- 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

@ -76,7 +76,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReady)
}
if (player->ReadyWeapon->Ammo1->Amount)
{
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("ReadyGlow"));
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("ReadyGlow"));
}
else
{
@ -103,7 +103,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReadyG)
}
if (player->ReadyWeapon->Ammo1->Amount <= 0)
{
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("Ready"));
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("Ready"));
}
else
{
@ -130,7 +130,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUp)
}
if (player->ReadyWeapon->Ammo1->Amount)
{
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("SelectGlow"));
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("SelectGlow"));
}
else
{
@ -157,7 +157,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUpG)
}
if (player->ReadyWeapon->Ammo1->Amount <= 0)
{
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("Select"));
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("Select"));
}
else
{
@ -184,7 +184,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckAtk)
}
if (player->ReadyWeapon->Ammo1->Amount)
{
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("FireGlow"));
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("FireGlow"));
}
return 0;
}
@ -273,7 +273,7 @@ axedone:
(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
weapon->Ammo2 == nullptr || weapon->Ammo2->Amount == 0))
{
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("Fire") + 5);
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState ("Fire") + 5);
}
}
}