mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-19 15:40:58 +00:00
- renamed all nSector pointers to pSector
No logic changes!
This commit is contained in:
parent
a3ecbe6371
commit
943641d18e
14 changed files with 50 additions and 50 deletions
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@ -33,12 +33,12 @@ DExhumedActor* BuildAnim(DExhumedActor* actor, int val, int val2, int x, int y,
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void FuncAnim(int, int, int, int);
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void BuildExplosion(DExhumedActor* actor);
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void BuildSplash(DExhumedActor* actor, sectortype* nSector);
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void BuildSplash(DExhumedActor* actor, sectortype* pSector);
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// anubis
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void BuildAnubis(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, uint8_t bIsDrummer);
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void BuildAnubis(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, uint8_t bIsDrummer);
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void FuncAnubis(int, int a, int b, int c);
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// bubbles
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@ -86,7 +86,7 @@ void BackUpBullet(int *x, int *y, int nAngle);
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// fish
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void BuildFish(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle);
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void BuildFish(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle);
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void FuncFish(int, int, int, int);
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void FuncFishLimb(int a, int b, int c);
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@ -168,7 +168,7 @@ void DoRegenerates();
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// lavadude
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void BuildLava(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel);
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void BuildLava(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel);
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DExhumedActor* BuildLavaLimb(DExhumedActor* nSprite, int edx, int ebx);
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void FuncLavaLimb(int, int, int, int);
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void FuncLava(int, int, int, int);
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@ -184,13 +184,13 @@ void DoLights();
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void AddFlow(sectortype* pSect, int nSpeed, int b, int ang = -1);
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void AddFlow(walltype* pWall, int nSpeed, int b, int ang = -1);
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void BuildFlash(int nPlayer, int nVal);
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void AddGlow(sectortype* nSector, int nVal);
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void AddFlicker(sectortype* nSector, int nVal);
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void AddGlow(sectortype* pSector, int nVal);
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void AddFlicker(sectortype* pSector, int nVal);
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// lion
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void BuildLion(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle);
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void BuildLion(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle);
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void FuncLion(int, int, int, int);
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// move
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@ -234,7 +234,7 @@ DExhumedActor* FindPlayer(DExhumedActor* nSprite, int nDistance, bool dontengage
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DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial = false);
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void BuildNear(int x, int y, int walldist, int nSector);
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int PlotCourseToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
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void CheckSectorFloor(sectortype* nSector, int z, int *x, int *y);
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void CheckSectorFloor(sectortype* pSector, int z, int *x, int *y);
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int GetAngleToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
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int GetWallNormal(walltype* nWall);
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int GetUpAngle(DExhumedActor* nSprite1, int nVal, DExhumedActor* nSprite2, int ecx);
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@ -246,7 +246,7 @@ void SetQuake(DExhumedActor* nSprite, int nVal);
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enum { kMaxMummies = 150 };
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void BuildMummy(DExhumedActor* val, int x, int y, int z, sectortype* nSector, int nAngle);
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void BuildMummy(DExhumedActor* val, int x, int y, int z, sectortype* pSector, int nAngle);
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void FuncMummy(int nSector, int edx, int nRun);
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// object
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@ -285,25 +285,25 @@ void FuncObject(int, int, int, int);
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void FuncTrap(int, int, int, int);
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void FuncEnergyBlock(int, int, int, int);
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void FuncSpark(int, int, int, int);
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void SnapBobs(sectortype* nSectorA, sectortype* nSectorB);
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DExhumedActor* FindWallSprites(sectortype* nSector);
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void AddMovingSector(sectortype* nSector, int edx, int ebx, int ecx);
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void SnapBobs(sectortype* pSectorA, sectortype* pSectorB);
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DExhumedActor* FindWallSprites(sectortype* pSector);
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void AddMovingSector(sectortype* pSector, int edx, int ebx, int ecx);
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void ProcessTrailSprite(DExhumedActor* nSprite, int nLotag, int nHitag);
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void AddSectorBob(sectortype* nSector, int nHitag, int bx);
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void AddSectorBob(sectortype* pSector, int nHitag, int bx);
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DExhumedActor* BuildObject(DExhumedActor* nSprite, int nOjectType, int nHitag);
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int BuildArrow(DExhumedActor* nSprite, int nVal);
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int BuildFireBall(DExhumedActor*, int a, int b);
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void BuildDrip(DExhumedActor* nSprite);
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DExhumedActor* BuildEnergyBlock(sectortype* nSector);
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int BuildElevC(int arg1, int nChannel, sectortype* nSector, DExhumedActor* nWallSprite, int arg5, int arg6, int nCount, ...);
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int BuildElevF(int nChannel, sectortype* nSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...);
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DExhumedActor* BuildEnergyBlock(sectortype* pSector);
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int BuildElevC(int arg1, int nChannel, sectortype* pSector, DExhumedActor* nWallSprite, int arg5, int arg6, int nCount, ...);
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int BuildElevF(int nChannel, sectortype* pSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...);
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int BuildWallFace(int nChannel, walltype* pWall, int nCount, ...);
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int BuildSlide(int nChannel, walltype* edx, walltype* ebx, walltype* ecx, walltype* arg1, walltype* arg2, walltype* arg3);
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// queen
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void InitQueens();
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void BuildQueen(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nVal);
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void BuildQueen(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, int nVal);
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void FuncQueenEgg(int, int, int, int);
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void FuncQueenHead(int, int, int, int);
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void FuncQueen(int, int, int, int);
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@ -334,17 +334,17 @@ void FuncRa(int, int, int, int);
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// rat
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void InitRats();
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void BuildRat(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle);
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void BuildRat(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle);
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void FuncRat(int a, int, int b, int nRun);
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// rex
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void BuildRex(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel);
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void BuildRex(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel);
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void FuncRex(int, int, int, int);
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// roach
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void BuildRoach(int nType, DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int angle);
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void BuildRoach(int nType, DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int angle);
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void FuncRoach(int a, int, int nDamage, int nRun);
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// runlist
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@ -706,12 +706,12 @@ void runlist_ExecObjects();
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// scorp
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void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel);
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void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel);
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void FuncScorp(int, int, int, int);
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// set
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void BuildSet(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel);
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void BuildSet(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel);
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void FuncSoul(int, int, int, int);
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void FuncSet(int, int, int, int);
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@ -744,7 +744,7 @@ void FuncSnake(int, int, int, int);
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// spider
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DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle);
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DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle);
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void FuncSpider(int a, int, int b, int nRun);
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// switch
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@ -760,17 +760,17 @@ void FuncSwPressSector(int, int, int, int);
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void FuncSwPressWall(int, int, int, int);
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std::pair<int, int> BuildSwPause(int nChannel, int nLink, int ebx);
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std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, sectortype* nSector, int ecx);
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std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, sectortype* pSector, int ecx);
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int BuildLink(int nCount, ...);
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std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, sectortype* nSector, int ecx);
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std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, sectortype* nSector);
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std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, sectortype* pSector, int ecx);
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std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, sectortype* pSector);
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std::pair<int, int> BuildSwReady(int nChannel, int nLink);
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std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, walltype* pWall);
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// wasp
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DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, bool bEggWasp);
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DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, bool bEggWasp);
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void FuncWasp(int eax, int, int edx, int nRun);
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@ -85,7 +85,7 @@ enum ECounter
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};
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extern int Counters[kNumCounters];
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void SnapSectors(sectortype* nSectorA, sectortype* nSectorB, int b);
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void SnapSectors(sectortype* pSectorA, sectortype* pSectorB, int b);
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void LoadObjects();
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@ -145,13 +145,13 @@ void AIFishLimb::Draw(RunListEvent* ev)
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}
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void BuildFish(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle)
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void BuildFish(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 103);
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pActor = insertActor(pSector, 103);
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pSprite = &pActor->s();
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}
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else
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@ -41,12 +41,12 @@ static actionSeq LionSeq[] = {
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};
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void BuildLion(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle)
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void BuildLion(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 104);
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pActor = insertActor(pSector, 104);
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pSprite = &pActor->s();
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}
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else
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@ -37,12 +37,12 @@ static actionSeq MummySeq[] = {
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};
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void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle)
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void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 102);
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pActor = insertActor(pSector, 102);
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pSprite = &pActor->s();
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}
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else
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@ -23,7 +23,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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void SetSavePoint(int nPlayer, int x, int y, int z, sectortype* nSector, int nAngle);
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void SetSavePoint(int nPlayer, int x, int y, int z, sectortype* pSector, int nAngle);
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void InitPlayer();
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void InitPlayerKeys(int nPlayer);
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int GrabPlayer();
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@ -1100,7 +1100,7 @@ void AIQueenHead::Draw(RunListEvent* ev)
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seq_PlotSequence(ev->nParam, nSeq, QueenHead.nFrame, edx);
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}
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void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel)
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void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
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{
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QueenCount--;
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@ -1112,7 +1112,7 @@ void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector,
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 121);
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pActor = insertActor(pSector, 121);
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pSprite = &pActor->s();
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}
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else
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@ -73,12 +73,12 @@ void SetRatVel(spritetype* pSprite)
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pSprite->yvel = bsin(pSprite->ang, -2);
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}
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void BuildRat(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle)
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void BuildRat(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 108);
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pActor = insertActor(pSector, 108);
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pSprite = &pActor->s();
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}
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else
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@ -37,12 +37,12 @@ static actionSeq RexSeq[] = {
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{28, 1}
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};
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void BuildRex(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel)
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void BuildRex(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 119);
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pActor = insertActor(pSector, 119);
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pSprite = &pActor->s();
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}
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else
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@ -35,12 +35,12 @@ static actionSeq RoachSeq[] = {
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};
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// TODO - make nType a bool?
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void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int angle)
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void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int angle)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 105);
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pActor = insertActor(pSector, 105);
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pSprite = &pActor->s();
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}
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else
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@ -38,13 +38,13 @@ static actionSeq ScorpSeq[] = {
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{53, 1}
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};
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void BuildScorp(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel)
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void BuildScorp(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 122);
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pActor = insertActor(pSector, 122);
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pSprite = &pActor->s();
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}
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else
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@ -39,12 +39,12 @@ static actionSeq SetSeq[] = {
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{74, 1}
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};
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void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel)
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void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 120);
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pActor = insertActor(pSector, 120);
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pSprite = &pActor->s();
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}
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else
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@ -128,7 +128,7 @@ void PlayLocalSound(int nSound, int val, bool unattached = false, EChanFlags cfl
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int LoadSound(const char* sound);
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void BendAmbientSound();
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void CheckAmbience(sectortype* nSector);
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void CheckAmbience(sectortype* pSector);
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void PlayFX2(unsigned int nSound, DExhumedActor* nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE, int sprflags = 0);
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@ -40,12 +40,12 @@ void SetWaspVel(spritetype* pSprite)
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pSprite->yvel = bsin(pSprite->ang);
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}
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DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, bool bEggWasp)
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DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, bool bEggWasp)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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{
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pActor = insertActor(nSector, 107);
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pActor = insertActor(pSector, 107);
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pSprite = &pActor->s();
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|
||||
pSprite->x = x;
|
||||
|
|
Loading…
Reference in a new issue