- eliminated PLAYERp

This commit is contained in:
Christoph Oelckers 2021-12-31 15:59:11 +01:00
parent 69b5d502e2
commit d1be430fbf
46 changed files with 548 additions and 551 deletions

View file

@ -140,7 +140,7 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, int se
}
}
void polymost_drawscreen(PLAYERp pp, int tx, int ty, int tz, binangle tang, fixedhoriz thoriz, sectortype* tsect)
void polymost_drawscreen(PLAYER* pp, int tx, int ty, int tz, binangle tang, fixedhoriz thoriz, sectortype* tsect)
{
videoSetCorrectedAspect();
renderSetAspect(xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.))), yxaspect);
@ -166,7 +166,7 @@ void polymost_drawscreen(PLAYERp pp, int tx, int ty, int tz, binangle tang, fixe
}
void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed_t tpq16horiz)
void JS_DrawMirrors(PLAYER* pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed_t tpq16horiz)
{
int j, cnt;
int dist;

View file

@ -277,7 +277,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
{
int dist, near_dist = MAX_ACTIVE_RANGE, a,b,c;
int pnum;
PLAYERp pp;
PLAYER* pp;
// if actor can still see the player
int look_height = ActorZOfTop(actor);
bool found = false;
@ -393,7 +393,7 @@ TARGETACTOR:
DSWActor* GetPlayerSpriteNum(DSWActor* actor)
{
int pnum;
PLAYERp pp;
PLAYER* pp;
TRAVERSE_CONNECT(pnum)
{

View file

@ -981,7 +981,7 @@ int DoBunnyQuickJump(DSWActor* actor)
{
if ((hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
PLAYERp pp = nullptr;
PLAYER* pp = nullptr;
if (RandomRange(1000) < 995 && hitActor->user.spal != PALETTE_PLAYER0) return false;

View file

@ -51,9 +51,9 @@ extern bool FAF_DebugView;
extern bool ToggleFlyMode;
const char *CheatKeyType;
void KeysCheat(PLAYERp pp, const char *cheat_string);
void KeysCheat(PLAYER* pp, const char *cheat_string);
static PLAYERp checkCheat(cheatseq_t* c)
static PLAYER* checkCheat(cheatseq_t* c)
{
if (::CheckCheatmode(true, true)) return nullptr;
return &Player[screenpeek];
@ -131,7 +131,7 @@ bool PrevCheat(cheatseq_t* c)
bool MapCheat(cheatseq_t* c)
{
PLAYERp pp;
PLAYER* pp;
if (!(pp=checkCheat(c))) return false;
gFullMap = !gFullMap;
// Need to do this differently. The code here was completely broken.
@ -142,7 +142,7 @@ bool MapCheat(cheatseq_t* c)
bool WarpCheat(cheatseq_t* c)
{
PLAYERp pp;
PLAYER* pp;
if (!(pp = checkCheat(c))) return false;
int level_num;

View file

@ -91,7 +91,7 @@ bool GameInterface::CanSave()
bool GameInterface::StartGame(FNewGameStartup& gs)
{
PLAYERp pp = Player + screenpeek;
PLAYER* pp = Player + screenpeek;
int handle = 0;
int zero = 0;

View file

@ -592,7 +592,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie
int tSpriteNum;
int smr4, smr2;
static int ang = 0;
PLAYERp pp = Player + screenpeek;
PLAYER* pp = Player + screenpeek;
int newshade=0;
const int DART_PIC = 2526;
@ -942,7 +942,7 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang,
HitInfo hit{};
int i, vx, vy, vz, hx, hy;
int daang;
PLAYERp pp = &Player[screenpeek];
PLAYER* pp = &Player[screenpeek];
binangle ang;
ang = *nang + buildang(pp->circle_camera_ang);
@ -1041,7 +1041,7 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang,
FString GameInterface::GetCoordString()
{
PLAYERp pp = Player + myconnectindex;
PLAYER* pp = Player + myconnectindex;
FString out;
out.AppendFormat("POSX:%d ", pp->pos.X);
out.AppendFormat("POSY:%d ", pp->pos.Y);
@ -1052,7 +1052,7 @@ FString GameInterface::GetCoordString()
}
void PrintSpriteInfo(PLAYERp pp)
void PrintSpriteInfo(PLAYER* pp)
{
const int Y_STEP = 7;
@ -1090,7 +1090,7 @@ void PrintSpriteInfo(PLAYERp pp)
}
void DrawCrosshair(PLAYERp pp)
void DrawCrosshair(PLAYER* pp)
{
if (!(CameraTestMode))
{
@ -1098,7 +1098,7 @@ void DrawCrosshair(PLAYERp pp)
}
}
void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, sectortype** tsect, binangle *tang, fixedhoriz *thoriz)
void CameraView(PLAYER* pp, int *tx, int *ty, int *tz, sectortype** tsect, binangle *tang, fixedhoriz *thoriz)
{
binangle ang;
bool found_camera = false;
@ -1285,9 +1285,9 @@ void PreDrawStackedWater(void)
short ScreenSavePic = false;
void DoPlayerDiveMeter(PLAYERp pp);
void DoPlayerDiveMeter(PLAYER* pp);
void polymost_drawscreen(PLAYERp pp, int tx, int ty, int tz, binangle tang, fixedhoriz thoriz, sectortype* tsect);
void polymost_drawscreen(PLAYER* pp, int tx, int ty, int tz, binangle tang, fixedhoriz thoriz, sectortype* tsect);
void UpdateWallPortalState()
@ -1372,7 +1372,7 @@ void RestorePortalState()
}
}
void drawscreen(PLAYERp pp, double smoothratio)
void drawscreen(PLAYER* pp, double smoothratio)
{
extern bool CameraTestMode;
int tx, ty, tz;
@ -1384,7 +1384,7 @@ void drawscreen(PLAYERp pp, double smoothratio)
int quake_z, quake_x, quake_y;
short quake_ang;
extern bool FAF_DebugView;
PLAYERp camerapp; // prediction player if prediction is on, else regular player
PLAYER* camerapp; // prediction player if prediction is on, else regular player
int const viewingRange = viewingrange;

View file

@ -144,7 +144,7 @@ void markgcroots()
}
void pClearSpriteList(PLAYERp pp);
void pClearSpriteList(PLAYER* pp);
extern int sw_snd_scratch;
@ -539,7 +539,7 @@ void TerminateLevel(void)
TRAVERSE_CONNECT(pnum)
{
PLAYERp pp = &Player[pnum];
PLAYER* pp = &Player[pnum];
// Free panel sprites for players
pClearSpriteList(pp);
@ -808,7 +808,7 @@ ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
GameStats GameInterface::getStats()
{
PLAYERp pp = Player + myconnectindex;
PLAYER* pp = Player + myconnectindex;
return { pp->Kills, TotalKillable, pp->SecretsFound, LevelSecrets, PlayClock / 120, 0 };
}

View file

@ -369,10 +369,7 @@ struct STATE;
typedef STATE* STATEp;
struct PANEL_STATE;
struct PLAYER;
typedef PLAYER *PLAYERp;
struct PERSONALITY;
struct ATTRIBUTE;
struct SECTOR_OBJECT;
@ -466,7 +463,7 @@ enum
struct DAMAGE_DATA
{
void (*Init)(PLAYERp);
void (*Init)(PLAYER*);
int16_t damage_lo;
int16_t damage_hi;
unsigned int radius;
@ -483,24 +480,24 @@ extern DAMAGE_DATA DamageData[];
extern int WeaponHasNoAmmo, WeaponIsAmmo;
void InitWeaponFist(PLAYERp);
void InitWeaponStar(PLAYERp);
void InitWeaponShotgun(PLAYERp);
void InitWeaponRocket(PLAYERp);
void InitWeaponRail(PLAYERp);
void InitWeaponMicro(PLAYERp);
void InitWeaponUzi(PLAYERp);
void InitWeaponSword(PLAYERp);
void InitWeaponHothead(PLAYERp);
void InitWeaponElectro(PLAYERp);
void InitWeaponHeart(PLAYERp);
void InitWeaponGrenade(PLAYERp);
void InitWeaponMine(PLAYERp);
void InitWeaponFist(PLAYER*);
void InitWeaponStar(PLAYER*);
void InitWeaponShotgun(PLAYER*);
void InitWeaponRocket(PLAYER*);
void InitWeaponRail(PLAYER*);
void InitWeaponMicro(PLAYER*);
void InitWeaponUzi(PLAYER*);
void InitWeaponSword(PLAYER*);
void InitWeaponHothead(PLAYER*);
void InitWeaponElectro(PLAYER*);
void InitWeaponHeart(PLAYER*);
void InitWeaponGrenade(PLAYER*);
void InitWeaponMine(PLAYER*);
void InitWeaponNapalm(PLAYERp);
void InitWeaponRing(PLAYERp);
void InitWeaponNapalm(PLAYER*);
void InitWeaponRing(PLAYER*);
extern void (*InitWeapon[MAX_WEAPONS]) (PLAYERp);
extern void (*InitWeapon[MAX_WEAPONS]) (PLAYER*);
///////////////////////////////////////////////////////////////////////////////////////////
//
@ -566,7 +563,7 @@ enum PlayerDeathTypes
PLAYER_DEATH_FLIP, PLAYER_DEATH_CRUMBLE, PLAYER_DEATH_EXPLODE, PLAYER_DEATH_RIPPER, PLAYER_DEATH_SQUISH, PLAYER_DEATH_DROWN, MAX_PLAYER_DEATHS
};
typedef void (*PLAYER_ACTION_FUNCp)(PLAYERp);
typedef void (*PLAYER_ACTION_FUNCp)(PLAYER*);
#include "inv.h"
@ -970,7 +967,7 @@ struct USER
// if a player's sprite points to player structure
PLAYERp PlayerP;
PLAYER* PlayerP;
int16_t Sibling;
@ -1618,10 +1615,10 @@ enum
short SoundDist(int x, int y, int z, int basedist);
short SoundAngle(int x, int y);
//void PlaySound(int num, short angle, short vol);
int _PlaySound(int num, DSWActor* sprite, PLAYERp player, vec3_t *pos, Voc3D_Flags flags, int channel, EChanFlags sndflags);
int _PlaySound(int num, DSWActor* sprite, PLAYER* player, vec3_t *pos, Voc3D_Flags flags, int channel, EChanFlags sndflags);
void InitAmbient(int num, DSWActor* actor);
inline void PlaySound(int num, PLAYERp player, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
inline void PlaySound(int num, PLAYER* player, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
_PlaySound(num, nullptr, player, nullptr, flags, channel, sndflags);
}
@ -1634,9 +1631,9 @@ inline void PlaySound(int num, vec3_t *pos, Voc3D_Flags flags, int channel = 8,
_PlaySound(num, nullptr, nullptr, pos, flags, channel, sndflags);
}
int _PlayerSound(int num, PLAYERp pp);
inline int PlayerSound(int num, int flags, PLAYERp pp) { return _PlayerSound(num, pp); }
void StopPlayerSound(PLAYERp pp, int which = -1);
int _PlayerSound(int num, PLAYER* pp);
inline int PlayerSound(int num, int flags, PLAYER* pp) { return _PlayerSound(num, pp); }
void StopPlayerSound(PLAYER* pp, int which = -1);
bool SoundValidAndActive(DSWActor* spr, int channel);
@ -1645,11 +1642,11 @@ ANIMATOR DoActorBeginJump,DoActorJump,DoActorBeginFall,DoActorFall,DoActorDeathM
struct BREAK_INFO;
int SpawnShrap(DSWActor*, DSWActor*, int = -1, BREAK_INFO* breakinfo = nullptr);
void PlayerUpdateHealth(PLAYERp pp, short value);
void PlayerUpdateAmmo(PLAYERp pp, short WeaponNum, short value);
void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum);
void PlayerUpdateKills(PLAYERp pp, short value);
void RefreshInfoLine(PLAYERp pp);
void PlayerUpdateHealth(PLAYER* pp, short value);
void PlayerUpdateAmmo(PLAYER* pp, short WeaponNum, short value);
void PlayerUpdateWeapon(PLAYER* pp, short WeaponNum);
void PlayerUpdateKills(PLAYER* pp, short value);
void RefreshInfoLine(PLAYER* pp);
void DoAnim(int numtics);
void AnimDelete(int animtype, int animindex, DSWActor*);
@ -1702,8 +1699,8 @@ inline bool FAF_ConnectArea(sectortype* sect)
return sect && (FAF_ConnectCeiling(sect) || FAF_ConnectFloor(sect));
}
bool PlayerCeilingHit(PLAYERp pp, int zlimit);
bool PlayerFloorHit(PLAYERp pp, int zlimit);
bool PlayerCeilingHit(PLAYER* pp, int zlimit);
bool PlayerFloorHit(PLAYER* pp, int zlimit);
void FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect,
int32_t xvect, int32_t yvect, int32_t zvect,
@ -1794,8 +1791,8 @@ extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE];
//
///////////////////////////////////////////////////////////////
extern void SetFadeAmt(PLAYERp pp, short damage, uint8_t startcolor);
extern void DoPaletteFlash(PLAYERp pp);
extern void SetFadeAmt(PLAYER* pp, short damage, uint8_t startcolor);
extern void DoPaletteFlash(PLAYER* pp);
extern bool NightVision;
@ -1819,7 +1816,7 @@ void DebugWriteString(char *string); // game.c
void getsyncstat(void); // sync.c
void SyncStatMessage(void); // sync.c
void drawscreen(PLAYERp pp, double smoothratio); // draw.c
void drawscreen(PLAYER* pp, double smoothratio); // draw.c
int COVERsetgamemode(int mode, int xdim, int ydim, int bpp); // draw.c
void ScreenCaptureKeys(void); // draw.c
@ -1834,9 +1831,9 @@ void InitSetup(void); // setup.c
void LoadKVXFromScript(const char *filename); // scrip2.c
void LoadCustomInfoFromScript(const char *filename); // scrip2.c
int PlayerInitChemBomb(PLAYERp pp); // jweapon.c
int PlayerInitFlashBomb(PLAYERp pp); // jweapon.c
int PlayerInitCaltrops(PLAYERp pp); // jweapon.c
int PlayerInitChemBomb(PLAYER* pp); // jweapon.c
int PlayerInitFlashBomb(PLAYER* pp); // jweapon.c
int PlayerInitCaltrops(PLAYER* pp); // jweapon.c
int InitPhosphorus(DSWActor*); // jweapon.c
void SpawnFloorSplash(DSWActor*); // jweapon.c
@ -1966,7 +1963,7 @@ inline bool SectorIsUnderwaterArea(sectortype* sect)
return (sect->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2)) ? true : false;
}
inline int PlayerFacingRange(PLAYERp pp, DSWActor* a, int range)
inline int PlayerFacingRange(PLAYER* pp, DSWActor* a, int range)
{
return (abs(getincangle(getangle(a->spr.pos.X - (pp)->pos.X, a->spr.pos.Y - (pp)->pos.Y), (pp)->angle.ang.asbuild())) < (range));
}
@ -2102,7 +2099,7 @@ inline bool SpriteInUnderwaterArea(DSWActor* a)
// just determine if the player is moving
inline bool PLAYER_MOVING(PLAYERp pp)
inline bool PLAYER_MOVING(PLAYER* pp)
{
return (pp->vect.X | pp->vect.Y);
}

View file

@ -529,7 +529,7 @@ int DoHornetDeath(DSWActor* actor)
int DoCheckSwarm(DSWActor* actor)
{
int dist, pdist, a,b,c;
PLAYERp pp;
PLAYER* pp;
if (!MoveSkip8) return 0; // Don't over check

View file

@ -34,10 +34,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
void DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust);
void DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust);
void DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist);
void DoPlayerTurnTurret(PLAYERp pp, float avel);
void DoPlayerHorizon(PLAYER* pp, float const horz, double const scaleAdjust);
void DoPlayerTurn(PLAYER* pp, float const avel, double const scaleAdjust);
void DoPlayerTurnVehicle(PLAYER* pp, float avel, int z, int floor_dist);
void DoPlayerTurnTurret(PLAYER* pp, float avel);
static InputPacket loc;
@ -76,7 +76,7 @@ enum
//
//---------------------------------------------------------------------------
static void processWeapon(PLAYERp const pp)
static void processWeapon(PLAYER* const pp)
{
DSWActor* plActor = pp->actor;
if (plActor == nullptr) return;
@ -158,7 +158,7 @@ static void processWeapon(PLAYERp const pp)
void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket *packet)
{
PLAYERp pp = &Player[myconnectindex];
PLAYER* pp = &Player[myconnectindex];
if (paused || M_Active() || pp->actor == nullptr)
{

View file

@ -44,28 +44,28 @@ BEGIN_SW_NS
extern short NormalVisibility;
void PlayerUpdateInventory(PLAYERp pp, short InventoryNum);
void InventoryUse(PLAYERp pp);
void InventoryStop(PLAYERp pp, short InventoryNum);
void PlayerUpdateInventory(PLAYER* pp, short InventoryNum);
void InventoryUse(PLAYER* pp);
void InventoryStop(PLAYER* pp, short InventoryNum);
void UseInventoryRepairKit(PLAYERp pp);
void UseInventoryMedkit(PLAYERp pp);
void UseInventoryRepairKit(PLAYERp pp);
void UseInventoryCloak(PLAYERp pp);
void UseInventoryEnvironSuit(PLAYERp pp);
void UseInventoryNightVision(PLAYERp pp);
void UseInventoryChemBomb(PLAYERp pp);
void UseInventoryFlashBomb(PLAYERp pp);
void UseInventoryCaltrops(PLAYERp pp);
void UseInventoryRepairKit(PLAYER* pp);
void UseInventoryMedkit(PLAYER* pp);
void UseInventoryRepairKit(PLAYER* pp);
void UseInventoryCloak(PLAYER* pp);
void UseInventoryEnvironSuit(PLAYER* pp);
void UseInventoryNightVision(PLAYER* pp);
void UseInventoryChemBomb(PLAYER* pp);
void UseInventoryFlashBomb(PLAYER* pp);
void UseInventoryCaltrops(PLAYER* pp);
void StopInventoryRepairKit(PLAYERp pp, short);
void StopInventoryMedkit(PLAYERp pp, short);
void StopInventoryRepairKit(PLAYERp pp, short);
void StopInventoryCloak(PLAYERp pp, short);
void StopInventoryEnvironSuit(PLAYERp pp, short);
void StopInventoryNightVision(PLAYERp pp, short);
void StopInventoryRepairKit(PLAYER* pp, short);
void StopInventoryMedkit(PLAYER* pp, short);
void StopInventoryRepairKit(PLAYER* pp, short);
void StopInventoryCloak(PLAYER* pp, short);
void StopInventoryEnvironSuit(PLAYER* pp, short);
void StopInventoryNightVision(PLAYER* pp, short);
extern PANEL_STATE ps_PanelEnvironSuit[];
@ -90,14 +90,14 @@ void PanelInvTestSuicide(PANEL_SPRITE* psp)
}
}
void KillPanelInv(PLAYERp pp, short InventoryNum)
void KillPanelInv(PLAYER* pp, short InventoryNum)
{
ASSERT(InventoryNum < MAX_INVENTORY);
pp->InventoryTics[InventoryNum] = 0;
}
void KillAllPanelInv(PLAYERp pp)
void KillAllPanelInv(PLAYER* pp)
{
for (int i = 0; i < MAX_INVENTORY; i++)
{
@ -111,7 +111,7 @@ void KillAllPanelInv(PLAYERp pp)
//
//////////////////////////////////////////////////////////////////////
void AutoPickInventory(PLAYERp pp)
void AutoPickInventory(PLAYER* pp)
{
int i;
@ -137,7 +137,7 @@ void AutoPickInventory(PLAYERp pp)
}
}
void UseInventoryMedkit(PLAYERp pp)
void UseInventoryMedkit(PLAYER* pp)
{
short diff;
short inv = INVENTORY_MEDKIT;
@ -184,7 +184,7 @@ void UseInventoryMedkit(PLAYERp pp)
// CHEMICAL WARFARE CANISTERS
//
//////////////////////////////////////////////////////////////////////
void UseInventoryChemBomb(PLAYERp pp)
void UseInventoryChemBomb(PLAYER* pp)
{
short inv = INVENTORY_CHEMBOMB;
@ -207,7 +207,7 @@ void UseInventoryChemBomb(PLAYERp pp)
// FLASH BOMBS
//
//////////////////////////////////////////////////////////////////////
void UseInventoryFlashBomb(PLAYERp pp)
void UseInventoryFlashBomb(PLAYER* pp)
{
short inv = INVENTORY_FLASHBOMB;
@ -230,7 +230,7 @@ void UseInventoryFlashBomb(PLAYERp pp)
// CALTROPS
//
//////////////////////////////////////////////////////////////////////
void UseInventoryCaltrops(PLAYERp pp)
void UseInventoryCaltrops(PLAYER* pp)
{
short inv = INVENTORY_CALTROPS;
@ -254,7 +254,7 @@ void UseInventoryCaltrops(PLAYERp pp)
//
//////////////////////////////////////////////////////////////////////
void UseInventoryRepairKit(PLAYERp pp)
void UseInventoryRepairKit(PLAYER* pp)
{
short inv = INVENTORY_REPAIR_KIT;
@ -282,7 +282,7 @@ void UseInventoryRepairKit(PLAYERp pp)
//
//////////////////////////////////////////////////////////////////////
void UseInventoryCloak(PLAYERp pp)
void UseInventoryCloak(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
@ -307,7 +307,7 @@ void UseInventoryCloak(PLAYERp pp)
PlayerSound(DIGI_IAMSHADOW, v3df_follow|v3df_dontpan,pp);
}
void StopInventoryCloak(PLAYERp pp, short InventoryNum)
void StopInventoryCloak(PLAYER* pp, short InventoryNum)
{
DSWActor* plActor = pp->actor;
@ -335,7 +335,7 @@ void StopInventoryCloak(PLAYERp pp, short InventoryNum)
//
//////////////////////////////////////////////////////////////////////
void DoPlayerNightVisionPalette(PLAYERp pp)
void DoPlayerNightVisionPalette(PLAYER* pp)
{
if (pp != Player + screenpeek) return;
@ -358,7 +358,7 @@ void DoPlayerNightVisionPalette(PLAYERp pp)
}
}
void UseInventoryNightVision(PLAYERp pp)
void UseInventoryNightVision(PLAYER* pp)
{
if (pp->InventoryActive[pp->InventoryNum])
{
@ -375,7 +375,7 @@ void UseInventoryNightVision(PLAYERp pp)
PlaySound(DIGI_NIGHTON, pp, v3df_dontpan|v3df_follow);
}
void StopInventoryNightVision(PLAYERp pp, short InventoryNum)
void StopInventoryNightVision(PLAYER* pp, short InventoryNum)
{
pp->InventoryActive[InventoryNum] = false;
@ -402,7 +402,7 @@ void StopInventoryNightVision(PLAYERp pp, short InventoryNum)
//
//////////////////////////////////////////////////////////////////////
void InventoryKeys(PLAYERp pp)
void InventoryKeys(PLAYER* pp)
{
// scroll SPELLs left
if (pp->input.actions & SB_INVPREV)
@ -489,7 +489,7 @@ void InventoryKeys(PLAYERp pp)
}
}
void InventoryTimer(PLAYERp pp)
void InventoryTimer(PLAYER* pp)
{
// called every time through loop
short inv = 0;
@ -567,7 +567,7 @@ void InventoryTimer(PLAYERp pp)
}
}
void InventoryUse(PLAYERp pp)
void InventoryUse(PLAYER* pp)
{
INVENTORY_DATA* id = &InventoryData[pp->InventoryNum];
@ -575,7 +575,7 @@ void InventoryUse(PLAYERp pp)
(*id->Init)(pp);
}
void InventoryStop(PLAYERp pp, short InventoryNum)
void InventoryStop(PLAYER* pp, short InventoryNum)
{
INVENTORY_DATA* id = &InventoryData[InventoryNum];
@ -589,7 +589,7 @@ void InventoryStop(PLAYERp pp, short InventoryNum)
//
/////////////////////////////////////////////////////////////////
void PlayerUpdateInventory(PLAYERp pp, short InventoryNum)
void PlayerUpdateInventory(PLAYER* pp, short InventoryNum)
{
pp->InventoryNum = InventoryNum;

View file

@ -39,8 +39,8 @@ enum InventoryNames
struct INVENTORY_DATA
{
const char* Name;
void (*Init)(PLAYERp);
void (*Stop)(PLAYERp, short);
void (*Init)(PLAYER*);
void (*Stop)(PLAYER*, short);
short DecPerSec;
short MaxInv;
int Scale;
@ -56,7 +56,7 @@ enum EInvFlags
INVF_COUNT = 4
};
void PlayerUpdateInventory(PLAYERp pp, short InventoryNum);
void InventoryKeys(PLAYERp pp);
void UseInventoryRepairKit(PLAYERp pp);
void InventoryTimer(PLAYERp pp);
void PlayerUpdateInventory(PLAYER* pp, short InventoryNum);
void InventoryKeys(PLAYER* pp);
void UseInventoryRepairKit(PLAYER* pp);
void InventoryTimer(PLAYER* pp);

View file

@ -431,7 +431,7 @@ void
JS_ProcessEchoSpot()
{
int j,dist;
PLAYERp pp = Player+screenpeek;
PLAYER* pp = Player+screenpeek;
int16_t reverb;
bool reverb_set = false;
@ -475,7 +475,7 @@ short camplayerview = 1; // Don't show yourself!
// Hack job alert!
// Mirrors and cameras are maintained in the same data structure, but for hardware rendering they cannot be interleaved.
// So this function replicates JS_DrawMirrors to only process the camera textures but not change any global state.
void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
void JS_DrawCameras(PLAYER* pp, int tx, int ty, int tz, double smoothratio)
{
int j, cnt;
int dist;
@ -634,7 +634,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
{
if (dist < MAXCAMDIST)
{
PLAYERp cp = Player + camplayerview;
PLAYER* cp = Player + camplayerview;
if (TEST_BOOL11(camactor) && numplayers > 1)
{
@ -654,11 +654,11 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
// Workaround until the camera code can be refactored to process all camera textures that were visible last frame.
// Need to stash the parameters for later use. This is only used to find the nearest camera.
static PLAYERp cam_pp;
static PLAYER* cam_pp;
static int cam_tx, cam_ty, cam_tz;
static int oldstat;
void JS_CameraParms(PLAYERp pp, int tx, int ty, int tz)
void JS_CameraParms(PLAYER* pp, int tx, int ty, int tz)
{
cam_pp = pp;
cam_tx = tx;

View file

@ -64,9 +64,9 @@ extern bool mirrorinview;
extern short NormalVisibility;
void JAnalyzeSprites(tspritetype* tspr);
void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio);
void JS_CameraParms(PLAYERp pp, int tx, int ty, int tz);
void JS_DrawMirrors(PLAYERp pp,int tx,int ty,int tz,fixed_t tpq16ang,fixed_t tpq16horiz);
void JS_DrawCameras(PLAYER* pp, int tx, int ty, int tz, double smoothratio);
void JS_CameraParms(PLAYER* pp, int tx, int ty, int tz);
void JS_DrawMirrors(PLAYER* pp,int tx,int ty,int tz,fixed_t tpq16ang,fixed_t tpq16horiz);
void JS_InitMirrors(void);
void JS_ProcessEchoSpot(void);
void JS_SpriteSetup(void);

View file

@ -1234,7 +1234,7 @@ int DoRadiationCloud(DSWActor* actor)
// Inventory Chemical Bombs
//
//////////////////////////////////////////////
int PlayerInitChemBomb(PLAYERp pp)
int PlayerInitChemBomb(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
int nx, ny, nz;
@ -1409,7 +1409,7 @@ int InitChemBomb(DSWActor* actor)
//
//////////////////////////////////////////////
int PlayerInitFlashBomb(PLAYERp pp)
int PlayerInitFlashBomb(PLAYER* pp)
{
unsigned int stat;
int dist, tx, ty, tmin;
@ -1479,7 +1479,7 @@ int InitFlashBomb(DSWActor* actor)
unsigned int stat;
int dist, tx, ty, tmin;
short damage;
PLAYERp pp = Player + screenpeek;
PLAYER* pp = Player + screenpeek;
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
@ -1608,7 +1608,7 @@ void SpawnFlashBombOnActor(DSWActor* actor)
//
//////////////////////////////////////////////
int PlayerInitCaltrops(PLAYERp pp)
int PlayerInitCaltrops(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
int nx, ny, nz;

View file

@ -37,7 +37,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
{
int i;
vec3_t opos[MAX_CLIPBOX], pos[MAX_CLIPBOX];
@ -117,7 +117,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
return min_ret;
}
short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist)
short MultiClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist)
{
int i;
SECTOR_OBJECT* sop = pp->sop;
@ -186,7 +186,7 @@ int testquadinsect(int *point_num, vec2_t const * q, sectortype* sect)
//Ken gives the tank clippin' a try...
int RectClipMove(PLAYERp pp, int *qx, int *qy)
int RectClipMove(PLAYER* pp, int *qx, int *qy)
{
int i;
vec2_t xy[4];
@ -265,7 +265,7 @@ int testpointinquad(int x, int y, int *qx, int *qy)
return cnt>>31;
}
short RectClipTurn(PLAYERp pp, short new_ang, int *qx, int *qy, int *ox, int *oy)
short RectClipTurn(PLAYER* pp, short new_ang, int *qx, int *qy, int *ox, int *oy)
{
int i;
vec2_t xy[4];

View file

@ -27,10 +27,10 @@ BEGIN_SW_NS
#define RECT_CLIP 1
Collision MultiClipMove(PLAYERp pp, int z, int floor_dist);
short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist);
int RectClipMove(PLAYERp pp, int *qx, int *qy);
Collision MultiClipMove(PLAYER* pp, int z, int floor_dist);
short MultiClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist);
int RectClipMove(PLAYER* pp, int *qx, int *qy);
int testpointinquad(int x, int y, int *qx, int *qy);
//short RectClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist, int *qx, int *qy);
short RectClipTurn(PLAYERp pp, short new_ang, int *qx, int *qy, int *ox, int *oy);
//short RectClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist, int *qx, int *qy);
short RectClipTurn(PLAYER* pp, short new_ang, int *qx, int *qy, int *ox, int *oy);
END_SW_NS

View file

@ -80,7 +80,7 @@ static int faderamp[32] =
// Set the amount of redness for damage
// the player just took
//////////////////////////////////////////
void SetFadeAmt(PLAYERp pp, short damage, uint8_t startcolor)
void SetFadeAmt(PLAYER* pp, short damage, uint8_t startcolor)
{
const int FADE_DAMAGE_FACTOR = 3; // 100 health / 32 shade cycles = 3.125
@ -143,7 +143,7 @@ void SetFadeAmt(PLAYERp pp, short damage, uint8_t startcolor)
//////////////////////////////////////////
// Do the screen reddness based on damage
//////////////////////////////////////////
void DoPaletteFlash(PLAYERp pp)
void DoPaletteFlash(PLAYER* pp)
{
const int MAXFADETICS = 5;

View file

@ -24,7 +24,7 @@ DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, sectortype** sect);
void ProcessVisOn(void);
void VisViewChange(PLAYERp pp, int* vis);
void VisViewChange(PLAYER* pp, int* vis);
void SpawnVis(DSWActor* Parent, sectortype* sect, int x, int y, int z, int amt);
enum TriggerType { TRIGGER_TYPE_REMOTE_SO };
@ -48,10 +48,10 @@ void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics);
#define TEXT_INFO_YOFF (10)
inline constexpr int TEXT_INFO_LINE(int line) { return (TEXT_INFO_Y + ((line)*TEXT_INFO_YOFF)); }
void PutStringInfo(PLAYERp pp, const char* string);
void PutStringInfo(PLAYER* pp, const char* string);
void DoSlidorMatch(PLAYERp pp, short match, bool);
void DoSlidorMatch(PLAYER* pp, short match, bool);
bool TestSlidorMatchActive(short match);
void InterpSectorSprites(sectortype* sect, bool state);
@ -70,21 +70,21 @@ int DoActorSectorDamage(DSWActor* actor);
int DoScaleSprite(DSWActor* actor);
int DoActorStopFall(DSWActor* actor);
void InitPlayerSprite(PLAYERp pp);
void InitPlayerSprite(PLAYER* pp);
void InitAllPlayerSprites(void);
void PlayerPanelSetup(void);
void PlayerDeathReset(PLAYERp pp);
void SpawnPlayerUnderSprite(PLAYERp pp);
void PlayerDeathReset(PLAYER* pp);
void SpawnPlayerUnderSprite(PLAYER* pp);
void DoQuakeMatch(short match);
void ProcessQuakeOn(void);
void ProcessQuakeSpot(void);
void QuakeViewChange(PLAYERp pp, int* z_diff, int* x_diff, int* y_diff, short* ang_diff);
void DoQuake(PLAYERp pp);
bool SetQuake(PLAYERp pp, short tics, short amt);
void QuakeViewChange(PLAYER* pp, int* z_diff, int* x_diff, int* y_diff, short* ang_diff);
void DoQuake(PLAYER* pp);
bool SetQuake(PLAYER* pp, short tics, short amt);
int SetExpQuake(DSWActor*);
int SetGunQuake(DSWActor*);
int SetPlayerQuake(PLAYERp mpp);
int SetPlayerQuake(PLAYER* mpp);
int SetNuclearQuake(DSWActor*);
int SetSumoQuake(DSWActor*);
int SetSumoFartQuake(DSWActor*);

View file

@ -62,7 +62,7 @@ double smoothratio;
void InitNetPlayerOptions(void)
{
// short pnum;
PLAYERp pp = Player + myconnectindex;
PLAYER* pp = Player + myconnectindex;
strncpy(pp->PlayerName, playername, 31);

View file

@ -33,13 +33,13 @@ enum
};
extern bool PredictionOn;
extern PLAYER PredictPlayer;
extern PLAYERp ppp;
extern PLAYER* ppp;
extern short predictangpos[];
extern int predictmovefifoplc;
extern bool Prediction;
void InitPrediction(PLAYERp pp);
void DoPrediction(PLAYERp ppp);
void InitPrediction(PLAYER* pp);
void DoPrediction(PLAYER* ppp);
void CorrectPrediction(int actualfifoplc);

View file

@ -2139,7 +2139,7 @@ void InitAllPlayerSprites(void)
}
void PlayerLevelReset(PLAYERp pp)
void PlayerLevelReset(PLAYER* pp)
{
DSWActor* actor = pp->actor;
@ -2178,7 +2178,7 @@ void PlayerLevelReset(PLAYERp pp)
DamageData[actor->user.WeaponNum].Init(pp);
}
void PlayerDeathReset(PLAYERp pp)
void PlayerDeathReset(PLAYER* pp)
{
DSWActor* actor = pp->actor;
@ -2258,7 +2258,7 @@ void PlayerPanelSetup(void)
}
}
void PlayerGameReset(PLAYERp pp)
void PlayerGameReset(PLAYER* pp)
{
DSWActor* actor = pp->actor;
@ -2317,7 +2317,7 @@ void PlayerGameReset(PLAYERp pp)
extern ACTOR_ACTION_SET PlayerNinjaActionSet;
void InitPlayerSprite(PLAYERp pp)
void InitPlayerSprite(PLAYER* pp)
{
int pnum = int(pp - Player);
extern bool NewGame;
@ -2386,7 +2386,7 @@ void InitPlayerSprite(PLAYERp pp)
pp->DeathType = 0;
}
void SpawnPlayerUnderSprite(PLAYERp pp)
void SpawnPlayerUnderSprite(PLAYER* pp)
{
DSWActor* plActor = pp->actor;

View file

@ -129,7 +129,7 @@ void GameInterface::SwitchCoopView()
}
else
{
PLAYERp tp = Player + screenpeek;
PLAYER* tp = Player + screenpeek;
DoPlayerDivePalette(tp);
DoPlayerNightVisionPalette(tp);
}

View file

@ -46,17 +46,17 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
int InitSwordAttack(PLAYERp pp);
int InitSwordAttack(PLAYER* pp);
PANEL_SPRITE* InitWeaponUziSecondaryReload(PANEL_SPRITE*);
PANEL_SPRITE* InitWeaponUzi2(PANEL_SPRITE*);
int InitShotgun(PLAYERp pp);
int InitRail(PLAYERp pp);
int InitMicro(PLAYERp pp);
int InitRocket(PLAYERp pp);
int InitNuke(PLAYERp pp);
int InitGrenade(PLAYERp pp);
int InitMine(PLAYERp pp);
int InitFistAttack(PLAYERp pp);
int InitShotgun(PLAYER* pp);
int InitRail(PLAYER* pp);
int InitMicro(PLAYER* pp);
int InitRocket(PLAYER* pp);
int InitNuke(PLAYER* pp);
int InitGrenade(PLAYER* pp);
int InitMine(PLAYER* pp);
int InitFistAttack(PLAYER* pp);
struct PANEL_SHRAP
{
@ -67,7 +67,7 @@ struct PANEL_SHRAP
void PanelInvTestSuicide(PANEL_SPRITE* psp);
void InsertPanelSprite(PLAYERp pp, PANEL_SPRITE* psp);
void InsertPanelSprite(PLAYER* pp, PANEL_SPRITE* psp);
void pKillSprite(PANEL_SPRITE* psp);
void pWeaponBob(PANEL_SPRITE* psp, short condition);
void pSuicide(PANEL_SPRITE* psp);
@ -92,8 +92,8 @@ uint8_t UziRecoilYadj = 0;
extern short screenpeek;
pANIMATOR pNullAnimator;
int InitStar(PLAYERp);
int ChangeWeapon(PLAYERp);
int InitStar(PLAYER*);
int ChangeWeapon(PLAYER*);
ANIMATOR InitFire;
@ -107,7 +107,7 @@ void pNullAnimator(PANEL_SPRITE*)
return;
}
PANEL_SPRITE* pFindMatchingSprite(PLAYERp pp, int x, int y, short pri)
PANEL_SPRITE* pFindMatchingSprite(PLAYER* pp, int x, int y, short pri)
{
PANEL_SPRITE* next;
@ -127,7 +127,7 @@ PANEL_SPRITE* pFindMatchingSprite(PLAYERp pp, int x, int y, short pri)
return nullptr;
}
PANEL_SPRITE* pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pri)
PANEL_SPRITE* pFindMatchingSpriteID(PLAYER* pp, short id, int x, int y, short pri)
{
PANEL_SPRITE* next;
@ -147,7 +147,7 @@ PANEL_SPRITE* pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pr
return nullptr;
}
bool pKillScreenSpiteIDs(PLAYERp pp, short id)
bool pKillScreenSpiteIDs(PLAYER* pp, short id)
{
PANEL_SPRITE* next;
bool found = false;
@ -182,7 +182,7 @@ void pToggleCrosshair(void)
}
// Player has a chance of yelling out during combat, when firing a weapon.
void DoPlayerChooseYell(PLAYERp pp)
void DoPlayerChooseYell(PLAYER* pp)
{
int choose_snd = 0;
@ -214,7 +214,7 @@ void ArmorCalc(int damage_amt, int *armor_damage, int *player_damage)
}
void PlayerUpdateHealth(PLAYERp pp, short value)
void PlayerUpdateHealth(PLAYER* pp, short value)
{
DSWActor* plActor = pp->actor;
short x,y;
@ -318,7 +318,7 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
plActor->user.Health = pp->MaxHealth;
}
void PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
void PlayerUpdateAmmo(PLAYER* pp, short UpdateWeaponNum, short value)
{
short x,y;
short WeaponNum;
@ -356,7 +356,7 @@ void PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
}
}
void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
void PlayerUpdateWeapon(PLAYER* pp, short WeaponNum)
{
DSWActor* plActor = pp->actor;
@ -367,7 +367,7 @@ void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
plActor->user.WeaponNum = int8_t(WeaponNum);
}
void PlayerUpdateKills(PLAYERp pp, short value)
void PlayerUpdateKills(PLAYER* pp, short value)
{
if (Prediction)
return;
@ -379,7 +379,7 @@ void PlayerUpdateKills(PLAYERp pp, short value)
if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.TeamPlay)
{
short pnum;
PLAYERp opp;
PLAYER* opp;
TRAVERSE_CONNECT(pnum)
{
@ -404,7 +404,7 @@ void PlayerUpdateKills(PLAYERp pp, short value)
pp->Kills = -99;
}
void PlayerUpdateArmor(PLAYERp pp, short value)
void PlayerUpdateArmor(PLAYER* pp, short value)
{
if (Prediction)
return;
@ -421,7 +421,7 @@ void PlayerUpdateArmor(PLAYERp pp, short value)
}
int WeaponOperate(PLAYERp pp)
int WeaponOperate(PLAYER* pp)
{
short weapon;
DSWActor* plActor = pp->actor;
@ -639,7 +639,7 @@ int WeaponOperate(PLAYERp pp)
return 0;
}
bool WeaponOK(PLAYERp pp)
bool WeaponOK(PLAYER* pp)
{
short min_ammo, WeaponNum, FindWeaponNum;
static const uint8_t wpn_order[] = {2,3,4,5,6,7,8,9,1,0};
@ -887,7 +887,7 @@ void SpecialUziRetractFunc(PANEL_SPRITE* psp)
}
}
void RetractCurWpn(PLAYERp pp)
void RetractCurWpn(PLAYER* pp)
{
// Retract old weapon
if (pp->CurWpn)
@ -924,7 +924,7 @@ void RetractCurWpn(PLAYERp pp)
}
}
void InitWeaponSword(PLAYERp pp)
void InitWeaponSword(PLAYER* pp)
{
PANEL_SPRITE* psp;
short rnd_num;
@ -1318,7 +1318,7 @@ void pStarRestTest(PANEL_SPRITE* psp)
pSetState(psp, psp->RestState);
}
void InitWeaponStar(PLAYERp pp)
void InitWeaponStar(PLAYER* pp)
{
PANEL_SPRITE* psp = nullptr;
@ -1851,7 +1851,7 @@ void pUziReloadRetract(PANEL_SPRITE* nclip)
void pUziDoneReload(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
if (psp->flags & (PANF_PRIMARY) && pp->WpnUziType == 3)
@ -1930,7 +1930,7 @@ void pUziClip(PANEL_SPRITE* oclip)
// Uzi Basic Stuff
//
void InitWeaponUzi(PLAYERp pp)
void InitWeaponUzi(PLAYER* pp)
{
PANEL_SPRITE* psp = nullptr;
@ -2013,7 +2013,7 @@ void InitWeaponUzi(PLAYERp pp)
PANEL_SPRITE* InitWeaponUzi2(PANEL_SPRITE* uzi_orig)
{
PANEL_SPRITE* New;
PLAYERp pp = uzi_orig->PlayerP;
PLAYER* pp = uzi_orig->PlayerP;
// There is already a second uzi, or it's retracting
@ -2048,7 +2048,7 @@ PANEL_SPRITE* InitWeaponUzi2(PANEL_SPRITE* uzi_orig)
PANEL_SPRITE* InitWeaponUziSecondaryReload(PANEL_SPRITE* uzi_orig)
{
PANEL_SPRITE* New;
PLAYERp pp = uzi_orig->PlayerP;
PLAYER* pp = uzi_orig->PlayerP;
New = pSpawnSprite(pp, ps_PresentUzi, PRI_MID, 160 - UZI_XOFF, UZI_YOFF);
New->pos.Y += tileHeight(New->picndx);
@ -2260,7 +2260,7 @@ void pUziAction(PANEL_SPRITE* psp)
void pUziFire(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
if (!WeaponOK(psp->PlayerP))
return;
@ -2381,7 +2381,7 @@ PANEL_STATE ps_Uzi2Shell[] =
void SpawnUziShell(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
if (psp->State && (psp->State->flags & psf_Xflip))
{
@ -2450,7 +2450,7 @@ PANEL_STATE ps_ShotgunShell[] =
void SpawnShotgunShell(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
SpawnShell(pp->actor,-4);
}
@ -2591,7 +2591,7 @@ PANEL_STATE ps_RetractShotgun[] =
#define SHOTGUN_YOFF 200
#define SHOTGUN_XOFF (160+42)
void InitWeaponShotgun(PLAYERp pp)
void InitWeaponShotgun(PLAYER* pp)
{
PANEL_SPRITE* psp = nullptr;
@ -3061,7 +3061,7 @@ PANEL_STATE ps_RetractRail[] =
//#define RAIL_XOFF (160+60)
#define RAIL_XOFF (160+6)
void InitWeaponRail(PLAYERp pp)
void InitWeaponRail(PLAYER* pp)
{
PANEL_SPRITE* psp = nullptr;
@ -3484,7 +3484,7 @@ void pHotHeadOverlays(PANEL_SPRITE* psp, short mode)
#define HOTHEAD_XOFF (200 + HOTHEAD_BOB_X_AMT + 6)
#define HOTHEAD_YOFF 200
void InitWeaponHothead(PLAYERp pp)
void InitWeaponHothead(PLAYER* pp)
{
PANEL_SPRITE* psp = nullptr;
@ -3734,7 +3734,7 @@ PANEL_STATE ps_OnFire[] =
#define ON_FIRE_Y_TOP 190
#define ON_FIRE_Y_BOT 230
void SpawnOnFire(PLAYERp pp)
void SpawnOnFire(PLAYER* pp)
{
PANEL_SPRITE* fire;
short x = 50;
@ -3894,7 +3894,7 @@ void pMicroSetRecoil(PANEL_SPRITE* psp)
psp->ang = NORM_ANGLE(-256);
}
void InitWeaponMicro(PLAYERp pp)
void InitWeaponMicro(PLAYER* pp)
{
PANEL_SPRITE* psp;
@ -3990,7 +3990,7 @@ void pMicroRecoilUp(PANEL_SPRITE* psp)
void pMicroPresent(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
if (psp->PlayerP->Flags & (PF_WEAPON_RETRACT))
return;
@ -4140,7 +4140,7 @@ PANEL_STATE ps_MicroNukeFlash[] =
void pMicroRest(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
bool force = !!(psp->flags & PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_MicroHide))
@ -4252,7 +4252,7 @@ void pMicroRetract(PANEL_SPRITE* psp)
void pNukeAction(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
#if 0 // Code commented out as it's causing interpolation issues when initialising a nuke.
psp->backupy();
@ -4273,7 +4273,7 @@ void pNukeAction(PANEL_SPRITE* psp)
void pMicroStandBy(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
pMicroOverlays(psp);
PlaySound(DIGI_NUKESTDBY, pp, v3df_follow|v3df_dontpan, CHAN_WEAPON);
@ -4281,14 +4281,14 @@ void pMicroStandBy(PANEL_SPRITE* psp)
void pMicroCount(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
PlaySound(DIGI_NUKECDOWN, pp, v3df_follow|v3df_dontpan, CHAN_WEAPON);
}
void pMicroReady(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
PlaySound(DIGI_NUKEREADY, pp, v3df_follow|v3df_dontpan, CHAN_WEAPON);
pp->NukeInitialized = true;
@ -4360,7 +4360,7 @@ PANEL_STATE ps_RetractHeart[] =
#define HEART_YOFF 212
void InitWeaponHeart(PLAYERp pp)
void InitWeaponHeart(PLAYER* pp)
{
PANEL_SPRITE* psp;
@ -4517,13 +4517,13 @@ void pHeartActionBlood(PANEL_SPRITE* psp)
SpawnHeartBlood(psp);
}
void InitHeartAttack(PLAYERp pp);
void InitHeartAttack(PLAYER* pp);
void pHeartAttack(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
// CTW MODIFICATION
//int InitHeartAttack(PLAYERp pp);
//int InitHeartAttack(PLAYER* pp);
// CTW MODIFICATION END
PlaySound(DIGI_HEARTFIRE, pp, v3df_follow|v3df_dontpan);
@ -4583,7 +4583,7 @@ PANEL_STATE ps_HeartBloodSmall[] =
void SpawnHeartBlood(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
PANEL_SPRITE* blood;
PANEL_SHRAP* hsp;
@ -4622,7 +4622,7 @@ void SpawnHeartBlood(PANEL_SPRITE* psp)
void SpawnSmallHeartBlood(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
PANEL_SPRITE* blood;
PANEL_SHRAP* hsp;
@ -4818,7 +4818,7 @@ void pGrenadePresentSetup(PANEL_SPRITE* psp)
psp->vel = 680;
}
void InitWeaponGrenade(PLAYERp pp)
void InitWeaponGrenade(PLAYER* pp)
{
PANEL_SPRITE* psp;
@ -5077,7 +5077,7 @@ PANEL_STATE ps_RetractMine[] =
//#define MINE_XOFF (160+20)
#define MINE_XOFF (160+50)
void InitWeaponMine(PLAYERp pp)
void InitWeaponMine(PLAYER* pp)
{
PANEL_SPRITE* psp;
@ -5125,7 +5125,7 @@ void InitWeaponMine(PLAYERp pp)
void pMineUpSound(PANEL_SPRITE* psp)
{
PLAYERp pp = psp->PlayerP;
PLAYER* pp = psp->PlayerP;
PlaySound(DIGI_MINE_UP, pp, v3df_follow);
}
@ -5348,7 +5348,7 @@ PANEL_STATE ps_ChopsRetract[] =
#define CHOPS_YOFF 200
#define CHOPS_XOFF (160+20)
void InitChops(PLAYERp pp)
void InitChops(PLAYER* pp)
{
PANEL_SPRITE* psp;
@ -5455,7 +5455,7 @@ void pChopsWait(PANEL_SPRITE* psp)
}
}
void ChopsSetRetract(PLAYERp pp)
void ChopsSetRetract(PLAYER* pp)
{
if (pp == nullptr || pp->Chops == nullptr)
return;
@ -5709,7 +5709,7 @@ PANEL_STATE ps_RetractFist[] =
#define FIST_VEL 3000
#define FIST_POWER_VEL 3000
void InitWeaponFist(PLAYERp pp)
void InitWeaponFist(PLAYER* pp)
{
PANEL_SPRITE* psp;
short rnd_num;
@ -6106,7 +6106,7 @@ void pFistBlock(PANEL_SPRITE* psp)
void pWeaponForceRest(PLAYERp pp)
void pWeaponForceRest(PLAYER* pp)
{
pSetState(pp->CurWpn, pp->CurWpn->RestState);
}
@ -6193,7 +6193,7 @@ bool pWeaponHideKeys(PANEL_SPRITE* psp, PANEL_STATE* state)
}
void InsertPanelSprite(PLAYERp pp, PANEL_SPRITE* psp)
void InsertPanelSprite(PLAYER* pp, PANEL_SPRITE* psp)
{
PANEL_SPRITE* cur,* nxt;
@ -6235,7 +6235,7 @@ void InsertPanelSprite(PLAYERp pp, PANEL_SPRITE* psp)
}
PANEL_SPRITE* pSpawnSprite(PLAYERp pp, PANEL_STATE* state, uint8_t priority, double x, double y)
PANEL_SPRITE* pSpawnSprite(PLAYER* pp, PANEL_STATE* state, uint8_t priority, double x, double y)
{
unsigned i;
PANEL_SPRITE* psp;
@ -6291,7 +6291,7 @@ void pKillSprite(PANEL_SPRITE* psp)
FreeMem(psp);
}
void pClearSpriteList(PLAYERp pp)
void pClearSpriteList(PLAYER* pp)
{
PANEL_SPRITE* psp = nullptr, * next_psp = nullptr;
auto l = &pp->PanelSpriteList;
@ -6364,7 +6364,7 @@ void pWeaponBob(PANEL_SPRITE* psp, short condition)
//////////////////////////////////////////////////////////////////////////////////////////
bool DrawBeforeView = false;
void pDisplaySprites(PLAYERp pp, double smoothratio)
void pDisplaySprites(PLAYER* pp, double smoothratio)
{
DSWActor* plActor = pp->actor;
PANEL_SPRITE* next=nullptr;
@ -6652,7 +6652,7 @@ void pDisplaySprites(PLAYERp pp, double smoothratio)
}
}
void pSpriteControl(PLAYERp pp)
void pSpriteControl(PLAYER* pp)
{
PANEL_SPRITE* next=nullptr;

View file

@ -109,7 +109,7 @@ struct PANEL_SPRITE
PANEL_SPRITE* Next, * Prev;
PANEL_SPRITE* sibling;
PANEL_STATE* State, *RetractState, *PresentState, *ActionState, *RestState;
PLAYERp PlayerP;
PLAYER* PlayerP;
DVector2 pos, opos, bobpos;
PANEL_SPRITE_OVERLAY over[8];
@ -190,16 +190,16 @@ enum
};
PANEL_SPRITE* pSpawnSprite(PLAYERp pp, PANEL_STATE* state, uint8_t priority, double x, double y);
PANEL_SPRITE* pSpawnSprite(PLAYER* pp, PANEL_STATE* state, uint8_t priority, double x, double y);
void pSetSuicide(PANEL_SPRITE* psp);
bool pKillScreenSpiteIDs(PLAYERp pp, short id);
bool pKillScreenSpiteIDs(PLAYER* pp, short id);
void PreUpdatePanel(double smoothratio);
void UpdatePanel(double smoothratio);
void PlayerUpdateArmor(PLAYERp pp,short value);
void PlayerUpdateArmor(PLAYER* pp,short value);
void pToggleCrosshair(void);
void pKillSprite(PANEL_SPRITE* psp);
void InitChops(PLAYERp pp);
void ChopsSetRetract(PLAYERp pp);
void InitChops(PLAYER* pp);
void ChopsSetRetract(PLAYER* pp);
END_SW_NS

File diff suppressed because it is too large Load diff

View file

@ -125,16 +125,16 @@ void DoPlayer(void);
void domovethings(void);
void InitAllPlayers(void);
void InitMultiPlayerInfo(void);
void MoveScrollMode2D(PLAYERp pp, ControlInfo* const hidInput);
void DoPlayerDivePalette(PLAYERp pp);
void DoPlayerNightVisionPalette(PLAYERp pp);
void DoPlayerStopDiveNoWarp(PLAYERp pp);
void DoPlayerResetMovement(PLAYERp pp);
void DoPlayerZrange(PLAYERp pp);
void DoPlayerSpriteThrow(PLAYERp pp);
int DoPlayerWadeSuperJump(PLAYERp pp);
void DoPlayerWarpTeleporter(PLAYERp pp);
void UpdatePlayerSprite(PLAYERp pp);
void MoveScrollMode2D(PLAYER* pp, ControlInfo* const hidInput);
void DoPlayerDivePalette(PLAYER* pp);
void DoPlayerNightVisionPalette(PLAYER* pp);
void DoPlayerStopDiveNoWarp(PLAYER* pp);
void DoPlayerResetMovement(PLAYER* pp);
void DoPlayerZrange(PLAYER* pp);
void DoPlayerSpriteThrow(PLAYER* pp);
int DoPlayerWadeSuperJump(PLAYER* pp);
void DoPlayerWarpTeleporter(PLAYER* pp);
void UpdatePlayerSprite(PLAYER* pp);
void PlaySOsound(sectortype* sect,short sound_num);
void DoSpawnTeleporterEffectPlace(DSWActor* sp);
void FindMainSector(SECTOR_OBJECT* sop);

View file

@ -40,7 +40,7 @@ bool PredictionOn = true;
bool Prediction = false;
PLAYER PredictPlayer;
//USER PredictUser;
PLAYERp ppp = &PredictPlayer;
PLAYER* ppp = &PredictPlayer;
struct PREDICT
{
@ -53,11 +53,11 @@ struct PREDICT
PREDICT Predict[/*MOVEFIFOSIZ*/256];
int predictmovefifoplc;
void DoPlayerSectorUpdatePreMove(PLAYERp);
void DoPlayerSectorUpdatePostMove(PLAYERp);
void DoPlayerSectorUpdatePreMove(PLAYER*);
void DoPlayerSectorUpdatePostMove(PLAYER*);
void InitPrediction(PLAYERp pp)
void InitPrediction(PLAYER* pp)
{
if (!PredictionOn)
return;
@ -67,7 +67,7 @@ void InitPrediction(PLAYERp pp)
//PredictUser = *pp->actor->user;
}
void DoPrediction(PLAYERp ppp)
void DoPrediction(PLAYER* ppp)
{
#if 0
spritetype spr;

View file

@ -149,7 +149,7 @@ void ProcessQuakeSpot(void)
}
}
void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *ang_diff)
void QuakeViewChange(PLAYER* pp, int *z_diff, int *x_diff, int *y_diff, short *ang_diff)
{
int i;
DSWActor* save_act = nullptr;
@ -240,7 +240,7 @@ void SpawnQuake(sectortype* sect, int x, int y, int z,
PlaySound(DIGI_ERUPTION, actorNew, v3df_follow|v3df_dontpan);
}
bool SetQuake(PLAYERp pp, short tics, short amt)
bool SetQuake(PLAYER* pp, short tics, short amt)
{
SpawnQuake(pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, tics, amt, 30000);
return false;
@ -258,7 +258,7 @@ int SetGunQuake(DSWActor* actor)
return 0;
}
int SetPlayerQuake(PLAYERp pp)
int SetPlayerQuake(PLAYER* pp)
{
SpawnQuake(pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, 40, 8, 40000);
return 0;

View file

@ -38,9 +38,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
void DoRotatorMatch(PLAYERp pp, short match, bool);
void DoRotatorMatch(PLAYER* pp, short match, bool);
bool TestRotatorMatchActive(short match);
void DoMatchEverything(PLAYERp pp, short match, short state);
void DoMatchEverything(PLAYER* pp, short match, short state);
void DoRotatorSetInterp(DSWActor*);
void DoRotatorStopInterp(DSWActor*);
@ -120,7 +120,7 @@ void SetRotatorInactive(DSWActor* actor)
}
// called for operation from the space bar
void DoRotatorOperate(PLAYERp pp, sectortype* sect)
void DoRotatorOperate(PLAYER* pp, sectortype* sect)
{
short match = sect->hitag;
@ -133,7 +133,7 @@ void DoRotatorOperate(PLAYERp pp, sectortype* sect)
// called from switches and triggers
// returns first vator found
void DoRotatorMatch(PLAYERp pp, short match, bool manual)
void DoRotatorMatch(PLAYER* pp, short match, bool manual)
{
DSWActor* firstVator = nullptr;

View file

@ -416,7 +416,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, REMOTE_CONTROL& w,
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERp& w, PLAYERp* def)
FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER*& w, PLAYER** def)
{
int ndx = w ? int(w - Player) : -1;
arc(keyname, ndx);

View file

@ -91,7 +91,7 @@ void UpdateStatusBar()
::UpdateStatusBar(&info);
PLAYERp pp = &Player[screenpeek];
PLAYER* pp = &Player[screenpeek];
if (pp->cookieTime > 0)
{
const int MESSAGE_LINE = 142; // Used to be 164

View file

@ -59,7 +59,7 @@ enum
};
ANIMATOR DoGrating;
void DoPlayerBeginForceJump(PLAYERp);
void DoPlayerBeginForceJump(PLAYER*);
sectortype* FindNextSectorByTag(sectortype* sect, int tag);
short LevelSecrets;
@ -67,19 +67,19 @@ bool TestVatorMatchActive(short match);
bool TestSpikeMatchActive(short match);
bool TestRotatorMatchActive(short match);
bool TestSlidorMatchActive(short match);
int PlayerCheckDeath(PLAYERp, DSWActor*);
void DoVatorOperate(PLAYERp, sectortype*);
void DoVatorMatch(PLAYERp pp, short match);
void DoRotatorOperate(PLAYERp, sectortype*);
void DoRotatorMatch(PLAYERp pp, short match, bool);
void DoSlidorOperate(PLAYERp, sectortype*);
void DoSlidorMatch(PLAYERp pp, short match, bool);
int PlayerCheckDeath(PLAYER*, DSWActor*);
void DoVatorOperate(PLAYER*, sectortype*);
void DoVatorMatch(PLAYER* pp, short match);
void DoRotatorOperate(PLAYER*, sectortype*);
void DoRotatorMatch(PLAYER* pp, short match, bool);
void DoSlidorOperate(PLAYER*, sectortype*);
void DoSlidorMatch(PLAYER* pp, short match, bool);
void KillMatchingCrackSprites(short match);
int DoTrapReset(short match);
int DoTrapMatch(short match);
PLAYERp GlobPlayerP;
PLAYER* GlobPlayerP;
ANIM Anim[MAXANIM];
short AnimCnt = 0;
@ -603,7 +603,7 @@ void SectorMidPoint(sectortype* sectp, int *xmid, int *ymid, int *zmid)
}
void DoSpringBoard(PLAYERp pp)
void DoSpringBoard(PLAYER* pp)
{
pp->jump_speed = -pp->cursector->hitag;
@ -684,7 +684,7 @@ short DoSpawnActorTrigger(short match)
int OperateSector(sectortype* sect, short player_is_operating)
{
PLAYERp pp = GlobPlayerP;
PLAYER* pp = GlobPlayerP;
// Don't let actors operate locked or secret doors
if (!player_is_operating)
@ -1022,7 +1022,7 @@ void DoSoundSpotMatch(short match, short sound_num, short sound_type)
if (TEST_BOOL7(actor))
{
PLAYERp pp = GlobPlayerP;
PLAYER* pp = GlobPlayerP;
if (pp)
{
@ -1291,9 +1291,9 @@ void DoChangorMatch(short match)
}
}
void DoMatchEverything(PLAYERp pp, short match, short state)
void DoMatchEverything(PLAYER* pp, short match, short state)
{
PLAYERp bak;
PLAYER* bak;
bak = GlobPlayerP;
GlobPlayerP = pp;
@ -1367,7 +1367,7 @@ bool ComboSwitchTest(short combo_type, short match)
// NOTE: switches are always wall sprites
int OperateSprite(DSWActor* actor, short player_is_operating)
{
PLAYERp pp = nullptr;
PLAYER* pp = nullptr;
short state;
short key_num=0;
extern STATE s_Pachinko1Operate[];
@ -1753,7 +1753,7 @@ int DoTrapMatch(short match)
}
void OperateTripTrigger(PLAYERp pp)
void OperateTripTrigger(PLAYER* pp)
{
if (Prediction)
return;
@ -1884,7 +1884,7 @@ void OperateTripTrigger(PLAYERp pp)
}
}
void OperateContinuousTrigger(PLAYERp pp)
void OperateContinuousTrigger(PLAYER* pp)
{
if (Prediction)
return;
@ -1904,7 +1904,7 @@ void OperateContinuousTrigger(PLAYERp pp)
}
short PlayerTakeSectorDamage(PLAYERp pp)
short PlayerTakeSectorDamage(PLAYER* pp)
{
auto sectu = pp->cursector;
DSWActor* actor = pp->actor;
@ -1923,7 +1923,7 @@ short PlayerTakeSectorDamage(PLAYERp pp)
// Needed in order to see if Player should grunt if he can't find a wall to operate on
// If player is too far away, don't grunt
enum { PLAYER_SOUNDEVENT_TAG = 900 };
bool NearThings(PLAYERp pp)
bool NearThings(PLAYER* pp)
{
HitInfo near;
@ -2009,7 +2009,7 @@ bool NearThings(PLAYERp pp)
short nti_cnt;
void NearTagList(NEAR_TAG_INFO* ntip, PLAYERp pp, int z, int dist, int type, int count)
void NearTagList(NEAR_TAG_INFO* ntip, PLAYER* pp, int z, int dist, int type, int count)
{
short save_lotag, save_hitag;
HitInfo near;
@ -2111,7 +2111,7 @@ void NearTagList(NEAR_TAG_INFO* ntip, PLAYERp pp, int z, int dist, int type, int
}
}
void BuildNearTagList(NEAR_TAG_INFO* ntip, int size, PLAYERp pp, int z, int dist, int type, int count)
void BuildNearTagList(NEAR_TAG_INFO* ntip, int size, PLAYER* pp, int z, int dist, int type, int count)
{
memset(ntip, -1, size);
nti_cnt = 0;
@ -2119,7 +2119,7 @@ void BuildNearTagList(NEAR_TAG_INFO* ntip, int size, PLAYERp pp, int z, int dist
}
int DoPlayerGrabStar(PLAYERp pp)
int DoPlayerGrabStar(PLAYER* pp)
{
int i;
@ -2155,7 +2155,7 @@ int DoPlayerGrabStar(PLAYERp pp)
void PlayerOperateEnv(PLAYERp pp)
void PlayerOperateEnv(PLAYER* pp)
{
bool found;
@ -2635,7 +2635,7 @@ void DoSector(void)
int sync_flag;
short pnum;
int min_dist,dist,a,b,c;
PLAYERp pp;
PLAYER* pp;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{

View file

@ -38,11 +38,11 @@ int MoveDoorDown(short door_sector, short dir, short door_speed);
int MoveDoorHoriz(short door_sector, short dir, short door_speed);
void DoDoorsClose(void);
short Switch(short SwitchSector);
void PlayerOperateEnv(PLAYERp pp);
int TeleportToSector(PLAYERp pp, int newsector);
void PlayerOperateEnv(PLAYER* pp);
int TeleportToSector(PLAYER* pp, int newsector);
int OperateSector(sectortype* sect,short player_is_operating);
int OperateSprite(DSWActor*, short player_is_operating);
void OperateTripTrigger(PLAYERp pp);
void OperateTripTrigger(PLAYER* pp);
enum SO_SCALE_TYPE
{
@ -67,7 +67,7 @@ extern short nti_cnt;
void DoSpawnSpotsForKill(short match);
void DoSpawnSpotsForDamage(short match);
void DoMatchEverything(PLAYERp pp, short match, short state);
void DoMatchEverything(PLAYER* pp, short match, short state);
bool ComboSwitchTest(short combo_type,short match);
void DoSoundSpotStopSound(short match);
void DoSector(void);

View file

@ -116,7 +116,7 @@ void SetSlidorInactive(DSWActor* actor)
}
// called for operation from the space bar
void DoSlidorOperate(PLAYERp pp, sectortype* sect)
void DoSlidorOperate(PLAYER* pp, sectortype* sect)
{
short match;
@ -132,7 +132,7 @@ void DoSlidorOperate(PLAYERp pp, sectortype* sect)
// called from switches and triggers
// returns first vator found
void DoSlidorMatch(PLAYERp pp, short match, bool manual)
void DoSlidorMatch(PLAYER* pp, short match, bool manual)
{
SWStatIterator it(STAT_SLIDOR);
while (auto actor = it.Next())
@ -514,7 +514,7 @@ int DoSlidor(DSWActor* actor)
if (!found)
{
short pnum;
PLAYERp pp;
PLAYER* pp;
// go ahead and look for players clip box bounds
TRAVERSE_CONNECT(pnum)
{

View file

@ -379,7 +379,7 @@ static void UpdateAmbients()
if (sdist < 255 && amb->vocIndex == DIGI_WHIPME)
{
PLAYERp pp = Player + screenpeek;
PLAYER* pp = Player + screenpeek;
if (!FAFcansee(spot->spr.pos.X, spot->spr.pos.Y, spot->spr.pos.Z, spot->sector(), pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector))
{
sdist = 255;
@ -435,7 +435,7 @@ public:
int SoundSourceIndex(FSoundChan* chan) override
{
if (chan->SourceType == SOURCE_Player) return int(PLAYERp(chan->Source) - Player);
if (chan->SourceType == SOURCE_Player) return int((PLAYER*)(chan->Source) - Player);
return 0;
}
@ -518,7 +518,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
{
if (pos != nullptr)
{
PLAYERp pp = Player + screenpeek;
PLAYER* pp = Player + screenpeek;
FVector3 campos = GetSoundPos(&pp->pos);
vec3_t *vpos = nullptr;
@ -532,7 +532,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
}
else if (type == SOURCE_Actor || type == SOURCE_Player)
{
vpos = type == SOURCE_Actor ? &((DSWActor*)source)->spr.pos : &((PLAYERp)source)->pos;
vpos = type == SOURCE_Actor ? &((DSWActor*)source)->spr.pos : &((PLAYER*)source)->pos;
FVector3 npos = GetSoundPos(vpos);
*pos = npos;
@ -591,7 +591,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
void GameInterface::UpdateSounds(void)
{
PLAYERp pp = Player + screenpeek;
PLAYER* pp = Player + screenpeek;
SoundListener listener;
binangle tang;
@ -627,7 +627,7 @@ void GameInterface::UpdateSounds(void)
//
//==========================================================================
int _PlaySound(int num, DSWActor* actor, PLAYERp pp, vec3_t* pos, Voc3D_Flags flags, int channel, EChanFlags cflags)
int _PlaySound(int num, DSWActor* actor, PLAYER* pp, vec3_t* pos, Voc3D_Flags flags, int channel, EChanFlags cflags)
{
if (Prediction || !SoundEnabled() || !soundEngine->isValidSoundId(num))
return -1;
@ -783,7 +783,7 @@ void PlaySpriteSound(DSWActor* actor, int attrib_ndx, Voc3D_Flags flags)
//
//==========================================================================
int _PlayerSound(int num, PLAYERp pp)
int _PlayerSound(int num, PLAYER* pp)
{
int handle;
VOCstruct* vp;
@ -827,7 +827,7 @@ int _PlayerSound(int num, PLAYERp pp)
return 0;
}
void StopPlayerSound(PLAYERp pp, int which)
void StopPlayerSound(PLAYER* pp, int which)
{
soundEngine->StopSound(SOURCE_Player, pp, CHAN_VOICE, which);
}

View file

@ -353,7 +353,7 @@ int DoSpike(DSWActor* actor)
if (!found)
{
short pnum;
PLAYERp pp;
PLAYER* pp;
// go ahead and look for players clip box bounds
TRAVERSE_CONNECT(pnum)
{

View file

@ -89,8 +89,8 @@ ANIMATOR DoSpike, DoSpikeAuto;
ANIMATOR DoLavaErupt;
int DoSlidorInstantClose(DSWActor*);
void InitWeaponRocket(PLAYERp);
void InitWeaponUzi(PLAYERp);
void InitWeaponRocket(PLAYER*);
void InitWeaponUzi(PLAYER*);
int MoveSkip4, MoveSkip2, MoveSkip8;
int MinEnemySkill;
@ -626,7 +626,7 @@ void KillActor(DSWActor* actor)
if (actor->hasU())
{
PLAYERp pp;
PLAYER* pp;
int pnum;
// doing a MissileSetPos - don't allow killing
@ -1461,7 +1461,7 @@ void PreMapCombineFloors(void)
TRAVERSE_CONNECT(pnum)
{
PLAYERp pp = &Player[pnum];
PLAYER* pp = &Player[pnum];
auto dasect = pp->cursector;
search.Rewind();
while (auto itsect = search.GetNext())
@ -4929,7 +4929,7 @@ int DoSpawnItemTeleporterEffect(DSWActor* actor)
return 0;
}
void ChoosePlayerGetSound(PLAYERp pp)
void ChoosePlayerGetSound(PLAYER* pp)
{
int choose_snd=0;
@ -4940,7 +4940,7 @@ void ChoosePlayerGetSound(PLAYERp pp)
PlayerSound(PlayerGetItemVocs[choose_snd], v3df_follow|v3df_dontpan,pp);
}
bool CanGetWeapon(PLAYERp pp, DSWActor* actor, int WPN)
bool CanGetWeapon(PLAYER* pp, DSWActor* actor, int WPN)
{
switch (gNet.MultiGameType)
{
@ -4994,7 +4994,7 @@ enum
};
int DoGet(DSWActor* actor)
{
PLAYERp pp;
PLAYER* pp;
short pnum, key_num;
int dist, a,b,c;
bool can_see;
@ -5887,7 +5887,7 @@ void ProcessActiveVars(DSWActor* actor)
actor->user.wait_active_check += ACTORMOVETICS;
}
void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist)
void AdjustActiveRange(PLAYER* pp, DSWActor* actor, int dist)
{
DSWActor* plActor = pp->actor;
int look_height;
@ -6029,7 +6029,7 @@ void SpriteControl(void)
{
int32_t stat;
short pnum, CloseToPlayer;
PLAYERp pp;
PLAYER* pp;
int tx, ty, tmin, dist;
short StateTics;

View file

@ -721,7 +721,7 @@ int DoSumoDeathMelt(DSWActor* actor)
void BossHealthMeter(void)
{
PLAYERp pp = Player + myconnectindex;
PLAYER* pp = Player + myconnectindex;
short color=0,metertics,meterunit;
int y;
extern bool NoMeters;

View file

@ -45,7 +45,7 @@ BEGIN_SW_NS
//
//---------------------------------------------------------------------------
void PutStringInfo(PLAYERp pp, const char *string)
void PutStringInfo(PLAYER* pp, const char *string)
{
if (pp-Player == myconnectindex)
Printf(PRINT_MEDIUM|PRINT_NOTIFY, "%s\n", string); // Put it in the console too

View file

@ -724,7 +724,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
#if 0
// look for players on sector object
PLAYERp pp;
PLAYER* pp;
short pnum;
TRAVERSE_CONNECT(pnum)
{
@ -1507,9 +1507,9 @@ void PlaceActorsOnTracks(void)
}
void MovePlayer(PLAYERp pp, SECTOR_OBJECT* sop, int nx, int ny)
void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, int nx, int ny)
{
void DoPlayerZrange(PLAYERp pp);
void DoPlayerZrange(PLAYER* pp);
// make sure your standing on the so
if (pp->Flags & (PF_JUMPING | PF_FALLING | PF_FLYING))
@ -1586,7 +1586,7 @@ void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny)
int j;
vec2_t rxy;
int pnum;
PLAYERp pp;
PLAYER* pp;
sectortype* *sectp;
int i, rot_ang;
bool PlayerMove = true;
@ -3415,7 +3415,7 @@ present time.
int ActorFollowTrack(DSWActor* actor, short locktics)
{
PLAYERp pp;
PLAYER* pp;
TRACK_POINT* tpoint;
short pnum;

View file

@ -40,7 +40,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
void DoVatorMatch(PLAYERp pp, short match);
void DoVatorMatch(PLAYER* pp, short match);
bool TestVatorMatchActive(short match);
void ReverseVator(DSWActor* actor)
@ -133,7 +133,7 @@ void SetVatorInactive(DSWActor* actor)
}
// called for operation from the space bar
void DoVatorOperate(PLAYERp pp, sectortype* sect)
void DoVatorOperate(PLAYER* pp, sectortype* sect)
{
short match;
@ -180,7 +180,7 @@ void DoVatorOperate(PLAYERp pp, sectortype* sect)
// called from switches and triggers
// returns first vator found
void DoVatorMatch(PLAYERp pp, short match)
void DoVatorMatch(PLAYER* pp, short match)
{
SWStatIterator it(STAT_VATOR);
while (auto actor = it.Next())
@ -472,7 +472,7 @@ int DoVator(DSWActor* actor)
if (!found)
{
short pnum;
PLAYERp pp;
PLAYER* pp;
// go ahead and look for players clip box bounds
TRAVERSE_CONNECT(pnum)
{

View file

@ -80,7 +80,7 @@ void ProcessVisOn(void)
}
}
void VisViewChange(PLAYERp pp, int *vis)
void VisViewChange(PLAYER* pp, int *vis)
{
short BrightestVis = NormalVisibility;
int x,y,z;

View file

@ -54,7 +54,7 @@ struct MISSILE_PLACEMENT
void SpawnZombie2(DSWActor*);
Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics);
void DoPlayerBeginDie(PLAYERp);
void DoPlayerBeginDie(PLAYER*);
void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATORp animator);
ANIMATOR DoBettyBeginDeath;
ANIMATOR DoSkullBeginDeath;
@ -122,7 +122,7 @@ void SpawnMicroExp(DSWActor*);
void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int lower_zsize);
int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, int hit_x, int hit_y, int hit_z, short ID);
int SpawnSplashXY(int hit_x,int hit_y,int hit_z,sectortype*);
DSWActor* SpawnBoatSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
short StatDamageList[STAT_DAMAGE_LIST_SIZE] =
{
@ -2752,7 +2752,7 @@ int SpawnShrapX(DSWActor* actor)
int DoLavaErupt(DSWActor* actor)
{
short i,pnum;
PLAYERp pp;
PLAYER* pp;
bool found = false;
if (TEST_BOOL1(actor))
@ -3554,7 +3554,7 @@ AutoShrap:
p = StdShrap;
if (parentActor->user.PlayerP)
{
PLAYERp pp = parentActor->user.PlayerP;
PLAYER* pp = parentActor->user.PlayerP;
if (pp->DeathType == PLAYER_DEATH_CRUMBLE)
p = PlayerGoreFall;
@ -4792,7 +4792,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
actor->user.ID == CARGIRL_R0 || actor->user.ID == MECHANICGIRL_R0 || actor->user.ID == SAILORGIRL_R0 || actor->user.ID == PRUNEGIRL_R0 ||
actor->user.ID == WASHGIRL_R0) && weapActor->hasU() && weapActor->user.ID == NINJA_RUN_R0 && weapActor->user.PlayerP)
{
PLAYERp pp = weapActor->user.PlayerP;
PLAYER* pp = weapActor->user.PlayerP;
if (pp && !(pp->Flags & PF_DIVING)) // JBF: added null test
pp->Bloody = true;
PlaySound(DIGI_TOILETGIRLSCREAM, actor, v3df_none);
@ -4817,7 +4817,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
case NINJA_RUN_R0: //sword
if (weapActor->user.PlayerP)
{
PLAYERp pp = weapActor->user.PlayerP;
PLAYER* pp = weapActor->user.PlayerP;
if (weapActor->user.WeaponNum == WPN_FIST && StdRandomRange(1000)>500 && pp == Player+myconnectindex)
{
@ -4916,7 +4916,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
// Random chance of taunting the AI's here
if (RandomRange(1000) > 400)
{
PLAYERp pp;
PLAYER* pp;
auto own = GetOwner(weapActor);
if (own && own->hasU())
@ -5228,7 +5228,7 @@ int ActorDamageSlide(DSWActor* actor, int damage, int ang)
}
}
int PlayerDamageSlide(PLAYERp pp, int damage, short ang)
int PlayerDamageSlide(PLAYER* pp, int damage, short ang)
{
int slide_vel;
@ -5312,7 +5312,7 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
}
int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor)
int PlayerCheckDeath(PLAYER* pp, DSWActor* weapActor)
{
DSWActor* actor = pp->actor;
@ -5374,7 +5374,7 @@ int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor)
return false;
}
bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor)
bool PlayerTakeDamage(PLAYER* pp, DSWActor* weapActor)
{
if (weapActor == nullptr)
return true;
@ -5543,7 +5543,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
}
else
{
PLAYERp pp = Player + screenpeek;
PLAYER* pp = Player + screenpeek;
ActorHealth(actor, damage);
if (actor->user.Health <= 0)
@ -6804,7 +6804,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
{
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PLAYERp pp = actor->user.PlayerP;
PLAYER* pp = actor->user.PlayerP;
PlayerSound(DIGI_GASHURT, v3df_dontpan|v3df_follow|v3df_doppler,pp);
PlayerUpdateHealth(actor->user.PlayerP, damage-1000);
@ -8825,7 +8825,7 @@ int DoMine(DSWActor* actor)
// check to see if sprite is player or enemy
if ((hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
PLAYERp pp;
PLAYER* pp;
// attach weapon to sprite
SetAttach(hitActor, actor);
@ -10051,7 +10051,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
void SpawnNuclearExp(DSWActor* actor)
{
short ang=0;
PLAYERp pp = nullptr;
PLAYER* pp = nullptr;
short rnd_rng;
ASSERT(actor->hasU());
@ -11153,7 +11153,7 @@ int DoRing(DSWActor* actor)
{
auto own = GetOwner(actor);
if (!own) return 0; // this would crash.
PLAYERp pp = own->user.PlayerP;;
PLAYER* pp = own->user.PlayerP;;
int cz,fz;
if (actor->user.Flags & (SPR_UNDERWATER))
@ -11232,7 +11232,7 @@ int DoRing(DSWActor* actor)
void InitSpellRing(PLAYERp pp)
void InitSpellRing(PLAYER* pp)
{
short ang, ang_diff, ang_start, missiles;
short max_missiles = 16;
@ -11578,7 +11578,7 @@ int InitSerpRing(DSWActor* actor)
return 0;
}
void InitSpellNapalm(PLAYERp pp)
void InitSpellNapalm(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
unsigned i;
@ -11732,7 +11732,7 @@ int InitEnemyNapalm(DSWActor* actor)
return 0;
}
int InitSpellMirv(PLAYERp pp)
int InitSpellMirv(PLAYER* pp)
{
PlaySound(DIGI_MIRVFIRE, pp, v3df_none);
@ -11811,7 +11811,7 @@ int InitEnemyMirv(DSWActor* actor)
}
int InitSwordAttack(PLAYERp pp)
int InitSwordAttack(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
unsigned stat;
@ -11983,7 +11983,7 @@ int InitSwordAttack(PLAYERp pp)
return 0;
}
int InitFistAttack(PLAYERp pp)
int InitFistAttack(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
unsigned stat;
@ -12603,7 +12603,7 @@ void WeaponHitscanShootFeet(DSWActor* actor, DSWActor* hitActor, int *zvect)
}
}
int InitStar(PLAYERp pp)
int InitStar(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
int nx, ny, nz;
@ -12710,7 +12710,7 @@ int InitStar(PLAYERp pp)
return 0;
}
void InitHeartAttack(PLAYERp pp)
void InitHeartAttack(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
short i = 0;
@ -12760,7 +12760,7 @@ void InitHeartAttack(PLAYERp pp)
actorNew->user.WaitTics = 0;
}
int ContinueHitscan(PLAYERp pp, sectortype* sect, int x, int y, int z, short ang, int xvect, int yvect, int zvect)
int ContinueHitscan(PLAYER* pp, sectortype* sect, int x, int y, int z, short ang, int xvect, int yvect, int zvect)
{
HitInfo hit{};
DSWActor* actor = pp->actor;
@ -12840,7 +12840,7 @@ int ContinueHitscan(PLAYERp pp, sectortype* sect, int x, int y, int z, short ang
return 0;
}
int InitShotgun(PLAYERp pp)
int InitShotgun(PLAYER* pp)
{
DSWActor* actor = pp->actor;
short daang,ndaang, i;
@ -13008,7 +13008,7 @@ int InitShotgun(PLAYERp pp)
return 0;
}
int InitLaser(PLAYERp pp)
int InitLaser(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx, ny, nz;
@ -13103,7 +13103,7 @@ int InitLaser(PLAYERp pp)
int InitRail(PLAYERp pp)
int InitRail(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx, ny, nz;
@ -13264,7 +13264,7 @@ int InitZillaRail(DSWActor* actor)
return 0;
}
int InitRocket(PLAYERp pp)
int InitRocket(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx, ny, nz;
@ -13374,7 +13374,7 @@ int InitRocket(PLAYERp pp)
return 0;
}
int InitBunnyRocket(PLAYERp pp)
int InitBunnyRocket(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx, ny, nz;
@ -13480,7 +13480,7 @@ int InitBunnyRocket(PLAYERp pp)
return 0;
}
int InitNuke(PLAYERp pp)
int InitNuke(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx, ny, nz;
@ -13649,7 +13649,7 @@ int InitEnemyNuke(DSWActor* actor)
return 0;
}
int InitMicro(PLAYERp pp)
int InitMicro(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx, ny, nz, dist;
@ -14314,7 +14314,7 @@ int InitEnemyRail(DSWActor* actor)
// if co-op don't hurt teammate
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE && actor->user.ID == ZOMBIE_RUN_R0)
{
PLAYERp pp;
PLAYER* pp;
// Check all players
TRAVERSE_CONNECT(pnum)
@ -14866,7 +14866,7 @@ int DoDefaultStat(DSWActor* actor)
}
int InitTracerUzi(PLAYERp pp)
int InitTracerUzi(PLAYER* pp)
{
if (!pp->insector())
return 0;
@ -15163,7 +15163,7 @@ bool HitscanSpriteAdjust(DSWActor* actor, walltype* hit_wall)
return true;
}
int InitUzi(PLAYERp pp)
int InitUzi(PLAYER* pp)
{
DSWActor* actor = pp->actor;
short daang;
@ -15178,7 +15178,7 @@ int InitUzi(PLAYERp pp)
bool FireSnd = false;
const int UZIFIRE_WAIT = 20;
void InitUziShell(PLAYERp);
void InitUziShell(PLAYER*);
PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
@ -15369,7 +15369,7 @@ int InitUzi(PLAYERp pp)
}
int InitTankShell(DSWActor* actor, PLAYERp pp)
int InitTankShell(DSWActor* actor, PLAYER* pp)
{
if (!SW_SHAREWARE)
PlaySound(DIGI_CANNON, pp, v3df_dontpan|v3df_doppler);
@ -15410,7 +15410,7 @@ int InitTankShell(DSWActor* actor, PLAYERp pp)
return 0;
}
int InitTurretMicro(DSWActor* actor, PLAYERp pp)
int InitTurretMicro(DSWActor* actor, PLAYER* pp)
{
DSWActor* plActor = pp->actor;
int nx, ny, nz, dist;
@ -15509,7 +15509,7 @@ int InitTurretMicro(DSWActor* actor, PLAYERp pp)
}
int InitTurretRocket(DSWActor* actor, PLAYERp pp)
int InitTurretRocket(DSWActor* actor, PLAYER* pp)
{
if (SW_SHAREWARE) return false; // JBF: verify
@ -15546,7 +15546,7 @@ int InitTurretRocket(DSWActor* actor, PLAYERp pp)
return 0;
}
int InitTurretFireball(DSWActor* actor, PLAYERp pp)
int InitTurretFireball(DSWActor* actor, PLAYER* pp)
{
if (SW_SHAREWARE) return false; // JBF: verify
@ -15584,7 +15584,7 @@ int InitTurretFireball(DSWActor* actor, PLAYERp pp)
return 0;
}
int InitTurretRail(DSWActor* actor, PLAYERp pp)
int InitTurretRail(DSWActor* actor, PLAYER* pp)
{
int nx, ny, nz;
@ -15633,7 +15633,7 @@ int InitTurretRail(DSWActor* actor, PLAYERp pp)
return 0;
}
int InitTurretLaser(DSWActor* actor, PLAYERp pp)
int InitTurretLaser(DSWActor* actor, PLAYER* pp)
{
int nx, ny, nz;
@ -15680,7 +15680,7 @@ int InitTurretLaser(DSWActor* actor, PLAYERp pp)
return 0;
}
int InitSobjMachineGun(DSWActor* actor, PLAYERp pp)
int InitSobjMachineGun(DSWActor* actor, PLAYER* pp)
{
short daang;
HitInfo hit{};
@ -15783,7 +15783,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYERp pp)
return 0;
}
int InitSobjGun(PLAYERp pp)
int InitSobjGun(PLAYER* pp)
{
short i;
bool first = false;
@ -15889,7 +15889,7 @@ int InitSobjGun(PLAYERp pp)
return 0;
}
DSWActor* SpawnBoatSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
actorNew->spr.shade = -40;
@ -15925,7 +15925,7 @@ DSWActor* SpawnBoatSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall,
return actorNew;
}
int SpawnSwordSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
DSWActor* actor = pp->actor;
@ -15993,7 +15993,7 @@ DSWActor* SpawnTurretSparks(sectortype* hit_sect, walltype* hit_wall, int hit_x,
return actorNew;
}
DSWActor* SpawnShotgunSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
DSWActor* SpawnShotgunSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
@ -16193,7 +16193,7 @@ int InitEnemyUzi(DSWActor* actor)
HitInfo hit{};
int daz;
int zh;
void InitUziShell(PLAYERp);
void InitUziShell(PLAYER*);
static short alternate;
@ -16339,7 +16339,7 @@ int InitEnemyUzi(DSWActor* actor)
}
int InitGrenade(PLAYERp pp)
int InitGrenade(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx, ny, nz;
@ -16490,7 +16490,7 @@ int InitSpriteGrenade(DSWActor* actor)
return 0;
}
int InitMine(PLAYERp pp)
int InitMine(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx, ny, nz;
@ -16618,7 +16618,7 @@ int HelpMissileLateral(DSWActor* actor, int dist)
}
int InitFireball(PLAYERp pp)
int InitFireball(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx = 0, ny = 0, nz;
@ -17805,7 +17805,7 @@ int DoFloorBlood(DSWActor* actor)
int dist, near_dist = FEET_IN_BLOOD_DIST, a,b,c;
short pnum;
PLAYERp pp;
PLAYER* pp;
short xsiz,ysiz;

View file

@ -37,7 +37,7 @@ inline int AngToSprite(DSWActor* actor, DSWActor* other)
return (getangle(actor->spr.pos.X - other->spr.pos.X, actor->spr.pos.Y - other->spr.pos.Y));
}
inline int AngToPlayer(PLAYERp player, DSWActor* other)
inline int AngToPlayer(PLAYER* player, DSWActor* other)
{
return (getangle(player->pos.X - other->spr.pos.X, player->pos.Y - other->spr.pos.Y));
}
@ -80,14 +80,14 @@ extern int LoWangsQueueHead;
extern TObjPtr<DSWActor*> LoWangsQueue[MAX_LOWANGS_QUEUE];
void ChangeState(DSWActor* actor, STATEp statep);
void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
void DoPlayerBeginRecoil(PLAYER* pp, short pix_amt);
SECTOR_OBJECT* DetectSectorObject(sectortype*);
SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
void ScaleSpriteVector(DSWActor* actor, int scale);
void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z);
DSWActor* QueueWallBlood(DSWActor* hit, short ang);
bool SlopeBounce(DSWActor*, bool *hit_wall);
int SpawnSwordSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
DSWActor* SpawnBubble(DSWActor*);
void SpawnFireballExp(DSWActor*);
void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor);
@ -99,7 +99,7 @@ int ShrapKillSprite(DSWActor*);
bool MissileSetPos(DSWActor*,ANIMATORp DoWeapon,int dist);
int ActorPain(DSWActor*);
int SpawnBreakFlames(DSWActor*);
bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor);
bool PlayerTakeDamage(PLAYER* pp, DSWActor* weapActor);
const char *DeathString(DSWActor*);
//
@ -170,7 +170,7 @@ extern short target_ang;
bool SpriteOverlap(short, short);
DSWActor* SpawnShotgunSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
DSWActor* SpawnShotgunSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
int DoActorBeginSlide(DSWActor* actor, int ang, int vel, int dec);
int GetOverlapSector(int x, int y, sectortype** over, sectortype** under);
@ -190,12 +190,12 @@ void WallBounce(DSWActor*, short ang);
#define CALTROPS 2218
#define PHOSPHORUS 1397
int PlayerInitChemBomb(PLAYERp pp);
int PlayerInitChemBomb(PLAYER* pp);
int InitChemBomb(DSWActor*);
int PlayerInitCaltrops(PLAYERp pp);
int PlayerInitCaltrops(PLAYER* pp);
int InitBloodSpray(DSWActor* actor, bool dogib, short velocity);
int SpawnBunnyExp(DSWActor* actor);
int InitBunnyRocket(PLAYERp pp);
int InitBunnyRocket(PLAYER* pp);
int GetDamage(DSWActor*, DSWActor*, int DamageNdx);
int DoFlamesDamageTest(DSWActor*);
@ -219,12 +219,12 @@ int SetSuicide(DSWActor*);
void UpdateSinglePlayKills(DSWActor* actor);
int InitPlasmaFountain(DSWActor* wActor, DSWActor* sActor);
int InitCoolgDrip(DSWActor*);
int InitFireball(PLAYERp pp);
void InitSpellRing(PLAYERp pp);
void InitSpellNapalm(PLAYERp pp);
int InitFireball(PLAYER* pp);
void InitSpellRing(PLAYER* pp);
void InitSpellNapalm(PLAYER* pp);
int DoStaticFlamesDamage(DSWActor*);
int InitUzi(PLAYERp pp);
int InitSobjGun(PLAYERp pp);
int InitUzi(PLAYER* pp);
int InitSobjGun(PLAYER* pp);
void InitFireballTrap(DSWActor* actor);
void InitBoltTrap(DSWActor* actor);
void InitSpearTrap(DSWActor*);
@ -237,9 +237,9 @@ void SpriteQueueDelete(DSWActor* actor);
int HelpMissileLateral(DSWActor*, int dist);
void AddSpriteToSectorObject(DSWActor*,SECTOR_OBJECT* sop);
void QueueReset(void);
int PlayerCheckDeath(PLAYERp pp,DSWActor*);
int PlayerCheckDeath(PLAYER* pp,DSWActor*);
bool SpriteWarpToUnderwater(DSWActor* actor);
int PlayerDamageSlide(PLAYERp pp,int damage,short ang);
int PlayerDamageSlide(PLAYER* pp,int damage,short ang);
bool VehicleMoveHit(DSWActor*);
int SpawnSplash(DSWActor*);
void SpawnMineExp(DSWActor*);

View file

@ -769,7 +769,7 @@ int SetupZombie(DSWActor* actor)
return 0;
}
void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
void SpawnZombie(PLAYER* pp, DSWActor* weaponActor)
{
auto ownerActor = GetOwner(weaponActor);