- sp cleanup in miscactr.cpp.

This commit is contained in:
Christoph Oelckers 2021-12-24 16:33:29 +01:00
parent 5f187a3efb
commit a3b539da28

View file

@ -112,7 +112,6 @@ STATE s_ToiletGirlUzi[16] =
int SetupToiletGirl(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -151,11 +150,10 @@ int SetupToiletGirl(DSWActor* actor)
int DoToiletGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
if (u->FlagOwner != 1)
{
@ -206,11 +204,10 @@ int DoToiletGirl(DSWActor* actor)
int NullToiletGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(actor);
@ -348,7 +345,6 @@ STATE s_WashGirlUzi[16] =
int SetupWashGirl(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -386,11 +382,10 @@ int SetupWashGirl(DSWActor* actor)
int DoWashGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
if (RandomRange(1000) > 980 && u->ShellNum <= 0)
{
@ -450,11 +445,10 @@ int DoWashGirl(DSWActor* actor)
int NullWashGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(actor);
@ -555,7 +549,6 @@ STATE s_TrashCanPain[7] =
int SetupTrashCan(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -593,7 +586,6 @@ int SetupTrashCan(DSWActor* actor)
int DoTrashCan(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
// stay on floor unless doing certain things
if (TEST(u->Flags,SPR_SLIDING))
@ -660,7 +652,6 @@ STATE s_PachinkoLightOperate[] =
int SetupPachinkoLight(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -698,7 +689,6 @@ int SetupPachinkoLight(DSWActor* actor)
int PachinkoLightOperate(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
{
@ -760,7 +750,6 @@ STATE s_Pachinko1Operate[] =
int SetupPachinko1(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -796,13 +785,11 @@ int SetupPachinko1(DSWActor* actor)
int PachinkoCheckWin(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
u->WaitTics = 0; // Can operate it again now
//Printf("bool1 = %d",TEST_BOOL1(sp));
// You already won, no more from this machine!
if (TEST_BOOL1(sp)) return 0;
if (TEST_BOOL1(actor)) return 0;
// Well? Did I win????!
/*short rnd = */RandomRange(1000);
@ -822,7 +809,7 @@ int PachinkoCheckWin(DSWActor* actor)
PlaySound(DIGI_PALARM, actor, v3df_none);
// Can't win any more now!
SET_BOOL1(sp);
SET_BOOL1(actor);
// Turn on the pachinko lights
SWStatIterator it(STAT_ENEMY);
@ -833,7 +820,7 @@ int PachinkoCheckWin(DSWActor* actor)
if (tsp->lotag == TAG_PACHINKOLIGHT)
{
if (tsp->hitag == SP_TAG5(sp))
if (tsp->hitag == SP_TAG5(actor))
{
tsp->shade = -90; // Full brightness
tu->WaitTics = SEC(3); // Flash
@ -861,7 +848,6 @@ int PachinkoCheckWin(DSWActor* actor)
int Pachinko1Operate(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
short rnd;
rnd = RandomRange(1000);
@ -930,7 +916,6 @@ STATE s_Pachinko2Operate[] =
int SetupPachinko2(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -1013,7 +998,6 @@ STATE s_Pachinko3Operate[] =
int SetupPachinko3(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -1097,7 +1081,6 @@ STATE s_Pachinko4Operate[] =
int SetupPachinko4(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -1209,7 +1192,6 @@ STATE s_CarGirlUzi[16] =
int SetupCarGirl(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -1249,11 +1231,10 @@ int SetupCarGirl(DSWActor* actor)
int DoCarGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
if (u->FlagOwner == 1)
{
@ -1295,11 +1276,10 @@ int DoCarGirl(DSWActor* actor)
int NullCarGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(actor);
@ -1424,7 +1404,6 @@ STATE s_MechanicGirlDrill[2] =
int SetupMechanicGirl(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -1463,11 +1442,10 @@ int SetupMechanicGirl(DSWActor* actor)
int DoMechanicGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
if (u->FlagOwner == 1)
{
@ -1509,11 +1487,10 @@ int DoMechanicGirl(DSWActor* actor)
int NullMechanicGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(actor);
@ -1639,7 +1616,6 @@ short alreadythrew;
int SetupSailorGirl(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -1679,11 +1655,10 @@ int SetupSailorGirl(DSWActor* actor)
int DoSailorGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
if (u->FlagOwner == 1)
{
@ -1729,12 +1704,11 @@ int DoSailorGirl(DSWActor* actor)
int NullSailorGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
static short alreadythrew = 0;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(actor);
@ -1847,7 +1821,6 @@ STATE s_PruneGirlPain[2] =
int SetupPruneGirl(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -1886,11 +1859,10 @@ int SetupPruneGirl(DSWActor* actor)
int DoPruneGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,ActorMid(u->targetActor),u->targetActor->spr.sector());
if (u->FlagOwner == 1)
{
@ -1948,11 +1920,10 @@ int DoPruneGirl(DSWActor* actor)
int NullPruneGirl(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
bool ICanSee = false;
DoActorPickClosePlayer(actor);
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfMiddle(sp),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
ICanSee = FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfMiddle(actor),actor->spr.sector(),u->targetActor->spr.pos.X,u->targetActor->spr.pos.Y,u->targetActor->spr.pos.Z,u->targetActor->spr.sector());
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(actor);