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https://github.com/DrBeef/Raze.git
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- got rid of fxSpawn.
This commit is contained in:
parent
085bd3a165
commit
1e1764eda6
2 changed files with 8 additions and 15 deletions
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@ -128,7 +128,7 @@ void CFX::remove(int nSprite)
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actPostSprite(nSprite, kStatFree);
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actPostSprite(nSprite, kStatFree);
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}
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}
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spritetype * CFX::fxSpawn(FX_ID nFx, int nSector, int x, int y, int z, unsigned int a6)
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DBloodActor* CFX::fxSpawnActor(FX_ID nFx, int nSector, int x, int y, int z, unsigned int a6)
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{
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{
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if (nSector < 0 || nSector >= numsectors)
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if (nSector < 0 || nSector >= numsectors)
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return NULL;
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return NULL;
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@ -157,13 +157,13 @@ spritetype * CFX::fxSpawn(FX_ID nFx, int nSector, int x, int y, int z, unsigned
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FXDATA *pFX = &gFXData[nFx];
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FXDATA *pFX = &gFXData[nFx];
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if (gStatCount[1] == 512)
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if (gStatCount[1] == 512)
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{
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{
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StatIterator it(kStatFX);
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BloodStatIterator it(kStatFX);
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int nSprite = it.NextIndex();
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auto iactor = it.Next();
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while (nSprite != -1 && (sprite[nSprite].flags & 32))
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while (iactor && (iactor->s().flags & 32))
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nSprite = it.NextIndex();
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iactor = it.Next();
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if (nSprite == -1)
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if (!iactor)
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return NULL;
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return NULL;
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destroy(nSprite);
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destroy(iactor->s().index);
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}
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}
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auto actor = actSpawnSprite(nSector, x, y, z, 1, 0);
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auto actor = actSpawnSprite(nSector, x, y, z, 1, 0);
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spritetype* pSprite = &actor->s();
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spritetype* pSprite = &actor->s();
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@ -190,7 +190,7 @@ spritetype * CFX::fxSpawn(FX_ID nFx, int nSector, int x, int y, int z, unsigned
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a6 = pFX->ate;
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a6 = pFX->ate;
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if (a6)
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if (a6)
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evPost(actor, a6+Random2(a6>>1), kCallbackRemove);
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evPost(actor, a6+Random2(a6>>1), kCallbackRemove);
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return pSprite;
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return actor;
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}
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}
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void CFX::fxProcess(void)
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void CFX::fxProcess(void)
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@ -356,10 +356,4 @@ void fxPrecache()
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}
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}
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DBloodActor* CFX::fxSpawnActor(FX_ID nFx, int nSector, int x, int y, int z, unsigned int a6)
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{
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auto spr = fxSpawn(nFx, nSector, x, y, z, a6);
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return spr ? &bloodActors[spr->index] : nullptr;
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}
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END_BLD_NS
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END_BLD_NS
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@ -93,7 +93,6 @@ class CFX {
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public:
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public:
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void destroy(int);
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void destroy(int);
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void remove(int);
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void remove(int);
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spritetype * fxSpawn(FX_ID, int, int, int, int, unsigned int);
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DBloodActor* fxSpawnActor(FX_ID, int, int, int, int, unsigned int);
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DBloodActor* fxSpawnActor(FX_ID, int, int, int, int, unsigned int);
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void fxProcess(void);
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void fxProcess(void);
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};
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};
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