From d48c66b7adfb67de503e400ff78ad75efcb17539 Mon Sep 17 00:00:00 2001 From: terminx Date: Sun, 10 Dec 2006 01:52:35 +0000 Subject: [PATCH] I guess this is an optimization as well git-svn-id: https://svn.eduke32.com/eduke32@394 1a8010ca-5511-0410-912e-c29ae57300e0 --- polymer/eduke32/source/actors.c | 14 +- polymer/eduke32/source/funct.h | 6 +- polymer/eduke32/source/game.c | 2 +- polymer/eduke32/source/gameexec.c | 910 +++++++++++++++--------------- polymer/eduke32/source/global.c | 2 +- polymer/eduke32/source/premap.c | 4 +- 6 files changed, 469 insertions(+), 469 deletions(-) diff --git a/polymer/eduke32/source/actors.c b/polymer/eduke32/source/actors.c index 9b99f2193..352014544 100644 --- a/polymer/eduke32/source/actors.c +++ b/polymer/eduke32/source/actors.c @@ -1108,7 +1108,7 @@ void moveplayers(void) //Players otherx = 0; } - execute(i,s->yvel,otherx); + execute(&i,&s->yvel,&otherx); if (ud.multimode > 1) if (sprite[ps[otherp].i].extra > 0) @@ -2341,11 +2341,11 @@ CLEAR_THE_BOLT: case STEAM__STATIC: case CEILINGSTEAM__STATIC: p = findplayer(s, &x); - execute(i,p,x); + execute(&i,&p,&x); goto BOLT; case WATERBUBBLEMAKER__STATIC: p = findplayer(s, &x); - execute(i,p,x); + execute(&i,&p,&x); goto BOLT; } @@ -2812,7 +2812,7 @@ void moveweapons(void) if (thisprojectile[i].workslike & PROJECTILE_FLAG_HITSCAN) { p = findplayer(s,&x); - execute(i,p,x); + execute(&i,&p,&x); goto BOLT; } @@ -3183,7 +3183,7 @@ void moveweapons(void) case SHOTSPARK1__STATIC: p = findplayer(s,&x); - execute(i,p,x); + execute(&i,&p,&x); goto BOLT; } } @@ -4842,7 +4842,7 @@ DETONATEB: p = findplayer(s,&x); - execute(i,p,x); + execute(&i,&p,&x); BOLT: @@ -5283,7 +5283,7 @@ void moveexplosions(void) // STATNUM 5 case TRANSPORTERSTAR__STATIC: case TRANSPORTERBEAM__STATIC: p = findplayer(s,&x); - execute(i,p,x); + execute(&i,&p,&x); goto BOLT; case SHELL__STATIC: diff --git a/polymer/eduke32/source/funct.h b/polymer/eduke32/source/funct.h index 74aef3674..a4a25d3fe 100644 --- a/polymer/eduke32/source/funct.h +++ b/polymer/eduke32/source/funct.h @@ -170,7 +170,7 @@ extern void alterang(short a); extern void move(void); extern void parseifelse(long condition); extern char parse(void); -extern void execute(short sActor,short sPlayer,long lDist); +extern void execute(const short *sActor,const short *sPlayer,const long *lDist); extern void overwritesprite(long thex,long they,short tilenum,signed char shade,char stat,char dapalnum); extern void timerhandler(void); extern int gametext(int x,int y,char *t,char s,short dabits); @@ -328,7 +328,7 @@ extern void sanitizegametype(); extern void setupdynamictostatic(); extern void processnames(char *szLabel, long lValue); -extern void LoadActor(short sActor, short sPlayer, long lDist); +extern void LoadActor(long sActor); extern long GetGameVar(char *szGameLabel, long lDefault, short sActor, short sPlayer); extern void DumpGameVars(FILE *fp); @@ -358,6 +358,6 @@ extern void sendquit(void); extern void adduserquote(char *daquote); extern char *strip_color_codes(char *t); -extern void get_level_from_filename(char *fn, char *volume, char *level); +extern void get_level_from_filename(char *fn, int *volume, int *level); #endif // __funct_h__ diff --git a/polymer/eduke32/source/game.c b/polymer/eduke32/source/game.c index 4be17925d..b12e0a6cc 100644 --- a/polymer/eduke32/source/game.c +++ b/polymer/eduke32/source/game.c @@ -9594,7 +9594,7 @@ int load_script(char *szScript) return 1; } -void get_level_from_filename(char *fn, char *volume, char *level) +void get_level_from_filename(char *fn, int *volume, int *level) { for ((*volume)=0;(*volume)= MAXSPRITES) return; - switch (lLabelID) + switch (*lLabelID) { case PROJ_WORKSLIKE: if (bSet) thisprojectile[proj].workslike=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].workslike, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].workslike, *sActor, *sPlayer); break; case PROJ_SPAWNS: if (bSet) thisprojectile[proj].spawns=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].spawns, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].spawns, *sActor, *sPlayer); break; case PROJ_SXREPEAT: if (bSet) thisprojectile[proj].sxrepeat=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].sxrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].sxrepeat, *sActor, *sPlayer); break; case PROJ_SYREPEAT: if (bSet) thisprojectile[proj].syrepeat=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].syrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].syrepeat, *sActor, *sPlayer); break; case PROJ_SOUND: if (bSet) thisprojectile[proj].sound=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].sound, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].sound, *sActor, *sPlayer); break; case PROJ_ISOUND: if (bSet) thisprojectile[proj].isound=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].isound, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].isound, *sActor, *sPlayer); break; case PROJ_VEL: if (bSet) thisprojectile[proj].vel=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].vel, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].vel, *sActor, *sPlayer); break; case PROJ_EXTRA: if (bSet) thisprojectile[proj].extra=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].extra, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].extra, *sActor, *sPlayer); break; case PROJ_DECAL: if (bSet) thisprojectile[proj].decal=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].decal, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].decal, *sActor, *sPlayer); break; case PROJ_TRAIL: if (bSet) thisprojectile[proj].trail=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].trail, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].trail, *sActor, *sPlayer); break; case PROJ_TXREPEAT: if (bSet) thisprojectile[proj].txrepeat=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].txrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].txrepeat, *sActor, *sPlayer); break; case PROJ_TYREPEAT: if (bSet) thisprojectile[proj].tyrepeat=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].tyrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].tyrepeat, *sActor, *sPlayer); break; case PROJ_TOFFSET: if (bSet) thisprojectile[proj].toffset=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].toffset, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].toffset, *sActor, *sPlayer); break; case PROJ_TNUM: if (bSet) thisprojectile[proj].tnum=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].tnum, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].tnum, *sActor, *sPlayer); break; case PROJ_DROP: if (bSet) thisprojectile[proj].drop=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].drop, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].drop, *sActor, *sPlayer); break; case PROJ_CSTAT: if (bSet) thisprojectile[proj].cstat=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].cstat, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].cstat, *sActor, *sPlayer); break; case PROJ_CLIPDIST: if (bSet) thisprojectile[proj].clipdist=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].clipdist, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].clipdist, *sActor, *sPlayer); break; case PROJ_SHADE: if (bSet) thisprojectile[proj].shade=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].shade, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].shade, *sActor, *sPlayer); break; case PROJ_XREPEAT: if (bSet) thisprojectile[proj].xrepeat=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].xrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].xrepeat, *sActor, *sPlayer); break; case PROJ_YREPEAT: if (bSet) thisprojectile[proj].yrepeat=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].yrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].yrepeat, *sActor, *sPlayer); break; case PROJ_PAL: if (bSet) thisprojectile[proj].pal=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].pal, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].pal, *sActor, *sPlayer); break; case PROJ_EXTRA_RAND: if (bSet) thisprojectile[proj].extra_rand=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].extra_rand, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].extra_rand, *sActor, *sPlayer); break; case PROJ_HITRADIUS: if (bSet) thisprojectile[proj].hitradius=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].hitradius, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].hitradius, *sActor, *sPlayer); break; case PROJ_VEL_MULT: if (bSet) thisprojectile[proj].velmult=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].velmult, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].velmult, *sActor, *sPlayer); break; case PROJ_OFFSET: if (bSet) thisprojectile[proj].offset=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].offset, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].offset, *sActor, *sPlayer); break; case PROJ_BOUNCES: if (bSet) thisprojectile[proj].bounces=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].bounces, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].bounces, *sActor, *sPlayer); break; case PROJ_BSOUND: if (bSet) thisprojectile[proj].bsound=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].bsound, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].bsound, *sActor, *sPlayer); break; case PROJ_RANGE: if (bSet) thisprojectile[proj].range=lValue; else - SetGameVarID((int)lVar2, thisprojectile[proj].range, sActor, sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].range, *sActor, *sPlayer); break; default: @@ -1028,881 +1028,881 @@ void DoThisProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sA return; } -void DoPlayer(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer, long lParm2) +void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer, const long *lParm2) { int iPlayer; long lValue; long lTemp; - lValue=GetGameVarID((int)lVar2, sActor, sPlayer); + lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); - if (lVar1 == g_iThisActorID) + if (*lVar1 == g_iThisActorID) // if they've asked for 'this', then use 'this player'... iPlayer=g_p; else - iPlayer=GetGameVarID((int)lVar1, sActor, sPlayer); + iPlayer=GetGameVarID(*lVar1, *sActor, *sPlayer); if (iPlayer<0 || iPlayer >= MAXPLAYERS) return; - switch (lLabelID) + switch (*lLabelID) { case PLAYER_ZOOM: if (bSet) ps[iPlayer].zoom=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].zoom, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].zoom, *sActor, *sPlayer); break; case PLAYER_EXITX: if (bSet) ps[iPlayer].exitx=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].exitx, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].exitx, *sActor, *sPlayer); break; case PLAYER_EXITY: if (bSet) ps[iPlayer].exity=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].exity, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].exity, *sActor, *sPlayer); break; case PLAYER_LOOGIEX: - lTemp=lParm2; + lTemp=*lParm2; if (bSet) ps[iPlayer].loogiex[lTemp]=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].loogiex[lTemp], sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].loogiex[lTemp], *sActor, *sPlayer); break; case PLAYER_LOOGIEY: - lTemp=lParm2; + lTemp=*lParm2; if (bSet) ps[iPlayer].loogiey[lTemp]=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].loogiey[lTemp], sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].loogiey[lTemp], *sActor, *sPlayer); break; case PLAYER_NUMLOOGS: if (bSet) ps[iPlayer].numloogs=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].numloogs, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].numloogs, *sActor, *sPlayer); break; case PLAYER_LOOGCNT: if (bSet) ps[iPlayer].loogcnt=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].loogcnt, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].loogcnt, *sActor, *sPlayer); break; case PLAYER_POSX: if (bSet) ps[iPlayer].posx=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].posx, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].posx, *sActor, *sPlayer); break; case PLAYER_POSY: if (bSet) ps[iPlayer].posy=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].posy, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].posy, *sActor, *sPlayer); break; case PLAYER_POSZ: if (bSet) ps[iPlayer].posz=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].posz, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].posz, *sActor, *sPlayer); break; case PLAYER_HORIZ: if (bSet) ps[iPlayer].horiz=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].horiz, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].horiz, *sActor, *sPlayer); break; case PLAYER_OHORIZ: if (bSet) ps[iPlayer].ohoriz=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].ohoriz, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].ohoriz, *sActor, *sPlayer); break; case PLAYER_OHORIZOFF: if (bSet) ps[iPlayer].ohorizoff=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].ohorizoff, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].ohorizoff, *sActor, *sPlayer); break; case PLAYER_INVDISPTIME: if (bSet) ps[iPlayer].invdisptime=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].invdisptime, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].invdisptime, *sActor, *sPlayer); break; case PLAYER_BOBPOSX: if (bSet) ps[iPlayer].bobposx=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].bobposx, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].bobposx, *sActor, *sPlayer); break; case PLAYER_BOBPOSY: if (bSet) ps[iPlayer].bobposy=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].bobposy, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].bobposy, *sActor, *sPlayer); break; case PLAYER_OPOSX: if (bSet) ps[iPlayer].oposx=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].oposx, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].oposx, *sActor, *sPlayer); break; case PLAYER_OPOSY: if (bSet) ps[iPlayer].oposy=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].oposy, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].oposy, *sActor, *sPlayer); break; case PLAYER_OPOSZ: if (bSet) ps[iPlayer].oposz=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].oposz, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].oposz, *sActor, *sPlayer); break; case PLAYER_PYOFF: if (bSet) ps[iPlayer].pyoff=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].pyoff, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].pyoff, *sActor, *sPlayer); break; case PLAYER_OPYOFF: if (bSet) ps[iPlayer].opyoff=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].opyoff, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].opyoff, *sActor, *sPlayer); break; case PLAYER_POSXV: if (bSet) ps[iPlayer].posxv=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].posxv, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].posxv, *sActor, *sPlayer); break; case PLAYER_POSYV: if (bSet) ps[iPlayer].posyv=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].posyv, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].posyv, *sActor, *sPlayer); break; case PLAYER_POSZV: if (bSet) ps[iPlayer].poszv=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].poszv, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].poszv, *sActor, *sPlayer); break; case PLAYER_LAST_PISSED_TIME: if (bSet) ps[iPlayer].last_pissed_time=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].last_pissed_time, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].last_pissed_time, *sActor, *sPlayer); break; case PLAYER_TRUEFZ: if (bSet) ps[iPlayer].truefz=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].truefz, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].truefz, *sActor, *sPlayer); break; case PLAYER_TRUECZ: if (bSet) ps[iPlayer].truecz=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].truecz, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].truecz, *sActor, *sPlayer); break; case PLAYER_PLAYER_PAR: if (bSet) ps[iPlayer].player_par=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].player_par, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].player_par, *sActor, *sPlayer); break; case PLAYER_VISIBILITY: if (bSet) ps[iPlayer].visibility=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].visibility, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].visibility, *sActor, *sPlayer); break; case PLAYER_BOBCOUNTER: if (bSet) ps[iPlayer].bobcounter=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].bobcounter, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].bobcounter, *sActor, *sPlayer); break; case PLAYER_WEAPON_SWAY: if (bSet) ps[iPlayer].weapon_sway=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].weapon_sway, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weapon_sway, *sActor, *sPlayer); break; case PLAYER_PALS_TIME: if (bSet) ps[iPlayer].pals_time=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].pals_time, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].pals_time, *sActor, *sPlayer); break; case PLAYER_RANDOMFLAMEX: if (bSet) ps[iPlayer].randomflamex=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].randomflamex, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].randomflamex, *sActor, *sPlayer); break; case PLAYER_CRACK_TIME: if (bSet) ps[iPlayer].crack_time=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].crack_time, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].crack_time, *sActor, *sPlayer); break; case PLAYER_AIM_MODE: if (bSet) ps[iPlayer].aim_mode=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].aim_mode, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].aim_mode, *sActor, *sPlayer); break; case PLAYER_ANG: if (bSet) ps[iPlayer].ang=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].ang, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].ang, *sActor, *sPlayer); break; case PLAYER_OANG: if (bSet) ps[iPlayer].oang=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].oang, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].oang, *sActor, *sPlayer); break; case PLAYER_ANGVEL: if (bSet) ps[iPlayer].angvel=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].angvel, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].angvel, *sActor, *sPlayer); break; case PLAYER_CURSECTNUM: if (bSet) ps[iPlayer].cursectnum=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].cursectnum, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].cursectnum, *sActor, *sPlayer); break; case PLAYER_LOOK_ANG: if (bSet) ps[iPlayer].look_ang=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].look_ang, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].look_ang, *sActor, *sPlayer); break; case PLAYER_LAST_EXTRA: if (bSet) ps[iPlayer].last_extra=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].last_extra, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].last_extra, *sActor, *sPlayer); break; case PLAYER_SUBWEAPON: if (bSet) ps[iPlayer].subweapon=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].subweapon, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].subweapon, *sActor, *sPlayer); break; case PLAYER_AMMO_AMOUNT: - lTemp=lParm2; + lTemp=*lParm2; if (bSet) ps[iPlayer].ammo_amount[lTemp]=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].ammo_amount[lTemp], sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].ammo_amount[lTemp], *sActor, *sPlayer); break; case PLAYER_WACKEDBYACTOR: if (bSet) ps[iPlayer].wackedbyactor=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].wackedbyactor, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].wackedbyactor, *sActor, *sPlayer); break; case PLAYER_FRAG: if (bSet) ps[iPlayer].frag=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].frag, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].frag, *sActor, *sPlayer); break; case PLAYER_FRAGGEDSELF: if (bSet) ps[iPlayer].fraggedself=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].fraggedself, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].fraggedself, *sActor, *sPlayer); break; case PLAYER_CURR_WEAPON: if (bSet) ps[iPlayer].curr_weapon=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].curr_weapon, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].curr_weapon, *sActor, *sPlayer); break; case PLAYER_LAST_WEAPON: if (bSet) ps[iPlayer].last_weapon=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].last_weapon, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].last_weapon, *sActor, *sPlayer); break; case PLAYER_TIPINCS: if (bSet) ps[iPlayer].tipincs=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].tipincs, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].tipincs, *sActor, *sPlayer); break; case PLAYER_HORIZOFF: if (bSet) ps[iPlayer].horizoff=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].horizoff, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].horizoff, *sActor, *sPlayer); break; case PLAYER_WANTWEAPONFIRE: if (bSet) ps[iPlayer].wantweaponfire=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].wantweaponfire, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].wantweaponfire, *sActor, *sPlayer); break; case PLAYER_HOLODUKE_AMOUNT: if (bSet) ps[iPlayer].holoduke_amount=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].holoduke_amount, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].holoduke_amount, *sActor, *sPlayer); break; case PLAYER_NEWOWNER: if (bSet) ps[iPlayer].newowner=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].newowner, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].newowner, *sActor, *sPlayer); break; case PLAYER_HURT_DELAY: if (bSet) ps[iPlayer].hurt_delay=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].hurt_delay, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].hurt_delay, *sActor, *sPlayer); break; case PLAYER_HBOMB_HOLD_DELAY: if (bSet) ps[iPlayer].hbomb_hold_delay=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].hbomb_hold_delay, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].hbomb_hold_delay, *sActor, *sPlayer); break; case PLAYER_JUMPING_COUNTER: if (bSet) ps[iPlayer].jumping_counter=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].jumping_counter, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].jumping_counter, *sActor, *sPlayer); break; case PLAYER_AIRLEFT: if (bSet) ps[iPlayer].airleft=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].airleft, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].airleft, *sActor, *sPlayer); break; case PLAYER_KNEE_INCS: if (bSet) ps[iPlayer].knee_incs=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].knee_incs, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].knee_incs, *sActor, *sPlayer); break; case PLAYER_ACCESS_INCS: if (bSet) ps[iPlayer].access_incs=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].access_incs, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].access_incs, *sActor, *sPlayer); break; case PLAYER_FTA: if (bSet) ps[iPlayer].fta=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].fta, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].fta, *sActor, *sPlayer); break; case PLAYER_FTQ: if (bSet) ps[iPlayer].ftq=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].ftq, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].ftq, *sActor, *sPlayer); break; case PLAYER_ACCESS_WALLNUM: if (bSet) ps[iPlayer].access_wallnum=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].access_wallnum, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].access_wallnum, *sActor, *sPlayer); break; case PLAYER_ACCESS_SPRITENUM: if (bSet) ps[iPlayer].access_spritenum=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].access_spritenum, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].access_spritenum, *sActor, *sPlayer); break; case PLAYER_KICKBACK_PIC: if (bSet) ps[iPlayer].kickback_pic=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].kickback_pic, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].kickback_pic, *sActor, *sPlayer); break; case PLAYER_GOT_ACCESS: if (bSet) ps[iPlayer].got_access=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].got_access, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].got_access, *sActor, *sPlayer); break; case PLAYER_WEAPON_ANG: if (bSet) ps[iPlayer].weapon_ang=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].weapon_ang, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weapon_ang, *sActor, *sPlayer); break; case PLAYER_FIRSTAID_AMOUNT: if (bSet) ps[iPlayer].firstaid_amount=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].firstaid_amount, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].firstaid_amount, *sActor, *sPlayer); break; case PLAYER_SOMETHINGONPLAYER: if (bSet) ps[iPlayer].somethingonplayer=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].somethingonplayer, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].somethingonplayer, *sActor, *sPlayer); break; case PLAYER_ON_CRANE: if (bSet) ps[iPlayer].on_crane=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].on_crane, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].on_crane, *sActor, *sPlayer); break; case PLAYER_I: if (bSet) ps[iPlayer].i=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].i, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].i, *sActor, *sPlayer); break; case PLAYER_ONE_PARALLAX_SECTNUM: if (bSet) ps[iPlayer].one_parallax_sectnum=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].one_parallax_sectnum, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].one_parallax_sectnum, *sActor, *sPlayer); break; case PLAYER_OVER_SHOULDER_ON: if (bSet) ps[iPlayer].over_shoulder_on=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].over_shoulder_on, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].over_shoulder_on, *sActor, *sPlayer); break; case PLAYER_RANDOM_CLUB_FRAME: if (bSet) ps[iPlayer].random_club_frame=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].random_club_frame, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].random_club_frame, *sActor, *sPlayer); break; case PLAYER_FIST_INCS: if (bSet) ps[iPlayer].fist_incs=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].fist_incs, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].fist_incs, *sActor, *sPlayer); break; case PLAYER_ONE_EIGHTY_COUNT: if (bSet) ps[iPlayer].one_eighty_count=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].one_eighty_count, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].one_eighty_count, *sActor, *sPlayer); break; case PLAYER_CHEAT_PHASE: if (bSet) ps[iPlayer].cheat_phase=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].cheat_phase, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].cheat_phase, *sActor, *sPlayer); break; case PLAYER_DUMMYPLAYERSPRITE: if (bSet) ps[iPlayer].dummyplayersprite=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].dummyplayersprite, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].dummyplayersprite, *sActor, *sPlayer); break; case PLAYER_EXTRA_EXTRA8: if (bSet) ps[iPlayer].extra_extra8=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].extra_extra8, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].extra_extra8, *sActor, *sPlayer); break; case PLAYER_QUICK_KICK: if (bSet) ps[iPlayer].quick_kick=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].quick_kick, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].quick_kick, *sActor, *sPlayer); break; case PLAYER_HEAT_AMOUNT: if (bSet) ps[iPlayer].heat_amount=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].heat_amount, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].heat_amount, *sActor, *sPlayer); break; case PLAYER_ACTORSQU: if (bSet) ps[iPlayer].actorsqu=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].actorsqu, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].actorsqu, *sActor, *sPlayer); break; case PLAYER_TIMEBEFOREEXIT: if (bSet) ps[iPlayer].timebeforeexit=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].timebeforeexit, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].timebeforeexit, *sActor, *sPlayer); break; case PLAYER_CUSTOMEXITSOUND: if (bSet) ps[iPlayer].customexitsound=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].customexitsound, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].customexitsound, *sActor, *sPlayer); break; case PLAYER_WEAPRECS: if (bSet) ps[iPlayer].weaprecs[16]=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].weaprecs[16], sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weaprecs[16], *sActor, *sPlayer); break; case PLAYER_WEAPRECCNT: if (bSet) ps[iPlayer].weapreccnt=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].weapreccnt, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weapreccnt, *sActor, *sPlayer); break; case PLAYER_INTERFACE_TOGGLE_FLAG: if (bSet) ps[iPlayer].interface_toggle_flag=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].interface_toggle_flag, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].interface_toggle_flag, *sActor, *sPlayer); break; case PLAYER_ROTSCRNANG: if (bSet) ps[iPlayer].rotscrnang=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].rotscrnang, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].rotscrnang, *sActor, *sPlayer); break; case PLAYER_DEAD_FLAG: if (bSet) ps[iPlayer].dead_flag=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].dead_flag, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].dead_flag, *sActor, *sPlayer); break; case PLAYER_SHOW_EMPTY_WEAPON: if (bSet) ps[iPlayer].show_empty_weapon=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].show_empty_weapon, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].show_empty_weapon, *sActor, *sPlayer); break; case PLAYER_SCUBA_AMOUNT: if (bSet) ps[iPlayer].scuba_amount=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].scuba_amount, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].scuba_amount, *sActor, *sPlayer); break; case PLAYER_JETPACK_AMOUNT: if (bSet) ps[iPlayer].jetpack_amount=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].jetpack_amount, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].jetpack_amount, *sActor, *sPlayer); break; case PLAYER_STEROIDS_AMOUNT: if (bSet) ps[iPlayer].steroids_amount=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].steroids_amount, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].steroids_amount, *sActor, *sPlayer); break; case PLAYER_SHIELD_AMOUNT: if (bSet) ps[iPlayer].shield_amount=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].shield_amount, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].shield_amount, *sActor, *sPlayer); break; case PLAYER_HOLODUKE_ON: if (bSet) ps[iPlayer].holoduke_on=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].holoduke_on, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].holoduke_on, *sActor, *sPlayer); break; case PLAYER_PYCOUNT: if (bSet) ps[iPlayer].pycount=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].pycount, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].pycount, *sActor, *sPlayer); break; case PLAYER_WEAPON_POS: if (bSet) ps[iPlayer].weapon_pos=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].weapon_pos, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weapon_pos, *sActor, *sPlayer); break; case PLAYER_FRAG_PS: if (bSet) ps[iPlayer].frag_ps=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].frag_ps, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].frag_ps, *sActor, *sPlayer); break; case PLAYER_TRANSPORTER_HOLD: if (bSet) ps[iPlayer].transporter_hold=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].transporter_hold, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].transporter_hold, *sActor, *sPlayer); break; case PLAYER_LAST_FULL_WEAPON: if (bSet) ps[iPlayer].last_full_weapon=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].last_full_weapon, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].last_full_weapon, *sActor, *sPlayer); break; case PLAYER_FOOTPRINTSHADE: if (bSet) ps[iPlayer].footprintshade=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].footprintshade, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].footprintshade, *sActor, *sPlayer); break; case PLAYER_BOOT_AMOUNT: if (bSet) ps[iPlayer].boot_amount=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].boot_amount, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].boot_amount, *sActor, *sPlayer); break; case PLAYER_SCREAM_VOICE: if (bSet) ps[iPlayer].scream_voice=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].scream_voice, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].scream_voice, *sActor, *sPlayer); break; case PLAYER_GM: if (bSet) ps[iPlayer].gm=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].gm, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].gm, *sActor, *sPlayer); break; case PLAYER_ON_WARPING_SECTOR: if (bSet) ps[iPlayer].on_warping_sector=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].on_warping_sector, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].on_warping_sector, *sActor, *sPlayer); break; case PLAYER_FOOTPRINTCOUNT: if (bSet) ps[iPlayer].footprintcount=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].footprintcount, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].footprintcount, *sActor, *sPlayer); break; case PLAYER_HBOMB_ON: if (bSet) ps[iPlayer].hbomb_on=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].hbomb_on, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].hbomb_on, *sActor, *sPlayer); break; case PLAYER_JUMPING_TOGGLE: if (bSet) ps[iPlayer].jumping_toggle=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].jumping_toggle, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].jumping_toggle, *sActor, *sPlayer); break; case PLAYER_RAPID_FIRE_HOLD: if (bSet) ps[iPlayer].rapid_fire_hold=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].rapid_fire_hold, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].rapid_fire_hold, *sActor, *sPlayer); break; case PLAYER_ON_GROUND: if (bSet) ps[iPlayer].on_ground=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].on_ground, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].on_ground, *sActor, *sPlayer); break; case PLAYER_NAME: if (bSet) ps[iPlayer].name[32]=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].name[32], sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].name[32], *sActor, *sPlayer); break; case PLAYER_INVEN_ICON: if (bSet) ps[iPlayer].inven_icon=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].inven_icon, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].inven_icon, *sActor, *sPlayer); break; case PLAYER_BUTTONPALETTE: if (bSet) ps[iPlayer].buttonpalette=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].buttonpalette, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].buttonpalette, *sActor, *sPlayer); break; case PLAYER_JETPACK_ON: if (bSet) ps[iPlayer].jetpack_on=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].jetpack_on, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].jetpack_on, *sActor, *sPlayer); break; case PLAYER_SPRITEBRIDGE: if (bSet) ps[iPlayer].spritebridge=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].spritebridge, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].spritebridge, *sActor, *sPlayer); break; case PLAYER_LASTRANDOMSPOT: if (bSet) ps[iPlayer].lastrandomspot=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].lastrandomspot, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].lastrandomspot, *sActor, *sPlayer); break; case PLAYER_SCUBA_ON: if (bSet) ps[iPlayer].scuba_on=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].scuba_on, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].scuba_on, *sActor, *sPlayer); break; case PLAYER_FOOTPRINTPAL: if (bSet) ps[iPlayer].footprintpal=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].footprintpal, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].footprintpal, *sActor, *sPlayer); break; case PLAYER_HEAT_ON: if (bSet) ps[iPlayer].heat_on=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].heat_on, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].heat_on, *sActor, *sPlayer); break; case PLAYER_HOLSTER_WEAPON: if (bSet) ps[iPlayer].holster_weapon=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].holster_weapon, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].holster_weapon, *sActor, *sPlayer); break; case PLAYER_FALLING_COUNTER: if (bSet) ps[iPlayer].falling_counter=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].falling_counter, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].falling_counter, *sActor, *sPlayer); break; case PLAYER_GOTWEAPON: - lTemp=lParm2; + lTemp=*lParm2; if (bSet) ps[iPlayer].gotweapon[lTemp]=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].gotweapon[lTemp], sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].gotweapon[lTemp], *sActor, *sPlayer); break; case PLAYER_REFRESH_INVENTORY: if (bSet) ps[iPlayer].refresh_inventory=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].refresh_inventory, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].refresh_inventory, *sActor, *sPlayer); break; // case PLAYER_PALETTE: @@ -1912,7 +1912,7 @@ void DoPlayer(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sh // } // else // { - // SetGameVarID((int)lVar2, ps[iPlayer].palette, sActor, sPlayer); + // SetGameVarID(*lVar2, ps[iPlayer].palette, *sActor, *sPlayer); // } // break; @@ -1920,134 +1920,134 @@ void DoPlayer(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sh if (bSet) ps[iPlayer].toggle_key_flag=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].toggle_key_flag, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].toggle_key_flag, *sActor, *sPlayer); break; case PLAYER_KNUCKLE_INCS: if (bSet) ps[iPlayer].knuckle_incs=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].knuckle_incs, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].knuckle_incs, *sActor, *sPlayer); break; case PLAYER_WALKING_SND_TOGGLE: if (bSet) ps[iPlayer].walking_snd_toggle=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].walking_snd_toggle, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].walking_snd_toggle, *sActor, *sPlayer); break; case PLAYER_PALOOKUP: if (bSet) ps[iPlayer].palookup=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].palookup, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].palookup, *sActor, *sPlayer); break; case PLAYER_HARD_LANDING: if (bSet) ps[iPlayer].hard_landing=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].hard_landing, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].hard_landing, *sActor, *sPlayer); break; case PLAYER_MAX_SECRET_ROOMS: if (bSet) ps[iPlayer].max_secret_rooms=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].max_secret_rooms, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].max_secret_rooms, *sActor, *sPlayer); break; case PLAYER_SECRET_ROOMS: if (bSet) ps[iPlayer].secret_rooms=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].secret_rooms, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].secret_rooms, *sActor, *sPlayer); break; case PLAYER_PALS: - lTemp=lParm2; + lTemp=*lParm2; if (bSet) ps[iPlayer].pals[lTemp]=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].pals[lTemp], sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].pals[lTemp], *sActor, *sPlayer); break; case PLAYER_MAX_ACTORS_KILLED: if (bSet) ps[iPlayer].max_actors_killed=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].max_actors_killed, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].max_actors_killed, *sActor, *sPlayer); break; case PLAYER_ACTORS_KILLED: if (bSet) ps[iPlayer].actors_killed=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].actors_killed, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].actors_killed, *sActor, *sPlayer); break; case PLAYER_RETURN_TO_CENTER: if (bSet) ps[iPlayer].return_to_center=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].return_to_center, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].return_to_center, *sActor, *sPlayer); break; case PLAYER_RUNSPEED: if (bSet) ps[iPlayer].runspeed=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].runspeed, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].runspeed, *sActor, *sPlayer); break; case PLAYER_SBS: if (bSet) ps[iPlayer].sbs=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].sbs, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].sbs, *sActor, *sPlayer); break; case PLAYER_RELOADING: if (bSet) ps[iPlayer].reloading=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].reloading, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].reloading, *sActor, *sPlayer); break; case PLAYER_AUTO_AIM: if (bSet) ps[iPlayer].auto_aim=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].auto_aim, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].auto_aim, *sActor, *sPlayer); break; case PLAYER_MOVEMENT_LOCK: if (bSet) ps[iPlayer].movement_lock=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].movement_lock, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].movement_lock, *sActor, *sPlayer); break; case PLAYER_SOUND_PITCH: if (bSet) ps[iPlayer].sound_pitch=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].sound_pitch, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].sound_pitch, *sActor, *sPlayer); break; case PLAYER_WEAPONSWITCH: if (bSet) ps[iPlayer].weaponswitch=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].weaponswitch, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weaponswitch, *sActor, *sPlayer); break; case PLAYER_TEAM: if (bSet) ps[iPlayer].team=lValue; else - SetGameVarID((int)lVar2, ps[iPlayer].team, sActor, sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].team, *sActor, *sPlayer); break; default: @@ -2056,66 +2056,66 @@ void DoPlayer(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sh return; } -void DoInput(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer) +void DoInput(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer) { int iPlayer; long lValue; - lValue=GetGameVarID((int)lVar2, sActor, sPlayer); + lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); - if (lVar1 == g_iThisActorID) + if (*lVar1 == g_iThisActorID) { // if they've asked for 'this', then use 'this player'... iPlayer=g_p; } else - iPlayer=GetGameVarID((int)lVar1, sActor, sPlayer); + iPlayer=GetGameVarID(*lVar1, *sActor, *sPlayer); if (iPlayer<0 || iPlayer >= MAXPLAYERS) return; - switch (lLabelID) + switch (*lLabelID) { case INPUT_AVEL: if (bSet) sync[iPlayer].avel=lValue; else - SetGameVarID((int)lVar2, sync[iPlayer].avel, sActor, sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].avel, *sActor, *sPlayer); break; case INPUT_HORZ: if (bSet) sync[iPlayer].horz=lValue; else - SetGameVarID((int)lVar2, sync[iPlayer].horz, sActor, sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].horz, *sActor, *sPlayer); break; case INPUT_FVEL: if (bSet) sync[iPlayer].fvel=lValue; else - SetGameVarID((int)lVar2, sync[iPlayer].fvel, sActor, sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].fvel, *sActor, *sPlayer); break; case INPUT_SVEL: if (bSet) sync[iPlayer].svel=lValue; else - SetGameVarID((int)lVar2, sync[iPlayer].svel, sActor, sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].svel, *sActor, *sPlayer); break; case INPUT_BITS: if (bSet) sync[iPlayer].bits=lValue; else - SetGameVarID((int)lVar2, sync[iPlayer].bits, sActor, sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].bits, *sActor, *sPlayer); break; case INPUT_EXTBITS: if (bSet) sync[iPlayer].extbits=lValue; else - SetGameVarID((int)lVar2, sync[iPlayer].extbits, sActor, sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].extbits, *sActor, *sPlayer); break; default: break; @@ -2123,137 +2123,137 @@ void DoInput(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sho return; } -void DoWall(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer) +void DoWall(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer) { int iWall; long lValue; - lValue=GetGameVarID((int)lVar2, sActor, sPlayer); + lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); - iWall=GetGameVarID((int)lVar1, sActor, sPlayer); + iWall=GetGameVarID(*lVar1, *sActor, *sPlayer); if (iWall<0 || iWall >= MAXWALLS) return; - switch (lLabelID) + switch (*lLabelID) { case WALL_X: if (bSet) wall[iWall].x=lValue; else - SetGameVarID((int)lVar2, wall[iWall].x, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].x, *sActor, *sPlayer); break; case WALL_Y: if (bSet) wall[iWall].y=lValue; else - SetGameVarID((int)lVar2, wall[iWall].y, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].y, *sActor, *sPlayer); break; case WALL_POINT2: if (bSet) wall[iWall].point2=lValue; else - SetGameVarID((int)lVar2, wall[iWall].point2, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].point2, *sActor, *sPlayer); break; case WALL_NEXTWALL: if (bSet) wall[iWall].nextwall=lValue; else - SetGameVarID((int)lVar2, wall[iWall].nextwall, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].nextwall, *sActor, *sPlayer); break; case WALL_NEXTSECTOR: if (bSet) wall[iWall].nextsector=lValue; else - SetGameVarID((int)lVar2, wall[iWall].nextsector, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].nextsector, *sActor, *sPlayer); break; case WALL_CSTAT: if (bSet) wall[iWall].cstat=lValue; else - SetGameVarID((int)lVar2, wall[iWall].cstat, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].cstat, *sActor, *sPlayer); break; case WALL_PICNUM: if (bSet) wall[iWall].picnum=lValue; else - SetGameVarID((int)lVar2, wall[iWall].picnum, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].picnum, *sActor, *sPlayer); break; case WALL_OVERPICNUM: if (bSet) wall[iWall].overpicnum=lValue; else - SetGameVarID((int)lVar2, wall[iWall].overpicnum, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].overpicnum, *sActor, *sPlayer); break; case WALL_SHADE: if (bSet) wall[iWall].shade=lValue; else - SetGameVarID((int)lVar2, wall[iWall].shade, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].shade, *sActor, *sPlayer); break; case WALL_PAL: if (bSet) wall[iWall].pal=lValue; else - SetGameVarID((int)lVar2, wall[iWall].pal, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].pal, *sActor, *sPlayer); break; case WALL_XREPEAT: if (bSet) wall[iWall].xrepeat=lValue; else - SetGameVarID((int)lVar2, wall[iWall].xrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].xrepeat, *sActor, *sPlayer); break; case WALL_YREPEAT: if (bSet) wall[iWall].yrepeat=lValue; else - SetGameVarID((int)lVar2, wall[iWall].yrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].yrepeat, *sActor, *sPlayer); break; case WALL_XPANNING: if (bSet) wall[iWall].xpanning=lValue; else - SetGameVarID((int)lVar2, wall[iWall].xpanning, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].xpanning, *sActor, *sPlayer); break; case WALL_YPANNING: if (bSet) wall[iWall].ypanning=lValue; else - SetGameVarID((int)lVar2, wall[iWall].ypanning, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].ypanning, *sActor, *sPlayer); break; case WALL_LOTAG: if (bSet) wall[iWall].lotag=lValue; else - SetGameVarID((int)lVar2, wall[iWall].lotag, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].lotag, *sActor, *sPlayer); break; case WALL_HITAG: if (bSet) wall[iWall].hitag=lValue; else - SetGameVarID((int)lVar2, wall[iWall].hitag, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].hitag, *sActor, *sPlayer); break; case WALL_EXTRA: if (bSet) wall[iWall].extra=lValue; else - SetGameVarID((int)lVar2, wall[iWall].extra, sActor, sPlayer); + SetGameVarID(*lVar2, wall[iWall].extra, *sActor, *sPlayer); break; default: break; @@ -2261,176 +2261,176 @@ void DoWall(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, shor return; } -void DoSector(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer) +void DoSector(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer) { int iSector; long lValue; - if (lVar1 == g_iThisActorID) + if (*lVar1 == g_iThisActorID) // if they've asked for 'this', then use 'this'... iSector=sprite[g_i].sectnum; else - iSector=GetGameVarID((int)lVar1, sActor, sPlayer); + iSector=GetGameVarID(*lVar1, *sActor, *sPlayer); if (iSector<0 || iSector >= MAXSECTORS) return; - lValue=GetGameVarID((int)lVar2, sActor, sPlayer); + lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); - switch (lLabelID) + switch (*lLabelID) { case SECTOR_WALLPTR: if (bSet) sector[iSector].wallptr=lValue; else - SetGameVarID((int)lVar2, sector[iSector].wallptr,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].wallptr,*sActor,*sPlayer); break; case SECTOR_WALLNUM: if (bSet) sector[iSector].wallnum=lValue; else - SetGameVarID((int)lVar2, sector[iSector].wallnum,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].wallnum,*sActor,*sPlayer); break; case SECTOR_CEILINGZ: if (bSet) sector[iSector].ceilingz=lValue; else - SetGameVarID((int)lVar2, sector[iSector].ceilingz,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingz,*sActor,*sPlayer); break; case SECTOR_FLOORZ: if (bSet) sector[iSector].floorz=lValue; else - SetGameVarID((int)lVar2, sector[iSector].floorz,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorz,*sActor,*sPlayer); break; case SECTOR_CEILINGSTAT: if (bSet) sector[iSector].ceilingstat=lValue; else - SetGameVarID((int)lVar2, sector[iSector].ceilingstat,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingstat,*sActor,*sPlayer); break; case SECTOR_FLOORSTAT: if (bSet) sector[iSector].floorstat=lValue; else - SetGameVarID((int)lVar2, sector[iSector].floorstat,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorstat,*sActor,*sPlayer); break; case SECTOR_CEILINGPICNUM: if (bSet) sector[iSector].ceilingpicnum=lValue; else - SetGameVarID((int)lVar2, sector[iSector].ceilingpicnum,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingpicnum,*sActor,*sPlayer); break; case SECTOR_CEILINGSLOPE: if (bSet) sector[iSector].ceilingheinum=lValue; else - SetGameVarID((int)lVar2, sector[iSector].ceilingheinum,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingheinum,*sActor,*sPlayer); break; case SECTOR_CEILINGSHADE: if (bSet) sector[iSector].ceilingshade=lValue; else - SetGameVarID((int)lVar2, sector[iSector].ceilingshade,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingshade,*sActor,*sPlayer); break; case SECTOR_CEILINGPAL: if (bSet) sector[iSector].ceilingpal=lValue; else - SetGameVarID((int)lVar2, sector[iSector].ceilingpal,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingpal,*sActor,*sPlayer); break; case SECTOR_CEILINGXPANNING: if (bSet) sector[iSector].ceilingxpanning=lValue; else - SetGameVarID((int)lVar2, sector[iSector].ceilingypanning,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingypanning,*sActor,*sPlayer); break; case SECTOR_FLOORPICNUM: if (bSet) sector[iSector].floorpicnum=lValue; else - SetGameVarID((int)lVar2, sector[iSector].floorpicnum,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorpicnum,*sActor,*sPlayer); break; case SECTOR_FLOORSLOPE: if (bSet) sector[iSector].floorheinum=lValue; else - SetGameVarID((int)lVar2, sector[iSector].floorheinum,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorheinum,*sActor,*sPlayer); break; case SECTOR_FLOORSHADE: if (bSet) sector[iSector].floorshade=lValue; else - SetGameVarID((int)lVar2, sector[iSector].floorshade,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorshade,*sActor,*sPlayer); break; case SECTOR_FLOORPAL: if (bSet) sector[iSector].floorpal=lValue; else - SetGameVarID((int)lVar2, sector[iSector].floorpal,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorpal,*sActor,*sPlayer); break; case SECTOR_FLOORXPANNING: if (bSet) sector[iSector].floorxpanning=lValue; else - SetGameVarID((int)lVar2, sector[iSector].floorxpanning,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorxpanning,*sActor,*sPlayer); break; case SECTOR_FLOORYPANNING: if (bSet) sector[iSector].floorypanning=lValue; else - SetGameVarID((int)lVar2, sector[iSector].floorypanning,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorypanning,*sActor,*sPlayer); break; case SECTOR_VISIBILITY: if (bSet) sector[iSector].visibility=lValue; else - SetGameVarID((int)lVar2, sector[iSector].visibility,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].visibility,*sActor,*sPlayer); break; case SECTOR_ALIGNTO: if (bSet) sector[iSector].filler=lValue; else - SetGameVarID((int)lVar2, sector[iSector].filler,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].filler,*sActor,*sPlayer); break; case SECTOR_LOTAG: if (bSet) sector[iSector].lotag=lValue; else - SetGameVarID((int)lVar2, sector[iSector].lotag,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].lotag,*sActor,*sPlayer); break; case SECTOR_HITAG: if (bSet) sector[iSector].hitag=lValue; else - SetGameVarID((int)lVar2, sector[iSector].hitag,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].hitag,*sActor,*sPlayer); break; case SECTOR_EXTRA: if (bSet) sector[iSector].extra=lValue; else - SetGameVarID((int)lVar2, sector[iSector].extra,sActor,sPlayer); + SetGameVarID(*lVar2, sector[iSector].extra,*sActor,*sPlayer); break; default: @@ -2439,353 +2439,353 @@ void DoSector(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sh return; } -void DoActor(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer, long lParm2) +void DoActor(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer, const long *lParm2) { int iActor; long lValue; long lTemp; - lValue=GetGameVarID((int)lVar2, sActor, sPlayer); + lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); - if (lVar1 == g_iThisActorID) + if (*lVar1 == g_iThisActorID) // if they've asked for 'this', then use 'this'... iActor=g_i; else - iActor=GetGameVarID((int)lVar1, sActor, sPlayer); + iActor=GetGameVarID(*lVar1, *sActor, *sPlayer); if (iActor < 0 || iActor >= MAXSPRITES) return; - switch (lLabelID) + switch (*lLabelID) { case ACTOR_X: if (bSet) sprite[iActor].x=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].x,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].x,*sActor,*sPlayer); break; case ACTOR_Y: if (bSet) sprite[iActor].y=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].y,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].y,*sActor,*sPlayer); break; case ACTOR_Z: if (bSet) sprite[iActor].z=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].z,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].z,*sActor,*sPlayer); break; case ACTOR_CSTAT: if (bSet) sprite[iActor].cstat=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].cstat,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].cstat,*sActor,*sPlayer); break; case ACTOR_PICNUM: if (bSet) sprite[iActor].picnum=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].picnum,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].picnum,*sActor,*sPlayer); break; case ACTOR_SHADE: if (bSet) sprite[iActor].shade=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].shade,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].shade,*sActor,*sPlayer); break; case ACTOR_PAL: if (bSet) sprite[iActor].pal=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].pal,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].pal,*sActor,*sPlayer); break; case ACTOR_CLIPDIST: if (bSet) sprite[iActor].clipdist=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].clipdist,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].clipdist,*sActor,*sPlayer); break; case ACTOR_DETAIL: if (bSet) sprite[iActor].filler=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].filler,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].filler,*sActor,*sPlayer); break; case ACTOR_XREPEAT: if (bSet) sprite[iActor].xrepeat=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].xrepeat,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].xrepeat,*sActor,*sPlayer); break; case ACTOR_YREPEAT: if (bSet) sprite[iActor].yrepeat=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].yrepeat,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].yrepeat,*sActor,*sPlayer); break; case ACTOR_XOFFSET: if (bSet) sprite[iActor].xoffset=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].xoffset,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].xoffset,*sActor,*sPlayer); break; case ACTOR_YOFFSET: if (bSet) sprite[iActor].yoffset=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].yoffset,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].yoffset,*sActor,*sPlayer); break; case ACTOR_SECTNUM: if (bSet) changespritesect(iActor,lValue); else - SetGameVarID((int)lVar2, sprite[iActor].sectnum,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].sectnum,*sActor,*sPlayer); break; case ACTOR_STATNUM: if (bSet) changespritestat(iActor,lValue); else - SetGameVarID((int)lVar2, sprite[iActor].statnum,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].statnum,*sActor,*sPlayer); break; case ACTOR_ANG: if (bSet) sprite[iActor].ang=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].ang,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].ang,*sActor,*sPlayer); break; case ACTOR_OWNER: if (bSet) sprite[iActor].owner=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].owner,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].owner,*sActor,*sPlayer); break; case ACTOR_XVEL: if (bSet) sprite[iActor].xvel=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].xvel,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].xvel,*sActor,*sPlayer); break; case ACTOR_YVEL: if (bSet) sprite[iActor].yvel=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].yvel,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].yvel,*sActor,*sPlayer); break; case ACTOR_ZVEL: if (bSet) sprite[iActor].zvel=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].zvel,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].zvel,*sActor,*sPlayer); break; case ACTOR_LOTAG: if (bSet) sprite[iActor].lotag=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].lotag,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].lotag,*sActor,*sPlayer); break; case ACTOR_HITAG: if (bSet) sprite[iActor].hitag=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].hitag,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].hitag,*sActor,*sPlayer); break; case ACTOR_EXTRA: if (bSet) sprite[iActor].extra=lValue; else - SetGameVarID((int)lVar2, sprite[iActor].extra,sActor,sPlayer); + SetGameVarID(*lVar2, sprite[iActor].extra,*sActor,*sPlayer); break; case ACTOR_HTCGG: if (bSet) hittype[iActor].cgg=lValue; else - SetGameVarID((int)lVar2, hittype[iActor].cgg, sActor, sPlayer); + SetGameVarID(*lVar2, hittype[iActor].cgg, *sActor, *sPlayer); break; case ACTOR_HTPICNUM : if (bSet) hittype[iActor].picnum=lValue; else - SetGameVarID((int)lVar2, hittype[iActor].picnum, sActor, sPlayer); + SetGameVarID(*lVar2, hittype[iActor].picnum, *sActor, *sPlayer); break; case ACTOR_HTANG: if (bSet) hittype[iActor].ang=lValue; else - SetGameVarID((int)lVar2, hittype[iActor].ang, sActor, sPlayer); + SetGameVarID(*lVar2, hittype[iActor].ang, *sActor, *sPlayer); break; case ACTOR_HTEXTRA: if (bSet) hittype[iActor].extra=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].extra, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].extra, *sActor, *sPlayer); break; case ACTOR_HTOWNER: if (bSet) hittype[iActor].owner=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].owner, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].owner, *sActor, *sPlayer); break; case ACTOR_HTMOVFLAG: if (bSet) hittype[iActor].movflag=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].movflag, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].movflag, *sActor, *sPlayer); break; case ACTOR_HTTEMPANG: if (bSet) hittype[iActor].tempang=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].tempang, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].tempang, *sActor, *sPlayer); break; case ACTOR_HTACTORSTAYPUT: if (bSet) hittype[iActor].actorstayput=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].actorstayput, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].actorstayput, *sActor, *sPlayer); break; case ACTOR_HTDISPICNUM: if (bSet) hittype[iActor].dispicnum=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].dispicnum, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].dispicnum, *sActor, *sPlayer); break; case ACTOR_HTTIMETOSLEEP: if (bSet) hittype[iActor].timetosleep=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].timetosleep, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].timetosleep, *sActor, *sPlayer); break; case ACTOR_HTFLOORZ: if (bSet) hittype[iActor].floorz=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].floorz, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].floorz, *sActor, *sPlayer); break; case ACTOR_HTCEILINGZ: if (bSet) hittype[iActor].ceilingz=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].ceilingz, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].ceilingz, *sActor, *sPlayer); break; case ACTOR_HTLASTVX: if (bSet) hittype[iActor].lastvx=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].lastvx, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].lastvx, *sActor, *sPlayer); break; case ACTOR_HTLASTVY: if (bSet) hittype[iActor].lastvy=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].lastvy, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].lastvy, *sActor, *sPlayer); break; case ACTOR_HTBPOSX: if (bSet) hittype[iActor].bposx=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].bposx, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].bposx, *sActor, *sPlayer); break; case ACTOR_HTBPOSY: if (bSet) hittype[iActor].bposy=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].bposy, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].bposy, *sActor, *sPlayer); break; case ACTOR_HTBPOSZ: if (bSet) hittype[iActor].bposz=lValue; else - SetGameVarID((int)lVar2,hittype[iActor].bposz, sActor, sPlayer); + SetGameVarID(*lVar2,hittype[iActor].bposz, *sActor, *sPlayer); break; case ACTOR_HTG_T: - lTemp=lParm2; + lTemp=*lParm2; if (bSet) hittype[iActor].temp_data[lTemp]=lValue; else - SetGameVarID((int)lVar2, hittype[iActor].temp_data[lTemp], sActor, sPlayer); + SetGameVarID(*lVar2, hittype[iActor].temp_data[lTemp], *sActor, *sPlayer); break; case ACTOR_ANGOFF: if (bSet) spriteext[iActor].angoff=lValue; else - SetGameVarID((int)lVar2,spriteext[iActor].angoff, sActor, sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].angoff, *sActor, *sPlayer); break; case ACTOR_PITCH: if (bSet) spriteext[iActor].pitch=lValue; else - SetGameVarID((int)lVar2,spriteext[iActor].pitch, sActor, sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].pitch, *sActor, *sPlayer); break; case ACTOR_ROLL: if (bSet) spriteext[iActor].roll=lValue; else - SetGameVarID((int)lVar2,spriteext[iActor].roll, sActor, sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].roll, *sActor, *sPlayer); break; case ACTOR_MDXOFF: if (bSet) spriteext[iActor].xoff=lValue; else - SetGameVarID((int)lVar2,spriteext[iActor].xoff, sActor, sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].xoff, *sActor, *sPlayer); break; case ACTOR_MDYOFF: if (bSet) spriteext[iActor].yoff=lValue; else - SetGameVarID((int)lVar2,spriteext[iActor].yoff, sActor, sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].yoff, *sActor, *sPlayer); break; case ACTOR_MDZOFF: if (bSet) spriteext[iActor].zoff=lValue; else - SetGameVarID((int)lVar2,spriteext[iActor].zoff, sActor, sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].zoff, *sActor, *sPlayer); break; default: @@ -2794,214 +2794,214 @@ void DoActor(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sho return; } -void DoProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer) +void DoProjectile(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer) { long lValue,proj; - // proj=GetGameVarID((int)lVar1, sActor, sPlayer); - proj=lVar1; + // proj=GetGameVarID(lVar1, *sActor, *sPlayer); + proj=*lVar1; if (proj < 0 || proj >= MAXTILES) return; - lValue=GetGameVarID((int)lVar2, sActor, sPlayer); + lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); - switch (lLabelID) + switch (*lLabelID) { case PROJ_WORKSLIKE: if (bSet) projectile[proj].workslike=lValue; else - SetGameVarID((int)lVar2, projectile[proj].workslike, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].workslike, *sActor, *sPlayer); break; case PROJ_SPAWNS: if (bSet) projectile[proj].spawns=lValue; else - SetGameVarID((int)lVar2, projectile[proj].spawns, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].spawns, *sActor, *sPlayer); break; case PROJ_SXREPEAT: if (bSet) projectile[proj].sxrepeat=lValue; else - SetGameVarID((int)lVar2, projectile[proj].sxrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].sxrepeat, *sActor, *sPlayer); break; case PROJ_SYREPEAT: if (bSet) projectile[proj].syrepeat=lValue; else - SetGameVarID((int)lVar2, projectile[proj].syrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].syrepeat, *sActor, *sPlayer); break; case PROJ_SOUND: if (bSet) projectile[proj].sound=lValue; else - SetGameVarID((int)lVar2, projectile[proj].sound, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].sound, *sActor, *sPlayer); break; case PROJ_ISOUND: if (bSet) projectile[proj].isound=lValue; else - SetGameVarID((int)lVar2, projectile[proj].isound, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].isound, *sActor, *sPlayer); break; case PROJ_VEL: if (bSet) projectile[proj].vel=lValue; else - SetGameVarID((int)lVar2, projectile[proj].vel, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].vel, *sActor, *sPlayer); break; case PROJ_EXTRA: if (bSet) projectile[proj].extra=lValue; else - SetGameVarID((int)lVar2, projectile[proj].extra, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].extra, *sActor, *sPlayer); break; case PROJ_DECAL: if (bSet) projectile[proj].decal=lValue; else - SetGameVarID((int)lVar2, projectile[proj].decal, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].decal, *sActor, *sPlayer); break; case PROJ_TRAIL: if (bSet) projectile[proj].trail=lValue; else - SetGameVarID((int)lVar2, projectile[proj].trail, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].trail, *sActor, *sPlayer); break; case PROJ_TXREPEAT: if (bSet) projectile[proj].txrepeat=lValue; else - SetGameVarID((int)lVar2, projectile[proj].txrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].txrepeat, *sActor, *sPlayer); break; case PROJ_TYREPEAT: if (bSet) projectile[proj].tyrepeat=lValue; else - SetGameVarID((int)lVar2, projectile[proj].tyrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].tyrepeat, *sActor, *sPlayer); break; case PROJ_TOFFSET: if (bSet) projectile[proj].toffset=lValue; else - SetGameVarID((int)lVar2, projectile[proj].toffset, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].toffset, *sActor, *sPlayer); break; case PROJ_TNUM: if (bSet) projectile[proj].tnum=lValue; else - SetGameVarID((int)lVar2, projectile[proj].tnum, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].tnum, *sActor, *sPlayer); break; case PROJ_DROP: if (bSet) projectile[proj].drop=lValue; else - SetGameVarID((int)lVar2, projectile[proj].drop, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].drop, *sActor, *sPlayer); break; case PROJ_CSTAT: if (bSet) projectile[proj].cstat=lValue; else - SetGameVarID((int)lVar2, projectile[proj].cstat, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].cstat, *sActor, *sPlayer); break; case PROJ_CLIPDIST: if (bSet) projectile[proj].clipdist=lValue; else - SetGameVarID((int)lVar2, projectile[proj].clipdist, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].clipdist, *sActor, *sPlayer); break; case PROJ_SHADE: if (bSet) projectile[proj].shade=lValue; else - SetGameVarID((int)lVar2, projectile[proj].shade, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].shade, *sActor, *sPlayer); break; case PROJ_XREPEAT: if (bSet) projectile[proj].xrepeat=lValue; else - SetGameVarID((int)lVar2, projectile[proj].xrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].xrepeat, *sActor, *sPlayer); break; case PROJ_YREPEAT: if (bSet) projectile[proj].yrepeat=lValue; else - SetGameVarID((int)lVar2, projectile[proj].yrepeat, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].yrepeat, *sActor, *sPlayer); break; case PROJ_PAL: if (bSet) projectile[proj].pal=lValue; else - SetGameVarID((int)lVar2, projectile[proj].pal, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].pal, *sActor, *sPlayer); break; case PROJ_EXTRA_RAND: if (bSet) projectile[proj].extra_rand=lValue; else - SetGameVarID((int)lVar2, projectile[proj].extra_rand, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].extra_rand, *sActor, *sPlayer); break; case PROJ_HITRADIUS: if (bSet) projectile[proj].hitradius=lValue; else - SetGameVarID((int)lVar2, projectile[proj].hitradius, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].hitradius, *sActor, *sPlayer); break; case PROJ_VEL_MULT: if (bSet) projectile[proj].velmult=lValue; else - SetGameVarID((int)lVar2, projectile[proj].velmult, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].velmult, *sActor, *sPlayer); break; case PROJ_OFFSET: if (bSet) projectile[proj].offset=lValue; else - SetGameVarID((int)lVar2, projectile[proj].offset, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].offset, *sActor, *sPlayer); break; case PROJ_BOUNCES: if (bSet) projectile[proj].bounces=lValue; else - SetGameVarID((int)lVar2, projectile[proj].bounces, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].bounces, *sActor, *sPlayer); break; case PROJ_BSOUND: if (bSet) projectile[proj].bsound=lValue; else - SetGameVarID((int)lVar2, projectile[proj].bsound, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].bsound, *sActor, *sPlayer); break; case PROJ_RANGE: if (bSet) projectile[proj].range=lValue; else - SetGameVarID((int)lVar2, projectile[proj].range, sActor, sPlayer); + SetGameVarID(*lVar2, projectile[proj].range, *sActor, *sPlayer); break; default: @@ -3616,7 +3616,7 @@ char parse(void) lVar1=*insptr++; lLabelID=*insptr++; lVar2=*insptr++; - DoThisProjectile(tw==CON_SETTHISPROJECTILE,lVar1,lLabelID,lVar2,g_i,g_p); + DoThisProjectile(tw==CON_SETTHISPROJECTILE,&lVar1,&lLabelID,&lVar2,(long *)&g_i,(long *)&g_p); break; } @@ -5675,7 +5675,7 @@ good: lVar1=*insptr++; lLabelID=*insptr++; lVar2=*insptr++; - DoSector(tw==CON_SETSECTOR, lVar1, lLabelID, lVar2, g_i, g_p); + DoSector(tw==CON_SETSECTOR, &lVar1, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p); break; } @@ -5939,7 +5939,7 @@ good: } lVar2=*insptr++; - DoPlayer(tw==CON_SETPLAYER, lVar1, lLabelID, lVar2, g_i, g_p, lParm2); + DoPlayer(tw==CON_SETPLAYER, &lVar1, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p, &lParm2); break; } @@ -5957,7 +5957,7 @@ good: lVar2=*insptr++; - DoInput(tw==CON_SETINPUT, lVar1, lLabelID, lVar2, g_i, g_p); + DoInput(tw==CON_SETINPUT, &lVar1, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p); break; } @@ -5973,7 +5973,7 @@ good: lLabelID=*insptr++; lVar2=*insptr++; - DoUserDef(tw==CON_SETUSERDEF, lLabelID, lVar2, g_i, g_p); + DoUserDef(tw==CON_SETUSERDEF, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p); break; } @@ -5989,7 +5989,7 @@ good: lVar1=GetGameVarID(*insptr++, g_i, g_p); lLabelID=*insptr++; lVar2=*insptr++; - DoProjectile(tw==CON_SETPROJECTILE,lVar1,lLabelID,lVar2,g_i,g_p); + DoProjectile(tw==CON_SETPROJECTILE,&lVar1,&lLabelID,&lVar2,(long *)&g_i,(long *)&g_p); break; } @@ -6007,7 +6007,7 @@ good: lLabelID=*insptr++; lVar2=*insptr++; - DoWall(tw==CON_SETWALL, lVar1, lLabelID, lVar2, g_i, g_p); + DoWall(tw==CON_SETWALL, &lVar1, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p); break; } @@ -6095,7 +6095,7 @@ good: } lVar2=*insptr++; - DoActor(tw==CON_SETACTOR, lVar1, lLabelID, lVar2, g_i, g_p, lParm2); + DoActor(tw==CON_SETACTOR, &lVar1, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p, &lParm2); break; } @@ -6922,13 +6922,13 @@ good: return 0; } -void LoadActor(short sActor,short sPlayer,long lDist) +void LoadActor(long sActor) { char done; g_i = sActor; // Sprite ID - g_p = sPlayer; // Player ID - g_x = lDist; // ?? + g_p = -1; // sPlayer; // Player ID + g_x = -1; // lDist; // ?? g_sp = &sprite[g_i]; // Pointer to sprite structure g_t = &hittype[g_i].temp_data[0]; // Sprite's 'extra' data @@ -6961,13 +6961,13 @@ void LoadActor(short sActor,short sPlayer,long lDist) } } -void execute(short sActor,short sPlayer,long lDist) +void execute(const short *sActor,const short *sPlayer,const long *lDist) { char done; - g_i = sActor; // Sprite ID - g_p = sPlayer; // Player ID - g_x = lDist; // ?? + g_i = *sActor; // Sprite ID + g_p = *sPlayer; // Player ID + g_x = *lDist; // ?? g_sp = &sprite[g_i]; // Pointer to sprite structure g_t = &hittype[g_i].temp_data[0]; // Sprite's 'extra' data diff --git a/polymer/eduke32/source/global.c b/polymer/eduke32/source/global.c index 5ea8b0194..194f0e597 100644 --- a/polymer/eduke32/source/global.c +++ b/polymer/eduke32/source/global.c @@ -181,4 +181,4 @@ proj_struct projectile[MAXTILES], thisprojectile[MAXSPRITES], defaultprojectile[ char cheatkey[2] = { sc_D, sc_N }; char setupfilename[BMAX_PATH]= "duke3d.cfg"; -void get_level_from_filename(char *fn, char *volume, char *level); +void get_level_from_filename(char *fn, int *volume, int *level); diff --git a/polymer/eduke32/source/premap.c b/polymer/eduke32/source/premap.c index b846c3c2e..b79c57bbc 100644 --- a/polymer/eduke32/source/premap.c +++ b/polymer/eduke32/source/premap.c @@ -813,7 +813,7 @@ void prelevel(char g) { nexti = nextspritestat[i]; ResetActorGameVars(i); - LoadActor(i, -1, -1); + LoadActor(i); if (sprite[i].lotag == -1 && (sprite[i].cstat&16)) { ps[0].exitx = SX; @@ -1615,7 +1615,7 @@ int enterlevel(char g) if (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0) { - char volume, level; + int volume, level; get_level_from_filename(boardfilename,&volume,&level);