- re-added P_SetPSprite.

For debugging purposes it's better to have this as a function.
This commit is contained in:
Christoph Oelckers 2016-05-24 13:05:43 +02:00
commit e6d89b9f71
15 changed files with 55 additions and 48 deletions

View file

@ -81,7 +81,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
self->player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
P_SetPsprite(self->player, ps_flash, weapon->FindState(NAME_Flash), true);
}
self->player->mo->PlayAttacking2 ();
@ -273,7 +273,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
return 0;
player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
P_SetPsprite(player, ps_flash, weapon->FindState(NAME_Flash), true);
}
player->mo->PlayAttacking2 ();
@ -309,7 +309,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
{
if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
return 0;
player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
P_SetPsprite(player, ps_flash, weapon->FindState(NAME_Flash), true);
}
player->mo->PlayAttacking2 ();
@ -381,13 +381,13 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
{
// we're ok so set the state
player->GetPSprite(ps_flash)->SetState(flashstate + index, true);
P_SetPsprite(player, ps_flash, flashstate + index, true);
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
player->GetPSprite(ps_flash)->SetState(flashstate, true);
P_SetPsprite(player, ps_flash, flashstate, true);
return;
}
}
@ -403,7 +403,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
{ // Invalid state. With no index offset, it should at least be valid.
index = 0;
}
player->GetPSprite(ps_flash)->SetState(flashstate + index, true);
P_SetPsprite(player, ps_flash, flashstate + index, true);
}
//