From 96396385e7f34aba76af5ed6cd95aa896eb19877 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 27 Dec 2021 20:22:21 +0100 Subject: [PATCH] - more TEST() replacements. This covers roughly half of the original use. --- source/games/sw/src/bunny.cpp | 20 ++-- source/games/sw/src/coolg.cpp | 2 +- source/games/sw/src/coolie.cpp | 6 +- source/games/sw/src/eel.cpp | 2 +- source/games/sw/src/girlninj.cpp | 12 +- source/games/sw/src/goro.cpp | 2 +- source/games/sw/src/hornet.cpp | 2 +- source/games/sw/src/inv.cpp | 2 +- source/games/sw/src/jweapon.cpp | 14 +-- source/games/sw/src/lava.cpp | 2 +- source/games/sw/src/miscactr.cpp | 64 +++++------ source/games/sw/src/ninja.cpp | 20 ++-- source/games/sw/src/panel.cpp | 182 +++++++++++++++---------------- source/games/sw/src/player.cpp | 20 ++-- source/games/sw/src/ripper.cpp | 10 +- source/games/sw/src/ripper2.cpp | 10 +- source/games/sw/src/serp.cpp | 2 +- source/games/sw/src/skel.cpp | 2 +- source/games/sw/src/skull.cpp | 4 +- source/games/sw/src/sprite.cpp | 14 +-- source/games/sw/src/sumo.cpp | 4 +- source/games/sw/src/weapon.cpp | 36 +++--- source/games/sw/src/zilla.cpp | 2 +- source/games/sw/src/zombie.cpp | 2 +- 24 files changed, 218 insertions(+), 218 deletions(-) diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index 81dc7b7c3..65480d117 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -726,7 +726,7 @@ int SetupBunny(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, BUNNY_RUN_R0, s_BunnyRun[0]); actor->user.Health = 10; @@ -751,7 +751,7 @@ int SetupBunny(DSWActor* actor) actor->spr.clipdist = 200>>2; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) actor->user.Health = 60; } else if (actor->spr.pal == PALETTE_PLAYER8) // Male Rabbit @@ -762,7 +762,7 @@ int SetupBunny(DSWActor* actor) //actor->spr.yrepeat = 70; //actor->spr.shade = 0; // darker - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) actor->user.Health = 20; actor->user.Flag1 = 0; } @@ -881,7 +881,7 @@ int DoBunnyMoveJump(DSWActor* actor) DoActorZrange(actor); - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { InitActorDecide(actor); } @@ -1056,7 +1056,7 @@ int NullBunny(DSWActor* actor) } // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) KeepActorOnFloor(actor); if (actor->user.Flags & (SPR_SLIDING)) @@ -1251,7 +1251,7 @@ int DoBunnyMove(DSWActor* actor) } // if on a player/enemy sprite jump quickly - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { DoBunnyQuickJump(actor); } @@ -1265,7 +1265,7 @@ int DoBunnyMove(DSWActor* actor) (*actor->user.ActorActionFunc)(actor); // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) KeepActorOnFloor(actor); DoActorSectorDamage(actor); @@ -1315,7 +1315,7 @@ int DoBunnyEat(DSWActor* actor) } // if on a player/enemy sprite jump quickly - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { DoBunnyQuickJump(actor); } @@ -1324,7 +1324,7 @@ int DoBunnyEat(DSWActor* actor) DoActorSlide(actor); // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) KeepActorOnFloor(actor); DoActorSectorDamage(actor); @@ -1365,7 +1365,7 @@ int DoBunnyScrew(DSWActor* actor) DoActorSlide(actor); // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) KeepActorOnFloor(actor); DoActorSectorDamage(actor); diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index f995eb7cf..b21d58f35 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -516,7 +516,7 @@ int SetupCoolg(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,COOLG_RUN_R0,s_CoolgRun[0]); actor->user.Health = HEALTH_COOLIE_GHOST; diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index ccf02d445..61947719e 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -485,7 +485,7 @@ int SetupCoolie(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,COOLIE_RUN_R0,s_CoolieRun[0]); actor->user.Health = HEALTH_COOLIE; @@ -528,7 +528,7 @@ int CooliePain(DSWActor* actor) if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); DoActorSectorDamage(actor); @@ -544,7 +544,7 @@ int NullCoolie(DSWActor* actor) if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); DoActorSectorDamage(actor); diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index ae34a4390..e05fa182d 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -375,7 +375,7 @@ int SetupEel(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,EEL_RUN_R0,s_EelRun[0]); actor->user.Health = 40; diff --git a/source/games/sw/src/girlninj.cpp b/source/games/sw/src/girlninj.cpp index 2f87bf57e..9898a54f2 100644 --- a/source/games/sw/src/girlninj.cpp +++ b/source/games/sw/src/girlninj.cpp @@ -714,7 +714,7 @@ int SetupGirlNinja(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, GIRLNINJA_RUN_R0, s_GirlNinjaRun[0]); actor->user.Health = (Skill < MinEnemySkill - 1) ? 50 : 100; @@ -742,7 +742,7 @@ int SetupGirlNinja(DSWActor* actor) int DoGirlNinjaMove(DSWActor* actor) { // jumping and falling - if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING) && !TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING) && !(actor->user.Flags & SPR_CLIMBING)) { if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); @@ -751,7 +751,7 @@ int DoGirlNinjaMove(DSWActor* actor) } // sliding - if (actor->user.Flags & (SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_SLIDING) && !(actor->user.Flags & SPR_CLIMBING)) DoActorSlide(actor); // !AIC - do track or call current action function - such as DoActorMoveCloser() @@ -763,7 +763,7 @@ int DoGirlNinjaMove(DSWActor* actor) } // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))) { KeepActorOnFloor(actor); } @@ -800,10 +800,10 @@ int NullGirlNinja(DSWActor* actor) { if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS; - if (actor->user.Flags & (SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) + if (actor->user.Flags & (SPR_SLIDING) && !(actor->user.Flags & SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) DoActorSlide(actor); - if (!TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) + if (!(actor->user.Flags & SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) KeepActorOnFloor(actor); DoActorSectorDamage(actor); diff --git a/source/games/sw/src/goro.cpp b/source/games/sw/src/goro.cpp index 1224ae7a1..cd99376cd 100644 --- a/source/games/sw/src/goro.cpp +++ b/source/games/sw/src/goro.cpp @@ -485,7 +485,7 @@ int SetupGoro(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, GORO_RUN_R0,s_GoroRun[0]); actor->user.Health = HEALTH_GORO; diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index 95977145e..dda6b7e1e 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -291,7 +291,7 @@ int SetupHornet(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,HORNET_RUN_R0,s_HornetRun[0]); actor->user.Health = HEALTH_HORNET; diff --git a/source/games/sw/src/inv.cpp b/source/games/sw/src/inv.cpp index 4949e0f8f..0adc041eb 100644 --- a/source/games/sw/src/inv.cpp +++ b/source/games/sw/src/inv.cpp @@ -84,7 +84,7 @@ INVENTORY_DATA InventoryData[MAX_INVENTORY+1] = void PanelInvTestSuicide(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_SUICIDE)) + if (psp->flags & (PANF_SUICIDE)) { pKillSprite(psp); } diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index ca3a578c2..ed019593e 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -480,7 +480,7 @@ int DoBloodSpray(DSWActor* actor) // shallow water #if 0 - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { SpawnFloorSplash(actor); actor->user.Flags |= (SPR_BOUNCE); @@ -647,7 +647,7 @@ int DoPhosphorus(DSWActor* actor) if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { // hit a floor - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { actor->user.Flags |= (SPR_BOUNCE); ScaleSpriteVector(actor, 32000); // was 18000 @@ -683,7 +683,7 @@ int DoPhosphorus(DSWActor* actor) actor->user.Flags |= (SPR_BOUNCE); // no bouncing on // shallow water - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { actor->user.Flags |= (SPR_BOUNCE); actor->user.coll.setNone(); @@ -853,7 +853,7 @@ int DoChemBomb(DSWActor* actor) if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { // hit a floor - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { if (!TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); @@ -899,7 +899,7 @@ int DoChemBomb(DSWActor* actor) actor->user.Flags |= (SPR_BOUNCE); // no bouncing on // shallow water - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { if (!TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); @@ -1068,7 +1068,7 @@ int DoCaltrops(DSWActor* actor) if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { // hit a floor - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { PlaySound(DIGI_CALTROPS, actor, v3df_dontpan); actor->user.Flags |= (SPR_BOUNCE); @@ -1105,7 +1105,7 @@ int DoCaltrops(DSWActor* actor) actor->user.Flags |= (SPR_BOUNCE); // no bouncing on // shallow water - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { PlaySound(DIGI_CALTROPS, actor, v3df_dontpan); actor->user.Flags |= (SPR_BOUNCE); diff --git a/source/games/sw/src/lava.cpp b/source/games/sw/src/lava.cpp index 2dfb4921c..41a859a9c 100644 --- a/source/games/sw/src/lava.cpp +++ b/source/games/sw/src/lava.cpp @@ -455,7 +455,7 @@ int SetupLava(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, LAVA_RUN_R0, s_LavaRun[0]); actor->user.Health = 100; diff --git a/source/games/sw/src/miscactr.cpp b/source/games/sw/src/miscactr.cpp index d037c6eff..f82b1b0b5 100644 --- a/source/games/sw/src/miscactr.cpp +++ b/source/games/sw/src/miscactr.cpp @@ -114,7 +114,7 @@ int SetupToiletGirl(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, TOILETGIRL_R0, s_ToiletGirlStand); actor->user.Health = 60; @@ -182,7 +182,7 @@ int DoToiletGirl(DSWActor* actor) } // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))) { KeepActorOnFloor(actor); } @@ -201,7 +201,7 @@ int NullToiletGirl(DSWActor* actor) DoActorPickClosePlayer(actor); ICanSee = FAFcansee(actor, ActorZOfMiddle(actor), actor->user.targetActor, ActorZOfMiddle(actor->user.targetActor)); - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if (actor->user.FlagOwner != 1) @@ -226,7 +226,7 @@ int NullToiletGirl(DSWActor* actor) int ToiletGirlUzi(DSWActor* actor) { - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) @@ -335,7 +335,7 @@ int SetupWashGirl(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, WASHGIRL_R0,s_WashGirlStand); actor->user.Health = 60; @@ -411,7 +411,7 @@ int DoWashGirl(DSWActor* actor) } // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))) { KeepActorOnFloor(actor); } @@ -430,7 +430,7 @@ int NullWashGirl(DSWActor* actor) DoActorPickClosePlayer(actor); ICanSee = FAFcansee(actor, ActorZOfMiddle(actor), actor->user.targetActor, ActorZOfMiddle(actor->user.targetActor)); - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if (actor->user.FlagOwner != 1) @@ -455,7 +455,7 @@ int NullWashGirl(DSWActor* actor) int WashGirlUzi(DSWActor* actor) { - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) @@ -528,7 +528,7 @@ int SetupTrashCan(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, TRASHCAN,s_TrashCanStand); actor->user.Health = 60; @@ -560,7 +560,7 @@ int DoTrashCan(DSWActor* actor) if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))) { KeepActorOnFloor(actor); } @@ -575,7 +575,7 @@ int TrashCanPain(DSWActor* actor) if (actor->user.Flags & (SPR_SLIDING)) DoActorSlide(actor); - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) @@ -621,7 +621,7 @@ int SetupPachinkoLight(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, PACHINKOLIGHT_R0,s_PachinkoLightStand); actor->user.Health = 1; @@ -711,7 +711,7 @@ int SetupPachinko1(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, PACHINKO1,s_Pachinko1Stand); actor->user.Health = 1; @@ -863,7 +863,7 @@ int SetupPachinko2(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, PACHINKO2,s_Pachinko2Stand); actor->user.Health = 1; @@ -939,7 +939,7 @@ int SetupPachinko3(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, PACHINKO3,s_Pachinko3Stand); actor->user.Health = 1; @@ -1016,7 +1016,7 @@ int SetupPachinko4(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, PACHINKO4,s_Pachinko4Stand); actor->user.Health = 1; @@ -1121,7 +1121,7 @@ int SetupCarGirl(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, CARGIRL_R0,s_CarGirlStand); actor->user.Health = 60; @@ -1181,7 +1181,7 @@ int DoCarGirl(DSWActor* actor) } // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))) { KeepActorOnFloor(actor); } @@ -1200,7 +1200,7 @@ int NullCarGirl(DSWActor* actor) DoActorPickClosePlayer(actor); ICanSee = FAFcansee(actor, ActorZOfMiddle(actor), actor->user.targetActor, ActorZOfMiddle(actor->user.targetActor)); - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if (actor->user.FlagOwner != 1) @@ -1232,7 +1232,7 @@ int NullCarGirl(DSWActor* actor) int CarGirlUzi(DSWActor* actor) { - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) @@ -1322,7 +1322,7 @@ int SetupMechanicGirl(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, MECHANICGIRL_R0,s_MechanicGirlStand); actor->user.Health = 60; @@ -1381,7 +1381,7 @@ int DoMechanicGirl(DSWActor* actor) } // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))) { KeepActorOnFloor(actor); } @@ -1400,7 +1400,7 @@ int NullMechanicGirl(DSWActor* actor) DoActorPickClosePlayer(actor); ICanSee = FAFcansee(actor, ActorZOfMiddle(actor), actor->user.targetActor, ActorZOfMiddle(actor->user.targetActor)); - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if (actor->user.FlagOwner != 1) @@ -1432,7 +1432,7 @@ int NullMechanicGirl(DSWActor* actor) int MechanicGirlDrill(DSWActor* actor) { - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) @@ -1522,7 +1522,7 @@ int SetupSailorGirl(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, SAILORGIRL_R0,s_SailorGirlStand); actor->user.Health = 60; @@ -1586,7 +1586,7 @@ int DoSailorGirl(DSWActor* actor) } // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))) { KeepActorOnFloor(actor); } @@ -1606,7 +1606,7 @@ int NullSailorGirl(DSWActor* actor) DoActorPickClosePlayer(actor); ICanSee = FAFcansee(actor, ActorZOfMiddle(actor), actor->user.targetActor, ActorZOfMiddle(actor->user.targetActor)); - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if (actor->user.FlagOwner != 1) @@ -1642,7 +1642,7 @@ int NullSailorGirl(DSWActor* actor) int SailorGirlThrow(DSWActor* actor) { - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) @@ -1716,7 +1716,7 @@ int SetupPruneGirl(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, PRUNEGIRL_R0,s_PruneGirlStand); actor->user.Health = 60; @@ -1791,7 +1791,7 @@ int DoPruneGirl(DSWActor* actor) } // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))) { KeepActorOnFloor(actor); } @@ -1810,7 +1810,7 @@ int NullPruneGirl(DSWActor* actor) DoActorPickClosePlayer(actor); ICanSee = FAFcansee(actor, ActorZOfMiddle(actor), actor->user.targetActor, ActorZOfMiddle(actor->user.targetActor)); - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if (actor->user.FlagOwner != 1) @@ -1841,7 +1841,7 @@ int NullPruneGirl(DSWActor* actor) int PruneGirlUzi(DSWActor* actor) { - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0) diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index a2d63a7e7..4aed960d8 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -1824,7 +1824,7 @@ int SetupNinja(DSWActor* actor) int RedNinjaHealth = MinEnemySkill <= Skill ? HEALTH_RED_NINJA : HEALTH_NINJA; if (Skill < MinEnemySkill - 1) actor->spr.pal = 0; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, NINJA_RUN_R0, s_NinjaRun[0]); actor->user.Health = HEALTH_NINJA; @@ -1839,7 +1839,7 @@ int SetupNinja(DSWActor* actor) { actor->user.Attrib = &InvisibleNinjaAttrib; EnemyDefaults(actor, &NinjaGreenActionSet, &NinjaPersonality); - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) actor->user.Health = RedNinjaHealth; actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT); actor->spr.shade = 127; @@ -1867,7 +1867,7 @@ int SetupNinja(DSWActor* actor) { actor->user.Attrib = &NinjaAttrib; EnemyDefaults(actor, &NinjaRedActionSet, &NinjaPersonality); - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) actor->user.Health = RedNinjaHealth; actor->spr.pal = actor->user.spal = PALETTE_PLAYER3; if (pic == NINJA_CRAWL_R0) @@ -1892,7 +1892,7 @@ int SetupNinja(DSWActor* actor) { actor->user.Attrib = &NinjaAttrib; EnemyDefaults(actor, &NinjaSeekerActionSet, &NinjaPersonality); - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) actor->user.Health = RedNinjaHealth; actor->spr.pal = actor->user.spal = PAL_XLAT_LT_TAN; actor->user.Attrib = &NinjaAttrib; @@ -1901,7 +1901,7 @@ int SetupNinja(DSWActor* actor) { actor->user.Attrib = &NinjaAttrib; EnemyDefaults(actor, &NinjaGrenadeActionSet, &NinjaPersonality); - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) actor->user.Health = RedNinjaHealth; actor->spr.pal = actor->user.spal = PAL_XLAT_LT_GREY; actor->user.Attrib = &NinjaAttrib; @@ -2001,7 +2001,7 @@ int DoNinjaMove(DSWActor* actor) } // jumping and falling - if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING) && !TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING) && !(actor->user.Flags & SPR_CLIMBING)) { if (actor->user.Flags & (SPR_JUMPING)) DoActorJump(actor); @@ -2010,7 +2010,7 @@ int DoNinjaMove(DSWActor* actor) } // sliding - if (actor->user.Flags & (SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING)) + if (actor->user.Flags & (SPR_SLIDING) && !(actor->user.Flags & SPR_CLIMBING)) DoActorSlide(actor); // !AIC - do track or call current action function - such as DoActorMoveCloser() @@ -2022,7 +2022,7 @@ int DoNinjaMove(DSWActor* actor) } // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))) { KeepActorOnFloor(actor); } @@ -2066,10 +2066,10 @@ int NullNinja(DSWActor* actor) { if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS; - if (actor->user.Flags & (SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) + if (actor->user.Flags & (SPR_SLIDING) && !(actor->user.Flags & SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) DoActorSlide(actor); - if (!TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) + if (!(actor->user.Flags & SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING)) KeepActorOnFloor(actor); DoActorSectorDamage(actor); diff --git a/source/games/sw/src/panel.cpp b/source/games/sw/src/panel.cpp index d4dcfb535..d751817c0 100644 --- a/source/games/sw/src/panel.cpp +++ b/source/games/sw/src/panel.cpp @@ -941,8 +941,8 @@ void InitWeaponSword(PLAYERp pp) if (Prediction) return; - if (!TEST(pp->WpnFlags, BIT(WPN_SWORD)) || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + if (!(pp->WpnFlags &BIT(WPN_SWORD)) || + (pp->Flags & PF_WEAPON_RETRACT)) return; // needed for death sequence when the SWORD was your weapon when you died @@ -1002,7 +1002,7 @@ void InitWeaponSword(PLAYERp pp) void pSwordPresent(PANEL_SPRITEp psp) { - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; psp->backupy(); @@ -1134,7 +1134,7 @@ void pSwordSlideDownR(PANEL_SPRITEp psp) void pSwordBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -1162,7 +1162,7 @@ void pSwordHide(PANEL_SPRITEp psp) void pSwordRest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_SwordHide)) return; @@ -1177,7 +1177,7 @@ void pSwordRest(PANEL_SPRITEp psp) pSwordBobSetup(psp); pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP)); - force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + force = !!(psp->flags & PANF_UNHIDE_SHOOT); if ((psp->PlayerP->input.actions & SB_FIRE) || force) { @@ -1333,9 +1333,9 @@ void InitWeaponStar(PLAYERp pp) if (Prediction) return; - if (!TEST(pp->WpnFlags, BIT(WPN_STAR)) || + if (!(pp->WpnFlags &BIT(WPN_STAR)) || pp->WpnAmmo[WPN_STAR] < 3 || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + (pp->Flags & PF_WEAPON_RETRACT)) { //pp->WpnFirstType = WPN_SWORD; //InitWeaponSword(pp); @@ -1391,7 +1391,7 @@ void InitWeaponStar(PLAYERp pp) void pStarPresent(PANEL_SPRITEp psp) { - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; psp->backupy(); @@ -1410,7 +1410,7 @@ void pStarPresent(PANEL_SPRITEp psp) void pStarBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -1422,7 +1422,7 @@ void pStarBobSetup(PANEL_SPRITEp psp) void pLStarBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -1449,7 +1449,7 @@ void pStarHide(PANEL_SPRITEp psp) void pStarRest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_StarHide)) return; @@ -1865,7 +1865,7 @@ void pUziDoneReload(PANEL_SPRITEp psp) PLAYERp pp = psp->PlayerP; - if (TEST(psp->flags, PANF_PRIMARY) && pp->WpnUziType == 3) + if (psp->flags & (PANF_PRIMARY) && pp->WpnUziType == 3) { // if 2 uzi's and the first one has been reloaded // kill the first one and make the second one the CurWeapon @@ -1952,9 +1952,9 @@ void InitWeaponUzi(PLAYERp pp) // make sure you have the uzi, uzi ammo, and not retracting another // weapon - if (!TEST(pp->WpnFlags, BIT(WPN_UZI)) || + if (!(pp->WpnFlags &BIT(WPN_UZI)) || // pp->WpnAmmo[WPN_UZI] <= 0 || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + (pp->Flags & PF_WEAPON_RETRACT)) return; // if players uzi is null @@ -2028,7 +2028,7 @@ PANEL_SPRITEp InitWeaponUzi2(PANEL_SPRITEp uzi_orig) // There is already a second uzi, or it's retracting - if (pp->WpnUziType == 1 || pp->CurWpn->sibling || TEST(pp->Flags, PF_WEAPON_RETRACT)) return nullptr; + if (pp->WpnUziType == 1 || pp->CurWpn->sibling || (pp->Flags & PF_WEAPON_RETRACT)) return nullptr; // NOTE: PRIMARY is ONLY set when there is a powerup uzi_orig->flags |= PANF_PRIMARY; @@ -2084,7 +2084,7 @@ PANEL_SPRITEp InitWeaponUziSecondaryReload(PANEL_SPRITEp uzi_orig) void pUziPresent(PANEL_SPRITEp psp) { - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; psp->backupy(); @@ -2109,7 +2109,7 @@ void pUziPresent(PANEL_SPRITEp psp) // same as pUziPresent only faster for reload sequence void pUziPresentReload(PANEL_SPRITEp psp) { - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; psp->backupy(); @@ -2128,7 +2128,7 @@ void pUziPresentReload(PANEL_SPRITEp psp) void pUziBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -2153,7 +2153,7 @@ void pUziStartReload(PANEL_SPRITEp psp) psp->flags |= (PANF_RELOAD); - if (TEST(psp->flags, PANF_PRIMARY) && psp->sibling) + if (psp->flags & (PANF_PRIMARY) && psp->sibling) { // this is going to KILL Uzi #2 !!! pSetState(psp->sibling, psp->sibling->RetractState); @@ -2171,7 +2171,7 @@ void pUziHide(PANEL_SPRITEp psp) { psp->oy = psp->y = 200 + tileHeight(picnum); - if (TEST(psp->flags, PANF_PRIMARY) && psp->PlayerP->WpnUziType != 1) + if (psp->flags & (PANF_PRIMARY) && psp->PlayerP->WpnUziType != 1) { if (pWeaponUnHideKeys(psp, psp->PresentState)) pSetState(psp->sibling, psp->sibling->PresentState); @@ -2186,16 +2186,16 @@ void pUziHide(PANEL_SPRITEp psp) void pUziRest(PANEL_SPRITEp psp) { bool shooting; - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); // If you have two uzi's, but one didn't come up, spawn it - if (TEST(psp->PlayerP->Flags, PF_TWO_UZI) && psp->sibling == nullptr) + if (psp->PlayerP->Flags & (PF_TWO_UZI) && psp->sibling == nullptr) { InitWeaponUzi2(psp); } - if (TEST(psp->flags, PANF_PRIMARY) && psp->sibling) + if (psp->flags & (PANF_PRIMARY) && psp->sibling) { if (pWeaponHideKeys(psp, ps_UziHide)) { @@ -2210,7 +2210,7 @@ void pUziRest(PANEL_SPRITEp psp) return; } - if (TEST(psp->flags, PANF_SECONDARY)) + if (psp->flags & (PANF_SECONDARY)) pUziOverlays(psp, CHAMBER_REST); SetVisNorm(); @@ -2242,7 +2242,7 @@ void pUziAction(PANEL_SPRITEp psp) if (shooting) { - if (TEST(psp->flags, PANF_SECONDARY)) + if (psp->flags & (PANF_SECONDARY)) { alternate++; if (alternate > 6) alternate = 0; @@ -2262,7 +2262,7 @@ void pUziAction(PANEL_SPRITEp psp) } else { - if (TEST(psp->flags, PANF_SECONDARY)) + if (psp->flags & (PANF_SECONDARY)) pUziOverlays(psp, CHAMBER_REST); pUziBobSetup(psp); pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP) || shooting); @@ -2276,13 +2276,13 @@ void pUziFire(PANEL_SPRITEp psp) if (!WeaponOK(psp->PlayerP)) return; - if (TEST(psp->flags, PANF_SECONDARY) && pp->WpnUziType > 0) return; + if (psp->flags & (PANF_SECONDARY) && pp->WpnUziType > 0) return; InitUzi(psp->PlayerP); SpawnUziShell(psp); // If its the second Uzi, give the shell back only if it's a reload count to keep #'s even - if (TEST(psp->flags, PANF_SECONDARY)) + if (psp->flags & (PANF_SECONDARY)) { if (pp->Flags & (PF_TWO_UZI) && psp->sibling) { @@ -2325,7 +2325,7 @@ void pUziRetract(PANEL_SPRITEp psp) { // if in the reload phase and its retracting then get rid of uzi // no matter whether it is PRIMARY/SECONDARY/neither. - if (TEST(psp->flags, PANF_RELOAD)) + if (psp->flags & (PANF_RELOAD)) { psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_UZI] = nullptr; @@ -2333,13 +2333,13 @@ void pUziRetract(PANEL_SPRITEp psp) else { // NOT reloading here - if (TEST(psp->flags, PANF_PRIMARY)) + if (psp->flags & (PANF_PRIMARY)) { // only reset when primary goes off the screen psp->PlayerP->Flags &= ~(PF_WEAPON_RETRACT); psp->PlayerP->Wpn[WPN_UZI] = nullptr; } - else if (TEST(psp->flags, PANF_SECONDARY)) + else if (psp->flags & (PANF_SECONDARY)) { // primarily for beginning of reload sequence where seconary // is taken off of the screen. Lets the primary know that @@ -2467,11 +2467,11 @@ void SpawnShotgunShell(PANEL_SPRITEp psp) void pShotgunShell(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_JUMPING)) + if (psp->flags & (PANF_JUMPING)) { DoPanelJump(psp); } - else if (TEST(psp->flags, PANF_FALLING)) + else if (psp->flags & (PANF_FALLING)) { DoPanelFall(psp); } @@ -2611,9 +2611,9 @@ void InitWeaponShotgun(PLAYERp pp) pp->WeaponType = WPN_SHOTGUN; - if (!TEST(pp->WpnFlags, BIT(pp->WeaponType)) || + if (!(pp->WpnFlags &BIT(pp->WeaponType)) || // pp->WpnAmmo[pp->WeaponType] <= 0 || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + (pp->Flags & PF_WEAPON_RETRACT)) return; if (!pp->Wpn[pp->WeaponType]) @@ -2736,7 +2736,7 @@ void pShotgunReloadUp(PANEL_SPRITEp psp) void pShotgunPresent(PANEL_SPRITEp psp) { - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; // Needed for recoil @@ -2757,7 +2757,7 @@ void pShotgunPresent(PANEL_SPRITEp psp) void pShotgunBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -2846,7 +2846,7 @@ bool pShotgunReloadTest(PANEL_SPRITEp psp) void pShotgunRest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); //short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType]; int ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN]; int lastammo = psp->PlayerP->WpnShotgunLastShell; @@ -2894,7 +2894,7 @@ void pShotgunRest(PANEL_SPRITEp psp) void pShotgunRestTest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (psp->PlayerP->WpnShotgunType == 1 && !pShotgunReloadTest(psp)) force = true; @@ -3083,9 +3083,9 @@ void InitWeaponRail(PLAYERp pp) pp->WeaponType = WPN_RAIL; - if (!TEST(pp->WpnFlags, BIT(pp->WeaponType)) || + if (!(pp->WpnFlags &BIT(pp->WeaponType)) || // pp->WpnAmmo[pp->WeaponType] <= 0 || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + (pp->Flags & PF_WEAPON_RETRACT)) return; if (!pp->Wpn[pp->WeaponType]) @@ -3168,7 +3168,7 @@ void pRailRecoilUp(PANEL_SPRITEp psp) void pRailPresent(PANEL_SPRITEp psp) { - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; // Needed for recoil @@ -3189,7 +3189,7 @@ void pRailPresent(PANEL_SPRITEp psp) void pRailBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -3224,7 +3224,7 @@ void pRailOkTest(PANEL_SPRITEp psp) void pRailRest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (SW_SHAREWARE) return; @@ -3258,7 +3258,7 @@ void pRailRest(PANEL_SPRITEp psp) void pRailRestTest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_RailHide)) return; @@ -3504,9 +3504,9 @@ void InitWeaponHothead(PLAYERp pp) if (Prediction) return; - if (!TEST(pp->WpnFlags, BIT(WPN_HOTHEAD)) || + if (!(pp->WpnFlags &BIT(WPN_HOTHEAD)) || // pp->WpnAmmo[WPN_HOTHEAD] <= 0 || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + (pp->Flags & PF_WEAPON_RETRACT)) return; if (!pp->Wpn[WPN_HOTHEAD]) @@ -3578,7 +3578,7 @@ void pHotheadRestTest(PANEL_SPRITEp psp) void pHotheadPresent(PANEL_SPRITEp psp) { - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; psp->backupy(); @@ -3595,7 +3595,7 @@ void pHotheadPresent(PANEL_SPRITEp psp) void pHotheadBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -3624,7 +3624,7 @@ void pHotheadHide(PANEL_SPRITEp psp) void pHotheadRest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (SW_SHAREWARE) return; @@ -3912,9 +3912,9 @@ void InitWeaponMicro(PLAYERp pp) if (Prediction) return; - if (!TEST(pp->WpnFlags, BIT(WPN_MICRO)) || + if (!(pp->WpnFlags &BIT(WPN_MICRO)) || // pp->WpnAmmo[WPN_MICRO] <= 0 || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + (pp->Flags & PF_WEAPON_RETRACT)) return; if (!pp->Wpn[WPN_MICRO]) @@ -4003,7 +4003,7 @@ void pMicroPresent(PANEL_SPRITEp psp) { PLAYERp pp = psp->PlayerP; - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; // Needed for recoil @@ -4030,7 +4030,7 @@ void pMicroPresent(PANEL_SPRITEp psp) void pMicroBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -4152,7 +4152,7 @@ PANEL_STATE ps_MicroNukeFlash[] = void pMicroRest(PANEL_SPRITEp psp) { PLAYERp pp = psp->PlayerP; - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_MicroHide)) return; @@ -4380,9 +4380,9 @@ void InitWeaponHeart(PLAYERp pp) if (Prediction) return; - if (!TEST(pp->WpnFlags, BIT(WPN_HEART)) || + if (!(pp->WpnFlags &BIT(WPN_HEART)) || // pp->WpnAmmo[WPN_HEART] <= 0 || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + (pp->Flags & PF_WEAPON_RETRACT)) return; if (!pp->Wpn[WPN_HEART]) @@ -4418,7 +4418,7 @@ void InitWeaponHeart(PLAYERp pp) void pHeartPresent(PANEL_SPRITEp psp) { - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; psp->backupy(); @@ -4434,7 +4434,7 @@ void pHeartPresent(PANEL_SPRITEp psp) void pHeartBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -4461,7 +4461,7 @@ void pHeartHide(PANEL_SPRITEp psp) void pHeartRest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_HeartHide)) return; @@ -4668,11 +4668,11 @@ void SpawnSmallHeartBlood(PANEL_SPRITEp psp) void pHeartBlood(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_JUMPING)) + if (psp->flags & (PANF_JUMPING)) { DoPanelJump(psp); } - else if (TEST(psp->flags, PANF_FALLING)) + else if (psp->flags & (PANF_FALLING)) { DoPanelFall(psp); } @@ -4836,9 +4836,9 @@ void InitWeaponGrenade(PLAYERp pp) if (Prediction) return; - if (!TEST(pp->WpnFlags, BIT(WPN_GRENADE)) || + if (!(pp->WpnFlags &BIT(WPN_GRENADE)) || // pp->WpnAmmo[WPN_GRENADE] <= 0 || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + (pp->Flags & PF_WEAPON_RETRACT)) return; if (!pp->Wpn[WPN_GRENADE]) @@ -4921,7 +4921,7 @@ void pGrenadeRecoilUp(PANEL_SPRITEp psp) void pGrenadePresent(PANEL_SPRITEp psp) { - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; psp->backupcoords(); @@ -4947,7 +4947,7 @@ void pGrenadePresent(PANEL_SPRITEp psp) void pGrenadeBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -4977,7 +4977,7 @@ void pGrenadeHide(PANEL_SPRITEp psp) void pGrenadeRest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_GrenadeHide)) return; @@ -5098,9 +5098,9 @@ void InitWeaponMine(PLAYERp pp) if (pp->WpnAmmo[WPN_MINE] <= 0) PutStringInfo(pp,"Out of Sticky Bombs!"); - if (!TEST(pp->WpnFlags, BIT(WPN_MINE)) || + if (!(pp->WpnFlags &BIT(WPN_MINE)) || pp->WpnAmmo[WPN_MINE] <= 0 || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + (pp->Flags & PF_WEAPON_RETRACT)) return; if (!pp->Wpn[WPN_MINE]) @@ -5169,7 +5169,7 @@ void pMineRaise(PANEL_SPRITEp psp) void pMinePresent(PANEL_SPRITEp psp) { - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; psp->backupy(); @@ -5186,7 +5186,7 @@ void pMinePresent(PANEL_SPRITEp psp) void pMineBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -5214,7 +5214,7 @@ void pMineHide(PANEL_SPRITEp psp) void pMineRest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_MineHide)) return; @@ -5729,9 +5729,9 @@ void InitWeaponFist(PLAYERp pp) if (Prediction) return; - if (!TEST(pp->WpnFlags, BIT(WPN_FIST)) || + if (!(pp->WpnFlags &BIT(WPN_FIST)) || //pp->WpnAmmo[WPN_FIST] <= 0 || - TEST(pp->Flags, PF_WEAPON_RETRACT)) + (pp->Flags & PF_WEAPON_RETRACT)) { pp->WpnFirstType = WPN_SWORD; InitWeaponSword(pp); @@ -5782,7 +5782,7 @@ void pFistPresent(PANEL_SPRITEp psp) { int rnd; - if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT)) + if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT)) return; psp->backupy(); @@ -5993,7 +5993,7 @@ void pFistSlideDownR(PANEL_SPRITEp psp) void pFistBobSetup(PANEL_SPRITEp psp) { - if (TEST(psp->flags, PANF_BOB)) + if (psp->flags & (PANF_BOB)) return; psp->backupbobcoords(); @@ -6020,7 +6020,7 @@ void pFistHide(PANEL_SPRITEp psp) void pFistRest(PANEL_SPRITEp psp) { - bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + bool force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (pWeaponHideKeys(psp, ps_FistHide)) return; @@ -6035,7 +6035,7 @@ void pFistRest(PANEL_SPRITEp psp) pFistBobSetup(psp); pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP)); - force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT); + force = !!(psp->flags & PANF_UNHIDE_SHOOT); if (psp->ActionState == ps_Kick) psp->ActionState = ps_FistSwing; @@ -6125,12 +6125,12 @@ void pWeaponForceRest(PLAYERp pp) bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state) { // initing the other weapon will take care of this - if (TEST(psp->flags, PANF_DEATH_HIDE)) + if (psp->flags & (PANF_DEATH_HIDE)) { return false; } - if (TEST(psp->flags, PANF_WEAPON_HIDE)) + if (psp->flags & (PANF_WEAPON_HIDE)) { if (!TEST(psp->PlayerP->Flags, PF_WEAPON_DOWN)) { @@ -6171,14 +6171,14 @@ bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state) bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state) { - if (TEST(psp->PlayerP->Flags, PF_DEAD)) + if (psp->PlayerP->Flags & (PF_DEAD)) { psp->flags |= (PANF_DEATH_HIDE); pSetState(psp, state); return true; } - if (TEST(psp->PlayerP->Flags, PF_WEAPON_DOWN)) + if (psp->PlayerP->Flags & (PF_WEAPON_DOWN)) { psp->flags |= (PANF_WEAPON_HIDE); pSetState(psp, state); @@ -6418,7 +6418,7 @@ void pDisplaySprites(PLAYERp pp, double smoothratio) if (!TEST(psp->flags, PANF_DRAW_BEFORE_VIEW)) continue; - if (TEST(psp->flags, PANF_SUICIDE)) + if (psp->flags & (PANF_SUICIDE)) { //pKillSprite(psp); continue; @@ -6521,14 +6521,14 @@ void pDisplaySprites(PLAYERp pp, double smoothratio) } // don't draw - if (TEST(psp->flags, PANF_INVISIBLE)) + if (psp->flags & (PANF_INVISIBLE)) continue; if (psp->State && TEST(psp->State->flags, psf_Invisible)) continue; // if its a weapon sprite and the view is set to the outside don't draw the sprite - if (TEST(psp->flags, PANF_WEAPON_SPRITE)) + if (psp->flags & (PANF_WEAPON_SPRITE)) { sectortype* sectp = nullptr; int16_t floorshade = 0; @@ -6557,13 +6557,13 @@ void pDisplaySprites(PLAYERp pp, double smoothratio) shade = overlay_shade = floorshade - 10; - if (TEST(psp->PlayerP->Flags, PF_VIEW_FROM_OUTSIDE)) + if (psp->PlayerP->Flags & (PF_VIEW_FROM_OUTSIDE)) { if (!TEST(psp->PlayerP->Flags, PF_VIEW_OUTSIDE_WEAPON)) continue; } - if (TEST(psp->PlayerP->Flags, PF_VIEW_FROM_CAMERA)) + if (psp->PlayerP->Flags & (PF_VIEW_FROM_CAMERA)) continue; // !FRANK - this was moved from BELOW this IF statement @@ -6572,12 +6572,12 @@ void pDisplaySprites(PLAYERp pp, double smoothratio) pal = 0; } - if (TEST(psp->flags, PANF_TRANSLUCENT)) + if (psp->flags & (PANF_TRANSLUCENT)) flags |= (RS_TRANS1); - flags |= (TEST(psp->flags, PANF_TRANS_FLIP)); + flags |= (psp->flags & (PANF_TRANS_FLIP)); - if (TEST(psp->flags, PANF_CORNER)) + if (psp->flags & (PANF_CORNER)) flags |= (RS_TOPLEFT); if ((psp->State && TEST(psp->State->flags, psf_Xflip)) || TEST(psp->flags, PANF_XFLIP)) diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 94b09ea74..150b12fd9 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1901,7 +1901,7 @@ void DoPlayerSlide(PLAYERp pp) push_ret = pushmove(&pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { - if (!TEST(pp->Flags, PF_DEAD)) + if (!(pp->Flags & PF_DEAD)) { PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); @@ -1918,7 +1918,7 @@ void DoPlayerSlide(PLAYERp pp) push_ret = pushmove(&pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { - if (!TEST(pp->Flags, PF_DEAD)) + if (!(pp->Flags & PF_DEAD)) { PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); @@ -2065,7 +2065,7 @@ void DoPlayerMove(PLAYERp pp) if (push_ret < 0) { - if (!TEST(pp->Flags, PF_DEAD)) + if (!(pp->Flags & PF_DEAD)) { PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); @@ -2094,7 +2094,7 @@ void DoPlayerMove(PLAYERp pp) if (push_ret < 0) { - if (!TEST(pp->Flags, PF_DEAD)) + if (!(pp->Flags & PF_DEAD)) { PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies! PlayerCheckDeath(pp, nullptr); @@ -4551,7 +4551,7 @@ void DoPlayerCurrent(PLAYERp pp) push_ret = pushmove(&pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { - if (!TEST(pp->Flags, PF_DEAD)) + if (!(pp->Flags & PF_DEAD)) { DSWActor* plActor = pp->actor; @@ -4570,7 +4570,7 @@ void DoPlayerCurrent(PLAYERp pp) pushmove(&pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) { - if (!TEST(pp->Flags, PF_DEAD)) + if (!(pp->Flags & PF_DEAD)) { DSWActor* plActor = pp->actor; @@ -6229,7 +6229,7 @@ void DoPlayerRun(PLAYERp pp) if (DebugOperate) { - if (!TEST(pp->Flags, PF_DEAD) && !Prediction) + if (!(pp->Flags & PF_DEAD) && !Prediction) { if (pp->input.actions & SB_OPEN) { @@ -6436,7 +6436,7 @@ void PlayerTimers(PLAYERp pp) void ChopsCheck(PLAYERp pp) { - if (!M_Active() && !TEST(pp->Flags, PF_DEAD) && !pp->sop_riding && numplayers <= 1) + if (!M_Active() && !(pp->Flags & PF_DEAD) && !pp->sop_riding && numplayers <= 1) { if (pp->input.actions & ~SB_RUN || pp->input.fvel || pp->input.svel || pp->input.avel || pp->input.horz || TEST(pp->Flags, PF_CLIMBING | PF_FALLING | PF_DIVING)) @@ -6502,7 +6502,7 @@ void PlayerGlobal(PLAYERp pp) if (labs(pp->loz - pp->hiz) < min_height) { - if (!TEST(pp->Flags, PF_DEAD)) + if (!(pp->Flags & PF_DEAD)) { ////DSPRINTF(ds,"Squish diff %d, min %d, cz %d, fz %d, lo %d, hi %d",labs(pp->loz - pp->hiz)>>8,min_height>>8, pp->ceiling_dist>>8, pp->floor_dist>>8,pp->lo_sectp-sector,pp->hi_sectp-sector); //MONO_PRINT(ds); @@ -6646,7 +6646,7 @@ void domovethings(void) Player[screenpeek].angle.settarget(bvectangbam(deltax, deltay)); } - if (!TEST(pp->Flags, PF_DEAD)) + if (!(pp->Flags & PF_DEAD)) { WeaponOperate(pp); PlayerOperateEnv(pp); diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index aba0a9001..87c8f9bf2 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -818,7 +818,7 @@ int SetupRipper(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, RIPPER_RUN_R0, s_RipperRun[0]); actor->user.Health = HEALTH_RIPPER/2; // Baby rippers are weaker @@ -838,7 +838,7 @@ int SetupRipper(DSWActor* actor) actor->spr.xrepeat = 106; actor->spr.yrepeat = 90; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) actor->user.Health = HEALTH_MOMMA_RIPPER; actor->spr.clipdist += 128 >> 2; @@ -1022,7 +1022,7 @@ int DoRipperHangJF(DSWActor* actor) DoFall(actor); } - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { if (DoRipperQuickJump(actor)) return 0; @@ -1084,7 +1084,7 @@ int DoRipperMoveJump(DSWActor* actor) DoFall(actor); } - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { if (DoRipperQuickJump(actor)) return 0; @@ -1219,7 +1219,7 @@ int DoRipperMove(DSWActor* actor) } // if on a player/enemy sprite jump quickly - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { if (DoRipperQuickJump(actor)) return 0; diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index 0183bb076..7d735af1f 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -886,7 +886,7 @@ int SetupRipper2(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, RIPPER2_RUN_R0, s_Ripper2Run[0]); actor->user.Health = HEALTH_RIPPER2; @@ -906,7 +906,7 @@ int SetupRipper2(DSWActor* actor) actor->spr.xrepeat += 40; actor->spr.yrepeat += 40; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) actor->user.Health = HEALTH_MOMMA_RIPPER; actor->spr.clipdist += 128 >> 2; @@ -1042,7 +1042,7 @@ int DoRipper2HangJF(DSWActor* actor) DoFall(actor); } - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { if (DoRipper2QuickJump(actor)) return 0; @@ -1106,7 +1106,7 @@ int DoRipper2MoveJump(DSWActor* actor) DoFall(actor); } - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { if (DoRipper2QuickJump(actor)) return 0; @@ -1247,7 +1247,7 @@ int DoRipper2Move(DSWActor* actor) } // if on a player/enemy sprite jump quickly - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { if (DoRipper2QuickJump(actor)) return 0; diff --git a/source/games/sw/src/serp.cpp b/source/games/sw/src/serp.cpp index b25345e5c..a46a6f6a4 100644 --- a/source/games/sw/src/serp.cpp +++ b/source/games/sw/src/serp.cpp @@ -697,7 +697,7 @@ int SetupSerp(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,SERP_RUN_R0,s_SerpRun[0]); actor->user.Health = HEALTH_SERP_GOD; diff --git a/source/games/sw/src/skel.cpp b/source/games/sw/src/skel.cpp index 8fe1cba58..9af536136 100644 --- a/source/games/sw/src/skel.cpp +++ b/source/games/sw/src/skel.cpp @@ -504,7 +504,7 @@ int SetupSkel(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,SKEL_RUN_R0,s_SkelRun[0]); actor->user.Health = HEALTH_SKEL_PRIEST; diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index 126c2ffbc..d038a5883 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -211,7 +211,7 @@ int SetupSkull(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,SKULL_R0,s_SkullWait[0]); actor->user.Health = HEALTH_SKULL; @@ -596,7 +596,7 @@ int SetupBetty(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,BETTY_R0,s_BettyWait[0]); actor->user.Health = HEALTH_SKULL; diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index c9cac70c5..cba4f85cd 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -1727,40 +1727,40 @@ void SpriteSetup(void) actor->spr.sector()->extra |= (bit); - if (TEST(bit, SECTFX_SINK)) + if (bit & (SECTFX_SINK)) { sectp->u_defined = true; sectp->depth_fixed = IntToFixed(actor->spr.lotag); KillActor(actor); } - else if (TEST(bit, SECTFX_OPERATIONAL)) + else if (bit & (SECTFX_OPERATIONAL)) { KillActor(actor); } - else if (TEST(bit, SECTFX_CURRENT)) + else if (bit & (SECTFX_CURRENT)) { sectp->u_defined = true; sectp->speed = actor->spr.lotag; sectp->ang = actor->spr.ang; KillActor(actor); } - else if (TEST(bit, SECTFX_NO_RIDE)) + else if (bit & (SECTFX_NO_RIDE)) { change_actor_stat(actor, STAT_NO_RIDE); } - else if (TEST(bit, SECTFX_DIVE_AREA)) + else if (bit & (SECTFX_DIVE_AREA)) { sectp->u_defined = true; sectp->number = actor->spr.lotag; change_actor_stat(actor, STAT_DIVE_AREA); } - else if (TEST(bit, SECTFX_UNDERWATER)) + else if (bit & (SECTFX_UNDERWATER)) { sectp->u_defined = true; sectp->number = actor->spr.lotag; change_actor_stat(actor, STAT_UNDERWATER); } - else if (TEST(bit, SECTFX_UNDERWATER2)) + else if (bit & (SECTFX_UNDERWATER2)) { sectp->u_defined = true; sectp->number = actor->spr.lotag; diff --git a/source/games/sw/src/sumo.cpp b/source/games/sw/src/sumo.cpp index a93a2126f..1956946f3 100644 --- a/source/games/sw/src/sumo.cpp +++ b/source/games/sw/src/sumo.cpp @@ -636,7 +636,7 @@ int SetupSumo(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor,SUMO_RUN_R0,s_SumoRun[0]); actor->user.Health = 6000; @@ -675,7 +675,7 @@ int SetupSumo(DSWActor* actor) int NullSumo(DSWActor* actor) { - if (!TEST(actor->user.Flags,SPR_CLIMBING)) + if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); DoActorSectorDamage(actor); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 017c285ad..34743a1de 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3858,7 +3858,7 @@ int DoShrapJumpFall(DSWActor* actor) } else { - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { DoShrapVelocity(actor); return 0; @@ -3886,7 +3886,7 @@ int DoShrapDamage(DSWActor* actor) } else { - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { actor->user.Flags |= (SPR_BOUNCE); actor->user.jump_speed = -300; @@ -5124,7 +5124,7 @@ int ActorPain(DSWActor* actor) if (RandomRange(1000) < 875 || actor->user.WaitTics > 0) return false; - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { if (actor->user.ActorActionSet && actor->user.ActorActionSet->Pain) { @@ -5315,7 +5315,7 @@ int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor) // Store off what player was struck by pp->HitBy = weapActor; - if (actor->user.Health <= 0 && !TEST(pp->Flags, PF_DEAD)) + if (actor->user.Health <= 0 && !(pp->Flags & PF_DEAD)) { // pick a death type if (actor->user.LastDamage >= PLAYER_DEATH_EXPLODE_DAMMAGE_AMT) @@ -6205,7 +6205,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) if (actor->user.sop_parent) { - if (TEST(actor->user.sop_parent->flags, SOBJ_DIE_HARD)) + if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD)) break; SopDamage(actor->user.sop_parent, damage); SopCheckKill(actor->user.sop_parent); @@ -6308,7 +6308,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) damage /= 3; if (actor->user.sop_parent) { - if (TEST(actor->user.sop_parent->flags, SOBJ_DIE_HARD)) + if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD)) break; SopDamage(actor->user.sop_parent, damage); SopCheckKill(actor->user.sop_parent); @@ -6339,7 +6339,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) // MONO_PRINT(ds); if (actor->user.sop_parent) { - if (TEST(actor->user.sop_parent->flags, SOBJ_DIE_HARD)) + if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD)) break; SopDamage(actor->user.sop_parent, damage); SopCheckKill(actor->user.sop_parent); @@ -6407,7 +6407,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) damage = GetDamage(actor, weapActor, DMG_TANK_SHELL_EXP); if (actor->user.sop_parent) { - if (TEST(actor->user.sop_parent->flags, SOBJ_DIE_HARD)) + if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD)) break; SopDamage(actor->user.sop_parent, damage); SopCheckKill(actor->user.sop_parent); @@ -6441,7 +6441,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) if (actor->user.sop_parent) { - if (TEST(actor->user.sop_parent->flags, SOBJ_DIE_HARD)) + if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD)) break; SopDamage(actor->user.sop_parent, damage); SopCheckKill(actor->user.sop_parent); @@ -6477,7 +6477,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) if (actor->user.sop_parent) { - if (TEST(actor->user.sop_parent->flags, SOBJ_DIE_HARD)) + if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD)) break; SopDamage(actor->user.sop_parent, damage); SopCheckKill(actor->user.sop_parent); @@ -6511,7 +6511,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) if (actor->user.sop_parent) { - if (TEST(actor->user.sop_parent->flags, SOBJ_DIE_HARD)) + if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD)) break; SopDamage(actor->user.sop_parent, damage); SopCheckKill(actor->user.sop_parent); @@ -6590,7 +6590,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) if (actor->user.sop_parent) { - if (TEST(actor->user.sop_parent->flags, SOBJ_DIE_HARD)) + if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD)) break; SopDamage(actor->user.sop_parent, damage); SopCheckKill(actor->user.sop_parent); @@ -6677,7 +6677,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) if (actor->user.sop_parent) { - if (TEST(actor->user.sop_parent->flags, SOBJ_DIE_HARD)) + if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD)) break; SopDamage(actor->user.sop_parent, damage); SopCheckKill(actor->user.sop_parent); @@ -7447,7 +7447,7 @@ int DoStar(DSWActor* actor) break; // chance of sticking - if (!TEST(actor->user.Flags, SPR_BOUNCE) && RANDOM_P2(1024) < STAR_STICK_RNUM) + if (!(actor->user.Flags & SPR_BOUNCE) && RANDOM_P2(1024) < STAR_STICK_RNUM) { actor->user.motion_blur_num = 0; ChangeState(actor, s_StarStuck); @@ -8312,7 +8312,7 @@ int DoGrenade(DSWActor* actor) if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { // hit a floor - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { actor->user.Flags |= (SPR_BOUNCE); ScaleSpriteVector(actor, 40000); // 18000 @@ -8353,7 +8353,7 @@ int DoGrenade(DSWActor* actor) if (actor->user.lo_sectp && actor->spr.sector()->hasU() && FixedToInt(actor->spr.sector()->depth_fixed)) actor->user.Flags |= (SPR_BOUNCE); // no bouncing on shallow water - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { actor->user.Flags |= (SPR_BOUNCE); actor->user.coll.setNone(); @@ -18072,7 +18072,7 @@ int DoShrapVelocity(DSWActor* actor) if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) >> 1)) { // hit a floor - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { actor->user.Flags |= (SPR_BOUNCE); ScaleSpriteVector(actor, 18000); @@ -18107,7 +18107,7 @@ int DoShrapVelocity(DSWActor* actor) if (actor->user.lo_sectp && actor->spr.sector()->hasU() && FixedToInt(actor->spr.sector()->depth_fixed)) actor->user.Flags |= (SPR_BOUNCE); // no bouncing on shallow water - if (!TEST(actor->user.Flags, SPR_BOUNCE)) + if (!(actor->user.Flags & SPR_BOUNCE)) { actor->user.Flags |= (SPR_BOUNCE); actor->user.coll.setNone(); diff --git a/source/games/sw/src/zilla.cpp b/source/games/sw/src/zilla.cpp index e51af6858..c1fa4daed 100644 --- a/source/games/sw/src/zilla.cpp +++ b/source/games/sw/src/zilla.cpp @@ -642,7 +642,7 @@ int SetupZilla(DSWActor* actor) { ANIMATOR DoActorDecide; - if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE)) + if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE)) { SpawnUser(actor, ZILLA_RUN_R0, s_ZillaRun[0]); actor->user.Health = 6000; diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index 55350639e..fc00b5ccb 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -885,7 +885,7 @@ int DoZombieMove(DSWActor* actor) } // stay on floor unless doing certain things - if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING)) + if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING))) { KeepActorOnFloor(actor); }