- 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

@ -312,6 +312,12 @@ void DPSprite::SetState(FState *newstate, bool pending)
return;
}
void P_SetPsprite(player_t *player, psprnum_t id, FState *state, bool pending)
{
if (player == nullptr) return;
player->GetPSprite(id)->SetState(state, pending);
}
//---------------------------------------------------------------------------
//
// PROC P_BringUpWeapon
@ -369,7 +375,7 @@ void P_BringUpWeapon (player_t *player)
psweapon->SetState(newstate);
// make sure that the previous weapon's flash state is terminated.
// When coming here from a weapon drop it may still be active.
player->GetPSprite(ps_flash)->SetState(nullptr);
P_SetPsprite(player, ps_flash, nullptr);
player->mo->weaponspecial = 0;
}
@ -402,7 +408,7 @@ void P_FireWeapon (player_t *player, FState *state)
{
state = weapon->GetAtkState(!!player->refire);
}
player->GetPSprite(ps_weapon)->SetState(state);
P_SetPsprite(player, ps_weapon, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
@ -440,7 +446,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
state = weapon->GetAltAtkState(!!player->refire);
}
player->GetPSprite(ps_weapon)->SetState(state);
P_SetPsprite(player, ps_weapon, state);
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
@ -465,7 +471,7 @@ void P_DropWeapon (player_t *player)
player->WeaponState &= ~WF_DISABLESWITCH;
if (player->ReadyWeapon != nullptr)
{
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->GetDownState());
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetDownState());
}
}
@ -809,7 +815,7 @@ static void P_CheckWeaponButtons (player_t *player)
// state, the weapon won't disappear. ;)
if (state != nullptr)
{
player->GetPSprite(ps_weapon)->SetState(state);
P_SetPsprite(player, ps_weapon, state);
return;
}
}
@ -1011,7 +1017,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
return 0;
}
// [RH] Clear the flash state. Only needed for Strife.
player->GetPSprite(ps_flash)->SetState(nullptr);
P_SetPsprite(player, ps_flash, nullptr);
P_BringUpWeapon (player);
return 0;
}
@ -1118,7 +1124,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
flash = player->ReadyWeapon->FindState(NAME_Flash);
}
}
player->GetPSprite(ps_flash)->SetState(flash);
P_SetPsprite(player, ps_flash, flash);
return 0;
}