From cf63d1ab7437b89877c0b12e1812459441ef74d0 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Tue, 28 Mar 2023 16:25:43 +1100 Subject: [PATCH] - Exhumed: Tidy up remainder of anims.cpp. --- source/games/exhumed/src/anims.cpp | 54 ++++++++++++++---------------- 1 file changed, 26 insertions(+), 28 deletions(-) diff --git a/source/games/exhumed/src/anims.cpp b/source/games/exhumed/src/anims.cpp index adc70605b..5a349382e 100644 --- a/source/games/exhumed/src/anims.cpp +++ b/source/games/exhumed/src/anims.cpp @@ -61,19 +61,18 @@ void InitAnims() Without this, the actor will hold reference to an actor which will prevent the GC from deleting it properly. - Specifically needed for IgniteSprite() anims which can become orphaned from the source sprite (e.g a bullet) - when the bullet sprite is deleted. + Specifically needed for IgniteSprite() anims which can become orphaned from the source actor (e.g a bullet) + when the bullet actor is deleted. */ void UnlinkIgnitedAnim(DExhumedActor* pActor) { ExhumedStatIterator it(kStatIgnited); while (auto itActor = it.Next()) { - // .pTarget holds the actor pointer of the source 'actor that's on fire' actor if (pActor == itActor->pTarget) { - itActor->nAction &= ~kAnimLoop; // clear the animation loop flag - itActor->pTarget = nullptr; // set the actor target to null + itActor->nAction &= ~kAnimLoop; + itActor->pTarget = nullptr; } } } @@ -153,15 +152,15 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, int nSeq, int nOffset, const DVe void AIAnim::Tick(RunListEvent* ev) { - auto pActor = ev->pObjActor; + const auto pActor = ev->pObjActor; if (!pActor) return; - int nIndex2 = pActor->nIndex2; - int nIndex = pActor->nIndex; + const int nSeq = pActor->nIndex2; + const int nFrame = pActor->nIndex; if (!(pActor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) { - seq_MoveSequence(pActor, nIndex2, nIndex); + seq_MoveSequence(pActor, nSeq, nFrame); } if (pActor->spr.statnum == kStatIgnited) @@ -185,7 +184,7 @@ void AIAnim::Tick(RunListEvent* ev) } } - if (!nIndex) + if (!nFrame) { if (pIgniter->spr.cstat != CSTAT_SPRITE_INVISIBLE) { @@ -224,20 +223,20 @@ void AIAnim::Tick(RunListEvent* ev) } pActor->nIndex++; - if (pActor->nIndex >= SeqSize[nIndex2]) + if (pActor->nIndex >= SeqSize[nSeq]) { if (pActor->nAction & 0x10) { pActor->nIndex = 0; } - else if (nIndex2 == nPreMagicSeq) + else if (nSeq == nPreMagicSeq) { pActor->nIndex = 0; pActor->nIndex2 = nMagicSeq; pActor->nAction |= 0x10; pActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT; } - else if (nIndex2 == nSavePointSeq) + else if (nSeq == nSavePointSeq) { pActor->nIndex = 0; pActor->nIndex2++; @@ -258,11 +257,10 @@ void AIAnim::Tick(RunListEvent* ev) void AIAnim::Draw(RunListEvent* ev) { - auto pActor = ev->pObjActor; + const auto pActor = ev->pObjActor; if (!pActor) return; - int nIndex2 = pActor->nIndex2; - seq_PlotSequence(ev->nParam, nIndex2, pActor->nIndex, 0x101); + seq_PlotSequence(ev->nParam, pActor->nIndex2, pActor->nIndex, 0x101); ev->pTSprite->ownerActor = nullptr; } @@ -274,20 +272,20 @@ void AIAnim::Draw(RunListEvent* ev) void BuildExplosion(DExhumedActor* pActor) { - auto pSector = pActor->sector(); + const auto pSector = pActor->sector(); - int edx = 36; + int nSeq = 36; if (pSector->Flag & kSectUnderwater) { - edx = 75; + nSeq = 75; } - else if (pActor->spr.pos.Z == pActor->sector()->floorz) + else if (pActor->spr.pos.Z == pSector->floorz) { - edx = 34; + nSeq = 34; } - BuildAnim(nullptr, edx, 0, pActor->spr.pos, pActor->sector(), pActor->spr.scale.X, 4); + BuildAnim(nullptr, nSeq, 0, pActor->spr.pos, pSector, pActor->spr.scale.X, 4); } //--------------------------------------------------------------------------- @@ -303,7 +301,7 @@ void BuildSplash(DExhumedActor* pActor, sectortype* pSector) if (pActor->spr.statnum != 200) { - double rep = pActor->spr.scale.X; + const double rep = pActor->spr.scale.X; nScale = rep + RandomFloat(rep); nSound = kSound0; } @@ -313,22 +311,22 @@ void BuildSplash(DExhumedActor* pActor, sectortype* pSector) nSound = kSound1; } - int bIsLava = pSector->Flag & kSectLava; + const int bIsLava = pSector->Flag & kSectLava; - int edx, nFlag; + int nSeq, nFlag; if (bIsLava) { - edx = 43; + nSeq = 43; nFlag = 4; } else { - edx = 35; + nSeq = 35; nFlag = 0; } - auto pSpawned = BuildAnim(nullptr, edx, 0, DVector3(pActor->spr.pos.XY(), pSector->floorz), pSector, nScale, nFlag); + const auto pSpawned = BuildAnim(nullptr, nSeq, 0, DVector3(pActor->spr.pos.XY(), pSector->floorz), pSector, nScale, nFlag); if (!bIsLava) {