This commit is contained in:
Rachael Alexanderson 2017-01-06 22:06:25 -05:00
commit de5f5a1221
30 changed files with 628 additions and 554 deletions

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@ -1150,6 +1150,7 @@ set (PCH_SOURCES
p_pusher.cpp
p_saveg.cpp
p_scroll.cpp
p_secnodes.cpp
p_sectors.cpp
p_setup.cpp
p_sight.cpp

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@ -1148,8 +1148,8 @@ public:
// a linked list of sectors where this object appears
struct msecnode_t *touching_sectorlist; // phares 3/14/98
struct msecnode_t *render_sectorlist; // same for cross-sectorportal rendering
struct portnode_t *render_portallist; // and for cross-lineportal
struct msecnode_t *touching_sectorportallist; // same for cross-sectorportal rendering
struct portnode_t *touching_lineportallist; // and for cross-lineportal
struct msecnode_t *touching_rendersectors; // this is the list of sectors that this thing interesects with it's max(radius, renderradius).
int validcount;

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@ -302,9 +302,9 @@ static void PrepareSectorData()
static void PrepareTransparentDoors(sector_t * sector)
{
bool solidwall=false;
int notextures=0;
int nobtextures=0;
int selfref=0;
unsigned int notextures=0;
unsigned int nobtextures=0;
unsigned int selfref=0;
sector_t * nextsec=NULL;
#ifdef _DEBUG

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@ -125,7 +125,7 @@ int gl_CheckSpriteGlow(sector_t *sector, int lightlevel, const DVector3 &pos)
}
}
}
else if (c != -1)
else if (c != ~0u)
{
bottomglowcolor[0] = c.r / 255.f;
bottomglowcolor[1] = c.g / 255.f;
@ -171,7 +171,7 @@ bool gl_GetWallGlow(sector_t *sector, float *topglowcolor, float *bottomglowcolo
}
}
}
else if (c != -1)
else if (c != ~0u)
{
topglowcolor[0] = c.r / 255.f;
topglowcolor[1] = c.g / 255.f;
@ -195,7 +195,7 @@ bool gl_GetWallGlow(sector_t *sector, float *topglowcolor, float *bottomglowcolo
}
}
}
else if (c != -1)
else if (c != ~0u)
{
bottomglowcolor[0] = c.r / 255.f;
bottomglowcolor[1] = c.g / 255.f;
@ -214,4 +214,4 @@ CCMD(setglow)
auto s = players[0].mo->Sector;
s->planes[sector_t::floor].GlowHeight = 128;
s->planes[sector_t::floor].GlowColor = 0xff0000;
}
}

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@ -48,9 +48,9 @@ static inline uint32_t rgb_to_yuv(uint32_t c)
/* Test if there is difference in color */
static inline int yuv_diff(uint32_t yuv1, uint32_t yuv2) {
return (( abs((int64_t)(yuv1 & Ymask) - (int64_t)(yuv2 & Ymask)) > trY ) ||
( abs((int64_t)(yuv1 & Umask) - (int64_t)(yuv2 & Umask)) > trU ) ||
( abs((int64_t)(yuv1 & Vmask) - (int64_t)(yuv2 & Vmask)) > trV ) );
return (( abs((int32_t)(yuv1 & Ymask) - (int32_t)(yuv2 & Ymask)) > trY ) ||
( abs((int32_t)(yuv1 & Umask) - (int32_t)(yuv2 & Umask)) > trU ) ||
( abs((int32_t)(yuv1 & Vmask) - (int32_t)(yuv2 & Vmask)) > trV ) );
}
static inline int Diff(uint32_t c1, uint32_t c2)

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@ -5,7 +5,7 @@
#include "v_palette.h"
#include "r_data/colormaps.h"
extern DWORD gl_fixedcolormap;
extern int gl_fixedcolormap;
struct lightlist_t;

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@ -35,7 +35,7 @@ inline bool gl_isWhite(PalEntry color)
return color.r + color.g + color.b == 3*0xff;
}
extern DWORD gl_fixedcolormap;
extern int gl_fixedcolormap;
inline bool gl_isFullbright(PalEntry color, int lightlevel)
{
@ -61,4 +61,4 @@ inline void FColormap::CopyFrom3DLight(lightlist_t *light)
#endif
#endif

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@ -323,7 +323,7 @@ void FGLRenderer::UpdateCameraExposure()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Find the average value:
for (int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
for (unsigned int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
{
const auto &level = mBuffers->ExposureLevels[i];
const auto &next = mBuffers->ExposureLevels[i + 1];

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@ -448,7 +448,7 @@ void FGLRenderBuffers::CreateExposureLevels(int width, int height)
void FGLRenderBuffers::CreateEyeBuffers(int eye)
{
if (mEyeFBs.Size() > eye)
if (mEyeFBs.Size() > unsigned(eye))
return;
GLint activeTex, textureBinding, frameBufferBinding;
@ -457,7 +457,7 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
while (mEyeFBs.Size() <= eye)
while (mEyeFBs.Size() <= unsigned(eye))
{
GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
mEyeTextures.Push(texture);
@ -482,7 +482,7 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
glBindTexture(GL_TEXTURE_2D, handle);
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
GLenum dataformat, datatype;
GLenum dataformat = 0, datatype = 0;
switch (format)
{
case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;

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@ -383,7 +383,7 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
GLRenderer->ProcessSprite(thing, sector, false);
}
for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext)
for (msecnode_t *node = sec->sectorportal_thinglist; node; node = node->m_snext)
{
AActor *thing = node->m_thing;
FIntCVar *cvar = thing->GetClass()->distancecheck;

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@ -88,7 +88,7 @@ extern int viewpitch;
extern bool NoInterpolateView;
extern bool r_showviewer;
DWORD gl_fixedcolormap;
int gl_fixedcolormap;
area_t in_area;
TArray<BYTE> currentmapsection;
int camtexcount;

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@ -1189,7 +1189,7 @@ void gl_RenderActorsInPortal(FGLLinePortal *glport)
if (port2 != nullptr && port->mDestination == port2->mOrigin && port->mOrigin == port2->mDestination)
{
for (portnode_t *node = port->render_thinglist; node != nullptr; node = node->m_snext)
for (portnode_t *node = port->lineportal_thinglist; node != nullptr; node = node->m_snext)
{
AActor *th = node->m_thing;

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@ -1245,7 +1245,7 @@ void GLWall::ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
{
TArray<F3DFloor *> & frontffloors = frontsector->e->XFloor.ffloors;
int flags = ffloor->flags & (FF_SWIMMABLE | FF_TRANSLUCENT);
const unsigned int flags = ffloor->flags & (FF_SWIMMABLE | FF_TRANSLUCENT);
for (unsigned int i = 0; i < frontffloors.Size(); i++)
{

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@ -6,6 +6,7 @@
class FPresentShaderBase
{
public:
virtual ~FPresentShaderBase() {}
virtual void Bind() = 0;
FBufferedUniform1f InvGamma;
@ -26,4 +27,4 @@ public:
FBufferedUniformSampler InputTexture;
};
#endif
#endif

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@ -143,7 +143,7 @@ void FGLDebug::SetupBreakpointMode()
void FGLDebug::UpdateLoggingLevel()
{
int level = gl_debug_level;
const GLenum level = gl_debug_level;
if (level != mCurrentLevel)
{
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr, level > 0);

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@ -285,7 +285,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
if (translation <= 0) translation = -translation;
else
{
alphatrans = (gl.legacyMode && translation == TRANSLATION(TRANSLATION_Standard, 8));
alphatrans = (gl.legacyMode && DWORD(translation) == TRANSLATION(TRANSLATION_Standard, 8));
translation = GLTranslationPalette::GetInternalTranslation(translation);
}

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@ -31,6 +31,13 @@ extern double bmaporgx;
extern double bmaporgy; // origin of block map
extern FBlockNode** blocklinks; // for thing chains
// mapblocks are used to check movement
// against lines and things
enum
{
MAPBLOCKUNITS = 128
};
inline int GetBlockX(double xpos)
{
return int((xpos - bmaporgx) / MAPBLOCKUNITS);

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@ -38,9 +38,11 @@ class APlayerPawn;
struct line_t;
struct sector_t;
struct msecnode_t;
struct portnode_t;
struct secplane_t;
struct FCheckPosition;
struct FTranslatedLineTarget;
struct FLinePortal;
#include <stdlib.h>
@ -48,10 +50,6 @@ struct FTranslatedLineTarget;
#define BONUSADD 6
// mapblocks are used to check movement
// against lines and things
#define MAPBLOCKUNITS 128
// Inspired by Maes
extern int bmapnegx;
extern int bmapnegy;
@ -393,8 +391,14 @@ int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
FName damageType, int flags, int fulldamagedistance=0);
void P_DelSeclist(msecnode_t *, msecnode_t *sector_t::*seclisthead);
msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist);
msecnode_t* P_DelSecnode(msecnode_t *, msecnode_t *sector_t::*head);
void P_DelSeclist(portnode_t *, portnode_t *FLinePortal::*seclisthead);
template<class nodetype, class linktype>
nodetype *P_AddSecnode(linktype *s, AActor *thing, nodetype *nextnode, nodetype *&sec_thinglist);
template<class nodetype, class linktype>
nodetype* P_DelSecnode(nodetype *, nodetype *linktype::*head);
msecnode_t *P_CreateSecNodeList(AActor *thing, double radius, msecnode_t *sector_list, msecnode_t *sector_t::*seclisthead);
double P_GetMoveFactor(const AActor *mo, double *frictionp); // phares 3/6/98
double P_GetFriction(const AActor *mo, double *frictionfactor);

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@ -6448,413 +6448,6 @@ bool P_ChangeSector(sector_t *sector, int crunch, double amt, int floorOrCeil, b
return cpos.nofit;
}
//=============================================================================
// phares 3/21/98
//
// Maintain a freelist of msecnode_t's to reduce memory allocs and frees.
//=============================================================================
msecnode_t *headsecnode = NULL;
//=============================================================================
//
// P_GetSecnode
//
// Retrieve a node from the freelist. The calling routine
// should make sure it sets all fields properly.
//
//=============================================================================
msecnode_t *P_GetSecnode()
{
msecnode_t *node;
if (headsecnode)
{
node = headsecnode;
headsecnode = headsecnode->m_snext;
}
else
{
node = (msecnode_t *)M_Malloc(sizeof(*node));
}
return node;
}
//=============================================================================
//
// P_PutSecnode
//
// Returns a node to the freelist.
//
//=============================================================================
void P_PutSecnode(msecnode_t *node)
{
node->m_snext = headsecnode;
headsecnode = node;
}
//=============================================================================
// phares 3/16/98
//
// P_AddSecnode
//
// Searches the current list to see if this sector is
// already there. If not, it adds a sector node at the head of the list of
// sectors this object appears in. This is called when creating a list of
// nodes that will get linked in later. Returns a pointer to the new node.
//
//=============================================================================
msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist)
{
msecnode_t *node;
if (s == 0)
{
I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
}
node = nextnode;
while (node)
{
if (node->m_sector == s) // Already have a node for this sector?
{
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
return nextnode;
}
node = node->m_tnext;
}
// Couldn't find an existing node for this sector. Add one at the head
// of the list.
node = P_GetSecnode();
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
node->visited = 0;
node->m_sector = s; // sector
node->m_thing = thing; // mobj
node->m_tprev = NULL; // prev node on Thing thread
node->m_tnext = nextnode; // next node on Thing thread
if (nextnode)
nextnode->m_tprev = node; // set back link on Thing
// Add new node at head of sector thread starting at s->touching_thinglist
node->m_sprev = NULL; // prev node on sector thread
node->m_snext = sec_thinglist; // next node on sector thread
if (sec_thinglist)
node->m_snext->m_sprev = node;
sec_thinglist = node;
return node;
}
//=============================================================================
//
// P_DelSecnode
//
// Deletes a sector node from the list of
// sectors this object appears in. Returns a pointer to the next node
// on the linked list, or NULL.
//
//=============================================================================
msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead)
{
msecnode_t* tp; // prev node on thing thread
msecnode_t* tn; // next node on thing thread
msecnode_t* sp; // prev node on sector thread
msecnode_t* sn; // next node on sector thread
if (node)
{
// Unlink from the Thing thread. The Thing thread begins at
// sector_list and not from AActor->touching_sectorlist.
tp = node->m_tprev;
tn = node->m_tnext;
if (tp)
tp->m_tnext = tn;
if (tn)
tn->m_tprev = tp;
// Unlink from the sector thread. This thread begins at
// sector_t->touching_thinglist.
sp = node->m_sprev;
sn = node->m_snext;
if (sp)
sp->m_snext = sn;
else
node->m_sector->*listhead = sn;
if (sn)
sn->m_sprev = sp;
// Return this node to the freelist
P_PutSecnode(node);
return tn;
}
return NULL;
} // phares 3/13/98
//=============================================================================
//
// P_DelSeclist
//
// Delete an entire sector list
//
//=============================================================================
void P_DelSeclist(msecnode_t *node, msecnode_t *sector_t::*sechead)
{
while (node)
node = P_DelSecnode(node, sechead);
}
//=============================================================================
// phares 3/14/98
//
// P_CreateSecNodeList
//
// Alters/creates the sector_list that shows what sectors the object resides in
//
//=============================================================================
msecnode_t *P_CreateSecNodeList(AActor *thing, double radius, msecnode_t *sector_list, msecnode_t *sector_t::*seclisthead)
{
msecnode_t *node;
// First, clear out the existing m_thing fields. As each node is
// added or verified as needed, m_thing will be set properly. When
// finished, delete all nodes where m_thing is still NULL. These
// represent the sectors the Thing has vacated.
node = sector_list;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
FBoundingBox box(thing->X(), thing->Y(), radius);
FBlockLinesIterator it(box);
line_t *ld;
while ((ld = it.Next()))
{
if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
continue;
// This line crosses through the object.
// Collect the sector(s) from the line and add to the
// sector_list you're examining. If the Thing ends up being
// allowed to move to this position, then the sector_list
// will be attached to the Thing's AActor at touching_sectorlist.
sector_list = P_AddSecnode(ld->frontsector, thing, sector_list, ld->frontsector->*seclisthead);
// Don't assume all lines are 2-sided, since some Things
// like MT_TFOG are allowed regardless of whether their radius takes
// them beyond an impassable linedef.
// killough 3/27/98, 4/4/98:
// Use sidedefs instead of 2s flag to determine two-sidedness.
if (ld->backsector)
sector_list = P_AddSecnode(ld->backsector, thing, sector_list, ld->backsector->*seclisthead);
}
// Add the sector of the (x,y) point to sector_list.
sector_list = P_AddSecnode(thing->Sector, thing, sector_list, thing->Sector->*seclisthead);
// Now delete any nodes that won't be used. These are the ones where
// m_thing is still NULL.
node = sector_list;
while (node)
{
if (node->m_thing == NULL)
{
if (node == sector_list)
sector_list = node->m_tnext;
node = P_DelSecnode(node, seclisthead);
}
else
{
node = node->m_tnext;
}
}
return sector_list;
}
//=============================================================================
//
// P_DelPortalnode
//
// Same for line portal nodes
//
//=============================================================================
portnode_t *P_DelPortalnode(portnode_t *node)
{
portnode_t* tp; // prev node on thing thread
portnode_t* tn; // next node on thing thread
portnode_t* sp; // prev node on sector thread
portnode_t* sn; // next node on sector thread
if (node)
{
// Unlink from the Thing thread. The Thing thread begins at
// sector_list and not from AActor->touching_sectorlist.
tp = node->m_tprev;
tn = node->m_tnext;
if (tp)
tp->m_tnext = tn;
if (tn)
tn->m_tprev = tp;
// Unlink from the sector thread. This thread begins at
// sector_t->touching_thinglist.
sp = node->m_sprev;
sn = node->m_snext;
if (sp)
sp->m_snext = sn;
else
node->m_portal->render_thinglist = sn;
if (sn)
sn->m_sprev = sp;
// Return this node to the freelist (use the same one as for msecnodes, since both types are the same size.)
P_PutSecnode(reinterpret_cast<msecnode_t *>(node));
return tn;
}
return NULL;
}
//=============================================================================
//
// P_AddPortalnode
//
//=============================================================================
portnode_t *P_AddPortalnode(FLinePortal *s, AActor *thing, portnode_t *nextnode)
{
portnode_t *node;
if (s == 0)
{
I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
}
node = reinterpret_cast<portnode_t*>(P_GetSecnode());
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
node->visited = 0;
node->m_portal = s; // portal
node->m_thing = thing; // mobj
node->m_tprev = NULL; // prev node on Thing thread
node->m_tnext = nextnode; // next node on Thing thread
if (nextnode)
nextnode->m_tprev = node; // set back link on Thing
// Add new node at head of portal thread starting at s->touching_thinglist
node->m_sprev = NULL; // prev node on portal thread
node->m_snext = s->render_thinglist; // next node on portal thread
if (s->render_thinglist)
node->m_snext->m_sprev = node;
s->render_thinglist = node;
return node;
}
//==========================================================================
//
// Handle the lists used to render actors from other portal areas
//
//==========================================================================
void AActor::UpdateRenderSectorList()
{
static const double SPRITE_SPACE = 64.;
if (Pos() != OldRenderPos && !(flags & MF_NOSECTOR))
{
// Only check if the map contains line portals
ClearRenderLineList();
if (PortalBlockmap.containsLines && Pos().XY() != OldRenderPos.XY())
{
int bx = GetBlockX(X());
int by = GetBlockY(Y());
FBoundingBox bb(X(), Y(), MIN(radius*1.5, 128.)); // Don't go further than 128 map units, even for large actors
// Are there any portals near the actor's position?
if (bx >= 0 && by >= 0 && bx < bmapwidth && by < bmapheight && PortalBlockmap(bx, by).neighborContainsLines)
{
// Go through the entire list. In most cases this is faster than setting up a blockmap iterator
for (auto &p : linePortals)
{
if (p.mType == PORTT_VISUAL) continue;
if (bb.inRange(p.mOrigin) && bb.BoxOnLineSide(p.mOrigin))
{
render_portallist = P_AddPortalnode(&p, this, render_portallist);
}
}
}
}
sector_t *sec = Sector;
double lasth = -FLT_MAX;
ClearRenderSectorList();
while (!sec->PortalBlocksMovement(sector_t::ceiling))
{
double planeh = sec->GetPortalPlaneZ(sector_t::ceiling);
if (planeh <= lasth) break; // broken setup.
if (Top() + SPRITE_SPACE < planeh) break;
lasth = planeh;
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling);
sec = P_PointInSector(newpos);
render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
}
sec = Sector;
lasth = FLT_MAX;
while (!sec->PortalBlocksMovement(sector_t::floor))
{
double planeh = sec->GetPortalPlaneZ(sector_t::floor);
if (planeh >= lasth) break; // broken setup.
if (Z() - SPRITE_SPACE > planeh) break;
lasth = planeh;
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor);
sec = P_PointInSector(newpos);
render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
}
}
}
void AActor::ClearRenderSectorList()
{
msecnode_t *node = render_sectorlist;
while (node)
node = P_DelSecnode(node, &sector_t::render_thinglist);
render_sectorlist = NULL;
}
void AActor::ClearRenderLineList()
{
portnode_t *node = render_portallist;
while (node)
node = P_DelPortalnode(node);
render_portallist = NULL;
}
//==========================================================================
//
//

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@ -138,10 +138,10 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
: x(.0), y(.0),
oldx(.0), oldy(.0),
firstTic(true),
Sprite(0),
Flags(0),
Caller(caller),
Owner(owner),
Sprite(0),
ID(id),
processPending(true),
alpha(1),

444
src/p_secnodes.cpp Normal file
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@ -0,0 +1,444 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1998-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Boom secnodes
//
//-----------------------------------------------------------------------------
#include "r_state.h"
#include "p_maputl.h"
#include "p_blockmap.h"
#include "memarena.h"
//=============================================================================
// phares 3/21/98
//
// Maintain a freelist of msecnode_t's to reduce memory allocs and frees.
//=============================================================================
msecnode_t *headsecnode = nullptr;
FMemArena secnodearena;
//=============================================================================
//
// P_GetSecnode
//
// Retrieve a node from the freelist. The calling routine
// should make sure it sets all fields properly.
//
//=============================================================================
msecnode_t *P_GetSecnode()
{
msecnode_t *node;
if (headsecnode)
{
node = headsecnode;
headsecnode = headsecnode->m_snext;
}
else
{
node = (msecnode_t *)secnodearena.Alloc(sizeof(*node));
}
return node;
}
//=============================================================================
//
// P_PutSecnode
//
// Returns a node to the freelist.
//
//=============================================================================
void P_PutSecnode(msecnode_t *node)
{
node->m_snext = headsecnode;
headsecnode = node;
}
//=============================================================================
// phares 3/16/98
//
// P_AddSecnode
//
// Searches the current list to see if this sector is
// already there. If not, it adds a sector node at the head of the list of
// sectors this object appears in. This is called when creating a list of
// nodes that will get linked in later. Returns a pointer to the new node.
//
//=============================================================================
template<class nodetype, class linktype>
nodetype *P_AddSecnode(linktype *s, AActor *thing, nodetype *nextnode, nodetype *&sec_thinglist)
{
nodetype *node;
if (s == 0)
{
I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
}
node = nextnode;
while (node)
{
if (node->m_sector == s) // Already have a node for this sector?
{
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
return nextnode;
}
node = node->m_tnext;
}
// Couldn't find an existing node for this sector. Add one at the head
// of the list.
node = (nodetype*)P_GetSecnode();
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
node->visited = 0;
node->m_sector = s; // sector
node->m_thing = thing; // mobj
node->m_tprev = nullptr; // prev node on Thing thread
node->m_tnext = nextnode; // next node on Thing thread
if (nextnode)
nextnode->m_tprev = node; // set back link on Thing
// Add new node at head of sector thread starting at s->touching_thinglist
node->m_sprev = nullptr; // prev node on sector thread
node->m_snext = sec_thinglist; // next node on sector thread
if (sec_thinglist)
node->m_snext->m_sprev = node;
sec_thinglist = node;
return node;
}
template msecnode_t *P_AddSecnode<msecnode_t, sector_t>(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist);
template portnode_t *P_AddSecnode<portnode_t, FLinePortal>(FLinePortal *s, AActor *thing, portnode_t *nextnode, portnode_t *&sec_thinglist);
//=============================================================================
//
// P_DelSecnode
//
// Deletes a sector node from the list of
// sectors this object appears in. Returns a pointer to the next node
// on the linked list, or nullptr.
//
//=============================================================================
template<class nodetype, class linktype>
nodetype *P_DelSecnode(nodetype *node, nodetype *linktype::*listhead)
{
nodetype* tp; // prev node on thing thread
nodetype* tn; // next node on thing thread
nodetype* sp; // prev node on sector thread
nodetype* sn; // next node on sector thread
if (node)
{
// Unlink from the Thing thread. The Thing thread begins at
// sector_list and not from AActor->touching_sectorlist.
tp = node->m_tprev;
tn = node->m_tnext;
if (tp)
tp->m_tnext = tn;
if (tn)
tn->m_tprev = tp;
// Unlink from the sector thread. This thread begins at
// sector_t->touching_thinglist.
sp = node->m_sprev;
sn = node->m_snext;
if (sp)
sp->m_snext = sn;
else
node->m_sector->*listhead = sn;
if (sn)
sn->m_sprev = sp;
// Return this node to the freelist
P_PutSecnode((msecnode_t*)node);
return tn;
}
return nullptr;
} // phares 3/13/98
template msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead);
template portnode_t *P_DelSecnode(portnode_t *node, portnode_t *FLinePortal::*listhead);
//=============================================================================
//
// P_DelSeclist
//
// Delete an entire sector list
//
//=============================================================================
void P_DelSeclist(msecnode_t *node, msecnode_t *sector_t::*sechead)
{
while (node)
node = P_DelSecnode(node, sechead);
}
void P_DelSeclist(portnode_t *node, portnode_t *FLinePortal::*sechead)
{
while (node)
node = P_DelSecnode(node, sechead);
}
//=============================================================================
// phares 3/14/98
//
// P_CreateSecNodeList
//
// Alters/creates the sector_list that shows what sectors the object resides in
//
//=============================================================================
msecnode_t *P_CreateSecNodeList(AActor *thing, double radius, msecnode_t *sector_list, msecnode_t *sector_t::*seclisthead)
{
msecnode_t *node;
// First, clear out the existing m_thing fields. As each node is
// added or verified as needed, m_thing will be set properly. When
// finished, delete all nodes where m_thing is still nullptr. These
// represent the sectors the Thing has vacated.
node = sector_list;
while (node)
{
node->m_thing = nullptr;
node = node->m_tnext;
}
FBoundingBox box(thing->X(), thing->Y(), radius);
FBlockLinesIterator it(box);
line_t *ld;
while ((ld = it.Next()))
{
if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
continue;
// This line crosses through the object.
// Collect the sector(s) from the line and add to the
// sector_list you're examining. If the Thing ends up being
// allowed to move to this position, then the sector_list
// will be attached to the Thing's AActor at touching_sectorlist.
sector_list = P_AddSecnode(ld->frontsector, thing, sector_list, ld->frontsector->*seclisthead);
// Don't assume all lines are 2-sided, since some Things
// like MT_TFOG are allowed regardless of whether their radius takes
// them beyond an impassable linedef.
// killough 3/27/98, 4/4/98:
// Use sidedefs instead of 2s flag to determine two-sidedness.
if (ld->backsector)
sector_list = P_AddSecnode(ld->backsector, thing, sector_list, ld->backsector->*seclisthead);
}
// Add the sector of the (x,y) point to sector_list.
sector_list = P_AddSecnode(thing->Sector, thing, sector_list, thing->Sector->*seclisthead);
// Now delete any nodes that won't be used. These are the ones where
// m_thing is still nullptr.
node = sector_list;
while (node)
{
if (node->m_thing == nullptr)
{
if (node == sector_list)
sector_list = node->m_tnext;
node = P_DelSecnode(node, seclisthead);
}
else
{
node = node->m_tnext;
}
}
return sector_list;
}
//=============================================================================
//
// P_DelPortalnode
//
// Same for line portal nodes
//
//=============================================================================
portnode_t *P_DelPortalnode(portnode_t *node)
{
portnode_t* tp; // prev node on thing thread
portnode_t* tn; // next node on thing thread
portnode_t* sp; // prev node on sector thread
portnode_t* sn; // next node on sector thread
if (node)
{
// Unlink from the Thing thread. The Thing thread begins at
// sector_list and not from AActor->touching_sectorlist.
tp = node->m_tprev;
tn = node->m_tnext;
if (tp)
tp->m_tnext = tn;
if (tn)
tn->m_tprev = tp;
// Unlink from the sector thread. This thread begins at
// sector_t->touching_thinglist.
sp = node->m_sprev;
sn = node->m_snext;
if (sp)
sp->m_snext = sn;
else
node->m_sector->lineportal_thinglist = sn;
if (sn)
sn->m_sprev = sp;
// Return this node to the freelist (use the same one as for msecnodes, since both types are the same size.)
P_PutSecnode(reinterpret_cast<msecnode_t *>(node));
return tn;
}
return nullptr;
}
//=============================================================================
//
// P_AddPortalnode
//
//=============================================================================
portnode_t *P_AddPortalnode(FLinePortal *s, AActor *thing, portnode_t *nextnode)
{
portnode_t *node;
if (s == 0)
{
I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
}
node = reinterpret_cast<portnode_t*>(P_GetSecnode());
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
node->visited = 0;
node->m_sector = s; // portal
node->m_thing = thing; // mobj
node->m_tprev = nullptr; // prev node on Thing thread
node->m_tnext = nextnode; // next node on Thing thread
if (nextnode)
nextnode->m_tprev = node; // set back link on Thing
// Add new node at head of portal thread starting at s->touching_thinglist
node->m_sprev = nullptr; // prev node on portal thread
node->m_snext = s->lineportal_thinglist; // next node on portal thread
if (s->lineportal_thinglist)
node->m_snext->m_sprev = node;
s->lineportal_thinglist = node;
return node;
}
//==========================================================================
//
// Handle the lists used to render actors from other portal areas
//
//==========================================================================
void AActor::UpdateRenderSectorList()
{
static const double SPRITE_SPACE = 64.;
if (Pos() != OldRenderPos && !(flags & MF_NOSECTOR))
{
// Only check if the map contains line portals
ClearRenderLineList();
if (PortalBlockmap.containsLines && Pos().XY() != OldRenderPos.XY())
{
int bx = GetBlockX(X());
int by = GetBlockY(Y());
FBoundingBox bb(X(), Y(), MIN(radius*1.5, 128.)); // Don't go further than 128 map units, even for large actors
// Are there any portals near the actor's position?
if (bx >= 0 && by >= 0 && bx < bmapwidth && by < bmapheight && PortalBlockmap(bx, by).neighborContainsLines)
{
// Go through the entire list. In most cases this is faster than setting up a blockmap iterator
for (auto &p : linePortals)
{
if (p.mType == PORTT_VISUAL) continue;
if (bb.inRange(p.mOrigin) && bb.BoxOnLineSide(p.mOrigin))
{
touching_lineportallist = P_AddPortalnode(&p, this, touching_lineportallist);
}
}
}
}
sector_t *sec = Sector;
double lasth = -FLT_MAX;
ClearRenderSectorList();
while (!sec->PortalBlocksMovement(sector_t::ceiling))
{
double planeh = sec->GetPortalPlaneZ(sector_t::ceiling);
if (planeh <= lasth) break; // broken setup.
if (Top() + SPRITE_SPACE < planeh) break;
lasth = planeh;
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling);
sec = P_PointInSector(newpos);
touching_sectorportallist = P_AddSecnode(sec, this, touching_sectorportallist, sec->sectorportal_thinglist);
}
sec = Sector;
lasth = FLT_MAX;
while (!sec->PortalBlocksMovement(sector_t::floor))
{
double planeh = sec->GetPortalPlaneZ(sector_t::floor);
if (planeh >= lasth) break; // broken setup.
if (Z() - SPRITE_SPACE > planeh) break;
lasth = planeh;
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor);
sec = P_PointInSector(newpos);
touching_sectorportallist = P_AddSecnode(sec, this, touching_sectorportallist, sec->sectorportal_thinglist);
}
}
}
void AActor::ClearRenderSectorList()
{
P_DelSeclist(touching_sectorportallist, &sector_t::sectorportal_thinglist);
touching_sectorportallist = nullptr;
}
void AActor::ClearRenderLineList()
{
P_DelSeclist(touching_lineportallist, &FLinePortal::lineportal_thinglist);
touching_lineportallist = nullptr;
}

View File

@ -1337,7 +1337,7 @@ DEFINE_FIELD_X(Sector, sector_t, bottommap)
DEFINE_FIELD_X(Sector, sector_t, midmap)
DEFINE_FIELD_X(Sector, sector_t, topmap)
DEFINE_FIELD_X(Sector, sector_t, touching_thinglist)
DEFINE_FIELD_X(Sector, sector_t, render_thinglist)
DEFINE_FIELD_X(Sector, sector_t, sectorportal_thinglist)
DEFINE_FIELD_X(Sector, sector_t, gravity)
DEFINE_FIELD_X(Sector, sector_t, damagetype)
DEFINE_FIELD_X(Sector, sector_t, damageamount)

View File

@ -1508,7 +1508,7 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
tagManager.AddSectorTag(i, LittleShort(ms->tag));
ss->thinglist = nullptr;
ss->touching_thinglist = nullptr; // phares 3/14/98
ss->render_thinglist = nullptr;
ss->sectorportal_thinglist = nullptr;
ss->touching_renderthings = nullptr;
ss->seqType = defSeqType;
ss->SeqName = NAME_None;
@ -3088,7 +3088,7 @@ line_t** linebuffer;
static void P_GroupLines (bool buildmap)
{
cycle_t times[16];
int* linesDoneInEachSector;
unsigned int* linesDoneInEachSector;
int i;
int total;
line_t* li;
@ -3156,7 +3156,7 @@ static void P_GroupLines (bool buildmap)
times[3].Clock();
linebuffer = new line_t *[total];
line_t **lineb_p = linebuffer;
linesDoneInEachSector = new int[numsectors];
linesDoneInEachSector = new unsigned int[numsectors];
memset (linesDoneInEachSector, 0, sizeof(int)*numsectors);
for (sector = sectors, i = 0; i < numsectors; i++, sector++)
@ -3552,6 +3552,7 @@ void P_FreeLevelData ()
P_ClearUDMFKeys();
}
extern FMemArena secnodearena;
extern msecnode_t *headsecnode;
void P_FreeExtraLevelData()
@ -3569,19 +3570,11 @@ void P_FreeExtraLevelData()
}
FBlockNode::FreeBlocks = NULL;
}
{
msecnode_t *node = headsecnode;
while (node != NULL)
{
msecnode_t *next = node->m_snext;
M_Free (node);
node = next;
}
headsecnode = NULL;
}
secnodearena.FreeAllBlocks();
headsecnode = nullptr;
}
//
// P_SetupLevel
//

View File

@ -1297,7 +1297,7 @@ public:
sec->SetAlpha(sector_t::ceiling, 1.);
sec->thinglist = nullptr;
sec->touching_thinglist = nullptr; // phares 3/14/98
sec->render_thinglist = nullptr;
sec->sectorportal_thinglist = nullptr;
sec->touching_renderthings = nullptr;
sec->seqType = (level.flags & LEVEL_SNDSEQTOTALCTRL) ? 0 : -1;
sec->nextsec = -1; //jff 2/26/98 add fields to support locking out
@ -1695,7 +1695,7 @@ public:
sec->ceilingplane.set(n.X, n.Y, n.Z, cp[3]);
}
if (lightcolor == -1 && fadecolor == -1 && desaturation == -1 && fogdensity == -1)
if (lightcolor == ~0u && fadecolor == ~0u && desaturation == -1 && fogdensity == -1)
{
// [RH] Sectors default to white light with the default fade.
// If they are outside (have a sky ceiling), they use the outside fog.
@ -1714,8 +1714,8 @@ public:
}
else
{
if (lightcolor == -1) lightcolor = PalEntry(255,255,255);
if (fadecolor == -1)
if (lightcolor == ~0u) lightcolor = PalEntry(255,255,255);
if (fadecolor == ~0u)
{
if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special & 0xff) == Sector_Outside))
fadecolor = level.outsidefog;

View File

@ -95,9 +95,19 @@ static int PredictionLerptics;
static player_t PredictionPlayerBackup;
static BYTE PredictionActorBackup[sizeof(APlayerPawn)];
static TArray<sector_t *> PredictionTouchingSectorsBackup;
static TArray<AActor *> PredictionSectorListBackup;
static TArray<msecnode_t *> PredictionSector_sprev_Backup;
static TArray<sector_t *> PredictionTouchingSectorsBackup;
static TArray<msecnode_t *> PredictionTouchingSectors_sprev_Backup;
static TArray<sector_t *> PredictionRenderSectorsBackup;
static TArray<msecnode_t *> PredictionRenderSectors_sprev_Backup;
static TArray<sector_t *> PredictionPortalSectorsBackup;
static TArray<msecnode_t *> PredictionPortalSectors_sprev_Backup;
static TArray<FLinePortal *> PredictionPortalLinesBackup;
static TArray<portnode_t *> PredictionPortalLines_sprev_Backup;
// [GRB] Custom player classes
TArray<FPlayerClass> PlayerClasses;
@ -2776,6 +2786,100 @@ bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &re
return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
}
template<class nodetype, class linktype>
void BackupNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
{
// The ordering of the touching_sectorlist needs to remain unchanged
// Also store a copy of all previous sector_thinglist nodes
prevbackup.Clear();
otherbackup.Clear();
for (auto mnode = head; mnode != nullptr; mnode = mnode->m_tnext)
{
otherbackup.Push(mnode->m_sector);
for (auto snode = mnode->m_sector->*otherlist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
prevbackup.Push(snode->m_sprev);
break;
}
}
}
}
template<class nodetype, class linktype>
nodetype *RestoreNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
{
// Destroy old refrences
nodetype *node = head;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(head, otherlist);
head = NULL;
for (auto i = otherbackup.Size(); i-- > 0;)
{
head = P_AddSecnode(otherbackup[i], act, head, otherbackup[i]->*otherlist);
}
//act->touching_sectorlist = ctx.sector_list; // Attach to thing
//ctx.sector_list = NULL; // clear for next time
// In the old code this block never executed because of the commented-out NULL assignment above. Needs to be checked
node = head;
while (node)
{
if (node->m_thing == NULL)
{
if (node == head)
head = node->m_tnext;
node = P_DelSecnode(node, otherlist);
}
else
{
node = node->m_tnext;
}
}
nodetype *snode;
// Restore sector thinglist order
for (auto i = otherbackup.Size(); i-- > 0;)
{
// If we were already the head node, then nothing needs to change
if (prevbackup[i] == NULL)
continue;
for (snode = otherbackup[i]->*otherlist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
if (snode->m_sprev)
snode->m_sprev->m_snext = snode->m_snext;
else
snode->m_sector->*otherlist = snode->m_snext;
if (snode->m_snext)
snode->m_snext->m_sprev = snode->m_sprev;
snode->m_sprev = prevbackup[i];
// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
if (snode->m_sprev->m_snext)
snode->m_sprev->m_snext->m_sprev = snode;
snode->m_snext = snode->m_sprev->m_snext;
snode->m_sprev->m_snext = snode;
break;
}
}
}
return head;
}
void P_PredictPlayer (player_t *player)
{
int maxtic;
@ -2810,28 +2914,10 @@ void P_PredictPlayer (player_t *player)
act->flags2 &= ~MF2_PUSHWALL;
player->cheats |= CF_PREDICTING;
// The ordering of the touching_sectorlist needs to remain unchanged
// Also store a copy of all previous sector_thinglist nodes
msecnode_t *mnode = act->touching_sectorlist;
msecnode_t *snode;
PredictionSector_sprev_Backup.Clear();
PredictionTouchingSectorsBackup.Clear ();
while (mnode != NULL)
{
PredictionTouchingSectorsBackup.Push (mnode->m_sector);
for (snode = mnode->m_sector->touching_thinglist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
PredictionSector_sprev_Backup.Push(snode->m_sprev);
break;
}
}
mnode = mnode->m_tnext;
}
BackupNodeList(act, act->touching_sectorlist, &sector_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
BackupNodeList(act, act->touching_rendersectors, &sector_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
BackupNodeList(act, act->touching_sectorportallist, &sector_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
BackupNodeList(act, act->touching_lineportallist, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
// Keep an ordered list off all actors in the linked sector.
PredictionSectorListBackup.Clear();
@ -2941,6 +3027,12 @@ void P_UnPredictPlayer ()
player->camera = savedcamera;
FLinkContext ctx;
// Unlink from all list, includeing those which are not being handled by UnlinkFromWorld.
auto sectorportal_list = act->touching_sectorportallist;
auto lineportal_list = act->touching_lineportallist;
act->touching_sectorportallist = nullptr;
act->touching_lineportallist = nullptr;
act->UnlinkFromWorld(&ctx);
memcpy(&act->snext, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->snext - (BYTE *)act));
@ -2969,71 +3061,10 @@ void P_UnPredictPlayer ()
*link = me;
}
// Destroy old refrences
msecnode_t *node = ctx.sector_list;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(ctx.sector_list, &sector_t::touching_thinglist);
ctx.sector_list = NULL;
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
{
ctx.sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, ctx.sector_list, PredictionTouchingSectorsBackup[i]->touching_thinglist);
}
act->touching_sectorlist = ctx.sector_list; // Attach to thing
ctx.sector_list = NULL; // clear for next time
// Huh???
node = ctx.sector_list;
while (node)
{
if (node->m_thing == NULL)
{
if (node == ctx.sector_list)
ctx.sector_list = node->m_tnext;
node = P_DelSecnode(node, &sector_t::touching_thinglist);
}
else
{
node = node->m_tnext;
}
}
msecnode_t *snode;
// Restore sector thinglist order
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
{
// If we were already the head node, then nothing needs to change
if (PredictionSector_sprev_Backup[i] == NULL)
continue;
for (snode = PredictionTouchingSectorsBackup[i]->touching_thinglist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
if (snode->m_sprev)
snode->m_sprev->m_snext = snode->m_snext;
else
snode->m_sector->touching_thinglist = snode->m_snext;
if (snode->m_snext)
snode->m_snext->m_sprev = snode->m_sprev;
snode->m_sprev = PredictionSector_sprev_Backup[i];
// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
if (snode->m_sprev->m_snext)
snode->m_sprev->m_snext->m_sprev = snode;
snode->m_snext = snode->m_sprev->m_snext;
snode->m_sprev->m_snext = snode;
break;
}
}
}
act->touching_sectorlist = RestoreNodeList(act, ctx.sector_list, &sector_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
act->touching_rendersectors = RestoreNodeList(act, ctx.render_list, &sector_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
act->touching_sectorportallist = RestoreNodeList(act, sectorportal_list, &sector_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
act->touching_lineportallist = RestoreNodeList(act, lineportal_list, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
}
// Now fix the pointers in the blocknode chain

View File

@ -191,7 +191,7 @@ struct FLinePortal
DAngle mAngleDiff;
double mSinRot;
double mCosRot;
portnode_t *render_thinglist;
portnode_t *lineportal_thinglist;
};
extern TArray<FLinePortal> linePortals;

View File

@ -1048,7 +1048,7 @@ public:
// list of mobjs that are at least partially in the sector
// thinglist is a subset of touching_thinglist
struct msecnode_t *touching_thinglist; // phares 3/14/98
struct msecnode_t *render_thinglist; // for cross-portal rendering.
struct msecnode_t *sectorportal_thinglist; // for cross-portal rendering.
struct msecnode_t *touching_renderthings; // this is used to allow wide things to be rendered not only from their main sector.
double gravity; // [RH] Sector gravity (1.0 is normal)
@ -1371,7 +1371,7 @@ struct msecnode_t
// use the same memory layout as msecnode_t so both can be used from the same freelist.
struct portnode_t
{
FLinePortal *m_portal; // a portal containing this object
FLinePortal *m_sector; // a portal containing this object (no, this isn't a sector, but if we want to use templates it needs the same variable names as msecnode_t.)
AActor *m_thing; // this object
struct portnode_t *m_tprev; // prev msecnode_t for this thing
struct portnode_t *m_tnext; // next msecnode_t for this thing

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@ -3980,7 +3980,7 @@ ExpEmit FxConcat::Emit(VMFunctionBuilder *build)
}
else
{
int cast;
int cast = 0;
strng = ExpEmit(build, REGT_STRING);
if (op1.Konst)
{

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@ -43,7 +43,7 @@
FWarpTexture::FWarpTexture (FTexture *source, int warptype)
: GenTime (0), SourcePic (source), Pixels (0), Spans (0), Speed (1.f)
: GenTime (0), Speed (1.f), SourcePic (source), Pixels (0), Spans (0)
{
CopyInfo(source);
if (warptype == 2) SetupMultipliers(256, 128);

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@ -283,7 +283,7 @@ struct Sector native
native uint bottommap, midmap, topmap;
//struct msecnode_t *touching_thinglist;
//struct msecnode_t *render_thinglist;
//struct msecnode_t *sectorportal_thinglist;
native double gravity;
native Name damagetype;