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https://github.com/DrBeef/Raze.git
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- Duke: eliminated all local short variables in actors*.cpp.
This commit is contained in:
parent
9b2b34a026
commit
fd2764dc6e
7 changed files with 67 additions and 68 deletions
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@ -411,7 +411,7 @@ void neartag(int32_t xs, int32_t ys, int32_t zs, int16_t sectnum, int16_t ange
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int32_t cansee(int32_t x1, int32_t y1, int32_t z1, int16_t sect1,
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int32_t x2, int32_t y2, int32_t z2, int16_t sect2);
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int32_t inside(int32_t x, int32_t y, int sectnum);
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void dragpoint(int16_t pointhighlight, int32_t dax, int32_t day, uint8_t flags = 0);
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void dragpoint(int pointhighlight, int32_t dax, int32_t day, uint8_t flags = 0);
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int32_t try_facespr_intersect(uspriteptr_t const spr, vec3_t const in,
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int32_t vx, int32_t vy, int32_t vz,
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vec3_t * const intp, int32_t strictly_smaller_than_p);
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@ -1177,7 +1177,7 @@ void neartag(int32_t xs, int32_t ys, int32_t zs, int16_t sectnum, int16_t ange,
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// flags:
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// 1: don't reset walbitmap[] (the bitmap of already dragged vertices)
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// 2: In the editor, do wall[].cstat |= (1<<14) also for the lastwall().
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void dragpoint(int16_t pointhighlight, int32_t dax, int32_t day, uint8_t flags)
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void dragpoint(int pointhighlight, int32_t dax, int32_t day, uint8_t flags)
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{
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int32_t i, numyaxwalls=0;
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static int16_t yaxwalls[MAXWALLS];
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@ -129,7 +129,7 @@ void checkavailinven(struct player_struct* player)
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void checkavailweapon(struct player_struct* player)
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{
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short i, snum;
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int i, snum;
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int weap;
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if (player->wantweaponfire >= 0)
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@ -283,7 +283,7 @@ void ms(DDukeActor* const actor)
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{
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//T1,T2 and T3 are used for all the sector moving stuff!!!
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short startwall, endwall, x;
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int startwall, endwall, x;
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int tx, ty;
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auto s = actor->s;
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@ -383,7 +383,7 @@ void movedummyplayers(void)
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else
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{
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if (spri->sector()->lotag != 2) spri->z = spri->sector()->floorz;
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spri->cstat = (short)32768;
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spri->cstat = 32768;
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}
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}
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@ -1662,7 +1662,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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{
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if (actor_tog == 1)
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{
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s->cstat = (short)32768;
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s->cstat = 32768;
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return;
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}
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else if (actor_tog == 2) s->cstat = 257;
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@ -1873,8 +1873,8 @@ void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int
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{
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if (sprj->lotag == 1)
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{
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sprj->lotag = (short)65535;
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sprj->hitag = (short)65535;
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sprj->lotag = -1;
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sprj->hitag = -1;
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}
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}
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else if (sprj->picnum == REACTOR)
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@ -1887,7 +1887,7 @@ void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int
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}
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else if (sprj->picnum == REACTORSPARK || sprj->picnum == REACTOR2SPARK)
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{
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sprj->cstat = (short)32768;
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sprj->cstat = 32768;
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}
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}
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return;
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@ -2006,7 +2006,7 @@ void camera(DDukeActor *actor)
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if (j >= 0)
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{
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t[0] = 1; // static
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s->cstat = (short)32768;
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s->cstat = 32768;
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for (int x = 0; x < 5; x++)
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RANDOMSCRAP(actor);
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return;
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@ -2604,7 +2604,7 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
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//
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//---------------------------------------------------------------------------
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void gutsdir(DDukeActor* actor, short gtype, short n, short p)
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void gutsdir(DDukeActor* actor, int gtype, int n, int p)
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{
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int sx, sy;
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@ -3452,8 +3452,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
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if (ldist(Owner, actor) < 1024)
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{
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short ta;
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ta = s->ang;
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auto ta = s->ang;
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s->ang = getangle(ps[p].pos.x - s->x, ps[p].pos.y - s->y);
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s->ang = ta;
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actor->SetOwner(nullptr);
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@ -3526,7 +3525,7 @@ void handle_se08(DDukeActor *actor, bool checkhitag1)
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if (j >= 0)
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{
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short sn;
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int sn;
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if ((sc->lotag & 0x8000) || actor->temp_data[4])
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x = -t[3];
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@ -4307,8 +4306,8 @@ void handle_se20(DDukeActor* actor)
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}
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}
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dragpoint((short)t[1], wall[t[1]].x + x, wall[t[1]].y + l);
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dragpoint((short)t[2], wall[t[2]].x + x, wall[t[2]].y + l);
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dragpoint(t[1], wall[t[1]].x + x, wall[t[1]].y + l);
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dragpoint(t[2], wall[t[2]].x + x, wall[t[2]].y + l);
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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if (ps[p].cursectnum == s->sectnum && ps[p].on_ground)
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@ -5178,7 +5177,7 @@ int furthestcanseepoint(DDukeActor *actor, DDukeActor* tosee, int* dax, int* day
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void alterang(int ang, DDukeActor* actor, int playernum)
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{
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auto s = actor->s;
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short aang, angdif, goalang, j;
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int aang, angdif, goalang, j;
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int ticselapsed;
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int* t = actor->temp_data;
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@ -342,10 +342,10 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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walltype* wal;
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int d, q, x1, y1;
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int sectcnt, sectend, dasect, startwall, endwall, nextsect;
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short p, x;
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int p, x;
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int sect;
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static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
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short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
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int tempsect[128]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
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auto spri = actor->s;
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@ -353,14 +353,14 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if(spri->picnum != SHRINKSPARK)
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{
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tempshort[0] = spri->sectnum;
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tempsect[0] = spri->sectnum;
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dasect = spri->sectnum;
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auto dasectp = spri->sector();
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sectcnt = 0; sectend = 1;
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do
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{
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dasect = tempshort[sectcnt++];
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dasect = tempsect[sectcnt++];
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if (((dasectp->ceilingz - spri->z) >> 8) < r)
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{
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d = abs(wall[dasectp->wallptr].x - spri->x) + abs(wall[dasectp->wallptr].y - spri->y);
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@ -384,8 +384,8 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (nextsect >= 0)
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{
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for (dasect = sectend - 1; dasect >= 0; dasect--)
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if (tempshort[dasect] == nextsect) break;
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if (dasect < 0) tempshort[sectend++] = nextsect;
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if (tempsect[dasect] == nextsect) break;
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if (dasect < 0) tempsect[sectend++] = nextsect;
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}
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x1 = (((wal->x + wall[wal->point2].x) >> 1) + spri->x) >> 1;
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y1 = (((wal->y + wall[wal->point2].y) >> 1) + spri->y) >> 1;
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@ -393,7 +393,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (sect >= 0 && cansee(x1, y1, spri->z, sect, spri->x, spri->y, spri->z, spri->sectnum))
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fi.checkhitwall(actor, x, wal->x, wal->y, spri->z, spri->picnum);
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}
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} while (sectcnt < sectend);
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} while (sectcnt < sectend && sectcnt < countof(tempsect));
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}
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SKIPWALLCHECK:
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@ -541,7 +541,7 @@ SKIPWALLCHECK:
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int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision &result)
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{
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int daz, h, oldx, oldy;
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short cd;
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int clipdist;
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int dasectnum;
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auto spri = actor->s;
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@ -574,13 +574,13 @@ int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, un
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else
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{
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if (spri->picnum == LIZMAN)
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cd = 292;
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clipdist = 292;
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else if (actorflag(actor, SFLAG_BADGUY))
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cd = spri->clipdist << 2;
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clipdist = spri->clipdist << 2;
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else
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cd = 192;
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clipdist = 192;
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clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype, result);
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clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), clipdist, (4 << 8), (4 << 8), cliptype, result);
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}
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// conditional code from hell...
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@ -629,17 +629,17 @@ int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, un
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//
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//---------------------------------------------------------------------------
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void lotsofmoney_d(DDukeActor *actor, short n)
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void lotsofmoney_d(DDukeActor *actor, int n)
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{
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lotsofstuff(actor, n, MONEY);
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}
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void lotsofmail_d(DDukeActor *actor, short n)
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void lotsofmail_d(DDukeActor *actor, int n)
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{
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lotsofstuff(actor, n, MAIL);
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}
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void lotsofpaper_d(DDukeActor *actor, short n)
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void lotsofpaper_d(DDukeActor *actor, int n)
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{
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lotsofstuff(actor, n, PAPER);
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}
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@ -650,7 +650,7 @@ void lotsofpaper_d(DDukeActor *actor, short n)
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//
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//---------------------------------------------------------------------------
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void guts_d(DDukeActor* actor, short gtype, short n, short p)
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void guts_d(DDukeActor* actor, int gtype, int n, int p)
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{
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auto s = actor->s;
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int gutz, floorz;
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@ -707,7 +707,7 @@ void guts_d(DDukeActor* actor, short gtype, short n, short p)
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void movefta_d(void)
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{
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int x, px, py, sx, sy;
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short p;
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int p;
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int psect, ssect;
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int j;
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@ -825,7 +825,7 @@ DDukeActor* ifhitsectors_d(int sectnum)
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int ifhitbyweapon_d(DDukeActor *actor)
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{
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short p;
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int p;
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auto spri = actor->s;
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auto hitowner = actor->GetHitOwner();
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@ -2323,7 +2323,7 @@ static void greenslime(DDukeActor *actor)
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{
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if (actor_tog == 1)
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{
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s->cstat = (short)32768;
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s->cstat = 32768;
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return;
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}
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else if (actor_tog == 2) s->cstat = 257;
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@ -2459,7 +2459,7 @@ static void greenslime(DDukeActor *actor)
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if (t[3] > 0)
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{
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short frames[] = { 5,5,6,6,7,7,6,5 };
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static const uint8_t frames[] = { 5,5,6,6,7,7,6,5 };
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s->picnum = GREENSLIME + frames[t[3]];
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@ -2977,7 +2977,7 @@ DETONATEB:
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{
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t[2] = gs.respawnitemtime;
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spawn(actor, RESPAWNMARKERRED);
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s->cstat = (short)32768;
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s->cstat = 32768;
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s->yrepeat = 9;
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return;
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}
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@ -3020,7 +3020,7 @@ DETONATEB:
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{
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t[2] = gs.respawnitemtime;
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spawn(actor, RESPAWNMARKERRED);
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s->cstat = (short)32768;
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s->cstat = 32768;
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}
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}
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@ -3192,7 +3192,7 @@ void moveactors_d(void)
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{
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if (actor_tog == 1)
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{
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s->cstat = (short)32768;
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s->cstat = 32768;
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continue;
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}
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else if (actor_tog == 2) s->cstat = 257;
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@ -3788,7 +3788,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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auto spr = actor->s;
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auto t = actor->temp_data;
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int l;
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short goalang, angdif;
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int goalang, angdif;
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int daxvel;
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int a = spr->hitag;
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@ -116,7 +116,7 @@ void check_fta_sounds_r(DDukeActor* actor)
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void addweapon_r(struct player_struct* p, int weapon)
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{
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short cw = p->curr_weapon;
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int cw = p->curr_weapon;
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if (p->OnMotorcycle || p->OnBoat)
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{
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p->gotweapon[weapon] = true;;
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@ -221,10 +221,10 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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sectortype* dasectp;
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int d, q, x1, y1;
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int sectcnt, sectend, dasect, startwall, endwall, nextsect;
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short p, x;
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int p, x;
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int sect;
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static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
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short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
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int tempsect[128]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
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auto spri = actor->s;
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@ -233,14 +233,14 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (spri->picnum == RPG || ((isRRRA()) && spri->picnum == RPG2)) goto SKIPWALLCHECK;
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}
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tempshort[0] = spri->sectnum;
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tempsect[0] = spri->sectnum;
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dasect = spri->sectnum;
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dasectp = spri->sector();
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sectcnt = 0; sectend = 1;
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do
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{
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dasect = tempshort[sectcnt++];
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dasect = tempsect[sectcnt++];
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if (((dasectp->ceilingz - spri->z) >> 8) < r)
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{
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d = abs(wall[dasectp->wallptr].x - spri->x) + abs(wall[dasectp->wallptr].y - spri->y);
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@ -264,8 +264,8 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (nextsect >= 0)
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{
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for (dasect = sectend - 1; dasect >= 0; dasect--)
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if (tempshort[dasect] == nextsect) break;
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if (dasect < 0) tempshort[sectend++] = nextsect;
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if (tempsect[dasect] == nextsect) break;
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if (dasect < 0) tempsect[sectend++] = nextsect;
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}
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x1 = (((wal->x + wall[wal->point2].x) >> 1) + spri->x) >> 1;
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y1 = (((wal->y + wall[wal->point2].y) >> 1) + spri->y) >> 1;
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@ -273,7 +273,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (sect >= 0 && cansee(x1, y1, spri->z, sect, spri->x, spri->y, spri->z, spri->sectnum))
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fi.checkhitwall(actor, x, wal->x, wal->y, spri->z, spri->picnum);
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}
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} while (sectcnt < sectend);
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} while (sectcnt < sectend && sectcnt < countof(tempsect));
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SKIPWALLCHECK:
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@ -387,7 +387,7 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un
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{
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int daz, h, oldx, oldy;
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int dasectnum;
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short cd;
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int clipdist;
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auto spri = actor->s;
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int bg = badguy(actor);
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@ -417,8 +417,8 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un
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clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024L, (4 << 8), (4 << 8), cliptype, result);
|
||||
else
|
||||
{
|
||||
cd = 192;
|
||||
clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype, result);
|
||||
clipdist = 192;
|
||||
clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), clipdist, (4 << 8), (4 << 8), cliptype, result);
|
||||
}
|
||||
|
||||
if (dasectnum < 0 || (dasectnum >= 0 && actor->actorstayput >= 0 && actor->actorstayput != dasectnum))
|
||||
|
@ -461,7 +461,7 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void lotsoffeathers_r(DDukeActor *actor, short n)
|
||||
void lotsoffeathers_r(DDukeActor *actor, int n)
|
||||
{
|
||||
lotsofstuff(actor, n, MONEY);
|
||||
}
|
||||
|
@ -473,7 +473,7 @@ void lotsoffeathers_r(DDukeActor *actor, short n)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void guts_r(DDukeActor* actor, short gtype, short n, short p)
|
||||
void guts_r(DDukeActor* actor, int gtype, int n, int p)
|
||||
{
|
||||
auto s = actor->s;
|
||||
int gutz, floorz;
|
||||
|
@ -530,7 +530,7 @@ void guts_r(DDukeActor* actor, short gtype, short n, short p)
|
|||
void movefta_r(void)
|
||||
{
|
||||
int x, px, py, sx, sy;
|
||||
short j, p;
|
||||
int j, p;
|
||||
int psect, ssect;
|
||||
|
||||
DukeStatIterator it(STAT_ZOMBIEACTOR);
|
||||
|
@ -2733,7 +2733,7 @@ DETONATEB:
|
|||
{
|
||||
t[2] = gs.respawnitemtime;
|
||||
spawn(actor, RESPAWNMARKERRED);
|
||||
s->cstat = (short)32768;
|
||||
s->cstat = 32768;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3091,7 +3091,7 @@ void moveactors_r(void)
|
|||
{
|
||||
if( actor_tog == 1)
|
||||
{
|
||||
s->cstat = (short)32768;
|
||||
s->cstat = 32768;
|
||||
continue;
|
||||
}
|
||||
else if(actor_tog == 2) s->cstat = 257;
|
||||
|
@ -3684,7 +3684,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
|
|||
auto spr = actor->s;
|
||||
auto t = actor->temp_data;
|
||||
int l;
|
||||
short goalang, angdif;
|
||||
int goalang, angdif;
|
||||
int daxvel;
|
||||
|
||||
int a = spr->hitag;
|
||||
|
|
|
@ -64,12 +64,12 @@ void addweapon_d(struct player_struct* p, int weapon);
|
|||
void addweapon_r(struct player_struct* p, int weapon);
|
||||
void hitradius_d(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
|
||||
void hitradius_r(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
|
||||
void lotsofmoney_d(DDukeActor* s, short n);
|
||||
void lotsofmail_d(DDukeActor* s, short n);
|
||||
void lotsofpaper_d(DDukeActor* s, short n);
|
||||
void lotsoffeathers_r(DDukeActor* s, short n);
|
||||
void guts_d(DDukeActor* s, short gtype, short n, short p);
|
||||
void guts_r(DDukeActor* s, short gtype, short n, short p);
|
||||
void lotsofmoney_d(DDukeActor* s, int n);
|
||||
void lotsofmail_d(DDukeActor* s, int n);
|
||||
void lotsofpaper_d(DDukeActor* s, int n);
|
||||
void lotsoffeathers_r(DDukeActor* s, int n);
|
||||
void guts_d(DDukeActor* s, int gtype, int n, int p);
|
||||
void guts_r(DDukeActor* s, int gtype, int n, int p);
|
||||
DDukeActor* ifhitsectors_d(int sectnum);
|
||||
DDukeActor* ifhitsectors_r(int sectnum);
|
||||
int ifhitbyweapon_r(DDukeActor* sn);
|
||||
|
|
|
@ -92,10 +92,10 @@ struct Dispatcher
|
|||
bool (*floorspace)(sectortype* sectp);
|
||||
void (*addweapon)(struct player_struct *p, int weapon);
|
||||
void (*hitradius)(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
|
||||
void (*lotsofmoney)(DDukeActor *s, short n);
|
||||
void (*lotsofmail)(DDukeActor *s, short n);
|
||||
void (*lotsofpaper)(DDukeActor *s, short n);
|
||||
void (*guts)(DDukeActor* s, short gtype, short n, short p);
|
||||
void (*lotsofmoney)(DDukeActor *s, int n);
|
||||
void (*lotsofmail)(DDukeActor *s, int n);
|
||||
void (*lotsofpaper)(DDukeActor *s, int n);
|
||||
void (*guts)(DDukeActor* s, int gtype, int n, int p);
|
||||
DDukeActor* (*ifhitsectors)(int sectnum);
|
||||
int (*ifhitbyweapon)(DDukeActor* sectnum);
|
||||
void (*fall)(DDukeActor* actor, int g_p);
|
||||
|
|
Loading…
Reference in a new issue