- minor sprite.cpp cleanup.

This commit is contained in:
Christoph Oelckers 2021-11-06 09:58:59 +01:00
parent cb477d4ab7
commit 95b7949f7d

View file

@ -777,7 +777,7 @@ void KillActor(DSWActor* actor)
{
SetSuicide(u->flameActor);
}
User[actor->GetSpriteIndex()].Clear();
actor->clearUser();
}
FVector3 pos = GetSoundPos(&actor->s().pos);
@ -869,8 +869,8 @@ USERp SpawnUser(DSWActor* actor, short id, STATEp state)
ASSERT(!Prediction);
User[actor->GetSpriteIndex()].Clear(); // make sure to delete old, stale content first!
User[actor->GetSpriteIndex()].Alloc();
actor->clearUser(); // make sure to delete old, stale content first!
actor->allocUser();
u = actor->u();
PRODUCTION_ASSERT(u != nullptr);
@ -4970,13 +4970,9 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
}
int
DoStayOnFloor(DSWActor* actor)
int DoStayOnFloor(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
sprite[SpriteNum].z = sector[sprite[SpriteNum].sectnum].floorz;
//sprite[SpriteNum].z = getflorzofslope(sprite[SpriteNum].sectnum, sprite[SpriteNum].x, sprite[SpriteNum].y);
actor->s().z = sector[actor->s().sectnum].floorz;
return 0;
}
@ -4984,10 +4980,9 @@ int
DoGrating(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp sp = &actor->s();
int dir;
#define GRATE_FACTOR 3
const int GRATE_FACTOR = 3;
// reduce to 0 to 3 value
dir = sp->ang >> 9;
@ -5012,66 +5007,30 @@ DoGrating(DSWActor* actor)
if (sp->hitag <= 0)
{
change_actor_stat(actor, STAT_DEFAULT);
User[SpriteNum].Clear();
actor->clearUser();
}
setspritez(SpriteNum, &sp->pos);
SetActorZ(actor, &sp->pos);
return 0;
}
#if 0
int
DoSpriteFade(short SpriteNum)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;
short i;
// adjust Shade based on clock
for (i = 0; i < ACTORMOVETICS; i++)
{
if (TEST(u->Flags, SPR_SHADE_DIR))
{
sp->shade++;
if (sp->shade >= 10)
RESET(u->Flags, SPR_SHADE_DIR);
}
else
{
sp->shade--;
if (sp->shade <= -40)
SET(u->Flags, SPR_SHADE_DIR);
}
}
return 0;
}
#endif
int
DoKey(DSWActor* actor)
int DoKey(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp sp = &actor->s();
sp->ang = NORM_ANGLE(sp->ang + (14 * ACTORMOVETICS));
//DoSpriteFade(SpriteNum);
DoGet(actor);
return 0;
}
int
DoCoin(DSWActor* actor)
int DoCoin(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
int offset;
u->WaitTics -= ACTORMOVETICS * 2;