Generalized the psprites implementation

This commit is contained in:
Leonard2 2016-05-09 20:03:47 +02:00
commit 1966b61b8f
25 changed files with 744 additions and 478 deletions

View file

@ -314,7 +314,7 @@ void cht_DoCheat (player_t *player, int cheat)
// [GRB]
case CHT_RESSURECT:
if (player->playerstate != PST_LIVE && player->mo != NULL)
if (player->playerstate != PST_LIVE && player->mo != nullptr)
{
if (player->mo->IsKindOf(RUNTIME_CLASS(APlayerChunk)))
{
@ -343,9 +343,9 @@ void cht_DoCheat (player_t *player, int cheat)
player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
}
player->mo->DamageType = NAME_None;
if (player->ReadyWeapon != NULL)
if (player->ReadyWeapon != nullptr)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState());
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->GetUpState());
}
if (player->morphTics > 0)
@ -932,10 +932,10 @@ void cht_Take (player_t *player, const char *name, int amount)
if (weapon)
weapon->Destroy ();
player->ReadyWeapon = NULL;
player->ReadyWeapon = nullptr;
player->PendingWeapon = WP_NOCHANGE;
player->psprites[ps_weapon].state = NULL;
player->psprites[ps_flash].state = NULL;
player->GetPSprite(ps_weapon)->SetState(nullptr);
player->GetPSprite(ps_flash)->SetState(nullptr);
}
}