- sp cleanup in bunny.cpp.

This commit is contained in:
Christoph Oelckers 2021-12-24 15:52:12 +01:00
parent 1d76336045
commit aac44b27b1

View file

@ -724,7 +724,6 @@ ACTOR_ACTION_SET BunnyWhiteActionSet =
int SetupBunny(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
@ -839,7 +838,6 @@ int PickBunnyJumpSpeed(DSWActor* actor, int pix_height)
int DoBunnyBeginJumpAttack(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
SPRITEp psp = &u->targetActor->s();
int tang;
@ -875,7 +873,6 @@ int DoBunnyBeginJumpAttack(DSWActor* actor)
int DoBunnyMoveJump(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
@ -906,11 +903,10 @@ int DoBunnyMoveJump(DSWActor* actor)
void DoPickCloseBunny(DSWActor* actor)
{
auto u = actor->u();
SPRITEp sp = &actor->s();
int dist, near_dist = 1000, a,b,c;
// if actor can still see the player
int look_height = GetSpriteZOfTop(sp);
int look_height = ActorZOfTop(actor);
bool ICanSee = false;
SWStatIterator it(STAT_ENEMY);
@ -919,7 +915,7 @@ void DoPickCloseBunny(DSWActor* actor)
auto tsp = &itActor->s();
auto tu = itActor->u();
if (sp == tsp) continue;
if (actor == itActor) continue;
if (tu->ID != BUNNY_RUN_R0) continue;
@ -943,7 +939,6 @@ void DoPickCloseBunny(DSWActor* actor)
int DoBunnyQuickJump(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (u->spal != PALETTE_PLAYER8) return false;
@ -1032,7 +1027,7 @@ int DoBunnyQuickJump(DSWActor* actor)
if (pp == Player+myconnectindex)
{
choose_snd = STD_RANDOM_RANGE(2<<8)>>8;
if (FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfTop(sp),actor->spr.sector(),pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector) && Facing(actor, u->targetActor))
if (FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfTop(actor),actor->spr.sector(),pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector) && Facing(actor, u->targetActor))
PlayerSound(fagsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
}
}
@ -1047,7 +1042,7 @@ int DoBunnyQuickJump(DSWActor* actor)
if (pp == Player+myconnectindex)
{
choose_snd = STD_RANDOM_RANGE(3<<8)>>8;
if (FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,GetSpriteZOfTop(sp),actor->spr.sector(),pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector) && Facing(actor, u->targetActor))
if (FAFcansee(actor->spr.pos.X,actor->spr.pos.Y,ActorZOfTop(actor),actor->spr.sector(),pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector) && Facing(actor, u->targetActor))
PlayerSound(straightsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
}
}
@ -1113,8 +1108,6 @@ int DoBunnyPain(DSWActor* actor)
int DoBunnyRipHeart(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
SPRITEp tsp = &u->targetActor->s();
NewStateGroup(actor, sg_BunnyHeart);
@ -1143,7 +1136,6 @@ int DoBunnyStandKill(DSWActor* actor)
void BunnyHatch(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp np;
@ -1215,22 +1207,20 @@ void BunnyHatch(DSWActor* actor)
DSWActor* BunnyHatch2(DSWActor* actor)
{
SPRITEp wp = &actor->s();
auto actorNew = insertActor(wp->sector(), STAT_DEFAULT);
auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
auto np = &actorNew->s();
np->clear();
np->pos.X = wp->pos.X;
np->pos.Y = wp->pos.Y;
np->pos.Z = wp->pos.Z;
np->pos.X = actor->spr.pos.X;
np->pos.Y = actor->spr.pos.Y;
np->pos.Z = actor->spr.pos.Z;
np->xrepeat = 30; // Baby size
np->yrepeat = 24;
np->ang = RANDOM_P2(2048);
np->pal = 0;
SetupBunny(actorNew);
auto nu = actorNew->u();
np->shade = wp->shade;
np->shade = actor->spr.shade;
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
@ -1250,7 +1240,7 @@ DSWActor* BunnyHatch2(DSWActor* actor)
NewStateGroup(actorNew, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(actorNew, FAST_SPEED);
if (TEST_BOOL3(wp))
if (TEST_BOOL3(actor))
{
PickJumpMaxSpeed(actorNew, -600-RandomRange(600));
np->xrepeat = np->yrepeat = 64;
@ -1281,7 +1271,6 @@ DSWActor* BunnyHatch2(DSWActor* actor)
int DoBunnyMove(DSWActor* actor)
{
USER* u = actor->u();
auto sp = &actor->s();
// Parental lock crap
if (TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE))
@ -1361,8 +1350,6 @@ int BunnySpew(DSWActor* actor)
int DoBunnyEat(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
@ -1412,7 +1399,6 @@ int DoBunnyEat(DSWActor* actor)
int DoBunnyScrew(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
@ -1460,7 +1446,6 @@ int DoBunnyScrew(DSWActor* actor)
int DoBunnyGrowUp(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (actor->spr.pal == PALETTE_PLAYER1) return 0; // Don't bother white bunnies