mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
Duke3d: hoist checks for ST_2_UNDERWATER outside of loops in SE_14_SUBWAY_CAR processing
This commit is contained in:
parent
45fd214ffe
commit
23909f8ca1
1 changed files with 39 additions and 45 deletions
|
@ -6416,15 +6416,9 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
m = (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14;
|
||||
x = (pSprite->xvel*sintable[pSprite->ang&2047])>>14;
|
||||
|
||||
for (TRAVERSE_CONNECT(playerNum))
|
||||
if (sector[pSprite->sectnum].lotag != ST_2_UNDERWATER)
|
||||
{
|
||||
auto const pPlayer = g_player[playerNum].ps;
|
||||
|
||||
// might happen when squished into void space
|
||||
if (pPlayer->cursectnum < 0)
|
||||
break;
|
||||
|
||||
if (sector[pPlayer->cursectnum].lotag != ST_2_UNDERWATER)
|
||||
for (TRAVERSE_CONNECT(playerNum))
|
||||
{
|
||||
if (g_playerSpawnPoints[playerNum].sect == pSprite->sectnum)
|
||||
{
|
||||
|
@ -6432,11 +6426,17 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
g_playerSpawnPoints[playerNum].pos.y += x;
|
||||
}
|
||||
|
||||
auto const pPlayer = g_player[playerNum].ps;
|
||||
|
||||
// might happen when squished into void space
|
||||
if (pPlayer->cursectnum < 0)
|
||||
break;
|
||||
|
||||
if (pSprite->sectnum == pPlayer->cursectnum
|
||||
#ifdef YAX_ENABLE
|
||||
|| (pData[9]>=0 && pData[9] == pPlayer->cursectnum)
|
||||
|| (pData[9] >= 0 && pData[9] == pPlayer->cursectnum)
|
||||
#endif
|
||||
)
|
||||
)
|
||||
{
|
||||
rotatepoint(pSprite->pos.vec2, pPlayer->pos.vec2, q, &pPlayer->pos.vec2);
|
||||
|
||||
|
@ -6450,45 +6450,39 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
pPlayer->q16ang &= 0x7FFFFFF;
|
||||
|
||||
if (sprite[pPlayer->i].extra <= 0)
|
||||
sprite[pPlayer->i].pos.vec2 = pPlayer->pos.vec2;
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: special loop handling
|
||||
j = headspritesect[pSprite->sectnum];
|
||||
while (j >= 0)
|
||||
{
|
||||
// KEEPINSYNC2
|
||||
if (sprite[j].statnum != STAT_PLAYER
|
||||
&& (sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT || sprite[j].lotag == SE_50_SPOT_LIGHT))
|
||||
&& sprite[j].picnum != LOCATORS)
|
||||
{
|
||||
if (move_rotfixed_sprite(j, pSprite - sprite, pData[2]))
|
||||
rotatepoint(pSprite->pos.vec2, sprite[j].pos.vec2, q, &sprite[j].pos.vec2);
|
||||
|
||||
sprite[j].x += m;
|
||||
sprite[j].y += x;
|
||||
|
||||
sprite[j].ang += q;
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
#ifdef YAX_ENABLE
|
||||
if (j < 0)
|
||||
{
|
||||
if (pData[9] >= 0 && firstrun)
|
||||
{
|
||||
sprite[pPlayer->i].x = pPlayer->pos.x;
|
||||
sprite[pPlayer->i].y = pPlayer->pos.y;
|
||||
firstrun = 0;
|
||||
j = headspritesect[pData[9]];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: special loop handling
|
||||
j = headspritesect[pSprite->sectnum];
|
||||
while (j >= 0)
|
||||
{
|
||||
// KEEPINSYNC2
|
||||
// XXX: underwater check?
|
||||
if (sprite[j].statnum != STAT_PLAYER && sector[sprite[j].sectnum].lotag != ST_2_UNDERWATER &&
|
||||
(sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT))
|
||||
&& sprite[j].picnum != LOCATORS)
|
||||
{
|
||||
|
||||
if (move_rotfixed_sprite(j, pSprite-sprite, pData[2]))
|
||||
rotatepoint(pSprite->pos.vec2, sprite[j].pos.vec2, q, &sprite[j].pos.vec2);
|
||||
|
||||
sprite[j].x+= m;
|
||||
sprite[j].y+= x;
|
||||
|
||||
sprite[j].ang+=q;
|
||||
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
#ifdef YAX_ENABLE
|
||||
if (j < 0)
|
||||
{
|
||||
if (pData[9]>=0 && firstrun)
|
||||
{
|
||||
firstrun = 0;
|
||||
j = headspritesect[pData[9]];
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
A_MoveSector(spriteNum);
|
||||
|
|
Loading…
Reference in a new issue