Un-abbreviated "SPRITE" from "SPRT" in sprite macro names

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-09-15 16:10:46 +02:00
parent 0cf2a20a9a
commit c9517bffc4
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GPG key ID: 1E75F156884F3DCE

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@ -13,15 +13,15 @@
enum BalfrogSprites
{
BALFROG_SPRT_NOTHING = 0,
BALFROG_SPRT_STANDING_STILL = 1,
BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING = 2,
BALFROG_SPRT_MOUTH_OPEN_CROUCHING = 3,
BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING = 4,
BALFROG_SPRT_JUMPING = 5,
BALFROG_SPRT_BALROG_WHITE = 6,
BALFROG_SPRT_BALROG_CROUCHING = 7,
BALFROG_SPRT_BALROG_JUMPING = 8
BALFROG_SPRITE_NOTHING = 0,
BALFROG_SPRITE_STANDING_STILL = 1,
BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING = 2,
BALFROG_SPRITE_MOUTH_OPEN_CROUCHING = 3,
BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING = 4,
BALFROG_SPRITE_JUMPING = 5,
BALFROG_SPRITE_BALROG_WHITE = 6,
BALFROG_SPRITE_BALROG_CROUCHING = 7,
BALFROG_SPRITE_BALROG_JUMPING = 8
};
enum BalfrogStates
@ -69,7 +69,7 @@ static void ActBossChar02_01(void)
switch (gBoss[0].ani_no)
{
case BALFROG_SPRT_NOTHING:
case BALFROG_SPRITE_NOTHING:
boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
boss->hit.front = PIXELS_TO_UNITS(16);
boss->hit.top = PIXELS_TO_UNITS(16);
@ -79,23 +79,23 @@ static void ActBossChar02_01(void)
boss->bits = NPC_INVULNERABLE;
break;
case BALFROG_SPRT_STANDING_STILL:
case BALFROG_SPRITE_STANDING_STILL:
boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(24);
break;
case BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING:
case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING:
boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(20);
break;
case BALFROG_SPRT_MOUTH_OPEN_CROUCHING:
case BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING:
case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING:
case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING:
boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(16);
break;
case BALFROG_SPRT_JUMPING:
case BALFROG_SPRITE_JUMPING:
boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(43);
break;
@ -108,7 +108,7 @@ static void ActBossChar02_02(void)
switch (gBoss[0].ani_no)
{
case BALFROG_SPRT_NOTHING:
case BALFROG_SPRITE_NOTHING:
boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
boss->hit.front = PIXELS_TO_UNITS(24);
boss->hit.top = PIXELS_TO_UNITS(16);
@ -118,11 +118,11 @@ static void ActBossChar02_02(void)
boss->bits = NPC_INVULNERABLE;
break;
case BALFROG_SPRT_STANDING_STILL:
case BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING:
case BALFROG_SPRT_MOUTH_OPEN_CROUCHING:
case BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING:
case BALFROG_SPRT_JUMPING:
case BALFROG_SPRITE_STANDING_STILL:
case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING:
case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING:
case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING:
case BALFROG_SPRITE_JUMPING:
boss->x = gBoss[0].x;
boss->y = gBoss[0].y;
break;
@ -189,7 +189,7 @@ void ActBossChar_Frog(void)
case BALFROG_START:
boss->act_no = (BALFROG_START + 1);
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
boss->cond = NPCCOND_ALIVE;
boss->rect = rcRight[0];
@ -211,16 +211,16 @@ void ActBossChar_Frog(void)
// Fallthrough
case BALFROG_FLICKER:
if (++boss->act_wait / 2 % 2)
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
else
boss->ani_no = BALFROG_SPRT_NOTHING;
boss->ani_no = BALFROG_SPRITE_NOTHING;
break;
case BALFROG_WAIT:
boss->act_no = BALFROG_INITIALIZE_HOP_1;
boss->act_wait = 0;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->xm = 0;
// Fallthrough
case BALFROG_INITIALIZE_HOP_1:
@ -228,7 +228,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_INITIALIZE_HOP_2;
boss->ani_wait = 0;
boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
}
break;
@ -238,7 +238,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_HOP;
boss->ani_wait = 0;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
}
break;
@ -247,7 +247,7 @@ void ActBossChar_Frog(void)
if (++boss->ani_wait > 4)
{
boss->act_no = BALFROG_MIDAIR;
boss->ani_no = BALFROG_SPRT_JUMPING;
boss->ani_no = BALFROG_SPRITE_JUMPING;
boss->ym = PIXELS_TO_UNITS(-2);
PlaySoundObject(25, 1);
@ -280,7 +280,7 @@ void ActBossChar_Frog(void)
PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
SetQuake(30);
boss->act_no = BALFROG_WAIT;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->view.top = PIXELS_TO_UNITS(48);
boss->view.bottom = PIXELS_TO_UNITS(16);
@ -305,7 +305,7 @@ void ActBossChar_Frog(void)
break;
case BALFROG_INITIALIZE_LAND:
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->act_wait = 0;
boss->act_no = BALFROG_LAND;
// Fallthrough
@ -315,7 +315,7 @@ void ActBossChar_Frog(void)
if (boss->act_wait > SECONDS_TO_FRAMES(1))
{
boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_wait = 0;
boss->act_no = BALFROG_INITIALIZE_SHOOT;
}
@ -327,7 +327,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_SHOOT;
boss->act_wait = 0;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
boss->count1 = 16;
gBoss[1].bits |= NPC_SHOOTABLE;
boss->tgt_x = boss->life;
@ -339,14 +339,14 @@ void ActBossChar_Frog(void)
if (boss->shock)
{
if (boss->count2++ / 2 % 2)
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING;
else
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
}
else
{
boss->count2 = 0;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
}
boss->xm = 10 * boss->xm / 11;
@ -377,7 +377,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_AFTER_SHOOT_WAIT;
boss->act_wait = 0;
boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_wait = 0;
gBoss[1].bits &= ~NPC_SHOOTABLE;
}
@ -399,7 +399,7 @@ void ActBossChar_Frog(void)
}
boss->ani_wait = 0;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
}
break;
@ -407,7 +407,7 @@ void ActBossChar_Frog(void)
case BALFROG_INITIALIZE_LEAP_1:
boss->act_no = BALFROG_INITIALIZE_LEAP_2;
boss->act_wait = 0;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->xm = 0;
// Fallthrough
case BALFROG_INITIALIZE_LEAP_2:
@ -415,7 +415,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_INITIALIZE_LEAP_3;
boss->ani_wait = 0;
boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
}
break;
@ -425,7 +425,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_LEAP;
boss->ani_wait = 0;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
}
break;
@ -434,7 +434,7 @@ void ActBossChar_Frog(void)
if (++boss->ani_wait > 4)
{
boss->act_no = BALFROG_LEAP_MIDAIR;
boss->ani_no = BALFROG_SPRT_JUMPING;
boss->ani_no = BALFROG_SPRITE_JUMPING;
boss->ym = PIXELS_TO_UNITS(-5);
boss->view.top = PIXELS_TO_UNITS(64);
boss->view.bottom = PIXELS_TO_UNITS(24);
@ -449,7 +449,7 @@ void ActBossChar_Frog(void)
PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
SetQuake(60);
boss->act_no = BALFROG_WAIT;
boss->ani_no = BALFROG_SPRT_STANDING_STILL;
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->view.top = PIXELS_TO_UNITS(48);
boss->view.bottom = PIXELS_TO_UNITS(16);
@ -479,7 +479,7 @@ void ActBossChar_Frog(void)
case BALFROG_DIE:
boss->act_no = BALFROG_DIE_FLASHING;
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
boss->act_wait = 0;
boss->xm = 0;
PlaySoundObject(SND_EXPLOSION, 1);
@ -514,7 +514,7 @@ void ActBossChar_Frog(void)
boss->view.top = PIXELS_TO_UNITS(12);
boss->view.back = PIXELS_TO_UNITS(24);
boss->view.bottom = PIXELS_TO_UNITS(12);
boss->ani_no = BALFROG_SPRT_BALROG_WHITE;
boss->ani_no = BALFROG_SPRITE_BALROG_WHITE;
}
else
{
@ -522,7 +522,7 @@ void ActBossChar_Frog(void)
boss->view.top = PIXELS_TO_UNITS(48);
boss->view.back = PIXELS_TO_UNITS(32);
boss->view.bottom = PIXELS_TO_UNITS(16);
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
}
if (boss->act_wait % 9 == 0)
@ -544,7 +544,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_GO_INTO_CEILING;
boss->act_wait = 0;
boss->ani_no = BALFROG_SPRT_BALROG_CROUCHING;
boss->ani_no = BALFROG_SPRITE_BALROG_CROUCHING;
}
break;
@ -552,7 +552,7 @@ void ActBossChar_Frog(void)
case BALFROG_GO_INTO_CEILING:
if (++boss->act_wait > 30)
{
boss->ani_no = BALFROG_SPRT_BALROG_JUMPING;
boss->ani_no = BALFROG_SPRITE_BALROG_JUMPING;
boss->ym = PIXELS_TO_UNITS(-5);
boss->bits |= NPC_IGNORE_SOLIDITY;
boss->act_no = BALFROG_GONE_INTO_CEILING;