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https://github.com/ZDoom/Raze.git
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- more changesprite* renaming.
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parent
1bbcca5f28
commit
b8f8c0fe04
4 changed files with 23 additions and 19 deletions
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@ -4652,7 +4652,7 @@ int MoveThing(DBloodActor* actor)
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if (pSprite->sectnum != nSector)
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{
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assert(nSector >= 0 && nSector < kMaxSectors);
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ChangeSpriteSect(pSprite->index, nSector);
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ChangeActorSect(actor, nSector);
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}
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Collision coll(actor->hit().hit);
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@ -4963,7 +4963,7 @@ void MoveDude(DBloodActor* actor)
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pXSector = nullptr;
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if (pXSector && pXSector->Exit && (pPlayer || !pXSector->dudeLockout))
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trTriggerSector(pSprite->sectnum, pXSector, kCmdSectorExit);
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ChangeSpriteSect(pSprite->index, nSector);
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ChangeActorSect(actor, nSector);
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nXSector = sector[nSector].extra;
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pXSector = (nXSector > 0) ? &xsector[nXSector] : nullptr;
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@ -5468,7 +5468,7 @@ int MoveMissile(DBloodActor* actor)
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if (nSector >= 0 && nSector != pSprite->sectnum)
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{
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assert(nSector >= 0 && nSector < kMaxSectors);
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ChangeSpriteSect(pSprite->index, nSector);
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ChangeActorSect(actor, nSector);
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}
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CheckLink(pSprite);
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gHitInfo.hitsect = pSprite->sectnum;
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@ -318,4 +318,13 @@ inline void sfxKill3DSound(DBloodActor* pSprite, int a2 = -1, int a3 = -1)
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sfxKill3DSound(&pSprite->s(), a2, a3);
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}
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void ChangeActorStat(DBloodActor* actor, int stat)
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{
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ChangeSpriteStat(actor->s().index, stat);
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}
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void ChangeActorSect(DBloodActor* actor, int stat)
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{
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ChangeSpriteSect(actor->s().index, stat);
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}
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END_BLD_NS
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@ -227,7 +227,7 @@ void CFX::fxProcess(void)
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if (nSector != pSprite->sectnum)
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{
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assert(nSector >= 0 && nSector < kMaxSectors);
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ChangeSpriteSect(actor->s().index, nSector);
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ChangeActorSect(actor, nSector);
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}
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}
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if (actor->xvel() || actor->yvel() || actor->zvel())
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@ -255,11 +255,6 @@ CONDITION_TYPE_NAMES gCondTypeNames[7] = {
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// for actor.cpp
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//-------------------------------------------------------------------------
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void changeactorstat(DBloodActor* actor, int stat)
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{
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changespritestat(actor->s().index, stat);
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -416,7 +411,7 @@ bool nnExtEraseModernStuff(DBloodActor* actor)
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case kModernThingTNTProx:
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case kModernThingEnemyLifeLeech:
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pSprite->type = kSpriteDecoration;
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changeactorstat(actor, kStatDecoration);
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ChangeActorStat(actor, kStatDecoration);
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erased = true;
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break;
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// also erase some modernized vanilla types which was not active
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@ -652,11 +647,11 @@ void nnExtInitModernStuff(bool bSaveLoad)
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case kModernSequentialTX:
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if (pXSprite->command != kCmdLink) break;
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// add statnum for faster redirects search
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changeactorstat(actor, kStatModernEventRedirector);
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ChangeActorStat(actor, kStatModernEventRedirector);
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break;
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case kModernWindGenerator:
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pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
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changeactorstat(actor, kStatModernWindGen);
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ChangeActorStat(actor, kStatModernWindGen);
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break;
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case kModernDudeTargetChanger:
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case kModernObjDataAccumulator:
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@ -669,18 +664,18 @@ void nnExtInitModernStuff(bool bSaveLoad)
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{
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// stealth regions for patrolling enemies
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case kModernStealthRegion:
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changeactorstat(actor, kStatModernStealthRegion);
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ChangeActorStat(actor, kStatModernStealthRegion);
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break;
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// add statnum for faster dude searching
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case kModernDudeTargetChanger:
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changeactorstat(actor, kStatModernDudeTargetChanger);
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ChangeActorStat(actor, kStatModernDudeTargetChanger);
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if (pXSprite->busyTime <= 0) pXSprite->busyTime = 5;
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pXSprite->command = kCmdLink;
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break;
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// remove kStatItem status from random item generators
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case kModernRandom:
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case kModernRandom2:
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changeactorstat(actor, kStatDecoration);
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ChangeActorStat(actor, kStatDecoration);
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pXSprite->sysData1 = pXSprite->command; // save the command so spawned item can inherit it
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pXSprite->command = kCmdLink; // generator itself can't send commands
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break;
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@ -699,7 +694,7 @@ void nnExtInitModernStuff(bool bSaveLoad)
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XSPRITE* pXSpr = &iactor->x();
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if (pXSpr->rxID != pXSprite->txID) continue;
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else if (found) I_Error("\nCustom dude (TX ID %d):\nOnly one incarnation allowed per channel!", pXSprite->txID);
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changeactorstat(iactor, kStatInactive);
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ChangeActorStat(iactor, kStatInactive);
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found++;
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}
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break;
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@ -736,12 +731,12 @@ void nnExtInitModernStuff(bool bSaveLoad)
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}
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pXSprite->sysData1 = -1;
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pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
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changeactorstat(actor, kStatModernPlayerLinker);
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ChangeActorStat(actor, kStatModernPlayerLinker);
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break;
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}
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case 67: // play qav animation
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if (pXSprite->txID && !pXSprite->waitTime) pXSprite->waitTime = 1;
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changeactorstat(actor, kStatModernQavScene);
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ChangeActorStat(actor, kStatModernQavScene);
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break;
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}
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break;
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@ -767,7 +762,7 @@ void nnExtInitModernStuff(bool bSaveLoad)
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pXSprite->targetX = pXSprite->targetY = pXSprite->targetZ = pXSprite->sysData2 = -1;
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actor->SetTarget(nullptr);
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changespritestat(pSprite->index, kStatModernCondition);
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ChangeActorStat(actor, kStatModernCondition);
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int oldStat = pSprite->cstat; pSprite->cstat = 0x30;
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if (oldStat & CSTAT_SPRITE_BLOCK)
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