mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 00:41:55 +00:00
- eliminated wallsofsector.
This commit is contained in:
parent
84b17a8a53
commit
7d9a4ea70d
38 changed files with 119 additions and 129 deletions
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@ -250,7 +250,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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auto const sec = §or[dasect];
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for (auto& wal : wallsofsector(sec))
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for (auto& wal : sec->walls)
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{
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auto const wal2 = wal.point2Wall();
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vec2_t p1 = wal.wall_int_pos();
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@ -293,7 +293,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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&& inside(pos->X * inttoworld, pos->Y * inttoworld, sec) == 1)
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{
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bool found = false;
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for (auto& wwal : wallsofsector(sec))
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for (auto& wwal : sec->walls)
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{
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if (wwal.nextsector == initialsectnum)
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{
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@ -272,7 +272,7 @@ void MarkSectorSeen(sectortype* sec)
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if (sec)
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{
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show2dsector.Set(sectindex(sec));
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for (auto& wal : wallsofsector(sec))
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for (auto& wal : sec->walls)
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{
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if (!wal.twoSided()) continue;
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const auto bits = (CSTAT_WALL_BLOCK | CSTAT_WALL_MASKED | CSTAT_WALL_1WAY | CSTAT_WALL_BLOCK_HITSCAN);
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@ -395,7 +395,7 @@ static void drawredlines(const DVector2& cpos, const DVector2& cangvect, const D
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double z1 = sector[i].ceilingz;
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double z2 = sector[i].floorz;
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for (auto& wal : wallsofsector(i))
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for (auto& wal : sector[i].walls)
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{
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if (!wal.twoSided()) continue;
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@ -426,7 +426,7 @@ static void drawwhitelines(const DVector2& cpos, const DVector2& cangvect, const
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{
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if (!gFullMap && !show2dsector[i] && !isSWALL()) continue;
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for (auto& wal : wallsofsector(i))
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for (auto& wal : sector[i].walls)
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{
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if (wal.nextwall >= 0) continue;
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if (!gFullMap && !tileGetTexture(wal.picnum)->isValid()) continue;
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@ -180,7 +180,7 @@ double SquareDistToSector(double px, double py, const sectortype* sect, DVector2
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double bestdist = DBL_MAX;
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DVector2 bestpt = { px, py };
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for (auto& wal : wallsofsector(sect))
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for (auto& wal : sect->walls)
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{
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DVector2 pt;
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auto dist = SquareDistToWall(px, py, &wal, &pt);
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@ -383,7 +383,7 @@ void checkRotatedWalls()
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bool sectorsConnected(int sect1, int sect2)
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{
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for (auto& wal : wallsofsector(sect1))
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for (auto& wal : sector[sect1].walls)
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{
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if (wal.nextsector == sect2) return true;
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}
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@ -428,7 +428,7 @@ int inside(double x, double y, const sectortype* sect)
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if (sect)
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{
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int64_t acc = 1;
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for (auto& wal : wallsofsector(sect))
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for (auto& wal : sect->walls)
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{
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acc ^= checkforinside(x, y, wal.pos, wal.point2Wall()->pos);
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}
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@ -469,7 +469,7 @@ sectortype* nextsectorneighborzptr(sectortype* sectp, double startz, int flags)
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const auto planez = (flags & Find_Ceiling)? §ortype::ceilingz : §ortype::floorz;
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startz *= factor;
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for(auto& wal : wallsofsector(sectp))
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for(auto& wal : sectp->walls)
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{
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if (wal.twoSided())
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{
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@ -506,7 +506,7 @@ bool cansee(const DVector3& start, sectortype* sect1, const DVector3& end, secto
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while (auto sec = search.GetNext())
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{
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for (auto& wal : wallsofsector(sec))
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for (auto& wal : sec->walls)
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{
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double factor = InterceptLineSegments(start.X, start.Y, delta.X, delta.Y, wal.pos.X, wal.pos.Y, wal.delta().X, wal.delta().Y, nullptr, true);
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if (factor < 0 || factor >= 1) continue;
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@ -802,7 +802,7 @@ int hitscan(const DVector3& start, const sectortype* startsect, const DVector3&
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}
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// check all walls in this sector
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for (auto& w : wallsofsector(sec))
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for (auto& w : sec->walls)
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{
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hit = checkWallHit(&w, EWallFlags::FromInt(wallflags), start, vect, v, hitfactor);
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if (hit > 0)
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@ -997,7 +997,7 @@ void getzrange(const DVector3& pos, sectortype* sect, double* ceilz, CollisionBa
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BFSSectorSearch search(sect);
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while (auto sec = search.GetNext())
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{
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for (auto& wal : wallsofsector(sec))
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for (auto& wal : sec->walls)
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{
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if (checkRangeOfWall(&wal, EWallFlags::FromInt(dawalclipmask), pos, maxdist + 1 / 16., theZs))
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{
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@ -1098,7 +1098,7 @@ void neartag(const DVector3& pos, sectortype* startsect, DAngle angle, HitInfoBa
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while (auto sect = search.GetNext())
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{
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for (auto& wal : wallsofsector(sect))
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for (auto& wal : sect->walls)
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{
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const auto nextsect = wal.nextSector();
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@ -1217,10 +1217,10 @@ int pushmove(DVector3& pos, sectortype** pSect, double walldist, double ceildist
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while (auto sec = search.GetNext())
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{
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// this must go both forward and backward so we cannot use wallsofsector. Pity
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// this must go both forward and backward so we cannot use iterators. Pity
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for (unsigned i = 0; i < sec->walls.Size(); i++)
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{
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auto wal = direction > 0 ? sec->firstWall() + i : sec->lastWall() - i;
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auto wal = direction > 0 ? &sec->walls[i] : &sec->walls[sec->walls.Size() - i];
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if (IsCloseToWall(pos.XY(), wal, walldist - 0.25) == EClose::InFront)
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{
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@ -463,16 +463,6 @@ inline int I_GetBuildTime()
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return I_GetTime(120);
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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->walls.Size());
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}
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inline TArrayView<walltype> wallsofsector(int sec)
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{
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return wallsofsector(§or[sec]);
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}
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// these are mainly meant as refactoring aids to mark function calls to work on.
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inline int wallindex(const walltype* wal)
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{
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@ -212,7 +212,7 @@ void ClearMovementInterpolations()
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void setsectinterpolate(sectortype* sect)
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{
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for (auto&wal : wallsofsector(sect))
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for (auto&wal : sect->walls)
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{
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StartInterpolation(&wal, Interp_Wall_X);
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StartInterpolation(&wal, Interp_Wall_Y);
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@ -230,7 +230,7 @@ void setsectinterpolate(sectortype* sect)
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void clearsectinterpolate(sectortype* sect)
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{
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for (auto& wal : wallsofsector(sect))
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for (auto& wal : sect->walls)
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{
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StopInterpolation(&wal, Interp_Wall_X);
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StopInterpolation(&wal, Interp_Wall_Y);
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@ -251,11 +251,11 @@ static void ReadWallV5(FileReader& fr, walltype& wall)
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static void SetWallPalV5()
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{
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for (unsigned i = 0; i < sector.Size(); i++)
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for (auto& sect : sector)
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{
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for(auto& wal : wallsofsector(i))
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for(auto& wal : sect.walls)
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{
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wal.pal = sector[i].floorpal;
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wal.pal = sect.floorpal;
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}
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}
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}
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@ -806,7 +806,7 @@ void setWallSectors()
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for(auto& sect: sector)
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{
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sect.dirty = EDirty::AllDirty;
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for (auto& wal : wallsofsector(§))
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for (auto& wal : sect.walls)
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{
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if (wal.sector == -1)
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wal.sector = i;
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@ -58,7 +58,7 @@ static walltype* IsOnWall(tspritetype* tspr, int height, DVector2& outpos)
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double tx = tspr->pos.X;
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double ty = tspr->pos.Y;
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for(auto& wal : wallsofsector(sect))
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for(auto& wal : sect->walls)
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{
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// Intentionally include two sided walls. Even on them the sprite should be projected onto the wall for better results.
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auto d = wal.delta();
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@ -59,7 +59,7 @@ void DoUpdateSector(double x, double y, double z, int* sectnum, double maxDistan
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return;
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}
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for (auto& wal : wallsofsector(lsect))
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for (auto& wal : lsect->walls)
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{
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if (wal.twoSided() && !search.Check(wal.nextsector) && (iter == 0 || SquareDistToWall(x, y, &wal) <= maxDistSq))
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search.Add(wal.nextsector);
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@ -554,7 +554,7 @@ BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int n
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while (auto pCurSector = search.GetNext())
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{
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for (auto& wal : wallsofsector(pCurSector))
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for (auto& wal : pCurSector->walls)
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{
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if (!wal.twoSided()) continue;
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const auto pNextSector = wal.nextSector();
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@ -181,7 +181,7 @@ TArray<DBloodActor*> getSpritesNearWalls(sectortype* pSrcSect, double nDist)
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{
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TArray<DBloodActor*> out;
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for(auto& wal : wallsofsector(pSrcSect))
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for(auto& wal : pSrcSect->walls)
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{
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if (!wal.twoSided())
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continue;
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@ -155,7 +155,7 @@ void DoSectorLighting(void)
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}
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if (pXSector->shadeWalls)
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{
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for (auto& wal : wallsofsector(pSector))
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for (auto& wal : pSector->walls)
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{
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wal.shade -= v4;
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if (pXSector->color)
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@ -197,7 +197,7 @@ void DoSectorLighting(void)
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}
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if (pXSector->shadeWalls)
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{
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for (auto& wal : wallsofsector(pSector))
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for (auto& wal : pSector->walls)
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{
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wal.shade = ClipRange(wal.shade + v4, -128, 127);
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if (pXSector->color && v4 != 0)
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@ -249,7 +249,7 @@ void UndoSectorLighting(void)
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}
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if (pXSector->shadeWalls)
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{
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for (auto& wal : wallsofsector(§))
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for (auto& wal : sect.walls)
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{
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wal.shade -= v4;
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if (pXSector->color)
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@ -856,14 +856,14 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
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if (bAllWalls)
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{
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for (auto& wal : wallsofsector(pSector))
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for (auto& wal : pSector->walls)
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{
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rotatewall(&wal, ptang_w2, offset);
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}
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}
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else
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{
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for (auto& wal : wallsofsector(pSector))
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for (auto& wal : pSector->walls)
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{
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auto p2Wall = wal.point2Wall();
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if (wal.cstat & CSTAT_WALL_MOVE_FORWARD)
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@ -2256,7 +2256,7 @@ static void UpdateBasePoints(sectortype* pSector)
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}
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#endif
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for (auto& wal : wallsofsector(pSector))
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for (auto& wal : pSector->walls)
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{
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wal.baseWall = wal.pos;
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}
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@ -291,7 +291,7 @@ void movesector(DDukeActor* const actor, int msindex, DAngle rotation)
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//T1,T2 and T3 are used for all the sector moving stuff!!!
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actor->spr.pos.XY() += actor->spr.angle.ToVector() * actor->vel.X;
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for(auto& wal : wallsofsector(actor->sector()))
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for(auto& wal : actor->sector()->walls)
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{
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dragpoint(&wal, actor->spr.pos.XY() + mspos[msindex].Rotated(rotation));
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msindex++;
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@ -321,7 +321,7 @@ void movecyclers(void)
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c->lotag += sect->extra;
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if (c->state)
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{
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for (auto& wal : wallsofsector(sect))
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for (auto& wal : sect->walls)
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{
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if (wal.hitag != 1)
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{
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@ -2865,7 +2865,7 @@ void handle_se03(DDukeActor *actor)
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sc->ceilingshade = actor->temp_data[0];
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sc->floorshade = actor->temp_data[0];
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for(auto& wal : wallsofsector(sc))
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for(auto& wal : sc->walls)
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{
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if (wal.hitag != 1)
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{
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@ -2914,7 +2914,7 @@ void handle_se04(DDukeActor *actor)
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sc->floorshade = actor->temp_data[1];
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sc->ceilingshade = actor->temp_data[1];
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for (auto& wal : wallsofsector(sc))
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for (auto& wal : sc->walls)
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{
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if (j) wal.pal = (palvals & 0xff);
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else wal.pal = actor->spr.pal;
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@ -3079,7 +3079,7 @@ void handle_se08(DDukeActor *actor, bool checkhitag1)
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auto sect = ac->sector();
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int minshade = ac->spr.shade;
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for (auto& wal : wallsofsector(sect))
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for (auto& wal : sect->walls)
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{
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if (wal.hitag != 1)
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{
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@ -3175,7 +3175,7 @@ void handle_se11(DDukeActor *actor)
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if (actor->temp_data[4])
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{
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for(auto& wal : wallsofsector(sc))
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for(auto& wal : sc->walls)
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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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@ -3191,7 +3191,7 @@ void handle_se11(DDukeActor *actor)
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movesector(actor, actor->temp_data[1], actor->temp_angle);
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//SetActor(actor, actor->spr.pos);
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for(auto& wal : wallsofsector(sc))
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for(auto& wal : sc->walls)
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{
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DukeStatIterator it(STAT_PLAYER);
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while (auto ac = it.Next())
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@ -3232,7 +3232,7 @@ void handle_se12(DDukeActor *actor, int planeonly)
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sc->floorpal = 0;
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sc->ceilingpal = 0;
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for (auto& wal : wallsofsector(sc))
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for (auto& wal : sc->walls)
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{
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if (wal.hitag != 1)
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{
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@ -3273,7 +3273,7 @@ void handle_se12(DDukeActor *actor, int planeonly)
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if (planeonly != 2) sc->floorshade -= 2;
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if (planeonly != 1) sc->ceilingshade -= 2;
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for (auto& wal : wallsofsector(sc))
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for (auto& wal : sc->walls)
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{
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if (wal.hitag != 1)
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{
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@ -3345,7 +3345,7 @@ void handle_se13(DDukeActor* actor)
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if (actor->spr.intangle == 512)
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{
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for (auto& wal : wallsofsector(sc))
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for (auto& wal : sc->walls)
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wal.shade = actor->spr.shade;
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sc->floorshade = actor->spr.shade;
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@ -3697,7 +3697,7 @@ void handle_se19(DDukeActor *actor, int BIGFORCE)
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if (actor->temp_data[0] == 1)
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{
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actor->temp_data[0]++;
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for (auto& wal : wallsofsector(sc))
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for (auto& wal : sc->walls)
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{
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if (wal.overpicnum == BIGFORCE)
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{
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@ -284,7 +284,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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}
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}
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for (auto& wal : wallsofsector(dasectp))
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for (auto& wal : dasectp->walls)
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{
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if ((wal.pos - actor->spr.pos.XY()).Sum() < radius)
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{
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@ -238,7 +238,7 @@ void dotorch(void)
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sect->floorshade = shade;
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break;
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}
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for (auto& wal : wallsofsector(sect))
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for (auto& wal : sect->walls)
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{
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if (wal.lotag != 1)
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{
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@ -301,7 +301,7 @@ void dojaildoor(void)
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}
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else
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{
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for (auto& wal : wallsofsector(sectp))
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for (auto& wal : sectp->walls)
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{
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DVector2 vec = wal.pos;
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switch (jd.direction)
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@ -388,7 +388,7 @@ void moveminecart(void)
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}
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else
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{
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for (auto& wal : wallsofsector(sectp))
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for (auto& wal : sectp->walls)
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{
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auto pos = wal.pos;
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switch (mc.direction)
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@ -415,7 +415,7 @@ void moveminecart(void)
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auto csect = mc.childsect;
|
||||
double max_x = INT32_MIN, max_y = INT32_MIN, min_x = INT32_MAX, min_y = INT32_MAX;
|
||||
for (auto& wal : wallsofsector(csect))
|
||||
for (auto& wal : csect->walls)
|
||||
{
|
||||
double x = wal.pos.X;
|
||||
double y = wal.pos.Y;
|
||||
|
@ -498,7 +498,7 @@ void thunder(void)
|
|||
auto sectp = lightninsector[i];
|
||||
sectp->floorshade = (int8_t)lightninsectorshade[i];
|
||||
sectp->ceilingshade = (int8_t)lightninsectorshade[i];
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
wal.shade = (int8_t)lightninsectorshade[i];
|
||||
}
|
||||
}
|
||||
|
@ -520,7 +520,7 @@ void thunder(void)
|
|||
auto sectp = lightninsector[i];
|
||||
sectp->floorshade = lightninsectorshade[i] - shade;
|
||||
sectp->ceilingshade = lightninsectorshade[i] - shade;
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
wal.shade = lightninsectorshade[i] - shade;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -243,7 +243,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
|
|||
}
|
||||
}
|
||||
|
||||
for (auto& wal : wallsofsector(dasectp))
|
||||
for (auto& wal : dasectp->walls)
|
||||
{
|
||||
if ((wal.pos - actor->spr.pos.XY()).Sum() < radius)
|
||||
{
|
||||
|
|
|
@ -469,7 +469,7 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
|
|||
//Invalidate textures in sector behind mirror
|
||||
for (i = 0; i < mirrorcnt; i++)
|
||||
{
|
||||
for (auto& wal : wallsofsector(mirrorsector[i]))
|
||||
for (auto& wal : mirrorsector[i]->walls)
|
||||
{
|
||||
wal.picnum = MIRROR;
|
||||
wal.overpicnum = MIRROR;
|
||||
|
|
|
@ -753,7 +753,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
|
|||
//Invalidate textures in sector behind mirror
|
||||
for (i = 0; i < mirrorcnt; i++)
|
||||
{
|
||||
for (auto& mwal : wallsofsector(mirrorsector[i]))
|
||||
for (auto& mwal : mirrorsector[i]->walls)
|
||||
{
|
||||
mwal.picnum = MIRROR;
|
||||
mwal.overpicnum = MIRROR;
|
||||
|
|
|
@ -532,7 +532,7 @@ static void handle_st09(sectortype* sptr, DDukeActor* actor)
|
|||
|
||||
//first find center point by averaging all points
|
||||
dax = 0, day = 0;
|
||||
for (auto& wal : wallsofsector(sptr))
|
||||
for (auto& wal : sptr->walls)
|
||||
{
|
||||
dax += wal.pos.X;
|
||||
day += wal.pos.Y;
|
||||
|
@ -544,7 +544,7 @@ static void handle_st09(sectortype* sptr, DDukeActor* actor)
|
|||
// as center (dax, day) - should be 2 points found.
|
||||
wallfind[0] = nullptr;
|
||||
wallfind[1] = nullptr;
|
||||
for (auto& wal : wallsofsector(sptr))
|
||||
for (auto& wal : sptr->walls)
|
||||
// more precise checks won't work here.
|
||||
if (abs(wal.pos.X - dax) <= (1 / 32.) || abs(wal.pos.Y - day) <= (1 / 32.))
|
||||
{
|
||||
|
@ -997,7 +997,7 @@ void operatesectors(sectortype* sptr, DDukeActor *actor)
|
|||
|
||||
case 7:
|
||||
if (!isRR()) break;
|
||||
for (auto& wal : wallsofsector(sptr))
|
||||
for (auto& wal : sptr->walls)
|
||||
{
|
||||
setanimation(sptr, anim_vertexx, &wal, wal.pos.X + 64, 1 / 4.);
|
||||
if (wal.twoSided()) setanimation(sptr, anim_vertexx, wal.nextWall(), wal.nextWall()->pos.X + 64, 1 / 4.);
|
||||
|
|
|
@ -856,7 +856,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw
|
|||
if (!wal->twoSided()) return;
|
||||
darkestwall = 0;
|
||||
|
||||
for (auto& wl : wallsofsector(wal->nextSector()))
|
||||
for (auto& wl : wal->nextSector()->walls)
|
||||
if (wl.shade > darkestwall)
|
||||
darkestwall = wl.shade;
|
||||
|
||||
|
|
|
@ -1082,7 +1082,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw
|
|||
act->spriteextra++;
|
||||
if (act->spriteextra == 25)
|
||||
{
|
||||
for(auto& wl : wallsofsector(act->sector()))
|
||||
for(auto& wl : act->sector()->walls)
|
||||
{
|
||||
if (wl.twoSided()) wl.nextSector()->lotag = 0;
|
||||
}
|
||||
|
@ -1338,7 +1338,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw
|
|||
if (!wal->twoSided()) return;
|
||||
darkestwall = 0;
|
||||
|
||||
for (auto& wl : wallsofsector(wal->nextSector()))
|
||||
for (auto& wl : wal->nextSector()->walls)
|
||||
if (wl.shade > darkestwall)
|
||||
darkestwall = wl.shade;
|
||||
|
||||
|
@ -2718,7 +2718,7 @@ void dofurniture(walltype* wlwal, sectortype* sectp, int snum)
|
|||
if (movestep == 0) movestep = 4 * maptoworld;
|
||||
|
||||
double max_x = INT32_MIN, max_y = INT32_MIN, min_x = INT32_MAX, min_y = INT32_MAX;
|
||||
for (auto& wal : wallsofsector(nextsect))
|
||||
for (auto& wal : nextsect->walls)
|
||||
{
|
||||
double x = wal.pos.X;
|
||||
double y = wal.pos.Y;
|
||||
|
@ -2744,7 +2744,7 @@ void dofurniture(walltype* wlwal, sectortype* sectp, int snum)
|
|||
!inside(min_x, max_y, sectp))
|
||||
pos_ok = 0;
|
||||
|
||||
for (auto& wal : wallsofsector(nextsect))
|
||||
for (auto& wal : nextsect->walls)
|
||||
{
|
||||
switch (wlwal->lotag)
|
||||
{
|
||||
|
@ -2764,7 +2764,7 @@ void dofurniture(walltype* wlwal, sectortype* sectp, int snum)
|
|||
{
|
||||
if (S_CheckActorSoundPlaying(ps[snum].GetActor(), 389) == 0)
|
||||
S_PlayActorSound(389, ps[snum].GetActor());
|
||||
for(auto& wal : wallsofsector(nextsect))
|
||||
for(auto& wal : nextsect->walls)
|
||||
{
|
||||
auto vec = wal.pos;
|
||||
switch (wlwal->lotag)
|
||||
|
@ -2791,7 +2791,7 @@ void dofurniture(walltype* wlwal, sectortype* sectp, int snum)
|
|||
else
|
||||
{
|
||||
movestep -= 2 * maptoworld;
|
||||
for(auto& wal : wallsofsector(nextsect))
|
||||
for(auto& wal : nextsect->walls)
|
||||
{
|
||||
auto vec = wal.pos;
|
||||
switch (wlwal->lotag)
|
||||
|
|
|
@ -668,7 +668,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
|
||||
if (actor->spr.intangle == 512)
|
||||
{
|
||||
for (auto& wl : wallsofsector(sectp))
|
||||
for (auto& wl : sectp->walls)
|
||||
{
|
||||
if (wl.twoSided())
|
||||
{
|
||||
|
@ -721,7 +721,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
walltype* closewall = nullptr;
|
||||
double maxdist = 0x7fffffff;
|
||||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
{
|
||||
double dist = (actor->spr.pos.XY() - wal.pos).LengthSquared();
|
||||
if (dist < maxdist && &wal != actor->temp_walls[0])
|
||||
|
@ -754,7 +754,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
|
||||
//fix all the walls;
|
||||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
{
|
||||
if (!(wal.hitag & 1))
|
||||
wal.shade = actor->spr.shade;
|
||||
|
@ -769,7 +769,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
// actor->temp_data[2] = actor->spr.hitag;
|
||||
if (actor->spr.intangle != 1536) sectp->setfloorz(actor->spr.pos.Z);
|
||||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
if (wal.hitag == 0) wal.hitag = 9999;
|
||||
|
||||
StartInterpolation(sectp, Interp_Sect_Floorz);
|
||||
|
@ -780,7 +780,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
actor->temp_data[2] = actor->spr.hitag;
|
||||
if (actor->spr.intangle != 1536) sectp->setceilingz(actor->spr.pos.Z);
|
||||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
if (wal.hitag == 0) wal.hitag = 9999;
|
||||
|
||||
StartInterpolation(sectp, Interp_Sect_Ceilingz);
|
||||
|
@ -793,7 +793,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
|
||||
actor->palvals = (sectp->ceilingpal << 8) | sectp->floorpal;
|
||||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
if (wal.shade > actor->temp_data[3])
|
||||
actor->temp_data[3] = wal.shade;
|
||||
|
||||
|
@ -810,7 +810,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
actor->temp_data[0] = sectp->floorshade;
|
||||
actor->temp_data[1] = sectp->ceilingshade;
|
||||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
if (wal.shade > actor->temp_data[2])
|
||||
actor->temp_data[2] = wal.shade;
|
||||
|
||||
|
@ -825,7 +825,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
actor->temp_data[0] = sectp->floorshade;
|
||||
actor->temp_data[1] = sectp->ceilingshade;
|
||||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
if (wal.shade > actor->temp_data[2])
|
||||
actor->temp_data[2] = wal.shade;
|
||||
|
||||
|
@ -886,7 +886,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
}
|
||||
|
||||
actor->temp_data[1] = mspos.Size();
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
{
|
||||
mspos.Push(wal.pos - actor->spr.pos);
|
||||
}
|
||||
|
@ -900,7 +900,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|||
sectp->hitagactor = actor;
|
||||
|
||||
sectortype* s = nullptr;
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
{
|
||||
if (wal.twoSided() &&
|
||||
wal.nextSector()->hitag == 0 &&
|
||||
|
@ -1078,7 +1078,7 @@ void spriteglass(DDukeActor* actor, int n)
|
|||
|
||||
void ceilingglass(DDukeActor* actor, sectortype* sectp, int n)
|
||||
{
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
{
|
||||
auto pos = wal.pos;
|
||||
auto delta = wal.delta() / (n + 1);
|
||||
|
|
|
@ -227,14 +227,14 @@ void InitNewGame()
|
|||
|
||||
void SnapSectors(sectortype* pSectorA, sectortype* pSectorB, int b)
|
||||
{
|
||||
for(auto& wal1 : wallsofsector(pSectorA))
|
||||
for(auto& wal1 : pSectorA->walls)
|
||||
{
|
||||
DVector2 bestxy = { 0x7FFFFFF, 0x7FFFFFF };
|
||||
DVector2 w1pos = wal1.pos;
|
||||
|
||||
walltype* bestwall = nullptr;
|
||||
|
||||
for(auto& wal2 : wallsofsector(pSectorB))
|
||||
for(auto& wal2 : pSectorB->walls)
|
||||
{
|
||||
DVector2 thisxy = w1pos - wal2.pos;
|
||||
|
||||
|
|
|
@ -271,7 +271,7 @@ void AddFlash(sectortype* pSector, const DVector3& pos, int val)
|
|||
|
||||
int var_14 = 0;
|
||||
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
for (auto& wal : pSector->walls)
|
||||
{
|
||||
sectortype *pNextSector = NULL;
|
||||
if (wal.twoSided())
|
||||
|
@ -618,7 +618,7 @@ void DoGlows()
|
|||
pSector->ceilingshade += nShade;
|
||||
pSector->floorshade += nShade;
|
||||
|
||||
for(auto& wal : wallsofsector(pSector))
|
||||
for(auto& wal : pSector->walls)
|
||||
{
|
||||
wal.shade += nShade;
|
||||
}
|
||||
|
@ -667,7 +667,7 @@ void DoFlickers()
|
|||
pSector->ceilingshade += shade;
|
||||
pSector->floorshade += shade;
|
||||
|
||||
for(auto& wal : wallsofsector(pSector))
|
||||
for(auto& wal : pSector->walls)
|
||||
{
|
||||
wal.shade += shade;
|
||||
}
|
||||
|
|
|
@ -169,7 +169,7 @@ int BelowNear(DExhumedActor* pActor, double walldist)
|
|||
sectortype* pTempSect = nullptr;
|
||||
while (auto pCurSector = search.GetNext())
|
||||
{
|
||||
for (auto& wal : wallsofsector(pCurSector))
|
||||
for (auto& wal : pCurSector->walls)
|
||||
{
|
||||
if (wal.twoSided())
|
||||
{
|
||||
|
@ -718,7 +718,7 @@ void CreatePushBlock(sectortype* pSector)
|
|||
int nBlock = GrabPushBlock();
|
||||
DVector2 sum(0, 0);
|
||||
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
for (auto& wal : pSector->walls)
|
||||
{
|
||||
sum += wal.pos;
|
||||
}
|
||||
|
@ -736,7 +736,7 @@ void CreatePushBlock(sectortype* pSector)
|
|||
|
||||
double mindist = 0;
|
||||
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
for (auto& wal : pSector->walls)
|
||||
{
|
||||
double length = (avg - wal.pos).Length();
|
||||
|
||||
|
@ -904,7 +904,7 @@ void MoveSector(sectortype* pSector, DAngle nAngle, DVector2& nVel)
|
|||
}
|
||||
}
|
||||
|
||||
for(auto& wal : wallsofsector(pSector))
|
||||
for(auto& wal : pSector->walls)
|
||||
{
|
||||
dragpoint(&wal, vect + wal.pos);
|
||||
}
|
||||
|
|
|
@ -405,7 +405,7 @@ DExhumedActor* FindWallSprites(sectortype* pSector)
|
|||
double max_x = -DBL_MAX;
|
||||
double max_y = -DBL_MAX;
|
||||
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
for (auto& wal : pSector->walls)
|
||||
{
|
||||
if (wal.pos.X < min_x) {
|
||||
min_x = wal.pos.X;
|
||||
|
@ -1010,7 +1010,7 @@ int BuildSlide(int nChannel, walltype* pStartWall, walltype* pWall1, walltype* p
|
|||
PointList[nPoint].nNext = -1;
|
||||
PointList[nPoint].pSector = pSector;
|
||||
|
||||
for(auto& wal : wallsofsector(pSector))
|
||||
for(auto& wal : pSector->walls)
|
||||
{
|
||||
int ax = SlideData[nSlide].nStart;
|
||||
|
||||
|
@ -1249,7 +1249,7 @@ int BuildTrap(DExhumedActor* pActor, int edx, int ebx, int ecx)
|
|||
|
||||
auto pSector = pActor->sector();
|
||||
|
||||
for(auto& wal : wallsofsector(pSector))
|
||||
for(auto& wal : pSector->walls)
|
||||
{
|
||||
if (var_18 == wal.hitag)
|
||||
{
|
||||
|
@ -1526,7 +1526,7 @@ void DimLights()
|
|||
if (sect.floorshade < 100)
|
||||
sect.floorshade++;
|
||||
|
||||
for (auto& wal : wallsofsector(§))
|
||||
for (auto& wal : sect.walls)
|
||||
{
|
||||
if (wal.shade < 100)
|
||||
wal.shade++;
|
||||
|
@ -1616,7 +1616,7 @@ DExhumedActor* BuildEnergyBlock(sectortype* pSector)
|
|||
{
|
||||
DVector2 apos(0, 0);
|
||||
|
||||
for(auto& wal : wallsofsector(pSector))
|
||||
for(auto& wal : pSector->walls)
|
||||
{
|
||||
apos += wal.pos;
|
||||
|
||||
|
@ -1698,7 +1698,7 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
|
|||
{
|
||||
auto pSector = pActor->sector();
|
||||
|
||||
for(auto& wal : wallsofsector(pSector))
|
||||
for(auto& wal : pSector->walls)
|
||||
{
|
||||
if (!wal.twoSided()) continue;
|
||||
auto nextwal = wal.nextWall();
|
||||
|
@ -1775,7 +1775,7 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
|
|||
sect.floorpal = 0;
|
||||
}
|
||||
|
||||
for (auto& wal : wallsofsector(§))
|
||||
for (auto& wal : sect.walls)
|
||||
{
|
||||
if (wal.pal == 1) {
|
||||
wal.pal = 0;
|
||||
|
@ -2623,7 +2623,7 @@ void PostProcess()
|
|||
sect.pSoundSect = §
|
||||
sect.Sound = StaticSound[kSound62];
|
||||
|
||||
for(auto& wal : wallsofsector(§))
|
||||
for(auto& wal : sect.walls)
|
||||
{
|
||||
if (wal.picnum == kTile3603)
|
||||
{
|
||||
|
|
|
@ -158,7 +158,7 @@ void InitSpiritHead()
|
|||
|
||||
void DimSector(sectortype* pSector)
|
||||
{
|
||||
for(auto& wal : wallsofsector(pSector))
|
||||
for(auto& wal : pSector->walls)
|
||||
{
|
||||
if (wal.shade < 40) {
|
||||
wal.shade++;
|
||||
|
|
|
@ -279,7 +279,7 @@ void so_addinterpolation(SECTOR_OBJECT* sop)
|
|||
|
||||
for (sectp = sop->sectp; *sectp; sectp++)
|
||||
{
|
||||
for (auto& wal : wallsofsector(*sectp))
|
||||
for (auto& wal : (*sectp)->walls)
|
||||
{
|
||||
so_setpointinterpolation(interp, wallindex(&wal) | soi_wallx);
|
||||
so_setpointinterpolation(interp, wallindex(&wal) | soi_wally);
|
||||
|
|
|
@ -389,7 +389,7 @@ void JS_InitMirrors(void)
|
|||
// Invalidate textures in sector behind mirror
|
||||
for (i = 0; i < mirrorcnt; i++)
|
||||
{
|
||||
for (auto& wal : wallsofsector(mirror[i].mirrorSector))
|
||||
for (auto& wal : mirror[i].mirrorSector->walls)
|
||||
{
|
||||
wal.picnum = MIRROR;
|
||||
wal.overpicnum = MIRROR;
|
||||
|
|
|
@ -69,7 +69,7 @@ void SectorLightShade(DSWActor* actor, short intensity)
|
|||
wall_shade = actor->user.WallShade.Data();
|
||||
int wallcount = 0;
|
||||
|
||||
for(auto &wal : wallsofsector(actor->sector()))
|
||||
for(auto &wal : actor->sector()->walls)
|
||||
{
|
||||
base_shade = wall_shade[wallcount];
|
||||
wal.shade = base_shade + intensity;
|
||||
|
|
|
@ -2695,7 +2695,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
|
|||
{
|
||||
for (sectp = sop->sectp, wallcount = 0, j = 0; *sectp; sectp++, j++)
|
||||
{
|
||||
for(auto& wal : wallsofsector(*sectp))
|
||||
for(auto& wal : (*sectp)->walls)
|
||||
{
|
||||
if (wal.extra && (wal.extra & (WALLFX_LOOP_OUTER|WALLFX_LOOP_OUTER_SECONDARY)) == WALLFX_LOOP_OUTER)
|
||||
{
|
||||
|
|
|
@ -915,7 +915,7 @@ void CollectPortals()
|
|||
floordone.Set(i);
|
||||
for (unsigned ii = 0; ii < fp.sectors.Size(); ii++)
|
||||
{
|
||||
for (auto& wal : wallsofsector(fp.sectors[ii]))
|
||||
for (auto& wal : sector[fp.sectors[ii]].walls)
|
||||
{
|
||||
if (!wal.twoSided()) continue;
|
||||
auto nsec = wal.nextSector();
|
||||
|
@ -933,7 +933,7 @@ void CollectPortals()
|
|||
ceilingdone.Set(i);
|
||||
for (unsigned ii = 0; ii < fp.sectors.Size(); ii++)
|
||||
{
|
||||
for (auto& wal : wallsofsector(fp.sectors[ii]))
|
||||
for (auto& wal : sector[fp.sectors[ii]].walls)
|
||||
{
|
||||
if (!wal.twoSided()) continue;
|
||||
auto nsec = wal.nextSector();
|
||||
|
|
|
@ -253,7 +253,7 @@ bool TestRotatorMatchActive(short match)
|
|||
|
||||
void DoRotatorSetInterp(DSWActor* actor)
|
||||
{
|
||||
for(auto& wal : wallsofsector(actor->sector()))
|
||||
for(auto& wal : actor->sector()->walls)
|
||||
{
|
||||
StartInterpolation(&wal, Interp_Wall_X);
|
||||
StartInterpolation(&wal, Interp_Wall_Y);
|
||||
|
@ -275,7 +275,7 @@ void DoRotatorSetInterp(DSWActor* actor)
|
|||
|
||||
void DoRotatorStopInterp(DSWActor* actor)
|
||||
{
|
||||
for (auto& wal : wallsofsector(actor->sector()))
|
||||
for (auto& wal : actor->sector()->walls)
|
||||
{
|
||||
StopInterpolation(&wal, Interp_Wall_X);
|
||||
StopInterpolation(&wal, Interp_Wall_Y);
|
||||
|
@ -394,7 +394,7 @@ int DoRotator(DSWActor* actor)
|
|||
|
||||
// move points
|
||||
ndx = 0;
|
||||
for(auto& wal : wallsofsector(actor->sector()))
|
||||
for(auto& wal : actor->sector()->walls)
|
||||
{
|
||||
auto nxy = rotatepoint(pivot->spr.pos, r->orig[ndx], DAngle::fromBuild(r->pos));
|
||||
|
||||
|
|
|
@ -639,7 +639,7 @@ DVector3 SectorMidPoint(sectortype* sectp)
|
|||
{
|
||||
DVector3 sum(0,0,0);
|
||||
|
||||
for (auto& wal : wallsofsector(sectp))
|
||||
for (auto& wal : sectp->walls)
|
||||
{
|
||||
sum += wal.pos;
|
||||
}
|
||||
|
@ -704,7 +704,7 @@ void DoSpringBoardDown(void)
|
|||
|
||||
sectortype* FindNextSectorByTag(sectortype* sect, int tag)
|
||||
{
|
||||
for(auto& wal : wallsofsector(sect))
|
||||
for(auto& wal : sect->walls)
|
||||
{
|
||||
if (wal.twoSided())
|
||||
{
|
||||
|
|
|
@ -1525,7 +1525,7 @@ void PreMapCombineFloors(void)
|
|||
jActor->spr.pos += dv;
|
||||
}
|
||||
|
||||
for (auto& wal : wallsofsector(dasect))
|
||||
for (auto& wal : dasect->walls)
|
||||
{
|
||||
wal.move(wal.pos + dv);
|
||||
|
||||
|
@ -2198,7 +2198,7 @@ void SpriteSetup(void)
|
|||
actor->user.rotator->orig_speed = actor->user.rotator->speed;
|
||||
|
||||
wallcount = 0;
|
||||
for(auto& wal : wallsofsector(actor->sector()))
|
||||
for(auto& wal : actor->sector()->walls)
|
||||
{
|
||||
actor->user.rotator->orig[wallcount] = wal.pos;
|
||||
wallcount++;
|
||||
|
@ -2378,7 +2378,7 @@ void SpriteSetup(void)
|
|||
LIGHT_CeilingShade(actor) = actor->sector()->ceilingshade;
|
||||
|
||||
// count walls of sector
|
||||
for(auto& wal : wallsofsector(actor->sector()))
|
||||
for(auto& wal : actor->sector()->walls)
|
||||
{
|
||||
wallcount++;
|
||||
if (TEST_BOOL5(actor))
|
||||
|
@ -2394,7 +2394,7 @@ void SpriteSetup(void)
|
|||
wall_shade = actor->user.WallShade.Data();
|
||||
|
||||
// save off original wall shades
|
||||
for(auto& wal : wallsofsector(actor->sector()))
|
||||
for(auto& wal : actor->sector()->walls)
|
||||
{
|
||||
wall_shade[wallcount] = wal.shade;
|
||||
wallcount++;
|
||||
|
@ -2427,7 +2427,7 @@ void SpriteSetup(void)
|
|||
LIGHT_CeilingShade(actor) = actor->sector()->ceilingshade;
|
||||
|
||||
// count walls of sector
|
||||
for (auto& wal : wallsofsector(actor->sector()))
|
||||
for (auto& wal : actor->sector()->walls)
|
||||
{
|
||||
wallcount++;
|
||||
if (TEST_BOOL5(actor))
|
||||
|
@ -2445,7 +2445,7 @@ void SpriteSetup(void)
|
|||
wall_shade = actor->user.WallShade.Data();
|
||||
|
||||
// save off original wall shades
|
||||
for (auto& wal : wallsofsector(actor->sector()))
|
||||
for (auto& wal : actor->sector()->walls)
|
||||
{
|
||||
wall_shade[wallcount] = wal.shade;
|
||||
wallcount++;
|
||||
|
|
|
@ -718,7 +718,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
|
|||
|
||||
SectorInBounds = true;
|
||||
|
||||
for(auto& wal : wallsofsector(sect))
|
||||
for(auto& wal : sect->walls)
|
||||
{
|
||||
// all walls have to be in bounds to be in sector object
|
||||
if (!(wal.pos.X > vlow.X && wal.pos.X < vhigh.X && wal.pos.Y > vlow.Y && wal.pos.Y < vhigh.Y))
|
||||
|
@ -764,7 +764,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
|
|||
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
|
||||
{
|
||||
// move all walls in sectors
|
||||
for(auto& wal : wallsofsector(*sectp))
|
||||
for(auto& wal : (*sectp)->walls)
|
||||
{
|
||||
// for morph point - tornado style
|
||||
if (wal.lotag == TAG_WALL_ALIGN_SLOPE_TO_POINT)
|
||||
|
@ -1357,7 +1357,7 @@ void PlaceSectorObjectsOnTracks(void)
|
|||
{
|
||||
|
||||
// move all walls in sectors
|
||||
for (auto& wal : wallsofsector(sop->sectp[j]))
|
||||
for (auto& wal : sop->sectp[j]->walls)
|
||||
{
|
||||
sop->orig[sop->num_walls] = sop->pmid - wal.pos;
|
||||
sop->num_walls++;
|
||||
|
@ -1567,7 +1567,7 @@ void MovePoints(SECTOR_OBJECT* sop, DAngle deltaangle, const DVector2& move)
|
|||
goto PlayerPart;
|
||||
|
||||
// move all walls in sectors
|
||||
for(auto& wal : wallsofsector(*sectp))
|
||||
for(auto& wal : (*sectp)->walls)
|
||||
{
|
||||
if ((wal.extra & (WALLFX_LOOP_DONT_SPIN | WALLFX_DONT_MOVE)))
|
||||
continue;
|
||||
|
@ -1782,7 +1782,7 @@ void RefreshPoints(SECTOR_OBJECT* sop, const DVector2& move, bool dynamic)
|
|||
if (!(sop->flags & SOBJ_SPRITE_OBJ))
|
||||
{
|
||||
// move all walls in sectors back to the original position
|
||||
for (auto& wal : wallsofsector(*sectp))
|
||||
for (auto& wal : (*sectp)->walls)
|
||||
{
|
||||
if (!(wal.extra && (wal.extra & WALLFX_DONT_MOVE)))
|
||||
{
|
||||
|
@ -1924,7 +1924,7 @@ SECTOR_OBJECT* DetectSectorObjectByWall(walltype* wph)
|
|||
int j;
|
||||
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
|
||||
{
|
||||
for (auto& wal : wallsofsector(*sectp))
|
||||
for (auto& wal : (*sectp)->walls)
|
||||
{
|
||||
// if outer wall check the NEXTWALL also
|
||||
if ((wal.extra & WALLFX_LOOP_OUTER))
|
||||
|
@ -1955,7 +1955,7 @@ void CollapseSectorObject(SECTOR_OBJECT* sop, const DVector2& pos)
|
|||
if (!(sop->flags & SOBJ_SPRITE_OBJ))
|
||||
{
|
||||
// move all walls in sectors back to the original position
|
||||
for (auto& wal : wallsofsector(*sectp))
|
||||
for (auto& wal : (*sectp)->walls)
|
||||
{
|
||||
if ((wal.extra & WALLFX_DONT_MOVE))
|
||||
continue;
|
||||
|
@ -2095,7 +2095,7 @@ void CallbackSOsink(ANIM* ap, void *data)
|
|||
|
||||
|
||||
// Take out any blocking walls
|
||||
for(auto& wal : wallsofsector(destsect))
|
||||
for(auto& wal : destsect->walls)
|
||||
{
|
||||
wal.cstat &= ~(CSTAT_WALL_BLOCK);
|
||||
}
|
||||
|
|
|
@ -59,7 +59,7 @@ void SOwallmove(SECTOR_OBJECT* sop, DSWActor* actor, walltype* find_wallp, doubl
|
|||
{
|
||||
|
||||
// move all walls in sectors back to the original position
|
||||
for (auto& wal : wallsofsector(*sectp))
|
||||
for (auto& wal : (*sectp)->walls)
|
||||
{
|
||||
// find the one wall we want to adjust
|
||||
if (&wal == find_wallp)
|
||||
|
|
|
@ -7296,7 +7296,7 @@ int DoFlamesDamageTest(DSWActor* actor)
|
|||
|
||||
walltype* PrevWall(walltype* wall_num)
|
||||
{
|
||||
for(auto&wal : wallsofsector(wall_num->sectorp()))
|
||||
for(auto&wal : wall_num->sectorp()->walls)
|
||||
{
|
||||
if (wal.point2Wall() == wall_num) return &wal;
|
||||
}
|
||||
|
@ -7333,7 +7333,7 @@ void TraverseBreakableWalls(sectortype* start_sect, const DVector3& pos, DAngle
|
|||
BFSSectorSearch search(start_sect);
|
||||
while (auto sect = search.GetNext())
|
||||
{
|
||||
for(auto& wal : wallsofsector(sect))
|
||||
for(auto& wal : sect->walls)
|
||||
{
|
||||
// see if this wall should be broken
|
||||
if (wal.lotag == TAG_WALL_BREAK)
|
||||
|
|
Loading…
Reference in a new issue