mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
- removed the now redundant wall() and sector() interator helper functions.
With both wall and sector now being TArrays they are not needed anymore.
This commit is contained in:
parent
6608096ea3
commit
65bc6e6aef
35 changed files with 79 additions and 90 deletions
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@ -422,7 +422,7 @@ void InitSpriteLists()
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{
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stat.firstEntry = stat.lastEntry = nullptr;
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}
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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sect.firstEntry = sect.lastEntry = nullptr;
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}
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@ -167,7 +167,7 @@ static void CalcMapBounds()
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y_max_bound = INT_MIN;
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for(auto& wal : walls())
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for(auto& wal : wall)
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{
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// get map min and max coordinates
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if (wal.x < x_min_bound) x_min_bound = wal.x;
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@ -335,11 +335,10 @@ void GetFlatSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool
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void checkRotatedWalls()
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{
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for (int i = 0; i < numwalls; ++i)
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for (auto& w : wall)
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{
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if (wall[i].cstat & CSTAT_WALL_ROTATE_90)
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if (w.cstat & CSTAT_WALL_ROTATE_90)
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{
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auto& w = wall[i];
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auto& tile = RotTile(w.picnum + animateoffs(w.picnum, 16384));
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if (tile.newtile == -1 && tile.owner == -1)
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@ -277,16 +277,6 @@ inline int32_t getangle(walltype* wal)
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wal->point2Wall()->y - wal->y);
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}
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inline TArrayView<sectortype> sectors()
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{
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return TArrayView<sectortype>(§or[0], numsectors);
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}
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inline TArrayView<walltype> walls()
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{
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return TArrayView<walltype>(&wall[0], numwalls);
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}
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inline TArrayView<walltype> wallsofsector(const sectortype* sec)
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{
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return TArrayView<walltype>(sec->firstWall(), sec->wallnum);
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@ -401,7 +401,7 @@ void allocateMapArrays(int numsprites)
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void fixSectors()
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{
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for(auto& sect : sectors())
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for(auto& sect: sector)
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{
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// Fix maps which do not set their wallptr to the first wall of the sector. Lo Wang In Time's map 11 is such a case.
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auto wp = sect.firstWall();
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@ -536,7 +536,7 @@ void loadMapBackup(const char* filename)
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void setWallSectors()
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{
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int i = 0;
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for (auto& wal : walls())
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for (auto& wal : wall)
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{
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wal.sector = -1;
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wal.lengthflags = 3;
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@ -588,7 +588,7 @@ void setWallSectors()
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}
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}
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for(auto& sect : sectors())
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for(auto& sect: sector)
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{
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sect.dirty = EDirty::AllDirty;
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sect.exflags = 0;
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@ -612,7 +612,7 @@ void setWallSectors()
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}
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// validate 'nextsector' fields. Some maps have these wrong which can cause render glitches and occasionally even crashes.
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for (auto& wal : walls())
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for (auto& wal : wall)
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{
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if (validWallIndex(wal.nextwall))
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{
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@ -634,7 +634,7 @@ void MarkMap()
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GC::Mark(stat.firstEntry);
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GC::Mark(stat.lastEntry);
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}
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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GC::Mark(sect.firstEntry);
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GC::Mark(sect.lastEntry);
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@ -645,7 +645,7 @@ inline walltype* walltype::lastWall() const
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if (index > 0 && wall[index - 1].point2 == index) return &wall[index - 1];
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int check = index;
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for (int i = 0; i < numwalls; i++)
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for (int i = 0; i < 16384; i++) // don't run endlessly in case of malformed sectors.
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{
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int next = wall[check].point2;
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if (next == index) return &wall[check];
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@ -682,7 +682,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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switch (header.version & 0xff)
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{
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case 0:
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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sectortype* pSector = §
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if (pSector->hasX())
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@ -706,7 +706,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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}
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[[fallthrough]];
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case 1:
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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sectortype* pSector = §
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if (pSector->hasX())
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@ -280,7 +280,7 @@ void evInit(TArray<DBloodActor*>& actors)
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memset(rxBucket, 0, sizeof(rxBucket));
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// add all the tags to the bucket array
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for(auto& sect : sectors())
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for(auto& sect: sector)
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{
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if (sect.hasX() && sect.xs().rxID > 0)
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{
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@ -290,7 +290,7 @@ void evInit(TArray<DBloodActor*>& actors)
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}
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}
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for(auto& wal: walls())
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for(auto& wal: wall)
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{
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if (wal.hasX() && wal.xw().rxID > 0)
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{
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@ -60,7 +60,7 @@ bool FindSector(int nX, int nY, int nZ, sectortype** pSector)
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}
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}
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}
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for(auto& sec : sectors())
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for(auto& sec: sector)
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{
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if (inside(nX, nY, &sec))
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{
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@ -91,7 +91,7 @@ bool FindSector(int nX, int nY, sectortype** pSector)
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return 1;
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}
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}
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for (auto& sec : sectors())
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for (auto& sec: sector)
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{
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if (inside(nX, nY, &sec))
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{
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@ -825,7 +825,7 @@ void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
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pCond->obj[count++].cmd = (uint8_t)pXSpr->command;
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}
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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if (!sect.hasX() || sect.xs().txID != pXSprite->rxID) continue;
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else if (count >= kMaxTracedObjects)
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@ -835,7 +835,7 @@ void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
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pCond->obj[count++].cmd = sect.xs().command;
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}
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for(auto& wal : walls())
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for(auto& wal : wall)
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{
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if (!wal.hasX() || wal.xw().txID != pXSprite->rxID)
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continue;
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@ -2854,7 +2854,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
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pXLower = &aLower->x();
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// must be sure we found exact same upper link
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for (auto& sec : sectors())
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for (auto& sec: sector)
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{
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auto aUpper = barrier_cast<DBloodActor*>(sec.upperLink);
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if (aUpper == nullptr || aUpper->x().data1 != pXLower->data1) continue;
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@ -3026,7 +3026,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
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if (aLink)
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{
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// must be sure we found exact same upper link
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for(auto& sec : sectors())
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for(auto& sec: sector)
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{
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auto aUpper = barrier_cast<DBloodActor*>(sec.upperLink);
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if (aUpper == nullptr || aUpper->x().data1 != aLink->x().data1) continue;
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@ -246,14 +246,14 @@ void PreloadCache()
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if (!r_precache) return;
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int skyTile = -1;
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// Fonts
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for(auto& sect : sectors())
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for(auto& sect: sector)
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{
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tilePrecacheTile(sect.floorpicnum, 0, sect.floorpal);
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tilePrecacheTile(sect.ceilingpicnum, 0, sect.ceilingpal);
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if ((sect.ceilingstat & CSTAT_SECTOR_SKY) != 0 && skyTile == -1)
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skyTile = sect.ceilingpicnum;
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}
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for(auto& wal : walls())
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for(auto& wal : wall)
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{
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tilePrecacheTile(wal.picnum, 0, wal.pal);
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if (wal.overpicnum >= 0)
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@ -196,7 +196,7 @@ void DoSectorLighting(void)
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void UndoSectorLighting(void)
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{
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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if (sect.hasX())
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{
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@ -307,7 +307,7 @@ void InitSectorFX(void)
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shadeList.Clear();
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panList.Clear();
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wallPanList.Clear();
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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if (sect.hasX())
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{
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@ -332,7 +332,7 @@ void InitSectorFX(void)
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}
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}
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}
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for(auto& wal : walls())
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for(auto& wal : wall)
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{
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if (wal.hasX())
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{
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@ -1817,7 +1817,7 @@ void trMessageSprite(DBloodActor* actor, EVENT event)
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void ProcessMotion(void)
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{
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for(auto& sect : sectors())
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for(auto& sect: sector)
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{
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sectortype* pSector = §
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@ -1892,7 +1892,7 @@ void ProcessMotion(void)
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void AlignSlopes(void)
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{
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for(auto& sect : sectors())
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for(auto& sect: sector)
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{
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if (sect.slopewallofs)
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{
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@ -1926,7 +1926,7 @@ int(*gBusyProc[])(sectortype*, unsigned int) =
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void trProcessBusy(void)
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{
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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sect.velCeil = sect.velFloor = 0;
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}
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@ -1964,7 +1964,7 @@ void InitGenerator(DBloodActor*);
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void trInit(TArray<DBloodActor*>& actors)
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{
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gBusy.Clear();
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for(auto& wal : walls())
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for(auto& wal : wall)
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for (int i = 0; i < numwalls; i++)
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{
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wal.baseWall.x = wal.x;
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@ -1977,7 +1977,7 @@ void trInit(TArray<DBloodActor*>& actors)
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spr->inittype = spr->type;
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actor->basePoint = spr->pos;
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}
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for(auto& wal : walls())
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for(auto& wal : wall)
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{
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if (wal.hasX())
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{
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@ -1987,7 +1987,7 @@ void trInit(TArray<DBloodActor*>& actors)
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}
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}
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for(auto& sect : sectors())
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for(auto& sect: sector)
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{
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sectortype *pSector = §
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pSector->baseFloor = pSector->floorz;
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@ -38,7 +38,7 @@ ZONE gStartZone[8];
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void validateLinks()
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{
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int snum = 0;
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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DCoreActor* upper = sect.upperLink;
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if (upper && !static_cast<DBloodActor*>(upper)->GetOwner())
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@ -161,7 +161,7 @@ void warpInit(TArray<DBloodActor*>& actors)
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}
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#endif
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for(auto& sect : sectors())
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for(auto& sect: sector)
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{
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auto actor = barrier_cast<DBloodActor*>(sect.upperLink);
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if (actor && actor->hasX())
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@ -169,7 +169,7 @@ void warpInit(TArray<DBloodActor*>& actors)
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spritetype *pSprite = &actor->s();
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XSPRITE *pXSprite = &actor->x();
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int nLink = pXSprite->data1;
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for(auto& sect : sectors())
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for(auto& sect: sector)
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{
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auto actor2 = barrier_cast<DBloodActor*>(sect.lowerLink);
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if (actor2 && actor2->hasX())
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@ -101,7 +101,7 @@ static const char *cheatGod(int myconnectindex, int state)
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static const char* cheatUnlock()
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{
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if (isShareware()) return nullptr;
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for (auto§ : sectors())
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for (auto§: sector)
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{
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int j = sect.lotag;
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if (j == -1 || j == 32767) continue;
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@ -686,7 +686,7 @@ void prelevel_common(int g)
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memset(ambienthitag, -1, sizeof(ambienthitag));
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memset(ambientlotag, -1, sizeof(ambientlotag));
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for(auto&sec : sectors())
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for(auto&sec: sector)
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{
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auto sectp = &sec;
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sectp->extra = 256;
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@ -819,7 +819,7 @@ void donewgame(MapRecord* map, int sk)
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static void SpawnPortals()
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{
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for (auto& wal : walls())
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for (auto& wal : wall)
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{
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if (wal.overpicnum == TILE_MIRROR && (wal.cstat & CSTAT_WALL_1WAY)) wal.portalflags |= PORTAL_WALL_MIRROR;
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}
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@ -1084,7 +1084,7 @@ void enterlevel(MapRecord *mi, int gamemode)
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setLevelStarted(mi);
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if (isRRRA() && ps[screenpeek].sea_sick_stat == 1)
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{
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for (auto& wal : walls())
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for (auto& wal : wall)
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{
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if (wal.picnum == 7873 || wal.picnum == 7870)
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StartInterpolation(&wal, Interp_Wall_PanX);
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@ -236,14 +236,14 @@ void cacheit_d(void)
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cachegoodsprites();
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for (auto& wal : walls())
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for (auto& wal : wall)
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{
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tloadtile(wal.picnum, wal.pal);
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if (wal.overpicnum >= 0)
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tloadtile(wal.overpicnum, wal.pal);
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}
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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tloadtile(sect.floorpicnum, sect.floorpal);
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tloadtile(sect.ceilingpicnum, sect.ceilingpal);
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@ -381,7 +381,7 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
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mirrorcnt = 0;
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for (auto& wal : walls())
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for (auto& wal : wall)
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{
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if (wal.overpicnum == MIRROR && (wal.cstat & CSTAT_WALL_1WAY) != 0)
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{
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@ -374,14 +374,14 @@ void cacheit_r(void)
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cachegoodsprites();
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for (auto& wal : walls())
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for (auto& wal : wall)
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{
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tloadtile(wal.picnum, wal.pal);
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if(wal.overpicnum >= 0)
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tloadtile(wal.overpicnum, wal.pal);
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}
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for (auto& sect : sectors())
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for (auto& sect: sector)
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{
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tloadtile(sect.floorpicnum, sect.floorpal);
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tloadtile(sect.ceilingpicnum, sect.ceilingpal);
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@ -454,7 +454,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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}
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}
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for (auto§ : sectors())
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for (auto§: sector)
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{
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auto sectp = §
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if (sectp->ceilingpicnum == RRTILE2577)
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@ -481,7 +481,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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deletesprite(act);
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}
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}
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for(auto& osect : sectors())
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for(auto& osect: sector)
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{
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if (sectp->hitag == osect.hitag && &osect != sectp)
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{
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@ -716,7 +716,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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mirrorcnt = 0;
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for (auto& wl : walls())
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for (auto& wl : wall)
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{
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walltype* wal = &wl;
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@ -417,7 +417,7 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
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}
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}
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for (auto& wal : walls())
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for (auto& wal : wall)
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{
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if (lotag == wal.lotag)
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switch (wal.picnum)
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@ -202,7 +202,7 @@ void animatewalls_r(void)
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if (isRRRA() &&ps[screenpeek].sea_sick_stat == 1)
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{
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for (auto& wal : walls())
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for (auto& wal : wall)
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{
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if (wal.picnum == RRTILE7873)
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wal.addxpan(6);
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@ -601,7 +601,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
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}
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}
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for (auto& wal : walls())
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for (auto& wal : wall)
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{
|
||||
if (lotag == wal.lotag)
|
||||
switch (wal.picnum)
|
||||
|
|
|
@ -38,7 +38,7 @@ void precache()
|
|||
{
|
||||
if (!r_precache) return;
|
||||
|
||||
for (auto& sect: sectors())
|
||||
for (auto& sect: sector)
|
||||
{
|
||||
int j = sect.ceilingpicnum;
|
||||
markTileForPrecache(j, sect.ceilingpal);
|
||||
|
@ -51,7 +51,7 @@ void precache()
|
|||
for (int k = 1; k <= picanm[j].num; k++) markTileForPrecache(j + k, sect.floorpal);
|
||||
}
|
||||
|
||||
for(auto& wal : walls())
|
||||
for(auto& wal : wall)
|
||||
{
|
||||
int j = wal.picnum;
|
||||
markTileForPrecache(j, wal.pal);
|
||||
|
|
|
@ -783,7 +783,7 @@ void LoadObjects(TArray<DExhumedActor*>& actors)
|
|||
InitElev();
|
||||
InitWallFace();
|
||||
|
||||
for (auto& sect : sectors())
|
||||
for (auto& sect: sector)
|
||||
{
|
||||
int hitag = sect.hitag;
|
||||
int lotag = sect.lotag;
|
||||
|
@ -801,7 +801,7 @@ void LoadObjects(TArray<DExhumedActor*>& actors)
|
|||
}
|
||||
}
|
||||
|
||||
for (auto& wal : walls())
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
wal.extra = -1;
|
||||
|
||||
|
|
|
@ -32,7 +32,7 @@ bool bShowTowers = false;
|
|||
|
||||
void GrabMap()
|
||||
{
|
||||
for(auto&sec : sectors())
|
||||
for(auto&sec: sector)
|
||||
MarkSectorSeen(&sec);
|
||||
}
|
||||
|
||||
|
|
|
@ -1490,7 +1490,7 @@ void DimLights()
|
|||
if (word_96786 == 0)
|
||||
return;
|
||||
|
||||
for (auto§ : sectors())
|
||||
for (auto§: sector)
|
||||
{
|
||||
if (sect.ceilingshade < 100)
|
||||
sect.ceilingshade++;
|
||||
|
@ -1722,7 +1722,7 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
|
|||
lFinaleStart = lFinaleStart + 1;
|
||||
}
|
||||
|
||||
for(auto& sect : sectors())
|
||||
for(auto& sect: sector)
|
||||
{
|
||||
if (sect.ceilingpal == 1) {
|
||||
sect.ceilingpal = 0;
|
||||
|
@ -2529,7 +2529,7 @@ void PostProcess()
|
|||
|
||||
if (!(currentLevel->gameflags & LEVEL_EX_COUNTDOWN))
|
||||
{
|
||||
for (auto& sect : sectors())
|
||||
for (auto& sect: sector)
|
||||
{
|
||||
int var_20 = 30000;
|
||||
|
||||
|
@ -2540,7 +2540,7 @@ void PostProcess()
|
|||
}
|
||||
else
|
||||
{
|
||||
for (auto& sectj : sectors())
|
||||
for (auto& sectj: sector)
|
||||
{
|
||||
// loc_23CA6:
|
||||
|
||||
|
@ -2562,7 +2562,7 @@ void PostProcess()
|
|||
}
|
||||
else // nMap == kMap20)
|
||||
{
|
||||
for(auto& sect : sectors())
|
||||
for(auto& sect: sector)
|
||||
{
|
||||
sect.pSoundSect = §
|
||||
sect.Sound = StaticSound[kSound62];
|
||||
|
|
|
@ -346,7 +346,7 @@ void DrawView(double smoothRatio, bool sceneonly)
|
|||
if (HavePLURemap())
|
||||
{
|
||||
auto p = paldata.Data();
|
||||
for (auto& sect : sectors())
|
||||
for (auto& sect: sector)
|
||||
{
|
||||
uint8_t v;
|
||||
v = *p++ = sect.floorpal;
|
||||
|
@ -354,7 +354,7 @@ void DrawView(double smoothRatio, bool sceneonly)
|
|||
v = *p++ = sect.ceilingpal;
|
||||
sect.ceilingpal = RemapPLU(v);
|
||||
}
|
||||
for (auto& wal : walls())
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
uint8_t v;
|
||||
v = *p++ = wal.pal;
|
||||
|
@ -377,12 +377,12 @@ void DrawView(double smoothRatio, bool sceneonly)
|
|||
if (HavePLURemap())
|
||||
{
|
||||
auto p = paldata.Data();
|
||||
for (auto& sect : sectors())
|
||||
for (auto& sect: sector)
|
||||
{
|
||||
sect.floorpal = *p++;
|
||||
sect.ceilingpal = *p++;
|
||||
}
|
||||
for (auto& wal : walls())
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
wal.pal = *p++;
|
||||
}
|
||||
|
|
|
@ -1034,7 +1034,7 @@ void DoWallBreakMatch(int match)
|
|||
int x,y,z;
|
||||
int wall_ang;
|
||||
|
||||
for(auto& wal : walls())
|
||||
for(auto& wal : wall)
|
||||
{
|
||||
if (wal.hitag == match)
|
||||
{
|
||||
|
|
|
@ -77,7 +77,7 @@ void precacheMap(void)
|
|||
WALLp wp;
|
||||
SPRITEp sp;
|
||||
|
||||
for(auto& sec : sectors())
|
||||
for(auto& sec: sector)
|
||||
{
|
||||
j = sec.ceilingpicnum;
|
||||
markTileForPrecache(j, sec.ceilingpal);
|
||||
|
@ -104,7 +104,7 @@ void precacheMap(void)
|
|||
|
||||
}
|
||||
|
||||
for (auto& wal : walls())
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
j = wal.picnum;
|
||||
|
||||
|
|
|
@ -239,7 +239,7 @@ static void ItemCheat(int player)
|
|||
|
||||
PlayerUpdateInventory(p, p->InventoryNum);
|
||||
|
||||
for (auto& sect : sectors())
|
||||
for (auto& sect: sector)
|
||||
{
|
||||
if (sect.hasU() && sect.stag == SECT_LOCK_DOOR)
|
||||
sect.number = 0; // unlock all doors of this type
|
||||
|
|
|
@ -224,7 +224,7 @@ void JS_SpriteSetup(void)
|
|||
}
|
||||
}
|
||||
// Check for certain walls to make sounds
|
||||
for(auto& wal : walls())
|
||||
for(auto& wal : wall)
|
||||
{
|
||||
int picnum = wal.picnum;
|
||||
|
||||
|
@ -279,7 +279,7 @@ void JS_InitMirrors(void)
|
|||
mirror[i].ismagic = false;
|
||||
}
|
||||
|
||||
for(auto& wal : walls())
|
||||
for(auto& wal : wall)
|
||||
{
|
||||
if (wal.twoSided() && (wal.overpicnum == MIRROR) && (wal.cstat & CSTAT_WALL_1WAY))
|
||||
{
|
||||
|
|
|
@ -3918,7 +3918,7 @@ int GetOverlapSector(int x, int y, sectortype** over, sectortype** under)
|
|||
// if nothing was found, check them all
|
||||
if (found == 0)
|
||||
{
|
||||
for (auto& sect : sectors())
|
||||
for (auto& sect: sector)
|
||||
{
|
||||
if (inside(x, y, §))
|
||||
{
|
||||
|
|
|
@ -617,7 +617,7 @@ void GetUpperLowerSector(short match, int x, int y, sectortype** upper, sectorty
|
|||
int sln = 0;
|
||||
SPRITEp sp;
|
||||
|
||||
for(auto& sect : sectors())
|
||||
for(auto& sect: sector)
|
||||
{
|
||||
if (inside(x, y, §) == 1)
|
||||
{
|
||||
|
|
|
@ -126,7 +126,7 @@ void WallSetupDontMove(void)
|
|||
|
||||
if (spu->lotag == spl->lotag)
|
||||
{
|
||||
for(auto& wal : walls())
|
||||
for(auto& wal : wall)
|
||||
{
|
||||
if (wal.x < spl->x && wal.x > spu->x && wal.y < spl->y && wal.y > spu->y)
|
||||
{
|
||||
|
@ -169,7 +169,7 @@ void WallSetup(void)
|
|||
|
||||
extern int x_min_bound, y_min_bound, x_max_bound, y_max_bound;
|
||||
|
||||
for (auto& wal : walls())
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
auto wp = &wal;
|
||||
if (wp->picnum == FAF_PLACE_MIRROR_PIC)
|
||||
|
@ -392,7 +392,7 @@ void SectorSetup(void)
|
|||
|
||||
LevelSecrets = 0;
|
||||
|
||||
for(auto§ : sectors())
|
||||
for(auto§: sector)
|
||||
{
|
||||
auto const sectp = §
|
||||
tag = sectp->lotag;
|
||||
|
@ -1589,7 +1589,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
|
|||
key_num = sp->hitag;
|
||||
if (pp->HasKey[key_num - 1])
|
||||
{
|
||||
for(auto& sect : sectors())
|
||||
for(auto& sect: sector)
|
||||
{
|
||||
if (sect.hasU() && sect.stag == SECT_LOCK_DOOR && sect.number == key_num)
|
||||
sect.number = 0; // unlock all doors of this type
|
||||
|
|
|
@ -1606,7 +1606,7 @@ void SpriteSetup(void)
|
|||
// Clear Sprite Extension structure
|
||||
|
||||
// Clear all extra bits - they are set by sprites
|
||||
for(auto& sect : sectors())
|
||||
for(auto& sect: sector)
|
||||
{
|
||||
sect.extra = 0;
|
||||
}
|
||||
|
|
|
@ -781,7 +781,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
|
||||
|
||||
// look through all sectors for whole sectors that are IN bounds
|
||||
for (auto&sec : sectors())
|
||||
for (auto&sec: sector)
|
||||
{
|
||||
auto sect = &sec;
|
||||
|
||||
|
@ -2197,7 +2197,7 @@ void CallbackSOsink(ANIMp ap, void *data)
|
|||
|
||||
tgt_depth = FixedToInt(srcsect->depth_fixed);
|
||||
|
||||
for(auto& sect : sectors())
|
||||
for(auto& sect: sector)
|
||||
{
|
||||
if (§ == destsect)
|
||||
{
|
||||
|
|
|
@ -102,7 +102,7 @@ int DoWallMove(DSWActor* actor)
|
|||
nx = MulScale(dist, bcos(ang), 14);
|
||||
ny = MulScale(dist, bsin(ang), 14);
|
||||
|
||||
for(auto& wal : walls())
|
||||
for(auto& wal : wall)
|
||||
{
|
||||
if (wal.x == sp->x && wal.y == sp->y)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue