diff options
Diffstat (limited to 'src/heretic/p_pspr.c')
-rw-r--r-- | src/heretic/p_pspr.c | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/heretic/p_pspr.c b/src/heretic/p_pspr.c index bd47c9a1..c0abf559 100644 --- a/src/heretic/p_pspr.c +++ b/src/heretic/p_pspr.c @@ -1113,7 +1113,7 @@ void A_FireMacePL1(player_t * player, pspdef_t * psp) + (((P_Random() & 7) - 4) << 24)); if (ball) { - ball->special1 = 16; // tics till dropoff + ball->special1.i = 16; // tics till dropoff } } @@ -1127,16 +1127,16 @@ void A_MacePL1Check(mobj_t * ball) { angle_t angle; - if (ball->special1 == 0) + if (ball->special1.i == 0) { return; } - ball->special1 -= 4; - if (ball->special1 > 0) + ball->special1.i -= 4; + if (ball->special1.i > 0) { return; } - ball->special1 = 0; + ball->special1.i = 0; ball->flags2 |= MF2_LOGRAV; angle = ball->angle >> ANGLETOFINESHIFT; ball->momx = FixedMul(7 * FRACUNIT, finecosine[angle]); @@ -1246,7 +1246,7 @@ void A_FireMacePL2(player_t * player, pspdef_t * psp) mo->momz = 2 * FRACUNIT + ((player->lookdir) << (FRACBITS - 5)); if (linetarget) { - mo->special1 = (int) linetarget; + mo->special1.m = linetarget; } } S_StartSound(player->mo, sfx_lobsht); @@ -1273,12 +1273,12 @@ void A_DeathBallImpact(mobj_t * ball) if ((ball->z <= ball->floorz) && ball->momz) { // Bounce newAngle = false; - target = (mobj_t *) ball->special1; + target = (mobj_t *) ball->special1.m; if (target) { if (!(target->flags & MF_SHOOTABLE)) { // Target died - ball->special1 = 0; + ball->special1.m = NULL; } else { // Seek @@ -1295,7 +1295,7 @@ void A_DeathBallImpact(mobj_t * ball) P_AimLineAttack(ball, angle, 10 * 64 * FRACUNIT); if (linetarget && ball->target != linetarget) { - ball->special1 = (int) linetarget; + ball->special1.m = linetarget; angle = R_PointToAngle2(ball->x, ball->y, linetarget->x, linetarget->y); newAngle = true; @@ -1445,15 +1445,15 @@ void A_FireSkullRodPL2(player_t * player, pspdef_t * psp) // even if it exploded immediately. if (netgame) { // Multi-player game - MissileMobj->special2 = P_GetPlayerNum(player); + MissileMobj->special2.i = P_GetPlayerNum(player); } else { // Always use red missiles in single player games - MissileMobj->special2 = 2; + MissileMobj->special2.i = 2; } if (linetarget) { - MissileMobj->special1 = (int) linetarget; + MissileMobj->special1.m = linetarget; } S_StartSound(MissileMobj, sfx_hrnpow); } @@ -1480,7 +1480,7 @@ void A_AddPlayerRain(mobj_t * actor) int playerNum; player_t *player; - playerNum = netgame ? actor->special2 : 0; + playerNum = netgame ? actor->special2.i : 0; if (!playeringame[playerNum]) { // Player left the game return; @@ -1537,7 +1537,7 @@ void A_SkullRodStorm(mobj_t * actor) if (actor->health-- == 0) { P_SetMobjState(actor, S_NULL); - playerNum = netgame ? actor->special2 : 0; + playerNum = netgame ? actor->special2.i : 0; if (!playeringame[playerNum]) { // Player left the game return; @@ -1563,17 +1563,17 @@ void A_SkullRodStorm(mobj_t * actor) } x = actor->x + ((P_Random() & 127) - 64) * FRACUNIT; y = actor->y + ((P_Random() & 127) - 64) * FRACUNIT; - mo = P_SpawnMobj(x, y, ONCEILINGZ, MT_RAINPLR1 + actor->special2); + mo = P_SpawnMobj(x, y, ONCEILINGZ, MT_RAINPLR1 + actor->special2.i); mo->target = actor->target; mo->momx = 1; // Force collision detection mo->momz = -mo->info->speed; - mo->special2 = actor->special2; // Transfer player number + mo->special2.i = actor->special2.i; // Transfer player number P_CheckMissileSpawn(mo); - if (!(actor->special1 & 31)) + if (!(actor->special1.i & 31)) { S_StartSound(actor, sfx_ramrain); } - actor->special1++; + actor->special1.i++; } //---------------------------------------------------------------------------- @@ -1586,7 +1586,7 @@ void A_RainImpact(mobj_t * actor) { if (actor->z > actor->floorz) { - P_SetMobjState(actor, S_RAINAIRXPLR1_1 + actor->special2); + P_SetMobjState(actor, S_RAINAIRXPLR1_1 + actor->special2.i); } else if (P_Random() < 40) { |