- renamed all nSector pointers to pSector

No logic changes!
This commit is contained in:
Christoph Oelckers 2021-11-23 01:18:20 +01:00
parent a3ecbe6371
commit 943641d18e
14 changed files with 50 additions and 50 deletions

View file

@ -33,12 +33,12 @@ DExhumedActor* BuildAnim(DExhumedActor* actor, int val, int val2, int x, int y,
void FuncAnim(int, int, int, int); void FuncAnim(int, int, int, int);
void BuildExplosion(DExhumedActor* actor); void BuildExplosion(DExhumedActor* actor);
void BuildSplash(DExhumedActor* actor, sectortype* nSector); void BuildSplash(DExhumedActor* actor, sectortype* pSector);
// anubis // anubis
void BuildAnubis(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, uint8_t bIsDrummer); void BuildAnubis(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, uint8_t bIsDrummer);
void FuncAnubis(int, int a, int b, int c); void FuncAnubis(int, int a, int b, int c);
// bubbles // bubbles
@ -86,7 +86,7 @@ void BackUpBullet(int *x, int *y, int nAngle);
// fish // fish
void BuildFish(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle); void BuildFish(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle);
void FuncFish(int, int, int, int); void FuncFish(int, int, int, int);
void FuncFishLimb(int a, int b, int c); void FuncFishLimb(int a, int b, int c);
@ -168,7 +168,7 @@ void DoRegenerates();
// lavadude // lavadude
void BuildLava(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel); void BuildLava(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel);
DExhumedActor* BuildLavaLimb(DExhumedActor* nSprite, int edx, int ebx); DExhumedActor* BuildLavaLimb(DExhumedActor* nSprite, int edx, int ebx);
void FuncLavaLimb(int, int, int, int); void FuncLavaLimb(int, int, int, int);
void FuncLava(int, int, int, int); void FuncLava(int, int, int, int);
@ -184,13 +184,13 @@ void DoLights();
void AddFlow(sectortype* pSect, int nSpeed, int b, int ang = -1); void AddFlow(sectortype* pSect, int nSpeed, int b, int ang = -1);
void AddFlow(walltype* pWall, int nSpeed, int b, int ang = -1); void AddFlow(walltype* pWall, int nSpeed, int b, int ang = -1);
void BuildFlash(int nPlayer, int nVal); void BuildFlash(int nPlayer, int nVal);
void AddGlow(sectortype* nSector, int nVal); void AddGlow(sectortype* pSector, int nVal);
void AddFlicker(sectortype* nSector, int nVal); void AddFlicker(sectortype* pSector, int nVal);
// lion // lion
void BuildLion(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle); void BuildLion(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle);
void FuncLion(int, int, int, int); void FuncLion(int, int, int, int);
// move // move
@ -234,7 +234,7 @@ DExhumedActor* FindPlayer(DExhumedActor* nSprite, int nDistance, bool dontengage
DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial = false); DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial = false);
void BuildNear(int x, int y, int walldist, int nSector); void BuildNear(int x, int y, int walldist, int nSector);
int PlotCourseToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2); int PlotCourseToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
void CheckSectorFloor(sectortype* nSector, int z, int *x, int *y); void CheckSectorFloor(sectortype* pSector, int z, int *x, int *y);
int GetAngleToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2); int GetAngleToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
int GetWallNormal(walltype* nWall); int GetWallNormal(walltype* nWall);
int GetUpAngle(DExhumedActor* nSprite1, int nVal, DExhumedActor* nSprite2, int ecx); int GetUpAngle(DExhumedActor* nSprite1, int nVal, DExhumedActor* nSprite2, int ecx);
@ -246,7 +246,7 @@ void SetQuake(DExhumedActor* nSprite, int nVal);
enum { kMaxMummies = 150 }; enum { kMaxMummies = 150 };
void BuildMummy(DExhumedActor* val, int x, int y, int z, sectortype* nSector, int nAngle); void BuildMummy(DExhumedActor* val, int x, int y, int z, sectortype* pSector, int nAngle);
void FuncMummy(int nSector, int edx, int nRun); void FuncMummy(int nSector, int edx, int nRun);
// object // object
@ -285,25 +285,25 @@ void FuncObject(int, int, int, int);
void FuncTrap(int, int, int, int); void FuncTrap(int, int, int, int);
void FuncEnergyBlock(int, int, int, int); void FuncEnergyBlock(int, int, int, int);
void FuncSpark(int, int, int, int); void FuncSpark(int, int, int, int);
void SnapBobs(sectortype* nSectorA, sectortype* nSectorB); void SnapBobs(sectortype* pSectorA, sectortype* pSectorB);
DExhumedActor* FindWallSprites(sectortype* nSector); DExhumedActor* FindWallSprites(sectortype* pSector);
void AddMovingSector(sectortype* nSector, int edx, int ebx, int ecx); void AddMovingSector(sectortype* pSector, int edx, int ebx, int ecx);
void ProcessTrailSprite(DExhumedActor* nSprite, int nLotag, int nHitag); void ProcessTrailSprite(DExhumedActor* nSprite, int nLotag, int nHitag);
void AddSectorBob(sectortype* nSector, int nHitag, int bx); void AddSectorBob(sectortype* pSector, int nHitag, int bx);
DExhumedActor* BuildObject(DExhumedActor* nSprite, int nOjectType, int nHitag); DExhumedActor* BuildObject(DExhumedActor* nSprite, int nOjectType, int nHitag);
int BuildArrow(DExhumedActor* nSprite, int nVal); int BuildArrow(DExhumedActor* nSprite, int nVal);
int BuildFireBall(DExhumedActor*, int a, int b); int BuildFireBall(DExhumedActor*, int a, int b);
void BuildDrip(DExhumedActor* nSprite); void BuildDrip(DExhumedActor* nSprite);
DExhumedActor* BuildEnergyBlock(sectortype* nSector); DExhumedActor* BuildEnergyBlock(sectortype* pSector);
int BuildElevC(int arg1, int nChannel, sectortype* nSector, DExhumedActor* nWallSprite, int arg5, int arg6, int nCount, ...); int BuildElevC(int arg1, int nChannel, sectortype* pSector, DExhumedActor* nWallSprite, int arg5, int arg6, int nCount, ...);
int BuildElevF(int nChannel, sectortype* nSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...); int BuildElevF(int nChannel, sectortype* pSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...);
int BuildWallFace(int nChannel, walltype* pWall, int nCount, ...); int BuildWallFace(int nChannel, walltype* pWall, int nCount, ...);
int BuildSlide(int nChannel, walltype* edx, walltype* ebx, walltype* ecx, walltype* arg1, walltype* arg2, walltype* arg3); int BuildSlide(int nChannel, walltype* edx, walltype* ebx, walltype* ecx, walltype* arg1, walltype* arg2, walltype* arg3);
// queen // queen
void InitQueens(); void InitQueens();
void BuildQueen(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nVal); void BuildQueen(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, int nVal);
void FuncQueenEgg(int, int, int, int); void FuncQueenEgg(int, int, int, int);
void FuncQueenHead(int, int, int, int); void FuncQueenHead(int, int, int, int);
void FuncQueen(int, int, int, int); void FuncQueen(int, int, int, int);
@ -334,17 +334,17 @@ void FuncRa(int, int, int, int);
// rat // rat
void InitRats(); void InitRats();
void BuildRat(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle); void BuildRat(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle);
void FuncRat(int a, int, int b, int nRun); void FuncRat(int a, int, int b, int nRun);
// rex // rex
void BuildRex(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel); void BuildRex(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel);
void FuncRex(int, int, int, int); void FuncRex(int, int, int, int);
// roach // roach
void BuildRoach(int nType, DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int angle); void BuildRoach(int nType, DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int angle);
void FuncRoach(int a, int, int nDamage, int nRun); void FuncRoach(int a, int, int nDamage, int nRun);
// runlist // runlist
@ -706,12 +706,12 @@ void runlist_ExecObjects();
// scorp // scorp
void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel); void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel);
void FuncScorp(int, int, int, int); void FuncScorp(int, int, int, int);
// set // set
void BuildSet(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel); void BuildSet(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel);
void FuncSoul(int, int, int, int); void FuncSoul(int, int, int, int);
void FuncSet(int, int, int, int); void FuncSet(int, int, int, int);
@ -744,7 +744,7 @@ void FuncSnake(int, int, int, int);
// spider // spider
DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle); DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle);
void FuncSpider(int a, int, int b, int nRun); void FuncSpider(int a, int, int b, int nRun);
// switch // switch
@ -760,17 +760,17 @@ void FuncSwPressSector(int, int, int, int);
void FuncSwPressWall(int, int, int, int); void FuncSwPressWall(int, int, int, int);
std::pair<int, int> BuildSwPause(int nChannel, int nLink, int ebx); std::pair<int, int> BuildSwPause(int nChannel, int nLink, int ebx);
std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, sectortype* nSector, int ecx); std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, sectortype* pSector, int ecx);
int BuildLink(int nCount, ...); int BuildLink(int nCount, ...);
std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, sectortype* nSector, int ecx); std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, sectortype* pSector, int ecx);
std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, sectortype* nSector); std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, sectortype* pSector);
std::pair<int, int> BuildSwReady(int nChannel, int nLink); std::pair<int, int> BuildSwReady(int nChannel, int nLink);
std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, walltype* pWall); std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, walltype* pWall);
// wasp // wasp
DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, sectortype* nSector, int nAngle, bool bEggWasp); DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, sectortype* pSector, int nAngle, bool bEggWasp);
void FuncWasp(int eax, int, int edx, int nRun); void FuncWasp(int eax, int, int edx, int nRun);

View file

@ -85,7 +85,7 @@ enum ECounter
}; };
extern int Counters[kNumCounters]; extern int Counters[kNumCounters];
void SnapSectors(sectortype* nSectorA, sectortype* nSectorB, int b); void SnapSectors(sectortype* pSectorA, sectortype* pSectorB, int b);
void LoadObjects(); void LoadObjects();

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@ -145,13 +145,13 @@ void AIFishLimb::Draw(RunListEvent* ev)
} }
void BuildFish(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle) void BuildFish(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
{ {
spritetype* pSprite; spritetype* pSprite;
if (pActor == nullptr) if (pActor == nullptr)
{ {
pActor = insertActor(nSector, 103); pActor = insertActor(pSector, 103);
pSprite = &pActor->s(); pSprite = &pActor->s();
} }
else else

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@ -41,12 +41,12 @@ static actionSeq LionSeq[] = {
}; };
void BuildLion(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle) void BuildLion(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
{ {
spritetype* pSprite; spritetype* pSprite;
if (pActor == nullptr) if (pActor == nullptr)
{ {
pActor = insertActor(nSector, 104); pActor = insertActor(pSector, 104);
pSprite = &pActor->s(); pSprite = &pActor->s();
} }
else else

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@ -37,12 +37,12 @@ static actionSeq MummySeq[] = {
}; };
void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle) void BuildMummy(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
{ {
spritetype* pSprite; spritetype* pSprite;
if (pActor == nullptr) if (pActor == nullptr)
{ {
pActor = insertActor(nSector, 102); pActor = insertActor(pSector, 102);
pSprite = &pActor->s(); pSprite = &pActor->s();
} }
else else

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@ -23,7 +23,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS BEGIN_PS_NS
void SetSavePoint(int nPlayer, int x, int y, int z, sectortype* nSector, int nAngle); void SetSavePoint(int nPlayer, int x, int y, int z, sectortype* pSector, int nAngle);
void InitPlayer(); void InitPlayer();
void InitPlayerKeys(int nPlayer); void InitPlayerKeys(int nPlayer);
int GrabPlayer(); int GrabPlayer();

View file

@ -1100,7 +1100,7 @@ void AIQueenHead::Draw(RunListEvent* ev)
seq_PlotSequence(ev->nParam, nSeq, QueenHead.nFrame, edx); seq_PlotSequence(ev->nParam, nSeq, QueenHead.nFrame, edx);
} }
void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel) void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
{ {
QueenCount--; QueenCount--;
@ -1112,7 +1112,7 @@ void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector,
if (pActor == nullptr) if (pActor == nullptr)
{ {
pActor = insertActor(nSector, 121); pActor = insertActor(pSector, 121);
pSprite = &pActor->s(); pSprite = &pActor->s();
} }
else else

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@ -73,12 +73,12 @@ void SetRatVel(spritetype* pSprite)
pSprite->yvel = bsin(pSprite->ang, -2); pSprite->yvel = bsin(pSprite->ang, -2);
} }
void BuildRat(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle) void BuildRat(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle)
{ {
spritetype* pSprite; spritetype* pSprite;
if (pActor == nullptr) if (pActor == nullptr)
{ {
pActor = insertActor(nSector, 108); pActor = insertActor(pSector, 108);
pSprite = &pActor->s(); pSprite = &pActor->s();
} }
else else

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@ -37,12 +37,12 @@ static actionSeq RexSeq[] = {
{28, 1} {28, 1}
}; };
void BuildRex(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel) void BuildRex(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
{ {
spritetype* pSprite; spritetype* pSprite;
if (pActor == nullptr) if (pActor == nullptr)
{ {
pActor = insertActor(nSector, 119); pActor = insertActor(pSector, 119);
pSprite = &pActor->s(); pSprite = &pActor->s();
} }
else else

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@ -35,12 +35,12 @@ static actionSeq RoachSeq[] = {
}; };
// TODO - make nType a bool? // TODO - make nType a bool?
void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int angle) void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int angle)
{ {
spritetype* pSprite; spritetype* pSprite;
if (pActor == nullptr) if (pActor == nullptr)
{ {
pActor = insertActor(nSector, 105); pActor = insertActor(pSector, 105);
pSprite = &pActor->s(); pSprite = &pActor->s();
} }
else else

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@ -38,13 +38,13 @@ static actionSeq ScorpSeq[] = {
{53, 1} {53, 1}
}; };
void BuildScorp(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel) void BuildScorp(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
{ {
spritetype* pSprite; spritetype* pSprite;
if (pActor == nullptr) if (pActor == nullptr)
{ {
pActor = insertActor(nSector, 122); pActor = insertActor(pSector, 122);
pSprite = &pActor->s(); pSprite = &pActor->s();
} }
else else

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@ -39,12 +39,12 @@ static actionSeq SetSeq[] = {
{74, 1} {74, 1}
}; };
void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, int nChannel) void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
{ {
spritetype* pSprite; spritetype* pSprite;
if (pActor == nullptr) if (pActor == nullptr)
{ {
pActor = insertActor(nSector, 120); pActor = insertActor(pSector, 120);
pSprite = &pActor->s(); pSprite = &pActor->s();
} }
else else

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@ -128,7 +128,7 @@ void PlayLocalSound(int nSound, int val, bool unattached = false, EChanFlags cfl
int LoadSound(const char* sound); int LoadSound(const char* sound);
void BendAmbientSound(); void BendAmbientSound();
void CheckAmbience(sectortype* nSector); void CheckAmbience(sectortype* pSector);
void PlayFX2(unsigned int nSound, DExhumedActor* nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE, int sprflags = 0); 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)
pSprite->yvel = bsin(pSprite->ang); pSprite->yvel = bsin(pSprite->ang);
} }
DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, int nAngle, bool bEggWasp) DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, bool bEggWasp)
{ {
spritetype* pSprite; spritetype* pSprite;
if (pActor == nullptr) if (pActor == nullptr)
{ {
pActor = insertActor(nSector, 107); pActor = insertActor(pSector, 107);
pSprite = &pActor->s(); pSprite = &pActor->s();
pSprite->x = x; pSprite->x = x;