Replaced every remaining instances of the old layer names

This commit is contained in:
Leonard2 2016-05-27 19:01:03 +02:00
commit 360ad7a844
15 changed files with 78 additions and 78 deletions

View file

@ -219,7 +219,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
if (player == nullptr)
return 0;
P_SetPsprite (player, ps_flash, nullptr);
P_SetPsprite (player, PSP_FLASH, nullptr);
return 0;
}
@ -235,7 +235,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
if (self->player != nullptr)
{
P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash));
P_SetPsprite (self->player, PSP_FLASH, self->player->ReadyWeapon->FindState(NAME_Flash));
}
return 0;
}
@ -500,8 +500,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
if (self->player != nullptr)
{
self->player->GetPSprite(ps_weapon)->x += pr_mauler2.Random2() / 64.;
self->player->GetPSprite(ps_weapon)->y += pr_mauler2.Random2() / 64.;
self->player->GetPSprite(PSP_WEAPON)->x += pr_mauler2.Random2() / 64.;
self->player->GetPSprite(PSP_WEAPON)->y += pr_mauler2.Random2() / 64.;
}
return 0;
}
@ -707,7 +707,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
P_SetPsprite (player, ps_flash, flash, true);
P_SetPsprite (player, PSP_FLASH, flash, true);
if (grenadetype != nullptr)
{
@ -856,7 +856,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
return 0;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
pspr = self->player->GetPSprite(ps_weapon);
pspr = self->player->GetPSprite(PSP_WEAPON);
pspr->SetState(pspr->GetState() + pieces);
return 0;
}
@ -888,7 +888,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
{
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
}
pspr = self->player->GetPSprite(ps_weapon);
pspr = self->player->GetPSprite(PSP_WEAPON);
pspr->SetState(pspr->GetState() + pieces);
return 0;
}
@ -913,7 +913,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
return 0;
}
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
pspr = self->player->GetPSprite(ps_weapon);
pspr = self->player->GetPSprite(PSP_WEAPON);
pspr->SetState(pspr->GetState() + 4*pieces - 3);
return 0;
}