diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index efa510aed..b8b5338e7 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -4652,7 +4652,7 @@ int MoveThing(DBloodActor* actor) if (pSprite->sectnum != nSector) { assert(nSector >= 0 && nSector < kMaxSectors); - ChangeSpriteSect(pSprite->index, nSector); + ChangeActorSect(actor, nSector); } Collision coll(actor->hit().hit); @@ -4963,7 +4963,7 @@ void MoveDude(DBloodActor* actor) pXSector = nullptr; if (pXSector && pXSector->Exit && (pPlayer || !pXSector->dudeLockout)) trTriggerSector(pSprite->sectnum, pXSector, kCmdSectorExit); - ChangeSpriteSect(pSprite->index, nSector); + ChangeActorSect(actor, nSector); nXSector = sector[nSector].extra; pXSector = (nXSector > 0) ? &xsector[nXSector] : nullptr; @@ -5468,7 +5468,7 @@ int MoveMissile(DBloodActor* actor) if (nSector >= 0 && nSector != pSprite->sectnum) { assert(nSector >= 0 && nSector < kMaxSectors); - ChangeSpriteSect(pSprite->index, nSector); + ChangeActorSect(actor, nSector); } CheckLink(pSprite); gHitInfo.hitsect = pSprite->sectnum; diff --git a/source/games/blood/src/bloodactor.h b/source/games/blood/src/bloodactor.h index c6e5fbfca..42f301927 100644 --- a/source/games/blood/src/bloodactor.h +++ b/source/games/blood/src/bloodactor.h @@ -318,4 +318,13 @@ inline void sfxKill3DSound(DBloodActor* pSprite, int a2 = -1, int a3 = -1) sfxKill3DSound(&pSprite->s(), a2, a3); } +void ChangeActorStat(DBloodActor* actor, int stat) +{ + ChangeSpriteStat(actor->s().index, stat); +} + +void ChangeActorSect(DBloodActor* actor, int stat) +{ + ChangeSpriteSect(actor->s().index, stat); +} END_BLD_NS diff --git a/source/games/blood/src/fx.cpp b/source/games/blood/src/fx.cpp index 9b882e900..c1da128a5 100644 --- a/source/games/blood/src/fx.cpp +++ b/source/games/blood/src/fx.cpp @@ -227,7 +227,7 @@ void CFX::fxProcess(void) if (nSector != pSprite->sectnum) { assert(nSector >= 0 && nSector < kMaxSectors); - ChangeSpriteSect(actor->s().index, nSector); + ChangeActorSect(actor, nSector); } } if (actor->xvel() || actor->yvel() || actor->zvel()) diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 5208c4838..b120ead53 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -255,11 +255,6 @@ CONDITION_TYPE_NAMES gCondTypeNames[7] = { // for actor.cpp //------------------------------------------------------------------------- -void changeactorstat(DBloodActor* actor, int stat) -{ - changespritestat(actor->s().index, stat); -} - //--------------------------------------------------------------------------- // // @@ -416,7 +411,7 @@ bool nnExtEraseModernStuff(DBloodActor* actor) case kModernThingTNTProx: case kModernThingEnemyLifeLeech: pSprite->type = kSpriteDecoration; - changeactorstat(actor, kStatDecoration); + ChangeActorStat(actor, kStatDecoration); erased = true; break; // also erase some modernized vanilla types which was not active @@ -652,11 +647,11 @@ void nnExtInitModernStuff(bool bSaveLoad) case kModernSequentialTX: if (pXSprite->command != kCmdLink) break; // add statnum for faster redirects search - changeactorstat(actor, kStatModernEventRedirector); + ChangeActorStat(actor, kStatModernEventRedirector); break; case kModernWindGenerator: pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; - changeactorstat(actor, kStatModernWindGen); + ChangeActorStat(actor, kStatModernWindGen); break; case kModernDudeTargetChanger: case kModernObjDataAccumulator: @@ -669,18 +664,18 @@ void nnExtInitModernStuff(bool bSaveLoad) { // stealth regions for patrolling enemies case kModernStealthRegion: - changeactorstat(actor, kStatModernStealthRegion); + ChangeActorStat(actor, kStatModernStealthRegion); break; // add statnum for faster dude searching case kModernDudeTargetChanger: - changeactorstat(actor, kStatModernDudeTargetChanger); + ChangeActorStat(actor, kStatModernDudeTargetChanger); if (pXSprite->busyTime <= 0) pXSprite->busyTime = 5; pXSprite->command = kCmdLink; break; // remove kStatItem status from random item generators case kModernRandom: case kModernRandom2: - changeactorstat(actor, kStatDecoration); + ChangeActorStat(actor, kStatDecoration); pXSprite->sysData1 = pXSprite->command; // save the command so spawned item can inherit it pXSprite->command = kCmdLink; // generator itself can't send commands break; @@ -699,7 +694,7 @@ void nnExtInitModernStuff(bool bSaveLoad) XSPRITE* pXSpr = &iactor->x(); if (pXSpr->rxID != pXSprite->txID) continue; else if (found) I_Error("\nCustom dude (TX ID %d):\nOnly one incarnation allowed per channel!", pXSprite->txID); - changeactorstat(iactor, kStatInactive); + ChangeActorStat(iactor, kStatInactive); found++; } break; @@ -736,12 +731,12 @@ void nnExtInitModernStuff(bool bSaveLoad) } pXSprite->sysData1 = -1; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; - changeactorstat(actor, kStatModernPlayerLinker); + ChangeActorStat(actor, kStatModernPlayerLinker); break; } case 67: // play qav animation if (pXSprite->txID && !pXSprite->waitTime) pXSprite->waitTime = 1; - changeactorstat(actor, kStatModernQavScene); + ChangeActorStat(actor, kStatModernQavScene); break; } break; @@ -767,7 +762,7 @@ void nnExtInitModernStuff(bool bSaveLoad) pXSprite->targetX = pXSprite->targetY = pXSprite->targetZ = pXSprite->sysData2 = -1; actor->SetTarget(nullptr); - changespritestat(pSprite->index, kStatModernCondition); + ChangeActorStat(actor, kStatModernCondition); int oldStat = pSprite->cstat; pSprite->cstat = 0x30; if (oldStat & CSTAT_SPRITE_BLOCK)