- Duke: Remove a few redundant sprite backups and change some backups to what's actually needed.

This commit is contained in:
Mitchell Richters 2021-01-05 20:07:24 +11:00
parent 97159c20c1
commit 18fbc8996b
3 changed files with 11 additions and 35 deletions

View file

@ -501,8 +501,6 @@ void moveplayers(void)
continue;
}
spri->backuppos();
spri->cstat = 0;
if (spri->xrepeat < 42)
@ -3068,16 +3066,6 @@ void handle_se30(DDukeActor *actor, int JIBS6)
s->ang += 1024;
t[4] = 0;
fi.operateforcefields(actor, s->hitag);
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s.picnum != SECTOREFFECTOR && a2->s.picnum != LOCATORS)
{
a2->s.backupvec2();
}
}
}
}
}
@ -3138,11 +3126,6 @@ void handle_se30(DDukeActor *actor, int JIBS6)
auto spa2 = &a2->s;
if (spa2->picnum != SECTOREFFECTOR && spa2->picnum != LOCATORS)
{
if (numplayers < 2)
{
spa2->backupvec2();
}
spa2->x += l;
spa2->y += x;
@ -4053,7 +4036,7 @@ void handle_se17(DDukeActor* actor)
spr3->y += spr2->y - s->y;
spr3->z = sector[spr2->sectnum].floorz - (sc->floorz - spr3->z);
spr3->backuppos();
spr3->backupz();
changespritesect(act3, spr2->sectnum);
setsprite(act3, spr3->pos);
@ -4106,7 +4089,6 @@ void handle_se18(DDukeActor *actor, bool morecheck)
if (a2->s.zvel == 0 && a2->s.statnum != STAT_EFFECTOR && a2->s.statnum != STAT_PROJECTILE)
{
a2->s.z += sc->extra;
a2->s.backupz();
a2->floorz = sc->floorz;
}
}
@ -4144,7 +4126,6 @@ void handle_se18(DDukeActor *actor, bool morecheck)
if (a2->s.zvel == 0 && a2->s.statnum != STAT_EFFECTOR && a2->s.statnum != STAT_PROJECTILE)
{
a2->s.z -= sc->extra;
a2->s.backupz();
a2->floorz = sc->floorz;
}
}
@ -4430,11 +4411,8 @@ void handle_se26(DDukeActor* actor)
{
if (a2->s.statnum != 3 && a2->s.statnum != 10)
{
a2->s.backupvec2();
a2->s.x += l;
a2->s.y += x;
a2->s.z += s->zvel;
setsprite(a2, a2->s.pos);
}
@ -4566,8 +4544,6 @@ void handle_se24(DDukeActor *actor, int16_t *list1, int16_t *list2, int TRIPBOMB
{
if (s2->z > (a2->floorz - (16 << 8)))
{
s2->backupvec2();
s2->x += x >> shift;
s2->y += l >> shift;

View file

@ -2238,7 +2238,7 @@ void movetransports_d(void)
spr2->z -= spr->z - sector[Owner->s.sectnum].floorz;
spr2->ang = Owner->s.ang;
spr2->backuppos();
spr2->backupang();
if (spr->pal == 0)
{
@ -2264,7 +2264,7 @@ void movetransports_d(void)
spr2->y += (Owner->s.y - spr->y);
spr2->z = Owner->s.z + 4096;
spr2->backuppos();
spr2->backupz();
changespritesect(act2, Owner->s.sectnum);
}
@ -2274,7 +2274,7 @@ void movetransports_d(void)
spr2->y += (Owner->s.y - spr->y);
spr2->z = sector[Owner->s.sectnum].ceilingz + ll;
spr2->backuppos();
spr2->backupz();
changespritesect(act2, Owner->s.sectnum);
@ -2284,7 +2284,7 @@ void movetransports_d(void)
spr2->y += (Owner->s.y - spr->y);
spr2->z = sector[Owner->s.sectnum].floorz - ll;
spr2->backuppos();
spr2->backupz();
changespritesect(act2, Owner->s.sectnum);

View file

@ -1846,7 +1846,7 @@ void movetransports_r(void)
spr2->z -= spr->z - sector[Owner->s.sectnum].floorz;
spr2->ang = Owner->s.ang;
spr2->backuppos();
spr2->backupang();
auto beam = spawn(act, TRANSPORTERBEAM);
S_PlayActorSound(TELEPORTER, beam);
@ -1869,7 +1869,7 @@ void movetransports_r(void)
spr2->y += (Owner->s.y - spr->y);
spr2->z = Owner->s.z + 4096;
spr2->backuppos();
spr2->backupz();
changespritesect(act2, Owner->s.sectnum);
}
@ -1879,7 +1879,7 @@ void movetransports_r(void)
spr2->y += (Owner->s.y - spr->y);
spr2->z = sector[Owner->s.sectnum].ceilingz + ll;
spr2->backuppos();
spr2->backupz();
changespritesect(act2, Owner->s.sectnum);
@ -1889,7 +1889,7 @@ void movetransports_r(void)
spr2->y += (Owner->s.y - spr->y);
spr2->z = sector[Owner->s.sectnum].floorz - ll;
spr2->backuppos();
spr2->backupz();
changespritesect(act2, Owner->s.sectnum);
@ -1901,7 +1901,7 @@ void movetransports_r(void)
spr2->y += (Owner->s.y - spr->y);
spr2->z = sector[Owner->s.sectnum].ceilingz + ll2;
spr2->backuppos();
spr2->backupz();
changespritesect(act2, Owner->s.sectnum);
@ -1915,7 +1915,7 @@ void movetransports_r(void)
spr2->y += (Owner->s.y - spr->y);
spr2->z = sector[Owner->s.sectnum].floorz - ll2;
spr2->backuppos();
spr2->backupz();
changespritesect(act2, Owner->s.sectnum);