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https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- use GetIndex for error messages and deleted several unused index variables.
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parent
21a208e59e
commit
98a3564ee6
9 changed files with 14 additions and 21 deletions
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@ -2454,7 +2454,7 @@ static void actInitDudes()
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{
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spritetype* pSprite = &act->s();
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if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax)
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I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", pSprite->index);
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I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", act->GetIndex());
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unk[pSprite->type - kDudeBase] = 1;
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}
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@ -2581,7 +2581,7 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y,
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}
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else
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{
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Printf(PRINT_HIGH, "Unexpected type in ConcussSprite(): Sprite: %d Type: %d Stat: %d", (int)pSprite->index, (int)pSprite->type, (int)pSprite->statnum);
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Printf(PRINT_HIGH, "Unexpected type in ConcussSprite(): Sprite: %d Type: %d Stat: %d", actor->GetIndex(), (int)pSprite->type, (int)pSprite->statnum);
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return;
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}
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@ -2589,7 +2589,6 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y,
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{
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int size = (tileWidth(pSprite->picnum) * pSprite->xrepeat * tileHeight(pSprite->picnum) * pSprite->yrepeat) >> 1;
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int t = scale(damage, size, mass);
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int nSprite = pSprite->index;
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actor->xvel += MulScale(t, dx, 16);
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actor->yvel += MulScale(t, dy, 16);
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actor->zvel += MulScale(t, dz, 16);
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@ -6738,7 +6737,6 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
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assert(nType >= kMissileBase && nType < kMissileMax);
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char v4 = 0;
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auto pSprite = &actor->s();
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int nSprite = pSprite->index;
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const MissileType* pMissileInfo = &missileInfo[nType - kMissileBase];
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int x = pSprite->x + MulScale(a2, Cos(pSprite->ang + 512), 30);
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int y = pSprite->y + MulScale(a2, Sin(pSprite->ang + 512), 30);
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@ -982,7 +982,6 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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if (source)
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{
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spritetype* pSource = &source->s();
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int nSource = pSource->index;
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if (pSprite == pSource) return 0;
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else if (actor->GetTarget() == nullptr) // if no target, give the dude a target
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{
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@ -1027,7 +1026,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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}
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}
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DPrintf(DMSG_SPAMMY, "Player #%d does the critical damage to patrol dude #%d!", pPlayer->nPlayer + 1, pSprite->index);
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DPrintf(DMSG_SPAMMY, "Player #%d does the critical damage to patrol dude #%d!", pPlayer->nPlayer + 1, actor->GetIndex());
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}
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return nDamage;
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@ -546,7 +546,6 @@ static void sub_62D7C(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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int nSprite = pSprite->index;
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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@ -272,7 +272,6 @@ static void ghostMoveDodgeUp(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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int nSprite = pSprite->index;
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///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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@ -302,7 +301,6 @@ static void ghostMoveDodgeDown(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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int nSprite = pSprite->index;
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///assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax)) {
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Printf(PRINT_HIGH, "pSprite->type >= kDudeBase && pSprite->type < kDudeMax");
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@ -310,7 +310,7 @@ static void sub_6CB00(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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int nSprite = pSprite->index;
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
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@ -2356,7 +2356,7 @@ bool genDudePrepare(DBloodActor* actor, int propId)
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Printf(PRINT_HIGH, "pSprite->type != kDudeModernCustom");
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return false;
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} else if (propId < kGenDudePropertyAll || propId >= kGenDudePropertyMax) {
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viewSetSystemMessage("Unknown custom dude #%d property (%d)", pSprite->index, propId);
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viewSetSystemMessage("Unknown custom dude #%d property (%d)", actor->GetIndex(), propId);
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return false;
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}
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@ -2446,7 +2446,7 @@ bool genDudePrepare(DBloodActor* actor, int propId)
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if (!pSeq)
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{
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pXSprite->data2 = getDudeInfo(pSprite->type)->seqStartID;
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viewSetSystemMessage("No SEQ animation id %d found for custom dude #%d!", i, pSprite->index);
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viewSetSystemMessage("No SEQ animation id %d found for custom dude #%d!", i, actor->GetIndex());
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viewSetSystemMessage("SEQ base id: %d", seqStartId);
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}
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else if ((i - seqStartId) == kGenDudeSeqAttackPunch)
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@ -131,7 +131,7 @@ void ambInit(void)
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auto snd = soundEngine->FindSoundByResID(nSFX);
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if (!snd) {
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//I_Error("Missing sound #%d used in ambient sound generator %d\n", nSFX);
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viewSetSystemMessage("Missing sound #%d used in ambient sound generator #%d\n", nSFX, actor->s().index);
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viewSetSystemMessage("Missing sound #%d used in ambient sound generator #%d\n", nSFX, actor->GetIndex());
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actPostSprite(actor, kStatDecoration);
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continue;
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}
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@ -562,7 +562,7 @@ void nnExtInitModernStuff(bool bSaveLoad)
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if (!pXSprite->rxID && pXSprite->data1 > kCondGameMax) condError(actor,"\nThe condition must have RX ID!\nSPRITE #%d", actor->GetIndex());
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else if (!pXSprite->txID && !pSprite->flags)
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{
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Printf(PRINT_HIGH, "The condition must have TX ID or hitag to be set: RX ID %d, SPRITE #%d", pXSprite->rxID, pSprite->index);
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Printf(PRINT_HIGH, "The condition must have TX ID or hitag to be set: RX ID %d, SPRITE #%d", pXSprite->rxID, actor->GetIndex());
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}
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break;
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}
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@ -705,7 +705,7 @@ void nnExtInitModernStuff(bool bSaveLoad)
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I_Error("\nPlayer Control (SPRITE #%d):\nPlayer out of a range (data1 = %d)", actor->GetIndex(), pXSprite->data1);
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//if (numplayers < pXSprite->data1)
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//I_Error("\nPlayer Control (SPRITE #%d):\n There is no player #%d", pSprite->index, pXSprite->data1);
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//I_Error("\nPlayer Control (SPRITE #%d):\n There is no player #%d", actor->GetIndex(), pXSprite->data1);
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if (pXSprite->rxID && pXSprite->rxID != kChannelLevelStart)
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I_Error("\nPlayer Control (SPRITE #%d) with Link command should have no RX ID!", actor->GetIndex());
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@ -739,7 +739,7 @@ void nnExtInitModernStuff(bool bSaveLoad)
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if (pXSprite->waitTime > 0)
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{
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pXSprite->busyTime += ClipHigh(((pXSprite->waitTime * 120) / 10), 4095); pXSprite->waitTime = 0;
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Printf(PRINT_HIGH, "Summing busyTime and waitTime for tracking condition #%d, RX ID %d. Result = %d ticks", pSprite->index, pXSprite->rxID, pXSprite->busyTime);
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Printf(PRINT_HIGH, "Summing busyTime and waitTime for tracking condition #%d, RX ID %d. Result = %d ticks", actor->GetIndex(), pXSprite->rxID, pXSprite->busyTime);
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}
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pXSprite->busy = pXSprite->busyTime;
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}
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@ -918,7 +918,7 @@ void nnExtInitModernStuff(bool bSaveLoad)
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}
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if (pXSprite->data1 > kCondGameMax && count == 0)
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Printf(PRINT_HIGH, "No objects to track found for condition #%d, RXID: %d!", pSprite->index, pXSprite->rxID);
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Printf(PRINT_HIGH, "No objects to track found for condition #%d, RXID: %d!", iactor->GetIndex(), pXSprite->rxID);
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pCond->length = count;
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pCond->actor = iactor;
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@ -8014,7 +8014,7 @@ void aiPatrolSetMarker(DBloodActor* actor)
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if (firstFinePath == nullptr)
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{
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viewSetSystemMessage("No markers with id #%d found for dude #%d! (back = %d)", next, pSprite->index, back);
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viewSetSystemMessage("No markers with id #%d found for dude #%d! (back = %d)", next, actor->GetIndex(), back);
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return;
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}
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@ -8307,7 +8307,7 @@ void aiPatrolAlarmFull(DBloodActor* actor, DBloodActor* targetactor, bool chain)
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if (chain)
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aiPatrolAlarmFull(dudeactor, targetactor, Chance(0x0010));
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//Printf("Dude #%d alarms dude #%d", pSprite->index, pDude->index);
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//Printf("Dude #%d alarms dude #%d", actor->GetIndex(), pDude->index);
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}
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}
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}
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@ -8673,7 +8673,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
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if (itCanSee && seeChance > 0)
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{
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//DPrintf(DMSG_SPAMMY, "Patrol dude #%d seeing the Player #%d.", pSprite->index, pPlayer->nPlayer + 1);
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//DPrintf(DMSG_SPAMMY, "Patrol dude #%d seeing the Player #%d.", actor->GetIndex(), pPlayer->nPlayer + 1);
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//pXSprite->data3 += seeChance;
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pXSprite->data3 = ClipRange(pXSprite->data3 + seeChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
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if (!stealth)
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@ -1582,7 +1582,6 @@ void ProcessInput(PLAYER *pPlayer)
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{
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spritetype* pSprite2 = &spawned->s();
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pSprite2->ang = (pPlayer->pSprite->ang + 1024) & 2047;
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int nSprite = pPlayer->pSprite->index;
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int x = bcos(pPlayer->pSprite->ang);
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int y = bsin(pPlayer->pSprite->ang);
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spawned->xvel = pPlayer->actor->xvel + MulScale(0x155555, x, 14);
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