mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
Pull the 'for (' ... ')' out of the TRAVERSE_{CONNECT,SPRITE_*} macros.
This plays more nicely with automatic formatters. Also indent accordingly. git-svn-id: https://svn.eduke32.com/eduke32@2379 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
0309ba3141
commit
0919c186ba
9 changed files with 285 additions and 285 deletions
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@ -428,46 +428,46 @@ int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change, uint32_t cliptype)
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{
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int32_t i, nexti;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_TRANSPORT], i, nexti)
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if (sprite[i].sectnum == dasectnum)
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{
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switch (sector[dasectnum].lotag)
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for (TRAVERSE_SPRITE_STAT(headspritestat[STAT_TRANSPORT], i, nexti))
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if (sprite[i].sectnum == dasectnum)
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{
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case 1:
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if (daz >= actor[spritenum].floorz)
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switch (sector[dasectnum].lotag)
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{
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if (totalclock > actor[spritenum].lasttransport)
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case 1:
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if (daz >= actor[spritenum].floorz)
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{
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actor[spritenum].lasttransport = totalclock + (TICSPERFRAME<<2);
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if (totalclock > actor[spritenum].lasttransport)
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{
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actor[spritenum].lasttransport = totalclock + (TICSPERFRAME<<2);
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spr->x += (sprite[OW].x-SX);
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spr->y += (sprite[OW].y-SY);
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spr->z = sector[sprite[OW].sectnum].ceilingz - daz + sector[sprite[i].sectnum].floorz;
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spr->x += (sprite[OW].x-SX);
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spr->y += (sprite[OW].y-SY);
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spr->z = sector[sprite[OW].sectnum].ceilingz - daz + sector[sprite[i].sectnum].floorz;
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Bmemcpy(&actor[spritenum].bposx, &sprite[spritenum], sizeof(vec3_t));
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changespritesect(spritenum,sprite[OW].sectnum);
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Bmemcpy(&actor[spritenum].bposx, &sprite[spritenum], sizeof(vec3_t));
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changespritesect(spritenum,sprite[OW].sectnum);
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}
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return 0;
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}
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return 0;
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}
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case 2:
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if (daz <= actor[spritenum].ceilingz)
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{
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if (totalclock > actor[spritenum].lasttransport)
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case 2:
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if (daz <= actor[spritenum].ceilingz)
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{
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actor[spritenum].lasttransport = totalclock + (TICSPERFRAME<<2);
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spr->x += (sprite[OW].x-SX);
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spr->y += (sprite[OW].y-SY);
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spr->z = sector[sprite[OW].sectnum].floorz - daz + sector[sprite[i].sectnum].ceilingz;
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if (totalclock > actor[spritenum].lasttransport)
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{
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actor[spritenum].lasttransport = totalclock + (TICSPERFRAME<<2);
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spr->x += (sprite[OW].x-SX);
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spr->y += (sprite[OW].y-SY);
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spr->z = sector[sprite[OW].sectnum].floorz - daz + sector[sprite[i].sectnum].ceilingz;
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Bmemcpy(&actor[spritenum].bposx, &sprite[spritenum], sizeof(vec3_t));
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changespritesect(spritenum,sprite[OW].sectnum);
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Bmemcpy(&actor[spritenum].bposx, &sprite[spritenum], sizeof(vec3_t));
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changespritesect(spritenum,sprite[OW].sectnum);
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}
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return 0;
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}
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return 0;
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}
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}
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}
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}
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return(retval);
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@ -1300,13 +1300,13 @@ ACTOR_STATIC void G_MoveFX(void)
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{
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if (T5 > 0) T5--;
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else
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TRAVERSE_CONNECT(p)
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if (p == myconnectindex && g_player[p].ps->cursectnum == s->sectnum)
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{
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j = s->lotag+((unsigned)g_globalRandom%(s->hitag+1));
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S_PlaySound(j);
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T5 = GAMETICSPERSEC*40 + (g_globalRandom%(GAMETICSPERSEC*40));
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}
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for (TRAVERSE_CONNECT(p))
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if (p == myconnectindex && g_player[p].ps->cursectnum == s->sectnum)
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{
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j = s->lotag+((unsigned)g_globalRandom%(s->hitag+1));
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S_PlaySound(j);
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T5 = GAMETICSPERSEC*40 + (g_globalRandom%(GAMETICSPERSEC*40));
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}
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}
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}
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break;
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@ -3206,12 +3206,12 @@ ACTOR_STATIC void G_MoveTransports(void)
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A_PlaySound(TELEPORTER,i);
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}
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TRAVERSE_CONNECT(k)
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if (g_player[k].ps->cursectnum == sprite[OW].sectnum)
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{
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g_player[k].ps->frag_ps = p;
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sprite[g_player[k].ps->i].extra = 0;
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}
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for (TRAVERSE_CONNECT(k))
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if (g_player[k].ps->cursectnum == sprite[OW].sectnum)
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{
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g_player[k].ps->frag_ps = p;
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sprite[g_player[k].ps->i].extra = 0;
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}
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g_player[p].ps->ang = sprite[OW].ang;
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@ -5564,7 +5564,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if (l && (sc->floorstat&64))
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{
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TRAVERSE_CONNECT(p)
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for (TRAVERSE_CONNECT(p))
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{
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if (g_player[p].ps->cursectnum == s->sectnum && g_player[p].ps->on_ground == 1)
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{
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@ -5770,27 +5770,27 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if ((sc->floorz-sc->ceilingz) < (108<<8))
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{
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if (ud.clipping == 0 && s->xvel >= 192)
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TRAVERSE_CONNECT(p)
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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for (TRAVERSE_CONNECT(p))
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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g_player[p].ps->pos.x = s->x;
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g_player[p].ps->pos.y = s->y;
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g_player[p].ps->cursectnum = s->sectnum;
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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{
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g_player[p].ps->pos.x = s->x;
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g_player[p].ps->pos.y = s->y;
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g_player[p].ps->cursectnum = s->sectnum;
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setsprite(g_player[p].ps->i,(vec3_t *)s);
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P_QuickKill(g_player[p].ps);
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setsprite(g_player[p].ps->i,(vec3_t *)s);
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P_QuickKill(g_player[p].ps);
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}
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}
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}
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}
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m = (s->xvel*sintable[(s->ang+512)&2047])>>14;
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x = (s->xvel*sintable[s->ang&2047])>>14;
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TRAVERSE_CONNECT(p)
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for (TRAVERSE_CONNECT(p))
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{
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if (g_player[p].ps->cursectnum < 0)
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{
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@ -5884,21 +5884,21 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if ((sc->floorz-sc->ceilingz) < (108<<8))
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{
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if (ud.clipping == 0 && s->xvel >= 192)
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TRAVERSE_CONNECT(p)
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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for (TRAVERSE_CONNECT(p))
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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g_player[p].ps->opos.x = g_player[p].ps->pos.x = s->x;
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g_player[p].ps->opos.y = g_player[p].ps->pos.y = s->y;
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g_player[p].ps->cursectnum = s->sectnum;
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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{
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g_player[p].ps->opos.x = g_player[p].ps->pos.x = s->x;
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g_player[p].ps->opos.y = g_player[p].ps->pos.y = s->y;
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g_player[p].ps->cursectnum = s->sectnum;
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setsprite(g_player[p].ps->i,(vec3_t *)s);
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P_QuickKill(g_player[p].ps);
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setsprite(g_player[p].ps->i,(vec3_t *)s);
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P_QuickKill(g_player[p].ps);
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}
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}
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}
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j = headspritesect[sprite[OW].sectnum];
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while (j >= 0)
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@ -5999,23 +5999,23 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if ((sc->floorz-sc->ceilingz) < (108<<8))
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if (ud.clipping == 0)
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TRAVERSE_CONNECT(p)
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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for (TRAVERSE_CONNECT(p))
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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g_player[p].ps->pos.x = s->x;
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g_player[p].ps->pos.y = s->y;
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g_player[p].ps->cursectnum = s->sectnum;
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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{
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g_player[p].ps->pos.x = s->x;
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g_player[p].ps->pos.y = s->y;
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g_player[p].ps->cursectnum = s->sectnum;
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setsprite(g_player[p].ps->i,(vec3_t *)s);
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P_QuickKill(g_player[p].ps);
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setsprite(g_player[p].ps->i,(vec3_t *)s);
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P_QuickKill(g_player[p].ps);
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}
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}
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}
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TRAVERSE_CONNECT(p)
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for (TRAVERSE_CONNECT(p))
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{
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if (sprite[g_player[p].ps->i].sectnum == s->sectnum)
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{
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@ -6068,25 +6068,25 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if ((sc->floorz-sc->ceilingz) < (108<<8))
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{
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if (ud.clipping == 0)
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TRAVERSE_CONNECT(p)
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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for (TRAVERSE_CONNECT(p))
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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g_player[p].ps->pos.x = s->x;
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g_player[p].ps->pos.y = s->y;
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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{
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g_player[p].ps->pos.x = s->x;
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g_player[p].ps->pos.y = s->y;
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g_player[p].ps->opos.x = g_player[p].ps->pos.x;
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g_player[p].ps->opos.y = g_player[p].ps->pos.y;
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g_player[p].ps->opos.x = g_player[p].ps->pos.x;
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g_player[p].ps->opos.y = g_player[p].ps->pos.y;
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g_player[p].ps->cursectnum = s->sectnum;
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g_player[p].ps->cursectnum = s->sectnum;
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setsprite(g_player[p].ps->i,(vec3_t *)s);
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P_QuickKill(g_player[p].ps);
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setsprite(g_player[p].ps->i,(vec3_t *)s);
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P_QuickKill(g_player[p].ps);
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}
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}
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}
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j = headspritesect[sprite[OW].sectnum];
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while (j >= 0)
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@ -6153,15 +6153,15 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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x = (s->xvel*sintable[s->ang&2047])>>14;
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TRAVERSE_CONNECT(p)
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if (g_player[p].ps->cursectnum == s->sectnum && g_player[p].ps->on_ground)
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{
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g_player[p].ps->pos.x += m;
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g_player[p].ps->pos.y += x;
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for (TRAVERSE_CONNECT(p))
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if (g_player[p].ps->cursectnum == s->sectnum && g_player[p].ps->on_ground)
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{
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g_player[p].ps->pos.x += m;
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g_player[p].ps->pos.y += x;
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g_player[p].ps->bobposx += m;
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g_player[p].ps->bobposy += x;
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}
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g_player[p].ps->bobposx += m;
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g_player[p].ps->bobposy += x;
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}
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j = headspritesect[s->sectnum];
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while (j >= 0)
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@ -6438,10 +6438,10 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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j = 1;
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if ((sc->lotag&0xff) != 27)
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TRAVERSE_CONNECT(p)
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if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0)
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if (s->sectnum == sprite[g_player[p].ps->i].sectnum)
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j = 0;
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for (TRAVERSE_CONNECT(p))
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if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0)
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if (s->sectnum == sprite[g_player[p].ps->i].sectnum)
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j = 0;
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if (j == 1)
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{
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@ -7076,19 +7076,19 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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dragpoint((int16_t)t[1],wall[t[1]].x+x,wall[t[1]].y+l);
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dragpoint((int16_t)t[2],wall[t[2]].x+x,wall[t[2]].y+l);
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TRAVERSE_CONNECT(p)
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if (g_player[p].ps->cursectnum == s->sectnum && g_player[p].ps->on_ground)
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{
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g_player[p].ps->pos.x += x;
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g_player[p].ps->pos.y += l;
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for (TRAVERSE_CONNECT(p))
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if (g_player[p].ps->cursectnum == s->sectnum && g_player[p].ps->on_ground)
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{
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g_player[p].ps->pos.x += x;
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g_player[p].ps->pos.y += l;
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g_player[p].ps->opos.x = g_player[p].ps->pos.x;
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g_player[p].ps->opos.y = g_player[p].ps->pos.y;
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g_player[p].ps->opos.x = g_player[p].ps->pos.x;
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g_player[p].ps->opos.y = g_player[p].ps->pos.y;
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g_player[p].ps->pos.z += PHEIGHT;
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setsprite(g_player[p].ps->i,(vec3_t *)g_player[p].ps);
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g_player[p].ps->pos.z -= PHEIGHT;
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}
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g_player[p].ps->pos.z += PHEIGHT;
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setsprite(g_player[p].ps->i,(vec3_t *)g_player[p].ps);
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g_player[p].ps->pos.z -= PHEIGHT;
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}
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sc->floorxpanning-=x>>3;
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sc->floorypanning-=l>>3;
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@ -7327,9 +7327,9 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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fricyv += x<<5;
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}
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TRAVERSE_CONNECT(p)
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if (sprite[g_player[p].ps->i].sectnum == s->sectnum && g_player[p].ps->on_ground)
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g_player[p].ps->pos.z += s->zvel;
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for (TRAVERSE_CONNECT(p))
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if (sprite[g_player[p].ps->i].sectnum == s->sectnum && g_player[p].ps->on_ground)
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g_player[p].ps->pos.z += s->zvel;
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A_MoveSector(i);
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setsprite(i,(vec3_t *)s);
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@ -246,7 +246,7 @@ void G_DemoRecord(void)
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if (demorec_seeds)
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g_demo_seedbuf[ud.reccnt] = (uint8_t)(randomseed>>24);
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TRAVERSE_CONNECT(i)
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for (TRAVERSE_CONNECT(i))
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{
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Bmemcpy(&recsync[ud.reccnt], g_player[i].sync, sizeof(input_t));
|
||||
ud.reccnt++;
|
||||
|
@ -505,7 +505,7 @@ nextdemo:
|
|||
if (demo_hasseeds)
|
||||
outofsync = (uint8_t)(randomseed>>24) != g_demo_seedbuf[bigi];
|
||||
|
||||
TRAVERSE_CONNECT(j)
|
||||
for (TRAVERSE_CONNECT(j))
|
||||
{
|
||||
Bmemcpy(&inputfifo[0][j], &recsync[bigi], sizeof(input_t));
|
||||
bigi++;
|
||||
|
|
|
@ -1073,15 +1073,15 @@ void G_DrawFrags(void)
|
|||
{
|
||||
int32_t i, j = 0;
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
if (i > j) j = i;
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
if (i > j) j = i;
|
||||
|
||||
rotatesprite_fs(0,0,65600L,0,FRAGBAR,0,0,2+8+16+64);
|
||||
if (j >= 4) rotatesprite_fs(319,(8)<<16,65600L,0,FRAGBAR,0,0,10+16+64);
|
||||
if (j >= 8) rotatesprite_fs(319,(16)<<16,65600L,0,FRAGBAR,0,0,10+16+64);
|
||||
if (j >= 12) rotatesprite_fs(319,(24)<<16,65600L,0,FRAGBAR,0,0,10+16+64);
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
minitext(21+(73*(i&3)),2+((i&28)<<1),&g_player[i].user_name[0],/*sprite[g_player[i].ps->i].pal*/g_player[i].ps->palookup,2+8+16);
|
||||
Bsprintf(tempbuf,"%d",g_player[i].ps->frag-g_player[i].ps->fraggedself);
|
||||
|
@ -1107,17 +1107,17 @@ static void G_DrawStatusBar(int32_t snum)
|
|||
G_DrawFrags();
|
||||
else
|
||||
{
|
||||
TRAVERSE_CONNECT(i)
|
||||
if (g_player[i].ps->frag != sbar.frag[i])
|
||||
{
|
||||
G_DrawFrags();
|
||||
break;
|
||||
}
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
if (g_player[i].ps->frag != sbar.frag[i])
|
||||
{
|
||||
G_DrawFrags();
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
TRAVERSE_CONNECT(i)
|
||||
if (i != myconnectindex)
|
||||
sbar.frag[i] = g_player[i].ps->frag;
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
if (i != myconnectindex)
|
||||
sbar.frag[i] = g_player[i].ps->frag;
|
||||
}
|
||||
|
||||
if (ss == 4) //DRAW MINI STATUS BAR:
|
||||
|
@ -1762,8 +1762,8 @@ void G_PrintGameQuotes(void)
|
|||
{
|
||||
j = 0;
|
||||
k += 8;
|
||||
TRAVERSE_CONNECT(i)
|
||||
if (i > j) j = i;
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
if (i > j) j = i;
|
||||
|
||||
if (j >= 4 && j <= 8) k += 8;
|
||||
else if (j > 8 && j <= 12) k += 16;
|
||||
|
@ -1827,8 +1827,8 @@ void G_PrintGameQuotes(void)
|
|||
{
|
||||
j = 0;
|
||||
k = 8;
|
||||
TRAVERSE_CONNECT(i)
|
||||
if (i > j) j = i;
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
if (i > j) j = i;
|
||||
|
||||
if (j >= 4 && j <= 8) k += 8;
|
||||
else if (j > 8 && j <= 12) k += 16;
|
||||
|
@ -2413,7 +2413,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16
|
|||
|
||||
setaspect_new();
|
||||
|
||||
TRAVERSE_CONNECT(p)
|
||||
for (TRAVERSE_CONNECT(p))
|
||||
{
|
||||
if (ud.scrollmode && p == screenpeek) continue;
|
||||
|
||||
|
@ -5178,9 +5178,9 @@ int32_t A_Spawn(int32_t j, int32_t pn)
|
|||
{
|
||||
int32_t j, nextj;
|
||||
|
||||
TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], j, nextj)
|
||||
if (sprite[j].picnum == ACTIVATOR || sprite[j].picnum == ACTIVATORLOCKED)
|
||||
actor[i].flags |= SPRITE_USEACTIVATOR;
|
||||
for (TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], j, nextj))
|
||||
if (sprite[j].picnum == ACTIVATOR || sprite[j].picnum == ACTIVATORLOCKED)
|
||||
actor[i].flags |= SPRITE_USEACTIVATOR;
|
||||
}
|
||||
changespritestat(i, STAT_EFFECTOR);
|
||||
goto SPAWN_END;
|
||||
|
@ -10421,7 +10421,7 @@ MAIN_LOOP_RESTART:
|
|||
ud.m_respawn_monsters = 1;
|
||||
else ud.m_respawn_monsters = 0;
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
P_ResetWeapons(i);
|
||||
P_ResetInventory(i);
|
||||
|
@ -10546,7 +10546,7 @@ MAIN_LOOP_RESTART:
|
|||
/*
|
||||
if (ud.playerai && (g_netServer || ud.multimode > 1))
|
||||
{
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
if (i != myconnectindex)
|
||||
{
|
||||
//clearbufbyte(&inputfifo[g_player[i].movefifoend&(MOVEFIFOSIZ-1)][i],sizeof(input_t),0L);
|
||||
|
@ -10733,7 +10733,7 @@ int32_t G_DoMoveThings(void)
|
|||
if (g_netServer || g_netClient)
|
||||
randomseed = ticrandomseed;
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
Bmemcpy(g_player[i].sync, &inputfifo[(g_netServer && myconnectindex == i) ? 1 : 0][i],
|
||||
sizeof(input_t));
|
||||
|
||||
|
@ -10741,7 +10741,7 @@ int32_t G_DoMoveThings(void)
|
|||
|
||||
/*
|
||||
j = -1;
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
if (g_player[i].playerquitflag == 0 || TEST_SYNC_KEY(g_player[i].sync->bits,SK_GAMEQUIT) == 0)
|
||||
{
|
||||
|
@ -10768,7 +10768,7 @@ int32_t G_DoMoveThings(void)
|
|||
A_MoveDummyPlayers();//ST 13
|
||||
}
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
if (g_player[i].sync->extbits&(1<<6))
|
||||
{
|
||||
|
|
|
@ -29,9 +29,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
|
||||
#define GTFLAGS(x) (GametypeFlags[ud.coop] & x)
|
||||
|
||||
#define TRAVERSE_SPRITE_SECT(l, o, n) for ((o) = (l); ((o) != -1) && ((n) = nextspritesect[o]); (o) = (n))
|
||||
#define TRAVERSE_SPRITE_STAT(l, o, n) for ((o) = (l); ((o) != -1) && ((n) = nextspritestat[o]); (o) = (n))
|
||||
#define TRAVERSE_CONNECT(i) for (i = 0; i != -1; i = connectpoint2[i])
|
||||
#define TRAVERSE_SPRITE_SECT(l, o, n) (o) = (l); ((o) != -1) && ((n) = nextspritesect[o]); (o) = (n)
|
||||
#define TRAVERSE_SPRITE_STAT(l, o, n) (o) = (l); ((o) != -1) && ((n) = nextspritestat[o]); (o) = (n)
|
||||
#define TRAVERSE_CONNECT(i) i = 0; i != -1; i = connectpoint2[i]
|
||||
|
||||
#define TEST(flags,mask) ((flags) & (mask))
|
||||
#define SET(flags,mask) ((flags) |= (mask))
|
||||
|
|
|
@ -5208,7 +5208,7 @@ VOLUME_ALL_40x:
|
|||
|
||||
ud.m_respawn_inventory = 1;
|
||||
|
||||
TRAVERSE_CONNECT(c)
|
||||
for (TRAVERSE_CONNECT(c))
|
||||
{
|
||||
P_ResetWeapons(c);
|
||||
P_ResetInventory(c);
|
||||
|
|
|
@ -344,7 +344,7 @@ void Net_SyncPlayer(ENetEvent *event)
|
|||
S_PlaySound(DUKE_GETWEAPON2);
|
||||
|
||||
// open a new slot if necessary and save off the resulting slot # for future reference
|
||||
TRAVERSE_CONNECT(i) if (g_player[i].playerquitflag == 0) break;
|
||||
for (TRAVERSE_CONNECT(i)) if (g_player[i].playerquitflag == 0) break;
|
||||
event->peer->data = (void *)((intptr_t)(i = (i == -1 ? playerswhenstarted++ : i)));
|
||||
|
||||
g_player[i].netsynctime = totalclock;
|
||||
|
@ -353,7 +353,7 @@ void Net_SyncPlayer(ENetEvent *event)
|
|||
for (j=0; j<playerswhenstarted-1; j++) connectpoint2[j] = j+1;
|
||||
connectpoint2[playerswhenstarted-1] = -1;
|
||||
|
||||
// TRAVERSE_CONNECT(j)
|
||||
// for (TRAVERSE_CONNECT(j))
|
||||
// {
|
||||
if (!g_player[i].ps) g_player[i].ps = (DukePlayer_t *) Bcalloc(1, sizeof(DukePlayer_t));
|
||||
if (!g_player[i].sync) g_player[i].sync = (input_t *) Bcalloc(1, sizeof(input_t));
|
||||
|
@ -1714,7 +1714,7 @@ void Net_ParseServerPacket(ENetEvent *event)
|
|||
j += sizeof(int32_t);
|
||||
ud.pause_on = pbuf[j++];
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
g_player[i].ps->dead_flag = *(int16_t *)&pbuf[j];
|
||||
j += sizeof(int16_t);
|
||||
|
@ -1970,7 +1970,7 @@ void Net_ParseServerPacket(ENetEvent *event)
|
|||
ud.m_ffire = ud.ffire = pbuf[10];
|
||||
ud.m_noexits = ud.noexits = pbuf[11];
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
P_ResetWeapons(i);
|
||||
P_ResetInventory(i);
|
||||
|
@ -2264,11 +2264,11 @@ void Net_ParseClientPacket(ENetEvent *event)
|
|||
int32_t zz, i, nexti;
|
||||
|
||||
for (zz = 0; (unsigned)zz < (sizeof(g_netStatnums)/sizeof(g_netStatnums[0])); zz++)
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[g_netStatnums[zz]], i, nexti)
|
||||
{
|
||||
if (lastupdate[i] >= g_player[other].netsynctime)
|
||||
lastupdate[i] = 0;
|
||||
}
|
||||
for (TRAVERSE_SPRITE_STAT(headspritestat[g_netStatnums[zz]], i, nexti))
|
||||
{
|
||||
if (lastupdate[i] >= g_player[other].netsynctime)
|
||||
lastupdate[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
for (i=numwalls-1; i>=0; i--)
|
||||
|
@ -2318,7 +2318,7 @@ void Net_ParseClientPacket(ENetEvent *event)
|
|||
ud.m_ffire = ud.ffire = pbuf[10];
|
||||
ud.m_noexits = ud.noexits = pbuf[11];
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
P_ResetWeapons(i);
|
||||
P_ResetInventory(i);
|
||||
|
@ -2740,7 +2740,7 @@ void Net_UpdateClients(void)
|
|||
j += sizeof(int32_t);
|
||||
packbuf[j++] = ud.pause_on;
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
Bmemcpy(&osyn[i], &nsyn[i], offsetof(input_t, filler));
|
||||
|
||||
|
@ -2898,22 +2898,22 @@ void Net_UpdateClients(void)
|
|||
j += sizeof(int16_t);
|
||||
|
||||
for (zz = 0; (unsigned)zz < (sizeof(g_netStatnums)/sizeof(g_netStatnums[0])) && j <= (SYNCPACKETSIZE-(SYNCPACKETSIZE>>3)); zz++)
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[g_netStatnums[zz]], i, nexti)
|
||||
{
|
||||
// only send newly spawned sprites
|
||||
if (!lastupdate[i] && sprite[i].statnum != MAXSTATUS)
|
||||
for (TRAVERSE_SPRITE_STAT(headspritestat[g_netStatnums[zz]], i, nexti))
|
||||
{
|
||||
int32_t ii;
|
||||
// only send newly spawned sprites
|
||||
if (!lastupdate[i] && sprite[i].statnum != MAXSTATUS)
|
||||
{
|
||||
int32_t ii;
|
||||
|
||||
j += (ii = Net_PackSprite(i, (uint8_t *)&packbuf[j]));
|
||||
if (ii) k++;
|
||||
j += (ii = Net_PackSprite(i, (uint8_t *)&packbuf[j]));
|
||||
if (ii) k++;
|
||||
|
||||
lastupdate[i] = totalclock;
|
||||
lastupdate[i] = totalclock;
|
||||
|
||||
if (j >= (SYNCPACKETSIZE-(SYNCPACKETSIZE>>3)))
|
||||
break;
|
||||
if (j >= (SYNCPACKETSIZE-(SYNCPACKETSIZE>>3)))
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*(int16_t *)&packbuf[zj] = k;
|
||||
j += sizeof(int16_t);
|
||||
|
@ -2952,29 +2952,29 @@ void Net_StreamLevel(void)
|
|||
j += sizeof(uint16_t);
|
||||
|
||||
for (zz = 0; (unsigned)zz < (sizeof(g_netStatnums)/sizeof(g_netStatnums[0])) && j <= (SYNCPACKETSIZE-(SYNCPACKETSIZE>>3)); zz++)
|
||||
TRAVERSE_SPRITE_STAT(headspritestat[g_netStatnums[zz]], i, nexti)
|
||||
{
|
||||
// only send STAT_MISC sprites at spawn time and let the client handle it from there
|
||||
if (totalclock > (lastupdate[i] + TICRATE) && sprite[i].statnum != STAT_MISC)
|
||||
for (TRAVERSE_SPRITE_STAT(headspritestat[g_netStatnums[zz]], i, nexti))
|
||||
{
|
||||
l = crc32once((uint8_t *)&sprite[i], sizeof(spritetype));
|
||||
|
||||
if (!lastupdate[i] || spritecrc[i] != l)
|
||||
// only send STAT_MISC sprites at spawn time and let the client handle it from there
|
||||
if (totalclock > (lastupdate[i] + TICRATE) && sprite[i].statnum != STAT_MISC)
|
||||
{
|
||||
int32_t ii;
|
||||
/*initprintf("updating sprite %d (%d)\n",i,sprite[i].picnum);*/
|
||||
spritecrc[i] = l;
|
||||
l = crc32once((uint8_t *)&sprite[i], sizeof(spritetype));
|
||||
|
||||
j += (ii = Net_PackSprite(i, (uint8_t *)&packbuf[j]));
|
||||
if (ii) k++;
|
||||
if (!lastupdate[i] || spritecrc[i] != l)
|
||||
{
|
||||
int32_t ii;
|
||||
/*initprintf("updating sprite %d (%d)\n",i,sprite[i].picnum);*/
|
||||
spritecrc[i] = l;
|
||||
|
||||
lastupdate[i] = totalclock;
|
||||
j += (ii = Net_PackSprite(i, (uint8_t *)&packbuf[j]));
|
||||
if (ii) k++;
|
||||
|
||||
if (j >= (SYNCPACKETSIZE-(SYNCPACKETSIZE>>3)))
|
||||
break;
|
||||
lastupdate[i] = totalclock;
|
||||
|
||||
if (j >= (SYNCPACKETSIZE-(SYNCPACKETSIZE>>3)))
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*(uint16_t *)&packbuf[zj] = k;
|
||||
k = 0;
|
||||
|
@ -3114,7 +3114,7 @@ void Net_EnterMessage(void)
|
|||
j = 50;
|
||||
gametext(320>>1,j,"SEND MESSAGE TO...",0,2+8+16);
|
||||
j += 8;
|
||||
TRAVERSE_CONNECT(i)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
if (i == myconnectindex)
|
||||
{
|
||||
|
|
|
@ -3790,19 +3790,19 @@ int32_t P_FindOtherPlayer(int32_t p,int32_t *d)
|
|||
int32_t j, closest_player = p;
|
||||
int32_t x, closest = 0x7fffffff;
|
||||
|
||||
TRAVERSE_CONNECT(j)
|
||||
if (p != j && sprite[g_player[j].ps->i].extra > 0)
|
||||
{
|
||||
x = klabs(g_player[j].ps->opos.x-g_player[p].ps->pos.x) +
|
||||
klabs(g_player[j].ps->opos.y-g_player[p].ps->pos.y) +
|
||||
(klabs(g_player[j].ps->opos.z-g_player[p].ps->pos.z)>>4);
|
||||
|
||||
if (x < closest)
|
||||
for (TRAVERSE_CONNECT(j))
|
||||
if (p != j && sprite[g_player[j].ps->i].extra > 0)
|
||||
{
|
||||
closest_player = j;
|
||||
closest = x;
|
||||
x = klabs(g_player[j].ps->opos.x-g_player[p].ps->pos.x) +
|
||||
klabs(g_player[j].ps->opos.y-g_player[p].ps->pos.y) +
|
||||
(klabs(g_player[j].ps->opos.z-g_player[p].ps->pos.z)>>4);
|
||||
|
||||
if (x < closest)
|
||||
{
|
||||
closest_player = j;
|
||||
closest = x;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*d = closest;
|
||||
return closest_player;
|
||||
|
@ -4459,8 +4459,8 @@ int32_t P_DoFist(DukePlayer_t *p)
|
|||
{
|
||||
int32_t i;
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
g_player[i].ps->gm = MODE_EOL;
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
g_player[i].ps->gm = MODE_EOL;
|
||||
|
||||
if (p->buttonpalette && ud.from_bonus == 0)
|
||||
{
|
||||
|
@ -4670,8 +4670,8 @@ void P_ProcessInput(int32_t snum)
|
|||
}
|
||||
else if (p->timebeforeexit == 1)
|
||||
{
|
||||
TRAVERSE_CONNECT(i)
|
||||
g_player[i].ps->gm = MODE_EOL;
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
g_player[i].ps->gm = MODE_EOL;
|
||||
|
||||
ud.m_level_number = ud.level_number++;
|
||||
|
||||
|
@ -5784,24 +5784,24 @@ void computergetinput(int32_t snum, input_t *syn)
|
|||
if ((goalplayer[snum] == snum) || (g_player[goalplayer[snum]].ps->dead_flag != 0))
|
||||
{
|
||||
j = 0x7fffffff;
|
||||
TRAVERSE_CONNECT(i)
|
||||
if (i != snum && !(GTFLAGS(GAMETYPE_TDM) && g_player[snum].ps->team == g_player[i].ps->team))
|
||||
{
|
||||
dist = ksqrt((sprite[g_player[i].ps->i].x-x1)*(sprite[g_player[i].ps->i].x-x1)+(sprite[g_player[i].ps->i].y-y1)*(sprite[g_player[i].ps->i].y-y1));
|
||||
|
||||
x2 = sprite[g_player[i].ps->i].x;
|
||||
y2 = sprite[g_player[i].ps->i].y;
|
||||
z2 = sprite[g_player[i].ps->i].z;
|
||||
if (!cansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[g_player[i].ps->i].sectnum))
|
||||
dist <<= 1;
|
||||
|
||||
if (dist < j)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
if (i != snum && !(GTFLAGS(GAMETYPE_TDM) && g_player[snum].ps->team == g_player[i].ps->team))
|
||||
{
|
||||
j = dist;
|
||||
goalplayer[snum] = i;
|
||||
}
|
||||
dist = ksqrt((sprite[g_player[i].ps->i].x-x1)*(sprite[g_player[i].ps->i].x-x1)+(sprite[g_player[i].ps->i].y-y1)*(sprite[g_player[i].ps->i].y-y1));
|
||||
|
||||
}
|
||||
x2 = sprite[g_player[i].ps->i].x;
|
||||
y2 = sprite[g_player[i].ps->i].y;
|
||||
z2 = sprite[g_player[i].ps->i].z;
|
||||
if (!cansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[g_player[i].ps->i].sectnum))
|
||||
dist <<= 1;
|
||||
|
||||
if (dist < j)
|
||||
{
|
||||
j = dist;
|
||||
goalplayer[snum] = i;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
x2 = sprite[g_player[goalplayer[snum]].ps->i].x;
|
||||
|
|
|
@ -611,8 +611,8 @@ void G_UpdateScreenArea(void)
|
|||
if (ud.screen_size > 0 && (GametypeFlags[ud.coop]&GAMETYPE_FRAGBAR) && (g_netServer || ud.multimode > 1))
|
||||
{
|
||||
j = 0;
|
||||
TRAVERSE_CONNECT(i)
|
||||
if (i > j) j = i;
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
if (i > j) j = i;
|
||||
|
||||
if (j >= 1) y1 += 8;
|
||||
if (j >= 4) y1 += 8;
|
||||
|
@ -1588,45 +1588,45 @@ static void resetpspritevars(char g)
|
|||
}
|
||||
|
||||
if (ud.recstat != 2)
|
||||
TRAVERSE_CONNECT(i)
|
||||
{
|
||||
aimmode[i] = g_player[i].ps->aim_mode;
|
||||
autoaim[i] = g_player[i].ps->auto_aim;
|
||||
weaponswitch[i] = g_player[i].ps->weaponswitch;
|
||||
if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
for (j=0; j<MAX_WEAPONS; j++)
|
||||
tsbar[i].ammo_amount[j] = g_player[i].ps->ammo_amount[j];
|
||||
aimmode[i] = g_player[i].ps->aim_mode;
|
||||
autoaim[i] = g_player[i].ps->auto_aim;
|
||||
weaponswitch[i] = g_player[i].ps->weaponswitch;
|
||||
if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
|
||||
{
|
||||
for (j=0; j<MAX_WEAPONS; j++)
|
||||
tsbar[i].ammo_amount[j] = g_player[i].ps->ammo_amount[j];
|
||||
|
||||
tsbar[i].gotweapon = g_player[i].ps->gotweapon;
|
||||
Bmemcpy(tsbar[i].inv_amount, g_player[i].ps->inv_amount, sizeof(tsbar[i].inv_amount));
|
||||
tsbar[i].curr_weapon = g_player[i].ps->curr_weapon;
|
||||
tsbar[i].inven_icon = g_player[i].ps->inven_icon;
|
||||
tsbar[i].gotweapon = g_player[i].ps->gotweapon;
|
||||
Bmemcpy(tsbar[i].inv_amount, g_player[i].ps->inv_amount, sizeof(tsbar[i].inv_amount));
|
||||
tsbar[i].curr_weapon = g_player[i].ps->curr_weapon;
|
||||
tsbar[i].inven_icon = g_player[i].ps->inven_icon;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
P_ResetStatus(0);
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
if (i) Bmemcpy(g_player[i].ps,g_player[0].ps,sizeof(DukePlayer_t));
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
if (i) Bmemcpy(g_player[i].ps,g_player[0].ps,sizeof(DukePlayer_t));
|
||||
|
||||
if (ud.recstat != 2)
|
||||
TRAVERSE_CONNECT(i)
|
||||
{
|
||||
g_player[i].ps->aim_mode = aimmode[i];
|
||||
g_player[i].ps->auto_aim = autoaim[i];
|
||||
g_player[i].ps->weaponswitch = weaponswitch[i];
|
||||
if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
{
|
||||
for (j=0; j<MAX_WEAPONS; j++)
|
||||
g_player[i].ps->ammo_amount[j] = tsbar[i].ammo_amount[j];
|
||||
g_player[i].ps->aim_mode = aimmode[i];
|
||||
g_player[i].ps->auto_aim = autoaim[i];
|
||||
g_player[i].ps->weaponswitch = weaponswitch[i];
|
||||
if ((g_netServer || ud.multimode > 1) && (GametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
|
||||
{
|
||||
for (j=0; j<MAX_WEAPONS; j++)
|
||||
g_player[i].ps->ammo_amount[j] = tsbar[i].ammo_amount[j];
|
||||
|
||||
g_player[i].ps->gotweapon = tsbar[i].gotweapon;
|
||||
g_player[i].ps->curr_weapon = tsbar[i].curr_weapon;
|
||||
g_player[i].ps->inven_icon = tsbar[i].inven_icon;
|
||||
Bmemcpy(g_player[i].ps->inv_amount, tsbar[i].inv_amount, sizeof(tsbar[i].inv_amount));
|
||||
g_player[i].ps->gotweapon = tsbar[i].gotweapon;
|
||||
g_player[i].ps->curr_weapon = tsbar[i].curr_weapon;
|
||||
g_player[i].ps->inven_icon = tsbar[i].inven_icon;
|
||||
Bmemcpy(g_player[i].ps->inv_amount, tsbar[i].inv_amount, sizeof(tsbar[i].inv_amount));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
g_numPlayerSprites = 0;
|
||||
// circ = 2048/ud.multimode;
|
||||
|
@ -2051,8 +2051,8 @@ int32_t G_EnterLevel(int32_t g)
|
|||
|
||||
if (g & (MODE_GAME|MODE_EOL))
|
||||
{
|
||||
TRAVERSE_CONNECT(i)
|
||||
g_player[i].ps->gm = MODE_GAME;
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
g_player[i].ps->gm = MODE_GAME;
|
||||
}
|
||||
else if (g & MODE_RESTART)
|
||||
{
|
||||
|
@ -2067,20 +2067,20 @@ int32_t G_EnterLevel(int32_t g)
|
|||
if (VOLUMEONE && ud.level_number == 0 && ud.recstat != 2)
|
||||
P_DoQuote(QUOTE_F1HELP,g_player[myconnectindex].ps);
|
||||
|
||||
TRAVERSE_CONNECT(i)
|
||||
switch (DYNAMICTILEMAP(sector[sprite[g_player[i].ps->i].sectnum].floorpicnum))
|
||||
{
|
||||
case HURTRAIL__STATIC:
|
||||
case FLOORSLIME__STATIC:
|
||||
case FLOORPLASMA__STATIC:
|
||||
P_ResetWeapons(i);
|
||||
P_ResetInventory(i);
|
||||
g_player[i].ps->gotweapon &= ~(1<<PISTOL_WEAPON);
|
||||
g_player[i].ps->ammo_amount[PISTOL_WEAPON] = 0;
|
||||
g_player[i].ps->curr_weapon = KNEE_WEAPON;
|
||||
g_player[i].ps->kickback_pic = 0;
|
||||
break;
|
||||
}
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
switch (DYNAMICTILEMAP(sector[sprite[g_player[i].ps->i].sectnum].floorpicnum))
|
||||
{
|
||||
case HURTRAIL__STATIC:
|
||||
case FLOORSLIME__STATIC:
|
||||
case FLOORPLASMA__STATIC:
|
||||
P_ResetWeapons(i);
|
||||
P_ResetInventory(i);
|
||||
g_player[i].ps->gotweapon &= ~(1<<PISTOL_WEAPON);
|
||||
g_player[i].ps->ammo_amount[PISTOL_WEAPON] = 0;
|
||||
g_player[i].ps->curr_weapon = KNEE_WEAPON;
|
||||
g_player[i].ps->kickback_pic = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
//PREMAP.C - replace near the my's at the end of the file
|
||||
|
||||
|
|
|
@ -193,9 +193,9 @@ int32_t isanearoperator(int32_t lotag)
|
|||
inline int32_t G_CheckPlayerInSector(int32_t sect)
|
||||
{
|
||||
int32_t i;
|
||||
TRAVERSE_CONNECT(i)
|
||||
if ((unsigned)g_player[i].ps->i < MAXSPRITES && sprite[g_player[i].ps->i].sectnum == sect)
|
||||
return i;
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
if ((unsigned)g_player[i].ps->i < MAXSPRITES && sprite[g_player[i].ps->i].sectnum == sect)
|
||||
return i;
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
@ -239,7 +239,7 @@ int32_t __fastcall A_FindPlayer(spritetype *s, int32_t *d)
|
|||
int32_t j, closest_player = 0;
|
||||
int32_t x, closest = 0x7fffffff;
|
||||
|
||||
TRAVERSE_CONNECT(j)
|
||||
for (TRAVERSE_CONNECT(j))
|
||||
{
|
||||
x = klabs(g_player[j].ps->opos.x-s->x) + klabs(g_player[j].ps->opos.y-s->y) + ((klabs(g_player[j].ps->opos.z-s->z+(28<<8)))>>4);
|
||||
if (x < closest && sprite[g_player[j].ps->i].extra > 0)
|
||||
|
@ -302,19 +302,19 @@ void G_DoSectorAnimations(void)
|
|||
|
||||
if (animateptr[i] == §or[animatesect[i]].floorz)
|
||||
{
|
||||
TRAVERSE_CONNECT(p)
|
||||
if (g_player[p].ps->cursectnum == dasect)
|
||||
if ((sector[dasect].floorz-g_player[p].ps->pos.z) < (64<<8))
|
||||
if (sprite[g_player[p].ps->i].owner >= 0)
|
||||
{
|
||||
g_player[p].ps->pos.z += v;
|
||||
g_player[p].ps->vel.z = 0;
|
||||
if (p == myconnectindex)
|
||||
for (TRAVERSE_CONNECT(p))
|
||||
if (g_player[p].ps->cursectnum == dasect)
|
||||
if ((sector[dasect].floorz-g_player[p].ps->pos.z) < (64<<8))
|
||||
if (sprite[g_player[p].ps->i].owner >= 0)
|
||||
{
|
||||
my.z += v;
|
||||
myvel.z = 0;
|
||||
g_player[p].ps->pos.z += v;
|
||||
g_player[p].ps->vel.z = 0;
|
||||
if (p == myconnectindex)
|
||||
{
|
||||
my.z += v;
|
||||
myvel.z = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
|
||||
if (sprite[j].statnum != 3)
|
||||
|
@ -3078,8 +3078,8 @@ void P_CheckSectors(int32_t snum)
|
|||
p->secret_rooms++;
|
||||
return;
|
||||
case -1:
|
||||
TRAVERSE_CONNECT(i)
|
||||
g_player[i].ps->gm = MODE_EOL;
|
||||
for (TRAVERSE_CONNECT(i))
|
||||
g_player[i].ps->gm = MODE_EOL;
|
||||
sector[p->cursectnum].lotag = 0;
|
||||
if (ud.from_bonus)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue