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

@ -330,7 +330,7 @@ void P_BringUpWeapon (player_t *player)
{
FState *newstate;
AWeapon *weapon;
DPSprite *psweapon = player->GetPSprite(ps_weapon);
DPSprite *psweapon = player->GetPSprite(PSP_WEAPON);
if (player->PendingWeapon == WP_NOCHANGE)
{
@ -373,7 +373,7 @@ void P_BringUpWeapon (player_t *player)
? WEAPONTOP : WEAPONBOTTOM;
// make sure that the previous weapon's flash state is terminated.
// When coming here from a weapon drop it may still be active.
P_SetPsprite(player, ps_flash, nullptr);
P_SetPsprite(player, PSP_FLASH, nullptr);
psweapon->SetState(newstate);
player->mo->weaponspecial = 0;
}
@ -407,7 +407,7 @@ void P_FireWeapon (player_t *player, FState *state)
{
state = weapon->GetAtkState(!!player->refire);
}
P_SetPsprite(player, ps_weapon, state);
P_SetPsprite(player, PSP_WEAPON, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
@ -445,7 +445,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
state = weapon->GetAltAtkState(!!player->refire);
}
P_SetPsprite(player, ps_weapon, state);
P_SetPsprite(player, PSP_WEAPON, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
@ -470,7 +470,7 @@ void P_DropWeapon (player_t *player)
player->WeaponState &= ~WF_DISABLESWITCH;
if (player->ReadyWeapon != nullptr)
{
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetDownState());
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState());
}
}
@ -647,7 +647,7 @@ void DoReadyWeaponToFire (AActor *self, bool prim, bool alt)
}
// Play ready sound, if any.
if (weapon->ReadySound && player->GetPSprite(ps_weapon)->GetState() == weapon->FindState(NAME_Ready))
if (weapon->ReadySound && player->GetPSprite(PSP_WEAPON)->GetState() == weapon->FindState(NAME_Ready))
{
if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
{
@ -666,8 +666,8 @@ void DoReadyWeaponToBob (AActor *self)
{
// Prepare for bobbing action.
self->player->WeaponState |= WF_WEAPONBOBBING;
self->player->GetPSprite(ps_weapon)->x = 0;
self->player->GetPSprite(ps_weapon)->y = WEAPONTOP;
self->player->GetPSprite(PSP_WEAPON)->x = 0;
self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
}
}
@ -814,7 +814,7 @@ static void P_CheckWeaponButtons (player_t *player)
// state, the weapon won't disappear. ;)
if (state != nullptr)
{
P_SetPsprite(player, ps_weapon, state);
P_SetPsprite(player, PSP_WEAPON, state);
return;
}
}
@ -1023,7 +1023,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
{
return 0;
}
psp = player->GetPSprite(ps_weapon);
psp = player->GetPSprite(PSP_WEAPON);
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
{
psp->y = WEAPONBOTTOM;
@ -1045,7 +1045,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
return 0;
}
// [RH] Clear the flash state. Only needed for Strife.
P_SetPsprite(player, ps_flash, nullptr);
P_SetPsprite(player, PSP_FLASH, nullptr);
P_BringUpWeapon (player);
return 0;
}
@ -1076,7 +1076,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
P_DropWeapon(player);
return 0;
}
psp = player->GetPSprite(ps_weapon);
psp = player->GetPSprite(PSP_WEAPON);
psp->y -= RAISESPEED;
if (psp->y > WEAPONTOP)
{ // Not raised all the way yet
@ -1152,7 +1152,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
flash = player->ReadyWeapon->FindState(NAME_Flash);
}
}
P_SetPsprite(player, ps_flash, flash);
P_SetPsprite(player, PSP_FLASH, flash);
return 0;
}