- Blood baseWall optimzation

This commit is contained in:
Christoph Oelckers 2021-11-21 00:29:41 +01:00
parent b30be9bc12
commit 2247509a67

View file

@ -2051,10 +2051,10 @@ void trInit(void)
spritetype* pSprite1 = &pXSector->marker0->s();
spritetype* pSprite2 = &pXSector->marker1->s();
TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide);
for (int j = 0; j < pSector->wallnum; j++)
for(auto& wal : wallsofsector(pSector))
{
wall[pSector->wallptr + j].baseWall.x = wall[pSector->wallptr+j].x;
wall[pSector->wallptr + j].baseWall.y = wall[pSector->wallptr+j].y;
wal.baseWall.x = wal.x;
wal.baseWall.y = wal.y;
}
BloodSectIterator it(i);
while (auto actor = it.Next())
@ -2070,10 +2070,10 @@ void trInit(void)
{
spritetype* pSprite1 = &pXSector->marker0->s();
TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->type == kSectorRotate);
for (int j = 0; j < pSector->wallnum; j++)
for (auto& wal : wallsofsector(pSector))
{
wall[pSector->wallptr + j].baseWall.x = wall[pSector->wallptr + j].x;
wall[pSector->wallptr + j].baseWall.y = wall[pSector->wallptr + j].y;
wal.baseWall.x = wal.x;
wal.baseWall.y = wal.y;
}
BloodSectIterator it(i);
while (auto actor = it.Next())