diff --git a/source/games/sw/src/break.cpp b/source/games/sw/src/break.cpp index 1c12920b0..f1f36d0f9 100644 --- a/source/games/sw/src/break.cpp +++ b/source/games/sw/src/break.cpp @@ -466,7 +466,7 @@ void SortBreakInfo(void) qsort(&WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), CompareBreakInfo); } -BREAK_INFO* SetupWallForBreak(WALLp wallp) +BREAK_INFO* SetupWallForBreak(walltype* wallp) { BREAK_INFO* break_info; @@ -548,10 +548,10 @@ DSWActor* FindBreakSpriteMatch(int match) // WALL // -int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, int ang, int type) +int AutoBreakWall(walltype* wallp, int hit_x, int hit_y, int hit_z, int ang, int type) { BREAK_INFO* break_info; - WALLp nwp; + walltype* nwp; wallp->lotag = 0; if (wallp->twoSided()) @@ -637,7 +637,7 @@ int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, int ang, int typ return true; } -bool UserBreakWall(WALLp wp) +bool UserBreakWall(walltype* wp) { int match = wp->hitag; const auto block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN; @@ -782,7 +782,7 @@ int WallBreakPosition(walltype* wp, sectortype** sectp, int *x, int *y, int *z, } // If the tough parameter is not set, then it can't break tough walls and sprites -bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, int ang, int type) +bool HitBreakWall(walltype* wp, int hit_x, int hit_y, int hit_z, int ang, int type) { int match = wp->hitag; diff --git a/source/games/sw/src/break.h b/source/games/sw/src/break.h index b6f7a0796..52c24e257 100644 --- a/source/games/sw/src/break.h +++ b/source/games/sw/src/break.h @@ -48,9 +48,9 @@ struct BREAK_INFO BREAK_INFO* FindWallBreakInfo(int picnum); BREAK_INFO* FindSpriteBreakInfo(int picnum); void SortBreakInfo(void); -BREAK_INFO* SetupWallForBreak(WALLp wallp); +BREAK_INFO* SetupWallForBreak(walltype* wallp); BREAK_INFO* SetupSpriteForBreak(DSWActor* actor); -bool HitBreakWall(WALLp wp, int, int, int, int ang, int type); +bool HitBreakWall(walltype* wp, int, int, int, int ang, int type); bool CheckBreakToughness(BREAK_INFO* break_info, int ID); int WallBreakPosition(walltype* wp, sectortype** sectp, int* x, int* y, int* z, int* ang); void SortBreakInfo(void); diff --git a/source/games/sw/src/cache.cpp b/source/games/sw/src/cache.cpp index 1c43a777f..ead98ae5a 100644 --- a/source/games/sw/src/cache.cpp +++ b/source/games/sw/src/cache.cpp @@ -73,7 +73,7 @@ void precacheMap(void) int i; int j; SECTORp sectp; - WALLp wp; + walltype* wp; for(auto& sec: sector) { diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 846aab8d9..f5ee7935e 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -395,7 +395,6 @@ typedef pANIMATOR *pANIMATORp; typedef void (*soANIMATORp) (SECTOR_OBJECTp); typedef sectortype SECTOR, *SECTORp; -typedef walltype WALL, *WALLp; struct STATE { @@ -928,7 +927,7 @@ struct USER // wall vars for lighting TArray WallShade; - WALLp WallP; // operate on wall instead of sprite + walltype* WallP; // operate on wall instead of sprite STATEp State; STATEp *Rot; STATEp StateStart; diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index ec043b205..ca16368c8 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -413,7 +413,7 @@ int DoBloodSpray(DSWActor* actor) case kHitWall: { short hit_wall, nw, wall_ang; - WALLp wph; + walltype* wph; short wb; wph = actor->user.coll.hitWall; @@ -610,7 +610,7 @@ int DoPhosphorus(DSWActor* actor) case kHitWall: { short hit_wall, nw, wall_ang; - WALLp wph; + walltype* wph; wph = actor->user.coll.hitWall; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index aede7b469..c131d2558 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -2510,7 +2510,7 @@ void DoPlayerMoveVehicle(PLAYERp pp) SECTORp *sectp; SECTOR_OBJECTp sop = pp->sop; - WALLp wp; + walltype* wp; int j,k; short startwall,endwall; diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 4fb6bfb00..df9541e39 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -112,7 +112,7 @@ void SetSectorWallBits(sectortype* sect, int bit_mask, bool set_sectwall, bool s void WallSetupDontMove(void) { - WALLp wallp; + walltype* wallp; SWStatIterator it(STAT_WALL_DONT_MOVE_UPPER); while (auto iActor = it.Next()) @@ -134,7 +134,7 @@ void WallSetupDontMove(void) } } -static void WallSetupLoop(WALLp wp, int16_t lotag, int16_t extra) +static void WallSetupLoop(walltype* wp, int16_t lotag, int16_t extra) { // set first wall { @@ -2374,7 +2374,7 @@ void DoSineWaveFloor(void) if ((flags & SINE_SLOPED)) { - WALLp wal; + walltype* wal; if (sect->wallnum == 4) { //Set wal to the wall on the opposite side of the sector @@ -2588,7 +2588,7 @@ void DoPanning(void) int nx, ny; int i; SECTORp sectp; - WALLp wallp; + walltype* wallp; SWStatIterator it(STAT_FLOOR_PAN); while (auto actor = it.Next()) diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index e92beb018..6a027c7dd 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -1961,7 +1961,7 @@ SECTOR_OBJECTp DetectSectorObject(SECTORp sectph) return nullptr; } -SECTOR_OBJECTp DetectSectorObjectByWall(WALLp wph) +SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph) { SECTOR_OBJECTp sop; diff --git a/source/games/sw/src/wallmove.cpp b/source/games/sw/src/wallmove.cpp index b6fd954ca..06dd0bddd 100644 --- a/source/games/sw/src/wallmove.cpp +++ b/source/games/sw/src/wallmove.cpp @@ -36,12 +36,12 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms BEGIN_SW_NS -SECTOR_OBJECTp DetectSectorObjectByWall(WALLp); +SECTOR_OBJECTp DetectSectorObjectByWall(walltype*); -void SOwallmove(SECTOR_OBJECTp sop, DSWActor* actor, WALLp find_wallp, int dist, int *nx, int *ny) +void SOwallmove(SECTOR_OBJECTp sop, DSWActor* actor, walltype* find_wallp, int dist, int *nx, int *ny) { int j,k,wallcount; - WALLp wp; + walltype* wp; short startwall,endwall; SECTORp *sectp; diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 72eff72fd..0abb3904c 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -7427,7 +7427,7 @@ int DoStar(DSWActor* actor) case kHitWall: { short nw,wall_ang; - WALLp wph; + walltype* wph; wph = actor->user.coll.hitWall; @@ -8269,7 +8269,7 @@ int DoGrenade(DSWActor* actor) case kHitWall: { short nw,wall_ang; - WALLp wph; + walltype* wph; wph = actor->user.coll.hitWall; @@ -8471,7 +8471,7 @@ int DoVulcanBoulder(DSWActor* actor) case kHitWall: { short nw,wall_ang; - WALLp wph; + walltype* wph; wph = actor->user.coll.hitWall; diff --git a/source/games/sw/src/weapon.h b/source/games/sw/src/weapon.h index c33eaa2fc..d0685aab5 100644 --- a/source/games/sw/src/weapon.h +++ b/source/games/sw/src/weapon.h @@ -82,7 +82,7 @@ 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 DetectSectorObjectByWall(WALLp); +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); DSWActor* QueueWallBlood(DSWActor* hit, short ang);