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https://github.com/DrBeef/Raze.git
synced 2024-11-15 00:41:55 +00:00
- got rid of COVERupdatesector
Not needed as it just forwards to the engine’s updatesector - and it gets in the way of other changes
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3811147f70
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16f9d4ec36
9 changed files with 27 additions and 26 deletions
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@ -70,6 +70,15 @@ inline int clipmove(int* x, int* y, int* z, int* sect, int xv, int yv, int wal,
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int pushmove(vec3_t *const vect, int16_t *const sectnum, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
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uint32_t const cliptype, bool clear = true) ATTRIBUTE((nonnull(1, 2)));
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inline int pushmove(vec3_t *const vect, int *const sectnum, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
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uint32_t const cliptype, bool clear = true)
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{
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short sect16 = *sectnum;
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auto r = pushmove(vect, §16, walldist, ceildist, flordist, cliptype, clear);
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*sectnum = sect16;
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return r;
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}
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[[deprecated]]
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inline int pushmove(int* x, int* y, int* z, int16_t* const sectnum, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
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uint32_t const cliptype, bool clear = true)
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@ -943,7 +943,7 @@ CircleCamera(int *nx, int *ny, int *nz, int *vsect, binangle *nang, fixed_t q16h
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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// Make sure sector passed to hitscan is correct
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//COVERupdatesector(*nx, *ny, vsect);
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//updatesector(*nx, *ny, vsect);
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hitscan(&n, *vsect, vx, vy, vz,
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&hitinfo, CLIPMASK_MISSILE);
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@ -1964,8 +1964,6 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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int32_t* hiz, int32_t* ceilhit,
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int32_t* loz, int32_t* florhit);
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void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector);
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void short_setinterpolation(short *posptr);
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void short_stopinterpolation(short *posptr);
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@ -1310,7 +1310,7 @@ DoPlayerTeleportToSprite(PLAYERp pp, SPRITEp sp)
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pp->posz = pp->oposz = sp->z - PLAYER_HEIGHT;
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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updatesector(pp->posx, pp->posy, &pp->cursectnum);
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//pp->lastcursectnum = pp->cursectnum;
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SET(pp->Flags2, PF2_TELEPORTED);
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}
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@ -1321,7 +1321,7 @@ DoPlayerTeleportToOffset(PLAYERp pp)
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pp->oposx = pp->oldposx = pp->posx;
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pp->oposy = pp->oldposy = pp->posy;
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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updatesector(pp->posx, pp->posy, &pp->cursectnum);
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//pp->lastcursectnum = pp->cursectnum;
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SET(pp->Flags2, PF2_TELEPORTED);
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}
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@ -2150,7 +2150,7 @@ DoPlayerMove(PLAYERp pp)
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}
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pp->posx += pp->xvect >> 14;
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pp->posy += pp->yvect >> 14;
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COVERupdatesector(pp->posx, pp->posy, §num);
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updatesector(pp->posx, pp->posy, §num);
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if (sectnum != -1)
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pp->cursectnum = sectnum;
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}
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@ -2178,7 +2178,7 @@ DoPlayerMove(PLAYERp pp)
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save_cstat = pp->SpriteP->cstat;
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RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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updatesector(pp->posx, pp->posy, &pp->cursectnum);
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clipmove(&pp->pos, &pp->cursectnum, pp->xvect, pp->yvect, ((int)pp->SpriteP->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER);
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pp->SpriteP->cstat = save_cstat;
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PlayerCheckValidMove(pp);
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@ -5181,12 +5181,12 @@ void FindMainSector(SECTOR_OBJECTp sop)
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// set it to something valid
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sop->op_main_sector = 0;
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//COVERupdatesector(sx, sy, &sop->op_main_sector);
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//updatesector(sx, sy, &sop->op_main_sector);
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//updatesectorz(sx, sy, sop->zmid - Z(8), &sop->op_main_sector);
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updatesectorz(sx, sy, sop->zmid, &sop->op_main_sector);
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//COVERupdatesector(sx, sy, &sop->op_main_sector);
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//updatesector(sx, sy, &sop->op_main_sector);
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////DSPRINTF(ds,"main sector %d, zmid %d",sop->op_main_sector, sop->zmid);
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//MONO_PRINT(ds);
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@ -5270,7 +5270,7 @@ DoPlayerBeginOperate(PLAYERp pp)
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pp->angle.oang = pp->angle.ang = buildang(sop->ang);
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pp->posx = sop->xmid;
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pp->posy = sop->ymid;
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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updatesector(pp->posx, pp->posy, &pp->cursectnum);
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getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
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pp->posz = fz - PLAYER_HEIGHT;
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@ -5357,7 +5357,7 @@ DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
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pp->angle.oang = pp->angle.ang = buildang(sop->ang);
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pp->posx = sop->xmid;
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pp->posy = sop->ymid;
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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updatesector(pp->posx, pp->posy, &pp->cursectnum);
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getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
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pp->posz = fz - PLAYER_HEIGHT;
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@ -6368,7 +6368,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
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// try to stay in valid area - death sometimes throws you out of the map
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sectnum = pp->cursectnum;
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COVERupdatesector(pp->posx, pp->posy, §num);
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updatesector(pp->posx, pp->posy, §num);
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if (sectnum < 0)
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{
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pp->cursectnum = pp->lv_sectnum;
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@ -6584,7 +6584,7 @@ void DoPlayerDeathExplode(PLAYERp pp)
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else
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{
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// special line for amoeba
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//COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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//updatesector(pp->posx, pp->posy, &pp->cursectnum);
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DoPlayerDeathCheckKick(pp);
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DoPlayerDeathHurl(pp);
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@ -54,12 +54,6 @@ SAVE save;
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bool FAF_DebugView = false;
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void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector)
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{
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// ASSERT(*newsector>=0 && *newsector<MAXSECTORS);
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updatesector(x,y,newsector);
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}
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int COVERinsertsprite(short sectnum, short stat)
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{
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short spnum;
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@ -572,7 +572,7 @@ int DoSkelTeleport(DSWActor* actor)
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sp->y -= 512 + RANDOM_P2(1024);
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setspritez(SpriteNum, &sp->pos);
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//COVERupdatesector(sp->x, sp->y, &sp->sectnum);
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//updatesector(sp->x, sp->y, &sp->sectnum);
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if (sp->sectnum != -1)
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break;
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@ -5030,7 +5030,7 @@ DropAhead(short SpriteNum, short min_height)
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day = sp->y + MOVEy(256, sp->ang);
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newsector = sp->sectnum;
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COVERupdatesector(dax, day, &newsector);
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updatesector(dax, day, &newsector);
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// look straight down for a drop
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if (ActorDrop(SpriteNum, dax, day, sp->z, newsector, min_height))
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@ -253,7 +253,7 @@ ActorFindTrack(short SpriteNum, int8_t player_dir, int track_type, short *track_
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if (near_dist < 15000)
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{
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// get the sector number of the point
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COVERupdatesector(near_tp->x, near_tp->y, &track_sect);
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updatesector(near_tp->x, near_tp->y, &track_sect);
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// if can see the point, return the track number
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if (FAFcansee(sp->x, sp->y, sp->z - Z(16), sp->sectnum, near_tp->x, near_tp->y, sector[track_sect].floorz - Z(32), track_sect))
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@ -1672,7 +1672,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
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// THIS WAS CAUSING PROLEMS!!!!
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// Sectors are still being manipulated so you can end up in a void (-1) sector
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//COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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//updatesector(pp->posx, pp->posy, &pp->cursectnum);
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// New angle is formed by taking last known angle and
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// adjusting by the delta angle
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@ -1709,7 +1709,7 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
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sop->sp_child->x = sop->xmid;
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sop->sp_child->y = sop->ymid;
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//COVERupdatesector(sop->xmid, sop->ymid, &sop->sectnum);
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//updatesector(sop->xmid, sop->ymid, &sop->sectnum);
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// setting floorz if need be
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//if (!TEST(sop->flags, SOBJ_SPRITE_OBJ))
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@ -1895,7 +1895,7 @@ PlayerPart:
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// prevents you from falling into map HOLEs created by moving
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// Sectors and sprites around.
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//if (sop->xmid < MAXSO)
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COVERupdatesector(pp->posx, pp->posy, &pp->cursectnum);
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updatesector(pp->posx, pp->posy, &pp->cursectnum);
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// in case you are in a whirlpool
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// move perfectly with the ride in the z direction
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@ -12831,7 +12831,7 @@ DoSerpRing(DSWActor* actor)
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if ((dist < 18000 && (RANDOM_P2(2048<<5)>>5) < 16) || User[sp->owner]->Counter < 4)
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{
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short sectnum = sp->sectnum;
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COVERupdatesector(sp->x,sp->y,§num);
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updatesector(sp->x,sp->y,§num);
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// if (valid sector and can see target)
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if (sectnum != -1 && CanSeePlayer(Weapon))
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