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- cleaned up some dirty code.
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parent
07eda3cb4a
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0bd0923f44
3 changed files with 4 additions and 8 deletions
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@ -530,10 +530,6 @@ inline int32_t setsprite(int16_t spritenum, int x, int y, int z)
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return setsprite(spritenum, &v);
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return setsprite(spritenum, &v);
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}
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}
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inline void setspritepos(int spnum, int x, int y, int z)
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{
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sprite[spnum].pos = { x,y,z };
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}
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int32_t setspritez(int16_t spritenum, const vec3_t *) ATTRIBUTE((nonnull(2)));
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int32_t setspritez(int16_t spritenum, const vec3_t *) ATTRIBUTE((nonnull(2)));
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int32_t spriteheightofsptr(uspriteptr_t spr, int32_t *height, int32_t alsotileyofs);
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int32_t spriteheightofsptr(uspriteptr_t spr, int32_t *height, int32_t alsotileyofs);
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@ -880,7 +880,7 @@ int32_t setsprite(int16_t spritenum, const vec3_t *newpos)
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{
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{
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int16_t tempsectnum = sprite[spritenum].sectnum;
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int16_t tempsectnum = sprite[spritenum].sectnum;
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if ((void const *) newpos != (void *) &sprite[spritenum])
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if (newpos != &sprite[spritenum].pos)
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sprite[spritenum].pos = *newpos;
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sprite[spritenum].pos = *newpos;
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updatesector(newpos->x,newpos->y,&tempsectnum);
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updatesector(newpos->x,newpos->y,&tempsectnum);
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@ -173,7 +173,7 @@ void checkavailweapon(struct player_struct* player)
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player->curr_weapon = weap;
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player->curr_weapon = weap;
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if (isWW2GI())
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if (isWW2GI())
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{
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{
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SetGameVarID(g_iWeaponVarID, player->curr_weapon, player->GetActor(), snum); // snum is playerindex!
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SetGameVarID(g_iWeaponVarID, player->curr_weapon, player->GetActor(), snum); // snum is player index!
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if (player->curr_weapon >= 0)
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if (player->curr_weapon >= 0)
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{
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{
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SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[player->curr_weapon][snum], player->GetActor(), snum);
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SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[player->curr_weapon][snum], player->GetActor(), snum);
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@ -1010,7 +1010,7 @@ void movemasterswitch(DDukeActor *actor, int spectype1, int spectype2)
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// with no checking if it got reused in the mean time.
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// with no checking if it got reused in the mean time.
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spri->picnum = 0; // give it a picnum without any behavior attached, just in case
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spri->picnum = 0; // give it a picnum without any behavior attached, just in case
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spri->cstat |= CSTAT_SPRITE_INVISIBLE|CSTAT_SPRITE_NOFIND;
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spri->cstat |= CSTAT_SPRITE_INVISIBLE|CSTAT_SPRITE_NOFIND;
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changespritestat(actor->GetIndex(), STAT_REMOVED);
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changespritestat(actor, STAT_REMOVED);
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}
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}
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}
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}
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}
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}
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@ -5316,7 +5316,7 @@ void fall_common(DDukeActor *actor, int playernum, int JIBS6, int DRONE, int BLO
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short j = s->sectnum;
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short j = s->sectnum;
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int x = s->x, y = s->y, z = s->z;
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int x = s->x, y = s->y, z = s->z;
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pushmove(&x, &y, &z, &j, 128, (4 << 8), (4 << 8), CLIPMASK0);
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pushmove(&x, &y, &z, &j, 128, (4 << 8), (4 << 8), CLIPMASK0);
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setspritepos(actor->GetIndex(), x, y, z); // wrap this for safety. The renderer may need processing of the new position.
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s->x = x; s->y = y; s->z = z;
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if (j != s->sectnum && j >= 0 && j < MAXSECTORS)
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if (j != s->sectnum && j >= 0 && j < MAXSECTORS)
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changespritesect(actor, j);
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changespritesect(actor, j);
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