Revert "- re-added P_SetPSrite."

This reverts commit e6d89b9f71.
This commit is contained in:
Leonard2 2016-05-29 23:21:49 +02:00
commit 8668719bbc
15 changed files with 48 additions and 55 deletions

View file

@ -311,12 +311,6 @@ void DPSprite::SetState(FState *newstate, bool pending)
return;
}
void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending)
{
if (player == nullptr) return;
player->GetPSprite(id)->SetState(state, pending);
}
//---------------------------------------------------------------------------
//
// PROC P_BringUpWeapon
@ -373,7 +367,7 @@ 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, PSP_FLASH, nullptr);
player->GetPSprite(PSP_FLASH)->SetState(nullptr);
psweapon->SetState(newstate);
player->mo->weaponspecial = 0;
}
@ -407,7 +401,7 @@ void P_FireWeapon (player_t *player, FState *state)
{
state = weapon->GetAtkState(!!player->refire);
}
P_SetPsprite(player, PSP_WEAPON, state);
player->GetPSprite(PSP_WEAPON)->SetState(state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
@ -445,7 +439,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
state = weapon->GetAltAtkState(!!player->refire);
}
P_SetPsprite(player, PSP_WEAPON, state);
player->GetPSprite(PSP_WEAPON)->SetState(state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
@ -470,7 +464,7 @@ void P_DropWeapon (player_t *player)
player->WeaponState &= ~WF_DISABLESWITCH;
if (player->ReadyWeapon != nullptr)
{
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState());
player->GetPSprite(PSP_WEAPON)->SetState(player->ReadyWeapon->GetDownState());
}
}
@ -814,7 +808,7 @@ static void P_CheckWeaponButtons (player_t *player)
// state, the weapon won't disappear. ;)
if (state != nullptr)
{
P_SetPsprite(player, PSP_WEAPON, state);
player->GetPSprite(PSP_WEAPON)->SetState(state);
return;
}
}
@ -1045,7 +1039,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
return 0;
}
// [RH] Clear the flash state. Only needed for Strife.
P_SetPsprite(player, PSP_FLASH, nullptr);
player->GetPSprite(PSP_FLASH)->SetState(nullptr);
P_BringUpWeapon (player);
return 0;
}
@ -1152,7 +1146,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
flash = player->ReadyWeapon->FindState(NAME_Flash);
}
}
P_SetPsprite(player, PSP_FLASH, flash);
player->GetPSprite(PSP_FLASH)->SetState(flash);
return 0;
}