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- minor sprite.cpp cleanup.
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cb477d4ab7
commit
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1 changed files with 12 additions and 53 deletions
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@ -777,7 +777,7 @@ void KillActor(DSWActor* actor)
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{
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SetSuicide(u->flameActor);
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}
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User[actor->GetSpriteIndex()].Clear();
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actor->clearUser();
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}
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FVector3 pos = GetSoundPos(&actor->s().pos);
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@ -869,8 +869,8 @@ USERp SpawnUser(DSWActor* actor, short id, STATEp state)
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ASSERT(!Prediction);
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User[actor->GetSpriteIndex()].Clear(); // make sure to delete old, stale content first!
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User[actor->GetSpriteIndex()].Alloc();
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actor->clearUser(); // make sure to delete old, stale content first!
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actor->allocUser();
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u = actor->u();
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PRODUCTION_ASSERT(u != nullptr);
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@ -4970,13 +4970,9 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
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}
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int
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DoStayOnFloor(DSWActor* actor)
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int DoStayOnFloor(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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sprite[SpriteNum].z = sector[sprite[SpriteNum].sectnum].floorz;
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//sprite[SpriteNum].z = getflorzofslope(sprite[SpriteNum].sectnum, sprite[SpriteNum].x, sprite[SpriteNum].y);
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actor->s().z = sector[actor->s().sectnum].floorz;
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return 0;
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}
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@ -4984,10 +4980,9 @@ int
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DoGrating(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SPRITEp sp = &actor->s();
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int dir;
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#define GRATE_FACTOR 3
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const int GRATE_FACTOR = 3;
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// reduce to 0 to 3 value
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dir = sp->ang >> 9;
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@ -5012,66 +5007,30 @@ DoGrating(DSWActor* actor)
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if (sp->hitag <= 0)
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{
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change_actor_stat(actor, STAT_DEFAULT);
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User[SpriteNum].Clear();
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actor->clearUser();
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}
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setspritez(SpriteNum, &sp->pos);
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SetActorZ(actor, &sp->pos);
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return 0;
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}
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#if 0
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int
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DoSpriteFade(short SpriteNum)
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{
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = User[SpriteNum]->SpriteP;
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short i;
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// adjust Shade based on clock
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for (i = 0; i < ACTORMOVETICS; i++)
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{
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if (TEST(u->Flags, SPR_SHADE_DIR))
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{
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sp->shade++;
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if (sp->shade >= 10)
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RESET(u->Flags, SPR_SHADE_DIR);
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}
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else
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{
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sp->shade--;
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if (sp->shade <= -40)
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SET(u->Flags, SPR_SHADE_DIR);
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}
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}
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return 0;
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}
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#endif
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int
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DoKey(DSWActor* actor)
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int DoKey(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SPRITEp sp = &actor->s();
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sp->ang = NORM_ANGLE(sp->ang + (14 * ACTORMOVETICS));
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//DoSpriteFade(SpriteNum);
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DoGet(actor);
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return 0;
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}
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int
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DoCoin(DSWActor* actor)
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int DoCoin(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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int offset;
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u->WaitTics -= ACTORMOVETICS * 2;
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