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- redid the iterators in _polymost.cpp.
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commit
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2 changed files with 17 additions and 29 deletions
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@ -11,10 +11,10 @@ ViewSectorInScene(short cursectnum, short level)
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SPRITEp sp;
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short match;
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StatIterator it(STAT_FAF);
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while ((i = it.NextIndex()) >= 0)
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SWStatIterator it(STAT_FAF);
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while (auto actor = it.Next())
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{
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sp = &sprite[i];
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sp = &actor->s();
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if (sp->hitag == level)
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{
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@ -102,17 +102,16 @@ DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, shor
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void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, short sectnum)
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{
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int i;
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StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
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while ((i = it.NextIndex()) >= 0)
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SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
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while (auto actor = it.Next())
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{
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auto sp = &sprite[i];
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auto sp = &actor->s();
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if (SP_TAG3(sp) == 0)
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{
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// back up ceilingpicnum and ceilingstat
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SP_TAG5(sp) = sector[sp->sectnum].ceilingpicnum;
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sector[sp->sectnum].ceilingpicnum = SP_TAG2(sp);
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SP_TAG4(sp) = sector[sprite[i].sectnum].ceilingstat;
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SP_TAG4(sp) = sector[sp->sectnum].ceilingstat;
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//SET(sp->sectnum].ceilingstat, ((int)SP_TAG7(sp))<<7);
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SET(sector[sp->sectnum].ceilingstat, SP_TAG6(sp));
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RESET(sector[sp->sectnum].ceilingstat, CEILING_STAT_PLAX);
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@ -131,9 +130,9 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, short
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renderDrawRoomsQ16(x,y,z,q16ang,q16horiz,sectnum);
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it.Reset(STAT_CEILING_FLOOR_PIC_OVERRIDE);
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while ((i = it.NextIndex()) >= 0)
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while (auto actor = it.Next())
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{
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auto sp = &sprite[i];
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auto sp = &actor->s();
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// manually set gotpic
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if (gotsector[sp->sectnum])
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{
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@ -252,8 +251,6 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
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sp = &sprite[mirror[cnt].camera];
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ASSERT(sp);
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// Calculate the angle of the mirror wall
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w = mirror[cnt].mirrorwall;
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@ -40,26 +40,17 @@ typedef enum
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typedef struct
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{
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short mirrorwall; // Wall number containing the mirror
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// tile
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short mirrorsector; // nextsector used internally to draw
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// mirror rooms
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short camera; // Contains number of ST1 sprite used
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// as a camera
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short mirrorwall; // Wall number containing the mirror tile
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short mirrorsector; // nextsector used internally to draw mirror rooms
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short camera; // Contains number of ST1 sprite used as a camera
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short camsprite; // sprite pointing to campic
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short campic; // Editart tile number to draw a
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// screen to
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short campic; // Editart tile number to draw a screen to
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short numspawnspots; // Number of spawnspots used
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short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill
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// level for a
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// max of up to 4 coolie ghosts to spawn.
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short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill level for a max of up to 4 coolie ghosts to spawn.
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bool ismagic; // Is this a magic mirror?
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uint8_t mstate; // What state the mirror is currently
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// in
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int maxtics; // Tic count used to time mirror
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// events
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int tics; // How much viewing time has been
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// used on mirror?
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uint8_t mstate; // What state the mirror is currently in
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int maxtics; // Tic count used to time mirror events
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int tics; // How much viewing time has been used on mirror?
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} MIRRORTYPE, *MIRRORTYPEp;
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extern MIRRORTYPE mirror[MAXMIRRORS];
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