- renamed u-> in coolie.cpp

This commit is contained in:
Christoph Oelckers 2021-12-25 20:58:39 +01:00
parent fa59f90f92
commit 9c68d14c74

View file

@ -377,7 +377,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
int wpn_cnt;
int depth = 0;
switch (u->ID)
switch (actor->user.ID)
{
case PACHINKO1:
case PACHINKO2:
@ -403,47 +403,47 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
RESET(actor->spr.cstat, CSTAT_SPRITE_RESTORE);
u->spal = actor->spr.pal;
actor->user.spal = actor->spr.pal;
u->RotNum = 5;
actor->user.RotNum = 5;
actor->spr.clipdist = (256) >> 2;
u->zclip = Z(48);
u->lo_step = Z(32);
actor->user.zclip = Z(48);
actor->user.lo_step = Z(32);
u->floor_dist = u->zclip - u->lo_step;
u->ceiling_dist = ActorSizeZ(actor) - u->zclip;
actor->user.floor_dist = actor->user.zclip - actor->user.lo_step;
actor->user.ceiling_dist = ActorSizeZ(actor) - actor->user.zclip;
u->Radius = 400;
actor->user.Radius = 400;
u->MaxHealth = u->Health;
actor->user.MaxHealth = actor->user.Health;
u->PainThreshold = (u->Health >> 4) - 1;
actor->user.PainThreshold = (actor->user.Health >> 4) - 1;
SET(actor->spr.cstat,CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(actor->spr.extra,SPRX_PLAYER_OR_ENEMY);
actor->spr.picnum = u->State->Pic;
actor->spr.picnum = actor->user.State->Pic;
change_actor_stat(actor, STAT_ENEMY);
u->Personality = person;
u->ActorActionSet = action;
actor->user.Personality = person;
actor->user.ActorActionSet = action;
DoActorZrange(actor);
//KeepActorOnFloor(actor); // for swimming actors
// make sure we start in the water if thats where we are
if (u->lo_sectp)
if (actor->user.lo_sectp)
{
if (u->lo_sectp->hasU() && TEST(u->lo_sectp->extra, SECTFX_SINK))
if (actor->user.lo_sectp->hasU() && TEST(actor->user.lo_sectp->extra, SECTFX_SINK))
{
depth = FixedToInt(u->lo_sectp->depth_fixed);
depth = FixedToInt(actor->user.lo_sectp->depth_fixed);
}
else
{
SWSectIterator it(u->lo_sectp);
SWSectIterator it(actor->user.lo_sectp);
while (auto itActor = it.Next())
{
if (itActor->spr.picnum == ST1 && itActor->spr.hitag == SECT_SINK)
@ -454,24 +454,24 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
}
}
if (depth && labs(actor->spr.pos.Z - u->loz) < Z(8))
if (depth && labs(actor->spr.pos.Z - actor->user.loz) < Z(8))
{
actor->spr.pos.Z += Z(depth);
u->loz = actor->spr.pos.Z;
actor->user.loz = actor->spr.pos.Z;
actor->spr.backupz();
}
if (!action)
return;
NewStateGroup(actor, u->ActorActionSet->Run);
NewStateGroup(actor, actor->user.ActorActionSet->Run);
u->ActorActionFunc = DoActorDecide;
actor->user.ActorActionFunc = DoActorDecide;
// find the number of long range attacks
for (wpn = wpn_cnt = 0; wpn < SIZ(u->ActorActionSet->Attack); wpn++)
for (wpn = wpn_cnt = 0; wpn < SIZ(actor->user.ActorActionSet->Attack); wpn++)
{
if (u->ActorActionSet->Attack[wpn])
if (actor->user.ActorActionSet->Attack[wpn])
wpn_cnt++;
else
break;
@ -479,7 +479,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
// for actors this tells the number of weapons available
// for player it tells the current weapon
u->WeaponNum = int8_t(wpn_cnt);
actor->user.WeaponNum = int8_t(wpn_cnt);
}
int SetupCoolie(DSWActor* actor)
@ -495,21 +495,21 @@ int SetupCoolie(DSWActor* actor)
else
{
u = SpawnUser(actor,COOLIE_RUN_R0,s_CoolieRun[0]);
u->Health = HEALTH_COOLIE;
actor->user.Health = HEALTH_COOLIE;
}
ChangeState(actor,s_CoolieRun[0]);
u->Attrib = &CoolieAttrib;
actor->user.Attrib = &CoolieAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
u->StateEnd = s_CoolieDie;
u->Rot = sg_CoolieRun;
actor->user.StateEnd = s_CoolieDie;
actor->user.Rot = sg_CoolieRun;
EnemyDefaults(actor, &CoolieActionSet, &CooliePersonality);
actor->spr.xrepeat = 42;
actor->spr.yrepeat = 42;
SET(u->Flags, SPR_XFLIP_TOGGLE);
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
return 0;
}
@ -534,15 +534,15 @@ int CooliePain(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(u->Flags,SPR_SLIDING))
if (TEST(actor->user.Flags,SPR_SLIDING))
DoActorSlide(actor);
if (!TEST(u->Flags,SPR_CLIMBING))
if (!TEST(actor->user.Flags,SPR_CLIMBING))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(actor);
return 0;
@ -552,10 +552,10 @@ int NullCoolie(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(u->Flags,SPR_SLIDING))
if (TEST(actor->user.Flags,SPR_SLIDING))
DoActorSlide(actor);
if (!TEST(u->Flags,SPR_CLIMBING))
if (!TEST(actor->user.Flags,SPR_CLIMBING))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
@ -567,13 +567,13 @@ int DoCoolieMove(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(u->Flags,SPR_SLIDING))
if (TEST(actor->user.Flags,SPR_SLIDING))
DoActorSlide(actor);
if (u->track >= 0)
if (actor->user.track >= 0)
ActorFollowTrack(actor, ACTORMOVETICS);
else
(*u->ActorActionFunc)(actor);
(*actor->user.ActorActionFunc)(actor);
KeepActorOnFloor(actor);
@ -582,7 +582,7 @@ int DoCoolieMove(DSWActor* actor)
return 0;
}
if (Distance(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y) < 1200)
if (Distance(actor->spr.pos.X, actor->spr.pos.Y, actor->user.targetActor->spr.pos.X, actor->user.targetActor->spr.pos.Y) < 1200)
{
UpdateSinglePlayKills(actor);
DoActorDie(actor, actor, 0);
@ -611,7 +611,7 @@ int DoCoolieWaitBirth(DSWActor* actor)
{
USER* u = actor->u();
if ((u->Counter -= ACTORMOVETICS) <= 0)
if ((actor->user.Counter -= ACTORMOVETICS) <= 0)
{
ChangeState(actor,&s_CoolieDie[9]);
}