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https://github.com/ZDoom/gzdoom-gles.git
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- a few remaining simple ones
This also removes a few pointless comments that popped up and consolidates setting a level's music into a subfuntion.
This commit is contained in:
parent
648e472744
commit
a7746278a8
16 changed files with 19 additions and 30 deletions
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@ -26,12 +26,6 @@ inline DVector3 AActor::PosRelative(const line_t *line) const
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return Pos() + Level->Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
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}
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inline DVector3 PosRelative(const DVector3 &pos, line_t *line, sector_t *refsec = NULL)
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{
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return pos + level.Displacements.getOffset(refsec->PortalGroup, line->frontsector->PortalGroup);
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}
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inline void AActor::ClearInterpolation()
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{
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Prev = Pos();
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@ -261,6 +261,7 @@ public:
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void SpawnExtraPlayers();
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void Serialize(FSerializer &arc, bool hubload);
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private:
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// Work data for CollectConnectedGroups.
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FPortalBits processMask;
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@ -398,6 +399,12 @@ public:
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thinker->Construct(std::forward<Args>(args)...);
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return thinker;
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}
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void SetMusic()
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{
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if (cdtrack == 0 || !S_ChangeCDMusic(cdtrack, cdid))
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S_ChangeMusic(Music, musicorder);
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}
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uint8_t md5[16]; // for savegame validation. If the MD5 does not match the savegame won't be loaded.
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@ -170,7 +170,7 @@ struct FDynamicLight
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inline DVector3 PosRelative(int portalgroup) const
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{
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return Pos + level.Displacements.getOffset(Sector->PortalGroup, portalgroup);
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return Pos + Level->Displacements.getOffset(Sector->PortalGroup, portalgroup);
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}
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bool ShouldLightActor(AActor *check)
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@ -129,7 +129,7 @@ static void CreateVerticesForSection(FSection §ion, VertexContainer &gen, bo
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static void CreateVerticesForSector(sector_t *sec, VertexContainer &gen)
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{
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auto sections = level.sections.SectionsForSector(sec);
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auto sections = sec->Level->sections.SectionsForSector(sec);
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for (auto §ion :sections)
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{
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CreateVerticesForSection( section, gen, true);
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@ -196,7 +196,7 @@ static sector_t *allocateSector(sector_t *sec)
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{
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if (fakesectorbuffer == nullptr)
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{
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unsigned numsectors = level.sectors.Size();
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unsigned numsectors = sec->Level->sectors.Size();
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fakesectorbuffer = (sector_t**)FakeSectorAllocator.Alloc(numsectors * sizeof(sector_t*));
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memset(fakesectorbuffer, 0, numsectors * sizeof(sector_t*));
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}
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@ -787,8 +787,7 @@ void DIntermissionController::Ticker ()
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switch (mGameState)
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{
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case FSTATE_InLevel:
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if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
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S_ChangeMusic (level.Music, level.musicorder);
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currentUILevel->SetMusic();
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gamestate = GS_LEVEL;
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wipegamestate = GS_LEVEL;
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P_ResumeConversation ();
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@ -544,8 +544,7 @@ void P_SerializeSounds(FLevelLocals *Level, FSerializer &arc)
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if (arc.isReading())
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{
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if (!S_ChangeMusic(name, order))
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if (Level->cdtrack == 0 || !S_ChangeCDMusic(Level->cdtrack, Level->cdid))
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S_ChangeMusic(Level->Music, Level->musicorder);
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Level->SetMusic();
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Level->SetMusicVolume(musvol);
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}
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}
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@ -140,12 +140,6 @@ public:
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MapData * P_OpenMapData(const char * mapname, bool justcheck);
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bool P_CheckMapData(const char * mapname);
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// NOT called by W_Ticker. Fixme. [RH] Is that bad?
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//
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// [RH] The only parameter used is mapname, so I removed playermask and skill.
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// On September 1, 1998, I added the position to indicate which set
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// of single-player start spots should be spawned in the level.
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void P_SetupLevel (FLevelLocals *Level, int position, bool newGame);
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void P_FreeLevelData();
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@ -22,7 +22,7 @@ struct subsector_t;
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// have to be traversed to connect the two
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//
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// - any sector not connected to any portal is assigned to group 0
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// Group 0 has no displacement to any other group in the level.
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// Group 0 has no displacement to any other group in the level
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//
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//============================================================================
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@ -162,7 +162,7 @@ static int DoomSpecificInfo (char *buffer, char *end)
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}
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else
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{
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p += snprintf (buffer+p, size-p, "\n\nCurrent map: %s", level.MapName.GetChars());
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p += snprintf (buffer+p, size-p, "\n\nCurrent map: %s", currentUILevel->MapName.GetChars());
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if (!viewactive)
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{
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@ -167,7 +167,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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// consider the pixel stretching. For non-voxels this must be factored out here
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / level.info->pixelstretch;
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / actor->Level->info->pixelstretch;
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objectToWorldMatrix.scale(1, stretch, 1);
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float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
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@ -458,8 +458,7 @@ void S_Start ()
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// Don't start the music if revisiting a level in a hub for the same reason.
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if (!currentUILevel->IsReentering())
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{
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if (currentUILevel->cdtrack == 0 || !S_ChangeCDMusic (currentUILevel->cdtrack, currentUILevel->cdid))
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S_ChangeMusic (currentUILevel->Music, currentUILevel->musicorder);
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currentUILevel->SetMusic();
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}
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}
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@ -399,9 +399,6 @@ public:
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// Mark the palette as changed. It will be updated on the next Update().
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virtual void UpdatePalette() {}
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// Sets the gamma level. Returns false if the hardware does not support
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// gamma changing. (Always true for now, since palettes can always be
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// gamma adjusted.)
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virtual void SetGamma() {}
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// Sets a color flash. RGB is the color, and amount is 0-256, with 256
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@ -345,7 +345,7 @@ ufailit:
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Device = NULL;
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return false;
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}
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// Set cooperative level.
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hr = Device->SetCooperativeLevel(Window, DISCL_NONEXCLUSIVE | DISCL_BACKGROUND);
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if (FAILED(hr))
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{
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@ -1104,7 +1104,7 @@ void DoomSpecificInfo (char *buffer, size_t bufflen)
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}
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else
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{
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buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nCurrent map: %s", level.MapName.GetChars());
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buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nCurrent map: %s", currentUILevel->MapName.GetChars());
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if (!viewactive)
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{
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@ -781,7 +781,7 @@ ufailit:
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Device = NULL;
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return false;
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}
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// Set cooperative level.
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hr = Device->SetCooperativeLevel(Window, DISCL_EXCLUSIVE | DISCL_FOREGROUND);
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if (FAILED(hr))
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{
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