- some smaller changes in various places.

This commit is contained in:
Christoph Oelckers 2021-11-01 23:37:15 +01:00
parent bc584f6ff6
commit a583a9cb14
7 changed files with 28 additions and 36 deletions

View file

@ -521,7 +521,6 @@ int SetupCoolg(DSWActor* actor)
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
int SpriteNum = actor->GetSpriteIndex();
if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
{

View file

@ -628,7 +628,6 @@ int DoCoolieMove(DSWActor* actor)
if (Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y) < 1200)
{
//DoActorDie(SpriteNum, -3);
UpdateSinglePlayKills(actor);
DoActorDie(actor, actor, 0);
return 0;

View file

@ -40,8 +40,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
//int InitActorMoveCloser(short SpriteNum);
DECISION GirlNinjaBattle[] =
{
{499, InitActorMoveCloser},

View file

@ -177,9 +177,6 @@ JS_SpriteSetup(void)
if (tag == MIRROR_CAM && sp->picnum != ST1)
{
// Just change it to static, sprite has all the info I need
// u = SpawnUser(SpriteNum, sp->picnum, nullptr);
// RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
// SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN);
change_actor_stat(actor, STAT_SPAWN_SPOT);
}
@ -279,7 +276,6 @@ void JS_InitMirrors(void)
{
short startwall, endwall;
int i, j, s;
int SpriteNum;
bool Found_Cam = false;
@ -333,14 +329,14 @@ void JS_InitMirrors(void)
Found_Cam = false;
StatIterator it(STAT_ST1);
while ((ii = it.NextIndex()) >= 0)
SWStatIterator it(STAT_ST1);
while (auto itActor = it.Next())
{
sp = &sprite[ii];
sp = &itActor->s();
// if correct type and matches
if (sp->hitag == MIRROR_CAM && sp->lotag == wall[i].hitag)
{
mirror[mirrorcnt].camera = ii;
mirror[mirrorcnt].camera = itActor->GetSpriteIndex();
// Set up camera variables
SP_TAG5(sp) = sp->ang; // Set current angle to
// sprite angle
@ -349,14 +345,14 @@ void JS_InitMirrors(void)
}
it.Reset(STAT_SPAWN_SPOT);
while ((ii = it.NextIndex()) >= 0)
while (auto itActor = it.Next())
{
sp = &sprite[ii];
sp = &itActor->s();
// if correct type and matches
if (sp->hitag == MIRROR_CAM && sp->lotag == wall[i].hitag)
{
mirror[mirrorcnt].camera = ii;
mirror[mirrorcnt].camera = itActor->GetSpriteIndex();
// Set up camera variables
SP_TAG5(sp) = sp->ang; // Set current angle to
// sprite angle
@ -376,15 +372,15 @@ void JS_InitMirrors(void)
Found_Cam = false;
if (TEST_BOOL1(&sprite[mirror[mirrorcnt].camera]))
{
StatIterator it(STAT_DEFAULT);
while ((SpriteNum = it.NextIndex()) >= 0)
SWStatIterator it(STAT_DEFAULT);
while (auto itActor = it.Next())
{
sp = &sprite[SpriteNum];
sp = &itActor->s();
if (sp->picnum >= CAMSPRITE && sp->picnum < CAMSPRITE + 8 &&
sp->hitag == wall[i].hitag)
{
mirror[mirrorcnt].campic = sp->picnum;
mirror[mirrorcnt].camsprite = SpriteNum;
mirror[mirrorcnt].camsprite = itActor->GetSpriteIndex();
// JBF: commenting out this line results in the screen in $BULLET being visible
tileDelete(mirror[mirrorcnt].campic);

View file

@ -1897,7 +1897,6 @@ int InitPhosphorus(DSWActor* actor)
// SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
wp->shade = -128;
//SetOwner(SpriteNum, w);
wp->yrepeat = 64;
wp->xrepeat = 64;
wp->shade = -15;

View file

@ -2559,6 +2559,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
short save_sectnum;
auto actor = pp->sop->sp_child;
SPRITEp sp = &actor->s();
auto psp = &pp->Actor()->s();
USERp u = actor->u();
int save_cstat;
int x[4], y[4], ox[4], oy[4];
@ -2662,13 +2663,13 @@ void DoPlayerMoveVehicle(PLAYERp pp)
int vel;
int ret;
save_cstat = pp->SpriteP->cstat;
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
save_cstat = psp->cstat;
RESET(psp->cstat, CSTAT_SPRITE_BLOCK);
DoPlayerTurnVehicleRect(pp, x, y, ox, oy);
ret = RectClipMove(pp, x, y);
DriveCrush(pp, x, y);
pp->SpriteP->cstat = save_cstat;
psp->cstat = save_cstat;
if (!ret)
{
@ -2718,8 +2719,8 @@ void DoPlayerMoveVehicle(PLAYERp pp)
DoPlayerTurnVehicle(pp, pp->input.avel, z, floor_dist);
}
save_cstat = pp->SpriteP->cstat;
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
save_cstat = psp->cstat;
RESET(psp->cstat, CSTAT_SPRITE_BLOCK);
if (pp->sop->clipdist)
{
vec3_t clippos = { pp->posx, pp->posy, z };
@ -2730,7 +2731,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
{
SetCollision(u, MultiClipMove(pp, z, floor_dist));
}
pp->SpriteP->cstat = save_cstat;
psp->cstat = save_cstat;
//SetupDriveCrush(pp, x, y);
//DriveCrush(pp, x, y);
@ -7370,21 +7371,21 @@ DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnReloadState)
DEFINE_ACTION_FUNCTION(_SWPlayer, WeaponNum)
{
PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
USERp uu = User[self->PlayerSprite].Data();
USERp uu = self->Actor()->u();
ACTION_RETURN_INT(uu->WeaponNum);
}
DEFINE_ACTION_FUNCTION(_SWPlayer, Health)
{
PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
USERp uu = User[self->PlayerSprite].Data();
USERp uu = self->Actor()->u();
ACTION_RETURN_INT(uu->Health);
}
DEFINE_ACTION_FUNCTION(_SWPlayer, MaxUserHealth)
{
PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
USERp uu = User[self->PlayerSprite].Data();
USERp uu = self->Actor()->u();
ACTION_RETURN_INT(uu->MaxHealth);
}

View file

@ -65,7 +65,7 @@ InitPrediction(PLAYERp pp)
// make a copy of player struct and sprite
*ppp = *pp;
PredictUser = *User[pp->PlayerSprite];
PredictUser = *pp->Actor()->u();
}
void
@ -90,11 +90,11 @@ DoPrediction(PLAYERp ppp)
// back up things so they won't get stepped on
bakrandomseed = randomseed;
spr = sprite[Player[myconnectindex].PlayerSprite];
sprite[Player[myconnectindex].PlayerSprite].cstat = 0;
spr = s prite[Player[myconnectindex].P_layerSprite];
s prite[Player[myconnectindex].P_layerSprite].cstat = 0;
u = User[ppp->PlayerSprite];
User[ppp->PlayerSprite] = &PredictUser;
u = U ser[ppp->P_layerSprite];
U ser[ppp->P_layerSprite] = &PredictUser;
ppp->oposx = ppp->posx;
ppp->oposy = ppp->posy;
@ -110,8 +110,8 @@ DoPrediction(PLAYERp ppp)
Prediction = false;
// restore things
User[ppp->PlayerSprite] = u;
sprite[Player[myconnectindex].PlayerSprite] = spr;
U ser[ppp->P_layerSprite] = u;
s prite[Player[myconnectindex].P_layerSprite] = spr;
randomseed = bakrandomseed;
Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].x = ppp->posx;