- array cleanup in spawn.cpp.

This commit is contained in:
Christoph Oelckers 2020-10-24 07:34:54 +02:00
parent d237471b79
commit 03da2011b6

View file

@ -49,22 +49,19 @@ BEGIN_DUKE_NS
short EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s, signed char s_xr, signed char s_yr, short s_a, short s_ve, int s_zv, short s_ow, signed char s_ss)
{
int i;
spritetype* s;
if (isRRRA() && s_ow < 0)
return 0;
i = insertsprite(whatsect, s_ss);
int const i = insertsprite(whatsect, s_ss);
if (i < 0)
I_Error(" Too many sprites spawned.");
hittype[i].bposx = s_x;
hittype[i].bposy = s_y;
hittype[i].bposz = s_z;
s = &sprite[i];
auto act = &hittype[i];
auto s = &act->s;
act->bposx = s_x;
act->bposy = s_y;
act->bposz = s_z;
s->x = s_x;
s->y = s_y;
@ -87,28 +84,28 @@ short EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s
s->pal = 0;
s->lotag = 0;
hittype[i].picnum = sprite[s_ow].picnum;
act->picnum = sprite[s_ow].picnum;
hittype[i].lastvx = 0;
hittype[i].lastvy = 0;
act->lastvx = 0;
act->lastvy = 0;
hittype[i].timetosleep = 0;
hittype[i].actorstayput = -1;
hittype[i].extra = -1;
hittype[i].owner = s_ow;
hittype[i].cgg = 0;
hittype[i].movflag = 0;
hittype[i].tempang = 0;
hittype[i].dispicnum = 0;
hittype[i].floorz = hittype[s_ow].floorz;
hittype[i].ceilingz = hittype[s_ow].ceilingz;
memset(hittype[i].temp_data, 0, sizeof(hittype[i].temp_data));
act->timetosleep = 0;
act->actorstayput = -1;
act->extra = -1;
act->owner = s_ow;
act->cgg = 0;
act->movflag = 0;
act->tempang = 0;
act->dispicnum = 0;
act->floorz = hittype[s_ow].floorz;
act->ceilingz = hittype[s_ow].ceilingz;
memset(act->temp_data, 0, sizeof(act->temp_data));
if (actorinfo[s_pn].scriptaddress)
{
auto sa = &ScriptCode[actorinfo[s_pn].scriptaddress];
s->extra = sa[0];
hittype[i].temp_data[4] = sa[1];
hittype[i].temp_data[1] = sa[2];
act->temp_data[4] = sa[1];
act->temp_data[1] = sa[2];
s->hitag = sa[3];
}
else
@ -149,28 +146,29 @@ int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes
else
{
i = pn;
sp = &sprite[i];
t = hittype[i].temp_data;
auto act = &hittype[i];
sp = &act->s;
t = act->temp_data;
hittype[i].picnum = sp->picnum;
hittype[i].timetosleep = 0;
hittype[i].extra = -1;
act->picnum = sp->picnum;
act->timetosleep = 0;
act->extra = -1;
hittype[i].bposx = sp->x;
hittype[i].bposy = sp->y;
hittype[i].bposz = sp->z;
act->bposx = sp->x;
act->bposy = sp->y;
act->bposz = sp->z;
sp->owner = hittype[i].owner = i;
hittype[i].cgg = 0;
hittype[i].movflag = 0;
hittype[i].tempang = 0;
hittype[i].dispicnum = 0;
hittype[i].floorz = sector[sp->sectnum].floorz;
hittype[i].ceilingz = sector[sp->sectnum].ceilingz;
sp->owner = act->owner = i;
act->cgg = 0;
act->movflag = 0;
act->tempang = 0;
act->dispicnum = 0;
act->floorz = sector[sp->sectnum].floorz;
act->ceilingz = sector[sp->sectnum].ceilingz;
hittype[i].lastvx = 0;
hittype[i].lastvy = 0;
hittype[i].actorstayput = -1;
act->lastvx = 0;
act->lastvy = 0;
act->actorstayput = -1;
t[0] = t[1] = t[2] = t[3] = t[4] = t[5] = 0;
@ -180,18 +178,18 @@ int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes
if (sp->shade == 127) return i;
if (wallswitchcheck(i) && (sp->cstat & 16))
{
if (sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2 && sprite[i].pal)
if (sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2 && sp->pal)
{
if ((ud.multimode < 2) || (ud.multimode > 1 && ud.coop == 1))
{
sprite[i].xrepeat = sprite[i].yrepeat = 0;
sprite[i].cstat = sp->lotag = sp->hitag = 0;
sp->xrepeat = sp->yrepeat = 0;
sp->cstat = sp->lotag = sp->hitag = 0;
return i;
}
}
sp->cstat |= 257;
if (sprite[i].pal && sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2)
sprite[i].pal = 0;
if (sp->pal && sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2)
sp->pal = 0;
return i;
}
@ -230,9 +228,9 @@ int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes
void spawninitdefault(int j, int i)
{
auto sp = &sprite[i];
auto act = &hittype[i];
auto sp = &act->s;
auto sect = sp->sectnum;
auto t = hittype[i].temp_data;
if (actorinfo[sp->picnum].scriptaddress)
{
@ -260,7 +258,7 @@ void spawninitdefault(int j, int i)
makeitfall(i);
if (actorflag(i, SFLAG_BADGUYSTAYPUT))
hittype[i].actorstayput = sp->sectnum;
act->actorstayput = sp->sectnum;
if (!isRR() || actorflag(i, SFLAG_KILLCOUNT)) // Duke is just like Doom - Bad guys always count as kill.
ps[myconnectindex].max_actors_killed++;
@ -269,7 +267,7 @@ void spawninitdefault(int j, int i)
if (j >= 0)
{
if (sprite[j].picnum == RESPAWN)
hittype[i].tempang = sprite[i].pal = sprite[j].pal;
act->tempang = sp->pal = sprite[j].pal;
changespritestat(i, STAT_ACTOR);
}
else changespritestat(i, STAT_ZOMBIEACTOR);
@ -281,7 +279,7 @@ void spawninitdefault(int j, int i)
changespritestat(i, STAT_ACTOR);
}
hittype[i].timetosleep = 0;
act->timetosleep = 0;
if (j >= 0)
sp->ang = sprite[j].ang;
@ -428,14 +426,15 @@ void initshell(int j, int i, bool isshell)
{
auto sp = &sprite[i];
int sect = sp->sectnum;
auto spj = &sprite[j];
auto t = hittype[i].temp_data;
if (j >= 0)
{
short snum, a;
if (sprite[j].picnum == TILE_APLAYER)
if (spj->picnum == TILE_APLAYER)
{
snum = sprite[j].yvel;
snum = spj->yvel;
a = ps[snum].angle.ang.asbuild() - (krand() & 63) + 8; //Fine tune
t[0] = krand() & 1;
@ -445,11 +444,11 @@ void initshell(int j, int i, bool isshell)
else
{
a = sp->ang;
sp->z = sprite[j].z - PHEIGHT + (3 << 8);
sp->z = spj->z - PHEIGHT + (3 << 8);
}
sp->x = sprite[j].x + (sintable[(a + 512) & 2047] >> 7);
sp->y = sprite[j].y + (sintable[a & 2047] >> 7);
sp->x = spj->x + (sintable[(a + 512) & 2047] >> 7);
sp->y = spj->y + (sintable[a & 2047] >> 7);
sp->shade = -8;