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- refactored the main User array into something that's automatically …
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…managed.
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coelckers committed Apr 21, 2021
1 parent cd45a1f commit bbb53bc
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Showing 46 changed files with 977 additions and 1,003 deletions.
44 changes: 22 additions & 22 deletions source/games/sw/src/actor.cpp
Expand Up @@ -60,7 +60,7 @@ int
DoScaleSprite(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
int scale_value;

if (u->scale_speed)
Expand Down Expand Up @@ -92,7 +92,7 @@ DoScaleSprite(short SpriteNum)
int
DoActorDie(short SpriteNum, short weapon)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp sp = &sprite[SpriteNum];


Expand Down Expand Up @@ -299,7 +299,7 @@ DoDebrisCurrent(SPRITEp sp)
{
int nx, ny;
int ret=0;
USERp u = User[sp - sprite];
USERp u = User[sp - sprite].Data();
SECT_USERp sectu = SectUser[sp->sectnum];

//sp->clipdist = (256+128)>>2;
Expand Down Expand Up @@ -329,7 +329,7 @@ int
DoActorSectorDamage(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SECT_USERp sectu = SectUser[sp->sectnum];
SECTORp sectp = &sector[sp->sectnum];

Expand Down Expand Up @@ -396,7 +396,7 @@ DoActorSectorDamage(short SpriteNum)
int
move_debris(short SpriteNum, int xchange, int ychange, int zchange)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();

u->ret = move_sprite(SpriteNum, xchange, ychange, zchange,
u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
Expand All @@ -411,7 +411,7 @@ int
DoActorDebris(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SECTORp sectp = &sector[sp->sectnum];
int nx, ny;

Expand Down Expand Up @@ -475,7 +475,7 @@ int
DoFireFly(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
int nx, ny;

nx = 4 * ACTORMOVETICS * bcos(sp->ang) >> 14;
Expand All @@ -497,7 +497,7 @@ int
DoGenerateSewerDebris(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
short n;

static STATEp Debris[] =
Expand Down Expand Up @@ -527,7 +527,7 @@ DoGenerateSewerDebris(short SpriteNum)
void
KeepActorOnFloor(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;
SECTORp sectp;
int depth;
Expand Down Expand Up @@ -619,7 +619,7 @@ KeepActorOnFloor(short SpriteNum)
int
DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();

SET(u->Flags, SPR_SLIDING);

Expand All @@ -638,7 +638,7 @@ DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec)
int
DoActorSlide(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
int nx, ny;

nx = MulScale(u->slide_vel, bcos(u->slide_ang), 14);
Expand All @@ -665,7 +665,7 @@ DoActorSlide(short SpriteNum)
int
DoActorBeginJump(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();

SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
Expand Down Expand Up @@ -695,7 +695,7 @@ DoActorBeginJump(short SpriteNum)
int
DoActorJump(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;

int jump_adj;
Expand Down Expand Up @@ -741,7 +741,7 @@ DoActorJump(short SpriteNum)
int
DoActorBeginFall(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();

SET(u->Flags, SPR_FALLING);
RESET(u->Flags, SPR_JUMPING);
Expand Down Expand Up @@ -773,7 +773,7 @@ DoActorBeginFall(short SpriteNum)
int
DoActorFall(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;

// adjust jump speed by gravity
Expand All @@ -794,7 +794,7 @@ DoActorFall(short SpriteNum)
int
DoActorStopFall(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;

sp->z = u->loz;
Expand Down Expand Up @@ -847,7 +847,7 @@ DoActorDeathMove(short SpriteNum)
{
ANIMATOR DoFindGround;

USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;
int nx, ny;

Expand Down Expand Up @@ -876,7 +876,7 @@ DoActorDeathMove(short SpriteNum)
int
DoBeginJump(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();

SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
Expand All @@ -892,7 +892,7 @@ DoBeginJump(short SpriteNum)
int
DoJump(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;

int jump_adj;
Expand Down Expand Up @@ -932,7 +932,7 @@ DoJump(short SpriteNum)
int
DoBeginFall(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();

SET(u->Flags, SPR_FALLING);
RESET(u->Flags, SPR_JUMPING);
Expand All @@ -948,7 +948,7 @@ DoBeginFall(short SpriteNum)
int
DoFall(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;

// adjust jump speed by gravity
Expand All @@ -970,7 +970,7 @@ DoFall(short SpriteNum)
int
DoFall(short SpriteNum)
{
USERp u = User[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;

// adjust jump speed by gravity
Expand Down

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