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Replaced sprite[] in some smaller functions
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df88b23f63
commit
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5 changed files with 23 additions and 23 deletions
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@ -61,15 +61,14 @@ void precache()
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for (int k = 1; k <= picanm[j].num; k++) markTileForPrecache(j + k, wall[i].pal);
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}
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for (i = 0; i < kMaxSprites; i++)
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ExhumedSpriteIterator it;
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while (auto ac = it.Next())
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{
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if (sprite[i].statnum < kMaxStatus)
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{
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int j = sprite[i].picnum;
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markTileForPrecache(j, sprite[i].pal);
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if (picanm[j].sf & PICANM_ANIMTYPE_MASK)
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for (int k = 1; k <= picanm[j].num; k++) markTileForPrecache(j + k, sprite[i].pal);
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}
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auto sp = &ac->s();
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int j = sp->picnum;
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markTileForPrecache(j, sp->pal);
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if (picanm[j].sf & PICANM_ANIMTYPE_MASK)
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for (int k = 1; k <= picanm[j].num; k++) markTileForPrecache(j + k, sp->pal);
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}
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precacheMarkedTiles();
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}
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@ -189,13 +189,12 @@ void DoRedAlert(int nVal)
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nRedTicks = 30;
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}
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int i;
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StatIterator it(405);
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while ((i = it.NextIndex()) >= 0)
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ExhumedStatIterator it(405);
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while (auto ac = it.Next())
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{
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if (nVal)
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{
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auto spri = &sprite[i];
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auto spri = &ac->s();
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PlayFXAtXYZ(StaticSound[kSoundAlarm], spri->x, spri->y, spri->z, spri->sectnum);
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AddFlash(spri->sectnum, spri->x, spri->y, spri->z, 192);
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}
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@ -254,9 +253,10 @@ void GameMove(void)
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{
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FixPalette();
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for (int i = 0; i < MAXSPRITES; i++)
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ExhumedSpriteIterator it;
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while (auto ac = it.Next())
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{
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sprite[i].backuploc();
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ac->s().backuploc();
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}
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if (currentLevel->gameflags & LEVEL_EX_COUNTDOWN)
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@ -805,9 +805,10 @@ void ExamineSprites()
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nNetStartSprites = 0;
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nCurStartSprite = 0;
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for (int nSprite = 0; nSprite < kMaxSprites; nSprite++)
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ExhumedLinearSpriteIterator it;
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while (auto ac = it.Next())
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{
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auto pSprite = &sprite[nSprite];
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auto pSprite = &ac->s();
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int nStatus = pSprite->statnum;
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if (!nStatus)
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@ -820,11 +821,11 @@ void ExamineSprites()
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pSprite->lotag = 0;
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pSprite->hitag = 0;
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ProcessSpriteTag(nSprite, lotag, hitag);
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ProcessSpriteTag(ac->GetSpriteIndex(), lotag, hitag);
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}
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else
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{
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changespritestat(nSprite, 0);
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ChangeActorStat(ac, 0);
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}
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}
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}
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@ -49,8 +49,8 @@ void DrawMap(double const smoothratio)
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{
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if (!nFreeze && automapMode != am_off)
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{
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int nPlayerSprite = PlayerList[nLocalPlayer].nSprite;
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auto psp = &sprite[nPlayerSprite];
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auto pPlayerActor = PlayerList[nLocalPlayer].Actor();
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auto psp = &pPlayerActor->s();
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int x = psp->interpolatedx(smoothratio);
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int y = psp->interpolatedy(smoothratio);
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@ -79,8 +79,8 @@ bool GameInterface::DrawAutomapPlayer(int x, int y, int z, int a, double const s
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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int nPSprite = PlayerList[i].nSprite;
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spritetype* pSprite = &sprite[nPSprite];
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auto pPlayerActor = PlayerList[i].Actor();
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spritetype* pSprite = &pPlayerActor->s();
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int x1 = pSprite->x - x;
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int y1 = pSprite->y - y;
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int pa = (pSprite->ang - a) & 2047;
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@ -37,7 +37,7 @@ BEGIN_PS_NS
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void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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{
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Player *nPlayer = &PlayerList[nLocalPlayer];
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spritetype *pSprite = &sprite[nPlayer->nSprite];
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spritetype *pSprite = &nPlayer->Actor()->s();
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pSprite->ox = pSprite->x = x;
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pSprite->oy = pSprite->y = y;
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