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- a bit more reordering for another minor performance gain.
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1 changed files with 4 additions and 5 deletions
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@ -983,17 +983,18 @@ public:
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DAngle SpriteRotation;
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DAngle SpriteRotation;
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DRotator Angles;
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DRotator Angles;
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DVector2 Scale; // Scaling values; 1 is normal size
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DVector2 Scale; // Scaling values; 1 is normal size
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double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.
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int sprite; // used to find patch_t and flip value
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int sprite; // used to find patch_t and flip value
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uint8_t frame; // sprite frame to draw
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uint8_t frame; // sprite frame to draw
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uint8_t effects; // [RH] see p_effect.h
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uint8_t effects; // [RH] see p_effect.h
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uint8_t fountaincolor; // Split out of 'effect' to have easier access.
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uint8_t fountaincolor; // Split out of 'effect' to have easier access.
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FRenderStyle RenderStyle; // Style to draw this actor with
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FRenderStyle RenderStyle; // Style to draw this actor with
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ActorRenderFlags renderflags; // Different rendering flags
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FTextureID picnum; // Draw this instead of sprite if valid
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FTextureID picnum; // Draw this instead of sprite if valid
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double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.
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DWORD fillcolor; // Color to draw when STYLE_Shaded
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DWORD fillcolor; // Color to draw when STYLE_Shaded
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DWORD Translation;
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ActorRenderFlags renderflags; // Different rendering flags
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ActorFlags flags;
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ActorFlags flags;
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ActorFlags2 flags2; // Heretic flags
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ActorFlags2 flags2; // Heretic flags
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ActorFlags3 flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
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ActorFlags3 flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
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@ -1002,8 +1003,7 @@ public:
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ActorFlags6 flags6; // Shit! Where did all the flags go?
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ActorFlags6 flags6; // Shit! Where did all the flags go?
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ActorFlags7 flags7; // WHO WANTS TO BET ON 8!?
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ActorFlags7 flags7; // WHO WANTS TO BET ON 8!?
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double Floorclip; // value to use for floor clipping
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double Floorclip; // value to use for floor clipping
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DWORD Translation;
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double radius, Height; // for movement checking
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DAngle VisibleStartAngle;
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DAngle VisibleStartAngle;
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DAngle VisibleStartPitch;
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DAngle VisibleStartPitch;
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@ -1027,7 +1027,6 @@ public:
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int floorterrain;
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int floorterrain;
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struct sector_t *ceilingsector;
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struct sector_t *ceilingsector;
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FTextureID ceilingpic; // contacted sec ceilingpic
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FTextureID ceilingpic; // contacted sec ceilingpic
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double radius, Height; // for movement checking
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double renderradius;
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double renderradius;
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double projectilepassheight; // height for clipping projectile movement against this actor
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double projectilepassheight; // height for clipping projectile movement against this actor
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