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https://github.com/ZDoom/raze-gles.git
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- Duke: Clean up some duplicated code in hudweapon_*.cpp files.
This commit is contained in:
parent
a4895cb270
commit
242f958c41
5 changed files with 31 additions and 189 deletions
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@ -98,8 +98,8 @@ void processinput_d(int snum);
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void processinput_r(int snum);
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void displayweapon_d(int snum, double smoothratio);
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void displayweapon_r(int snum, double smoothratio);
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void displaymasks_d(int snum, double smoothratio);
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void displaymasks_r(int snum, double smoothratio);
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void displaymasks_d(int snum, int p, double smoothratio);
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void displaymasks_r(int snum, int p, double smoothratio);
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void think_d();
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void think_r();
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void animatesprites_d(spritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio);
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@ -118,7 +118,7 @@ struct Dispatcher
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void (*checkweapons)(struct player_struct* p);
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void (*processinput)(int snum);
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void (*displayweapon)(int snum, double smoothratio);
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void (*displaymasks)(int snum, double smoothratio);
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void (*displaymasks)(int snum, int p, double smoothratio);
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void (*animatesprites)(spritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio);
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@ -251,7 +251,7 @@ void drawoverlays(double smoothratio)
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{
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fi.displayweapon(screenpeek, smoothratio);
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if (pp->over_shoulder_on == 0)
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fi.displaymasks(screenpeek, smoothratio);
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fi.displaymasks(screenpeek, pp->GetActor()->s.pal == 1 ? 1 : sector[pp->cursectnum].floorpal, smoothratio);
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}
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if (!isRR())
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moveclouds(smoothratio);
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@ -87,9 +87,9 @@ void displayloogie(short snum)
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//
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//---------------------------------------------------------------------------
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int animatefist(int gs, int snum, double look_anghalf, double looking_arc, double plravel)
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int animatefist(int gs, int snum, double look_anghalf, double looking_arc, double plravel, int fistpal)
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{
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short fisti, fistpal;
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short fisti;
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int fistzoom;
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double fistz;
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@ -104,11 +104,6 @@ int animatefist(int gs, int snum, double look_anghalf, double looking_arc, doubl
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fistzoom = 40290;
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fistz = 194 + bsinf((6 + fisti) << 7, -9);
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if (ps[snum].GetActor()->s.pal == 1)
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fistpal = 1;
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else
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fistpal = sector[ps[snum].cursectnum].floorpal;
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hud_drawsprite(
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(-fisti + 222 + plravel),
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(looking_arc + fistz),
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@ -123,23 +118,13 @@ int animatefist(int gs, int snum, double look_anghalf, double looking_arc, doubl
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//
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//---------------------------------------------------------------------------
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int animateknee(int gs, int snum, double look_anghalf, double looking_arc, double horiz16th, double plravel)
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int animateknee(int gs, int snum, double look_anghalf, double looking_arc, double horiz16th, double plravel, int pal)
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{
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static const short knee_y[] = { 0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8 };
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short pal;
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if (ps[snum].knee_incs > 11 || ps[snum].knee_incs == 0 || ps[snum].GetActor()->s.extra <= 0) return 0;
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looking_arc += knee_y[ps[snum].knee_incs];
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static const short knee_y[] = { 0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8 };
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if (ps[snum].GetActor()->s.pal == 1)
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pal = 1;
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else
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{
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pal = sector[ps[snum].cursectnum].floorpal;
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if (pal == 0)
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pal = ps[snum].palookup;
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}
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looking_arc += knee_y[ps[snum].knee_incs];
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hud_drawpal(105 + plravel - look_anghalf + (knee_y[ps[snum].knee_incs] >> 2), looking_arc + 280 - horiz16th, KNEE, gs, 4, pal);
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@ -152,17 +137,11 @@ int animateknee(int gs, int snum, double look_anghalf, double looking_arc, doubl
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//
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//---------------------------------------------------------------------------
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int animateknuckles(int gs, int snum, double look_anghalf, double looking_arc, double horiz16th, double plravel)
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int animateknuckles(int gs, int snum, double look_anghalf, double looking_arc, double horiz16th, double plravel, int pal)
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{
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static const short knuckle_frames[] = { 0,1,2,2,3,3,3,2,2,1,0 };
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short pal;
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if (isWW2GI() || ps[snum].over_shoulder_on != 0 || ps[snum].knuckle_incs == 0 || ps[snum].GetActor()->s.extra <= 0) return 0;
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if (ps[snum].GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[ps[snum].cursectnum].floorpal;
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static const short knuckle_frames[] = { 0,1,2,2,3,3,3,2,2,1,0 };
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hud_drawpal(160 + plravel - look_anghalf, looking_arc + 180 - horiz16th, CRACKKNUCKLES + knuckle_frames[ps[snum].knuckle_incs >> 1], gs, 4, pal);
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@ -176,15 +155,8 @@ int animateknuckles(int gs, int snum, double look_anghalf, double looking_arc, d
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//
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//---------------------------------------------------------------------------
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void displaymasks_d(int snum, double)
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void displaymasks_d(int snum, int p, double)
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{
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int p;
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if (ps[snum].GetActor()->s.pal == 1)
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p = 1;
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else
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p = sector[ps[snum].cursectnum].floorpal;
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if (ps[snum].scuba_on)
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{
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int y = 200 - tileHeight(SCUBAMASK);
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@ -199,17 +171,11 @@ void displaymasks_d(int snum, double)
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//
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//---------------------------------------------------------------------------
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static int animatetip(int gs, int snum, double look_anghalf, double looking_arc, double horiz16th, double plravel)
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static int animatetip(int gs, int snum, double look_anghalf, double looking_arc, double horiz16th, double plravel, int p)
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{
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int p;
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static const short tip_y[] = { 0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16 };
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if (ps[snum].tipincs == 0) return 0;
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if (ps[snum].GetActor()->s.pal == 1)
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p = 1;
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else
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p = sector[ps[snum].cursectnum].floorpal;
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static const short tip_y[] = { 0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16 };
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hud_drawpal(170 + plravel - look_anghalf,
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(tip_y[ps[snum].tipincs] >> 1) + looking_arc + 240 - horiz16th, TIP + ((26 - ps[snum].tipincs) >> 4), gs, 0, p);
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@ -223,18 +189,13 @@ static int animatetip(int gs, int snum, double look_anghalf, double looking_arc,
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//
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//---------------------------------------------------------------------------
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int animateaccess(int gs, int snum, double look_anghalf, double looking_arc, double horiz16th, double plravel)
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int animateaccess(int gs, int snum, double look_anghalf, double looking_arc, double horiz16th, double plravel, int p)
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{
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static const short access_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
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char p;
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if(ps[snum].access_incs == 0 || ps[snum].GetActor()->s.extra <= 0) return 0;
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looking_arc += access_y[ps[snum].access_incs];
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static const short access_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
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if(ps[snum].access_spritenum != nullptr)
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p = ps[snum].access_spritenum->s.pal;
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else p = 0;
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looking_arc += access_y[ps[snum].access_incs];
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if((ps[snum].access_incs-3) > 0 && (ps[snum].access_incs-3)>>3)
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hud_drawpal(170 + plravel - look_anghalf + (access_y[ps[snum].access_incs] >> 2), looking_arc + 266 - horiz16th, HANDHOLDINGLASER + (ps[snum].access_incs >> 3), gs, 0, p);
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@ -254,7 +215,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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int cw;
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int i, j;
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int o,pal;
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int o, pal;
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double weapon_sway, weapon_xoffset, gun_pos, looking_arc, kickback_pic, random_club_frame, hard_landing, look_anghalf, horiz16th, plravel;
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signed char shade;
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struct player_struct *p;
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@ -298,15 +259,19 @@ void displayweapon_d(int snum, double smoothratio)
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shade = p->GetActor()->s.shade;
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if(shade > 24) shade = 24;
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pal = p->GetActor()->s.pal == 1 ? 1 : sector[p->cursectnum].floorpal;
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if (pal == 0)
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pal = p->palookup;
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auto adjusted_arc = looking_arc - hard_landing;
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bool playerVars = p->newOwner != nullptr || ud.cameraactor != nullptr || p->over_shoulder_on > 0 || (p->GetActor()->s.pal != 1 && p->GetActor()->s.extra <= 0);
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bool playerAnims = animatefist(shade, snum, look_anghalf, looking_arc, plravel) || animateknuckles(shade, snum, look_anghalf, adjusted_arc, horiz16th, plravel) ||
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animatetip(shade, snum, look_anghalf, adjusted_arc, horiz16th, plravel) || animateaccess(shade, snum, look_anghalf, adjusted_arc, horiz16th, plravel);
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bool playerAnims = animatefist(shade, snum, look_anghalf, looking_arc, plravel, pal) || animateknuckles(shade, snum, look_anghalf, adjusted_arc, horiz16th, plravel, pal) ||
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animatetip(shade, snum, look_anghalf, adjusted_arc, horiz16th, plravel, pal) || animateaccess(shade, snum, look_anghalf, adjusted_arc, horiz16th, plravel, pal);
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if(playerVars || playerAnims)
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return;
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animateknee(shade, snum, look_anghalf, adjusted_arc, horiz16th, plravel);
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animateknee(shade, snum, look_anghalf, adjusted_arc, horiz16th, plravel, pal);
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if (isWW2GI())
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{
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@ -333,16 +298,6 @@ void displayweapon_d(int snum, double smoothratio)
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j = 14-p->quick_kick;
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if (j != 14 || p->last_quick_kick)
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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{
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pal = sector[p->cursectnum].floorpal;
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if (pal == 0)
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pal = p->palookup;
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}
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if (j < 5 || j > 9)
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{
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hud_drawpal(weapon_xoffset + 80 - look_anghalf, looking_arc + 250 - gun_pos, KNEE, shade, o | 4, pal);
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@ -387,15 +342,6 @@ void displayweapon_d(int snum, double smoothratio)
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{
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if (*kb > 0)
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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{
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pal = sector[p->cursectnum].floorpal;
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if (pal == 0)
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pal = p->palookup;
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}
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if (*kb < 5 || *kb > 9)
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{
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hud_drawpal(weapon_xoffset + 220 - look_anghalf,
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@ -417,12 +363,6 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaytripbomb = [&]()
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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weapon_xoffset += 8;
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gun_pos -= 10;
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@ -451,10 +391,6 @@ void displayweapon_d(int snum, double smoothratio)
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pin = ((gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) ? 0 : RS_ALIGN_R;
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auto rpgpic = RPGGUN;
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else pal = sector[p->cursectnum].floorpal;
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weapon_xoffset -= bsinf(768 + (kickback_pic * 128.), -11);
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gun_pos += bsinf(768 + (kickback_pic * 128.), -11);
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@ -499,12 +435,6 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayshotgun_ww = [&]()
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb > 0)
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{
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gun_pos -= bsinf(kickback_pic * 128., -12);
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@ -557,12 +487,6 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayshotgun = [&]()
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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weapon_xoffset -= 8;
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switch(*kb)
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@ -633,11 +557,6 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaychaingun_ww = [&]()
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb > 0)
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gun_pos -= bsinf(kickback_pic * 128., -12);
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@ -739,11 +658,6 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaychaingun = [&]
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb > 0)
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gun_pos -= bsinf(kickback_pic * 128., -12);
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@ -783,11 +697,6 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaypistol = [&]()
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb < 5)
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{
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short kb_frames[] = { 0,1,2,0,0 };
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@ -846,11 +755,6 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayhandbomb = [&]()
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb)
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{
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static const uint8_t throw_frames[]
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@ -906,10 +810,6 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayhandremote = [&]()
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{
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signed char remote_frames[] = { 0,1,1,2,1,1,0,0,0,0,0 };
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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weapon_xoffset = -48;
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@ -927,11 +827,6 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaydevastator_ww = [&]
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb)
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{
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if (*kb < aplWeaponTotalTime[p->curr_weapon][snum])
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@ -988,11 +883,6 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaydevastator = [&]
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{
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb)
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{
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char cycloidy[] = { 0,4,12,24,12,4,0 };
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@ -1028,11 +918,6 @@ void displayweapon_d(int snum, double smoothratio)
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pin = (isWW2GI() || (gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) ? 0 : RS_ALIGN_R;
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auto pic = FREEZE;
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb)
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{
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char cat_frames[] = { 0,0,1,1,2,2 };
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@ -1059,10 +944,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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weapon_xoffset += 28;
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looking_arc += 18;
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb == 0)
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{
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// the 'at rest' display
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@ -1152,10 +1034,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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weapon_xoffset += 28;
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looking_arc += 18;
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb == 0)
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{
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{
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@ -1228,10 +1107,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto shrinker = /*isWorldTour() ? SHRINKERWIDE :*/ SHRINKER;
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weapon_xoffset += 28;
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looking_arc += 18;
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (*kb == 0)
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{
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if (cw == GROW_WEAPON)
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@ -1293,16 +1169,6 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
auto displayflamethrower = [&]()
|
||||
{
|
||||
if (p->GetActor()->s.pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
{
|
||||
if (p->cursectnum < 0)
|
||||
pal = 0;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
}
|
||||
|
||||
if (*kb < 1 || sector[p->cursectnum].lotag == 2)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 210 - look_anghalf, looking_arc + 261 - gun_pos, FLAMETHROWER, shade, o, pal);
|
||||
|
|
|
@ -65,15 +65,8 @@ inline static void rd3myospal(double x, double y, int tilenum, int shade, int or
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void displaymasks_r(int snum, double smoothratio)
|
||||
void displaymasks_r(int snum, int p, double smoothratio)
|
||||
{
|
||||
short p;
|
||||
|
||||
if (ps[snum].GetActor()->s.pal == 1)
|
||||
p = 1;
|
||||
else
|
||||
p = sector[ps[snum].cursectnum].floorpal;
|
||||
|
||||
if (ps[snum].scuba_on)
|
||||
{
|
||||
//int pin = 0;
|
||||
|
@ -157,6 +150,8 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
shade = p->GetActor()->s.shade;
|
||||
if(shade > 24) shade = 24;
|
||||
|
||||
pal = p->GetActor()->s.pal == 1 ? 1 : pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if(p->newOwner != nullptr || ud.cameraactor != nullptr || p->over_shoulder_on > 0 || (p->GetActor()->s.pal != 1 && p->GetActor()->s.extra <= 0))
|
||||
return;
|
||||
|
||||
|
@ -222,10 +217,6 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
else
|
||||
temp_kb = MOTOHIT;
|
||||
}
|
||||
if (p->GetActor()->s.pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
ShowMotorcycle(160-look_anghalf, 174, temp_kb, shade, 0, pal, TiltStatus*5);
|
||||
return;
|
||||
|
@ -286,11 +277,6 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
temp_kb = BOATHIT;
|
||||
}
|
||||
|
||||
if (p->GetActor()->s.pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (p->NotOnWater)
|
||||
temp3 = 170;
|
||||
else
|
||||
|
@ -323,11 +309,6 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
{
|
||||
int pin = 0;
|
||||
|
||||
if (p->GetActor()->s.pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
|
@ -508,11 +489,6 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
{
|
||||
weapon_xoffset -= 8;
|
||||
|
||||
if (p->GetActor()->s.pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
{
|
||||
double x;
|
||||
short y;
|
||||
|
|
Loading…
Reference in a new issue