mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-11-10 15:22:20 +00:00
Renamed some struct variables so the problem this branch sets out to fix is more obvious at a glance.
* m_snext ==> m_thinglist_next * m_sprev ==> m_thinglist_prev * m_tnext ==> m_sectorlist_next * m_tprev ==> m_sectorlist_prev
This commit is contained in:
parent
0b920ee249
commit
17e0adcbac
6 changed files with 86 additions and 86 deletions
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@ -1163,7 +1163,7 @@ void T_SpikeSector(levelspecthink_t *spikes)
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node = spikes->sector->touching_thinglist; // things touching this sector
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for (; node; node = node->m_snext)
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for (; node; node = node->m_thinglist_next)
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{
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thing = node->m_thing;
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if (!thing->player)
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@ -1316,7 +1316,7 @@ void T_BridgeThinker(levelspecthink_t *bridge)
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controlsec = §ors[k];
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// Is a player standing on me?
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for (node = sector->touching_thinglist; node; node = node->m_snext)
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for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
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{
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thing = node->m_thing;
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@ -1739,7 +1739,7 @@ wegotit:
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static mobj_t *SearchMarioNode(msecnode_t *node)
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{
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mobj_t *thing = NULL;
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for (; node; node = node->m_snext)
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for (; node; node = node->m_thinglist_next)
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{
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// Things which should NEVER be ejected from a MarioBlock, by type.
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switch (node->m_thing->type)
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@ -2003,7 +2003,7 @@ void T_NoEnemiesSector(levelspecthink_t *nobaddies)
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goto foundenemy;
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}
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node = node->m_snext;
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node = node->m_thinglist_next;
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}
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}
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}
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@ -2288,7 +2288,7 @@ void T_RaiseSector(levelspecthink_t *raise)
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sector = §ors[i];
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// Is a player standing on me?
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for (node = sector->touching_thinglist; node; node = node->m_snext)
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for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
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{
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thing = node->m_thing;
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96
src/p_map.c
96
src/p_map.c
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@ -3365,7 +3365,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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for (i = 0; i < sector->numattached; i++)
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{
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sec = §ors[sector->attached[i]];
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for (n = sec->touching_thinglist; n; n = n->m_snext)
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for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
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n->visited = false;
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sec->moved = true;
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@ -3377,7 +3377,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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do
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{
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for (n = sec->touching_thinglist; n; n = n->m_snext)
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for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
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if (!n->visited)
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{
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n->visited = true;
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@ -3398,12 +3398,12 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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// Mark all things invalid
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sector->moved = true;
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for (n = sector->touching_thinglist; n; n = n->m_snext)
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for (n = sector->touching_thinglist; n; n = n->m_thinglist_next)
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n->visited = false;
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do
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{
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for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list
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for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list
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if (!n->visited) // unprocessed thing found
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{
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n->visited = true; // mark thing as processed
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@ -3427,7 +3427,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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for (i = 0; i < sector->numattached; i++)
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{
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sec = §ors[sector->attached[i]];
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for (n = sec->touching_thinglist; n; n = n->m_snext)
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for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
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n->visited = false;
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sec->moved = true;
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@ -3439,7 +3439,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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do
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{
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for (n = sec->touching_thinglist; n; n = n->m_snext)
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for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
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if (!n->visited)
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{
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n->visited = true;
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@ -3457,12 +3457,12 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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// Mark all things invalid
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sector->moved = true;
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for (n = sector->touching_thinglist; n; n = n->m_snext)
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for (n = sector->touching_thinglist; n; n = n->m_thinglist_next)
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n->visited = false;
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do
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{
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for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list
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for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list
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if (!n->visited) // unprocessed thing found
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{
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n->visited = true; // mark thing as processed
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@ -3502,7 +3502,7 @@ static msecnode_t *P_GetSecnode(void)
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if (headsecnode)
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{
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node = headsecnode;
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headsecnode = headsecnode->m_snext;
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headsecnode = headsecnode->m_thinglist_next;
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}
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else
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node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL);
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@ -3516,7 +3516,7 @@ static mprecipsecnode_t *P_GetPrecipSecnode(void)
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if (headprecipsecnode)
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{
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node = headprecipsecnode;
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headprecipsecnode = headprecipsecnode->m_snext;
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headprecipsecnode = headprecipsecnode->m_thinglist_next;
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}
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else
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node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL);
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@ -3527,14 +3527,14 @@ static mprecipsecnode_t *P_GetPrecipSecnode(void)
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static inline void P_PutSecnode(msecnode_t *node)
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{
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node->m_snext = headsecnode;
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node->m_thinglist_next = headsecnode;
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headsecnode = node;
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}
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// Tails 08-25-2002
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static inline void P_PutPrecipSecnode(mprecipsecnode_t *node)
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{
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node->m_snext = headprecipsecnode;
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node->m_thinglist_next = headprecipsecnode;
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headprecipsecnode = node;
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}
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@ -3555,7 +3555,7 @@ static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode
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node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
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return nextnode;
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}
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node = node->m_tnext;
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node = node->m_sectorlist_next;
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}
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// Couldn't find an existing node for this sector. Add one at the head
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@ -3568,17 +3568,17 @@ static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode
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node->m_sector = s; // sector
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node->m_thing = thing; // mobj
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node->m_tprev = NULL; // prev node on Thing thread
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node->m_tnext = nextnode; // next node on Thing thread
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node->m_sectorlist_prev = NULL; // prev node on Thing thread
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node->m_sectorlist_next = nextnode; // next node on Thing thread
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if (nextnode)
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nextnode->m_tprev = node; // set back link on Thing
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nextnode->m_sectorlist_prev = node; // set back link on Thing
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// Add new node at head of sector thread starting at s->touching_thinglist
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node->m_sprev = NULL; // prev node on sector thread
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node->m_snext = s->touching_thinglist; // next node on sector thread
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node->m_thinglist_prev = NULL; // prev node on sector thread
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node->m_thinglist_next = s->touching_thinglist; // next node on sector thread
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if (s->touching_thinglist)
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node->m_snext->m_sprev = node;
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node->m_thinglist_next->m_thinglist_prev = node;
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s->touching_thinglist = node;
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return node;
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}
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@ -3596,7 +3596,7 @@ static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mp
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node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
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return nextnode;
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}
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node = node->m_tnext;
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node = node->m_sectorlist_next;
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}
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// Couldn't find an existing node for this sector. Add one at the head
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@ -3609,17 +3609,17 @@ static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mp
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node->m_sector = s; // sector
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node->m_thing = thing; // mobj
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node->m_tprev = NULL; // prev node on Thing thread
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node->m_tnext = nextnode; // next node on Thing thread
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node->m_sectorlist_prev = NULL; // prev node on Thing thread
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node->m_sectorlist_next = nextnode; // next node on Thing thread
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if (nextnode)
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nextnode->m_tprev = node; // set back link on Thing
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nextnode->m_sectorlist_prev = node; // set back link on Thing
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// Add new node at head of sector thread starting at s->touching_thinglist
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node->m_sprev = NULL; // prev node on sector thread
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node->m_snext = s->touching_preciplist; // next node on sector thread
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node->m_thinglist_prev = NULL; // prev node on sector thread
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node->m_thinglist_next = s->touching_preciplist; // next node on sector thread
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if (s->touching_preciplist)
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node->m_snext->m_sprev = node;
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node->m_thinglist_next->m_thinglist_prev = node;
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s->touching_preciplist = node;
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return node;
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}
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@ -3641,24 +3641,24 @@ static msecnode_t *P_DelSecnode(msecnode_t *node)
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// Unlink from the Thing thread. The Thing thread begins at
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// sector_list and not from mobj_t->touching_sectorlist.
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tp = node->m_tprev;
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tn = node->m_tnext;
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tp = node->m_sectorlist_prev;
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tn = node->m_sectorlist_next;
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if (tp)
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tp->m_tnext = tn;
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tp->m_sectorlist_next = tn;
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if (tn)
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tn->m_tprev = tp;
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tn->m_sectorlist_prev = tp;
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// Unlink from the sector thread. This thread begins at
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// sector_t->touching_thinglist.
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sp = node->m_sprev;
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sn = node->m_snext;
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sp = node->m_thinglist_prev;
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sn = node->m_thinglist_next;
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if (sp)
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sp->m_snext = sn;
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sp->m_thinglist_next = sn;
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else
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node->m_sector->touching_thinglist = sn;
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if (sn)
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sn->m_sprev = sp;
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sn->m_thinglist_prev = sp;
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// Return this node to the freelist
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@ -3680,24 +3680,24 @@ static mprecipsecnode_t *P_DelPrecipSecnode(mprecipsecnode_t *node)
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// Unlink from the Thing thread. The Thing thread begins at
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// sector_list and not from mobj_t->touching_sectorlist.
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tp = node->m_tprev;
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tn = node->m_tnext;
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tp = node->m_sectorlist_prev;
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tn = node->m_sectorlist_next;
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if (tp)
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tp->m_tnext = tn;
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tp->m_sectorlist_next = tn;
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if (tn)
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tn->m_tprev = tp;
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tn->m_sectorlist_prev = tp;
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// Unlink from the sector thread. This thread begins at
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// sector_t->touching_thinglist.
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sp = node->m_sprev;
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sn = node->m_snext;
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sp = node->m_thinglist_prev;
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sn = node->m_thinglist_next;
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if (sp)
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sp->m_snext = sn;
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sp->m_thinglist_next = sn;
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else
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node->m_sector->touching_preciplist = sn;
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if (sn)
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sn->m_sprev = sp;
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sn->m_thinglist_prev = sp;
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// Return this node to the freelist
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@ -3812,7 +3812,7 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
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while (node)
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{
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node->m_thing = NULL;
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node = node->m_tnext;
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node = node->m_sectorlist_next;
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}
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P_SetTarget(&tmthing, thing);
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@ -3850,11 +3850,11 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
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if (!node->m_thing)
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{
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if (node == sector_list)
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sector_list = node->m_tnext;
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sector_list = node->m_sectorlist_next;
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node = P_DelSecnode(node);
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}
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else
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node = node->m_tnext;
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node = node->m_sectorlist_next;
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}
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/* cph -
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@ -3895,7 +3895,7 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
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while (node)
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{
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node->m_thing = NULL;
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node = node->m_tnext;
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node = node->m_sectorlist_next;
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}
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tmprecipthing = thing;
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@ -3929,11 +3929,11 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
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if (!node->m_thing)
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{
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if (node == precipsector_list)
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precipsector_list = node->m_tnext;
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precipsector_list = node->m_sectorlist_next;
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node = P_DelPrecipSecnode(node);
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}
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else
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node = node->m_tnext;
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node = node->m_sectorlist_next;
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}
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/* cph -
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14
src/p_mobj.c
14
src/p_mobj.c
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@ -1530,7 +1530,7 @@ static void P_PushableCheckBustables(mobj_t *mo)
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mo->y += mo->momy;
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P_SetThingPosition(mo);
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for (node = mo->touching_sectorlist; node; node = node->m_tnext)
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for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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if (!node->m_sector)
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break;
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@ -2703,7 +2703,7 @@ static void P_PlayerZMovement(mobj_t *mo)
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msecnode_t *node;
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boolean stopmovecut = false;
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for (node = mo->touching_sectorlist; node; node = node->m_snext)
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for (node = mo->touching_sectorlist; node; node = node->m_thinglist_next)
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{
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sector_t *sec = node->m_sector;
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subsector_t *newsubsec;
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@ -2880,7 +2880,7 @@ nightsdone:
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if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch
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{
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// Search the touching sectors, from side-to-side...
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for (node = mo->touching_sectorlist; node; node = node->m_tnext)
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for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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ffloor_t *rover;
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if (!node->m_sector->ffloors)
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@ -3648,7 +3648,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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if (!(netgame && mobj->player->spectator))
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{
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// Crumbling platforms
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for (node = mobj->touching_sectorlist; node; node = node->m_snext)
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for (node = mobj->touching_sectorlist; node; node = node->m_thinglist_next)
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{
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fixed_t topheight, bottomheight;
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ffloor_t *rover;
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@ -3673,7 +3673,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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{
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boolean thereiswater = false;
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for (node = mobj->touching_sectorlist; node; node = node->m_snext)
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for (node = mobj->touching_sectorlist; node; node = node->m_thinglist_next)
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{
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if (node->m_sector->ffloors)
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{
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@ -3694,7 +3694,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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}
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if (thereiswater)
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{
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for (node = mobj->touching_sectorlist; node; node = node->m_snext)
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for (node = mobj->touching_sectorlist; node; node = node->m_thinglist_next)
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{
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if (node->m_sector->ffloors)
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{
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@ -3807,7 +3807,7 @@ void P_RecalcPrecipInSector(sector_t *sector)
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sector->moved = true; // Recalc lighting and things too, maybe
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for (psecnode = sector->touching_preciplist; psecnode; psecnode = psecnode->m_snext)
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for (psecnode = sector->touching_preciplist; psecnode; psecnode = psecnode->m_thinglist_next)
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CalculatePrecipFloor(psecnode->m_thing);
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}
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24
src/p_spec.c
24
src/p_spec.c
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@ -1642,7 +1642,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
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mo = node->m_thing;
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if (mo->flags & MF_PUSHABLE)
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numpush++;
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node = node->m_snext;
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node = node->m_thinglist_next;
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}
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if (triggerline->flags & ML_NOCLIMB) // Need at least or more
|
||||
|
@ -3144,7 +3144,7 @@ void P_SetupSignExit(player_t *player)
|
|||
thinker_t *think;
|
||||
INT32 numfound = 0;
|
||||
|
||||
for (; node; node = node->m_snext)
|
||||
for (; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
if (thing->type != MT_SIGN)
|
||||
|
@ -3308,7 +3308,7 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
return rover->master->frontsector;
|
||||
}
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
if (GETSECSPECIAL(node->m_sector->special, section) == number)
|
||||
{
|
||||
|
@ -4657,7 +4657,7 @@ void P_PlayerInSpecialSector(player_t *player)
|
|||
P_RunSpecialSectorCheck(player, sector);
|
||||
|
||||
// Iterate through touching_sectorlist
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
sector = node->m_sector;
|
||||
|
||||
|
@ -5308,7 +5308,7 @@ void T_LaserFlash(laserthink_t *flash)
|
|||
S_StartSound(§or->soundorg, sfx_laser);
|
||||
|
||||
// Seek out objects to DESTROY! MUAHAHHAHAHAA!!!*cough*
|
||||
for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_snext)
|
||||
for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6579,7 +6579,7 @@ void T_Scroll(scroll_t *s)
|
|||
sector_t *psec;
|
||||
psec = sectors + sect;
|
||||
|
||||
for (node = psec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = psec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6601,7 +6601,7 @@ void T_Scroll(scroll_t *s)
|
|||
|
||||
if (!is3dblock)
|
||||
{
|
||||
for (node = sec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = sec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6642,7 +6642,7 @@ void T_Scroll(scroll_t *s)
|
|||
sector_t *psec;
|
||||
psec = sectors + sect;
|
||||
|
||||
for (node = psec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = psec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6664,7 +6664,7 @@ void T_Scroll(scroll_t *s)
|
|||
|
||||
if (!is3dblock)
|
||||
{
|
||||
for (node = sec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = sec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -7014,7 +7014,7 @@ void T_Friction(friction_t *f)
|
|||
{
|
||||
if (thing->floorz != P_GetSpecialTopZ(thing, referrer, sec))
|
||||
{
|
||||
node = node->m_snext;
|
||||
node = node->m_thinglist_next;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -7032,7 +7032,7 @@ void T_Friction(friction_t *f)
|
|||
thing->movefactor = f->movefactor;
|
||||
}
|
||||
}
|
||||
node = node->m_snext;
|
||||
node = node->m_thinglist_next;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -7372,7 +7372,7 @@ void T_Pusher(pusher_t *p)
|
|||
|
||||
// constant pushers p_wind and p_current
|
||||
node = sec->touching_thinglist; // things touching this sector
|
||||
for (; node; node = node->m_snext)
|
||||
for (; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
if (thing->flags & (MF_NOGRAVITY | MF_NOCLIP)
|
||||
|
|
|
@ -1684,7 +1684,7 @@ static void P_CheckBustableBlocks(player_t *player)
|
|||
player->mo->y += player->mo->momy;
|
||||
P_SetThingPosition(player->mo);
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_tnext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
@ -1801,7 +1801,7 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
player->mo->z += player->mo->momz;
|
||||
P_SetThingPosition(player->mo);
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_tnext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
@ -2855,7 +2855,7 @@ static void P_DoTeeter(player_t *player)
|
|||
boolean checkedforteeter = false;
|
||||
const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter.
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
// Ledge teetering. Check if any nearby sectors are low enough from your current one.
|
||||
checkedforteeter = true;
|
||||
|
@ -7037,7 +7037,7 @@ static void P_MovePlayer(player_t *player)
|
|||
player->mo->y += player->mo->momy;
|
||||
P_SetThingPosition(player->mo);
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
|
20
src/r_defs.h
20
src/r_defs.h
|
@ -500,10 +500,10 @@ typedef struct subsector_s
|
|||
// Sector list node showing all sectors an object appears in.
|
||||
//
|
||||
// There are two threads that flow through these nodes. The first thread
|
||||
// starts at touching_thinglist in a sector_t and flows through the m_snext
|
||||
// starts at touching_thinglist in a sector_t and flows through the m_thinglist_next
|
||||
// links to find all mobjs that are entirely or partially in the sector.
|
||||
// The second thread starts at touching_sectorlist in an mobj_t and flows
|
||||
// through the m_tnext links to find all sectors a thing touches. This is
|
||||
// through the m_sectorlist_next links to find all sectors a thing touches. This is
|
||||
// useful when applying friction or push effects to sectors. These effects
|
||||
// can be done as thinkers that act upon all objects touching their sectors.
|
||||
// As an mobj moves through the world, these nodes are created and
|
||||
|
@ -515,10 +515,10 @@ typedef struct msecnode_s
|
|||
{
|
||||
sector_t *m_sector; // a sector containing this object
|
||||
struct mobj_s *m_thing; // this object
|
||||
struct msecnode_s *m_tprev; // prev msecnode_t for this thing
|
||||
struct msecnode_s *m_tnext; // next msecnode_t for this thing
|
||||
struct msecnode_s *m_sprev; // prev msecnode_t for this sector
|
||||
struct msecnode_s *m_snext; // next msecnode_t for this sector
|
||||
struct msecnode_s *m_sectorlist_prev; // prev msecnode_t for this thing
|
||||
struct msecnode_s *m_sectorlist_next; // next msecnode_t for this thing
|
||||
struct msecnode_s *m_thinglist_prev; // prev msecnode_t for this sector
|
||||
struct msecnode_s *m_thinglist_next; // next msecnode_t for this sector
|
||||
boolean visited; // used in search algorithms
|
||||
} msecnode_t;
|
||||
|
||||
|
@ -526,10 +526,10 @@ typedef struct mprecipsecnode_s
|
|||
{
|
||||
sector_t *m_sector; // a sector containing this object
|
||||
struct precipmobj_s *m_thing; // this object
|
||||
struct mprecipsecnode_s *m_tprev; // prev msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_tnext; // next msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_sprev; // prev msecnode_t for this sector
|
||||
struct mprecipsecnode_s *m_snext; // next msecnode_t for this sector
|
||||
struct mprecipsecnode_s *m_sectorlist_prev; // prev msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_sectorlist_next; // next msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_thinglist_prev; // prev msecnode_t for this sector
|
||||
struct mprecipsecnode_s *m_thinglist_next; // next msecnode_t for this sector
|
||||
boolean visited; // used in search algorithms
|
||||
} mprecipsecnode_t;
|
||||
|
||||
|
|
Loading…
Reference in a new issue