mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- actSpawnSprite, ZONE, startsectnum and dbLoadMap
This commit is contained in:
parent
b187f3c028
commit
443cfc991c
12 changed files with 39 additions and 39 deletions
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@ -524,7 +524,7 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
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}
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}
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void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang, int* dacursectnum);
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void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang);
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// loads a map into the backup buffer.
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// loads a map into the backup buffer.
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@ -536,7 +536,7 @@ void loadMapBackup(const char* filename)
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if (isBlood())
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if (isBlood())
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{
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{
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qloadboard(filename, 0, &pos, &scratch, &scratch2);
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qloadboard(filename, 0, &pos, &scratch);
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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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@ -2761,12 +2761,12 @@ static void actNapalmMove(DBloodActor* actor)
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static DBloodActor* actSpawnFloor(DBloodActor* actor)
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static DBloodActor* actSpawnFloor(DBloodActor* actor)
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{
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{
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auto pSprite = &actor->s();
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auto pSprite = &actor->s();
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int sector = pSprite->sectnum;
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auto pSector = pSprite->sector();
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int x = pSprite->x;
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int x = pSprite->x;
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int y = pSprite->y;
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int y = pSprite->y;
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updatesector(x, y, §or);
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updatesector(x, y, &pSector);
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int zFloor = getflorzofslope(sector, x, y);
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int zFloor = getflorzofslopeptr(pSector, x, y);
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auto spawned = actSpawnSprite(sector, x, y, zFloor, 3, 0);
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auto spawned = actSpawnSprite(pSector, x, y, zFloor, 3, 0);
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if (spawned) spawned->s().cstat &= ~257;
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if (spawned) spawned->s().cstat &= ~257;
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return spawned;
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return spawned;
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}
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}
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@ -5517,7 +5517,7 @@ void actExplodeSprite(DBloodActor* actor)
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case kThingTNTBarrel:
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case kThingTNTBarrel:
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{
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{
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auto spawned = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0, 1);
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auto spawned = actSpawnSprite(pSprite->sector(), pSprite->x, pSprite->y, pSprite->z, 0, 1);
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spawned->SetOwner(actor->GetOwner());
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spawned->SetOwner(actor->GetOwner());
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if (actCheckRespawn(actor))
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if (actCheckRespawn(actor))
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{
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{
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@ -5892,7 +5892,6 @@ static void actCheckExplosion()
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int x = pSprite->x;
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int x = pSprite->x;
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int y = pSprite->y;
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int y = pSprite->y;
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int z = pSprite->z;
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int z = pSprite->z;
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int nSector = pSprite->sectnum;
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auto pSector = pSprite->sector();
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auto pSector = pSprite->sector();
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int radius = pExplodeInfo->radius;
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int radius = pExplodeInfo->radius;
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@ -6319,9 +6318,9 @@ void actProcessSprites(void)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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DBloodActor* actSpawnSprite(int nSector, int x, int y, int z, int nStat, bool setextra)
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DBloodActor* actSpawnSprite(sectortype* pSector, int x, int y, int z, int nStat, bool setextra)
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{
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{
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DBloodActor* actor = InsertSprite(nSector, nStat);
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DBloodActor* actor = InsertSprite(pSector, nStat);
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vec3_t pos = { x, y, z };
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vec3_t pos = { x, y, z };
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setActorPos(actor, &pos);
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setActorPos(actor, &pos);
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@ -6346,7 +6345,7 @@ DBloodActor* actSpawnSprite(int nSector, int x, int y, int z, int nStat, bool se
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DBloodActor* actSpawnSprite(DBloodActor* source, int nStat)
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DBloodActor* actSpawnSprite(DBloodActor* source, int nStat)
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{
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{
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auto pSource = &source->s();
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auto pSource = &source->s();
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DBloodActor* actor = InsertSprite(pSource->sectnum, nStat);
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DBloodActor* actor = InsertSprite(pSource->sector(), nStat);
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spritetype* pSprite = &actor->s();
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spritetype* pSprite = &actor->s();
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pSprite->x = pSource->x;
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pSprite->x = pSource->x;
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@ -6447,7 +6446,7 @@ DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4)
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DBloodActor* actSpawnThing(int nSector, int x, int y, int z, int nThingType)
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DBloodActor* actSpawnThing(int nSector, int x, int y, int z, int nThingType)
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{
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{
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assert(nThingType >= kThingBase && nThingType < kThingMax);
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assert(nThingType >= kThingBase && nThingType < kThingMax);
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auto actor = actSpawnSprite(nSector, x, y, z, 4, 1);
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auto actor = actSpawnSprite(§or[nSector], x, y, z, 4, 1);
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spritetype* pSprite = &actor->s();
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spritetype* pSprite = &actor->s();
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int nType = nThingType - kThingBase;
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int nType = nThingType - kThingBase;
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pSprite->type = nThingType;
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pSprite->type = nThingType;
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@ -6678,7 +6677,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
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y = gHitInfo.hity - MulScale(pMissileInfo->clipDist << 1, Sin(pSprite->ang), 28);
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y = gHitInfo.hity - MulScale(pMissileInfo->clipDist << 1, Sin(pSprite->ang), 28);
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}
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}
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}
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}
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auto spawned = actSpawnSprite(pSprite->sectnum, x, y, z, 5, 1);
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auto spawned = actSpawnSprite(pSprite->sector(), x, y, z, 5, 1);
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spritetype* pMissile = &spawned->s();
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spritetype* pMissile = &spawned->s();
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pMissile->cstat2 |= CSTAT2_SPRITE_MAPPED;
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pMissile->cstat2 |= CSTAT2_SPRITE_MAPPED;
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pMissile->type = nType;
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pMissile->type = nType;
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@ -224,7 +224,7 @@ void actAirDrag(DBloodActor *pSprite, int a2);
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void actExplodeSprite(DBloodActor *pSprite);
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void actExplodeSprite(DBloodActor *pSprite);
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void actActivateGibObject(DBloodActor *actor);
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void actActivateGibObject(DBloodActor *actor);
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void actProcessSprites(void);
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void actProcessSprites(void);
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DBloodActor* actSpawnSprite(int nSector, int x, int y, int z, int nStat, bool a6);
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DBloodActor* actSpawnSprite(sectortype* pSector, int x, int y, int z, int nStat, bool a6);
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DBloodActor* actSpawnDude(DBloodActor* pSource, int nType, int a3, int a4);
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DBloodActor* actSpawnDude(DBloodActor* pSource, int nType, int a3, int a4);
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DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat);
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DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat);
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DBloodActor * actSpawnThing(int nSector, int x, int y, int z, int nThingType);
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DBloodActor * actSpawnThing(int nSector, int x, int y, int z, int nThingType);
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@ -1887,7 +1887,7 @@ bool doExplosion(DBloodActor* actor, int nType)
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{
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{
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auto const pSprite = &actor->s();
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auto const pSprite = &actor->s();
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auto actExplosion = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, kStatExplosion, true);
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auto actExplosion = actSpawnSprite(pSprite->sector(), pSprite->x, pSprite->y, pSprite->z, kStatExplosion, true);
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auto const pExplosion = &actExplosion->s();
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auto const pExplosion = &actExplosion->s();
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auto const pXExplosion = &actExplosion->x();
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auto const pXExplosion = &actExplosion->x();
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if (!actExplosion->hasX())
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if (!actExplosion->hasX())
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@ -61,7 +61,7 @@ PLAYER gPlayerTemp[kMaxPlayers];
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int gHealthTemp[kMaxPlayers];
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int gHealthTemp[kMaxPlayers];
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vec3_t startpos;
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vec3_t startpos;
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int16_t startang;
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int16_t startang;
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int startsectnum;
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sectortype* startsector;
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void QuitGame(void)
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void QuitGame(void)
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@ -111,7 +111,7 @@ void StartLevel(MapRecord* level, bool newgame)
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}
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}
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}
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}
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//drawLoadingScreen();
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//drawLoadingScreen();
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dbLoadMap(currentLevel->fileName, (int*)&startpos.x, (int*)&startpos.y, (int*)&startpos.z, &startang, &startsectnum, nullptr);
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dbLoadMap(currentLevel->fileName, (int*)&startpos.x, (int*)&startpos.y, (int*)&startpos.z, &startang, &startsector, nullptr);
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SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
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SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
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STAT_NewLevel(currentLevel->fileName);
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STAT_NewLevel(currentLevel->fileName);
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wsrand(dbReadMapCRC(currentLevel->LabelName()));
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wsrand(dbReadMapCRC(currentLevel->LabelName()));
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@ -149,12 +149,12 @@ void StartLevel(MapRecord* level, bool newgame)
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Printf(PRINT_NONOTIFY, "> Modern types erased: %d.\n", modernTypesErased);
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Printf(PRINT_NONOTIFY, "> Modern types erased: %d.\n", modernTypesErased);
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#endif
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#endif
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startpos.z = getflorzofslope(startsectnum, startpos.x, startpos.y);
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startpos.z = getflorzofslopeptr(startsector, startpos.x, startpos.y);
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for (int i = 0; i < kMaxPlayers; i++) {
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for (int i = 0; i < kMaxPlayers; i++) {
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gStartZone[i].x = startpos.x;
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gStartZone[i].x = startpos.x;
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gStartZone[i].y = startpos.y;
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gStartZone[i].y = startpos.y;
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gStartZone[i].z = startpos.z;
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gStartZone[i].z = startpos.z;
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gStartZone[i].sectnum = startsectnum;
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gStartZone[i].sector = startsector;
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gStartZone[i].ang = startang;
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gStartZone[i].ang = startang;
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#ifdef NOONE_EXTENSIONS
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#ifdef NOONE_EXTENSIONS
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@ -163,13 +163,13 @@ void StartLevel(MapRecord* level, bool newgame)
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gStartZoneTeam1[i].x = startpos.x;
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gStartZoneTeam1[i].x = startpos.x;
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gStartZoneTeam1[i].y = startpos.y;
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gStartZoneTeam1[i].y = startpos.y;
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gStartZoneTeam1[i].z = startpos.z;
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gStartZoneTeam1[i].z = startpos.z;
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gStartZoneTeam1[i].sectnum = startsectnum;
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gStartZoneTeam1[i].sector = startsector;
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gStartZoneTeam1[i].ang = startang;
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gStartZoneTeam1[i].ang = startang;
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gStartZoneTeam2[i].x = startpos.x;
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gStartZoneTeam2[i].x = startpos.x;
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gStartZoneTeam2[i].y = startpos.y;
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gStartZoneTeam2[i].y = startpos.y;
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gStartZoneTeam2[i].z = startpos.z;
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gStartZoneTeam2[i].z = startpos.z;
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gStartZoneTeam2[i].sectnum = startsectnum;
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gStartZoneTeam2[i].sector = startsector;
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gStartZoneTeam2[i].ang = startang;
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gStartZoneTeam2[i].ang = startang;
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}
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}
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#endif
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#endif
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@ -162,7 +162,7 @@ void qinitspritelists(void) // Replace
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Numsprites = 0;
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Numsprites = 0;
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}
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}
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DBloodActor* InsertSprite(int nSector, int nStat)
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DBloodActor* InsertSprite(sectortype* pSector, int nStat)
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{
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{
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int nSprite = headspritestat[kMaxStatus];
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int nSprite = headspritestat[kMaxStatus];
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assert(nSprite < kMaxSprites);
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assert(nSprite < kMaxSprites);
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@ -177,7 +177,7 @@ DBloodActor* InsertSprite(int nSector, int nStat)
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spritetype *pSprite = &actor->s();
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spritetype *pSprite = &actor->s();
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memset(pSprite, 0, sizeof(spritetype));
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memset(pSprite, 0, sizeof(spritetype));
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InsertSpriteStat(nSprite, nStat);
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InsertSpriteStat(nSprite, nStat);
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InsertSpriteSect(nSprite, nSector);
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InsertSpriteSect(nSprite, sectnum(pSector));
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pSprite->cstat = 128;
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pSprite->cstat = 128;
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pSprite->clipdist = 32;
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pSprite->clipdist = 32;
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pSprite->xrepeat = pSprite->yrepeat = 64;
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pSprite->xrepeat = pSprite->yrepeat = 64;
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@ -393,7 +393,7 @@ struct walltypedisk
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#pragma pack(pop)
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#pragma pack(pop)
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void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int* pSector, unsigned int* pCRC)
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void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sectortype** pSector, unsigned int* pCRC)
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{
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{
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int16_t tpskyoff[256];
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int16_t tpskyoff[256];
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ClearAutomap();
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ClearAutomap();
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@ -463,7 +463,6 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int*
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*pY = mapHeader.y;
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*pY = mapHeader.y;
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*pZ = mapHeader.z;
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*pZ = mapHeader.z;
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*pAngle = mapHeader.ang;
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*pAngle = mapHeader.ang;
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*pSector = mapHeader.sect;
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gVisibility = g_visibility = mapHeader.visibility;
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gVisibility = g_visibility = mapHeader.visibility;
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gMattId = mapHeader.mattid;
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gMattId = mapHeader.mattid;
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if (encrypted)
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if (encrypted)
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@ -493,6 +492,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int*
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#if 1 // bad, bad hack, just for making Polymost happy...
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#if 1 // bad, bad hack, just for making Polymost happy...
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PolymostAllocFakeSector();
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PolymostAllocFakeSector();
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#endif
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#endif
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* pSector = §or[mapHeader.sect];
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dbInit();
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dbInit();
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if (encrypted)
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if (encrypted)
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@ -970,9 +970,10 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int*
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END_BLD_NS
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END_BLD_NS
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// only used by the backup loader.
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// only used by the backup loader.
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void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang, int* dacursectnum)
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void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang)
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{
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{
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Blood::dbLoadMap(filename, &dapos->x, &dapos->y, &dapos->z, daang, dacursectnum, NULL);
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sectortype* sp;
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Blood::dbLoadMap(filename, &dapos->x, &dapos->y, &dapos->z, daang, &sp, NULL);
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Blood::dbInit(); // clean up immediately.
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Blood::dbInit(); // clean up immediately.
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}
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}
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@ -117,7 +117,7 @@ void RemoveSpriteSect(int nSprite);
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void InsertSpriteStat(int nSprite, int nStat);
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void InsertSpriteStat(int nSprite, int nStat);
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void RemoveSpriteStat(int nSprite);
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void RemoveSpriteStat(int nSprite);
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void qinitspritelists(void);
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void qinitspritelists(void);
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DBloodActor* InsertSprite(int nSector, int nStat);
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DBloodActor* InsertSprite(sectortype* pSector, int nStat);
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int DeleteSprite(int nSprite);
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int DeleteSprite(int nSprite);
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int ChangeSpriteSect(int nSprite, int nSector);
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int ChangeSpriteSect(int nSprite, int nSector);
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int qchangespritesect(short nSprite, short nSector);
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int qchangespritesect(short nSprite, short nSector);
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@ -126,7 +126,7 @@ void InitFreeList(unsigned short *pList, int nCount);
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void dbInit(void);
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void dbInit(void);
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void PropagateMarkerReferences(void);
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void PropagateMarkerReferences(void);
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unsigned int dbReadMapCRC(const char *pPath);
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unsigned int dbReadMapCRC(const char *pPath);
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void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int* pSector, unsigned int* pCRC);
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void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sectortype** pSector, unsigned int* pCRC);
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END_BLD_NS
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END_BLD_NS
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@ -161,7 +161,7 @@ DBloodActor* CFX::fxSpawnActor(FX_ID nFx, int nSector, int x, int y, int z, unsi
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return nullptr;
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return nullptr;
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destroy(iactor);
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destroy(iactor);
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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(§or[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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pSprite->type = nFx;
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pSprite->type = nFx;
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pSprite->picnum = pFX->picnum;
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pSprite->picnum = pFX->picnum;
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@ -58,7 +58,7 @@ void WeaponPrecache();
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struct ZONE {
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struct ZONE {
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int x, y, z;
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int x, y, z;
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int sectnum;
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sectortype* sector;
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short ang;
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short ang;
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};
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};
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extern ZONE gStartZone[8];
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extern ZONE gStartZone[8];
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@ -3590,7 +3590,7 @@ void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, sectortype* pSector
|
||||||
{
|
{
|
||||||
if (pXSource->data3 > 0)
|
if (pXSource->data3 > 0)
|
||||||
{
|
{
|
||||||
auto spawned = InsertSprite(pSprite->sectnum, kStatDecoration);
|
auto spawned = InsertSprite(pSprite->sector(), kStatDecoration);
|
||||||
auto pSpawned = &spawned->s();
|
auto pSpawned = &spawned->s();
|
||||||
int top, bottom; GetActorExtents(spawned, &top, &bottom);
|
int top, bottom; GetActorExtents(spawned, &top, &bottom);
|
||||||
pSpawned->x = pSprite->x;
|
pSpawned->x = pSprite->x;
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||||||
|
|
|
@ -637,7 +637,7 @@ void playerStart(int nPlayer, int bNewLevel)
|
||||||
|
|
||||||
if (maxRetries != 0) {
|
if (maxRetries != 0) {
|
||||||
// check if there is no spawned player in selected zone
|
// check if there is no spawned player in selected zone
|
||||||
BloodSectIterator it(pStartZone->sectnum);
|
BloodSectIterator it(pStartZone->sector);
|
||||||
while (auto act = it.Next())
|
while (auto act = it.Next())
|
||||||
{
|
{
|
||||||
spritetype* pSprite = &act->s();
|
spritetype* pSprite = &act->s();
|
||||||
|
@ -658,7 +658,7 @@ void playerStart(int nPlayer, int bNewLevel)
|
||||||
pStartZone = &gStartZone[Random(8)];
|
pStartZone = &gStartZone[Random(8)];
|
||||||
}
|
}
|
||||||
|
|
||||||
auto actor = actSpawnSprite(pStartZone->sectnum, pStartZone->x, pStartZone->y, pStartZone->z, 6, 1);
|
auto actor = actSpawnSprite(pStartZone->sector, pStartZone->x, pStartZone->y, pStartZone->z, 6, 1);
|
||||||
spritetype* pSprite = &actor->s();
|
spritetype* pSprite = &actor->s();
|
||||||
assert(actor->hasX());
|
assert(actor->hasX());
|
||||||
XSPRITE *pXSprite = &actor->x();
|
XSPRITE *pXSprite = &actor->x();
|
||||||
|
|
|
@ -73,7 +73,7 @@ void warpInit(void)
|
||||||
pZone->x = pSprite->x;
|
pZone->x = pSprite->x;
|
||||||
pZone->y = pSprite->y;
|
pZone->y = pSprite->y;
|
||||||
pZone->z = pSprite->z;
|
pZone->z = pSprite->z;
|
||||||
pZone->sectnum = pSprite->sectnum;
|
pZone->sector = pSprite->sector();
|
||||||
pZone->ang = pSprite->ang;
|
pZone->ang = pSprite->ang;
|
||||||
}
|
}
|
||||||
DeleteSprite(actor);
|
DeleteSprite(actor);
|
||||||
|
@ -86,7 +86,7 @@ void warpInit(void)
|
||||||
pZone->x = pSprite->x;
|
pZone->x = pSprite->x;
|
||||||
pZone->y = pSprite->y;
|
pZone->y = pSprite->y;
|
||||||
pZone->z = pSprite->z;
|
pZone->z = pSprite->z;
|
||||||
pZone->sectnum = pSprite->sectnum;
|
pZone->sector = pSprite->sector();
|
||||||
pZone->ang = pSprite->ang;
|
pZone->ang = pSprite->ang;
|
||||||
|
|
||||||
#ifdef NOONE_EXTENSIONS
|
#ifdef NOONE_EXTENSIONS
|
||||||
|
@ -97,7 +97,7 @@ void warpInit(void)
|
||||||
pZone->x = pSprite->x;
|
pZone->x = pSprite->x;
|
||||||
pZone->y = pSprite->y;
|
pZone->y = pSprite->y;
|
||||||
pZone->z = pSprite->z;
|
pZone->z = pSprite->z;
|
||||||
pZone->sectnum = pSprite->sectnum;
|
pZone->sector = pSprite->sector();
|
||||||
pZone->ang = pSprite->ang;
|
pZone->ang = pSprite->ang;
|
||||||
team1++;
|
team1++;
|
||||||
|
|
||||||
|
@ -106,7 +106,7 @@ void warpInit(void)
|
||||||
pZone->x = pSprite->x;
|
pZone->x = pSprite->x;
|
||||||
pZone->y = pSprite->y;
|
pZone->y = pSprite->y;
|
||||||
pZone->z = pSprite->z;
|
pZone->z = pSprite->z;
|
||||||
pZone->sectnum = pSprite->sectnum;
|
pZone->sector = pSprite->sector();
|
||||||
pZone->ang = pSprite->ang;
|
pZone->ang = pSprite->ang;
|
||||||
team2++;
|
team2++;
|
||||||
}
|
}
|
||||||
|
@ -320,7 +320,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, ZONE& w, ZONE* def
|
||||||
arc("x", w.x)
|
arc("x", w.x)
|
||||||
("y", w.y)
|
("y", w.y)
|
||||||
("z", w.z)
|
("z", w.z)
|
||||||
("sector", w.sectnum)
|
("sector", w.sector)
|
||||||
("angle", w.ang)
|
("angle", w.ang)
|
||||||
.EndObject();
|
.EndObject();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue