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- globally replaced sp-> in spike.cpp
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f58d4e2604
commit
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1 changed files with 29 additions and 29 deletions
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@ -54,15 +54,15 @@ void ReverseSpike(DSWActor* actor)
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// moving toward to OFF pos
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if (u->z_tgt == u->oz)
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{
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if (sp->pos.Z == u->oz)
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if (actor->spr.pos.Z == u->oz)
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u->z_tgt = u->sz;
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else if (u->sz == u->oz)
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u->z_tgt = sp->pos.Z;
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u->z_tgt = actor->spr.pos.Z;
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}
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else if (u->z_tgt == u->sz)
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{
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if (sp->pos.Z == u->oz)
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u->z_tgt = sp->pos.Z;
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if (actor->spr.pos.Z == u->oz)
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u->z_tgt = actor->spr.pos.Z;
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else if (u->sz == u->oz)
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u->z_tgt = u->sz;
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}
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@ -80,7 +80,7 @@ bool SpikeSwitch(short match, short setting)
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{
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sp = &actor->s();
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if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
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if (actor->spr.lotag == TAG_SPRITE_SWITCH_VATOR && actor->spr.hitag == match)
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{
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found = true;
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AnimateSwitch(sp, setting);
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@ -94,14 +94,14 @@ void SetSpikeActive(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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SECTORp sectp = sp->sector();
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SECTORp sectp = actor->spr.sector();
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if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
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StartInterpolation(sp->sector(), Interp_Sect_Ceilingheinum);
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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StartInterpolation(actor->spr.sector(), Interp_Sect_Ceilingheinum);
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else
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StartInterpolation(sp->sector(), Interp_Sect_Floorheinum);
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StartInterpolation(actor->spr.sector(), Interp_Sect_Floorheinum);
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InterpSectorSprites(sp->sector(), true);
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InterpSectorSprites(actor->spr.sector(), true);
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// play activate sound
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DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
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@ -110,7 +110,7 @@ void SetSpikeActive(DSWActor* actor)
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u->Tics = 0;
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// moving to the ON position
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if (u->z_tgt == sp->pos.Z)
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if (u->z_tgt == actor->spr.pos.Z)
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VatorSwitch(SP_TAG2(actor), true);
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else
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// moving to the OFF position
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@ -254,17 +254,17 @@ void SpikeAlign(DSWActor* actor)
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// either work on single sector or all tagged in SOBJ
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if ((int8_t)SP_TAG7(sp) < 0)
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{
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if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
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alignceilslope(sp->sector(), sp->pos.X, sp->pos.Y, u->zclip);
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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alignceilslope(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, u->zclip);
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else
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alignflorslope(sp->sector(), sp->pos.X, sp->pos.Y, u->zclip);
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alignflorslope(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, u->zclip);
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}
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else
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{
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if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
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SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(sp)], sp->pos.X, sp->pos.Y, u->zclip);
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(sp)], actor->spr.pos.X, actor->spr.pos.Y, u->zclip);
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else
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SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(sp)], sp->pos.X, sp->pos.Y, u->zclip);
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SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(sp)], actor->spr.pos.X, actor->spr.pos.Y, u->zclip);
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}
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}
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@ -281,11 +281,11 @@ void MoveSpritesWithSpike(sectortype* sect)
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if (actor->hasU())
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continue;
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if (TEST(sp->extra, SPRX_STAY_PUT_VATOR))
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if (TEST(actor->spr.extra, SPRX_STAY_PUT_VATOR))
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continue;
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getzsofslopeptr(sect, sp->pos.X, sp->pos.Y, &cz, &fz);
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sp->pos.Z = fz;
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getzsofslopeptr(sect, actor->spr.pos.X, actor->spr.pos.Y, &cz, &fz);
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actor->spr.pos.Z = fz;
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}
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}
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@ -303,14 +303,14 @@ int DoSpike(DSWActor* actor)
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lptr = &u->zclip;
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DoSpikeMove(actor, lptr);
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MoveSpritesWithSpike(sp->sector());
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MoveSpritesWithSpike(actor->spr.sector());
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SpikeAlign(actor);
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// EQUAL this entry has finished
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if (*lptr == u->z_tgt)
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{
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// in the ON position
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if (u->z_tgt == sp->pos.Z)
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if (u->z_tgt == actor->spr.pos.Z)
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{
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// change target
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u->z_tgt = u->sz;
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@ -330,7 +330,7 @@ int DoSpike(DSWActor* actor)
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// change target
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u->jump_speed = u->vel_tgt;
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u->vel_rate = (short)abs(u->vel_rate);
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u->z_tgt = sp->pos.Z;
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u->z_tgt = actor->spr.pos.Z;
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SetSpikeInactive(actor);
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@ -369,7 +369,7 @@ int DoSpike(DSWActor* actor)
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USERp bu;
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bool found = false;
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SWSectIterator it(sp->sector());
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SWSectIterator it(actor->spr.sector());
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while (auto itActor = it.Next())
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{
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bsp = &actor->s();
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@ -392,8 +392,8 @@ int DoSpike(DSWActor* actor)
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{
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pp = Player + pnum;
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if (pp->lo_sectp == sp->sector() ||
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pp->hi_sectp == sp->sector())
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if (pp->lo_sectp == actor->spr.sector() ||
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pp->hi_sectp == actor->spr.sector())
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{
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ReverseSpike(actor);
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found = true;
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@ -415,14 +415,14 @@ int DoSpikeAuto(DSWActor* actor)
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lptr = &u->zclip;
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DoSpikeMove(actor, lptr);
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MoveSpritesWithSpike(sp->sector());
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MoveSpritesWithSpike(actor->spr.sector());
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SpikeAlign(actor);
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// EQUAL this entry has finished
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if (*lptr == u->z_tgt)
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{
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// in the UP position
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if (u->z_tgt == sp->pos.Z)
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if (u->z_tgt == actor->spr.pos.Z)
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{
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// change target
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u->z_tgt = u->sz;
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@ -439,7 +439,7 @@ int DoSpikeAuto(DSWActor* actor)
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// change target
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u->jump_speed = u->vel_tgt;
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u->vel_rate = (short)abs(u->vel_rate);
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u->z_tgt = sp->pos.Z;
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u->z_tgt = actor->spr.pos.Z;
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u->Tics = u->WaitTics;
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if (SP_TAG6(sp) && TEST_BOOL5(sp))
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