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https://git.do.srb2.org/STJr/SRB2.git
synced 2025-03-26 04:30:55 +00:00
Fixed more mobj thinker iterator oversights and removed all mobj thinker function checks
Mobjs got their own thinker list after all, and disappearing thinkers are automatically purged from their lists and sent to the limbo list. So it's safe to assume all thinkers inside the mobj list must be mobjs. Signed-off-by: Nev3r <apophycens@gmail.com>
This commit is contained in:
parent
a3174fb56f
commit
a9110c0645
18 changed files with 109 additions and 353 deletions
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@ -4235,9 +4235,6 @@ static INT16 Consistancy(void)
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}
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo = (mobj_t *)th;
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if (mo->flags & (MF_SPECIAL | MF_SOLID | MF_PUSHABLE | MF_BOSS | MF_MISSILE | MF_SPRING | MF_MONITOR | MF_FIRE | MF_ENEMY | MF_PAIN | MF_STICKY))
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@ -4261,8 +4261,7 @@ static void Command_Archivetest_f(void)
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// assign mobjnum
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i = 1;
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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if (th->function.acp1 == (actionf_p1)P_MobjThinker)
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((mobj_t *)th)->mobjnum = i++;
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((mobj_t *)th)->mobjnum = i++;
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// allocate buffer
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buf = save_p = ZZ_Alloc(1024);
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@ -1663,9 +1663,6 @@ void F_TitleScreenTicker(boolean run)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
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continue;
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mo2 = (mobj_t *)th;
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if (!mo2)
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@ -2559,9 +2559,6 @@ void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo)
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// scan all thinkers
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (!(mo2->flags & MF_MISSILE))
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@ -4457,8 +4454,6 @@ void G_ConsGhostTic(void)
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mobj = NULL;
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mobj = (mobj_t *)th;
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if (mobj->type == (mobjtype_t)type && mobj->x == x && mobj->y == y && mobj->z == z)
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break;
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@ -5853,9 +5848,6 @@ void G_DoPlayMetal(void)
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// find metal sonic
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo = (mobj_t *)th;
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if (mo->type != MT_METALSONIC_RACE)
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continue;
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@ -1336,11 +1336,7 @@ static void HWR_SearchLightsInMobjs(void)
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// search in the list of thinkers
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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// a mobj ?
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if (th->function.acp1 == (actionf_p1)P_MobjThinker)
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HWR_AddMobjLights((mobj_t *)th);
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}
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HWR_AddMobjLights((mobj_t *)th);
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}
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#endif
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@ -579,9 +579,6 @@ void Command_Teleport_f(void)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type != MT_STARPOST)
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@ -1071,9 +1068,6 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo = (mobj_t *)th;
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// get offset from mt, which points to old mapthings, then add new location
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if (mo->spawnpoint)
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@ -3514,11 +3514,8 @@ void A_BossDeath(mobj_t *mo)
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// scan the remaining thinkers to see
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// if all bosses are dead
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for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2 != mo && (mo2->flags & MF_BOSS) && mo2->health > 0)
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goto bossjustdie; // other boss not dead - just go straight to dying!
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@ -3573,11 +3570,8 @@ bossjustdie:
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// Flee! Flee! Find a point to escape to! If none, just shoot upward!
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// scan the thinkers to find the runaway point
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for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == MT_BOSSFLYPOINT)
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@ -5759,11 +5753,8 @@ void A_RingExplode(mobj_t *actor)
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S_StartSound(actor, sfx_prloop);
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for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2 == actor) // Don't explode yourself! Endless loop!
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@ -7435,11 +7426,8 @@ void A_Boss3Path(mobj_t *actor)
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// scan the thinkers
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// to find a point that matches
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// the number
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for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && mo2->spawnpoint->angle == actor->threshold)
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{
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@ -7826,11 +7814,8 @@ void A_FindTarget(mobj_t *actor)
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CONS_Debug(DBG_GAMELOGIC, "A_FindTarget called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2);
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// scan the thinkers
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for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == (mobjtype_t)locvar1)
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@ -7891,11 +7876,8 @@ void A_FindTracer(mobj_t *actor)
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CONS_Debug(DBG_GAMELOGIC, "A_FindTracer called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2);
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// scan the thinkers
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for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == (mobjtype_t)locvar1)
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@ -8454,11 +8436,8 @@ void A_RemoteAction(mobj_t *actor)
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fixed_t dist1 = 0, dist2 = 0;
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// scan the thinkers
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for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == (mobjtype_t)locvar1)
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@ -8720,11 +8699,8 @@ void A_SetObjectTypeState(mobj_t *actor)
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return;
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#endif
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for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == (mobjtype_t)loc2lw)
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@ -9358,11 +9334,8 @@ void A_CheckThingCount(mobj_t *actor)
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return;
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#endif
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for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == (mobjtype_t)loc1up)
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@ -1981,11 +1981,8 @@ void T_ThwompSector(levelspecthink_t *thwomp)
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if (!rover || (rover->flags & FF_EXISTS))
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{
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// scan the thinkers to find players!
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for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo = (mobj_t *)th;
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if (mo->type == MT_PLAYER && mo->health && mo->player && !mo->player->spectator
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&& mo->z <= thwomp->sector->ceilingheight
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@ -99,9 +99,6 @@ void P_ClearStarPost(INT32 postnum)
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// scan the thinkers
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type != MT_STARPOST)
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@ -128,9 +125,6 @@ void P_ResetStarposts(void)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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post = (mobj_t *)th;
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if (post->type == MT_STARPOST)
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@ -809,9 +803,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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// scan the thinkers to find the corresponding anchorpoint
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == MT_IDEYAANCHOR)
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@ -903,9 +894,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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// scan the remaining thinkers
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2 == special)
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@ -953,9 +941,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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// in from the paraloop. Isn't this just so efficient?
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (P_AproxDistance(P_AproxDistance(mo2->x - x, mo2->y - y), mo2->z - z) > gatherradius)
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@ -1327,9 +1312,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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// scan the remaining thinkers to find koopa
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == MT_KOOPA)
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{
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@ -1426,9 +1408,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type != MT_STARPOST)
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@ -2463,9 +2442,6 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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// this can happen if the boss was hurt earlier than expected
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo = (mobj_t *)th;
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if (mo->type == (mobjtype_t)target->info->mass && mo->tracer == target)
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{
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27
src/p_mobj.c
27
src/p_mobj.c
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@ -715,9 +715,6 @@ void P_EmeraldManager(void)
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for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
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{
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if (think->function.acp1 != (actionf_p1)P_MobjThinker)
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continue; // not a mobj thinker
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mo = (mobj_t *)think;
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if (mo->type == MT_EMERALDSPAWN)
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@ -3701,9 +3698,6 @@ void P_DestroyRobots(void)
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for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
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{
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if (think->function.acp1 != (actionf_p1)P_MobjThinker)
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continue; // not a mobj thinker
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mo = (mobj_t *)think;
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if (mo->health <= 0 || !(mo->flags & (MF_ENEMY|MF_BOSS)))
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continue; // not a valid enemy
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@ -4485,9 +4479,6 @@ static void P_Boss3Thinker(mobj_t *mobj)
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// this can happen if the boss was hurt earlier than expected
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == (mobjtype_t)mobj->info->mass && mo2->tracer == mobj)
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{
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@ -4576,9 +4567,6 @@ static void P_Boss3Thinker(mobj_t *mobj)
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// the number
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && mo2->spawnpoint->angle == mobj->threshold)
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{
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@ -5197,9 +5185,6 @@ static void P_Boss7Thinker(mobj_t *mobj)
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// Find waypoint he is closest to
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint)
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{
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@ -5252,9 +5237,6 @@ static void P_Boss7Thinker(mobj_t *mobj)
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// the waypoint to use
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && (mo2->spawnpoint->options & 7) == waypointNum)
|
||||
{
|
||||
|
@ -5384,9 +5366,6 @@ static void P_Boss9Thinker(mobj_t *mobj)
|
|||
// Build a hoop linked list of 'em!
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
if (mo2->type == MT_BOSS9GATHERPOINT)
|
||||
{
|
||||
|
@ -5850,9 +5829,6 @@ mobj_t *P_GetClosestAxis(mobj_t *source)
|
|||
// scan the thinkers to find the closest axis point
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type == MT_AXIS)
|
||||
|
@ -11087,9 +11063,6 @@ ML_EFFECT4 : Don't clip inside the ground
|
|||
// See if other starposts exist in this level that have the same value.
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2 == mobj)
|
||||
|
|
|
@ -1510,29 +1510,26 @@ void Polyobj_InitLevel(void)
|
|||
// the mobj_t pointers on a queue for use below.
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
|
||||
mobj_t *mo = (mobj_t *)th;
|
||||
|
||||
if (mo->info->doomednum == POLYOBJ_SPAWN_DOOMEDNUM ||
|
||||
mo->info->doomednum == POLYOBJ_SPAWNCRUSH_DOOMEDNUM)
|
||||
{
|
||||
mobj_t *mo = (mobj_t *)th;
|
||||
++numPolyObjects;
|
||||
|
||||
if (mo->info->doomednum == POLYOBJ_SPAWN_DOOMEDNUM ||
|
||||
mo->info->doomednum == POLYOBJ_SPAWNCRUSH_DOOMEDNUM)
|
||||
{
|
||||
++numPolyObjects;
|
||||
qitem = malloc(sizeof(mobjqitem_t));
|
||||
memset(qitem, 0, sizeof(mobjqitem_t));
|
||||
qitem->mo = mo;
|
||||
M_QueueInsert(&(qitem->mqitem), &spawnqueue);
|
||||
}
|
||||
else if (mo->info->doomednum == POLYOBJ_ANCHOR_DOOMEDNUM)
|
||||
{
|
||||
++numAnchors;
|
||||
|
||||
qitem = malloc(sizeof(mobjqitem_t));
|
||||
memset(qitem, 0, sizeof(mobjqitem_t));
|
||||
qitem->mo = mo;
|
||||
M_QueueInsert(&(qitem->mqitem), &spawnqueue);
|
||||
}
|
||||
else if (mo->info->doomednum == POLYOBJ_ANCHOR_DOOMEDNUM)
|
||||
{
|
||||
++numAnchors;
|
||||
|
||||
qitem = malloc(sizeof(mobjqitem_t));
|
||||
memset(qitem, 0, sizeof(mobjqitem_t));
|
||||
qitem->mo = mo;
|
||||
M_QueueInsert(&(qitem->mqitem), &anchorqueue);
|
||||
}
|
||||
qitem = malloc(sizeof(mobjqitem_t));
|
||||
memset(qitem, 0, sizeof(mobjqitem_t));
|
||||
qitem->mo = mo;
|
||||
M_QueueInsert(&(qitem->mqitem), &anchorqueue);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1818,9 +1815,6 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
|
|||
// We redo this each tic to make savegame compatibility easier.
|
||||
for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
|
||||
{
|
||||
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)wp;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
@ -1899,9 +1893,6 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
|
|||
// Find next waypoint
|
||||
for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
|
||||
{
|
||||
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)wp;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
@ -1938,9 +1929,6 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
|
|||
|
||||
for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
|
||||
{
|
||||
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)wp;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
@ -1975,9 +1963,6 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
|
|||
|
||||
for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
|
||||
{
|
||||
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)wp;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
@ -2526,9 +2511,6 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
|
|||
// Find the first waypoint we need to use
|
||||
for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
|
||||
{
|
||||
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)wp;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
@ -2597,9 +2579,6 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
|
|||
target = first;
|
||||
/*for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
|
||||
{
|
||||
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)wp;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
|
170
src/p_saveg.c
170
src/p_saveg.c
|
@ -2424,9 +2424,6 @@ mobj_t *P_FindNewPosition(UINT32 oldposition)
|
|||
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mobj = (mobj_t *)th;
|
||||
if (mobj->mobjnum == oldposition)
|
||||
return mobj;
|
||||
|
@ -3722,11 +3719,8 @@ static inline void P_FinishMobjs(void)
|
|||
for (currentthinker = thlist[THINK_MOBJ].next; currentthinker != &thlist[THINK_MOBJ];
|
||||
currentthinker = currentthinker->next)
|
||||
{
|
||||
if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
|
||||
{
|
||||
mobj = (mobj_t *)currentthinker;
|
||||
mobj->info = &mobjinfo[mobj->type];
|
||||
}
|
||||
mobj = (mobj_t *)currentthinker;
|
||||
mobj->info = &mobjinfo[mobj->type];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3740,83 +3734,80 @@ static void P_RelinkPointers(void)
|
|||
for (currentthinker = thlist[THINK_MOBJ].next; currentthinker != &thlist[THINK_MOBJ];
|
||||
currentthinker = currentthinker->next)
|
||||
{
|
||||
if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
|
||||
mobj = (mobj_t *)currentthinker;
|
||||
|
||||
if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER)
|
||||
continue;
|
||||
|
||||
if (mobj->tracer)
|
||||
{
|
||||
mobj = (mobj_t *)currentthinker;
|
||||
|
||||
if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER)
|
||||
continue;
|
||||
|
||||
if (mobj->tracer)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->tracer;
|
||||
mobj->tracer = NULL;
|
||||
if (!P_SetTarget(&mobj->tracer, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "tracer not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->target)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->target;
|
||||
mobj->target = NULL;
|
||||
if (!P_SetTarget(&mobj->target, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "target not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->hnext)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->hnext;
|
||||
mobj->hnext = NULL;
|
||||
if (!(mobj->hnext = P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "hnext not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->hprev)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->hprev;
|
||||
mobj->hprev = NULL;
|
||||
if (!(mobj->hprev = P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "hprev not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->capsule)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->capsule;
|
||||
mobj->player->capsule = NULL;
|
||||
if (!P_SetTarget(&mobj->player->capsule, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "capsule not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->axis1)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->axis1;
|
||||
mobj->player->axis1 = NULL;
|
||||
if (!P_SetTarget(&mobj->player->axis1, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "axis1 not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->axis2)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->axis2;
|
||||
mobj->player->axis2 = NULL;
|
||||
if (!P_SetTarget(&mobj->player->axis2, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "axis2 not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->awayviewmobj)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->awayviewmobj;
|
||||
mobj->player->awayviewmobj = NULL;
|
||||
if (!P_SetTarget(&mobj->player->awayviewmobj, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "awayviewmobj not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->followmobj)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->followmobj;
|
||||
mobj->player->followmobj = NULL;
|
||||
if (!P_SetTarget(&mobj->player->followmobj, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "followmobj not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->drone)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->drone;
|
||||
mobj->player->drone = NULL;
|
||||
if (!P_SetTarget(&mobj->player->drone, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "drone not found on %d\n", mobj->type);
|
||||
}
|
||||
temp = (UINT32)(size_t)mobj->tracer;
|
||||
mobj->tracer = NULL;
|
||||
if (!P_SetTarget(&mobj->tracer, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "tracer not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->target)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->target;
|
||||
mobj->target = NULL;
|
||||
if (!P_SetTarget(&mobj->target, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "target not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->hnext)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->hnext;
|
||||
mobj->hnext = NULL;
|
||||
if (!(mobj->hnext = P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "hnext not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->hprev)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->hprev;
|
||||
mobj->hprev = NULL;
|
||||
if (!(mobj->hprev = P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "hprev not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->capsule)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->capsule;
|
||||
mobj->player->capsule = NULL;
|
||||
if (!P_SetTarget(&mobj->player->capsule, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "capsule not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->axis1)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->axis1;
|
||||
mobj->player->axis1 = NULL;
|
||||
if (!P_SetTarget(&mobj->player->axis1, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "axis1 not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->axis2)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->axis2;
|
||||
mobj->player->axis2 = NULL;
|
||||
if (!P_SetTarget(&mobj->player->axis2, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "axis2 not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->awayviewmobj)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->awayviewmobj;
|
||||
mobj->player->awayviewmobj = NULL;
|
||||
if (!P_SetTarget(&mobj->player->awayviewmobj, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "awayviewmobj not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->followmobj)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->followmobj;
|
||||
mobj->player->followmobj = NULL;
|
||||
if (!P_SetTarget(&mobj->player->followmobj, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "followmobj not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player && mobj->player->drone)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->drone;
|
||||
mobj->player->drone = NULL;
|
||||
if (!P_SetTarget(&mobj->player->drone, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "drone not found on %d\n", mobj->type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4120,13 +4111,10 @@ void P_SaveNetGame(void)
|
|||
// Assign the mobjnumber for pointer tracking
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
|
||||
{
|
||||
mobj = (mobj_t *)th;
|
||||
if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER)
|
||||
continue;
|
||||
mobj->mobjnum = i++;
|
||||
}
|
||||
mobj = (mobj_t *)th;
|
||||
if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER)
|
||||
continue;
|
||||
mobj->mobjnum = i++;
|
||||
}
|
||||
|
||||
P_NetArchivePlayers();
|
||||
|
|
|
@ -816,9 +816,6 @@ void P_ReloadRings(void)
|
|||
// scan the thinkers to find rings/spheres/hoops to unset
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo = (mobj_t *)th;
|
||||
|
||||
if (mo->type == MT_HOOPCENTER)
|
||||
|
@ -885,9 +882,6 @@ void P_SwitchSpheresBonusMode(boolean bonustime)
|
|||
// scan the thinkers to find spheres to switch
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo = (mobj_t *)th;
|
||||
|
||||
if (mo->type != MT_BLUESPHERE && mo->type != MT_NIGHTSCHIP
|
||||
|
@ -2300,9 +2294,6 @@ void P_LoadThingsOnly(void)
|
|||
|
||||
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
|
||||
{
|
||||
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue; // not a mobj thinker
|
||||
|
||||
mo = (mobj_t *)think;
|
||||
|
||||
if (mo)
|
||||
|
|
24
src/p_spec.c
24
src/p_spec.c
|
@ -3974,9 +3974,6 @@ void P_SetupSignExit(player_t *player)
|
|||
// spin all signposts in the level then.
|
||||
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
|
||||
{
|
||||
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue; // not a mobj thinker
|
||||
|
||||
thing = (mobj_t *)think;
|
||||
if (thing->type != MT_SIGN)
|
||||
continue;
|
||||
|
@ -4006,9 +4003,6 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
|
|||
|
||||
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
|
||||
{
|
||||
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue; // not a mobj thinker
|
||||
|
||||
mo = (mobj_t *)think;
|
||||
|
||||
if (mo->type != flag)
|
||||
|
@ -4439,9 +4433,6 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
|
|||
// The chimps are my friends.. heeheeheheehehee..... - LouisJM
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
if (mo2->type == MT_EGGTRAP)
|
||||
P_KillMobj(mo2, NULL, player->mo, 0);
|
||||
|
@ -4745,9 +4736,6 @@ DoneSection2:
|
|||
// to find the first waypoint
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type == MT_TUBEWAYPOINT && mo2->threshold == sequence
|
||||
|
@ -4824,9 +4812,6 @@ DoneSection2:
|
|||
// to find the last waypoint
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type == MT_TUBEWAYPOINT && mo2->threshold == sequence)
|
||||
|
@ -4976,9 +4961,6 @@ DoneSection2:
|
|||
// to find the first waypoint
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
@ -5014,9 +4996,6 @@ DoneSection2:
|
|||
// Find waypoint before this one (waypointlow)
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
@ -5041,9 +5020,6 @@ DoneSection2:
|
|||
// Find waypoint after this one (waypointhigh)
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
|
|
@ -141,9 +141,6 @@ void Command_CountMobjs_f(void)
|
|||
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
if (((mobj_t *)th)->type == i)
|
||||
count++;
|
||||
}
|
||||
|
@ -161,9 +158,6 @@ void Command_CountMobjs_f(void)
|
|||
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
if (((mobj_t *)th)->type == i)
|
||||
count++;
|
||||
}
|
||||
|
|
63
src/p_user.c
63
src/p_user.c
|
@ -345,9 +345,6 @@ UINT8 P_FindLowestMare(void)
|
|||
// to find the egg capsule with the lowest mare
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type == MT_EGGCAPSULE && mo2->health > 0)
|
||||
|
@ -394,9 +391,6 @@ boolean P_TransferToNextMare(player_t *player)
|
|||
// to find the closest axis point
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type == MT_AXIS)
|
||||
|
@ -445,9 +439,6 @@ static mobj_t *P_FindAxis(INT32 mare, INT32 axisnum)
|
|||
// to find the closest axis point
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
// Axis things are only at beginning of list.
|
||||
|
@ -478,9 +469,6 @@ static mobj_t *P_FindAxisTransfer(INT32 mare, INT32 axisnum, mobjtype_t type)
|
|||
// to find the closest axis point
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
// Axis things are only at beginning of list.
|
||||
|
@ -517,9 +505,6 @@ void P_TransferToAxis(player_t *player, INT32 axisnum)
|
|||
// to find the closest axis point
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type == MT_AXIS)
|
||||
|
@ -617,9 +602,6 @@ static void P_DeNightserizePlayer(player_t *player)
|
|||
// Check to see if the player should be killed.
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
if (!(mo2->type == MT_NIGHTSDRONE))
|
||||
continue;
|
||||
|
@ -1569,9 +1551,6 @@ void P_SpawnShieldOrb(player_t *player)
|
|||
// blaze through the thinkers to see if an orb already exists!
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
shieldobj = (mobj_t *)th;
|
||||
|
||||
if (shieldobj->type == orbtype && shieldobj->target == player->mo)
|
||||
|
@ -4440,9 +4419,6 @@ void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range)
|
|||
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2 == player->mo)
|
||||
|
@ -5637,9 +5613,6 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad
|
|||
// Find next waypoint
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
// Axis things are only at beginning of list.
|
||||
|
@ -5673,9 +5646,6 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad
|
|||
{
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
// Axis things are only at beginning of list.
|
||||
|
@ -5701,9 +5671,6 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad
|
|||
{
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
// Axis things are only at beginning of list.
|
||||
|
@ -6408,9 +6375,6 @@ static void P_NiGHTSMovement(player_t *player)
|
|||
// to find the closest axis point
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type == MT_AXIS)
|
||||
|
@ -7218,9 +7182,6 @@ static void P_MovePlayer(player_t *player)
|
|||
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type == MT_EGGCAPSULE
|
||||
|
@ -8126,9 +8087,6 @@ static void P_DoZoomTube(player_t *player)
|
|||
// Find next waypoint
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
@ -8260,9 +8218,6 @@ static void P_DoRopeHang(player_t *player)
|
|||
// Find next waypoint
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
@ -8285,9 +8240,6 @@ static void P_DoRopeHang(player_t *player)
|
|||
// Wrap around back to first waypoint
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type != MT_TUBEWAYPOINT)
|
||||
|
@ -8351,9 +8303,6 @@ static void P_NukeAllPlayers(player_t *player)
|
|||
|
||||
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
|
||||
{
|
||||
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue; // not a mobj thinker
|
||||
|
||||
mo = (mobj_t *)think;
|
||||
|
||||
if (!mo->player)
|
||||
|
@ -8399,9 +8348,6 @@ void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius)
|
|||
|
||||
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
|
||||
{
|
||||
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue; // not a mobj thinker
|
||||
|
||||
mo = (mobj_t *)think;
|
||||
|
||||
if (!(mo->flags & MF_SHOOTABLE) && !(mo->type == MT_EGGGUARD || mo->type == MT_MINUS))
|
||||
|
@ -8450,9 +8396,6 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
|
|||
|
||||
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
|
||||
{
|
||||
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue; // not a mobj thinker
|
||||
|
||||
mo = (mobj_t *)think;
|
||||
if (!(mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR|MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag
|
||||
continue; // not a valid target
|
||||
|
@ -8589,9 +8532,6 @@ void P_FindEmerald(void)
|
|||
// to find all emeralds
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
if (mo2->type == MT_EMERHUNT)
|
||||
{
|
||||
|
@ -10015,9 +9955,6 @@ void P_PlayerThink(player_t *player)
|
|||
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (!(mo2->type == MT_RING || mo2->type == MT_COIN
|
||||
|
|
|
@ -2243,8 +2243,7 @@ void R_PrecacheLevel(void)
|
|||
if (spritepresent == NULL) I_Error("%s: Out of memory looking up sprites", "R_PrecacheLevel");
|
||||
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
|
||||
spritepresent[((mobj_t *)th)->sprite] = 1;
|
||||
spritepresent[((mobj_t *)th)->sprite] = 1;
|
||||
|
||||
spritememory = 0;
|
||||
for (i = 0; i < numsprites; i++)
|
||||
|
|
|
@ -2291,8 +2291,6 @@ static void ST_doItemFinderIconsAndSound(void)
|
|||
// Scan thinkers to find emblem mobj with these ids
|
||||
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type == MT_EMBLEM)
|
||||
|
|
Loading…
Reference in a new issue