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- eliminated walltype aliases.
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parent
72962cc098
commit
98492aae54
11 changed files with 24 additions and 25 deletions
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@ -466,7 +466,7 @@ void SortBreakInfo(void)
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qsort(&WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), CompareBreakInfo);
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}
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BREAK_INFO* SetupWallForBreak(WALLp wallp)
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BREAK_INFO* SetupWallForBreak(walltype* wallp)
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{
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BREAK_INFO* break_info;
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@ -548,10 +548,10 @@ DSWActor* FindBreakSpriteMatch(int match)
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// WALL
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//
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int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, int ang, int type)
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int AutoBreakWall(walltype* wallp, int hit_x, int hit_y, int hit_z, int ang, int type)
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{
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BREAK_INFO* break_info;
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WALLp nwp;
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walltype* nwp;
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wallp->lotag = 0;
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if (wallp->twoSided())
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@ -637,7 +637,7 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, int ang, int typ
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return true;
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}
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bool UserBreakWall(WALLp wp)
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bool UserBreakWall(walltype* wp)
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{
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int match = wp->hitag;
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const auto block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN;
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@ -782,7 +782,7 @@ int WallBreakPosition(walltype* wp, sectortype** sectp, int *x, int *y, int *z,
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}
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// If the tough parameter is not set, then it can't break tough walls and sprites
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bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, int ang, int type)
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bool HitBreakWall(walltype* wp, int hit_x, int hit_y, int hit_z, int ang, int type)
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{
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int match = wp->hitag;
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@ -48,9 +48,9 @@ struct BREAK_INFO
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BREAK_INFO* FindWallBreakInfo(int picnum);
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BREAK_INFO* FindSpriteBreakInfo(int picnum);
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void SortBreakInfo(void);
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BREAK_INFO* SetupWallForBreak(WALLp wallp);
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BREAK_INFO* SetupWallForBreak(walltype* wallp);
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BREAK_INFO* SetupSpriteForBreak(DSWActor* actor);
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bool HitBreakWall(WALLp wp, int, int, int, int ang, int type);
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bool HitBreakWall(walltype* wp, int, int, int, int ang, int type);
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bool CheckBreakToughness(BREAK_INFO* break_info, int ID);
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int WallBreakPosition(walltype* wp, sectortype** sectp, int* x, int* y, int* z, int* ang);
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void SortBreakInfo(void);
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@ -73,7 +73,7 @@ void precacheMap(void)
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int i;
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int j;
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SECTORp sectp;
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WALLp wp;
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walltype* wp;
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for(auto& sec: sector)
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{
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@ -395,7 +395,6 @@ typedef pANIMATOR *pANIMATORp;
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typedef void (*soANIMATORp) (SECTOR_OBJECTp);
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typedef sectortype SECTOR, *SECTORp;
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typedef walltype WALL, *WALLp;
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struct STATE
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{
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@ -928,7 +927,7 @@ struct USER
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// wall vars for lighting
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TArray<int8_t> WallShade;
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WALLp WallP; // operate on wall instead of sprite
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walltype* WallP; // operate on wall instead of sprite
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STATEp State;
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STATEp *Rot;
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STATEp StateStart;
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@ -413,7 +413,7 @@ int DoBloodSpray(DSWActor* actor)
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case kHitWall:
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{
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short hit_wall, nw, wall_ang;
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WALLp wph;
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walltype* wph;
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short wb;
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wph = actor->user.coll.hitWall;
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@ -610,7 +610,7 @@ int DoPhosphorus(DSWActor* actor)
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case kHitWall:
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{
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short hit_wall, nw, wall_ang;
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WALLp wph;
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walltype* wph;
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wph = actor->user.coll.hitWall;
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@ -2510,7 +2510,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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SECTORp *sectp;
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SECTOR_OBJECTp sop = pp->sop;
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WALLp wp;
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walltype* wp;
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int j,k;
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short startwall,endwall;
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@ -112,7 +112,7 @@ void SetSectorWallBits(sectortype* sect, int bit_mask, bool set_sectwall, bool s
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void WallSetupDontMove(void)
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{
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WALLp wallp;
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walltype* wallp;
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SWStatIterator it(STAT_WALL_DONT_MOVE_UPPER);
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while (auto iActor = it.Next())
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@ -134,7 +134,7 @@ void WallSetupDontMove(void)
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}
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}
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static void WallSetupLoop(WALLp wp, int16_t lotag, int16_t extra)
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static void WallSetupLoop(walltype* wp, int16_t lotag, int16_t extra)
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{
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// set first wall
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{
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@ -2374,7 +2374,7 @@ void DoSineWaveFloor(void)
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if ((flags & SINE_SLOPED))
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{
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WALLp wal;
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walltype* wal;
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if (sect->wallnum == 4)
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{
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//Set wal to the wall on the opposite side of the sector
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@ -2588,7 +2588,7 @@ void DoPanning(void)
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int nx, ny;
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int i;
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SECTORp sectp;
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WALLp wallp;
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walltype* wallp;
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SWStatIterator it(STAT_FLOOR_PAN);
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while (auto actor = it.Next())
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@ -1961,7 +1961,7 @@ SECTOR_OBJECTp DetectSectorObject(SECTORp sectph)
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return nullptr;
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}
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SECTOR_OBJECTp DetectSectorObjectByWall(WALLp wph)
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SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph)
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{
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SECTOR_OBJECTp sop;
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@ -36,12 +36,12 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
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SECTOR_OBJECTp DetectSectorObjectByWall(walltype*);
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void SOwallmove(SECTOR_OBJECTp sop, DSWActor* actor, WALLp find_wallp, int dist, int *nx, int *ny)
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void SOwallmove(SECTOR_OBJECTp sop, DSWActor* actor, walltype* find_wallp, int dist, int *nx, int *ny)
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{
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int j,k,wallcount;
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WALLp wp;
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walltype* wp;
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short startwall,endwall;
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SECTORp *sectp;
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@ -7427,7 +7427,7 @@ int DoStar(DSWActor* actor)
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case kHitWall:
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{
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short nw,wall_ang;
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WALLp wph;
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walltype* wph;
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wph = actor->user.coll.hitWall;
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@ -8269,7 +8269,7 @@ int DoGrenade(DSWActor* actor)
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case kHitWall:
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{
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short nw,wall_ang;
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WALLp wph;
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walltype* wph;
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wph = actor->user.coll.hitWall;
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@ -8471,7 +8471,7 @@ int DoVulcanBoulder(DSWActor* actor)
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case kHitWall:
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{
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short nw,wall_ang;
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WALLp wph;
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walltype* wph;
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wph = actor->user.coll.hitWall;
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@ -82,7 +82,7 @@ extern TObjPtr<DSWActor*> LoWangsQueue[MAX_LOWANGS_QUEUE];
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void ChangeState(DSWActor* actor, STATEp statep);
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void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
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SECTOR_OBJECTp DetectSectorObject(SECTORp);
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SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
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SECTOR_OBJECTp DetectSectorObjectByWall(walltype*);
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void ScaleSpriteVector(DSWActor* actor, int scale);
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void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z);
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DSWActor* QueueWallBlood(DSWActor* hit, short ang);
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