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Blood: Constify some {u,t,}spritetype templates
This is important where tracked spritetype could be involved.
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3 changed files with 4 additions and 4 deletions
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@ -204,14 +204,14 @@ extern short gAffectedXWalls[kMaxXWalls];
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extern
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#endif
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inline bool IsPlayerSprite(spritetype *pSprite)
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inline bool IsPlayerSprite(spritetype const * const pSprite)
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{
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if (pSprite->type >= kDudePlayer1 && pSprite->type <= kDudePlayer8)
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return 1;
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return 0;
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}
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template<typename T> bool IsDudeSprite(T *pSprite)
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template<typename T> bool IsDudeSprite(T const * const pSprite)
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{
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if (pSprite->type >= kDudeBase && pSprite->type < kDudeMax)
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return 1;
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@ -312,7 +312,7 @@ static inline int GetWallType(int nWall)
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return wall[nWall].type;
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}
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template<typename T> void GetSpriteExtents(T *pSprite, int *top, int *bottom)
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template<typename T> void GetSpriteExtents(T const * const pSprite, int *top, int *bottom)
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{
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*top = *bottom = pSprite->z;
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if ((pSprite->cstat & 0x30) != 0x20)
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@ -1887,7 +1887,7 @@ void viewDrawInterface(ClockTicks arg)
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static fix16_t gCameraAng;
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template<typename T> tspritetype* viewInsertTSprite(int nSector, int nStatnum, T *pSprite)
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template<typename T> tspritetype* viewInsertTSprite(int nSector, int nStatnum, T const * const pSprite)
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{
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int nTSprite = spritesortcnt;
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tspritetype *pTSprite = &tsprite[nTSprite];
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