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Small refactor
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b220db4ebe
commit
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3 changed files with 31 additions and 31 deletions
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@ -531,8 +531,8 @@ public:
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// PSprite layers
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void TickPSprites();
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void DestroyPSprites();
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DPSprite *GetPSprite(psprnum_t layer); // Used ONLY for compatibility with the old hardcoded layers.
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DPSprite *FindPSprite(int layer);
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DPSprite *GetPSprite(psprnum_t layer); // Used ONLY for compatibility with the old hardcoded layers.
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};
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// Bookkeeping on players - state.
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@ -128,7 +128,7 @@ DPSprite::DPSprite(player_t *owner, AInventory *caller, int id)
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}
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Next = next;
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GC::WriteBarrier(this, next);
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if (prev == NULL)
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if (prev == nullptr)
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{
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Owner->psprites = this;
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GC::WriteBarrier(this);
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@ -149,6 +149,29 @@ DPSprite::DPSprite(player_t *owner, AInventory *caller, int id)
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//
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//------------------------------------------------------------------------
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DPSprite *player_t::FindPSprite(int layer)
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{
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if (layer == 0)
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return nullptr;
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DPSprite *pspr = psprites;
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while (pspr)
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{
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if (pspr->ID == layer)
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break;
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pspr = pspr->Next;
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}
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return pspr;
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}
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//------------------------------------------------------------------------
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//
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//
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//
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//------------------------------------------------------------------------
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DPSprite *player_t::GetPSprite(psprnum_t layer)
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{
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assert(layer > 0 && layer < NUMPSPRITES);
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@ -177,29 +200,6 @@ DPSprite *player_t::GetPSprite(psprnum_t layer)
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return pspr;
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}
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//------------------------------------------------------------------------
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//
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//
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//
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//------------------------------------------------------------------------
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DPSprite *player_t::FindPSprite(int layer)
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{
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if (layer == 0)
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return nullptr;
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DPSprite *pspr = psprites;
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while (pspr)
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{
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if (pspr->ID == layer)
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break;
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pspr = pspr->Next;
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}
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return pspr;
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_NewPspriteTick
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12
src/p_pspr.h
12
src/p_pspr.h
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@ -62,12 +62,12 @@ public:
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static void NewTick();
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void SetState(FState *newstate, bool pending = false);
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int GetID() const { return ID; }
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int GetSprite() const { return Sprite; }
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int GetFrame() const { return Frame; }
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FState* GetState() const { return State; }
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DPSprite* GetNext() { return Next; }
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AInventory* GetCaller() { return Caller; }
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int GetID() const { return ID; }
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int GetSprite() const { return Sprite; }
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int GetFrame() const { return Frame; }
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FState* GetState() const { return State; }
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DPSprite* GetNext() { return Next; }
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AInventory* GetCaller() { return Caller; }
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double x, y;
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double oldx, oldy;
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