mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
More tiny optimizations I guess
git-svn-id: https://svn.eduke32.com/eduke32@433 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
bc4139356a
commit
8d6eef5b0f
8 changed files with 158 additions and 194 deletions
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@ -749,8 +749,6 @@ extern MATTGAMEVAR aDefaultGameVars[MAXGAMEVARS];
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extern int iGameVarCount;
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extern int spriteflags[MAXTILES], actorspriteflags[MAXSPRITES];
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extern inline int checkspriteflags(short sActor, int iType);
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extern inline int checkspriteflagsp(short sPicnum, int iType);
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enum spriteflags {
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SPRITE_FLAG_SHADOW = 1,
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@ -133,9 +133,9 @@ extern void getpackets(void);
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extern void check_fta_sounds(short i);
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extern inline short inventory(spritetype *s);
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extern inline int badguy(spritetype *s);
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extern int badguypic(short pn);
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extern void myos(long x,long y,short tilenum,signed char shade,char orientation);
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extern void myospal(long x,long y,short tilenum,signed char shade,char orientation,char p);
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extern int badguypic(int pn);
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extern void myos(long x,long y,int tilenum,int shade,int orientation);
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extern void myospal(long x,long y,int tilenum,int shade,int orientation,int p);
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extern void displayfragbar(void);
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extern void FTA(short q,struct player_struct *p);
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extern void gameexit(char *t);
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@ -204,8 +204,8 @@ extern void fadepal(int r, int g, int b, int start, int end, int step);
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extern inline int minitextshade(int x,int y,char *t,char s,char p,short sb);
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extern inline int gametext_(int small, int starttile, int x,int y,char *t,char s,char p,short orientation,long x1, long y1, long x2, long y2);
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extern void txdigitalnumber(short starttile, long x,long y,long n,char s,char pal,char cs,long x1, long y1, long x2, long y2);
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extern void myosx(long x,long y,short tilenum,signed char shade,char orientation);
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extern void myospalx(long x,long y,short tilenum,signed char shade,char orientation,char p);
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extern void myosx(long x,long y,int tilenum,int shade,int orientation);
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extern void myospalx(long x,long y,int tilenum,int shade,int orientation,int p);
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extern void ResetGameVars(void);
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extern void ResetActorGameVars(int iActor);
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@ -244,4 +244,7 @@ extern void adduserquote(char *daquote);
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extern char *stripcolorcodes(char *t);
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extern void mpchangemap(char volume, char level);
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extern inline int checkspriteflags(int iActor, int iType);
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extern inline int checkspriteflagsp(int iPicnum, int iType);
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#endif // __funct_h__
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@ -48,7 +48,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifdef _WIN32
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#include <shellapi.h>
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extern int getversionfromwebsite(char *buffer);
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#define BUILDDATE 20061214
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#define BUILDDATE 20061220
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#define UPDATEINTERVAL 86400 // 24h
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#endif
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@ -1432,22 +1432,22 @@ short inventory(spritetype *s)
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return 0;
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}
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int checkspriteflags(short sActor, int iType)
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int checkspriteflags(int iActor, int iType)
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{
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int i;
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i = (spriteflags[sprite[sActor].picnum]^actorspriteflags[sActor]);
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i = (spriteflags[sprite[iActor].picnum]^actorspriteflags[iActor]);
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if (i & iType) return 1;
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return 0;
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}
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inline int checkspriteflagsp(short sPicnum, int iType)
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inline int checkspriteflagsp(int iPicnum, int iType)
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{
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if (spriteflags[sPicnum] & iType) return 1;
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if (spriteflags[iPicnum] & iType) return 1;
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return 0;
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}
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int badguypic(short pn)
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int badguypic(int pn)
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{
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//this case can't be handled by the dynamictostatic system because it adds
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//stuff to the value from names.h so handling separately
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@ -1506,7 +1506,7 @@ inline int badguy(spritetype *s)
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return(badguypic(s->picnum));
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}
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void myos(long x, long y, short tilenum, signed char shade, char orientation)
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void myos(long x, long y, int tilenum, int shade, int orientation)
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{
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int p = sector[ps[screenpeek].cursectnum].floorpal, a = 0;
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@ -1516,7 +1516,7 @@ void myos(long x, long y, short tilenum, signed char shade, char orientation)
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rotatesprite(x<<16,y<<16,65536L,a,tilenum,shade,p,2|orientation,windowx1,windowy1,windowx2,windowy2);
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}
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void myospal(long x, long y, short tilenum, signed char shade, char orientation, char p)
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void myospal(long x, long y, int tilenum, int shade, int orientation, int p)
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{
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int a = 0;
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@ -1526,7 +1526,7 @@ void myospal(long x, long y, short tilenum, signed char shade, char orientation,
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rotatesprite(x<<16,y<<16,65536L,a,tilenum,shade,p,2|orientation,windowx1,windowy1,windowx2,windowy2);
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}
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void myosx(long x, long y, short tilenum, signed char shade, char orientation)
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void myosx(long x, long y, int tilenum, int shade, int orientation)
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{
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int p = sector[ps[screenpeek].cursectnum].floorpal, a = 0;
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@ -1536,7 +1536,7 @@ void myosx(long x, long y, short tilenum, signed char shade, char orientation)
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rotatesprite(x<<16,y<<16,32768L,a,tilenum,shade,p,2|orientation,windowx1,windowy1,windowx2,windowy2);
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}
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void myospalx(long x, long y, short tilenum, signed char shade, char orientation, char p)
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void myospalx(long x, long y, int tilenum, int shade, int orientation, int p)
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{
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int a = 0;
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@ -1884,12 +1884,10 @@ void displayfragbar(void)
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static void coolgaugetext(int snum)
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{
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struct player_struct *p;
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struct player_struct *p = &ps[snum];
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long i, j, o, ss, u;
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int permbit;
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p = &ps[snum];
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if (p->invdisptime > 0) displayinventory(p);
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if (ps[snum].gm&MODE_MENU)
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@ -3843,15 +3841,13 @@ void displayrooms(int snum,long smoothratio)
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long cposx,cposy,cposz,dst,j,fz,cz;
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long tposx,tposy,i;
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short sect, cang, k, choriz;
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struct player_struct *p;
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struct player_struct *p = &ps[snum];
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short tang;
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long tiltcx,tiltcy,tiltcs=0; // JBF 20030807
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#ifdef POLYMOST
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extern long rendmode;
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#endif
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p = &ps[snum];
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if (pub > 0 || getrendermode() >= 3) // JBF 20040101: redraw background always
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{
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if (ud.screen_size > 8 || (ud.screen_size == 8 && ud.statusbarscale<100)) drawbackground();
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@ -3884,9 +3880,7 @@ void displayrooms(int snum,long smoothratio)
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if (ud.camerasprite >= 0)
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{
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spritetype *s;
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s = &sprite[ud.camerasprite];
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spritetype *s = &sprite[ud.camerasprite];
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if (s->yvel < 0) s->yvel = -100;
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else if (s->yvel > 199) s->yvel = 300;
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@ -4166,12 +4160,10 @@ static void dumpdebugdata(void)
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int EGS(int whatsect,long s_x,long s_y,long s_z,int s_pn,int s_s,int s_xr,int s_yr,int s_a,int s_ve,long s_zv,int s_ow,int s_ss)
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{
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int i;
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int i = insertsprite(whatsect,s_ss);
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long p;
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spritetype *s;
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i = insertsprite(whatsect,s_ss);
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if (i < 0)
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{
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dumpdebugdata();
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@ -1879,8 +1879,6 @@ static char parsecommand(void)
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}
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tempbuf[j+1] = '\0';
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Bcorrectfilename(tempbuf,0);
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if (music_fn[k][i] == NULL)
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music_fn[k][i] = Bcalloc(Bstrlen(tempbuf)+1,sizeof(char));
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else if ((Bstrlen(tempbuf)+1) > sizeof(music_fn[k][i]))
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@ -824,7 +824,10 @@ static void DoThisProjectile(int iSet, int lVar1, int lLabelID, int lVar2)
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proj=GetGameVarID(lVar1, g_i, g_p);
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if (proj < 0 || proj >= MAXSPRITES)
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{
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OSD_Printf("DoThisProjectile(): invalid projectile (%d)\n",proj);
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return;
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}
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lValue=GetGameVarID(lVar2, g_i, g_p);
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@ -2446,7 +2449,10 @@ static void DoActor(int iSet, int lVar1, int lLabelID, int lVar2, int lParm2)
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iActor=GetGameVarID(lVar1, g_i, g_p);
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if (iActor < 0 || iActor >= MAXSPRITES)
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{
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OSD_Printf("DoActor(): invalid sprite (%d)\n",iActor);
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return;
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}
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lValue=GetGameVarID(lVar2, g_i, g_p);
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@ -2790,10 +2796,13 @@ static void DoActor(int iSet, int lVar1, int lLabelID, int lVar2, int lParm2)
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static void DoProjectile(int iSet, int lVar1, int lLabelID, int lVar2)
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{
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long lValue,proj=lVar1;
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long lValue;
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if (proj < 0 || proj >= MAXTILES)
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if (lVar1 < 0 || lVar1 >= MAXTILES)
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{
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OSD_Printf("DoProjectile(): invalid tile (%d)\n",lVar1);
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return;
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}
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lValue=GetGameVarID(lVar2, g_i, g_p);
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@ -2801,198 +2810,198 @@ static void DoProjectile(int iSet, int lVar1, int lLabelID, int lVar2)
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{
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case PROJ_WORKSLIKE:
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if (iSet)
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projectile[proj].workslike=lValue;
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projectile[lVar1].workslike=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].workslike, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].workslike, g_i, g_p);
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break;
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case PROJ_SPAWNS:
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if (iSet)
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projectile[proj].spawns=lValue;
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projectile[lVar1].spawns=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].spawns, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].spawns, g_i, g_p);
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break;
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case PROJ_SXREPEAT:
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if (iSet)
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projectile[proj].sxrepeat=lValue;
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projectile[lVar1].sxrepeat=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].sxrepeat, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].sxrepeat, g_i, g_p);
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break;
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case PROJ_SYREPEAT:
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if (iSet)
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projectile[proj].syrepeat=lValue;
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projectile[lVar1].syrepeat=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].syrepeat, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].syrepeat, g_i, g_p);
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break;
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case PROJ_SOUND:
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if (iSet)
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projectile[proj].sound=lValue;
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projectile[lVar1].sound=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].sound, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].sound, g_i, g_p);
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break;
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case PROJ_ISOUND:
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if (iSet)
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projectile[proj].isound=lValue;
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projectile[lVar1].isound=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].isound, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].isound, g_i, g_p);
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break;
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case PROJ_VEL:
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if (iSet)
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projectile[proj].vel=lValue;
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projectile[lVar1].vel=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].vel, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].vel, g_i, g_p);
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break;
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case PROJ_EXTRA:
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if (iSet)
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projectile[proj].extra=lValue;
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projectile[lVar1].extra=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].extra, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].extra, g_i, g_p);
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break;
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case PROJ_DECAL:
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if (iSet)
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projectile[proj].decal=lValue;
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projectile[lVar1].decal=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].decal, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].decal, g_i, g_p);
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break;
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case PROJ_TRAIL:
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if (iSet)
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projectile[proj].trail=lValue;
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projectile[lVar1].trail=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].trail, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].trail, g_i, g_p);
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break;
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case PROJ_TXREPEAT:
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if (iSet)
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projectile[proj].txrepeat=lValue;
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projectile[lVar1].txrepeat=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].txrepeat, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].txrepeat, g_i, g_p);
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break;
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case PROJ_TYREPEAT:
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if (iSet)
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projectile[proj].tyrepeat=lValue;
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projectile[lVar1].tyrepeat=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].tyrepeat, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].tyrepeat, g_i, g_p);
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break;
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case PROJ_TOFFSET:
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if (iSet)
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projectile[proj].toffset=lValue;
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projectile[lVar1].toffset=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].toffset, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].toffset, g_i, g_p);
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break;
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case PROJ_TNUM:
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if (iSet)
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projectile[proj].tnum=lValue;
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projectile[lVar1].tnum=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].tnum, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].tnum, g_i, g_p);
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break;
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case PROJ_DROP:
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if (iSet)
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projectile[proj].drop=lValue;
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projectile[lVar1].drop=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].drop, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].drop, g_i, g_p);
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break;
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case PROJ_CSTAT:
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if (iSet)
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projectile[proj].cstat=lValue;
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projectile[lVar1].cstat=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].cstat, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].cstat, g_i, g_p);
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break;
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case PROJ_CLIPDIST:
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if (iSet)
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projectile[proj].clipdist=lValue;
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projectile[lVar1].clipdist=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].clipdist, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].clipdist, g_i, g_p);
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break;
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case PROJ_SHADE:
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if (iSet)
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projectile[proj].shade=lValue;
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projectile[lVar1].shade=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].shade, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].shade, g_i, g_p);
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break;
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case PROJ_XREPEAT:
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if (iSet)
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projectile[proj].xrepeat=lValue;
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projectile[lVar1].xrepeat=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].xrepeat, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].xrepeat, g_i, g_p);
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break;
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case PROJ_YREPEAT:
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if (iSet)
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projectile[proj].yrepeat=lValue;
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projectile[lVar1].yrepeat=lValue;
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else
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SetGameVarID(lVar2, projectile[proj].yrepeat, g_i, g_p);
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SetGameVarID(lVar2, projectile[lVar1].yrepeat, g_i, g_p);
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break;
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case PROJ_PAL:
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if (iSet)
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projectile[proj].pal=lValue;
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projectile[lVar1].pal=lValue;
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||||
else
|
||||
SetGameVarID(lVar2, projectile[proj].pal, g_i, g_p);
|
||||
SetGameVarID(lVar2, projectile[lVar1].pal, g_i, g_p);
|
||||
break;
|
||||
|
||||
case PROJ_EXTRA_RAND:
|
||||
if (iSet)
|
||||
projectile[proj].extra_rand=lValue;
|
||||
projectile[lVar1].extra_rand=lValue;
|
||||
else
|
||||
SetGameVarID(lVar2, projectile[proj].extra_rand, g_i, g_p);
|
||||
SetGameVarID(lVar2, projectile[lVar1].extra_rand, g_i, g_p);
|
||||
break;
|
||||
|
||||
case PROJ_HITRADIUS:
|
||||
if (iSet)
|
||||
projectile[proj].hitradius=lValue;
|
||||
projectile[lVar1].hitradius=lValue;
|
||||
else
|
||||
SetGameVarID(lVar2, projectile[proj].hitradius, g_i, g_p);
|
||||
SetGameVarID(lVar2, projectile[lVar1].hitradius, g_i, g_p);
|
||||
break;
|
||||
|
||||
case PROJ_VEL_MULT:
|
||||
if (iSet)
|
||||
projectile[proj].velmult=lValue;
|
||||
projectile[lVar1].velmult=lValue;
|
||||
else
|
||||
SetGameVarID(lVar2, projectile[proj].velmult, g_i, g_p);
|
||||
SetGameVarID(lVar2, projectile[lVar1].velmult, g_i, g_p);
|
||||
break;
|
||||
|
||||
case PROJ_OFFSET:
|
||||
if (iSet)
|
||||
projectile[proj].offset=lValue;
|
||||
projectile[lVar1].offset=lValue;
|
||||
else
|
||||
SetGameVarID(lVar2, projectile[proj].offset, g_i, g_p);
|
||||
SetGameVarID(lVar2, projectile[lVar1].offset, g_i, g_p);
|
||||
break;
|
||||
|
||||
case PROJ_BOUNCES:
|
||||
if (iSet)
|
||||
projectile[proj].bounces=lValue;
|
||||
projectile[lVar1].bounces=lValue;
|
||||
else
|
||||
SetGameVarID(lVar2, projectile[proj].bounces, g_i, g_p);
|
||||
SetGameVarID(lVar2, projectile[lVar1].bounces, g_i, g_p);
|
||||
break;
|
||||
|
||||
case PROJ_BSOUND:
|
||||
if (iSet)
|
||||
projectile[proj].bsound=lValue;
|
||||
projectile[lVar1].bsound=lValue;
|
||||
else
|
||||
SetGameVarID(lVar2, projectile[proj].bsound, g_i, g_p);
|
||||
SetGameVarID(lVar2, projectile[lVar1].bsound, g_i, g_p);
|
||||
break;
|
||||
|
||||
case PROJ_RANGE:
|
||||
if (iSet)
|
||||
projectile[proj].range=lValue;
|
||||
projectile[lVar1].range=lValue;
|
||||
else
|
||||
SetGameVarID(lVar2, projectile[proj].range, g_i, g_p);
|
||||
SetGameVarID(lVar2, projectile[lVar1].range, g_i, g_p);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -3005,16 +3014,6 @@ static int parse(void);
|
|||
|
||||
void OnEvent(int iEventID, int iActor, int iPlayer, long lDist)
|
||||
{
|
||||
int og_i, og_p, okillit_flag;
|
||||
long og_x, *og_t, *oinsptr;
|
||||
spritetype *og_sp;
|
||||
|
||||
if (iEventID >= MAXGAMEEVENTS)
|
||||
{
|
||||
AddLog("Invalid Event ID");
|
||||
return;
|
||||
}
|
||||
|
||||
if (apScriptGameEvent[iEventID] == 0)
|
||||
{
|
||||
//Bsprintf(g_szBuf,"No event found for %d",iEventID);
|
||||
|
@ -3022,64 +3021,64 @@ void OnEvent(int iEventID, int iActor, int iPlayer, long lDist)
|
|||
return;
|
||||
}
|
||||
|
||||
// save current values...
|
||||
og_i=g_i;
|
||||
og_p=g_p;
|
||||
og_x=g_x;
|
||||
og_sp=g_sp;
|
||||
og_t=g_t;
|
||||
okillit_flag=killit_flag;
|
||||
oinsptr=insptr;
|
||||
|
||||
g_i = iActor; // current sprite ID
|
||||
g_p = iPlayer; // current player ID
|
||||
g_x = lDist; // ?
|
||||
g_sp = &sprite[g_i];
|
||||
g_t = &hittype[g_i].temp_data[0];
|
||||
|
||||
insptr = (apScriptGameEvent[iEventID]);
|
||||
//Bsprintf(g_szBuf,"Executing event for %d at %lX",iEventID, insptr);
|
||||
//AddLog(g_szBuf);
|
||||
|
||||
killit_flag = 0;
|
||||
|
||||
while (1) if (parse()) break;
|
||||
|
||||
if (killit_flag == 1)
|
||||
if (iEventID >= MAXGAMEEVENTS)
|
||||
{
|
||||
// if player was set to squish, first stop that...
|
||||
if (g_p >= 0)
|
||||
{
|
||||
if (ps[g_p].actorsqu == g_i)
|
||||
ps[g_p].actorsqu = -1;
|
||||
}
|
||||
deletesprite(g_i);
|
||||
AddLog("Invalid Event ID");
|
||||
return;
|
||||
}
|
||||
|
||||
// restore old values...
|
||||
g_i=og_i;
|
||||
g_p=og_p;
|
||||
g_x=og_x;
|
||||
g_sp=og_sp;
|
||||
g_t=og_t;
|
||||
killit_flag=okillit_flag;
|
||||
insptr=oinsptr;
|
||||
{
|
||||
int og_i=g_i, og_p=g_p, okillit_flag=killit_flag;
|
||||
long og_x=g_x, *og_t=g_t, *oinsptr=insptr;
|
||||
spritetype *og_sp=g_sp;
|
||||
|
||||
g_i = iActor; // current sprite ID
|
||||
g_p = iPlayer; // current player ID
|
||||
g_x = lDist; // ?
|
||||
g_sp = &sprite[g_i];
|
||||
g_t = &hittype[g_i].temp_data[0];
|
||||
|
||||
//AddLog("End of Execution");
|
||||
insptr = (apScriptGameEvent[iEventID]);
|
||||
//Bsprintf(g_szBuf,"Executing event for %d at %lX",iEventID, insptr);
|
||||
//AddLog(g_szBuf);
|
||||
|
||||
killit_flag = 0;
|
||||
|
||||
while (1) if (parse()) break;
|
||||
|
||||
if (killit_flag == 1)
|
||||
{
|
||||
// if player was set to squish, first stop that...
|
||||
if (g_p >= 0)
|
||||
{
|
||||
if (ps[g_p].actorsqu == g_i)
|
||||
ps[g_p].actorsqu = -1;
|
||||
}
|
||||
deletesprite(g_i);
|
||||
}
|
||||
|
||||
// restore old values...
|
||||
g_i=og_i;
|
||||
g_p=og_p;
|
||||
g_x=og_x;
|
||||
g_sp=og_sp;
|
||||
g_t=og_t;
|
||||
killit_flag=okillit_flag;
|
||||
insptr=oinsptr;
|
||||
|
||||
//AddLog("End of Execution");
|
||||
}
|
||||
}
|
||||
|
||||
static long ifsquished(short i, short p)
|
||||
static long ifsquished(int i, int p)
|
||||
{
|
||||
sectortype *sc;
|
||||
char squishme;
|
||||
long floorceildist;
|
||||
sectortype *sc = §or[SECT];
|
||||
int squishme;
|
||||
long floorceildist = sc->floorz - sc->ceilingz;
|
||||
|
||||
if (PN == APLAYER && ud.clipping)
|
||||
return 0;
|
||||
|
||||
sc = §or[SECT];
|
||||
floorceildist = sc->floorz - sc->ceilingz;
|
||||
|
||||
if (sc->lotag != 23)
|
||||
{
|
||||
squishme = floorceildist < (12<<8); // && (sc->lotag&32768) == 0;
|
||||
|
@ -3789,12 +3788,10 @@ static int parse(void)
|
|||
break;
|
||||
|
||||
case CON_IFDEAD:
|
||||
{
|
||||
j = g_sp->extra;
|
||||
if (g_sp->picnum == APLAYER)
|
||||
j--;
|
||||
parseifelse(j < 0);
|
||||
}
|
||||
break;
|
||||
|
||||
case CON_AI:
|
||||
|
@ -4389,10 +4386,16 @@ static int parse(void)
|
|||
int volnume=GetGameVarID(*insptr++,g_i,g_p), levnume=GetGameVarID(*insptr++,g_i,g_p);
|
||||
|
||||
if (volnume > MAXVOLUMES-1 || volnume < 0)
|
||||
{
|
||||
OSD_Printf("parse():CON_STARTLEVEL: invalid volume (%d)\n",volnume);
|
||||
break;
|
||||
}
|
||||
|
||||
if (levnume > MAXLEVELS-1 || levnume < 0)
|
||||
{
|
||||
OSD_Printf("parse():CON_STARTLEVEL: invalid level (%d)\n",levnume);
|
||||
break;
|
||||
}
|
||||
|
||||
ud.m_volume_number = ud.volume_number = volnume;
|
||||
ud.m_level_number = ud.level_number = levnume;
|
||||
|
|
|
@ -2068,16 +2068,11 @@ void displayweapon(int snum)
|
|||
{
|
||||
long gun_pos, looking_arc, cw;
|
||||
long weapon_xoffset, i, j;
|
||||
int o,pal;
|
||||
struct player_struct *p;
|
||||
short *kb;
|
||||
int o = 0,pal;
|
||||
struct player_struct *p = &ps[snum];
|
||||
short *kb = &p->kickback_pic;
|
||||
int gs;
|
||||
|
||||
p = &ps[snum];
|
||||
kb = &p->kickback_pic;
|
||||
|
||||
o = 0;
|
||||
|
||||
looking_arc = klabs(p->look_ang)/9;
|
||||
|
||||
gs = sprite[p->i].shade;
|
||||
|
@ -2669,11 +2664,8 @@ void getinput(int snum)
|
|||
boolean running;
|
||||
int32 turnamount;
|
||||
int32 keymove;
|
||||
int32 momx,momy;
|
||||
struct player_struct *p;
|
||||
|
||||
momx = momy = 0;
|
||||
p = &ps[snum];
|
||||
int32 momx = 0,momy = 0;
|
||||
struct player_struct *p = &ps[snum];
|
||||
|
||||
if ((p->gm&MODE_MENU) || (p->gm&MODE_TYPE) || (ud.pause_on && !KB_KeyPressed(sc_Pause)) || (numplayers > 1 && totalclock < 10)) // HACK: kill getinput() for the first 10 tics of a new map in multi
|
||||
{
|
||||
|
@ -3216,10 +3208,6 @@ void processinput(int snum)
|
|||
int pi = p->i;
|
||||
spritetype *s = &sprite[pi];
|
||||
|
||||
p = &ps[snum];
|
||||
pi = p->i;
|
||||
s = &sprite[pi];
|
||||
|
||||
kb = &p->kickback_pic;
|
||||
|
||||
p->player_par++;
|
||||
|
@ -5180,10 +5168,9 @@ void computergetinput(long snum, input *syn)
|
|||
long dist, daang, zang, fightdist, damyang, damysect;
|
||||
long startsect, endsect, splc, send, startwall, endwall;
|
||||
short dasect, dawall, daspr;
|
||||
struct player_struct *p;
|
||||
struct player_struct *p = &ps[snum];
|
||||
walltype *wal;
|
||||
|
||||
p = &ps[snum];
|
||||
syn->fvel = 0;
|
||||
syn->svel = 0;
|
||||
syn->avel = 0;
|
||||
|
|
|
@ -525,12 +525,10 @@ void vscrn(void)
|
|||
|
||||
void pickrandomspot(int snum)
|
||||
{
|
||||
struct player_struct *p;
|
||||
struct player_struct *p = &ps[snum];
|
||||
int i=snum,j,k;
|
||||
unsigned long dist,pdist = -1;
|
||||
|
||||
p = &ps[snum];
|
||||
|
||||
if (ud.multimode > 1 && !(gametype_flags[ud.coop] & GAMETYPE_FLAG_FIXEDRESPAWN))
|
||||
{
|
||||
i = TRAND%numplayersprites;
|
||||
|
@ -561,9 +559,7 @@ void pickrandomspot(int snum)
|
|||
|
||||
static void resetplayerstats(int snum)
|
||||
{
|
||||
struct player_struct *p;
|
||||
|
||||
p = &ps[snum];
|
||||
struct player_struct *p = &ps[snum];
|
||||
|
||||
ud.show_help = 0;
|
||||
ud.showallmap = 0;
|
||||
|
@ -672,9 +668,7 @@ static void resetplayerstats(int snum)
|
|||
void resetweapons(int snum)
|
||||
{
|
||||
int weapon;
|
||||
struct player_struct *p;
|
||||
|
||||
p = &ps[snum];
|
||||
struct player_struct *p = &ps[snum];
|
||||
|
||||
for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
|
||||
p->gotweapon[weapon] = 0;
|
||||
|
@ -698,9 +692,7 @@ void resetweapons(int snum)
|
|||
|
||||
void resetinventory(int snum)
|
||||
{
|
||||
struct player_struct *p;
|
||||
|
||||
p = &ps[snum];
|
||||
struct player_struct *p = &ps[snum];
|
||||
|
||||
p->inven_icon = 0;
|
||||
p->boot_amount = 0;
|
||||
|
@ -721,11 +713,9 @@ void resetinventory(int snum)
|
|||
|
||||
static void resetprestat(int snum,int g)
|
||||
{
|
||||
struct player_struct *p;
|
||||
struct player_struct *p = &ps[snum];
|
||||
int i;
|
||||
|
||||
p = &ps[snum];
|
||||
|
||||
spriteqloc = 0;
|
||||
for (i=0;i<spriteqamount;i++) spriteq[i] = -1;
|
||||
|
||||
|
|
|
@ -2494,9 +2494,8 @@ void checkhitsprite(short i,short sn)
|
|||
|
||||
void allignwarpelevators(void)
|
||||
{
|
||||
short i, j;
|
||||
int j, i = headspritestat[3];
|
||||
|
||||
i = headspritestat[3];
|
||||
while (i >= 0)
|
||||
{
|
||||
if (SLT == 17 && SS > 16)
|
||||
|
@ -2522,13 +2521,9 @@ void allignwarpelevators(void)
|
|||
|
||||
void sharedkeys(int snum)
|
||||
{
|
||||
int i, k;
|
||||
char dainv;
|
||||
unsigned long sb_snum, j;
|
||||
struct player_struct *p;
|
||||
|
||||
sb_snum = sync[snum].bits;
|
||||
p = &ps[snum];
|
||||
int i, k, dainv;
|
||||
unsigned long sb_snum = sync[snum].bits, j;
|
||||
struct player_struct *p = &ps[snum];
|
||||
|
||||
if (p->cheat_phase == 1) return;
|
||||
|
||||
|
@ -3214,11 +3209,9 @@ static long hitawall(struct player_struct *p,short *hitw)
|
|||
void checksectors(int snum)
|
||||
{
|
||||
long i = -1,oldz;
|
||||
struct player_struct *p;
|
||||
struct player_struct *p = &ps[snum];
|
||||
short j,hitscanwall;
|
||||
|
||||
p = &ps[snum];
|
||||
|
||||
switch (sector[p->cursectnum].lotag)
|
||||
{
|
||||
|
||||
|
|
Loading…
Reference in a new issue