- sprite[] in animateobjs.

Search/Replace only.
This commit is contained in:
Christoph Oelckers 2021-11-13 20:39:09 +01:00
parent 847877d6de
commit d63f5046ec

View file

@ -370,12 +370,12 @@ void animateobjs(PLAYER& plr) {
SPRITE& spr = actor->s();
int i = actor->GetSpriteIndex();
sprite[i].lotag -= TICSPERFRAME;
if (sprite[i].lotag < 0) {
sprite[i].picnum++;
sprite[i].lotag = 24;
if (sprite[i].picnum == LEVERDOWN) {
sprite[i].lotag = 60;
spr.lotag -= TICSPERFRAME;
if (spr.lotag < 0) {
spr.picnum++;
spr.lotag = 24;
if (spr.picnum == LEVERDOWN) {
spr.lotag = 60;
changespritestat(i, (short) 0);
}
}
@ -387,12 +387,12 @@ void animateobjs(PLAYER& plr) {
SPRITE& spr = actor->s();
int i = actor->GetSpriteIndex();
sprite[i].lotag -= TICSPERFRAME;
if (sprite[i].lotag < 0) {
sprite[i].picnum--;
sprite[i].lotag = 24;
if (sprite[i].picnum == LEVERUP) {
sprite[i].lotag = 1;
spr.lotag -= TICSPERFRAME;
if (spr.lotag < 0) {
spr.picnum--;
spr.lotag = 24;
if (spr.picnum == LEVERUP) {
spr.lotag = 1;
changespritestat(i, (short) 0);
}
}
@ -404,11 +404,11 @@ void animateobjs(PLAYER& plr) {
SPRITE& spr = actor->s();
int i = actor->GetSpriteIndex();
sprite[i].lotag -= TICSPERFRAME;
if (sprite[i].lotag < 0) {
sprite[i].lotag = 12;
sprite[i].picnum++;
if (sprite[i].picnum == ANNIHILATE + 5) {
spr.lotag -= TICSPERFRAME;
if (spr.lotag < 0) {
spr.lotag = 12;
spr.picnum++;
if (spr.picnum == ANNIHILATE + 5) {
deletesprite((short) i);
}
}
@ -421,12 +421,12 @@ void animateobjs(PLAYER& plr) {
SPRITE& spr = actor->s();
int i = actor->GetSpriteIndex();
sprite[i].lotag -= TICSPERFRAME;
if (sprite[i].lotag < 0) {
sprite[i].extra--;
sprite[i].lotag = (short) (krand() & 48 + 24);
spr.lotag -= TICSPERFRAME;
if (spr.lotag < 0) {
spr.extra--;
spr.lotag = (short) (krand() & 48 + 24);
bats(plr, i);
if (sprite[i].extra == 0)
if (spr.extra == 0)
changespritestat(i, (short) 0);
}
}
@ -503,7 +503,7 @@ void animateobjs(PLAYER& plr) {
SPRITE& spr = actor->s();
int i = actor->GetSpriteIndex();
osectnum = sprite[i].sectnum;
osectnum = spr.sectnum;
j = (torchpattern[PlayClock % 38]);
sector[osectnum].ceilingshade = (byte) j;
sector[osectnum].floorshade = (byte) j;
@ -520,7 +520,7 @@ void animateobjs(PLAYER& plr) {
SPRITE& spr = actor->s();
int i = actor->GetSpriteIndex();
osectnum = sprite[i].sectnum;
osectnum = spr.sectnum;
j = (torchpattern[PlayClock % 38]);
sector[osectnum].floorshade = (byte) j;
startwall = sector[osectnum].wallptr;