diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index dc31ee308..20467afac 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -309,7 +309,7 @@ void DoDebrisCurrent(DSWActor* actor) int DoActorSectorDamage(DSWActor* actor) { - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); if (actor->user.Health <= 0) return false; @@ -383,7 +383,7 @@ bool move_debris(DSWActor* actor, int xchange, int ychange, int zchange) int DoActorDebris(DSWActor* actor) { - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); int nx, ny; // This was move from DoActorDie so actor's can't be walked through until they are on the floor @@ -488,7 +488,7 @@ int DoGenerateSewerDebris(DSWActor* actor) void KeepActorOnFloor(DSWActor* actor) { - SECTORp sectp; + sectortype* sectp; int depth; sectp = actor->sector(); diff --git a/source/games/sw/src/cache.cpp b/source/games/sw/src/cache.cpp index ead98ae5a..9f40f41a9 100644 --- a/source/games/sw/src/cache.cpp +++ b/source/games/sw/src/cache.cpp @@ -72,7 +72,7 @@ void precacheMap(void) { int i; int j; - SECTORp sectp; + sectortype* sectp; walltype* wp; for(auto& sec: sector) diff --git a/source/games/sw/src/copysect.cpp b/source/games/sw/src/copysect.cpp index 43012f7ea..2bf26b6eb 100644 --- a/source/games/sw/src/copysect.cpp +++ b/source/games/sw/src/copysect.cpp @@ -43,7 +43,7 @@ extern int GlobSpeedSO; void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect) { SECTOR_OBJECTp sop; - SECTORp *sectp; + sectortype* *sectp; auto dwall = dest_sect->firstWall(); auto swall = src_sect->firstWall(); @@ -106,7 +106,7 @@ void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect) void CopySectorMatch(int match) { - SECTORp dsectp,ssectp; + sectortype* dsectp, *ssectp; int kill; SWStatIterator it(STAT_COPY_DEST); diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index f5ee7935e..fcdb25a0a 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -394,8 +394,6 @@ typedef pANIMATOR *pANIMATORp; typedef void (*soANIMATORp) (SECTOR_OBJECTp); -typedef sectortype SECTOR, *SECTORp; - struct STATE { short Pic; @@ -615,7 +613,7 @@ struct PLAYERstruct int climb_ndx; int hiz,loz; int ceiling_dist,floor_dist; - SECTORp hi_sectp, lo_sectp; + sectortype* hi_sectp, *lo_sectp; int circle_camera_dist; vec3_t si; // save player interp position for PlayerSprite @@ -976,7 +974,7 @@ struct USER int hiz,loz; int zclip; // z height to move up for clipmove int active_range; - SECTORp hi_sectp, lo_sectp; + sectortype* hi_sectp, *lo_sectp; // if a player's sprite points to player structure diff --git a/source/games/sw/src/interpso.cpp b/source/games/sw/src/interpso.cpp index af33b6b79..661d46a75 100644 --- a/source/games/sw/src/interpso.cpp +++ b/source/games/sw/src/interpso.cpp @@ -185,7 +185,7 @@ static void so_stopdatainterpolation(so_interp *interp, int element, DSWActor* a void so_addinterpolation(SECTOR_OBJECTp sop) { - SECTORp *sectp; + sectortype* *sectp; int32_t startwall, endwall; int32_t i; diff --git a/source/games/sw/src/morph.cpp b/source/games/sw/src/morph.cpp index bbde38ac3..b84bb2d4c 100644 --- a/source/games/sw/src/morph.cpp +++ b/source/games/sw/src/morph.cpp @@ -297,7 +297,7 @@ void MorphTornado(SECTOR_OBJECTp sop) int mx, my; int ceilingz; int floorz; - SECTORp *sectp; + sectortype* *sectp; int j; int x,y,sx,sy; @@ -377,7 +377,7 @@ void MorphFloor(SECTOR_OBJECTp sop) { int mx, my; int floorz; - SECTORp *sectp; + sectortype* *sectp; int j; int x,y; @@ -454,7 +454,7 @@ void MorphFloor(SECTOR_OBJECTp sop) void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z) { - SECTORp *sectp; + sectortype* *sectp; int j; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) @@ -469,7 +469,7 @@ void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z) void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z) { - SECTORp *sectp; + sectortype* *sectp; int j; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) @@ -484,7 +484,7 @@ void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z) void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z) { - SECTORp *sectp; + sectortype* *sectp; int j; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index c131d2558..26535cc10 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1401,7 +1401,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp) void DoPlayerSetWadeDepth(PLAYERp pp) { - SECTORp sectp; + sectortype* sectp; pp->WadeDepth = 0; @@ -2246,7 +2246,7 @@ void DoTankTreads(PLAYERp pp) { int i; int vel; - SECTORp *sectp; + sectortype* *sectp; int j; int dot; bool reverse = false; @@ -2360,7 +2360,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y) SECTOR_OBJECTp sop = pp->sop_control; short stat; - SECTORp *sectp; + sectortype* *sectp; if (MoveSkip4 == 0) return; @@ -2508,7 +2508,7 @@ void DoPlayerMoveVehicle(PLAYERp pp) int wallcount; int count=0; - SECTORp *sectp; + sectortype* *sectp; SECTOR_OBJECTp sop = pp->sop; walltype* wp; int j,k; @@ -3018,7 +3018,7 @@ void DoPlayerFall(PLAYERp pp) if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT + recoil_amt)) { - SECTORp sectp = pp->cursector; + sectortype* sectp = pp->cursector; PlayerSectorBound(pp, Z(1)); @@ -3745,7 +3745,7 @@ bool DoPlayerTestCrawl(PLAYERp pp) int PlayerInDiveArea(PLAYERp pp) { - SECTORp sectp; + sectortype* sectp; if (pp->lo_sectp) { @@ -5801,7 +5801,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp) void DoPlayerHeadDebris(PLAYERp pp) { - SECTORp sectp = pp->cursector; + sectortype* sectp = pp->cursector; if ((sectp->extra & SECTFX_SINK)) { diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index df9541e39..884b2f001 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -864,7 +864,7 @@ void DoExplodeSector(short match) short orig_ang; int zh; - SECTORp sectp; + sectortype* sectp; orig_ang = 0; //actor->spr.ang; @@ -1761,7 +1761,7 @@ void OperateTripTrigger(PLAYERp pp) if (!pp->insector()) return; - SECTORp sectp = pp->cursector; + sectortype* sectp = pp->cursector; // old method switch (pp->cursector->lotag) @@ -2280,7 +2280,7 @@ void PlayerOperateEnv(PLAYERp pp) // // //////////////////////////// - SECTORp sectp = pp->cursector; + sectortype* sectp = pp->cursector; if (pp->insector() && sectp->hasU() && sectp->damage) { if ((sectp->flags & SECTFU_DAMAGE_ABOVE_SECTOR)) @@ -2587,7 +2587,7 @@ void DoPanning(void) { int nx, ny; int i; - SECTORp sectp; + sectortype* sectp; walltype* wallp; SWStatIterator it(STAT_FLOOR_PAN); diff --git a/source/games/sw/src/spike.cpp b/source/games/sw/src/spike.cpp index 260df8ed6..25efcea67 100644 --- a/source/games/sw/src/spike.cpp +++ b/source/games/sw/src/spike.cpp @@ -86,7 +86,7 @@ bool SpikeSwitch(short match, short setting) void SetSpikeActive(DSWActor* actor) { - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) StartInterpolation(actor->sector(), Interp_Sect_Ceilingheinum); @@ -112,7 +112,7 @@ void SetSpikeActive(DSWActor* actor) void SetSpikeInactive(DSWActor* actor) { - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) StopInterpolation(sectp, Interp_Sect_Ceilingheinum); diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 251959398..e64c48a71 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -4612,7 +4612,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) int x, y, z, loz, hiz; DSWActor* highActor; DSWActor* lowActor; - SECTORp lo_sectp, hi_sectp; + sectortype* lo_sectp,* hi_sectp; short dist; int cliptype = CLIPMASK_ACTOR; diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 6a027c7dd..e7a20588c 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -669,7 +669,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop) DSWActor* BoundActor = nullptr; bool FoundOutsideLoop = false; bool SectorInBounds; - SECTORp *sectp; + sectortype* *sectp; DSWActor* child = sop->sp_child; static const uint8_t StatList[] = @@ -1587,7 +1587,7 @@ void MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny) vec2_t rxy; int pnum; PLAYERp pp; - SECTORp *sectp; + sectortype* *sectp; int i, rot_ang; bool PlayerMove = true; @@ -1827,7 +1827,7 @@ void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic) if (dynamic && sop->PreMoveAnimator) (*sop->PreMoveAnimator)(sop); - SECTORp* sectp; + sectortype** sectp; int j; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { @@ -1937,10 +1937,10 @@ void UpdateSectorObjectSprites(SECTOR_OBJECTp sop) } } -SECTOR_OBJECTp DetectSectorObject(SECTORp sectph) +SECTOR_OBJECTp DetectSectorObject(sectortype* sectph) { short j; - SECTORp *sectp; + sectortype* *sectp; SECTOR_OBJECTp sop; @@ -1972,7 +1972,7 @@ SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph) if (SO_EMPTY(sop)) continue; - SECTORp* sectp; + sectortype** sectp; int j; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { @@ -1998,7 +1998,7 @@ SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph) void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny) { int j; - SECTORp *sectp; + sectortype* *sectp; // collapse the SO to a single point // move all points to nx,ny @@ -2029,7 +2029,7 @@ void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny) void MoveZ(SECTOR_OBJECTp sop) { short i; - SECTORp *sectp; + sectortype* *sectp; if (sop->bob_amt) { @@ -2367,7 +2367,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) case TRACK_SO_SINK: { - SECTORp *sectp; + sectortype* *sectp; sectortype* dest_sector = nullptr; short i,ndx; @@ -2402,7 +2402,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) case TRACK_SO_FORM_WHIRLPOOL: { // for lowering the whirlpool in level 1 - SECTORp *sectp; + sectortype* *sectp; int i; for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++) @@ -2581,7 +2581,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny) void OperateSectorObjectForTics(SECTOR_OBJECTp sop, short newang, int newx, int newy, short locktics) { int i; - SECTORp *sectp; + sectortype* *sectp; if (Prediction) return; @@ -2630,7 +2630,7 @@ void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy) void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator) { - SECTORp *sectp; + sectortype* *sectp; for (sectp = sop->sectp; *sectp; sectp++) { diff --git a/source/games/sw/src/vator.cpp b/source/games/sw/src/vator.cpp index 8b24b9694..76a01dcd9 100644 --- a/source/games/sw/src/vator.cpp +++ b/source/games/sw/src/vator.cpp @@ -91,7 +91,7 @@ bool VatorSwitch(short match, short setting) void SetVatorActive(DSWActor* actor) { - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) StartInterpolation(actor->sector(), Interp_Sect_Ceilingz); @@ -117,7 +117,7 @@ void SetVatorActive(DSWActor* actor) void SetVatorInactive(DSWActor* actor) { - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP)) StopInterpolation(actor->sector(), Interp_Sect_Ceilingz); @@ -358,7 +358,7 @@ int DoVatorMove(DSWActor* actor, int *lptr) int DoVator(DSWActor* actor) { - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); int *lptr; int amt; @@ -515,7 +515,7 @@ int DoVator(DSWActor* actor) int DoVatorAuto(DSWActor* actor) { - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); int *lptr; int amt; diff --git a/source/games/sw/src/wallmove.cpp b/source/games/sw/src/wallmove.cpp index 06dd0bddd..5b1d1b3c6 100644 --- a/source/games/sw/src/wallmove.cpp +++ b/source/games/sw/src/wallmove.cpp @@ -43,7 +43,7 @@ void SOwallmove(SECTOR_OBJECTp sop, DSWActor* actor, walltype* find_wallp, int d int j,k,wallcount; walltype* wp; short startwall,endwall; - SECTORp *sectp; + sectortype* *sectp; if (!actor->hasU() || (sop->flags & SOBJ_SPRITE_OBJ)) return; diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 0abb3904c..2ee7aa734 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -4170,7 +4170,7 @@ bool VehicleMoveHit(DSWActor* actor) { case kHitSector: { - SECTORp sectp = actor->user.coll.hitSector; + sectortype* sectp = actor->user.coll.hitSector; if ((sectp->extra & SECTFX_SECTOR_OBJECT)) { @@ -4248,7 +4248,7 @@ bool WeaponMoveHit(DSWActor* actor) case kHitSector: { - SECTORp sectp; + sectortype* sectp; SECTOR_OBJECTp sop; sectp = actor->user.coll.hitSector; @@ -17053,7 +17053,7 @@ bool SpriteWarpToSurface(DSWActor* actor) int SpawnSplash(DSWActor* actor) { auto sectu = actor->sector(); - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); if (Prediction) return 0; @@ -17497,7 +17497,7 @@ STATE s_FloorBlood1[] = int QueueFloorBlood(DSWActor* actor) { - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); DSWActor* spawnedActor = nullptr; @@ -17576,7 +17576,7 @@ int QueueFootPrint(DSWActor* actor) DSWActor* spawnedActor; short rnd_num=0; bool Found=false; - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); if ((sectp->extra & SECTFX_SINK)||(sectp->extra & SECTFX_CURRENT)) diff --git a/source/games/sw/src/weapon.h b/source/games/sw/src/weapon.h index d0685aab5..0cbc63fde 100644 --- a/source/games/sw/src/weapon.h +++ b/source/games/sw/src/weapon.h @@ -81,7 +81,7 @@ extern TObjPtr LoWangsQueue[MAX_LOWANGS_QUEUE]; void ChangeState(DSWActor* actor, STATEp statep); void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt); -SECTOR_OBJECTp DetectSectorObject(SECTORp); +SECTOR_OBJECTp DetectSectorObject(sectortype*); SECTOR_OBJECTp DetectSectorObjectByWall(walltype*); void ScaleSpriteVector(DSWActor* actor, int scale); void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z); diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index 4a940271e..5bd34aa09 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -800,7 +800,7 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor) void SpawnZombie2(DSWActor* actor) { auto sectu = actor->sector(); - SECTORp sectp = actor->sector(); + sectortype* sectp = actor->sector(); auto ownerActor = GetOwner(actor);