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- deal with a handful of s() uses that do not match the more common patterns.
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723e22743e
commit
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7 changed files with 17 additions and 20 deletions
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@ -331,7 +331,6 @@ static void ThrowThing(DBloodActor* actor, bool impact)
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int dist = approxDist(dx, dy);
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auto actLeech = leechIsDropped(actor);
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spritetype* pLeech = actLeech? &actLeech->s() : nullptr;
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XSPRITE* pXLeech = actLeech && actLeech->hasX()? &actLeech->x() : nullptr;
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switch (curWeapon) {
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@ -382,7 +381,7 @@ static void ThrowThing(DBloodActor* actor, bool impact)
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pXSpawned->Proximity = true;
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return;
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case kModernThingEnemyLifeLeech:
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if (pLeech != NULL) pXSpawned->health = pXLeech->health;
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if (actLeech != nullptr) pXSpawned->health = pXLeech->health;
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else pXSpawned->health = ((pThinkInfo->startHealth << 4) * gGameOptions.nDifficulty) >> 1;
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sfxPlay3DSound(actor, 490, -1, 0);
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@ -566,7 +565,6 @@ static void unicultThinkChase(DBloodActor* actor)
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int weaponType = actor->genDudeExtra.weaponType;
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auto actLeech = leechIsDropped(actor);
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spritetype* pLeech = actLeech? &actLeech->s() : nullptr;
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const VECTORDATA* meleeVector = &gVectorData[22];
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if (weaponType == kGenDudeWeaponThrow)
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@ -599,7 +597,7 @@ static void unicultThinkChase(DBloodActor* actor)
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{
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case kModernThingEnemyLifeLeech:
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{
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if (pLeech == NULL)
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if (actLeech == nullptr)
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{
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aiGenDudeNewState(actor, &genDudeThrow2);
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genDudeThrow2.nextState = &genDudeDodgeShortL;
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@ -608,7 +606,7 @@ static void unicultThinkChase(DBloodActor* actor)
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int ldist = aiFightGetTargetDist(targetactor, pDudeInfo, actLeech);
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if (ldist > 3 || !cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->pos.Z, pTarget->sector(),
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pLeech->pos.X, pLeech->pos.Y, pLeech->pos.Z, pLeech->sector()) || actLeech->GetTarget() == nullptr)
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actLeech->spr.pos.X, actLeech->spr.pos.Y, actLeech->spr.pos.Z, actLeech->spr.sector()) || actLeech->GetTarget() == nullptr)
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{
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aiGenDudeNewState(actor, &genDudeThrow2);
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genDudeThrow2.nextState = &genDudeDodgeShortL;
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@ -139,10 +139,10 @@ TArray<DBloodActor*> SpawnActors(BloodSpawnSpriteDef& sprites)
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auto sprt = &sprites.sprites[i];
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auto actor = InsertSprite(sprt->sector(), sprt->statnum);
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spawns[j++] = actor;
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actor->s() = sprites.sprites[i];
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if (sprites.sprext.Size()) actor->sx() = sprites.sprext[i];
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else actor->sx() = {};
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actor->sm() = {};
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actor->spr = sprites.sprites[i];
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if (sprites.sprext.Size()) actor->sprext = sprites.sprext[i];
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else actor->sprext = {};
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actor->spsmooth = {};
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if (sprites.sprites[i].extra > 0)
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{
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@ -176,7 +176,7 @@ using BloodSpriteIterator = TSpriteIterator<DBloodActor>;
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inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom)
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{
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GetSpriteExtents(&actor->s(), top, bottom);
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GetSpriteExtents(&actor->spr, top, bottom);
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}
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inline bool CheckSector(const BitArray& bits, DBloodActor* act)
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@ -75,10 +75,10 @@ static TArray<DExhumedActor*> spawnactors(SpawnSpriteDef& sprites)
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auto sprt = &sprites.sprites[i];
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auto actor = insertActor(sprt->sector(), sprt->statnum);
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spawns[j++] = actor;
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actor->s() = sprites.sprites[i];
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if (sprites.sprext.Size()) actor->sx() = sprites.sprext[i];
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else actor->sx() = {};
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actor->sm() = {};
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actor->spr = sprites.sprites[i];
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if (sprites.sprext.Size()) actor->sprext = sprites.sprext[i];
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else actor->sprext = {};
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actor->spsmooth = {};
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}
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return spawns;
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}
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@ -356,10 +356,10 @@ void spawnactors(SpawnSpriteDef& sprites)
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}
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auto sprt = &sprites.sprites[i];
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auto actor = insertActor(sprt->sector(), sprt->statnum);
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actor->s() = sprites.sprites[i];
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if (sprites.sprext.Size()) actor->sx() = sprites.sprext[i];
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else actor->sx() = {};
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actor->sm() = {};
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actor->spr = sprites.sprites[i];
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if (sprites.sprext.Size()) actor->sprext = sprites.sprext[i];
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else actor->sprext = {};
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actor->spsmooth = {};
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}
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}
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@ -976,7 +976,7 @@ bool ActorTestSpawn(DSWActor* actor)
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{
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auto actorNew = insertActor(sp->sector(), STAT_DEFAULT);
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int t = actorNew->spr.time; // must be preserved!
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actorNew->s() = *sp;
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actorNew->spr = *sp;
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actorNew->spr.time = t;
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change_actor_stat(actorNew, STAT_SPAWN_TRIGGER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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@ -4814,7 +4814,6 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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SPRITEp wp = weapActor? &weapActor->s() : nullptr;
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USERp wu = weapActor? weapActor->u() : nullptr;
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if (u->Health > 0)
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