Fix a couple of stupid typos and remove some dead code from Mapster32

git-svn-id: https://svn.eduke32.com/eduke32@1656 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2010-05-29 05:03:02 +00:00
parent ad0284b00c
commit d76817a361
4 changed files with 26 additions and 105 deletions

View file

@ -526,6 +526,10 @@ CANCEL:
ExtPreCheckKeys();
nextpage();
synctics = totalclock-lockclock;
lockclock += synctics;
drawrooms(pos.x,pos.y,pos.z,ang,horiz,cursectnum);
#ifdef SUPERBUILD
ExtAnalyzeSprites();
@ -546,9 +550,6 @@ CANCEL:
#endif
ExtCheckKeys();
nextpage();
synctics = totalclock-lockclock;
lockclock += synctics;
if (keystatus[1])
{
@ -845,22 +846,23 @@ void editinput(void)
if (keystatus[0x43]) // F9
{
mhk=1;
loadmhk();
keystatus[0x43] = 0;
}
if (keystatus[0x44]) // F10
if (mhk)
{
Bmemset(spriteext, 0, sizeof(spriteext_t) * MAXSPRITES);
Bmemset(spritesmooth, 0, sizeof(spritesmooth_t) *(MAXSPRITES+MAXUNIQHUDID));
mhk=0;
mhk = 0;
initprintf("Maphacks disabled\n");
keystatus[0x44] = 0;
}
else
{
loadmhk();
mhk = 1;
}
keystatus[0x43] = 0;
}
begindrawing(); //{{{
if (mhk)
printext256(0,16,whitecol,0,(mhk==1)?"Maphacks ON":"Maphacks ON (not found)",0);
enddrawing(); //}}}
if (angvel != 0) //ang += angvel * constant

View file

@ -7669,7 +7669,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
mylight.horiz = SH;
mylight.minshade = sprite[i].xoffset;
mylight.maxshade = sprite[i].yoffset;
mylight.tilenum = actor[i].picnum;
mylight.tilenum = sprite[i].owner;
if (CS & 2)
{

View file

@ -9059,90 +9059,6 @@ void ExtAnalyzeSprites(void)
spritetype *tspr;
int32_t frames=0, l;
#ifdef POLYMER
gamelightcount = 0;
for (i=numsprites-1; i>=0; i--)
{
if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 49)
{
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = SECT;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = SX;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = SY;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = SZ;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = SHT;
if ((sprite[i].xvel | sprite[i].yvel | sprite[i].zvel) != 0)
{
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = sprite[i].xvel;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = sprite[i].yvel;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = sprite[i].zvel;
}
else
{
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = hictinting[PL].r;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = hictinting[PL].g;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = hictinting[PL].b;
}
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 0;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = SA;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = SH;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].minshade = sprite[i].xoffset;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].maxshade = sprite[i].yoffset;
// gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = SS;
if (CS & 2)
{
if (CS & 512)
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW;
else
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_HIGH;
}
else
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX;
gamelightcount++;
}
if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 50)
{
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = SECT;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = SX;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = SY;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = SZ;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = SHT;
if ((sprite[i].xvel | sprite[i].yvel | sprite[i].zvel) != 0)
{
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = sprite[i].xvel;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = sprite[i].yvel;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = sprite[i].zvel;
}
else
{
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = hictinting[PL].r;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = hictinting[PL].g;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = hictinting[PL].b;
}
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = (256-(SS+128))<<1;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = (int16_t)(gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius * 0.75f);
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = SA;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = SH;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].minshade = sprite[i].xoffset;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].maxshade = sprite[i].yoffset;
if (CS & 2)
{
if (CS & 512)
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW;
else
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_HIGH;
}
else
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX;
gamelightcount++;
}
}
#endif
for (i=0,tspr=&tsprite[0]; i<spritesortcnt; i++,tspr++)
{
frames=0;

View file

@ -2714,7 +2714,8 @@ CHECKINV1:
p->wantweaponfire = j;
p->kickback_pic = 0;
}
if ((int32_t)j != -1 && p->last_pissed_time <= (GAMETICSPERSEC*218) && p->show_empty_weapon == 0 /*&& p->kickback_pic == 0*/ && p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
if ((int32_t)j != -1 && p->last_pissed_time <= (GAMETICSPERSEC*218) && p->show_empty_weapon == 0 /*&& p->kickback_pic == 0*/ &&
p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
{
// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == -9 ) ))
{
@ -2743,7 +2744,7 @@ CHECKINV1:
if (k == -1) k = 9;
else if (k == 10) k = 0;
if ((p->gotweapon && (1<<k)) && p->ammo_amount[k] > 0)
if ((p->gotweapon & (1<<k)) && p->ammo_amount[k] > 0)
{
if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d
if (k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON)))
@ -2768,10 +2769,9 @@ CHECKINV1:
break;
}
i++; // absolutely no weapons, so use foot
if (i == 10)
if (++i == 10) // absolutely no weapons, so use foot
{
P_AddWeapon(p, KNEE_WEAPON);
j = KNEE_WEAPON;
break;
}
}
@ -2779,9 +2779,12 @@ CHECKINV1:
Gv_SetVar(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum],p->i,snum);
Gv_SetVar(g_iWeaponVarID,j, p->i, snum);
aGameVars[g_iReturnVarID].val.lValue = j;
VM_OnEvent(EVENT_SELECTWEAPON,p->i,snum, -1);
j = aGameVars[g_iReturnVarID].val.lValue;
if ((int32_t)j != -1 && j <= MAX_WEAPONS)
{
if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)