mirror of
https://github.com/DrBeef/Raze.git
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- Duke: replaced most sector array accesses with pointers in actors.cpp.
This already helped to find one 16 bit value that stored a sector index.
This commit is contained in:
parent
bc9ea38aba
commit
060da8ec1d
3 changed files with 86 additions and 73 deletions
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@ -641,7 +641,7 @@ void movecrane(DDukeActor *actor, int crane)
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{
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{
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int* t = &actor->temp_data[0];
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int* t = &actor->temp_data[0];
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auto spri = actor->s;
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auto spri = actor->s;
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int sect = spri->sectnum;
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auto sectp = spri->sector();
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int x;
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int x;
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//t[0] = state
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//t[0] = state
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@ -677,7 +677,7 @@ void movecrane(DDukeActor *actor, int crane)
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}
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}
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//IFMOVING; // JBF 20040825: see my rant above about this
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//IFMOVING; // JBF 20040825: see my rant above about this
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ssp(actor, CLIPMASK0);
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ssp(actor, CLIPMASK0);
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if (sect == t[1])
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if (spri->sectnum == t[1])
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t[0]++;
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t[0]++;
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}
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}
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else if (t[0] == 2 || t[0] == 7)
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else if (t[0] == 2 || t[0] == 7)
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@ -686,15 +686,15 @@ void movecrane(DDukeActor *actor, int crane)
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if (t[0] == 2)
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if (t[0] == 2)
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{
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{
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if ((sector[sect].floorz - spri->z) < (64 << 8))
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if ((sectp->floorz - spri->z) < (64 << 8))
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if (spri->picnum > crane) spri->picnum--;
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if (spri->picnum > crane) spri->picnum--;
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if ((sector[sect].floorz - spri->z) < (4096 + 1024))
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if ((sectp->floorz - spri->z) < (4096 + 1024))
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t[0]++;
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t[0]++;
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}
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}
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if (t[0] == 7)
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if (t[0] == 7)
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{
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{
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if ((sector[sect].floorz - spri->z) < (64 << 8))
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if ((sectp->floorz - spri->z) < (64 << 8))
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{
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{
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if (spri->picnum > crane) spri->picnum--;
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if (spri->picnum > crane) spri->picnum--;
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else
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else
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@ -754,7 +754,7 @@ void movecrane(DDukeActor *actor, int crane)
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else if (t[0] == 5 || t[0] == 8)
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else if (t[0] == 5 || t[0] == 8)
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{
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{
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if (t[0] == 8 && spri->picnum < (crane + 2))
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if (t[0] == 8 && spri->picnum < (crane + 2))
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if ((sector[sect].floorz - spri->z) > 8192)
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if ((sectp->floorz - spri->z) > 8192)
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spri->picnum++;
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spri->picnum++;
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if (spri->z < msx[t[4] + 2])
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if (spri->z < msx[t[4] + 2])
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@ -1091,11 +1091,11 @@ void movewaterdrip(DDukeActor *actor, int drip)
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void movedoorshock(DDukeActor* actor)
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void movedoorshock(DDukeActor* actor)
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{
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{
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auto s = actor->s;
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auto s = actor->s;
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int sect = s->sectnum;
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auto sectp = s->sector();
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int j = abs(sector[sect].ceilingz - sector[sect].floorz) >> 9;
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int j = abs(sectp->ceilingz - sectp->floorz) >> 9;
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s->yrepeat = j + 4;
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s->yrepeat = j + 4;
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s->xrepeat = 16;
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s->xrepeat = 16;
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s->z = sector[sect].floorz;
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s->z = sectp->floorz;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -1108,41 +1108,41 @@ void movetouchplate(DDukeActor* actor, int plate)
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{
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{
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auto s = actor->s;
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auto s = actor->s;
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int* t = &actor->temp_data[0];
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int* t = &actor->temp_data[0];
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int sect = s->sectnum;
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auto sectp = s->sector();
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int x;
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int x;
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int p;
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int p;
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if (t[1] == 1 && s->hitag >= 0) //Move the sector floor
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if (t[1] == 1 && s->hitag >= 0) //Move the sector floor
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{
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{
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x = sector[sect].floorz;
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x = sectp->floorz;
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if (t[3] == 1)
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if (t[3] == 1)
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{
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{
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if (x >= t[2])
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if (x >= t[2])
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{
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{
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sector[sect].floorz = x;
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sectp->floorz = x;
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t[1] = 0;
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t[1] = 0;
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}
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}
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else
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else
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{
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{
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sector[sect].floorz += sector[sect].extra;
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sectp->floorz += sectp->extra;
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p = checkcursectnums(sect);
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p = checkcursectnums(s->sectnum);
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if (p >= 0) ps[p].pos.z += sector[sect].extra;
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if (p >= 0) ps[p].pos.z += sectp->extra;
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}
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}
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}
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}
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else
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else
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{
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{
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if (x <= s->z)
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if (x <= s->z)
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{
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{
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sector[sect].floorz = s->z;
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sectp->floorz = s->z;
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t[1] = 0;
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t[1] = 0;
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}
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}
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else
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else
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{
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{
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sector[sect].floorz -= sector[sect].extra;
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sectp->floorz -= sectp->extra;
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p = checkcursectnums(sect);
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p = checkcursectnums(s->sectnum);
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if (p >= 0)
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if (p >= 0)
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ps[p].pos.z -= sector[sect].extra;
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ps[p].pos.z -= sectp->extra;
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}
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}
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}
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}
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return;
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return;
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@ -1150,7 +1150,7 @@ void movetouchplate(DDukeActor* actor, int plate)
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if (t[5] == 1) return;
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if (t[5] == 1) return;
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p = checkcursectnums(sect);
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p = checkcursectnums(s->sectnum);
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if (p >= 0 && (ps[p].on_ground || s->ang == 512))
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if (p >= 0 && (ps[p].on_ground || s->ang == 512))
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{
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{
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if (t[0] == 0 && !check_activator_motion(s->lotag))
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if (t[0] == 0 && !check_activator_motion(s->lotag))
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@ -1297,16 +1297,16 @@ void bounce(DDukeActor* actor)
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int yvect = MulScale(s->xvel, bsin(s->ang), 10);
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int yvect = MulScale(s->xvel, bsin(s->ang), 10);
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int zvect = s->zvel;
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int zvect = s->zvel;
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int hitsect = s->sectnum;
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auto sectp = s->sector();
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int k = sector[hitsect].wallptr;
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int k = sectp->wallptr;
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int l = wall[k].point2;
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int l = wall[k].point2;
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int daang = getangle(wall[l].x - wall[k].x, wall[l].y - wall[k].y);
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int daang = getangle(wall[l].x - wall[k].x, wall[l].y - wall[k].y);
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if (s->z < (actor->floorz + actor->ceilingz) >> 1)
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if (s->z < (actor->floorz + actor->ceilingz) >> 1)
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k = sector[hitsect].ceilingheinum;
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k = sectp->ceilingheinum;
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else
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else
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k = sector[hitsect].floorheinum;
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k = sectp->floorheinum;
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int dax = MulScale(k, bsin(daang), 14);
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int dax = MulScale(k, bsin(daang), 14);
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int day = MulScale(k, -bcos(daang), 14);
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int day = MulScale(k, -bcos(daang), 14);
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@ -1592,7 +1592,7 @@ void forcesphere(DDukeActor* actor, int forcesphere)
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{
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{
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auto s = actor->s;
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auto s = actor->s;
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int* t = &actor->temp_data[0];
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int* t = &actor->temp_data[0];
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int sect = s->sectnum;
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auto sectp = s->sector();
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if (s->yvel == 0)
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if (s->yvel == 0)
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{
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{
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s->yvel = 1;
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s->yvel = 1;
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@ -1615,8 +1615,8 @@ void forcesphere(DDukeActor* actor, int forcesphere)
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if (s->zvel < 6144)
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if (s->zvel < 6144)
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s->zvel += 192;
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s->zvel += 192;
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s->z += s->zvel;
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s->z += s->zvel;
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if (s->z > sector[sect].floorz)
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if (s->z > sectp->floorz)
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s->z = sector[sect].floorz;
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s->z = sectp->floorz;
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t[3]--;
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t[3]--;
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if (t[3] == 0)
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if (t[3] == 0)
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{
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{
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@ -1646,17 +1646,17 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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{
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{
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auto s = actor->s;
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auto s = actor->s;
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int* t = &actor->temp_data[0];
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int* t = &actor->temp_data[0];
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int sect = s->sectnum;
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auto sectp = s->sector();
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int a;
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int a;
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getglobalz(actor);
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getglobalz(actor);
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if (s->sector()->ceilingstat & 1)
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if (sectp->ceilingstat & 1)
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s->shade += (s->sector()->ceilingshade - s->shade) >> 1;
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s->shade += (sectp->ceilingshade - s->shade) >> 1;
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else s->shade += (s->sector()->floorshade - s->shade) >> 1;
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else s->shade += (sectp->floorshade - s->shade) >> 1;
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if (s->z < sector[sect].ceilingz + (32 << 8))
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if (s->z < sectp->ceilingz + (32 << 8))
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s->z = sector[sect].ceilingz + (32 << 8);
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s->z = sectp->ceilingz + (32 << 8);
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if (ud.multimode < 2)
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if (ud.multimode < 2)
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{
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{
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@ -1861,11 +1861,11 @@ void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int
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{
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{
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spritetype* s = actor->s;
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spritetype* s = actor->s;
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int* t = &actor->temp_data[0];
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int* t = &actor->temp_data[0];
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int sect = actor->s->sectnum;
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auto sectp = s->sector();
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if (t[4] == 1)
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if (t[4] == 1)
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{
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{
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DukeSectIterator it(sect);
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DukeSectIterator it(s->sectnum);
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while (auto act2 = it.Next())
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while (auto act2 = it.Next())
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{
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{
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auto sprj = act2->s;
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auto sprj = act2->s;
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@ -1928,7 +1928,7 @@ void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int
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t[1]++;
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t[1]++;
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t[4] = s->z;
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t[4] = s->z;
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s->z = sector[sect].floorz - (krand() % (sector[sect].floorz - sector[sect].ceilingz));
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s->z = sectp->floorz - (krand() % (sectp->floorz - sectp->ceilingz));
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switch (t[1])
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switch (t[1])
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{
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{
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@ -1956,7 +1956,7 @@ void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int
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case 10:
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case 10:
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case 15:
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case 15:
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{
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{
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DukeSectIterator it(sect);
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DukeSectIterator it(s->sectnum);
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while (auto a2 = it.Next())
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while (auto a2 = it.Next())
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{
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{
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if (a2 != actor)
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if (a2 != actor)
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@ -2112,12 +2112,12 @@ void forcesphereexplode(DDukeActor *actor)
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void watersplash2(DDukeActor* actor)
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void watersplash2(DDukeActor* actor)
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{
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{
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int sect = actor->s->sectnum;
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auto sectp = actor->getSector();
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int* t = &actor->temp_data[0];
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int* t = &actor->temp_data[0];
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t[0]++;
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t[0]++;
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if (t[0] == 1)
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if (t[0] == 1)
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{
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{
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if (sector[sect].lotag != 1 && sector[sect].lotag != 2)
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if (sectp->lotag != 1 && sectp->lotag != 2)
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{
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{
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deletesprite(actor);
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deletesprite(actor);
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return;
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return;
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@ -2169,14 +2169,14 @@ void frameeffect1(DDukeActor *actor)
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bool money(DDukeActor* actor, int BLOODPOOL)
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bool money(DDukeActor* actor, int BLOODPOOL)
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{
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{
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auto s = actor->s;
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auto s = actor->s;
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int sect = s->sectnum;
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auto sectp = s->sector();
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int* t = &actor->temp_data[0];
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int* t = &actor->temp_data[0];
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s->xvel = (krand() & 7) + bsin(actor->temp_data[0], -9);
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s->xvel = (krand() & 7) + bsin(actor->temp_data[0], -9);
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actor->temp_data[0] += (krand() & 63);
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actor->temp_data[0] += (krand() & 63);
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if ((actor->temp_data[0] & 2047) > 512 && (actor->temp_data[0] & 2047) < 1596)
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if ((actor->temp_data[0] & 2047) > 512 && (actor->temp_data[0] & 2047) < 1596)
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{
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{
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if (sector[sect].lotag == 2)
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if (sectp->lotag == 2)
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{
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{
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if (s->zvel < 64)
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if (s->zvel < 64)
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s->zvel += (gs.gravity >> 5) + (krand() & 7);
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s->zvel += (gs.gravity >> 5) + (krand() & 7);
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@ -2228,7 +2228,7 @@ bool money(DDukeActor* actor, int BLOODPOOL)
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bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2)
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bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2)
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{
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{
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spritetype* s = actor->s;
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spritetype* s = actor->s;
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int sect = s->sectnum;
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auto sectp = s->sector();
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int* t = &actor->temp_data[0];
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int* t = &actor->temp_data[0];
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if (s->xvel > 0) s->xvel--;
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if (s->xvel > 0) s->xvel--;
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@ -2248,14 +2248,21 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
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if (s->zvel > 1024 && s->zvel < 1280)
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if (s->zvel > 1024 && s->zvel < 1280)
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{
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{
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setsprite(actor, s->pos);
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setsprite(actor, s->pos);
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sect = s->sectnum;
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sectp = s->sector();
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}
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}
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if (callsetsprite) setsprite(actor, s->pos);
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if (callsetsprite) setsprite(actor, s->pos);
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int l = getflorzofslope(sect, s->x, s->y);
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// this was after the slope calls, but we should avoid calling that for invalid sectors.
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int x = getceilzofslope(sect, s->x, s->y);
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if (s->sectnum < 0 || s->sectnum >= MAXSECTORS)
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if (x == l || sect < 0 || sect >= MAXSECTORS)
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{
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deletesprite(actor);
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return false;
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}
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int l = getflorzofslopeptr(sectp, s->x, s->y);
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int x = getceilzofslopeptr(sectp, s->x, s->y);
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if (x == l)
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{
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{
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deletesprite(actor);
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deletesprite(actor);
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return false;
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return false;
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@ -2264,7 +2271,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
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if (s->z < l - (2 << 8))
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if (s->z < l - (2 << 8))
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{
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{
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if (t[1] < 2) t[1]++;
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if (t[1] < 2) t[1]++;
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else if (sector[sect].lotag != 2)
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else if (sectp->lotag != 2)
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{
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{
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t[1] = 0;
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t[1] = 0;
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if (zcheck1)
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if (zcheck1)
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@ -2282,7 +2289,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
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if (s->zvel < 6144)
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if (s->zvel < 6144)
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{
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{
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if (sector[sect].lotag == 2)
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if (sectp->lotag == 2)
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{
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{
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if (s->zvel < 1024)
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if (s->zvel < 1024)
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s->zvel += 48;
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s->zvel += 48;
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@ -2352,13 +2359,13 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
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bool bloodpool(DDukeActor* actor, bool puke, int TIRE)
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bool bloodpool(DDukeActor* actor, bool puke, int TIRE)
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{
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{
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spritetype* s = actor->s;
|
spritetype* s = actor->s;
|
||||||
int sect = s->sectnum;
|
auto sectp = s->sector();
|
||||||
int* t = &actor->temp_data[0];
|
int* t = &actor->temp_data[0];
|
||||||
|
|
||||||
if (t[0] == 0)
|
if (t[0] == 0)
|
||||||
{
|
{
|
||||||
t[0] = 1;
|
t[0] = 1;
|
||||||
if (sector[sect].floorstat & 2)
|
if (sectp->floorstat & 2)
|
||||||
{
|
{
|
||||||
deletesprite(actor);
|
deletesprite(actor);
|
||||||
return false;
|
return false;
|
||||||
|
@ -2438,18 +2445,18 @@ bool bloodpool(DDukeActor* actor, bool puke, int TIRE)
|
||||||
void shell(DDukeActor* actor, bool morecheck)
|
void shell(DDukeActor* actor, bool morecheck)
|
||||||
{
|
{
|
||||||
spritetype* s = actor->s;
|
spritetype* s = actor->s;
|
||||||
int sect = s->sectnum;
|
auto sectp = s->sector();
|
||||||
int* t = &actor->temp_data[0];
|
int* t = &actor->temp_data[0];
|
||||||
|
|
||||||
ssp(actor, CLIPMASK0);
|
ssp(actor, CLIPMASK0);
|
||||||
|
|
||||||
if (sect < 0 || morecheck)
|
if (s->sectnum < 0 || morecheck)
|
||||||
{
|
{
|
||||||
deletesprite(actor);
|
deletesprite(actor);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (sector[sect].lotag == 2)
|
if (sectp->lotag == 2)
|
||||||
{
|
{
|
||||||
t[1]++;
|
t[1]++;
|
||||||
if (t[1] > 8)
|
if (t[1] > 8)
|
||||||
|
@ -2492,13 +2499,13 @@ void shell(DDukeActor* actor, bool morecheck)
|
||||||
void glasspieces(DDukeActor* actor)
|
void glasspieces(DDukeActor* actor)
|
||||||
{
|
{
|
||||||
spritetype* s = actor->s;
|
spritetype* s = actor->s;
|
||||||
int sect = s->sectnum;
|
auto sectp = s->sector();
|
||||||
int* t = &actor->temp_data[0];
|
int* t = &actor->temp_data[0];
|
||||||
|
|
||||||
makeitfall(actor);
|
makeitfall(actor);
|
||||||
|
|
||||||
if (s->zvel > 4096) s->zvel = 4096;
|
if (s->zvel > 4096) s->zvel = 4096;
|
||||||
if (sect < 0)
|
if (s->sectnum < 0)
|
||||||
{
|
{
|
||||||
deletesprite(actor);
|
deletesprite(actor);
|
||||||
return;
|
return;
|
||||||
|
@ -2507,7 +2514,7 @@ void glasspieces(DDukeActor* actor)
|
||||||
if (s->z == actor->floorz - (FOURSLEIGHT) && t[0] < 3)
|
if (s->z == actor->floorz - (FOURSLEIGHT) && t[0] < 3)
|
||||||
{
|
{
|
||||||
s->zvel = -((3 - t[0]) << 8) - (krand() & 511);
|
s->zvel = -((3 - t[0]) << 8) - (krand() & 511);
|
||||||
if (sector[sect].lotag == 2)
|
if (sectp->lotag == 2)
|
||||||
s->zvel >>= 1;
|
s->zvel >>= 1;
|
||||||
s->xrepeat >>= 1;
|
s->xrepeat >>= 1;
|
||||||
s->yrepeat >>= 1;
|
s->yrepeat >>= 1;
|
||||||
|
@ -2540,7 +2547,7 @@ void glasspieces(DDukeActor* actor)
|
||||||
void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
|
void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
|
||||||
{
|
{
|
||||||
spritetype* s = actor->s;
|
spritetype* s = actor->s;
|
||||||
int sect = s->sectnum;
|
auto sectp = s->sector();
|
||||||
int* t = &actor->temp_data[0];
|
int* t = &actor->temp_data[0];
|
||||||
|
|
||||||
if (s->xvel > 0)
|
if (s->xvel > 0)
|
||||||
|
@ -2550,10 +2557,10 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
|
||||||
if (s->zvel > 1024 && s->zvel < 1280)
|
if (s->zvel > 1024 && s->zvel < 1280)
|
||||||
{
|
{
|
||||||
setsprite(actor, s->pos);
|
setsprite(actor, s->pos);
|
||||||
sect = s->sectnum;
|
sectp = s->sector();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (s->z < sector[sect].floorz - (2 << 8))
|
if (s->z < sectp->floorz - (2 << 8))
|
||||||
{
|
{
|
||||||
if (t[1] < 1) t[1]++;
|
if (t[1] < 1) t[1]++;
|
||||||
else
|
else
|
||||||
|
@ -3534,7 +3541,7 @@ void handle_se08(DDukeActor *actor, bool checkhitag1)
|
||||||
if (((ac->s->lotag) == st) && (ac->s->hitag) == sh)
|
if (((ac->s->lotag) == st) && (ac->s->hitag) == sh)
|
||||||
{
|
{
|
||||||
sn = ac->s->sectnum;
|
sn = ac->s->sectnum;
|
||||||
auto sect = §or[sn];
|
auto sect = ac->getSector();
|
||||||
int m = ac->s->shade;
|
int m = ac->s->shade;
|
||||||
|
|
||||||
auto wal = &wall[sect->wallptr];
|
auto wal = &wall[sect->wallptr];
|
||||||
|
@ -3834,8 +3841,8 @@ void handle_se13(DDukeActor* actor)
|
||||||
|
|
||||||
if (ps[0].one_parallax_sectnum >= 0)
|
if (ps[0].one_parallax_sectnum >= 0)
|
||||||
{
|
{
|
||||||
sc->ceilingpicnum = sector[ps[0].one_parallax_sectnum].ceilingpicnum;
|
sc->ceilingpicnum = ps[0].one_parallax_sector()->ceilingpicnum;
|
||||||
sc->ceilingshade = sector[ps[0].one_parallax_sectnum].ceilingshade;
|
sc->ceilingshade = ps[0].one_parallax_sector()->ceilingshade;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4198,9 +4205,9 @@ void handle_se19(DDukeActor *actor, int BIGFORCE)
|
||||||
auto a2Owner = a2->GetOwner();
|
auto a2Owner = a2->GetOwner();
|
||||||
if (a2->s->lotag == 0 && a2->s->hitag == sh && a2Owner)
|
if (a2->s->lotag == 0 && a2->s->hitag == sh && a2Owner)
|
||||||
{
|
{
|
||||||
q = a2Owner->s->sectnum;
|
auto sectp = a2Owner->getSector();
|
||||||
a2->getSector()->floorpal = a2->getSector()->ceilingpal = sector[q].floorpal;
|
a2->getSector()->floorpal = a2->getSector()->ceilingpal = sectp->floorpal;
|
||||||
a2->getSector()->floorshade = a2->getSector()->ceilingshade = sector[q].floorshade;
|
a2->getSector()->floorshade = a2->getSector()->ceilingshade = sectp->floorshade;
|
||||||
a2Owner->temp_data[0] = 2;
|
a2Owner->temp_data[0] = 2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4224,9 +4231,9 @@ void handle_se19(DDukeActor *actor, int BIGFORCE)
|
||||||
case 0:
|
case 0:
|
||||||
if (ac->s->hitag == sh && ac->GetOwner())
|
if (ac->s->hitag == sh && ac->GetOwner())
|
||||||
{
|
{
|
||||||
q = ac->s->sectnum;
|
auto sectp = ac->getSector();
|
||||||
sector[q].floorshade = sector[q].ceilingshade = ac->GetOwner()->s->shade;
|
sectp->floorshade = sectp->ceilingshade = ac->GetOwner()->s->shade;
|
||||||
sector[q].floorpal = sector[q].ceilingpal = ac->GetOwner()->s->pal;
|
sectp->floorpal = sectp->ceilingpal = ac->GetOwner()->s->pal;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -4574,7 +4581,7 @@ void handle_se24(DDukeActor *actor, const int16_t *list1, const int16_t *list2,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (scroll) sector[actor->s->sectnum].addfloorxpan(actor->s->yvel / 128.f);
|
if (scroll) actor->getSector()->addfloorxpan(actor->s->yvel / 128.f);
|
||||||
}
|
}
|
||||||
|
|
||||||
//---------------------------------------------------------------------------
|
//---------------------------------------------------------------------------
|
||||||
|
|
|
@ -198,7 +198,8 @@ struct player_struct
|
||||||
|
|
||||||
int aim_mode, ftt;
|
int aim_mode, ftt;
|
||||||
|
|
||||||
int cursectnum;
|
int cursectnum, one_parallax_sectnum; // sector references. Make them pointers later?
|
||||||
|
|
||||||
short last_extra, subweapon;
|
short last_extra, subweapon;
|
||||||
short ammo_amount[MAX_WEAPONS], frag, fraggedself;
|
short ammo_amount[MAX_WEAPONS], frag, fraggedself;
|
||||||
|
|
||||||
|
@ -207,7 +208,7 @@ struct player_struct
|
||||||
short jumping_counter, airleft, knee_incs, access_incs;
|
short jumping_counter, airleft, knee_incs, access_incs;
|
||||||
short ftq, access_wallnum;
|
short ftq, access_wallnum;
|
||||||
short got_access, weapon_ang, firstaid_amount;
|
short got_access, weapon_ang, firstaid_amount;
|
||||||
short i, one_parallax_sectnum;
|
short i;
|
||||||
short over_shoulder_on, fist_incs;
|
short over_shoulder_on, fist_incs;
|
||||||
short cheat_phase;
|
short cheat_phase;
|
||||||
short extra_extra8, quick_kick, last_quick_kick;
|
short extra_extra8, quick_kick, last_quick_kick;
|
||||||
|
@ -296,6 +297,10 @@ struct player_struct
|
||||||
{
|
{
|
||||||
return &::sector[cursectnum];
|
return &::sector[cursectnum];
|
||||||
}
|
}
|
||||||
|
sectortype* one_parallax_sector() const
|
||||||
|
{
|
||||||
|
return &::sector[one_parallax_sectnum];
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
|
@ -157,8 +157,9 @@ struct DukePlayer
|
||||||
native int player_par, visibility;
|
native int player_par, visibility;
|
||||||
native int bobcounter;
|
native int bobcounter;
|
||||||
native int randomflamex, crack_time;
|
native int randomflamex, crack_time;
|
||||||
|
native int aim_mode, ftt;
|
||||||
|
|
||||||
native int cursectnum, aim_mode, ftt;
|
native int cursectnum, one_parallax_sectnum;
|
||||||
|
|
||||||
native int16 last_extra, subweapon;
|
native int16 last_extra, subweapon;
|
||||||
native int16 ammo_amount[DukeWpn.MAX_WEAPONS], frag, fraggedself;
|
native int16 ammo_amount[DukeWpn.MAX_WEAPONS], frag, fraggedself;
|
||||||
|
@ -168,7 +169,7 @@ struct DukePlayer
|
||||||
native int16 jumping_counter, airleft, knee_incs, access_incs;
|
native int16 jumping_counter, airleft, knee_incs, access_incs;
|
||||||
native int16 ftq, access_wallnum;
|
native int16 ftq, access_wallnum;
|
||||||
native int16 got_access, weapon_ang, firstaid_amount;
|
native int16 got_access, weapon_ang, firstaid_amount;
|
||||||
native int16 i, one_parallax_sectnum;
|
native int16 i;
|
||||||
native int16 over_shoulder_on, fist_incs;
|
native int16 over_shoulder_on, fist_incs;
|
||||||
native int16 cheat_phase;
|
native int16 cheat_phase;
|
||||||
native int16 extra_extra8, quick_kick, last_quick_kick;
|
native int16 extra_extra8, quick_kick, last_quick_kick;
|
||||||
|
|
Loading…
Reference in a new issue