- even more renames

This commit is contained in:
Christoph Oelckers 2020-11-21 22:25:26 +01:00
parent dced173cda
commit d4873754f3
7 changed files with 63 additions and 72 deletions

View file

@ -37,7 +37,6 @@ BEGIN_BLD_NS
void CChoke::init(int a1, void(*a2)(PLAYER*))
{
TotalKills = nullptr;
callback = a2;
if (!qav && a1 != -1)
{

View file

@ -33,7 +33,6 @@ class CChoke
public:
CChoke()
{
TotalKills = nullptr;
qav = nullptr;
duration = 0;
time = 0;
@ -44,7 +43,6 @@ public:
void init(int a1, void(*a2)(PLAYER*));
void animateChoke(int x, int y, int smoothratio);
void reset() { time = 0; }
char* TotalKills;
QAV* qav;
int duration;
int time;

View file

@ -534,38 +534,38 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
MAPHEADER mapHeader;
fr.Read(&mapHeader,37/* sizeof(mapHeader)*/);
if (mapHeader.at16 != 0 && mapHeader.at16 != 0x7474614d && mapHeader.at16 != 0x4d617474) {
if (mapHeader.mattid != 0 && mapHeader.mattid != 0x7474614d && mapHeader.mattid != 0x4d617474) {
dbCrypt((char*)&mapHeader, sizeof(mapHeader), 0x7474614d);
byte_1A76C7 = 1;
}
mapHeader.TotalKills = LittleLong(mapHeader.TotalKills);
mapHeader.Kills = LittleLong(mapHeader.Kills);
mapHeader.at8 = LittleLong(mapHeader.at8);
mapHeader.atc = LittleShort(mapHeader.atc);
mapHeader.ate = LittleShort(mapHeader.ate);
mapHeader.at10 = LittleShort(mapHeader.at10);
mapHeader.at12 = LittleLong(mapHeader.at12);
mapHeader.at16 = LittleLong(mapHeader.at16);
mapHeader.at1b = LittleLong(mapHeader.at1b);
mapHeader.at1f = LittleShort(mapHeader.at1f);
mapHeader.at21 = LittleShort(mapHeader.at21);
mapHeader.at23 = LittleShort(mapHeader.at23);
mapHeader.x = LittleLong(mapHeader.x);
mapHeader.y = LittleLong(mapHeader.y);
mapHeader.z = LittleLong(mapHeader.z);
mapHeader.ang = LittleShort(mapHeader.ang);
mapHeader.sect = LittleShort(mapHeader.sect);
mapHeader.pskybits = LittleShort(mapHeader.pskybits);
mapHeader.visibility = LittleLong(mapHeader.visibility);
mapHeader.mattid = LittleLong(mapHeader.mattid);
mapHeader.revision = LittleLong(mapHeader.revision);
mapHeader.numsectors = LittleShort(mapHeader.numsectors);
mapHeader.numwalls = LittleShort(mapHeader.numwalls);
mapHeader.numsprites = LittleShort(mapHeader.numsprites);
*pX = mapHeader.TotalKills;
*pY = mapHeader.Kills;
*pZ = mapHeader.at8;
*pAngle = mapHeader.atc;
*pSector = mapHeader.ate;
gVisibility = g_visibility = mapHeader.at12;
gSongId = mapHeader.at16;
*pX = mapHeader.x;
*pY = mapHeader.y;
*pZ = mapHeader.z;
*pAngle = mapHeader.ang;
*pSector = mapHeader.sect;
gVisibility = g_visibility = mapHeader.visibility;
gSongId = mapHeader.mattid;
if (byte_1A76C8)
{
if (mapHeader.at16 == 0x7474614d || mapHeader.at16 == 0x4d617474)
if (mapHeader.mattid == 0x7474614d || mapHeader.mattid == 0x4d617474)
{
byte_1A76C6 = 1;
}
else if (!mapHeader.at16)
else if (!mapHeader.mattid)
{
byte_1A76C6 = 0;
}
@ -574,14 +574,14 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
I_Error("%s: Corrupted Map file", mapname.GetChars());
}
}
else if (mapHeader.at16)
else if (mapHeader.mattid)
{
I_Error("%s: Corrupted Map file", mapname.GetChars());
}
parallaxtype = mapHeader.at1a;
gMapRev = mapHeader.at1b;
numsectors = mapHeader.at1f;
numwalls = mapHeader.at21;
parallaxtype = mapHeader.parallax;
gMapRev = mapHeader.revision;
numsectors = mapHeader.numsectors;
numwalls = mapHeader.numwalls;
dbInit();
if (byte_1A76C8)
{
@ -596,7 +596,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
{
memset(&byte_19AE44, 0, 128);
}
gSkyCount = 1<< mapHeader.at10;
gSkyCount = 1<< mapHeader.pskybits;
fr.Read(tpskyoff, gSkyCount*sizeof(tpskyoff[0]));
if (byte_1A76C8)
{
@ -605,7 +605,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
psky_t* pSky = tileSetupSky(DEFAULTPSKY);
pSky->horizfrac = 65536;
pSky->lognumtiles = mapHeader.at10;
pSky->lognumtiles = mapHeader.pskybits;
for (int i = 0; i < ClipHigh(gSkyCount, MAXPSKYTILES); i++)
{
pSky->tileofs[i] = LittleShort(tpskyoff[i]);
@ -827,7 +827,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
}
}
initspritelists();
for (int i = 0; i < mapHeader.at23; i++)
for (int i = 0; i < mapHeader.numsprites; i++)
{
RemoveSpriteStat(i);
spritetypedisk load;

View file

@ -267,19 +267,19 @@ struct MAPSIGNATURE {
};
struct MAPHEADER {
int TotalKills; // x
int Kills; // y
int at8; // z
short atc; // ang
short ate; // sect
short at10; // pskybits
int at12; // visibility
int at16; // song id, Matt
char at1a; // parallaxtype
int at1b; // map revision
short at1f; // numsectors
short at21; // numwalls
short at23; // numsprites
int x; // x
int y; // y
int z; // z
short ang; // ang
short sect; // sect
short pskybits; // pskybits
int visibility; // visibility
int mattid; // song id, Matt
char parallax; // parallaxtype
int revision; // map revision
short numsectors; // numsectors
short numwalls; // numwalls
short numsprites; // numsprites
};
struct MAPHEADER2 {

View file

@ -42,7 +42,7 @@ BEGIN_BLD_NS
struct GIBFX
{
FX_ID TotalKills;
FX_ID fxId;
int at1;
int chance;
int at9;
@ -62,7 +62,7 @@ struct GIBTHING
struct GIBLIST
{
GIBFX *TotalKills;
GIBFX *gibFX;
int Kills;
GIBTHING *at8;
int atc;
@ -295,7 +295,7 @@ int ChanceToCount(int a1, int a2)
void GibFX(spritetype *pSprite, GIBFX *pGFX, CGibPosition *pPos, CGibVelocity *pVel)
{
int nSector = pSprite->sectnum;
if (adult_lockout && gGameOptions.nGameType == 0 && pGFX->TotalKills == FX_13)
if (adult_lockout && gGameOptions.nGameType == 0 && pGFX->fxId == FX_13)
return;
CGibPosition gPos(pSprite->x, pSprite->y, pSprite->z);
if (pPos)
@ -316,7 +316,7 @@ void GibFX(spritetype *pSprite, GIBFX *pGFX, CGibPosition *pPos, CGibVelocity *p
gPos.y = pSprite->y+mulscale30(pSprite->clipdist<<2, Sin(nAngle));
gPos.z = bottom-Random(bottom-top);
}
spritetype *pFX = gFX.fxSpawn(pGFX->TotalKills, nSector, gPos.x, gPos.y, gPos.z, 0);
spritetype *pFX = gFX.fxSpawn(pGFX->fxId, nSector, gPos.x, gPos.y, gPos.z, 0);
if (pFX)
{
if (pGFX->at1 < 0)
@ -438,7 +438,7 @@ void GibSprite(spritetype *pSprite, GIBTYPE nGibType, CGibPosition *pPos, CGibVe
GIBLIST *pGib = &gibList[nGibType];
for (int i = 0; i < pGib->Kills; i++)
{
GIBFX *pGibFX = &pGib->TotalKills[i];
GIBFX *pGibFX = &pGib->gibFX[i];
assert(pGibFX->chance > 0);
GibFX(pSprite, pGibFX, pPos, pVel);
}
@ -461,7 +461,7 @@ void GibFX(int nWall, GIBFX * pGFX, int a3, int a4, int a5, int a6, CGibVelocity
int r1 = Random(a6);
int r2 = Random(a5);
int r3 = Random(a4);
spritetype *pGib = gFX.fxSpawn(pGFX->TotalKills, nSector, pWall->x+r3, pWall->y+r2, a3+r1, 0);
spritetype *pGib = gFX.fxSpawn(pGFX->fxId, nSector, pWall->x+r3, pWall->y+r2, a3+r1, 0);
if (pGib)
{
if (pGFX->at1 < 0)
@ -505,7 +505,7 @@ void GibWall(int nWall, GIBTYPE nGibType, CGibVelocity *pVel)
sfxPlay3DSound(cx, cy, cz, pGib->at10, nSector);
for (int i = 0; i < pGib->Kills; i++)
{
GIBFX *pGibFX = &pGib->TotalKills[i];
GIBFX *pGibFX = &pGib->gibFX[i];
assert(pGibFX->chance > 0);
GibFX(nWall, pGibFX, ceilZ, wx, wy, wz, pVel);
}

View file

@ -28,12 +28,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_BLD_NS
struct SAMPLE2D
{
int TotalKills;
char Kills;
}; // 9 bytes
struct SFX
{
int relVol;

View file

@ -1524,12 +1524,12 @@ void DropVoodoo(int nTrigger, PLAYER *pPlayer)
struct TeslaMissile
{
int TotalKills; // offset
int Kills; // id
int at8; // ammo use
int atc; // sound
int at10; // light
int at14; // weapon flash
int offset; // offset
int id; // id
int ammouse; // ammo use
int sound; // sound
int light; // light
int flash; // weapon flash
};
void FireTesla(int nTrigger, PLAYER *pPlayer)
@ -1548,10 +1548,10 @@ void FireTesla(int nTrigger, PLAYER *pPlayer)
nTrigger--;
spritetype *pSprite = pPlayer->pSprite;
TeslaMissile *pMissile = &teslaMissile[nTrigger];
if (!checkAmmo2(pPlayer, 7, pMissile->at8))
if (!checkAmmo2(pPlayer, 7, pMissile->ammouse))
{
pMissile = &teslaMissile[0];
if (!checkAmmo2(pPlayer, 7, pMissile->at8))
if (!checkAmmo2(pPlayer, 7, pMissile->ammouse))
{
pPlayer->weaponState = -1;
pPlayer->weaponQav = 76;
@ -1559,11 +1559,11 @@ void FireTesla(int nTrigger, PLAYER *pPlayer)
return;
}
}
playerFireMissile(pPlayer, pMissile->TotalKills, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, pMissile->Kills);
UseAmmo(pPlayer, 7, pMissile->at8);
sfxPlay3DSound(pSprite, pMissile->atc, 1, 0);
pPlayer->visibility = pMissile->at10;
pPlayer->flashEffect = pMissile->at14;
playerFireMissile(pPlayer, pMissile->offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, pMissile->id);
UseAmmo(pPlayer, 7, pMissile->ammouse);
sfxPlay3DSound(pSprite, pMissile->sound, 1, 0);
pPlayer->visibility = pMissile->light;
pPlayer->flashEffect = pMissile->flash;
}
}