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- use wallsofsector in a few more places.
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2 changed files with 34 additions and 30 deletions
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@ -160,6 +160,16 @@ inline int32_t getangle(walltype* wal)
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wall[wal->point2].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>(sector, 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, numwalls);
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}
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inline TArrayView<walltype> wallsofsector(sectortype* sec)
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{
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return TArrayView<walltype>(sec->firstWall(), sec->wallnum);
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@ -3315,16 +3315,14 @@ void handle_se03(DDukeActor *actor)
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sc->ceilingshade = t[0];
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sc->floorshade = t[0];
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auto wal = sc->firstWall();
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for (x = sc->wallnum; x > 0; x--, wal++)
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for(auto& wal : wallsofsector(sc))
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{
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if (wal->hitag != 1)
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if (wal.hitag != 1)
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{
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wal->shade = t[0];
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if ((wal->cstat & 2) && wal->nextwall >= 0)
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wal.shade = t[0];
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if ((wal.cstat & 2) && wal.nextwall >= 0)
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{
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wal->nextWall()->shade = wal->shade;
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wal.nextWall()->shade = wal.shade;
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}
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}
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}
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@ -3369,18 +3367,16 @@ void handle_se04(DDukeActor *actor)
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sc->floorshade = t[1];
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sc->ceilingshade = t[1];
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auto wal = sc->firstWall();
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for (int x = sc->wallnum; x > 0; x--, wal++)
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for (auto& wal : wallsofsector(sc))
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{
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if (j) wal->pal = (palvals & 0xff);
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else wal->pal = s->pal;
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if (j) wal.pal = (palvals & 0xff);
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else wal.pal = s->pal;
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if (wal->hitag != 1)
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if (wal.hitag != 1)
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{
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wal->shade = t[0];
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if ((wal->cstat & 2) && wal->nextwall >= 0)
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wal->nextWall()->shade = wal->shade;
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wal.shade = t[0];
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if ((wal.cstat & 2) && wal.nextwall >= 0)
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wal.nextWall()->shade = wal.shade;
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}
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}
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@ -3544,22 +3540,20 @@ void handle_se08(DDukeActor *actor, bool checkhitag1)
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auto sect = ac->getSector();
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int m = ac->s->shade;
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auto wal = sect->firstWall();
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for (int l = sect->wallnum; l > 0; l--, wal++)
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for (auto& wal : wallsofsector(sect))
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{
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if (wal->hitag != 1)
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if (wal.hitag != 1)
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{
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wal->shade += x;
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wal.shade += x;
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if (wal->shade < m)
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wal->shade = m;
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else if (wal->shade > ac->temp_data[2])
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wal->shade = ac->temp_data[2];
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if (wal.shade < m)
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wal.shade = m;
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else if (wal.shade > ac->temp_data[2])
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wal.shade = ac->temp_data[2];
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if (wal->nextwall >= 0)
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if (wal->nextWall()->hitag != 1)
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wal->nextWall()->shade = wal->shade;
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if (wal.nextwall >= 0)
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if (wal.nextWall()->hitag != 1)
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wal.nextWall()->shade = wal.shade;
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}
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}
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@ -3654,10 +3648,10 @@ void handle_se11(DDukeActor *actor)
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startwall = sc->wallptr;
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endwall = startwall + sc->wallnum;
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DukeStatIterator it(STAT_ACTOR);
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for (int j = startwall; j < endwall; j++)
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{
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DukeStatIterator it(STAT_ACTOR);
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while (auto ac = it.Next())
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{
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auto sk = ac->s;
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@ -3674,7 +3668,7 @@ void handle_se11(DDukeActor *actor)
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for (int j = startwall; j < endwall; j++)
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{
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it.Reset(STAT_PLAYER);
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DukeStatIterator it(STAT_PLAYER);
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while (auto ac = it.Next())
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{
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auto sk = ac->s;
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