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https://github.com/DrBeef/Raze.git
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- the final ones before moving to the backend.
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parent
33d2d80c42
commit
7dd2f79676
2 changed files with 12 additions and 12 deletions
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@ -4,7 +4,7 @@ bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sectnum);
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bool FindFloorView(int match, int* x, int* y, int z, sectortype** sectnum);
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int ViewSectorInScene(int cursectnum, int level)
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int ViewSectorInScene(sectortype* cursect, int level)
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{
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SWStatIterator it(STAT_FAF);
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while (auto actor = it.Next())
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@ -13,7 +13,7 @@ int ViewSectorInScene(int cursectnum, int level)
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if (sp->hitag == level)
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{
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if (cursectnum == sp->sectnum)
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if (cursect == sp->sector())
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{
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// ignore case if sprite is pointing up
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if (sp->ang == 1536)
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@ -40,7 +40,7 @@ void DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz,
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{
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save.zcount = 0;
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int match = ViewSectorInScene(sectnum(tsect), VIEW_LEVEL1);
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int match = ViewSectorInScene(tsect, VIEW_LEVEL1);
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if (match != -1)
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{
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FindCeilingView(match, &tx, &ty, tz, &tsect);
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@ -65,7 +65,7 @@ void DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz,
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}
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else
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{
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int match = ViewSectorInScene(sectnum(tsect), VIEW_LEVEL2);
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int match = ViewSectorInScene(tsect, VIEW_LEVEL2);
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if (match != -1)
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{
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FindFloorView(match, &tx, &ty, tz, &tsect);
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@ -1995,7 +1995,7 @@ void PlayerSectorBound(PLAYERp pp, int amt)
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// called from DoPlayerMove() but can be called
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// from anywhere it is needed
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getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
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getzsofslopeptr(pp->cursector(), pp->posx, pp->posy, &cz, &fz);
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if (pp->posz > fz - amt)
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pp->posz = fz - amt;
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@ -2160,7 +2160,7 @@ void DoPlayerMove(PLAYERp pp)
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DoPlayerHorizon(pp, pp->input.horz, 1);
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}
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if (pp->cursectnum >= 0 && TEST(pp->cursector()->extra, SECTFX_DYNAMIC_AREA))
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if (pp->insector() && TEST(pp->cursector()->extra, SECTFX_DYNAMIC_AREA))
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{
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if (TEST(pp->Flags, PF_FLYING|PF_JUMPING|PF_FALLING))
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{
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@ -3564,7 +3564,7 @@ void DoPlayerCrawl(PLAYERp pp)
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return;
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}
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if (pp->cursectnum >= 0 && TEST(pp->cursector()->extra, SECTFX_DYNAMIC_AREA))
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if (pp->insector() && TEST(pp->cursector()->extra, SECTFX_DYNAMIC_AREA))
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{
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pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
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}
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@ -5002,7 +5002,7 @@ void DoPlayerBeginOperate(PLAYERp pp)
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pp->posx = sop->xmid;
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pp->posy = sop->ymid;
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updatesector(pp->posx, pp->posy, &pp->cursectnum);
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getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
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getzsofslopeptr(pp->cursector(), pp->posx, pp->posy, &cz, &fz);
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pp->posz = fz - PLAYER_HEIGHT;
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RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
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@ -5087,7 +5087,7 @@ void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
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pp->posx = sop->xmid;
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pp->posy = sop->ymid;
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updatesector(pp->posx, pp->posy, &pp->cursectnum);
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getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
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getzsofslopeptr(pp->cursector(), pp->posx, pp->posy, &cz, &fz);
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pp->posz = fz - PLAYER_HEIGHT;
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RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
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@ -6345,7 +6345,7 @@ void DoPlayerRun(PLAYERp pp)
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{
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if (pp->input.actions & SB_OPEN)
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{
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if ((pp->KeyPressBits & SB_OPEN) && pp->cursectnum >= 0)
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if ((pp->KeyPressBits & SB_OPEN) && pp->insector())
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{
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if (TEST(pp->cursector()->extra, SECTFX_OPERATIONAL))
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{
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@ -6998,7 +6998,7 @@ void PlayerSpawnPosition(PLAYERp pp)
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pp->angle.ang = pp->angle.oang = buildang(sp->ang);
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pp->setcursector(sp->sector());
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getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
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getzsofslopeptr(pp->cursector(), pp->posx, pp->posy, &cz, &fz);
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// if too close to the floor - stand up
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if (pp->posz > fz - PLAYER_HEIGHT)
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{
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@ -7094,7 +7094,7 @@ int DoFootPrints(DSWActor* actor)
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if (u->PlayerP)
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{
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if (u->PlayerP->cursectnum < 0)
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if (!u->PlayerP->insector())
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return 0;
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if (FAF_ConnectArea(u->PlayerP->cursector()))
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