mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-03 09:32:19 +00:00
- iterator variable cleanup.
This commit is contained in:
parent
679c394b29
commit
727e2ceb29
28 changed files with 138 additions and 148 deletions
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@ -399,7 +399,7 @@ DoActorPickClosePlayer(short SpriteNum)
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// if actor can still see the player
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int look_height = SPRITEp_TOS(sp);
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bool found = false;
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int i,nexti;
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int i;
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if (u->ID == ZOMBIE_RUN_R0 && gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
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goto TARGETACTOR;
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@ -543,7 +543,7 @@ BREAK_INFOp SetupSpriteForBreak(SPRITEp sp)
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short FindBreakSpriteMatch(short match)
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{
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short i,nexti;
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int i;
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StatIterator it(STAT_BREAKABLE);
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while ((i = it.NextIndex()) >= 0)
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@ -1119,7 +1119,7 @@ void DoWallBreakMatch(short match)
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static void DoWallBreakSpriteMatch(short match)
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{
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short i,nexti;
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int i;
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StatIterator it(STAT_ENEMY);
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while ((i = it.NextIndex()) >= 0)
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@ -925,7 +925,7 @@ DoPickCloseBunny(short SpriteNum)
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USERp u = User[SpriteNum],tu;
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SPRITEp sp = &sprite[SpriteNum],tsp;
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int dist, near_dist = 1000, a,b,c;
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short i, nexti;
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int i;
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//short BunnyCount=0, Bunny_Result = -1;
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// if actor can still see the player
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@ -293,7 +293,7 @@ PreCacheRange(short start_pic, short end_pic)
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void PreCacheOverride(void)
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{
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int i,nexti;
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int i;
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StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
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while ((i = it.NextIndex()) >= 0)
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@ -473,7 +473,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
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// make sure we start in the water if thats where we are
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if (u->lo_sectp) // && SectUser[u->lo_sectp - sector])
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{
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short i,nexti;
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int i;
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short sectnum = u->lo_sectp - sector;
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if (SectUser[sectnum] && TEST(u->lo_sectp->extra, SECTFX_SINK))
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@ -1263,7 +1263,7 @@ void DrawCrosshair(PLAYERp pp)
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void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, binangle *tang, fixedhoriz *thoriz)
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{
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int i,nexti;
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int i;
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binangle ang;
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SPRITEp sp;
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bool found_camera = false;
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@ -1379,8 +1379,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, binangle
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void
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PreDraw(void)
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{
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short i, nexti;
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int i;
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PreDrawStackedWater();
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StatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
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@ -1393,8 +1392,7 @@ PreDraw(void)
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void
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PostDraw(void)
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{
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short i, nexti;
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int i;
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StatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
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while ((i = it.NextIndex()) >= 0)
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{
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@ -1546,8 +1544,7 @@ void PreDrawStackedWater(void)
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void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, short sectnum)
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{
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short i,nexti;
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int i;
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StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
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while ((i = it.NextIndex()) >= 0)
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{
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@ -479,7 +479,7 @@ void TerminateLevel(void)
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videoFadePalette(0, 0, 0, 0);
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if (!currentLevel) return;
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int i, nexti, stat, pnum, ndx;
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int i, stat, pnum, ndx;
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SECT_USERp* sectu;
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// Free any track points
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@ -552,7 +552,7 @@ DoHornetDeath(short SpriteNum)
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// Hornets can swarm around other hornets or whatever is tagged as swarm target
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int DoCheckSwarm(short SpriteNum)
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{
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short i,nexti;
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int i;
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SPRITEp sp = &sprite[SpriteNum], tsp;
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USERp u = User[SpriteNum], tu;
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int dist, pdist, a,b,c;
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@ -478,7 +478,7 @@ void drawroomstotile(int daposx, int daposy, int daposz,
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void
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JS_ProcessEchoSpot()
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{
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short i,nexti;
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int i;
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SPRITEp tp;
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int j,dist;
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PLAYERp pp = Player+screenpeek;
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@ -1584,7 +1584,7 @@ InitChemBomb(short SpriteNum)
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int
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PlayerInitFlashBomb(PLAYERp pp)
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{
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short i, nexti;
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int i;
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unsigned int stat;
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int dist, tx, ty, tmin;
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short damage;
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@ -1654,7 +1654,7 @@ PlayerInitFlashBomb(PLAYERp pp)
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int
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InitFlashBomb(int16_t SpriteNum)
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{
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short i, nexti;
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int i;
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unsigned int stat;
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int dist, tx, ty, tmin;
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short damage;
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@ -2138,7 +2138,7 @@ DoFlagRangeTest(short Weapon, short range)
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SPRITEp wp = &sprite[Weapon];
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SPRITEp sp;
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short i, nexti;
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int i;
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unsigned int stat;
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int dist, tx, ty;
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int tmin;
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@ -111,7 +111,7 @@ void SectorLightShade(SPRITEp sp, short intensity)
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void DiffuseLighting(SPRITEp sp)
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{
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short i, nexti;
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int i;
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short count;
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short shade;
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SPRITEp dsp;
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@ -143,7 +143,7 @@ void DiffuseLighting(SPRITEp sp)
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void DoLightingMatch(short match, short state)
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{
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short i,nexti;
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int i;
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SPRITEp sp;
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StatIterator it(STAT_LIGHTING);
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@ -266,9 +266,8 @@ void DoLightingMatch(short match, short state)
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void InitLighting(void)
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{
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short i,nexti;
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SPRITEp sp;
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int i;
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// processed on level startup
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// puts lights in correct state
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@ -286,9 +285,8 @@ void InitLighting(void)
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void DoLighting(void)
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{
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short i,nexti;
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SPRITEp sp;
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int i;
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StatIterator it(STAT_LIGHTING);
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while ((i = it.NextIndex()) >= 0)
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@ -819,7 +819,7 @@ int PachinkoCheckWin(short SpriteNum)
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/*short rnd = */RANDOM_RANGE(1000);
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if (RANDOM_RANGE(1000) > 900 || Pachinko_Win_Cheat)
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{
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short i, nexti;
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int i;
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SPRITEp tsp;
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USERp tu;
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@ -1145,7 +1145,8 @@ DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets)
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{
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#define PICK_DIST 40000L
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short i, nexti, angle2, delta_ang;
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int i;
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short angle2, delta_ang;
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int dist, zh;
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SPRITEp ep;
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USERp eu;
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@ -2401,7 +2402,7 @@ DoPlayerSectorUpdatePostMove(PLAYERp pp)
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void PlaySOsound(short sectnum, short sound_num)
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{
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short i,nexti;
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int i;
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// play idle sound - sound 1
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SectIterator it(StatDamageList[sectnum]);
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@ -2417,7 +2418,7 @@ void PlaySOsound(short sectnum, short sound_num)
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void StopSOsound(short sectnum)
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{
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short i,nexti;
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int i;
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// play idle sound - sound 1
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SectIterator it(StatDamageList[sectnum]);
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@ -2517,7 +2518,7 @@ DoPlayerMoveBoat(PLAYERp pp)
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void DoTankTreads(PLAYERp pp)
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{
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SPRITEp sp;
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short i,nexti;
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int i;
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int vel;
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SECTORp *sectp;
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int j;
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@ -2642,7 +2643,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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SECTOR_OBJECTp sop = pp->sop_control;
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SPRITEp sp;
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USERp u;
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int i,nexti;
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int i;
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short stat;
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SECTORp *sectp;
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@ -4297,7 +4298,7 @@ GetOverlapSector(int x, int y, short *over, short *under)
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int
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GetOverlapSector2(int x, int y, short *over, short *under)
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{
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int i, nexti, found = 0;
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int i, found = 0;
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short sf[2]= {0,0}; // sectors found
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unsigned stat;
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@ -4389,7 +4390,7 @@ void
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DoPlayerWarpToUnderwater(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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short i, nexti;
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int i;
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SECT_USERp sectu = SectUser[pp->cursectnum];
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SPRITEp under_sp = NULL, over_sp = NULL;
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bool Found = false;
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@ -4466,7 +4467,7 @@ void
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DoPlayerWarpToSurface(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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short i, nexti;
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int i;
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SECT_USERp sectu = SectUser[pp->cursectnum];
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short over, under;
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@ -5303,7 +5304,7 @@ void FindMainSector(SECTOR_OBJECTp sop)
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void DoPlayerOperateMatch(PLAYERp pp, bool starting)
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{
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SPRITEp sp;
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short i,nexti;
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int i;
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if (!pp->sop)
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return;
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@ -6352,7 +6353,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
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{
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SPRITEp sp = pp->SpriteP, hp;
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USERp u = User[pp->PlayerSprite], hu;
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short i,nexti;
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int i;
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unsigned stat,dist;
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int a,b,c;
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@ -6960,7 +6961,7 @@ MoveSkipSavePos(void)
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{
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SPRITEp sp;
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USERp u;
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short i,nexti;
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int i;
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short pnum;
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PLAYERp pp;
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@ -79,7 +79,7 @@ short CopyQuakeSpotToOn(SPRITEp sp)
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void DoQuakeMatch(short match)
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{
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short i, nexti;
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int i;
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SPRITEp sp;
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StatIterator it(STAT_QUAKE_SPOT);
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@ -110,7 +110,7 @@ void DoQuakeMatch(short match)
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void ProcessQuakeOn(void)
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{
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short i, nexti;
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int i;
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SPRITEp sp;
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StatIterator it(STAT_QUAKE_ON);
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@ -130,7 +130,7 @@ void ProcessQuakeOn(void)
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void ProcessQuakeSpot(void)
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{
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short i, nexti;
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int i;
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SPRITEp sp;
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int rand_test;
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@ -178,7 +178,7 @@ void ProcessQuakeSpot(void)
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void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *ang_diff)
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{
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short i, nexti;
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int i;
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SPRITEp sp;
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SPRITEp save_sp = NULL;
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int dist,save_dist = 999999;
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@ -349,7 +349,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
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int
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GetZadjustment(short sectnum, short hitag)
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{
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short i, nexti;
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int i;
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SPRITEp sp;
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if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_Z_ADJUST))
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@ -651,7 +651,7 @@ PicInView(short tile_num, bool reset)
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void
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SetupMirrorTiles(void)
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{
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int i, nexti;
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int i;
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SPRITEp sp;
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StatIterator it(STAT_FAF);
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@ -802,7 +802,7 @@ FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum
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{
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int xoff = 0;
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int yoff = 0;
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short i, nexti;
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int i;
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SPRITEp sp = NULL;
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int pix_diff;
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int newz;
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@ -892,7 +892,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
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{
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int xoff = 0;
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int yoff = 0;
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short i, nexti;
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int i;
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SPRITEp sp = NULL;
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int newz;
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int pix_diff;
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@ -983,7 +983,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
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short
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ViewSectorInScene(short cursectnum, short level)
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{
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int i, nexti;
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int i;
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SPRITEp sp;
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short match;
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@ -77,7 +77,7 @@ bool
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RotatorSwitch(short match, short setting)
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{
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SPRITEp sp;
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short i,nexti;
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int i;
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bool found = false;
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StatIterator it(STAT_DEFAULT);
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@ -159,7 +159,7 @@ DoRotatorMatch(PLAYERp pp, short match, bool manual)
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short sectnum;
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short first_vator = -1;
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short i,nexti;
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int i;
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//RotatorSwitch(match, ON);
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@ -238,7 +238,7 @@ TestRotatorMatchActive(short match)
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USERp fu;
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SPRITEp fsp;
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short i,nexti;
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int i;
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StatIterator it(STAT_ROTATOR);
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while ((i = it.NextIndex()) >= 0)
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@ -315,7 +315,7 @@ int DoRotatorMove(short SpriteNum)
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ROTATORp r;
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short ndx,w,startwall,endwall;
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SPRITEp pivot = NULL;
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int i, nexti;
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int i;
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vec2_t nxy;
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int dist,closest;
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bool kill = false;
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@ -834,7 +834,7 @@ SectorDistanceByMid(short sect1, int sect2)
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short
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DoSpawnActorTrigger(short match)
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{
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int i, nexti;
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int i;
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short spawn_count = 0;
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SPRITEp sp;
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@ -866,8 +866,7 @@ OperateSector(short sectnum, short player_is_operating)
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if (!player_is_operating)
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{
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SPRITEp fsp;
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short i,nexti;
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int i;
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if (SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR)
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return false;
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@ -1348,7 +1347,7 @@ DoSectorObjectKillMatch(short match)
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bool
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SearchExplodeSectorMatch(short match)
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{
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short i,nexti;
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int i;
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// THIS IS ONLY CALLED FROM DoMatchEverything
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StatIterator it(STAT_SPRITE_HIT_MATCH);
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@ -1370,7 +1369,7 @@ SearchExplodeSectorMatch(short match)
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void
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KillMatchingCrackSprites(short match)
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{
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short i,nexti;
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int i;
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SPRITEp sp;
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StatIterator it(STAT_SPRITE_HIT_MATCH);
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@ -1391,7 +1390,7 @@ KillMatchingCrackSprites(short match)
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void
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WeaponExplodeSectorInRange(short weapon)
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{
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short i, nexti;
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int i;
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SPRITEp wp = &sprite[weapon];
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USERp wu = User[weapon];
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SPRITEp sp;
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@ -1472,7 +1471,7 @@ void DoDeleteSpriteMatch(short match)
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};
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int del_x = 0,del_y = 0;
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short i,nexti;
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int i;
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unsigned stat;
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short found;
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@ -1632,7 +1631,7 @@ void DoMatchEverything(PLAYERp pp, short match, short state)
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|
||||
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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -280,7 +280,7 @@ void InitAmbient(int num, SPRITEp sp)
|
|||
|
||||
void StartAmbientSound(void)
|
||||
{
|
||||
int i, nexti;
|
||||
int i;
|
||||
|
||||
if (!SoundEnabled()) return;
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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];
|
||||
|
|
Loading…
Reference in a new issue