From c96ec9d4401f182813b543c4112499cba1c070e3 Mon Sep 17 00:00:00 2001 From: terminx Date: Mon, 8 Jul 2019 00:41:25 +0000 Subject: [PATCH] This is just syntax and formatting No functional changes. git-svn-id: https://svn.eduke32.com/eduke32@7776 1a8010ca-5511-0410-912e-c29ae57300e0 --- source/build/src/2d.cpp | 2 +- source/duke3d/src/actors.cpp | 194 ++++++++++++++++--------------- source/duke3d/src/astub.cpp | 4 +- source/duke3d/src/cheats.cpp | 2 +- source/duke3d/src/game.cpp | 28 ++--- source/duke3d/src/gameexec.cpp | 8 +- source/duke3d/src/gamevars.cpp | 2 +- source/duke3d/src/m32common.cpp | 4 +- source/duke3d/src/menus.cpp | 4 +- source/duke3d/src/player.cpp | 80 ++++++------- source/duke3d/src/sbar.cpp | 4 +- source/duke3d/src/screens.cpp | 10 +- source/duke3d/src/screentext.cpp | 2 +- source/duke3d/src/sector.cpp | 20 ++-- source/duke3d/src/sector.h | 2 +- source/duke3d/src/sounds.cpp | 2 +- 16 files changed, 185 insertions(+), 183 deletions(-) diff --git a/source/build/src/2d.cpp b/source/build/src/2d.cpp index 047a12df9..104e67bab 100644 --- a/source/build/src/2d.cpp +++ b/source/build/src/2d.cpp @@ -1032,7 +1032,7 @@ static void editorDraw2dSprite(int32_t j, int32_t posxe, int32_t posye, int32_t int32_t x1, y1, x2, y2; int col; - const spritetype *const spr = &sprite[j]; + auto const spr = &sprite[j]; int16_t const blocking = (spr->cstat&1), hitblocking = (spr->cstat&256); int16_t const flooraligned = (spr->cstat&32), wallaligned = (spr->cstat&16); diff --git a/source/duke3d/src/actors.cpp b/source/duke3d/src/actors.cpp index 617c57ddb..1bc0ce278 100644 --- a/source/duke3d/src/actors.cpp +++ b/source/duke3d/src/actors.cpp @@ -190,8 +190,8 @@ SKIPWALLCHECK: while (otherSprite >= 0) { - int const nextOther = nextspritestat[otherSprite]; - spritetype *const pOther = &sprite[otherSprite]; + int const nextOther = nextspritestat[otherSprite]; + auto const pOther = &sprite[otherSprite]; // DEFAULT, ZOMBIEACTOR, MISC if (stati == STAT_DEFAULT || stati == STAT_ZOMBIEACTOR || stati == STAT_MISC || AFLAMABLE(pOther->picnum)) @@ -305,7 +305,7 @@ SKIPWALLCHECK: { if (pOther->picnum == APLAYER) { - DukePlayer_t *pPlayer = g_player[P_GetP((uspritetype *)pOther)].ps; + auto pPlayer = g_player[P_GetP((uspritetype *)pOther)].ps; if (pPlayer->newowner >= 0) G_ClearCameraView(pPlayer); @@ -426,7 +426,7 @@ int A_GetClipdist(int spriteNum, int clipDist) { if (clipDist < 0) { - spritetype *const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; int const isEnemy = A_CheckEnemySprite(pSprite); if (A_CheckSpriteFlags(spriteNum, SFLAG_REALCLIPDIST)) @@ -458,7 +458,7 @@ int A_GetClipdist(int spriteNum, int clipDist) int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uint32_t clipType, int32_t clipDist) { - spritetype *const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; int const isEnemy = A_CheckEnemySprite(pSprite); vec2_t const oldPos = pSprite->pos_as_vec2; @@ -690,7 +690,7 @@ void A_AddToDeleteQueue(int spriteNum) void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt) { - spritetype *pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; for (; spawnCnt>0; spawnCnt--) { @@ -811,11 +811,11 @@ void A_MoveSector(int spriteNum) { // T1,T2 and T3 are used for all the sector moving stuff!!! - int32_t playerDist; - spritetype *const pSprite = &sprite[spriteNum]; - int const playerNum = A_FindPlayer(pSprite, &playerDist); - int const rotateAngle = VM_OnEvent(EVENT_MOVESECTOR, spriteNum, playerNum, playerDist, T3(spriteNum)); - int originIdx = T2(spriteNum); + int32_t playerDist; + auto const pSprite = &sprite[spriteNum]; + int const playerNum = A_FindPlayer(pSprite, &playerDist); + int const rotateAngle = VM_OnEvent(EVENT_MOVESECTOR, spriteNum, playerNum, playerDist, T3(spriteNum)); + int originIdx = T2(spriteNum); pSprite->x += (pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14; pSprite->y += (pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14; @@ -849,7 +849,7 @@ void A_MoveSector(int spriteNum) void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio) { #ifdef POLYMER - spritetype *s = &sprite[spriteNum]; + auto const s = &sprite[spriteNum]; if (videoGetRenderMode() != REND_POLYMER || pr_lighting != 1) return; @@ -955,11 +955,11 @@ ACTOR_STATIC void G_MoveZombieActors(void) while (spriteNum >= 0) { - int const nextSprite = nextspritestat[spriteNum]; - int32_t playerDist; - spritetype *const pSprite = &sprite[spriteNum]; - int const playerNum = A_FindPlayer(pSprite, &playerDist); - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + int const nextSprite = nextspritestat[spriteNum]; + int32_t playerDist; + auto const pSprite = &sprite[spriteNum]; + int const playerNum = A_FindPlayer(pSprite, &playerDist); + auto const pPlayer = g_player[playerNum].ps; if (sprite[pPlayer->i].extra > 0) { @@ -1083,8 +1083,8 @@ static FORCE_INLINE void P_Nudge(int playerNum, int spriteNum, int shiftLeft) int A_IncurDamage(int const spriteNum) { - spritetype *const pSprite = &sprite[spriteNum]; - actor_t *const pActor = &actor[spriteNum]; + auto const pSprite = &sprite[spriteNum]; + auto const pActor = &actor[spriteNum]; // dmg->picnum check: safety, since it might have been set to <0 from CON. if (pActor->extra < 0 || pSprite->extra < 0 || pActor->picnum < 0) @@ -1208,10 +1208,10 @@ void A_MoveDummyPlayers(void) while (spriteNum >= 0) { - int const playerNum = P_Get(OW(spriteNum)); - DukePlayer_t *const pPlayer = g_player[playerNum].ps; - int const nextSprite = nextspritestat[spriteNum]; - int const playerSectnum = pPlayer->cursectnum; + int const playerNum = P_Get(OW(spriteNum)); + auto const pPlayer = g_player[playerNum].ps; + int const nextSprite = nextspritestat[spriteNum]; + int const playerSectnum = pPlayer->cursectnum; if (pPlayer->on_crane >= 0 || (playerSectnum >= 0 && sector[playerSectnum].lotag != ST_1_ABOVE_WATER) || sprite[pPlayer->i].extra <= 0) { @@ -1256,9 +1256,9 @@ ACTOR_STATIC void G_MovePlayers(void) while (spriteNum >= 0) { - int const nextSprite = nextspritestat[spriteNum]; - spritetype *const pSprite = &sprite[spriteNum]; - DukePlayer_t *const pPlayer = g_player[P_GetP(pSprite)].ps; + int const nextSprite = nextspritestat[spriteNum]; + auto const pSprite = &sprite[spriteNum]; + auto const pPlayer = g_player[P_GetP(pSprite)].ps; if (pSprite->owner >= 0) { @@ -1418,8 +1418,8 @@ ACTOR_STATIC void G_MoveFX(void) while (spriteNum >= 0) { - spritetype *const pSprite = &sprite[spriteNum]; - int const nextSprite = nextspritestat[spriteNum]; + auto const pSprite = &sprite[spriteNum]; + int const nextSprite = nextspritestat[spriteNum]; switch (DYNAMICTILEMAP(pSprite->picnum)) { @@ -1436,8 +1436,8 @@ ACTOR_STATIC void G_MoveFX(void) case MUSICANDSFX__STATIC: { - int32_t const spriteHitag = (uint16_t)pSprite->hitag; - DukePlayer_t *const pPlayer = g_player[screenpeek].ps; + int32_t const spriteHitag = (uint16_t)pSprite->hitag; + auto const pPlayer = g_player[screenpeek].ps; if (T2(spriteNum) != ud.config.SoundToggle) { @@ -1554,9 +1554,9 @@ ACTOR_STATIC void G_MoveFallers(void) while (spriteNum >= 0) { - int const nextSprite = nextspritestat[spriteNum]; - spritetype *const pSprite = &sprite[spriteNum]; - int const sectNum = pSprite->sectnum; + int const nextSprite = nextspritestat[spriteNum]; + auto const pSprite = &sprite[spriteNum]; + int const sectNum = pSprite->sectnum; if (T1(spriteNum) == 0) { @@ -1651,10 +1651,10 @@ ACTOR_STATIC void G_MoveStandables(void) while (spriteNum >= 0) { - const int nextSprite = nextspritestat[spriteNum]; - int32_t *const pData = &actor[spriteNum].t_data[0]; - spritetype *const pSprite = &sprite[spriteNum]; - const int sectNum = pSprite->sectnum; + int const nextSprite = nextspritestat[spriteNum]; + auto const pData = &actor[spriteNum].t_data[0]; + auto const pSprite = &sprite[spriteNum]; + int const sectNum = pSprite->sectnum; if (sectNum < 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); @@ -1838,7 +1838,7 @@ ACTOR_STATIC void G_MoveStandables(void) } else if (pSprite->owner == -2) { - DukePlayer_t *const ps = g_player[p].ps; + auto const ps = g_player[p].ps; ps->opos.x = ps->pos.x = pSprite->x-(sintable[(fix16_to_int(ps->q16ang)+512)&2047]>>6); ps->opos.y = ps->pos.y = pSprite->y-(sintable[fix16_to_int(ps->q16ang)&2047]>>6); @@ -2424,9 +2424,9 @@ DETONATE: DELETE_SPRITE_AND_CONTINUE(spriteNum); { - int32_t playerDist; - int const p = A_FindPlayer(pSprite, &playerDist); - const DukePlayer_t *const ps = g_player[p].ps; + int32_t playerDist; + int const p = A_FindPlayer(pSprite, &playerDist); + auto const ps = g_player[p].ps; if (dist(&sprite[ps->i], pSprite) < VIEWSCREEN_ACTIVE_DISTANCE) { @@ -2665,7 +2665,7 @@ DETONATE: ACTOR_STATIC void A_DoProjectileBounce(int const spriteNum) { - spritetype * const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; int32_t const hitSectnum = pSprite->sectnum; int const firstWall = sector[hitSectnum].wallptr; int const secondWall = wall[firstWall].point2; @@ -2718,7 +2718,7 @@ ACTOR_STATIC void P_HandleBeingSpitOn(DukePlayer_t * const ps) static void A_DoProjectileEffects(int spriteNum, const vec3_t *davect, int radiusDamage) { - projectile_t const * const pProj = &SpriteProjectile[spriteNum]; + auto const pProj = &SpriteProjectile[spriteNum]; if (pProj->spawns >= 0) { @@ -2739,7 +2739,7 @@ static void A_DoProjectileEffects(int spriteNum, const vec3_t *davect, int radiu if (!radiusDamage) return; - spritetype *const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; pSprite->extra = Proj_GetDamage(pProj); int const dmg = pSprite->extra; A_RadiusDamage(spriteNum, pProj->hitradius, dmg >> 2, dmg >> 1, dmg - (dmg >> 2), dmg); @@ -2810,10 +2810,11 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum) { int projectileMoved = SpriteProjectile[spriteNum].workslike & PROJECTILE_MOVED; SpriteProjectile[spriteNum].workslike |= PROJECTILE_MOVED; - const projectile_t *const pProj = &SpriteProjectile[spriteNum]; - spritetype *const pSprite = &sprite[spriteNum]; - vec3_t davect; - int otherSprite = 0; + + auto const pProj = &SpriteProjectile[spriteNum]; + auto const pSprite = &sprite[spriteNum]; + vec3_t davect; + int otherSprite = 0; switch (pProj->workslike & PROJECTILE_TYPE_MASK) { @@ -3071,8 +3072,8 @@ ACTOR_STATIC void G_MoveWeapons(void) while (spriteNum >= 0) { - int const nextSprite = nextspritestat[spriteNum]; - spritetype *const pSprite = &sprite[spriteNum]; + int const nextSprite = nextspritestat[spriteNum]; + auto const pSprite = &sprite[spriteNum]; if (pSprite->sectnum < 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); @@ -3491,8 +3492,8 @@ ACTOR_STATIC void G_MoveTransports(void) case STAT_PLAYER: if (sprite[sectSprite].owner != -1) { - int const playerNum = P_Get(sectSprite); - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + int const playerNum = P_Get(sectSprite); + auto const pPlayer = g_player[playerNum].ps; pPlayer->on_warping_sector = 1; @@ -3780,10 +3781,10 @@ ACTOR_STATIC void G_MoveActors(void) while (spriteNum >= 0) { - int const nextSprite = nextspritestat[spriteNum]; - spritetype *const pSprite = &sprite[spriteNum]; - int const sectNum = pSprite->sectnum; - int32_t *const pData = actor[spriteNum].t_data; + int const nextSprite = nextspritestat[spriteNum]; + auto const pSprite = &sprite[spriteNum]; + int const sectNum = pSprite->sectnum; + auto const pData = actor[spriteNum].t_data; int switchPic; @@ -3951,9 +3952,9 @@ ACTOR_STATIC void G_MoveActors(void) } else { - int32_t playerDist; - int const playerNum = A_FindPlayer(pSprite,&playerDist); - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + int32_t playerDist; + int const playerNum = A_FindPlayer(pSprite, &playerDist); + auto const pPlayer = g_player[playerNum].ps; // I'm 50/50 on this being either a typo or a stupid hack if (playerDist < 1596) @@ -4294,7 +4295,7 @@ ACTOR_STATIC void G_MoveActors(void) int32_t playerDist; int const playerNum = A_FindPlayer(pSprite, &playerDist); - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; if (playerDist > 20480) { @@ -4950,9 +4951,9 @@ DETONATEB: goto next_sprite; } - int32_t playerDist; - int playerNum = A_FindPlayer(pSprite, &playerDist); - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + int32_t playerDist; + int playerNum = A_FindPlayer(pSprite, &playerDist); + auto const pPlayer = g_player[playerNum].ps; if (++pData[2] == 4) pData[2] = 0; @@ -5096,12 +5097,12 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 while (spriteNum >= 0) { - int const nextSprite = nextspritestat[spriteNum]; - int32_t playerDist; - int32_t *const pData = actor[spriteNum].t_data; - spritetype *const pSprite = &sprite[spriteNum]; - int sectNum = pSprite->sectnum; // XXX: not const - int switchPic; + int const nextSprite = nextspritestat[spriteNum]; + int32_t playerDist; + auto const pData = actor[spriteNum].t_data; + auto const pSprite = &sprite[spriteNum]; + int sectNum = pSprite->sectnum; // XXX: not const + int switchPic; if (sectNum < 0 || pSprite->xrepeat == 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); @@ -5468,9 +5469,10 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 int32_t playerDist; int const playerNum = A_FindPlayer(pSprite, &playerDist); - pSprite->z = actor[spriteNum].floorz - 1; - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + pSprite->z = actor[spriteNum].floorz - 1; + + auto const pPlayer = g_player[playerNum].ps; if (pData[2] < 32) { @@ -5663,9 +5665,9 @@ next_sprite: // i: SE spritenum static void HandleSE31(int spriteNum, int setFloorZ, int spriteZ, int SEdir, int zDifference) { - const spritetype *pSprite = &sprite[spriteNum]; - sectortype *const pSector = §or[sprite[spriteNum].sectnum]; - int32_t *const pData = actor[spriteNum].t_data; + auto const pSprite = &sprite[spriteNum]; + auto const pSector = §or[sprite[spriteNum].sectnum]; + auto const pData = actor[spriteNum].t_data; if (klabs(pSector->floorz - spriteZ) < SP(spriteNum)) { @@ -5718,7 +5720,7 @@ static void MaybeTrainKillPlayer(const spritetype *pSprite, int const setOPos) { for (bssize_t TRAVERSE_CONNECT(playerNum)) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; if (sprite[pPlayer->i].extra > 0) { @@ -5787,11 +5789,11 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 #endif while (spriteNum >= 0) { - int const nextSprite = nextspritestat[spriteNum]; - spritetype *const pSprite = &sprite[spriteNum]; - int32_t playerDist; - int playerNum = A_FindPlayer(pSprite, &playerDist); - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + int const nextSprite = nextspritestat[spriteNum]; + auto const pSprite = &sprite[spriteNum]; + int32_t playerDist; + int playerNum = A_FindPlayer(pSprite, &playerDist); + auto const pPlayer = g_player[playerNum].ps; if (VM_OnEvent(EVENT_MOVEEFFECTORS, spriteNum, playerNum, playerDist, 0)) { @@ -5898,7 +5900,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 { for (TRAVERSE_CONNECT(playerNum)) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground == 1) { @@ -6095,7 +6097,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 for (TRAVERSE_CONNECT(playerNum)) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; // might happen when squished into void space if (pPlayer->cursectnum < 0) @@ -6276,7 +6278,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 for (int TRAVERSE_CONNECT(playerNum)) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; if (sprite[pPlayer->i].sectnum == pSprite->sectnum) { @@ -6376,7 +6378,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 for (TRAVERSE_CONNECT(playerNum)) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground) { @@ -6973,8 +6975,8 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 { if (sprite[j].statnum == STAT_PLAYER && sprite[j].owner >= 0) { - int const warpPlayer = P_Get(j); - DukePlayer_t *const pPlayer = g_player[warpPlayer].ps; + int const warpPlayer = P_Get(j); + auto const pPlayer = g_player[warpPlayer].ps; if (numplayers < 2 && !g_netServer) pPlayer->opos.z = pPlayer->pos.z; @@ -7032,8 +7034,8 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 { if (sprite[k].statnum == STAT_PLAYER && sprite[k].owner >= 0) { - int const warpPlayer = P_Get(k); - DukePlayer_t *const pPlayer = g_player[warpPlayer].ps; + int const warpPlayer = P_Get(k); + auto const pPlayer = g_player[warpPlayer].ps; pPlayer->pos.x += sprite[j].x - pSprite->x; pPlayer->pos.y += sprite[j].y - pSprite->y; @@ -7289,7 +7291,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 for (bssize_t TRAVERSE_CONNECT(playerNum)) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground) { @@ -7425,7 +7427,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 for (bssize_t TRAVERSE_CONNECT(playerNum)) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground) { @@ -7535,7 +7537,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 for (TRAVERSE_CONNECT(p)) { - DukePlayer_t *const pPlayer = g_player[p].ps; + auto const pPlayer = g_player[p].ps; if (pSprite->sectnum == sprite[pPlayer->i].sectnum && pPlayer->on_ground) { @@ -7650,8 +7652,8 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 { actor[spriteNum].tempang = pSprite->ang; - int const p = A_FindPlayer(pSprite,&x); - DukePlayer_t * const ps = g_player[p].ps; + int const p = A_FindPlayer(pSprite, &x); + auto const ps = g_player[p].ps; if (sprite[ps->i].extra > 0 && myconnectindex == screenpeek) { @@ -7983,7 +7985,7 @@ next_sprite: //Sloped sin-wave floors! for (SPRITES_OF(STAT_EFFECTOR, spriteNum)) { - const spritetype *s = &sprite[spriteNum]; + auto const s = &sprite[spriteNum]; if (s->lotag == SE_29_WAVES) { @@ -7991,7 +7993,7 @@ next_sprite: if (sc->wallnum == 4) { - walltype *const pWall = &wall[sc->wallptr+2]; + auto const pWall = &wall[sc->wallptr+2]; if (pWall->nextsector >= 0) alignflorslope(s->sectnum, pWall->x,pWall->y, sector[pWall->nextsector].floorz); } @@ -8177,7 +8179,7 @@ static void G_DoEffectorLights(void) // STATNUM 14 #ifdef POLYMER static void A_DoLight(int spriteNum) { - spritetype *const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; int savedFires = 0; if (((sector[pSprite->sectnum].floorz - sector[pSprite->sectnum].ceilingz) < 16) || pSprite->z > sector[pSprite->sectnum].floorz || pSprite->z > actor[spriteNum].floorz || diff --git a/source/duke3d/src/astub.cpp b/source/duke3d/src/astub.cpp index 071279d3e..136d18629 100644 --- a/source/duke3d/src/astub.cpp +++ b/source/duke3d/src/astub.cpp @@ -4177,7 +4177,7 @@ static void mouseaction_movesprites(int32_t *sumxvect, int32_t *sumyvect, int32_ { int32_t xvect,yvect, daxvect,dayvect, ii, spi; int32_t units, gridlock = (eitherCTRL && grid > 0 && grid < 9); - spritetype *sp = &sprite[searchwall]; + auto const sp = &sprite[searchwall]; int16_t tsect = sp->sectnum; vec3_t tvec = { sp->x, sp->y, sp->z }; @@ -7060,7 +7060,7 @@ paste_ceiling_or_floor: // returns: whether sprite is out of grid static int32_t jump_to_sprite(int32_t spritenum) { - const spritetype *spr = &sprite[spritenum]; + auto const spr = &sprite[spritenum]; if (pos.x >= -editorgridextent && pos.x <= editorgridextent && pos.y >= -editorgridextent && pos.y <= editorgridextent) diff --git a/source/duke3d/src/cheats.cpp b/source/duke3d/src/cheats.cpp index 7e10c0133..d3cd23480 100644 --- a/source/duke3d/src/cheats.cpp +++ b/source/duke3d/src/cheats.cpp @@ -224,7 +224,7 @@ static int8_t cheatbuf[MAXCHEATLEN]; void G_DoCheats(void) { - DukePlayer_t * const pPlayer = g_player[myconnectindex].ps; + auto const pPlayer = g_player[myconnectindex].ps; int consoleCheat = 0; int cheatNum; diff --git a/source/duke3d/src/game.cpp b/source/duke3d/src/game.cpp index 9899900a1..23b87dc2f 100644 --- a/source/duke3d/src/game.cpp +++ b/source/duke3d/src/game.cpp @@ -349,7 +349,7 @@ static void M32_drawdebug(void) static int32_t G_DoThirdPerson(const DukePlayer_t *pp, vec3_t *vect, int16_t *vsectnum, int16_t ang, int16_t horiz) { - spritetype *sp = &sprite[pp->i]; + auto const sp = &sprite[pp->i]; int32_t i, hx, hy; int32_t bakcstat = sp->cstat; hitdata_t hit; @@ -419,11 +419,11 @@ char ror_protectedsectors[MAXSECTORS]; static int32_t drawing_ror = 0; static int32_t ror_sprite = -1; -static void G_OROR_DupeSprites(const spritetype *sp) +static void G_OROR_DupeSprites(spritetype const *sp) { // dupe the sprites touching the portal to the other sector int32_t k; - const spritetype *refsp; + spritetype const *refsp; if ((unsigned)sp->yvel >= (unsigned)g_mostConcurrentPlayers) return; @@ -462,7 +462,7 @@ static void G_SE40(int32_t smoothratio) int32_t x, y, z; int16_t sect; int32_t level = 0; - const spritetype *const sp = &sprite[ror_sprite]; + auto const sp = &sprite[ror_sprite]; const int32_t sprite2 = sp->yvel; if ((unsigned)sprite2 >= MAXSPRITES) @@ -745,7 +745,7 @@ static void G_ReadGLFrame(void) void G_DrawRooms(int32_t playerNum, int32_t smoothRatio) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; int const viewingRange = viewingrange; @@ -788,7 +788,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio) if (ud.camerasprite >= 0) { - spritetype *const pSprite = &sprite[ud.camerasprite]; + auto const pSprite = &sprite[ud.camerasprite]; pSprite->yvel = clamp(TrackerCast(pSprite->yvel), -100, 300); @@ -1869,8 +1869,8 @@ int A_Spawn(int spriteNum, int tileNum) if (sprite[spriteNum].picnum == APLAYER) { - int const playerNum = P_Get(spriteNum); - const DukePlayer_t *const pPlayer = g_player[playerNum].ps; + int const playerNum = P_Get(spriteNum); + auto const pPlayer = g_player[playerNum].ps; shellAng = fix16_to_int(pPlayer->q16ang) - (krand() & 63) + 8; // Fine tune @@ -3609,7 +3609,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo { auto const t = &tsprite[j]; const int32_t i = t->owner; - const spritetype *const s = &sprite[i]; + auto const s = &sprite[i]; switch (DYNAMICTILEMAP(s->picnum)) { @@ -3749,7 +3749,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo Bassert(i >= 0); - const DukePlayer_t *const ps = (pSprite->statnum != STAT_ACTOR && pSprite->picnum == APLAYER && pSprite->owner >= 0) ? g_player[P_GetP(pSprite)].ps : NULL; + auto const ps = (pSprite->statnum != STAT_ACTOR && pSprite->picnum == APLAYER && pSprite->owner >= 0) ? g_player[P_GetP(pSprite)].ps : NULL; if (ps && ps->newowner == -1) { t->x -= mulscale16(65536-smoothratio,ps->pos.x-ps->opos.x); @@ -3821,7 +3821,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo int16_t const sqb = getangle(sprite[pSprite->owner].x - t->x, sprite[pSprite->owner].y - t->y); if (klabs(G_GetAngleDelta(sqa,sqb)) > 512) - if (ldist(&sprite[pSprite->owner],(const spritetype *)t) < ldist(&sprite[g_player[screenpeek].ps->i],&sprite[pSprite->owner])) + if (ldist(&sprite[pSprite->owner],(spritetype const *)t) < ldist(&sprite[g_player[screenpeek].ps->i],&sprite[pSprite->owner])) t->xrepeat = t->yrepeat = 0; } continue; @@ -3868,7 +3868,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo #if 0 if (spritesortcnt < maxspritesonscreen) { - spritetype *const newt = &tsprite[spritesortcnt++]; + auto const newt = &tsprite[spritesortcnt++]; Bmemcpy(newt, t, sizeof(spritetype)); @@ -6010,7 +6010,7 @@ static void G_Startup(void) static void P_SetupMiscInputSettings(void) { - DukePlayer_t *ps = g_player[myconnectindex].ps; + auto ps = g_player[myconnectindex].ps; ps->aim_mode = ud.mouseaiming; ps->auto_aim = ud.config.AutoAim; @@ -6927,7 +6927,7 @@ int G_DoMoveThings(void) ) { hitdata_t hitData; - DukePlayer_t *const pPlayer = g_player[screenpeek].ps; + auto const pPlayer = g_player[screenpeek].ps; for (bssize_t TRAVERSE_CONNECT(i)) if (g_player[i].ps->holoduke_on != -1) diff --git a/source/duke3d/src/gameexec.cpp b/source/duke3d/src/gameexec.cpp index 757ecb7a8..0953db091 100644 --- a/source/duke3d/src/gameexec.cpp +++ b/source/duke3d/src/gameexec.cpp @@ -6737,16 +6737,16 @@ void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum, int #if !defined LUNATIC void VM_DrawTile(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation) { - DukePlayer_t *pPlayer = g_player[screenpeek].ps; - int32_t tilePal = pPlayer->cursectnum >= 0 ? sector[pPlayer->cursectnum].floorpal : 0; + auto const pPlayer = g_player[screenpeek].ps; + int32_t tilePal = pPlayer->cursectnum >= 0 ? sector[pPlayer->cursectnum].floorpal : 0; VM_DrawTileGeneric(x, y, 65536, tilenum, shade, orientation, tilePal); } void VM_DrawTileSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation) { - DukePlayer_t *const pPlayer = g_player[screenpeek].ps; - int32_t tilePal = pPlayer->cursectnum >= 0 ? sector[pPlayer->cursectnum].floorpal : 0; + auto const pPlayer = g_player[screenpeek].ps; + int32_t tilePal = pPlayer->cursectnum >= 0 ? sector[pPlayer->cursectnum].floorpal : 0; VM_DrawTileGeneric(x, y, 32768, tilenum, shade, orientation, tilePal); } diff --git a/source/duke3d/src/gamevars.cpp b/source/duke3d/src/gamevars.cpp index 76ad690d3..57f143205 100644 --- a/source/duke3d/src/gamevars.cpp +++ b/source/duke3d/src/gamevars.cpp @@ -1216,7 +1216,7 @@ static void Gv_AddSystemVars(void) #ifdef LUNATIC for (int i=0; ipipebombControl = NAM_WW2GI ? PIPEBOMB_TIMER : PIPEBOMB_REMOTE; ps->pipebombLifetime = NAM_GRENADE_LIFETIME; diff --git a/source/duke3d/src/m32common.cpp b/source/duke3d/src/m32common.cpp index ced94c290..28e93b615 100644 --- a/source/duke3d/src/m32common.cpp +++ b/source/duke3d/src/m32common.cpp @@ -481,8 +481,8 @@ void create_map_snapshot(void) if (!try_match_with_prev(2, Numsprites, temphash)) { int32_t i = 0; - spritetype *const tspri = (spritetype *)Xmalloc(Numsprites*sizeof(spritetype) + 4); - spritetype *spri = tspri; + auto const tspri = (spritetype *)Xmalloc(Numsprites*sizeof(spritetype) + 4); + auto spri = tspri; for (bssize_t j=0; jpicnum == APLAYER) { - const DukePlayer_t *const ps = g_player[P_GetP(pSprite)].ps; + auto const ps = g_player[P_GetP(pSprite)].ps; onScreen = (klabs(scale(SZ(spriteNum)-pSprite->z,10,spriteDist)-fix16_to_int(ps->q16horiz+ps->q16horizoff-F16(100))) < 100); } @@ -472,7 +472,7 @@ static void P_PreFireHitscan(int spriteNum, int playerNum, int projecTile, vec3_ int zRange = 256; int aimSprite = GetAutoAimAng(spriteNum, playerNum, projecTile, 5 << 8, 0 + 1, srcVect, 256, zvel, shootAng); - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; #ifdef LUNATIC pPlayer->angrange = angRange; @@ -534,9 +534,9 @@ notarget: // Hitscan weapon fired from actor (sprite s); static void A_PreFireHitscan(const spritetype *pSprite, vec3_t * const srcVect, int32_t * const zvel, int * const shootAng, int const doSpread) { - int const playerNum = A_FindPlayer(pSprite, NULL); - const DukePlayer_t *pPlayer = g_player[playerNum].ps; - int const playerDist = safeldist(pPlayer->i, pSprite); + int const playerNum = A_FindPlayer(pSprite, NULL); + auto const pPlayer = g_player[playerNum].ps; + int const playerDist = safeldist(pPlayer->i, pSprite); *zvel = tabledivide32_noinline((pPlayer->pos.z - srcVect->z) << 8, playerDist); @@ -550,7 +550,7 @@ static void A_PreFireHitscan(const spritetype *pSprite, vec3_t * const srcVect, static int Proj_DoHitscan(int spriteNum, int32_t const cstatmask, const vec3_t * const srcVect, int zvel, int const shootAng, hitdata_t * const hitData) { - spritetype *const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; pSprite->cstat &= ~cstatmask; zvel = A_GetShootZvel(zvel); @@ -563,7 +563,7 @@ static int Proj_DoHitscan(int spriteNum, int32_t const cstatmask, const vec3_t * static void Proj_DoRandDecalSize(int const spriteNum, int const projecTile) { const projectile_t *const proj = Proj_GetProjectile(projecTile); - spritetype *const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; if (proj->workslike & PROJECTILE_RANDDECALSIZE) pSprite->xrepeat = pSprite->yrepeat = clamp((krand() & proj->xrepeat), pSprite->yrepeat, pSprite->xrepeat); @@ -812,7 +812,7 @@ static void Proj_HandleKnee(hitdata_t *const hitData, int const spriteNum, int c const projectile_t *const proj, int const inserttile, int const randomDamage, int const spawnTile, int const soundNum) { - const DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; + auto const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; int kneeSprite = A_InsertSprite(hitData->sect,hitData->pos.x,hitData->pos.y,hitData->pos.z, inserttile,-15,0,0,shootAng,32,0,spriteNum,4); @@ -869,9 +869,9 @@ static int A_ShootCustom(int const spriteNum, int const projecTile, int shootAng /* Custom projectiles */ hitdata_t hitData; projectile_t *const pProj = Proj_GetProjectile(projecTile); - spritetype *const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; int const playerNum = (pSprite->picnum == APLAYER) ? P_GetP(pSprite) : -1; - DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; + auto const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; #ifdef POLYMER if (videoGetRenderMode() == REND_POLYMER && pProj->flashcolor) @@ -1365,7 +1365,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec int const returnSprite = A_InsertSprite(spriteSectnum, startPos.x + (sintable[(348 + shootAng + 512) & 2047] / 448), startPos.y + (sintable[(shootAng + 348) & 2047] / 448), startPos.z - (1 << 8), projecTile, 0, 14, 14, shootAng, vel, Zvel, spriteNum, 4); - spritetype *const pReturn = &sprite[returnSprite]; + auto const pReturn = &sprite[returnSprite]; pReturn->extra += (krand() & 7); if (projecTile != FREEZEBLAST) @@ -1571,9 +1571,9 @@ int A_ShootWithZvel(int const spriteNum, int const projecTile, int const forceZv { Bassert(projecTile >= 0); - spritetype *const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; int const playerNum = (pSprite->picnum == APLAYER) ? P_GetP(pSprite) : -1; - DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; + auto const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; if (forceZvel != SHOOT_HARDCODED_ZVEL) { @@ -1653,7 +1653,7 @@ int A_ShootWithZvel(int const spriteNum, int const projecTile, int const forceZv static void P_DisplaySpit(void) { - DukePlayer_t *const pPlayer = g_player[screenpeek].ps; + auto const pPlayer = g_player[screenpeek].ps; int const loogCounter = pPlayer->loogcnt; if (loogCounter == 0) @@ -1867,7 +1867,7 @@ static inline void G_DrawWeaponTileUnfadedWithID(int uniqueID, int weaponX, int static int P_DisplayKnee(int kneeShade) { static int8_t const knee_y[] = { 0, -8, -16, -32, -64, -84, -108, -108, -108, -72, -32, -8 }; - const DukePlayer_t *const ps = g_player[screenpeek].ps; + auto const ps = g_player[screenpeek].ps; if (ps->knee_incs == 0) return 0; @@ -1895,7 +1895,7 @@ static int P_DisplayKnuckles(int knuckleShade) if (WW2GI) return 0; - const DukePlayer_t *const pPlayer = g_player[screenpeek].ps; + auto const pPlayer = g_player[screenpeek].ps; if (pPlayer->knuckle_incs == 0) return 0; @@ -1935,7 +1935,7 @@ void P_SetWeaponGamevars(int playerNum, const DukePlayer_t * const pPlayer) static void P_FireWeapon(int playerNum) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; if (VM_OnEvent(EVENT_DOFIRE, pPlayer->i, playerNum) || pPlayer->weapon_pos != 0) return; @@ -2002,7 +2002,7 @@ static void P_FireWeapon(int playerNum) static void P_DoWeaponSpawn(int playerNum) { - const DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; // NOTE: For the 'Spawn' member, 0 means 'none', too (originally so, // i.e. legacy). The check for <0 was added to the check because mod @@ -2028,7 +2028,7 @@ void P_DisplayScuba(void) { if (g_player[screenpeek].ps->scuba_on) { - const DukePlayer_t *const pPlayer = g_player[screenpeek].ps; + auto const pPlayer = g_player[screenpeek].ps; if (VM_OnEvent(EVENT_DISPLAYSCUBA, pPlayer->i, screenpeek) != 0) return; @@ -2061,7 +2061,7 @@ static int8_t const access_tip_y [] = { static int P_DisplayTip(int tipShade) { - const DukePlayer_t *const pPlayer = g_player[screenpeek].ps; + auto const pPlayer = g_player[screenpeek].ps; if (pPlayer->tipincs == 0) return 0; @@ -2094,7 +2094,7 @@ static int P_DisplayTip(int tipShade) static int P_DisplayAccess(int accessShade) { - const DukePlayer_t *const pSprite = g_player[screenpeek].ps; + auto const pSprite = g_player[screenpeek].ps; if (pSprite->access_incs == 0) return 0; @@ -2134,8 +2134,8 @@ static int P_DisplayAccess(int accessShade) void P_DisplayWeapon(void) { - DukePlayer_t *const pPlayer = g_player[screenpeek].ps; - const uint8_t *const weaponFrame = &pPlayer->kickback_pic; + auto const pPlayer = g_player[screenpeek].ps; + auto const weaponFrame = &pPlayer->kickback_pic; int currentWeapon; @@ -2884,7 +2884,7 @@ int32_t mouseyaxismode = -1; void P_GetInput(int const playerNum) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; ControlInfo info; if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !KB_KeyPressed(sc_Pause))) @@ -3124,7 +3124,7 @@ void P_GetInput(int const playerNum) static int32_t P_DoCounters(int playerNum) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; #ifndef EDUKE32_STANDALONE if (IONMAIDEN) @@ -3326,7 +3326,7 @@ int16_t WeaponPickupSprites[MAX_WEAPONS] = { KNEE__STATIC, FIRSTGUNSPRITE__STATI // this is used for player deaths void P_DropWeapon(int const playerNum) { - const DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; int const currentWeapon = PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike); if ((unsigned)currentWeapon >= MAX_WEAPONS) @@ -3589,7 +3589,7 @@ static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject) static int P_CheckFloorDamage(DukePlayer_t *pPlayer, int floorTexture) { - spritetype * const pSprite = &sprite[pPlayer->i]; + auto const pSprite = &sprite[pPlayer->i]; if ((unsigned)(floorTexture = VM_OnEventWithReturn(EVENT_CHECKFLOORDAMAGE, pPlayer->i, P_Get(pPlayer->i), floorTexture)) >= MAXTILES) return 0; @@ -3695,8 +3695,8 @@ int P_FindOtherPlayer(int playerNum, int32_t *pDist) void P_FragPlayer(int playerNum) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; - spritetype *const pSprite = &sprite[pPlayer->i]; + auto const pPlayer = g_player[playerNum].ps; + auto const pSprite = &sprite[pPlayer->i]; if (g_netClient) // [75] The server should not overwrite its own randomseed randomseed = ticrandomseed; @@ -3818,10 +3818,10 @@ void P_FragPlayer(int playerNum) static void P_ProcessWeapon(int playerNum) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; - uint8_t *const weaponFrame = &pPlayer->kickback_pic; - int const playerShrunk = (sprite[pPlayer->i].yrepeat < 32); - uint32_t playerBits = g_player[playerNum].input->bits; + auto const pPlayer = g_player[playerNum].ps; + uint8_t *const weaponFrame = &pPlayer->kickback_pic; + int const playerShrunk = (sprite[pPlayer->i].yrepeat < 32); + uint32_t playerBits = g_player[playerNum].input->bits; switch (pPlayer->weapon_pos) { @@ -3891,7 +3891,7 @@ static void P_ProcessWeapon(int playerNum) #ifdef POLYMER if (pPlayer->kickback_pic == 0) { - spritetype *const pSprite = &sprite[pPlayer->i]; + auto const pSprite = &sprite[pPlayer->i]; int const glowXOffset = ((sintable[(pSprite->ang + 512) & 2047]) >> 7); int const glowYOffset = ((sintable[(pSprite->ang) & 2047]) >> 7); int const glowRange = 1024 + (sintable[pPlayer->random_club_frame & 2047] >> 3); @@ -4462,7 +4462,7 @@ void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer) static void P_DoWater(int const playerNum, int const playerBits, int const floorZ, int const ceilZ) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; // under water pPlayer->pycount += 32; @@ -4527,7 +4527,7 @@ static void P_DoWater(int const playerNum, int const playerBits, int const floor } static void P_DoJetpack(int const playerNum, int const playerBits, int const playerShrunk, int const sectorLotag, int const floorZ) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; pPlayer->on_ground = 0; pPlayer->jumping_counter = 0; @@ -4579,8 +4579,8 @@ static void P_DoJetpack(int const playerNum, int const playerBits, int const pla static void P_Dead(int const playerNum, int const sectorLotag, int const floorZ, int const ceilZ) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; - spritetype *const pSprite = &sprite[pPlayer->i]; + auto const pPlayer = g_player[playerNum].ps; + auto const pSprite = &sprite[pPlayer->i]; if (ud.recstat == 1 && (!g_netServer && ud.multimode < 2)) G_CloseDemoWrite(); @@ -4668,8 +4668,8 @@ void P_ProcessInput(int playerNum) if (g_player[playerNum].playerquitflag == 0) return; - DukePlayer_t *const pPlayer = g_player[playerNum].ps; - spritetype *const pSprite = &sprite[pPlayer->i]; + auto const pPlayer = g_player[playerNum].ps; + auto const pSprite = &sprite[pPlayer->i]; ++pPlayer->player_par; diff --git a/source/duke3d/src/sbar.cpp b/source/duke3d/src/sbar.cpp index ec072c5ef..b17afe69c 100644 --- a/source/duke3d/src/sbar.cpp +++ b/source/duke3d/src/sbar.cpp @@ -480,7 +480,7 @@ void G_DrawFrags(void) for (TRAVERSE_CONNECT(i)) { - const DukePlayer_t *ps = g_player[i].ps; + auto const ps = g_player[i].ps; minitext(21+(73*(i&3)), 2+((i&28)<<1), g_player[i].user_name, ps->palookup, 2+8+16); Bsprintf(tempbuf, "%d", ps->frag-ps->fraggedself); minitext(17+50+(73*(i&3)), 2+((i&28)<<1), tempbuf, ps->palookup, 2+8+16); @@ -552,7 +552,7 @@ static inline void rotatesprite_althudr(int32_t sx, int32_t sy, int32_t z, int16 void G_DrawStatusBar(int32_t snum) { - const DukePlayer_t *const p = g_player[snum].ps; + auto const p = g_player[snum].ps; int32_t i, j, o, u; int32_t permbit = 0; diff --git a/source/duke3d/src/screens.cpp b/source/duke3d/src/screens.cpp index 2537e4b3f..514b1286e 100644 --- a/source/duke3d/src/screens.cpp +++ b/source/duke3d/src/screens.cpp @@ -571,7 +571,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16 { if (ud.scrollmode && p == screenpeek) continue; - DukePlayer_t const * const pPlayer = g_player[p].ps; + auto const pPlayer = g_player[p].ps; auto const pSprite = (uspriteptr_t)&sprite[pPlayer->i]; ox = pSprite->x - cposx; @@ -624,7 +624,7 @@ static void G_PrintCoords(int32_t snum) const int32_t x = g_Debug ? 288 : 0; int32_t y = 0; - const DukePlayer_t *ps = g_player[snum].ps; + auto const ps = g_player[snum].ps; const int32_t sectnum = ps->cursectnum; if ((g_gametypeFlags[ud.coop] & GAMETYPE_FRAGBAR)) @@ -898,9 +898,9 @@ void G_DisplayRest(int32_t smoothratio) int32_t i, j; palaccum_t tint = PALACCUM_INITIALIZER; - DukePlayer_t *const pp = g_player[screenpeek].ps; + auto const pp = g_player[screenpeek].ps; #ifdef SPLITSCREEN_MOD_HACKS - DukePlayer_t *const pp2 = g_fakeMultiMode==2 ? g_player[1].ps : NULL; + auto const pp2 = g_fakeMultiMode==2 ? g_player[1].ps : NULL; #endif int32_t cposx, cposy, cang; @@ -1294,7 +1294,7 @@ void G_DisplayRest(int32_t smoothratio) // JBF 20040124: display level stats in screen corner if (ud.overhead_on != 2 && ud.levelstats && VM_OnEvent(EVENT_DISPLAYLEVELSTATS, g_player[screenpeek].ps->i, screenpeek) == 0) { - DukePlayer_t const * const myps = g_player[myconnectindex].ps; + auto const myps = g_player[myconnectindex].ps; i = 198<<16; diff --git a/source/duke3d/src/screentext.cpp b/source/duke3d/src/screentext.cpp index 7b8425504..0481ec5a6 100644 --- a/source/duke3d/src/screentext.cpp +++ b/source/duke3d/src/screentext.cpp @@ -1049,7 +1049,7 @@ static FORCE_INLINE int32_t text_ypos(void) // both are passed on to gametext void G_PrintGameQuotes(int32_t snum) { - const DukePlayer_t *const ps = g_player[snum].ps; + auto const ps = g_player[snum].ps; const int32_t reserved_quote = (ps->ftq >= QUOTE_RESERVED && ps->ftq <= QUOTE_RESERVED3); // NOTE: QUOTE_RESERVED4 is not included. diff --git a/source/duke3d/src/sector.cpp b/source/duke3d/src/sector.cpp index 235a166b4..bb97a8365 100644 --- a/source/duke3d/src/sector.cpp +++ b/source/duke3d/src/sector.cpp @@ -108,7 +108,7 @@ int G_CheckActivatorMotion(int lotag) { if (sprite[spriteNum].lotag == lotag) { - spritetype *const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; for (bssize_t j = g_animateCnt - 1; j >= 0; j--) if (pSprite->sectnum == g_animateSect[j]) @@ -229,7 +229,7 @@ int __fastcall A_FindPlayer(const spritetype *pSprite, int32_t *dist) { if (!g_netServer && ud.multimode < 2) { - DukePlayer_t *const pPlayer = g_player[myconnectindex].ps; + auto const pPlayer = g_player[myconnectindex].ps; if (dist) *dist = A_FP_ManhattanDist(pPlayer, pSprite); @@ -242,7 +242,7 @@ int __fastcall A_FindPlayer(const spritetype *pSprite, int32_t *dist) for (bssize_t TRAVERSE_CONNECT(j)) { - DukePlayer_t *const pPlayer = g_player[j].ps; + auto const pPlayer = g_player[j].ps; int32_t playerDist = A_FP_ManhattanDist(pPlayer, pSprite); if (playerDist < closestPlayerDist && sprite[pPlayer->i].extra > 0) @@ -420,7 +420,7 @@ void G_AnimateCamSprite(int smoothRatio) if (totalclock >= T1(spriteNum) + ud.camera_time) { - DukePlayer_t const *const pPlayer = g_player[screenpeek].ps; + auto const pPlayer = g_player[screenpeek].ps; if (pPlayer->newowner >= 0) OW(spriteNum) = pPlayer->newowner; @@ -1010,7 +1010,7 @@ void G_OperateRespawns(int lotag) { for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_FX, spriteNum, nextSprite)) { - spritetype * const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; if (pSprite->lotag == lotag && pSprite->picnum == RESPAWN) { @@ -1940,7 +1940,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) for (bssize_t j=16; j>0; j--) { - spritetype * const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; RANDOMSCRAP(pSprite, spriteNum); } #endif @@ -2288,7 +2288,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) A_PlaySound(GLASS_HEAVYBREAK,spriteNum); for (bssize_t j=16; j>0; j--) { - spritetype * const pSprite = &sprite[spriteNum]; + auto const pSprite = &sprite[spriteNum]; RANDOMSCRAP(pSprite, spriteNum); } A_DeleteSprite(spriteNum); @@ -2377,7 +2377,7 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc) if (sprite[spriteNum].statnum == STAT_PLAYER) { - DukePlayer_t *ps = g_player[P_Get(spriteNum)].ps; + auto ps = g_player[P_Get(spriteNum)].ps; if (ps->newowner >= 0) G_ClearCameraView(ps); @@ -2440,7 +2440,7 @@ static int P_CheckDetonatorSpecialCase(DukePlayer_t *const pPlayer, int weaponNu void P_HandleSharedKeys(int playerNum) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; if (pPlayer->cheat_phase == 1) return; @@ -3003,7 +3003,7 @@ static void G_ClearCameras(DukePlayer_t *p) void P_CheckSectors(int playerNum) { - DukePlayer_t *const pPlayer = g_player[playerNum].ps; + auto const pPlayer = g_player[playerNum].ps; if (pPlayer->cursectnum > -1) { diff --git a/source/duke3d/src/sector.h b/source/duke3d/src/sector.h index 44b5d29f4..a7577914f 100644 --- a/source/duke3d/src/sector.h +++ b/source/duke3d/src/sector.h @@ -123,7 +123,7 @@ void A_DamageObject_Internal(int spriteNum, int dmgSrc); void A_DamageObject(int spriteNum,int dmgSrc); void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t *pos, int weaponNum); void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int weaponNum); -int __fastcall A_FindPlayer(const spritetype *pSprite,int32_t *dist); +int __fastcall A_FindPlayer(spritetype const *pSprite,int32_t *dist); void G_AlignWarpElevators(void); int CheckDoorTile(int tileNum); void G_AnimateCamSprite(int smoothRatio); diff --git a/source/duke3d/src/sounds.cpp b/source/duke3d/src/sounds.cpp index 38e7f3bec..540486935 100644 --- a/source/duke3d/src/sounds.cpp +++ b/source/duke3d/src/sounds.cpp @@ -624,7 +624,7 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos) return -1; } - const DukePlayer_t *const pPlayer = g_player[myconnectindex].ps; + auto const pPlayer = g_player[myconnectindex].ps; if (((snd.m & SF_ADULT) && ud.lockout) || (unsigned)spriteNum >= MAXSPRITES || (pPlayer->gm & MODE_MENU) || !FX_VoiceAvailable(snd.pr) || (pPlayer->timebeforeexit > 0 && pPlayer->timebeforeexit <= GAMETICSPERSEC * 3))