mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- converted all stat iterators outside sector*.cpp.
This commit is contained in:
parent
760a557f73
commit
3d36381752
13 changed files with 107 additions and 141 deletions
|
@ -2571,7 +2571,7 @@ void rr_specialstats()
|
|||
}
|
||||
}
|
||||
|
||||
it.Reset(105);
|
||||
it.Reset(STAT_BOWLING);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
auto s = &sprite[i];
|
||||
|
|
|
@ -37,34 +37,26 @@ short pinsectorresetdown(short sect);
|
|||
|
||||
void ballreturn(short spr)
|
||||
{
|
||||
short j, i, nexti, nextj;
|
||||
i = headspritestat[105];
|
||||
while (i >= 0)
|
||||
int j, i;
|
||||
StatIterator it(STAT_BOWLING);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
nexti = nextspritestat[i];
|
||||
if (sprite[i].picnum == RRTILE281)
|
||||
if (sprite[spr].sectnum == sprite[i].sectnum)
|
||||
auto si = &sprite[i];
|
||||
if (si->picnum == RRTILE281 && sprite[spr].sectnum == si->sectnum)
|
||||
{
|
||||
j = headspritestat[105];
|
||||
while (j >= 0)
|
||||
StatIterator it2(STAT_BOWLING);
|
||||
while ((j = it2.NextIndex()) >= 0)
|
||||
{
|
||||
nextj = nextspritestat[j];
|
||||
if (sprite[j].picnum == RRTILE282)
|
||||
if (sprite[i].hitag == sprite[j].hitag)
|
||||
auto sj = &sprite[j];
|
||||
if (sj->picnum == RRTILE282 && si->hitag == sj->hitag)
|
||||
fi.spawn(j, BOWLINGBALLSPRITE);
|
||||
if (sprite[j].picnum == RRTILE280)
|
||||
if (sprite[i].hitag == sprite[j].hitag)
|
||||
if (sprite[j].lotag == 0)
|
||||
if (sj->picnum == RRTILE280 && si->hitag == sj->hitag && sj->lotag == 0)
|
||||
{
|
||||
sprite[j].lotag = 100;
|
||||
sprite[j].extra++;
|
||||
pinsectorresetdown(sprite[j].sectnum);
|
||||
sj->lotag = 100;
|
||||
sj->extra++;
|
||||
}
|
||||
j = nextj;
|
||||
}
|
||||
}
|
||||
|
||||
i = nexti;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -255,6 +255,7 @@ enum
|
|||
STAT_RAROR = 15,
|
||||
|
||||
STAT_DESTRUCT = 100,
|
||||
STAT_BOWLING = 105,
|
||||
STAT_NETALLOC = MAXSTATUS-1
|
||||
};
|
||||
|
||||
|
|
|
@ -2070,12 +2070,11 @@ int ParseState::parse(void)
|
|||
updatesector(ps[g_p].posx,ps[g_p].posy,&ps[g_p].cursectnum);
|
||||
setpal(&ps[g_p]);
|
||||
|
||||
j = headspritestat[1];
|
||||
while (j >= 0)
|
||||
StatIterator it(STAT_ACTOR);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == TILE_CAMERA1)
|
||||
sprite[j].yvel = 0;
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2934,8 +2933,8 @@ int ParseState::parse(void)
|
|||
lFound = -1;
|
||||
lDist = 32767; // big number
|
||||
|
||||
j = headspritestat[1]; // all sprites
|
||||
while (j >= 0)
|
||||
StatIterator it(STAT_ACTOR);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == lType)
|
||||
{
|
||||
|
@ -2949,7 +2948,6 @@ int ParseState::parse(void)
|
|||
}
|
||||
|
||||
}
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
SetGameVarID(lVarID, lFound, g_i, g_p);
|
||||
|
||||
|
@ -2980,8 +2978,8 @@ int ParseState::parse(void)
|
|||
lFound = -1;
|
||||
lDist = 32767; // big number
|
||||
|
||||
j = headspritestat[1]; // all sprites
|
||||
while (j >= 0)
|
||||
StatIterator it(STAT_ACTOR);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == lType)
|
||||
{
|
||||
|
@ -2995,7 +2993,6 @@ int ParseState::parse(void)
|
|||
}
|
||||
|
||||
}
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
SetGameVarID(lVarID, lFound, g_i, g_p);
|
||||
|
||||
|
|
|
@ -346,22 +346,25 @@ int aim(spritetype* s, int aang)
|
|||
{
|
||||
if (j >= 0)
|
||||
break;
|
||||
for (i = headspritestat[aimstats[k]]; i >= 0; i = nextspritestat[i])
|
||||
if (sprite[i].xrepeat > 0 && sprite[i].extra >= 0 && (sprite[i].cstat & (257 + 32768)) == 257)
|
||||
if (badguy(&sprite[i]) || k < 2)
|
||||
|
||||
StatIterator it(aimstats[k]);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
auto sp = &sprite[i];
|
||||
if (sp->xrepeat > 0 && sp->extra >= 0 && (sp->cstat & (257 + 32768)) == 257)
|
||||
if (badguy(sp) || k < 2)
|
||||
{
|
||||
auto sp = &sprite[i];
|
||||
if (badguy(&sprite[i]) || sp->picnum == TILE_APLAYER)
|
||||
if (badguy(sp) || sp->picnum == TILE_APLAYER)
|
||||
{
|
||||
if (sp->picnum == TILE_APLAYER &&
|
||||
(isRR() && ud.ffire == 0) &&
|
||||
ud.coop == 1 &&
|
||||
s->picnum == TILE_APLAYER &&
|
||||
s != &sprite[i])
|
||||
s != sp)
|
||||
continue;
|
||||
|
||||
if (gotshrinker && sprite[i].xrepeat < 30 && !(actorinfo[sp->picnum].flags & SFLAG_SHRINKAUTOAIM)) continue;
|
||||
if (gotfreezer && sprite[i].pal == 1) continue;
|
||||
if (gotshrinker && sp->xrepeat < 30 && !(actorinfo[sp->picnum].flags & SFLAG_SHRINKAUTOAIM)) continue;
|
||||
if (gotfreezer && sp->pal == 1) continue;
|
||||
}
|
||||
|
||||
xv = (sp->x - s->x);
|
||||
|
@ -387,6 +390,7 @@ int aim(spritetype* s, int aang)
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return j;
|
||||
|
|
|
@ -594,13 +594,12 @@ void shoot_d(int i, int atwith)
|
|||
}
|
||||
}
|
||||
|
||||
l = headspritestat[5];
|
||||
while (l >= 0)
|
||||
StatIterator it(STAT_MISC);
|
||||
while ((l = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[l].picnum == BULLETHOLE)
|
||||
if (dist(&sprite[l], &sprite[k]) < (12 + (krand() & 7)))
|
||||
goto SKIPBULLETHOLE;
|
||||
l = nextspritestat[l];
|
||||
}
|
||||
l = fi.spawn(k, BULLETHOLE);
|
||||
sprite[l].xvel = -1;
|
||||
|
@ -1232,8 +1231,8 @@ void selectweapon_d(int snum, int weap) // playernum, weaponnum
|
|||
|
||||
if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
|
||||
{
|
||||
k = headspritestat[1];
|
||||
while (k >= 0)
|
||||
StatIterator it(STAT_ACTOR);
|
||||
while ((k = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[k].picnum == HEAVYHBOMB && sprite[k].owner == p->i)
|
||||
{
|
||||
|
@ -1241,7 +1240,6 @@ void selectweapon_d(int snum, int weap) // playernum, weaponnum
|
|||
j = HANDREMOTE_WEAPON;
|
||||
break;
|
||||
}
|
||||
k = nextspritestat[k];
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -507,13 +507,12 @@ void shoot_r(int i, int atwith)
|
|||
}
|
||||
}
|
||||
|
||||
l = headspritestat[5];
|
||||
while (l >= 0)
|
||||
StatIterator it(STAT_MISC);
|
||||
while ((l = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[l].picnum == BULLETHOLE)
|
||||
if (dist(&sprite[l], &sprite[k]) < (12 + (krand() & 7)))
|
||||
goto SKIPBULLETHOLE;
|
||||
l = nextspritestat[l];
|
||||
}
|
||||
l = fi.spawn(k, BULLETHOLE);
|
||||
sprite[l].xvel = -1;
|
||||
|
@ -1032,8 +1031,8 @@ void selectweapon_r(int snum, int weap)
|
|||
|
||||
if (j == DYNAMITE_WEAPON && p->ammo_amount[DYNAMITE_WEAPON] == 0)
|
||||
{
|
||||
k = headspritestat[1];
|
||||
while (k >= 0)
|
||||
StatIterator it(STAT_ACTOR);
|
||||
while ((k = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[k].picnum == HEAVYHBOMB && sprite[k].owner == p->i)
|
||||
{
|
||||
|
@ -1041,7 +1040,6 @@ void selectweapon_r(int snum, int weap)
|
|||
j = THROWINGDYNAMITE_WEAPON;
|
||||
break;
|
||||
}
|
||||
k = nextspritestat[k];
|
||||
}
|
||||
}
|
||||
else if (j == KNEE_WEAPON && isRRRA())
|
||||
|
|
|
@ -501,7 +501,7 @@ void resetprestat(int snum,int g)
|
|||
void resetpspritevars(int g)
|
||||
{
|
||||
int i, j;
|
||||
short nexti, circ;
|
||||
short circ;
|
||||
int firstx, firsty;
|
||||
spritetype* s;
|
||||
int aimmode[MAXPLAYERS], autoaim[MAXPLAYERS];
|
||||
|
@ -571,10 +571,9 @@ void resetpspritevars(int g)
|
|||
|
||||
which_palookup = 9;
|
||||
j = connecthead;
|
||||
i = headspritestat[STAT_PLAYER];
|
||||
while (i >= 0)
|
||||
StatIterator it(STAT_PLAYER);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
nexti = nextspritestat[i];
|
||||
s = &sprite[i];
|
||||
|
||||
if (numplayersprites == MAXPLAYERS)
|
||||
|
@ -641,7 +640,6 @@ void resetpspritevars(int g)
|
|||
|
||||
}
|
||||
else deletesprite(i);
|
||||
i = nexti;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -270,43 +270,42 @@ void cacheit_d(void)
|
|||
|
||||
void prelevel_d(int g)
|
||||
{
|
||||
short i, nexti, j, startwall, endwall, lotaglist;
|
||||
short i, j, startwall, endwall, lotaglist;
|
||||
short lotags[65];
|
||||
|
||||
prelevel_common(g);
|
||||
|
||||
i = headspritestat[0];
|
||||
while (i >= 0)
|
||||
StatIterator it(STAT_DEFAULT);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
nexti = nextspritestat[i];
|
||||
auto si = &sprite[i];
|
||||
LoadActor(i, -1, -1);
|
||||
|
||||
if (sprite[i].lotag == -1 && (sprite[i].cstat & 16))
|
||||
if (si->lotag == -1 && (si->cstat & 16))
|
||||
{
|
||||
ps[0].exitx = sprite[i].x;
|
||||
ps[0].exity = sprite[i].y;
|
||||
ps[0].exitx = si->x;
|
||||
ps[0].exity = si->y;
|
||||
}
|
||||
else switch (sprite[i].picnum)
|
||||
else switch (si->picnum)
|
||||
{
|
||||
case GPSPEED:
|
||||
sector[sprite[i].sectnum].extra = sprite[i].lotag;
|
||||
sector[si->sectnum].extra = si->lotag;
|
||||
deletesprite(i);
|
||||
break;
|
||||
|
||||
case CYCLER:
|
||||
if (numcyclers >= MAXCYCLERS)
|
||||
I_Error("Too many cycling sectors.");
|
||||
cyclers[numcyclers][0] = sprite[i].sectnum;
|
||||
cyclers[numcyclers][1] = sprite[i].lotag;
|
||||
cyclers[numcyclers][2] = sprite[i].shade;
|
||||
cyclers[numcyclers][3] = sector[sprite[i].sectnum].floorshade;
|
||||
cyclers[numcyclers][4] = sprite[i].hitag;
|
||||
cyclers[numcyclers][5] = (sprite[i].ang == 1536);
|
||||
cyclers[numcyclers][0] = si->sectnum;
|
||||
cyclers[numcyclers][1] = si->lotag;
|
||||
cyclers[numcyclers][2] = si->shade;
|
||||
cyclers[numcyclers][3] = sector[si->sectnum].floorshade;
|
||||
cyclers[numcyclers][4] = si->hitag;
|
||||
cyclers[numcyclers][5] = (si->ang == 1536);
|
||||
numcyclers++;
|
||||
deletesprite(i);
|
||||
break;
|
||||
}
|
||||
i = nexti;
|
||||
}
|
||||
|
||||
for (i = 0; i < MAXSPRITES; i++)
|
||||
|
@ -328,8 +327,8 @@ void prelevel_d(int g)
|
|||
|
||||
lotaglist = 0;
|
||||
|
||||
i = headspritestat[0];
|
||||
while (i >= 0)
|
||||
it.Reset(STAT_DEFAULT);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
switch (sprite[i].picnum)
|
||||
{
|
||||
|
@ -357,17 +356,15 @@ void prelevel_d(int g)
|
|||
if (lotaglist > 64)
|
||||
I_Error("Too many switches (64 max).");
|
||||
|
||||
j = headspritestat[3];
|
||||
while (j >= 0)
|
||||
StatIterator it1(STAT_EFFECTOR);
|
||||
while ((j = it1.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].lotag == 12 && sprite[j].hitag == sprite[i].lotag)
|
||||
hittype[j].temp_data[0] = 1;
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
|
||||
mirrorcnt = 0;
|
||||
|
|
|
@ -446,7 +446,6 @@ void prelevel_r(int g)
|
|||
{
|
||||
struct player_struct* p;
|
||||
short i;
|
||||
short nexti;
|
||||
short j;
|
||||
short startwall;
|
||||
short endwall;
|
||||
|
@ -554,37 +553,37 @@ void prelevel_r(int g)
|
|||
}
|
||||
}
|
||||
|
||||
i = headspritestat[0];
|
||||
while (i >= 0)
|
||||
StatIterator it(STAT_DEFAULT);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
nexti = nextspritestat[i];
|
||||
auto si = &sprite[i];
|
||||
LoadActor(i, -1, -1);
|
||||
|
||||
if (sprite[i].lotag == -1 && (sprite[i].cstat & 16))
|
||||
if (si->lotag == -1 && (si->cstat & 16))
|
||||
{
|
||||
ps[0].exitx = sprite[i].x;
|
||||
ps[0].exity = sprite[i].y;
|
||||
ps[0].exitx = si->x;
|
||||
ps[0].exity = si->y;
|
||||
}
|
||||
else switch (sprite[i].picnum)
|
||||
else switch (si->picnum)
|
||||
{
|
||||
case NUKEBUTTON:
|
||||
chickenplant = 1;
|
||||
break;
|
||||
|
||||
case GPSPEED:
|
||||
sector[sprite[i].sectnum].extra = sprite[i].lotag;
|
||||
sector[si->sectnum].extra = si->lotag;
|
||||
deletesprite(i);
|
||||
break;
|
||||
|
||||
case CYCLER:
|
||||
if (numcyclers >= MAXCYCLERS)
|
||||
I_Error("Too many cycling sectors.");
|
||||
cyclers[numcyclers][0] = sprite[i].sectnum;
|
||||
cyclers[numcyclers][1] = sprite[i].lotag;
|
||||
cyclers[numcyclers][2] = sprite[i].shade;
|
||||
cyclers[numcyclers][3] = sector[sprite[i].sectnum].floorshade;
|
||||
cyclers[numcyclers][4] = sprite[i].hitag;
|
||||
cyclers[numcyclers][5] = (sprite[i].ang == 1536);
|
||||
cyclers[numcyclers][0] = si->sectnum;
|
||||
cyclers[numcyclers][1] = si->lotag;
|
||||
cyclers[numcyclers][2] = si->shade;
|
||||
cyclers[numcyclers][3] = sector[si->sectnum].floorshade;
|
||||
cyclers[numcyclers][4] = si->hitag;
|
||||
cyclers[numcyclers][5] = (si->ang == 1536);
|
||||
numcyclers++;
|
||||
deletesprite(i);
|
||||
break;
|
||||
|
@ -600,12 +599,12 @@ void prelevel_r(int g)
|
|||
break;
|
||||
|
||||
case RRTILE68:
|
||||
shadedsector[sprite[i].sectnum] = 1;
|
||||
shadedsector[si->sectnum] = 1;
|
||||
deletesprite(i);
|
||||
break;
|
||||
|
||||
case RRTILE67:
|
||||
sprite[i].cstat |= 32768;
|
||||
si->cstat |= 32768;
|
||||
break;
|
||||
|
||||
case SOUNDFX:
|
||||
|
@ -613,16 +612,15 @@ void prelevel_r(int g)
|
|||
I_Error("Too many ambient effects");
|
||||
else
|
||||
{
|
||||
ambienthitag[ambientfx] = sprite[i].hitag;
|
||||
ambientlotag[ambientfx] = sprite[i].lotag;
|
||||
sprite[i].ang = ambientfx;
|
||||
ambienthitag[ambientfx] = si->hitag;
|
||||
ambientlotag[ambientfx] = si->lotag;
|
||||
si->ang = ambientfx;
|
||||
ambientfx++;
|
||||
sprite[i].lotag = 0;
|
||||
sprite[i].hitag = 0;
|
||||
si->lotag = 0;
|
||||
si->hitag = 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
i = nexti;
|
||||
}
|
||||
|
||||
for (i = 0; i < MAXSPRITES; i++)
|
||||
|
@ -687,8 +685,8 @@ void prelevel_r(int g)
|
|||
|
||||
lotaglist = 0;
|
||||
|
||||
i = headspritestat[0];
|
||||
while (i >= 0)
|
||||
it.Reset(STAT_DEFAULT);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
switch (sprite[i].picnum)
|
||||
{
|
||||
|
@ -721,17 +719,15 @@ void prelevel_r(int g)
|
|||
if (lotaglist > 64)
|
||||
I_Error("Too many switches (64 max).");
|
||||
|
||||
j = headspritestat[3];
|
||||
while (j >= 0)
|
||||
StatIterator it1(STAT_EFFECTOR);
|
||||
while ((j = it1.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].lotag == 12 && sprite[j].hitag == sprite[i].lotag)
|
||||
hittype[j].temp_data[0] = 1;
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
|
||||
mirrorcnt = 0;
|
||||
|
|
|
@ -175,8 +175,8 @@ void se40code(int x, int y, int z, binangle a, fixedhoriz h, int smoothratio)
|
|||
else if (isRRRA()) tag = 150;
|
||||
else return;
|
||||
|
||||
i = headspritestat[STAT_RAROR];
|
||||
while (i >= 0)
|
||||
StatIterator it(STAT_RAROR);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
switch (sprite[i].lotag - tag + 40)
|
||||
{
|
||||
|
@ -192,7 +192,6 @@ void se40code(int x, int y, int z, binangle a, fixedhoriz h, int smoothratio)
|
|||
SE40_Draw(tag, i, x, y, z, a, h, smoothratio);
|
||||
break;
|
||||
}
|
||||
i = nextspritestat[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -43,8 +43,9 @@ static void recreateinterpolations()
|
|||
{
|
||||
numinterpolations = 0;
|
||||
|
||||
int k = headspritestat[STAT_EFFECTOR];
|
||||
while (k >= 0)
|
||||
int k;
|
||||
StatIterator it(STAT_EFFECTOR);
|
||||
while ((k = it.NextIndex()) >= 0)
|
||||
{
|
||||
switch (sprite[k].lotag)
|
||||
{
|
||||
|
@ -71,8 +72,6 @@ static void recreateinterpolations()
|
|||
setsectinterpolate(k);
|
||||
break;
|
||||
}
|
||||
|
||||
k = nextspritestat[k];
|
||||
}
|
||||
|
||||
for (int i = numinterpolations - 1; i >= 0; i--) bakipos[i] = *curipos[i];
|
||||
|
@ -500,20 +499,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
|
|||
show_shareware = 0;
|
||||
everyothertime = 0;
|
||||
|
||||
// should be unnecessary with the sounds getting serialized as well.
|
||||
#if 0
|
||||
if (ps[myconnectindex].jetpack_on)
|
||||
spritesound(DUKE_JETPACK_IDLE, ps[myconnectindex].i);
|
||||
|
||||
// Update sound state in SFX sprites.
|
||||
for (int i = headspritestat[STAT_FX]; i >= 0; i = nextspritestat[i])
|
||||
if (sprite[i].picnum == MUSICANDSFX)
|
||||
{
|
||||
hittype[i].temp_data[1] = SoundEnabled();
|
||||
hittype[i].temp_data[0] = 0;
|
||||
}
|
||||
|
||||
#endif
|
||||
FX_SetReverb(0);
|
||||
|
||||
}
|
||||
|
|
|
@ -491,30 +491,31 @@ void initcrane(int j, int i, int CRANEPOLE)
|
|||
msy[tempwallptr] = sp->y;
|
||||
msx[tempwallptr + 2] = sp->z;
|
||||
|
||||
int s = headspritestat[0];
|
||||
while (s >= 0)
|
||||
int s;
|
||||
StatIterator it(STAT_DEFAULT);
|
||||
while ((s = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[s].picnum == CRANEPOLE && sp->hitag == (sprite[s].hitag))
|
||||
auto ss = &sprite[s];
|
||||
if (ss->picnum == CRANEPOLE && sp->hitag == (ss->hitag))
|
||||
{
|
||||
msy[tempwallptr + 2] = s;
|
||||
|
||||
t[1] = sprite[s].sectnum;
|
||||
t[1] = ss->sectnum;
|
||||
|
||||
sprite[s].xrepeat = 48;
|
||||
sprite[s].yrepeat = 128;
|
||||
ss->xrepeat = 48;
|
||||
ss->yrepeat = 128;
|
||||
|
||||
msx[tempwallptr + 1] = sprite[s].x;
|
||||
msy[tempwallptr + 1] = sprite[s].y;
|
||||
msx[tempwallptr + 1] = ss->x;
|
||||
msy[tempwallptr + 1] = ss->y;
|
||||
|
||||
sprite[s].x = sp->x;
|
||||
sprite[s].y = sp->y;
|
||||
sprite[s].z = sp->z;
|
||||
sprite[s].shade = sp->shade;
|
||||
ss->x = sp->x;
|
||||
ss->y = sp->y;
|
||||
ss->z = sp->z;
|
||||
ss->shade = sp->shade;
|
||||
|
||||
setsprite(s, sprite[s].x, sprite[s].y, sprite[s].z);
|
||||
setsprite(s, ss->x, ss->y, ss->z);
|
||||
break;
|
||||
}
|
||||
s = nextspritestat[s];
|
||||
}
|
||||
|
||||
tempwallptr += 3;
|
||||
|
|
Loading…
Reference in a new issue