- iterator variable cleanup.

This commit is contained in:
Christoph Oelckers 2020-10-15 17:45:07 +02:00
parent 679c394b29
commit 727e2ceb29
28 changed files with 138 additions and 148 deletions

View file

@ -399,7 +399,7 @@ DoActorPickClosePlayer(short SpriteNum)
// if actor can still see the player
int look_height = SPRITEp_TOS(sp);
bool found = false;
int i,nexti;
int i;
if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
goto TARGETACTOR;

View file

@ -543,7 +543,7 @@ BREAK_INFOp SetupSpriteForBreak(SPRITEp sp)
short FindBreakSpriteMatch(short match)
{
short i,nexti;
int i;
StatIterator it(STAT_BREAKABLE);
while ((i = it.NextIndex()) >= 0)
@ -1119,7 +1119,7 @@ void DoWallBreakMatch(short match)
static void DoWallBreakSpriteMatch(short match)
{
short i,nexti;
int i;
StatIterator it(STAT_ENEMY);
while ((i = it.NextIndex()) >= 0)

View file

@ -925,7 +925,7 @@ DoPickCloseBunny(short SpriteNum)
USERp u = User[SpriteNum],tu;
SPRITEp sp = &sprite[SpriteNum],tsp;
int dist, near_dist = 1000, a,b,c;
short i, nexti;
int i;
//short BunnyCount=0, Bunny_Result = -1;
// if actor can still see the player

View file

@ -293,7 +293,7 @@ PreCacheRange(short start_pic, short end_pic)
void PreCacheOverride(void)
{
int i,nexti;
int i;
StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while ((i = it.NextIndex()) >= 0)

View file

@ -473,7 +473,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
// make sure we start in the water if thats where we are
if (u->lo_sectp) // && SectUser[u->lo_sectp - sector])
{
short i,nexti;
int i;
short sectnum = u->lo_sectp - sector;
if (SectUser[sectnum] && TEST(u->lo_sectp->extra, SECTFX_SINK))

View file

@ -1263,7 +1263,7 @@ void DrawCrosshair(PLAYERp pp)
void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, binangle *tang, fixedhoriz *thoriz)
{
int i,nexti;
int i;
binangle ang;
SPRITEp sp;
bool found_camera = false;
@ -1379,8 +1379,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, binangle
void
PreDraw(void)
{
short i, nexti;
int i;
PreDrawStackedWater();
StatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
@ -1393,8 +1392,7 @@ PreDraw(void)
void
PostDraw(void)
{
short i, nexti;
int i;
StatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
while ((i = it.NextIndex()) >= 0)
{
@ -1546,8 +1544,7 @@ void PreDrawStackedWater(void)
void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, short sectnum)
{
short i,nexti;
int i;
StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while ((i = it.NextIndex()) >= 0)
{

View file

@ -479,7 +479,7 @@ void TerminateLevel(void)
videoFadePalette(0, 0, 0, 0);
if (!currentLevel) return;
int i, nexti, stat, pnum, ndx;
int i, stat, pnum, ndx;
SECT_USERp* sectu;
// Free any track points

View file

@ -552,7 +552,7 @@ DoHornetDeath(short SpriteNum)
// Hornets can swarm around other hornets or whatever is tagged as swarm target
int DoCheckSwarm(short SpriteNum)
{
short i,nexti;
int i;
SPRITEp sp = &sprite[SpriteNum], tsp;
USERp u = User[SpriteNum], tu;
int dist, pdist, a,b,c;

View file

@ -478,7 +478,7 @@ void drawroomstotile(int daposx, int daposy, int daposz,
void
JS_ProcessEchoSpot()
{
short i,nexti;
int i;
SPRITEp tp;
int j,dist;
PLAYERp pp = Player+screenpeek;

View file

@ -1584,7 +1584,7 @@ InitChemBomb(short SpriteNum)
int
PlayerInitFlashBomb(PLAYERp pp)
{
short i, nexti;
int i;
unsigned int stat;
int dist, tx, ty, tmin;
short damage;
@ -1654,7 +1654,7 @@ PlayerInitFlashBomb(PLAYERp pp)
int
InitFlashBomb(int16_t SpriteNum)
{
short i, nexti;
int i;
unsigned int stat;
int dist, tx, ty, tmin;
short damage;
@ -2138,7 +2138,7 @@ DoFlagRangeTest(short Weapon, short range)
SPRITEp wp = &sprite[Weapon];
SPRITEp sp;
short i, nexti;
int i;
unsigned int stat;
int dist, tx, ty;
int tmin;

View file

@ -111,7 +111,7 @@ void SectorLightShade(SPRITEp sp, short intensity)
void DiffuseLighting(SPRITEp sp)
{
short i, nexti;
int i;
short count;
short shade;
SPRITEp dsp;
@ -143,7 +143,7 @@ void DiffuseLighting(SPRITEp sp)
void DoLightingMatch(short match, short state)
{
short i,nexti;
int i;
SPRITEp sp;
StatIterator it(STAT_LIGHTING);
@ -266,9 +266,8 @@ void DoLightingMatch(short match, short state)
void InitLighting(void)
{
short i,nexti;
SPRITEp sp;
int i;
// processed on level startup
// puts lights in correct state
@ -286,9 +285,8 @@ void InitLighting(void)
void DoLighting(void)
{
short i,nexti;
SPRITEp sp;
int i;
StatIterator it(STAT_LIGHTING);
while ((i = it.NextIndex()) >= 0)

View file

@ -819,7 +819,7 @@ int PachinkoCheckWin(short SpriteNum)
/*short rnd = */RANDOM_RANGE(1000);
if (RANDOM_RANGE(1000) > 900 || Pachinko_Win_Cheat)
{
short i, nexti;
int i;
SPRITEp tsp;
USERp tu;

View file

@ -1145,7 +1145,8 @@ DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets)
{
#define PICK_DIST 40000L
short i, nexti, angle2, delta_ang;
int i;
short angle2, delta_ang;
int dist, zh;
SPRITEp ep;
USERp eu;
@ -2401,7 +2402,7 @@ DoPlayerSectorUpdatePostMove(PLAYERp pp)
void PlaySOsound(short sectnum, short sound_num)
{
short i,nexti;
int i;
// play idle sound - sound 1
SectIterator it(StatDamageList[sectnum]);
@ -2417,7 +2418,7 @@ void PlaySOsound(short sectnum, short sound_num)
void StopSOsound(short sectnum)
{
short i,nexti;
int i;
// play idle sound - sound 1
SectIterator it(StatDamageList[sectnum]);
@ -2517,7 +2518,7 @@ DoPlayerMoveBoat(PLAYERp pp)
void DoTankTreads(PLAYERp pp)
{
SPRITEp sp;
short i,nexti;
int i;
int vel;
SECTORp *sectp;
int j;
@ -2642,7 +2643,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
SECTOR_OBJECTp sop = pp->sop_control;
SPRITEp sp;
USERp u;
int i,nexti;
int i;
short stat;
SECTORp *sectp;
@ -4297,7 +4298,7 @@ GetOverlapSector(int x, int y, short *over, short *under)
int
GetOverlapSector2(int x, int y, short *over, short *under)
{
int i, nexti, found = 0;
int i, found = 0;
short sf[2]= {0,0}; // sectors found
unsigned stat;
@ -4389,7 +4390,7 @@ void
DoPlayerWarpToUnderwater(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short i, nexti;
int i;
SECT_USERp sectu = SectUser[pp->cursectnum];
SPRITEp under_sp = NULL, over_sp = NULL;
bool Found = false;
@ -4466,7 +4467,7 @@ void
DoPlayerWarpToSurface(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short i, nexti;
int i;
SECT_USERp sectu = SectUser[pp->cursectnum];
short over, under;
@ -5303,7 +5304,7 @@ void FindMainSector(SECTOR_OBJECTp sop)
void DoPlayerOperateMatch(PLAYERp pp, bool starting)
{
SPRITEp sp;
short i,nexti;
int i;
if (!pp->sop)
return;
@ -6352,7 +6353,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP, hp;
USERp u = User[pp->PlayerSprite], hu;
short i,nexti;
int i;
unsigned stat,dist;
int a,b,c;
@ -6960,7 +6961,7 @@ MoveSkipSavePos(void)
{
SPRITEp sp;
USERp u;
short i,nexti;
int i;
short pnum;
PLAYERp pp;

View file

@ -79,7 +79,7 @@ short CopyQuakeSpotToOn(SPRITEp sp)
void DoQuakeMatch(short match)
{
short i, nexti;
int i;
SPRITEp sp;
StatIterator it(STAT_QUAKE_SPOT);
@ -110,7 +110,7 @@ void DoQuakeMatch(short match)
void ProcessQuakeOn(void)
{
short i, nexti;
int i;
SPRITEp sp;
StatIterator it(STAT_QUAKE_ON);
@ -130,7 +130,7 @@ void ProcessQuakeOn(void)
void ProcessQuakeSpot(void)
{
short i, nexti;
int i;
SPRITEp sp;
int rand_test;
@ -178,7 +178,7 @@ void ProcessQuakeSpot(void)
void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *ang_diff)
{
short i, nexti;
int i;
SPRITEp sp;
SPRITEp save_sp = NULL;
int dist,save_dist = 999999;

View file

@ -349,7 +349,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
int
GetZadjustment(short sectnum, short hitag)
{
short i, nexti;
int i;
SPRITEp sp;
if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_Z_ADJUST))
@ -651,7 +651,7 @@ PicInView(short tile_num, bool reset)
void
SetupMirrorTiles(void)
{
int i, nexti;
int i;
SPRITEp sp;
StatIterator it(STAT_FAF);
@ -802,7 +802,7 @@ FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum
{
int xoff = 0;
int yoff = 0;
short i, nexti;
int i;
SPRITEp sp = NULL;
int pix_diff;
int newz;
@ -892,7 +892,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
{
int xoff = 0;
int yoff = 0;
short i, nexti;
int i;
SPRITEp sp = NULL;
int newz;
int pix_diff;
@ -983,7 +983,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
short
ViewSectorInScene(short cursectnum, short level)
{
int i, nexti;
int i;
SPRITEp sp;
short match;

View file

@ -77,7 +77,7 @@ bool
RotatorSwitch(short match, short setting)
{
SPRITEp sp;
short i,nexti;
int i;
bool found = false;
StatIterator it(STAT_DEFAULT);
@ -159,7 +159,7 @@ DoRotatorMatch(PLAYERp pp, short match, bool manual)
short sectnum;
short first_vator = -1;
short i,nexti;
int i;
//RotatorSwitch(match, ON);
@ -238,7 +238,7 @@ TestRotatorMatchActive(short match)
USERp fu;
SPRITEp fsp;
short i,nexti;
int i;
StatIterator it(STAT_ROTATOR);
while ((i = it.NextIndex()) >= 0)
@ -315,7 +315,7 @@ int DoRotatorMove(short SpriteNum)
ROTATORp r;
short ndx,w,startwall,endwall;
SPRITEp pivot = NULL;
int i, nexti;
int i;
vec2_t nxy;
int dist,closest;
bool kill = false;

View file

@ -834,7 +834,7 @@ SectorDistanceByMid(short sect1, int sect2)
short
DoSpawnActorTrigger(short match)
{
int i, nexti;
int i;
short spawn_count = 0;
SPRITEp sp;
@ -866,8 +866,7 @@ OperateSector(short sectnum, short player_is_operating)
if (!player_is_operating)
{
SPRITEp fsp;
short i,nexti;
int i;
if (SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR)
return false;
@ -1348,7 +1347,7 @@ DoSectorObjectKillMatch(short match)
bool
SearchExplodeSectorMatch(short match)
{
short i,nexti;
int i;
// THIS IS ONLY CALLED FROM DoMatchEverything
StatIterator it(STAT_SPRITE_HIT_MATCH);
@ -1370,7 +1369,7 @@ SearchExplodeSectorMatch(short match)
void
KillMatchingCrackSprites(short match)
{
short i,nexti;
int i;
SPRITEp sp;
StatIterator it(STAT_SPRITE_HIT_MATCH);
@ -1391,7 +1390,7 @@ KillMatchingCrackSprites(short match)
void
WeaponExplodeSectorInRange(short weapon)
{
short i, nexti;
int i;
SPRITEp wp = &sprite[weapon];
USERp wu = User[weapon];
SPRITEp sp;
@ -1472,7 +1471,7 @@ void DoDeleteSpriteMatch(short match)
};
int del_x = 0,del_y = 0;
short i,nexti;
int i;
unsigned stat;
short found;
@ -1632,7 +1631,7 @@ void DoMatchEverything(PLAYERp pp, short match, short state)
bool ComboSwitchTest(short combo_type, short match)
{
short i,nexti;
int i;
SPRITEp sp;
int state;
@ -1983,7 +1982,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
int DoTrapReset(short match)
{
short i, nexti;
int i;
SPRITEp sp;
USERp u;
@ -2013,7 +2012,7 @@ int DoTrapReset(short match)
int DoTrapMatch(short match)
{
short i, nexti;
int i;
SPRITEp sp;
USERp u;
@ -2145,7 +2144,7 @@ OperateTripTrigger(PLAYERp pp)
case TAG_TRIGGER_ACTORS:
{
int dist;
short i, nexti;
int i;
SPRITEp sp;
USERp u;
@ -2221,7 +2220,7 @@ OperateContinuousTrigger(PLAYERp pp)
#if 1
DoTrapMatch(sector[pp->cursectnum].hitag);
#else
short i, nexti;
int i;
SPRITEp sp;
USERp u;
@ -3190,7 +3189,7 @@ void
DoPanning(void)
{
int nx, ny;
short i,nexti;
int i;
SPRITEp sp;
SECTORp sectp;
WALLp wallp;

View file

@ -72,7 +72,7 @@ bool
SlidorSwitch(short match, short setting)
{
SPRITEp sp;
short i,nexti;
int i;
bool found = false;
StatIterator it(STAT_DEFAULT);
@ -155,7 +155,7 @@ DoSlidorMatch(PLAYERp pp, short match, bool manual)
short sectnum;
short first_vator = -1;
short i,nexti;
int i;
//SlidorSwitch(match, ON);
@ -234,7 +234,7 @@ TestSlidorMatchActive(short match)
USERp fu;
SPRITEp fsp;
short i,nexti;
int i;
StatIterator it(STAT_SLIDOR);
while ((i = it.NextIndex()) >= 0)
@ -623,7 +623,7 @@ int DoSlidorMove(short SpriteNum)
// if heading for the OFF (original) position and should NOT CRUSH
if (TEST_BOOL3(sp) && r->tgt == 0)
{
int i,nexti;
int i;
SPRITEp bsp;
USERp bu;
bool found = false;

View file

@ -280,7 +280,7 @@ void InitAmbient(int num, SPRITEp sp)
void StartAmbientSound(void)
{
int i, nexti;
int i;
if (!SoundEnabled()) return;

View file

@ -76,7 +76,7 @@ bool
SpikeSwitch(short match, short setting)
{
SPRITEp sp;
short i,nexti;
int i;
bool found = false;
StatIterator it(STAT_DEFAULT);
@ -146,7 +146,7 @@ short DoSpikeOperate(short sectnum)
{
SPRITEp fsp;
short match;
short i,nexti;
int i;
SectIterator it(sectnum);
while ((i = it.NextIndex()) >= 0)
@ -183,7 +183,7 @@ DoSpikeMatch(short match)
SPRITEp fsp;
short first_spike = -1;
short i,nexti;
int i;
//SpikeSwitch(match, ON);
@ -219,7 +219,7 @@ TestSpikeMatchActive(short match)
USERp fu;
SPRITEp fsp;
short i,nexti;
int i;
StatIterator it(STAT_SPIKE);
while ((i = it.NextIndex()) >= 0)
@ -304,7 +304,7 @@ void SpikeAlign(short SpriteNum)
void MoveSpritesWithSpike(short sectnum)
{
SPRITEp sp;
short i,nexti;
int i;
int cz,fz;
SectIterator it(sectnum);
@ -399,7 +399,7 @@ int DoSpike(short SpriteNum)
// if heading for the OFF (original) position and should NOT CRUSH
if (TEST_BOOL3(sp) && u->z_tgt == u->oz)
{
int i,nexti;
int i;
SPRITEp bsp;
USERp bu;
bool found = false;

View file

@ -622,7 +622,7 @@ KillSprite(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
short i,nexti;
int i;
unsigned stat;
short statnum,sectnum;
//extern short Zombies;
@ -1759,7 +1759,7 @@ SpriteSetupPost(void)
SPRITEp ds;
USERp u;
short SpriteNum, NextSprite;
short i, nexti;
int i;
int cz,fz;
// Post processing of some sprites after gone through the main SpriteSetup()
@ -2882,7 +2882,7 @@ SpriteSetup(void)
case VIEW_THRU_CEILING:
case VIEW_THRU_FLOOR:
{
int i,nexti;
int i;
// make sure there is only one set per level of these
StatIterator it(STAT_FAF);
while ((i = it.NextIndex()) >= 0)
@ -3819,7 +3819,7 @@ NUKE_REPLACEMENT:
bool ItemSpotClear(SPRITEp sip, short statnum, short id)
{
bool found = false;
short i,nexti;
int i;
if (TEST_BOOL2(sip))
{
@ -6693,7 +6693,7 @@ StateControl(int16_t SpriteNum)
void
SpriteControl(void)
{
int32_t i, nexti, stat;
int32_t i, stat;
SPRITEp sp;
USERp u;
short pnum, CloseToPlayer;
@ -6709,11 +6709,11 @@ SpriteControl(void)
u = User[i];
sp = User[i]->SpriteP;
STATE_CONTROL(i, sp, u, StateTics)
// ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
// ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != NULL : true);
#else
ASSERT(User[i]);
StateControl(i);
// ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
// ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != NULL : true);
#endif
}
@ -6730,11 +6730,11 @@ SpriteControl(void)
u = User[i];
sp = User[i]->SpriteP;
STATE_CONTROL(i, sp, u, StateTics)
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != NULL : true);
#else
ASSERT(User[i]);
StateControl(i);
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != NULL : true);
#endif
}
}
@ -6780,12 +6780,12 @@ SpriteControl(void)
u = User[i];
sp = User[i]->SpriteP;
STATE_CONTROL(i, sp, u, StateTics)
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != NULL : true);
#else
StateControl(i);
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != NULL : true);
#endif
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != NULL : true);
}
else
{
@ -6808,22 +6808,22 @@ SpriteControl(void)
u = User[i];
sp = User[i]->SpriteP;
STATE_CONTROL(i, sp, u, StateTics)
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != NULL : true);
#else
ASSERT(User[i]);
StateControl(i);
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != NULL : true);
#endif
}
}
}
StatIterator it(STAT_NO_STATE);
it.Reset(STAT_NO_STATE);
while ((i = it.NextIndex()) >= 0)
{
if (User[i] && User[i]->ActorActionFunc)
(*User[i]->ActorActionFunc)(i);
ASSERT(nexti >= 0 ? sprite[nexti].statnum != MAXSTATUS : true);
ASSERT(it.PeekIndex() >= 0 ? sprite[it.PeekIndex()].statnum != MAXSTATUS : true);
}
if (MoveSkip8 == 0)
@ -6842,17 +6842,11 @@ SpriteControl(void)
it.Reset(STAT_WALLBLOOD_QUEUE);
while ((i = it.NextIndex()) >= 0)
{
#if INLINE_STATE
ASSERT(User[i]);
u = User[i];
sp = User[i]->SpriteP;
STATE_CONTROL(i, sp, u, StateTics)
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
#else
ASSERT(User[i]);
StateControl(i);
ASSERT(nexti >= 0 ? User[nexti] != NULL : true);
#endif
ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()] != NULL : true);
}
}
@ -6896,7 +6890,7 @@ SpriteControl(void)
if (!TEST(u->Flags, SPR_ACTIVE))
continue;
if (i == 69 && nexti == -1)
if (i == 69 && it.PeekIndex() == -1)
continue;
(*User[i]->ActorActionFunc)(i);

View file

@ -814,7 +814,8 @@ BossHealthMeter(void)
SPRITEp sp;
USERp u;
PLAYERp pp = Player + myconnectindex;
short color=0,i=0,nexti,metertics,meterunit;
short color=0,metertics,meterunit;
int i = 0;
int y;
extern bool NoMeters;
short health;

View file

@ -637,13 +637,13 @@ TrackSetup(void)
// didn't find the start point of the track
if (t->NumPoints == 0)
{
int i, nexti;
int i;
auto const sp = (uspritetype const *)&sprite[headspritestat[STAT_TRACK+ndx]];
Printf("WARNING: Did not find first point of Track Number %d, x %d, y %d\n", ndx, sp->x, sp->y);
for (i=headspritestat[STAT_TRACK+ndx]; i>=0; i=nexti)
StatIterator it(STAT_TRACK + ndx);
while ((i = it.NextIndex()) >= 0)
{
// neuter the track's sprite list
nexti = nextspritestat[i];
deletesprite(i);
}
continue;
@ -1544,7 +1544,7 @@ PlaceSectorObjectsOnTracks(void)
void
PlaceActorsOnTracks(void)
{
short i, nexti, j, tag;
short i, j, tag;
SPRITEp sp;
USERp u;
TRACK_POINTp tpoint = NULL;
@ -2238,7 +2238,7 @@ void CallbackSOsink(ANIMp ap, void *data)
short startwall, endwall, j;
short dest_sector = -1;
short src_sector = -1;
short i, nexti, ndx;
short i, ndx;
char found = false;
int tgt_depth;

View file

@ -81,7 +81,7 @@ bool
VatorSwitch(short match, short setting)
{
SPRITEp sp;
short i,nexti;
int i;
bool found = false;
StatIterator it(STAT_DEFAULT);
@ -151,7 +151,7 @@ short DoVatorOperate(PLAYERp pp, short sectnum)
{
SPRITEp fsp;
short match;
short i,nexti;
int i;
SectIterator it(sectnum);
while ((i = it.NextIndex()) >= 0)
@ -222,7 +222,7 @@ DoVatorMatch(PLAYERp pp, short match)
short sectnum;
short first_vator = -1;
short i,nexti;
int i;
//VatorSwitch(match, ON);
@ -296,7 +296,7 @@ TestVatorMatchActive(short match)
USERp fu;
SPRITEp fsp;
short i,nexti;
int i;
StatIterator it(STAT_VATOR);
while ((i = it.NextIndex()) >= 0)
@ -322,7 +322,7 @@ TestVatorMatchActive(short match)
void InterpSectorSprites(short sectnum, bool state)
{
SPRITEp sp;
short i,nexti;
int i;
SectIterator it(sectnum);
while ((i = it.NextIndex()) >= 0)
@ -348,7 +348,7 @@ void InterpSectorSprites(short sectnum, bool state)
void MoveSpritesWithSector(short sectnum, int z_amt, bool type)
{
SPRITEp sp;
short i,nexti;
int i;
bool both = false;
if (SectUser[sectnum])
@ -541,7 +541,7 @@ int DoVator(short SpriteNum)
// if heading for the OFF (original) position and should NOT CRUSH
if (TEST_BOOL3(sp) && u->z_tgt == u->oz)
{
int i,nexti;
int i;
SPRITEp bsp;
USERp bu;
bool found = false;
@ -595,7 +595,7 @@ int DoVator(short SpriteNum)
}
else
{
int i,nexti;
int i;
SPRITEp bsp;
SectIterator it(sp->sectnum);

View file

@ -45,7 +45,7 @@ extern short NormalVisibility; // player.c
void ProcessVisOn(void)
{
short i, nexti;
int i;
SPRITEp sp;
StatIterator it(STAT_VIS_ON);
@ -86,7 +86,7 @@ void ProcessVisOn(void)
void VisViewChange(PLAYERp pp, int *vis)
{
short i, nexti;
int i;
SPRITEp sp;
short BrightestVis = NormalVisibility;
int x,y,z;
@ -131,7 +131,7 @@ int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt)
{
short SpriteNum;
SPRITEp sp;
short i,nexti;
int i;
if (Parent >= 0)
{

View file

@ -164,7 +164,7 @@ int DoWallMove(SPRITEp sp)
bool CanSeeWallMove(SPRITEp wp, short match)
{
short i,nexti;
int i;
bool found = false;
SPRITEp sp;
@ -193,7 +193,7 @@ bool CanSeeWallMove(SPRITEp wp, short match)
int DoWallMoveMatch(short match)
{
SPRITEp sp;
short i,nexti;
int i;
bool found = false;
// just all with the same matching tags

View file

@ -43,7 +43,7 @@ extern bool Prediction;
bool
WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
{
int i,nexti;
int i;
SPRITEp sp;
*sp_floor = NULL;
@ -116,7 +116,7 @@ WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum
int xoff;
int yoff;
int zoff;
short i, nexti;
int i;
SPRITEp sp = sp_from;
short match;
short to_tag = 0;
@ -215,7 +215,7 @@ WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum
bool
WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
{
int i,nexti;
int i;
SPRITEp sp;
*sp_warp = NULL;

View file

@ -2760,7 +2760,7 @@ int DoLavaErupt(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
short i,nexti,pnum;
short i,pnum;
PLAYERp pp;
SPRITEp tsp;
bool found = false;
@ -7523,7 +7523,7 @@ DoDamageTest(short Weapon)
USERp u;
SPRITEp sp;
short i, nexti;
int i;
unsigned stat;
int dist, tx, ty;
int tmin;
@ -7595,7 +7595,7 @@ DoFlamesDamageTest(short Weapon)
USERp u;
SPRITEp sp;
short i, nexti;
int i;
unsigned stat;
int dist, tx, ty;
int tmin;
@ -7769,7 +7769,7 @@ int DoExpDamageTest(short Weapon)
USERp u;
SPRITEp sp;
short i, nexti, stat;
short i, stat;
int dist, tx, ty;
int tmin;
int max_stat;
@ -7922,7 +7922,7 @@ int DoMineExpMine(short Weapon)
USERp u;
SPRITEp sp;
short i, nexti;
int i;
int dist, tx, ty;
int tmin;
int zdist;
@ -9341,7 +9341,7 @@ DoMineRangeTest(short Weapon, short range)
USERp u;
SPRITEp sp;
short i, nexti;
int i;
unsigned stat;
int dist, tx, ty;
int tmin;
@ -12278,7 +12278,7 @@ DoBloodWorm(int16_t Weapon)
{
SPRITEp tsp;
USERp tu;
int i,nexti;
int i;
InitBloodSpray(Weapon, false, 1);
InitBloodSpray(Weapon, false, 1);
@ -12393,7 +12393,7 @@ DoBloodWorm(int16_t Weapon)
{
SPRITEp tsp;
USERp tu;
int i,nexti;
int i;
InitBloodSpray(Weapon, false, 1);
InitBloodSpray(Weapon, false, 1);
@ -13683,7 +13683,7 @@ InitSwordAttack(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite],tu;
SPRITEp sp = NULL;
short i, nexti;
int i;
unsigned stat;
int dist;
short reach,face;
@ -13862,7 +13862,7 @@ InitFistAttack(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite],tu;
SPRITEp sp = NULL;
short i, nexti;
int i;
unsigned stat;
int dist;
short reach,face;
@ -14213,7 +14213,7 @@ InitSumoStompAttack(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = &sprite[SpriteNum],tsp;
short i, nexti;
int i;
unsigned stat;
int dist;
short reach;
@ -15987,7 +15987,7 @@ InitRipperSlash(short SpriteNum)
USERp u = User[SpriteNum], hu;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
short i, nexti;
int i;
unsigned stat;
int dist, a, b, c;
@ -16025,7 +16025,7 @@ InitBunnySlash(short SpriteNum)
{
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
short i, nexti;
int i;
unsigned stat;
int dist, a, b, c;
@ -16059,7 +16059,7 @@ InitSerpSlash(short SpriteNum)
{
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
short i, nexti;
int i;
unsigned stat;
int dist, a, b, c;
@ -16129,7 +16129,7 @@ DoBladeDamage(short SpriteNum)
{
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
short i, nexti;
int i;
unsigned stat;
int dist, a, b, c;
@ -16173,7 +16173,7 @@ DoStaticFlamesDamage(short SpriteNum)
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
short i, nexti;
int i;
unsigned stat;
int dist, a, b, c;
@ -16218,7 +16218,7 @@ InitCoolgBash(short SpriteNum)
{
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
short i, nexti;
int i;
unsigned stat;
int dist, a, b, c;
@ -16256,7 +16256,7 @@ InitSkelSlash(short SpriteNum)
{
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
short i, nexti;
int i;
unsigned stat;
int dist, a, b, c;
@ -16290,7 +16290,7 @@ InitGoroChop(short SpriteNum)
{
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
short i, nexti;
int i;
unsigned stat;
int dist, a, b, c;
@ -17195,7 +17195,7 @@ InitEelFire(short SpriteNum)
USERp u = User[SpriteNum], hu;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
short i, nexti;
int i;
unsigned stat;
int dist, a, b, c;
@ -19770,7 +19770,7 @@ InitEnemyFireball(short SpriteNum)
bool
WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
{
short i, nexti;
int i;
SECT_USERp sectu = SectUser[*sectnum];
SPRITEp under_sp = NULL, over_sp = NULL;
bool Found = false;
@ -19800,7 +19800,7 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
Found = false;
// search for UNDERWATER "under" sprite for reference point
StatIterator it(STAT_UNDERWATER);
it.Reset(STAT_UNDERWATER);
while ((i = it.NextIndex()) >= 0)
{
under_sp = &sprite[i];
@ -19844,7 +19844,7 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
bool
WarpToSurface(short *sectnum, int *x, int *y, int *z)
{
short i, nexti;
int i;
SECT_USERp sectu = SectUser[*sectnum];
short over, under;
int sx, sy;
@ -19875,7 +19875,7 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z)
Found = false;
// search for DIVE_AREA "over" sprite for reference point
StatIterator it(STAT_DIVE_AREA);
it.Reset(STAT_DIVE_AREA);
while ((i = it.NextIndex()) >= 0)
{
over_sp = &sprite[i];
@ -19919,7 +19919,7 @@ bool
SpriteWarpToUnderwater(SPRITEp sp)
{
USERp u = User[sp - sprite];
short i, nexti;
int i;
SECT_USERp sectu = SectUser[sp->sectnum];
SPRITEp under_sp = NULL, over_sp = NULL;
bool Found = false;
@ -19949,7 +19949,7 @@ SpriteWarpToUnderwater(SPRITEp sp)
Found = false;
// search for UNDERWATER "under" sprite for reference point
StatIterator it(STAT_UNDERWATER);
it.Reset(STAT_UNDERWATER);
while ((i = it.NextIndex()) >= 0)
{
under_sp = &sprite[i];
@ -19999,7 +19999,7 @@ bool
SpriteWarpToSurface(SPRITEp sp)
{
USERp u = User[sp - sprite];
short i, nexti;
int i;
SECT_USERp sectu = SectUser[sp->sectnum];
short over, under;
int sx, sy;
@ -20034,7 +20034,7 @@ SpriteWarpToSurface(SPRITEp sp)
Found = false;
// search for DIVE_AREA "over" sprite for reference point
StatIterator it(STAT_DIVE_AREA);
it.Reset(STAT_DIVE_AREA);
while ((i = it.NextIndex()) >= 0)
{
over_sp = &sprite[i];