- a bit more reordering for another minor performance gain.

This commit is contained in:
Christoph Oelckers 2017-03-02 12:55:04 +01:00
parent 4dc0599a6c
commit ff88ecd3f0

View file

@ -983,17 +983,18 @@ public:
DAngle SpriteRotation; DAngle SpriteRotation;
DRotator Angles; DRotator Angles;
DVector2 Scale; // Scaling values; 1 is normal size DVector2 Scale; // Scaling values; 1 is normal size
double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.
int sprite; // used to find patch_t and flip value int sprite; // used to find patch_t and flip value
uint8_t frame; // sprite frame to draw uint8_t frame; // sprite frame to draw
uint8_t effects; // [RH] see p_effect.h uint8_t effects; // [RH] see p_effect.h
uint8_t fountaincolor; // Split out of 'effect' to have easier access. uint8_t fountaincolor; // Split out of 'effect' to have easier access.
FRenderStyle RenderStyle; // Style to draw this actor with FRenderStyle RenderStyle; // Style to draw this actor with
ActorRenderFlags renderflags; // Different rendering flags
FTextureID picnum; // Draw this instead of sprite if valid FTextureID picnum; // Draw this instead of sprite if valid
double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.
DWORD fillcolor; // Color to draw when STYLE_Shaded DWORD fillcolor; // Color to draw when STYLE_Shaded
DWORD Translation;
ActorRenderFlags renderflags; // Different rendering flags
ActorFlags flags; ActorFlags flags;
ActorFlags2 flags2; // Heretic flags ActorFlags2 flags2; // Heretic flags
ActorFlags3 flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable ActorFlags3 flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
@ -1002,8 +1003,7 @@ public:
ActorFlags6 flags6; // Shit! Where did all the flags go? ActorFlags6 flags6; // Shit! Where did all the flags go?
ActorFlags7 flags7; // WHO WANTS TO BET ON 8!? ActorFlags7 flags7; // WHO WANTS TO BET ON 8!?
double Floorclip; // value to use for floor clipping double Floorclip; // value to use for floor clipping
DWORD Translation; double radius, Height; // for movement checking
DAngle VisibleStartAngle; DAngle VisibleStartAngle;
DAngle VisibleStartPitch; DAngle VisibleStartPitch;
@ -1027,7 +1027,6 @@ public:
int floorterrain; int floorterrain;
struct sector_t *ceilingsector; struct sector_t *ceilingsector;
FTextureID ceilingpic; // contacted sec ceilingpic FTextureID ceilingpic; // contacted sec ceilingpic
double radius, Height; // for movement checking
double renderradius; double renderradius;
double projectilepassheight; // height for clipping projectile movement against this actor double projectilepassheight; // height for clipping projectile movement against this actor