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Diffstat (limited to 'src/heretic/p_pspr.c')
-rw-r--r--src/heretic/p_pspr.c38
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)
{