- eliminated SetEnemy(In)active.

Both were only used once, so they are now inlined.
This commit is contained in:
Christoph Oelckers 2021-10-31 11:41:04 +01:00
parent 6c867e23ee
commit b3558d8925
3 changed files with 3 additions and 30 deletions

View file

@ -613,7 +613,7 @@ ANIMATORp DoActorActionDecide(DSWActor* actor)
// Enemy goes inactive - he is still allowed to roam about for about
// 5 seconds trying to find another player before his active_range is
// bumped down
SetEnemyInactive(SpriteNum);
RESET(u->Flags, SPR_ACTIVE);
// You've lost the player - now decide what to do
action = ChooseAction(u->Personality->LostTarget);

View file

@ -6466,33 +6466,6 @@ KeyMain:
return 0;
}
/*
!AIC KEY - Set Active and Inactive code is here. It was tough to make this
fast. Just know that the main flag is SPR_ACTIVE. Should not need to be
changed except for possibly the u->active_range settings in the future.
*/
void
SetEnemyActive(short SpriteNum)
{
USERp u = User[SpriteNum].Data();
SET(u->Flags, SPR_ACTIVE);
u->inactive_time = 0;
}
void
SetEnemyInactive(short SpriteNum)
{
USERp u = User[SpriteNum].Data();
RESET(u->Flags, SPR_ACTIVE);
}
// This function mostly only adjust the active_range field
void
@ -6555,7 +6528,8 @@ AdjustActiveRange(PLAYERp pp, short SpriteNum, int dist)
// some huge distance
u->active_range = 75000;
// sprite is AWARE
SetEnemyActive(SpriteNum);
SET(u->Flags, SPR_ACTIVE);
u->inactive_time = 0;
}
}

View file

@ -49,7 +49,6 @@ bool CanMoveHere(int16_t spritenum);
bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b);
int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath);
void SpriteControl(void);
void SetEnemyInactive(short SpriteNum);
void DoActorZrange(short SpriteNum);
void PreMapCombineFloors(void);
void SpriteSetupPost(void);