANDOM_P2(1024) < 512)
SET(expActor->spr.cstat, CSTAT_SPRITE_XFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
RESET(expActor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
expActor->user.Radius = 1500;
@ -12410,8 +12410,8 @@ int WeaponAutoAim(DSWActor* actor, DSWActor* mislActor, short ang, bool test)
if ((hitActor = DoPickTarget(actor, ang, test)) != nullptr)
{
mislActor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
mislActor->spr.ang = NORM_ANGLE(getangle(hitActor->spr.pos.X - mislActor->spr.pos.X, hitActor->spr.pos.Y - mislActor->spr.pos.Y));
dist = FindDistance2D(mislActor->spr.pos.vec2 - hitActor->spr.pos.vec2);
@ -12466,8 +12466,8 @@ int WeaponAutoAimZvel(DSWActor* actor, DSWActor* missileActor, int *zvel, short
if ((hitActor = DoPickTarget(actor, ang, test)) != nullptr)
{
missileActor->user.WpnGoalActor = hitActor;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
missileActor->spr.ang = NORM_ANGLE(getangle(hitActor->spr.pos.X - missileActor->spr.pos.X, hitActor->spr.pos.Y - missileActor->spr.pos.Y));
dist = FindDistance2D(missileActor->spr.pos.vec2 - hitActor->spr.pos.vec2);
@ -12510,8 +12510,8 @@ DSWActor* AimHitscanToTarget(DSWActor* actor, int *z, short *ang, int z_ratio)
if (hitActor == nullptr)
return nullptr;
SET(hitActor->user.Flags, SPR_TARGETED);
SET(hitActor->user.Flags, SPR_ATTACKED);
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
*ang = getangle(hitActor->spr.pos.X - actor->spr.pos.X, hitActor->spr.pos.Y - actor->spr.pos.Y);
@ -14180,14 +14180,14 @@ int SpawnDemonFist(DSWActor* actor)
expActor->spr.yrepeat = 32;
expActor->user.spal = expActor->spr.pal = 25;
SET(expActor->spr.cstat, CSTAT_SPRITE_YCENTER);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(expActor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius;
if (RANDOM_P2(1024<<8)>>8 > 600)
SET(expActor->spr.cstat, CSTAT_SPRITE_XFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024<<8)>>8 > 600)
SET(expActor->spr.cstat, CSTAT_SPRITE_YFLIP);
expActor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
return 0;
}
@ -17499,8 +17499,8 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, i
ASSERT(spawnedActor->spr.statnum != MAXSTATUS);
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_ONE_SIDE);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
RESET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wall_ang = NORM_ANGLE(getangle(hit_wall->delta())+512);
@ -17575,8 +17575,8 @@ int QueueFloorBlood(DSWActor* actor)
spawnedActor->spr.ang = RANDOM_P2(2048); // Just make it any old angle
spawnedActor->spr.shade -= 5; // Brighten it up just a bit
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_ONE_SIDE);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_FLOOR);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
RESET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
RESET(actor->user.Flags, SPR_SHADOW);
@ -17688,9 +17688,9 @@ int QueueFootPrint(DSWActor* actor)
// Alternate the feet
left_foot = !left_foot;
if (left_foot)
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_XFLIP);
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_ONE_SIDE);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_FLOOR);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
RESET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
return 0;
@ -17809,9 +17809,9 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang)
spawnedActor->spr.shade -= 5; // Brighten it up just a bit
spawnedActor->tempwall = hit.hitWall; // pass hitinfo.wall
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_ONE_SIDE);
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_YCENTER);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
RESET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wall_ang = NORM_ANGLE(getangle(hit.hitWall->delta()) + 512);
@ -18438,9 +18438,9 @@ void QueueLoWangs(DSWActor* actor)
spawnedActor->spr.shade = actor->spr.shade;
spawnedActor->user.spal = spawnedActor->spr.pal = actor->spr.pal;
change_actor_stat(spawnedActor, STAT_DEFAULT); // Breakable
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
SET(spawnedActor->spr.extra, SPRX_BREAKABLE);
SET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK_HITSCAN);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN);
LoWangsQueueHead = (LoWangsQueueHead+1) & (MAX_LOWANGS_QUEUE-1);
}