rename some actor struct fields

svn-id: r18664
This commit is contained in:
Gregory Montoir 2005-08-11 18:09:47 +00:00
parent ea658702b5
commit 0cecdec74c
4 changed files with 23 additions and 23 deletions

View File

@ -373,8 +373,8 @@ void Insane::initvars(void) {
_actor[0].x1 = -1;
_actor[0].weaponClass = 2;
_actor[0].animWeaponClass = 0;
_actor[0].field_34 = 2;
_actor[0].field_38 = 0;
_actor[0].newFacingFlag = 2;
_actor[0].curFacingFlag = 0;
_actor[0].lost = false;
_actor[0].kicking = false;
_actor[0].field_44 = false;
@ -412,8 +412,8 @@ void Insane::initvars(void) {
_actor[1].x1 = -1;
_actor[1].weaponClass = 2;
_actor[1].animWeaponClass = 0;
_actor[1].field_34 = 0;
_actor[1].field_38 = 0;
_actor[1].newFacingFlag = 0;
_actor[1].curFacingFlag = 0;
_actor[1].lost = false;
_actor[1].kicking = false;
_actor[1].field_44 = false;
@ -914,8 +914,8 @@ void Insane::reinitActors(void) {
_actor[0].weapon = INV_HAND;
_actor[0].weaponClass = 2;
_actor[0].animWeaponClass = 0;
_actor[0].field_34 = 2;
_actor[0].field_38 = 0;
_actor[0].newFacingFlag = 2;
_actor[0].curFacingFlag = 0;
_actor[0].tilt = 0;
_actor[0].field_8 = 1;
_actor[0].act[2].state = 1;

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@ -243,13 +243,13 @@ class Insane {
int32 x1;
int16 weaponClass;
int16 animWeaponClass;
int16 field_34;
int16 field_38;
bool lost;
bool kicking;
bool field_44;
bool field_48;
bool defunct;
int16 newFacingFlag;
int16 curFacingFlag;
bool lost;
bool kicking;
bool field_44;
bool field_48; // unused
bool defunct;
int32 scenePropSubIdx;
int32 field_54;
int32 runningSound;

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@ -607,7 +607,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 6:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].newFacingFlag = 1;
_actor[0].kicking = false;
smlayer_setActorCostume(0, 2, readArray(22));
smlayer_setActorFacing(0, 2, 19, 180);
@ -618,7 +618,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 7:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].newFacingFlag = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 1) {
smlayer_setActorFacing(0, 2, 20, 180);
@ -629,7 +629,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 8:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].newFacingFlag = 1;
_actor[0].kicking = false;
if ((_actor[0].act[2].frame == 3) && (calcEnemyDamage(0, 0) == 1)) {
_actor[1].damage = weaponDamage(0);
@ -645,11 +645,11 @@ void Insane::actor02Reaction(int32 buttons) {
case 9:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].newFacingFlag = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 3) {
smlayer_setActorCostume(0, 2, readArray(12));
_actor[0].field_34 = 2;
_actor[0].newFacingFlag = 2;
_actor[0].act[2].state = 1;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@ -1715,8 +1715,8 @@ void Insane::actor01Reaction(int32 buttons) {
break;
}
if (_actor[0].field_38 != _actor[0].field_34) {
if (_actor[0].field_34 == 2)
if (_actor[0].curFacingFlag != _actor[0].newFacingFlag) {
if (_actor[0].newFacingFlag == 2)
smlayer_setActorFacing(0, 1, 28, 180);
else
smlayer_setActorFacing(0, 1, 27, 180);
@ -1731,7 +1731,7 @@ void Insane::actor01Reaction(int32 buttons) {
smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room);
_actor[0].animWeaponClass = _actor[0].weaponClass;
_actor[0].field_38 = _actor[0].field_34;
_actor[0].curFacingFlag = _actor[0].newFacingFlag;
}
void Insane::actor03Reaction(int32 buttons) {

View File

@ -765,8 +765,8 @@ void Insane::setEnemyCostumes(void) {
_actor[0].weapon = INV_HAND;
_actor[0].weaponClass = 2;
_actor[0].animWeaponClass = 0;
_actor[0].field_34 = 2;
_actor[0].field_38 = 0;
_actor[0].newFacingFlag = 2;
_actor[0].curFacingFlag = 0;
_actor[0].tilt = 0;
_actor[0].field_8 = 1;
_actor[0].act[2].state = 1;