SW: Remove a bunch of unused function parameters

git-svn-id: https://svn.eduke32.com/eduke32@8694 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/brooms.cpp
#	source/sw/src/draw.cpp
#	source/sw/src/game.cpp
#	source/sw/src/inv.cpp
#	source/sw/src/save.cpp
#	source/sw/src/spike.cpp
#	source/sw/src/text.cpp
#	source/sw/src/weapon.cpp
This commit is contained in:
ny00123 2020-03-07 13:51:49 +00:00 committed by Christoph Oelckers
parent f9155048fc
commit 3e8dc4e509
20 changed files with 94 additions and 90 deletions

View file

@ -1521,7 +1521,7 @@ void DrawCheckKeys(PLAYERp pp)
ResizeView(pp);
}
void DrawMessageInput(PLAYERp pp)
void DrawMessageInput(void)
{
short w,h;
static SWBOOL cur_show;
@ -1537,12 +1537,12 @@ void DrawMessageInput(PLAYERp pp)
cur_show ^= 1;
if (cur_show)
{
minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,0,ROTATE_SPRITE_SCREEN_CLIP);
minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,ROTATE_SPRITE_SCREEN_CLIP);
rotatesprite((TEXT_XCENTER(w)+w+2)<<16,(MESSAGE_LINE+1)<<16,20000,0,COINCURSOR+(((int32_t) totalclock>>3)%7),c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1);
}
else
{
minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,0,ROTATE_SPRITE_SCREEN_CLIP);
minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,ROTATE_SPRITE_SCREEN_CLIP);
rotatesprite((TEXT_XCENTER(w)+w+2)<<16,(MESSAGE_LINE+1)<<16,20000,0,COINCURSOR+(((int32_t) totalclock>>3)%7),c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1);
}
}
@ -2247,7 +2247,7 @@ drawscreen(PLAYERp pp)
// Boss Health Meter, if Boss present
BossHealthMeter();
DrawMessageInput(pp); // This is only used for non-multiplayer input now
DrawMessageInput(); // This is only used for non-multiplayer input now
DrawCompass(pp);
UpdateMiniBar(pp);

View file

@ -237,7 +237,7 @@ SWBOOL DebugActor = FALSE;
SWBOOL DebugAnim = FALSE;
SWBOOL DebugOperate = FALSE;
SWBOOL DebugActorFreeze = FALSE;
void LoadingLevelScreen(char *level_name);
void LoadingLevelScreen(void);
uint8_t FakeMultiNumPlayers;
@ -1062,7 +1062,7 @@ InitLevel(void)
if (NewGame)
InitNewGame();
LoadingLevelScreen(LevelName);
LoadingLevelScreen();
MONO_PRINT("LoadintLevelScreen");
if (!DemoMode && !DemoInitOnce)
DemoPlaySetup();
@ -1824,7 +1824,8 @@ void SceneLevel(void)
DemoPlaying = dp_bak;
}
void LoadingLevelScreen(char *level_name)
void
LoadingLevelScreen(void)
{
short w,h;
extern SWBOOL DemoMode;
@ -1901,7 +1902,7 @@ extern int PlayClock;
extern short LevelSecrets;
extern short TotalKillable;
void BonusScreen(PLAYERp pp)
void BonusScreen()
{
int minutes,seconds,second_tics;
@ -2139,7 +2140,7 @@ void EndGameSequence(void)
if (anim_ok)
playanm(FinishAnim);
BonusScreen(Player + myconnectindex);
BonusScreen();
ExitLevel = FALSE;
QuitFlag = FALSE;
@ -2208,7 +2209,7 @@ void StatScreen(PLAYERp mpp)
{
if (!FinishedLevel)
return;
BonusScreen(mpp);
BonusScreen();
return;
}
@ -2798,7 +2799,8 @@ void BotPlayerInsert(PLAYERp pp)
// SetFragBar(pp);
}
void ManualPlayerDelete(PLAYERp cur_pp)
void
ManualPlayerDelete(void)
{
short i, nexti;
USERp u;
@ -3416,7 +3418,7 @@ void getinput(SW_PACKET *loc)
if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair))
{
buttonMap.ClearButton(gamefunc_Toggle_Crosshair);
pToggleCrosshair(pp);
pToggleCrosshair();
}
}
@ -3460,12 +3462,12 @@ void drawoverheadmap(int cposx, int cposy, int czoom, short cang)
if (ScrollMode2D)
{
minigametext(txt_x,txt_y-7,"Follow Mode",0,2+8);
minigametext(txt_x,txt_y-7,"Follow Mode",2+8);
}
sprintf(ds,"%s",currentLevel->DisplayName());
minigametext(txt_x,txt_y,ds,0,2+8);
minigametext(txt_x,txt_y,ds,2+8);
//////////////////////////////////

View file

@ -2361,7 +2361,7 @@ void post_analyzesprites(void); // draw.c
int COVERsetgamemode(int mode, int xdim, int ydim, int bpp); // draw.c
void ScreenCaptureKeys(void); // draw.c
int minigametext(int x,int y,const char *t,char s,short dabits); // jplayer.c
int minigametext(int x,int y,const char *t,short dabits); // jplayer.c
void computergetinput(int snum,SW_PACKET *syn); // jplayer.c
void DrawOverlapRoom(int tx,int ty,int tz,short tang,int thoriz,short tsectnum); // rooms.c
@ -2394,7 +2394,7 @@ SWBOOL VatorSwitch(short match, short setting); // vator.c
void MoveSpritesWithSector(short sectnum,int z_amt,SWBOOL type); // vator.c
void SetVatorActive(short SpriteNum); // vator.c
short DoSpikeMatch(PLAYERp pp,short match); // spike.c
short DoSpikeMatch(short match); // spike.c
void SpikeAlign(short SpriteNum); // spike.c
short DoSectorObjectSetScale(short match); // morph.c
@ -2412,7 +2412,7 @@ int DoWallMoveMatch(short match); // wallmove.c
int DoWallMove(SPRITEp sp); // wallmove.c
SWBOOL CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
short DoSpikeOperate(PLAYERp pp,short sectnum); // spike.c
short DoSpikeOperate(short sectnum); // spike.c
void SetSpikeActive(short SpriteNum); // spike.c
#define NTAG_SEARCH_LO 1

View file

@ -140,7 +140,7 @@ void UpdateMiniBar(PLAYERp pp)
0, 0, xdim - 1, ydim - 1);
x = MINI_BAR_HEALTH_BOX_X+3;
DisplayMiniBarNumber(pp, x, y+5, u->Health);
DisplayMiniBarNumber(x, y+5, u->Health);
if (u->WeaponNum != WPN_SWORD && u->WeaponNum != WPN_FIST)
{
@ -152,7 +152,7 @@ void UpdateMiniBar(PLAYERp pp)
0, 0, xdim - 1, ydim - 1);
x = MINI_BAR_AMMO_BOX_X+3;
DisplayMiniBarNumber(pp, x, y+5, pp->WpnAmmo[u->WeaponNum]);
DisplayMiniBarNumber(x, y+5, pp->WpnAmmo[u->WeaponNum]);
}
if (!pp->InventoryAmount[pp->InventoryNum])
@ -231,7 +231,8 @@ void KillPanelInv(PLAYERp pp, short InventoryNum)
pp->InventorySprite[InventoryNum] = NULL;
}
void KillPlayerIcon(PLAYERp pp, PANEL_SPRITEp *pspp)
void
KillPlayerIcon(PANEL_SPRITEp *pspp)
{
SET((*pspp)->flags, PANF_SUICIDE);
(*pspp) = NULL;
@ -868,7 +869,7 @@ void SpawnInventoryBar(PLAYERp pp)
void KillInventoryBar(PLAYERp pp)
{
KillAllPanelInv(pp);
KillPlayerIcon(pp, &pp->InventorySelectionBox);
KillPlayerIcon(&pp->InventorySelectionBox);
}
// In case the BorderNum changes - move the postions

View file

@ -124,7 +124,7 @@ int gametext(int x,int y,char *t,char s,short dabits)
return x;
}
int minigametext(int x,int y,const char *t,char s,short dabits)
int minigametext(int x,int y,const char *t,short dabits)
{
short ac,newx;
char centre;
@ -251,16 +251,16 @@ void operatefta(void)
{
// dont fade out
if (k > 4)
minigametext(320>>1,j,user_quote[i],0,2+8);
minigametext(320>>1,j,user_quote[i],2+8);
else if (k > 2)
minigametext(320>>1,j,user_quote[i],0,2+8+1);
minigametext(320>>1,j,user_quote[i],2+8+1);
else
minigametext(320>>1,j,user_quote[i],0,2+8+1+32);
minigametext(320>>1,j,user_quote[i],2+8+1+32);
}
else
{
// dont fade out
minigametext(320>>1,j,user_quote[i],0,2+8);
minigametext(320>>1,j,user_quote[i],2+8);
}
j -= 6;

View file

@ -565,7 +565,7 @@ Connect(void)
x2 = x1 + screensize - 1;
y1 = ((ydim) >> 1) - (((screensize * (ydim)) / xdim) >> 1);
y2 = y1 + ((screensize * (ydim)) / xdim) - 1;
rotatespritetile(0L, 0L, BorderTest[gs.BorderTile], 0, x1, y1, x2, y2, 0);
rotatespritetile(BorderTest[gs.BorderTile], 0, x1, y1, x2, y2, 0);
nextpage();
#endif

View file

@ -242,7 +242,7 @@ void pSetSuicide(PANEL_SPRITEp psp)
psp->PanelSpriteFunc = pSuicide;
}
void pToggleCrosshair(PLAYERp pp)
void pToggleCrosshair(void)
{
cl_crosshair = !cl_crosshair;
}
@ -7806,7 +7806,7 @@ PreUpdatePanel(void)
DrawBeforeView = FALSE;
}
void rotatespritetile(int thex, int they, short tilenum,
void rotatespritetile(short tilenum,
signed char shade, int cx1, int cy1,
int cx2, int cy2, char dapalnum)
{

View file

@ -194,7 +194,7 @@ void PreUpdatePanel(void);
void UpdatePanel(void);
void PlayerUpdateKeys(PLAYERp pp);
void PlayerUpdateArmor(PLAYERp pp,short value);
void pToggleCrosshair(PLAYERp pp);
void pToggleCrosshair(void);
void pKillSprite(PANEL_SPRITEp psp);
void InitChops(PLAYERp pp);
void ChopsSetRetract(PLAYERp pp);

View file

@ -181,7 +181,7 @@ void DoPlayerOperateTurret(PLAYERp pp);
void DoPlayerBeginDive(PLAYERp pp);
void DoPlayerDive(PLAYERp pp);
void DoPlayerTeleportPause(PLAYERp pp);
SWBOOL PlayerFlyKey(PLAYERp pp);
SWBOOL PlayerFlyKey(void);
void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy);
void CheckFootPrints(PLAYERp pp);
SWBOOL DoPlayerTestCrawl(PLAYERp pp);
@ -3505,7 +3505,7 @@ DoPlayerJump(PLAYERp pp)
}
}
if (PlayerFlyKey(pp))
if (PlayerFlyKey())
{
DoPlayerBeginFly(pp);
return;
@ -3747,7 +3747,7 @@ DoPlayerFall(PLAYERp pp)
}
}
if (PlayerFlyKey(pp))
if (PlayerFlyKey())
{
DoPlayerBeginFly(pp);
return;
@ -4044,7 +4044,7 @@ DoPlayerWadeSuperJump(PLAYERp pp)
return FALSE;
}
SWBOOL PlayerFlyKey(PLAYERp pp)
SWBOOL PlayerFlyKey(void)
{
SWBOOL key;
@ -4404,7 +4404,7 @@ DoPlayerFly(PLAYERp pp)
pp->z_speed = 0;
}
if (PlayerFlyKey(pp))
if (PlayerFlyKey())
{
RESET(pp->Flags, PF_FLYING);
pp->bob_amt = 0;
@ -5553,7 +5553,7 @@ DoPlayerWade(PLAYERp pp)
FLAG_KEY_RESET(pp, SK_JUMP);
}
if (PlayerFlyKey(pp))
if (PlayerFlyKey())
{
//pp->InventoryTics[INVENTORY_FLY] = -99;
DoPlayerBeginFly(pp);
@ -5709,7 +5709,7 @@ void FindMainSector(SECTOR_OBJECTp sop)
int sx = sop->xmid;
int sy = sop->ymid;
PlaceSectorObject(sop, sop->ang, MAXSO, MAXSO);
PlaceSectorObject(sop, MAXSO, MAXSO);
// set it to something valid
sop->op_main_sector = 0;
@ -5724,7 +5724,7 @@ void FindMainSector(SECTOR_OBJECTp sop)
////DSPRINTF(ds,"main sector %d, zmid %d",sop->op_main_sector, sop->zmid);
//MONO_PRINT(ds);
PlaceSectorObject(sop, sop->ang, sx, sy);
PlaceSectorObject(sop, sx, sy);
}
}
@ -7273,7 +7273,7 @@ DoPlayerRun(PLAYERp pp)
FLAG_KEY_RESET(pp, SK_CRAWL_LOCK);
}
if (PlayerFlyKey(pp))
if (PlayerFlyKey())
{
//pp->InventoryTics[INVENTORY_FLY] = -99;
DoPlayerBeginFly(pp);

View file

@ -1054,7 +1054,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
}
short
ViewSectorInScene(short cursectnum, short type, short level)
ViewSectorInScene(short cursectnum, short level)
{
int i, nexti;
SPRITEp sp;
@ -1096,7 +1096,7 @@ DrawOverlapRoom(int tx, int ty, int tz, short tang, int thoriz, short tsectnum)
save.zcount = 0;
match = ViewSectorInScene(tsectnum, VIEW_THRU_CEILING, VIEW_LEVEL1);
match = ViewSectorInScene(tsectnum, VIEW_LEVEL1);
if (match != -1)
{
FindCeilingView(match, &tx, &ty, tz, &tsectnum);
@ -1122,7 +1122,7 @@ DrawOverlapRoom(int tx, int ty, int tz, short tang, int thoriz, short tsectnum)
}
else
{
match = ViewSectorInScene(tsectnum, VIEW_THRU_FLOOR, VIEW_LEVEL2);
match = ViewSectorInScene(tsectnum, VIEW_LEVEL2);
if (match != -1)
{
FindFloorView(match, &tx, &ty, tz, &tsectnum);

View file

@ -1445,7 +1445,7 @@ WeaponExplodeSectorInRange(short weapon)
void
ShootableSwitch(short SpriteNum, short Weapon)
ShootableSwitch(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
@ -1608,7 +1608,7 @@ void DoMatchEverything(PLAYERp pp, short match, short state)
DoVatorMatch(pp, match);
if (!TestSpikeMatchActive(match))
DoSpikeMatch(pp, match);
DoSpikeMatch(match);
if (!TestRotatorMatchActive(match))
DoRotatorMatch(pp, match, FALSE);
@ -1892,7 +1892,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
DoVatorMatch(pp, sp->hitag);
if (!TestSpikeMatchActive(sp->hitag))
DoSpikeMatch(pp, sp->hitag);
DoSpikeMatch(sp->hitag);
if (!TestRotatorMatchActive(sp->hitag))
DoRotatorMatch(pp, sp->hitag, FALSE);
@ -2154,7 +2154,7 @@ OperateTripTrigger(PLAYERp pp)
if (!TestVatorMatchActive(sectp->hitag))
DoVatorMatch(pp, sectp->hitag);
if (!TestSpikeMatchActive(sectp->hitag))
DoSpikeMatch(pp, sectp->hitag);
DoSpikeMatch(sectp->hitag);
if (!TestRotatorMatchActive(sectp->hitag))
DoRotatorMatch(pp, sectp->hitag, FALSE);
if (!TestSlidorMatchActive(sectp->hitag))
@ -2694,7 +2694,7 @@ PlayerOperateEnv(PLAYERp pp)
{
case TAG_VATOR:
DoVatorOperate(pp, pp->cursectnum);
DoSpikeOperate(pp, pp->cursectnum);
DoSpikeOperate(pp->cursectnum);
DoRotatorOperate(pp, pp->cursectnum);
DoSlidorOperate(pp, pp->cursectnum);
break;

View file

@ -71,7 +71,7 @@ SWBOOL ComboSwitchTest(short combo_type,short match);
void DoSoundSpotStopSound(short match);
void DoSector(void);
short AnimateSwitch(SPRITEp sp,short tgt_value);
void ShootableSwitch(short SpriteNum,short Weapon);
void ShootableSwitch(short SpriteNum);
SWBOOL TestKillSectorObject(SECTOR_OBJECTp sop);
void WeaponExplodeSectorInRange(short weapon);

View file

@ -35,7 +35,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
short DoSpikeMatch(PLAYERp pp, short match);
short DoSpikeMatch(short match);
SWBOOL TestSpikeMatchActive(short match);
int DoVatorMove(short SpriteNum, int *lptr);
void InterpSectorSprites(short sectnum, SWBOOL state);
@ -141,7 +141,7 @@ void SetSpikeInactive(short SpriteNum)
}
// called for operation from the space bar
short DoSpikeOperate(PLAYERp pp, short sectnum)
short DoSpikeOperate(short sectnum)
{
SPRITEp fsp;
short match;
@ -161,7 +161,7 @@ short DoSpikeOperate(PLAYERp pp, short sectnum)
if (TestSpikeMatchActive(match))
return -1;
else
return DoSpikeMatch(pp, match);
return DoSpikeMatch(match);
}
SetSpikeActive(i);
@ -175,7 +175,7 @@ short DoSpikeOperate(PLAYERp pp, short sectnum)
// called from switches and triggers
// returns first spike found
short
DoSpikeMatch(PLAYERp pp, short match)
DoSpikeMatch(short match)
{
USERp fu;
SPRITEp fsp;

View file

@ -7373,7 +7373,7 @@ move_missile(short spritenum, int xchange, int ychange, int zchange, int ceildis
int
move_ground_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics)
{
int daz;
int retval=0;

View file

@ -246,7 +246,8 @@ void DisplayPanelNumber(PLAYERp pp, short xs, short ys, int number)
}
}
void DisplayMiniBarNumber(PLAYERp pp, short xs, short ys, int number)
void
DisplayMiniBarNumber(short xs, short ys, int number)
{
char buffer[32];
char *ptr;

View file

@ -36,7 +36,7 @@ BEGIN_SW_NS
void DisplayFragNames(PLAYERp pp);
void DisplayMiniBarSmString(PLAYERp pp,short xs,short ys, short pal, const char *buffer);
void DisplaySmString(PLAYERp pp, short xs, short ys, short pal, const char *buffer);
void DisplayMiniBarNumber(PLAYERp pp,short xs,short ys,int number);
void DisplayMiniBarNumber(short xs,short ys,int number);
void DisplaySummaryString(PLAYERp pp,short xs,short ys,short color,short shade,const char *buffer);
void DisplayPanelNumber(PLAYERp pp,short xs,short ys,int number);
void PutStringInfo(PLAYERp pp, const char *string);

View file

@ -2803,7 +2803,7 @@ OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy)
}
void
PlaceSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy)
PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy)
{
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, FALSE);
}
@ -2924,7 +2924,7 @@ DoTornadoObject(SECTOR_OBJECTp sop)
pos.y = sop->ymid;
pos.z = floor_dist;
PlaceSectorObject(sop, *ang, MAXSO, MAXSO);
PlaceSectorObject(sop, MAXSO, MAXSO);
ret = clipmove(&pos, &cursect, xvect, yvect, (int)sop->clipdist, Z(0), floor_dist, CLIPMASK_ACTOR);
if (ret)

View file

@ -3,7 +3,7 @@ int ActorFollowTrack(short SpriteNum,short locktics);
void ActorLeaveTrack(short SpriteNum);
void RefreshPoints(SECTOR_OBJECTp sop,int nx,int ny,SWBOOL dynamic);
void TrackSetup(void);
void PlaceSectorObject(SECTOR_OBJECTp sop,short newang,int newx,int newy);
void PlaceSectorObject(SECTOR_OBJECTp sop,int newx,int newy);
void PlaceSectorObjectsOnTracks(void);
void PlaceActorsOnTracks(void);
void SetupSectorObject(short sectnum,short tag);

View file

@ -53,7 +53,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
int SpawnZombie2(short);
int move_ground_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
int move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics);
void DoPlayerBeginDie(PLAYERp);
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator);
ANIMATOR DoBettyBeginDeath;
@ -128,7 +128,7 @@ int SpawnDemonFist(short Weapon);
int SpawnTankShellExp(int16_t Weapon);
int SpawnMicroExp(int16_t Weapon);
void SpawnExpZadjust(short Weapon, SPRITEp exp, int upper_zsize, int lower_zsize);
int BulletHitSprite(SPRITEp sp,short hit_sprite,short hit_sect,short hit_wall,int hit_x,int hit_y,int hit_z,short ID);
int BulletHitSprite(SPRITEp sp,short hit_sprite,int hit_x,int hit_y,int hit_z,short ID);
int SpawnSplashXY(int hit_x,int hit_y,int hit_z,short);
int SpawnBoatSparks(PLAYERp pp,short hit_sect,short hit_wall,int hit_x,int hit_y,int hit_z,short hit_ang);
@ -4653,7 +4653,7 @@ WeaponMoveHit(short SpriteNum)
{
if (hsp->lotag || hsp->hitag)
{
ShootableSwitch(hit_sprite, SpriteNum);
ShootableSwitch(hit_sprite);
return TRUE;
}
}
@ -4714,7 +4714,7 @@ WeaponMoveHit(short SpriteNum)
{
if (hsp->lotag || hsp->hitag)
{
ShootableSwitch(hitinfo.sprite,SpriteNum);
ShootableSwitch(hitinfo.sprite);
return TRUE;
}
}
@ -12273,7 +12273,7 @@ DoBloodWorm(int16_t Weapon)
u = User[Weapon];
u->ret = move_ground_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
u->ret = move_ground_missile(Weapon, u->xchange, u->ychange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (u->ret)
{
@ -13834,7 +13834,7 @@ InitSwordAttack(PLAYERp pp)
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite,-1);
ShootableSwitch(hitinfo.sprite);
}
}
@ -14024,7 +14024,7 @@ InitFistAttack(PLAYERp pp)
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite,-1);
ShootableSwitch(hitinfo.sprite);
}
switch (hsp->picnum)
@ -14904,7 +14904,7 @@ int ContinueHitscan(PLAYERp pp, short sectnum, int x, int y, int z, short ang, i
return 0;
}
QueueHole(ang,hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
}
// hit a sprite?
@ -14924,13 +14924,13 @@ int ContinueHitscan(PLAYERp pp, short sectnum, int x, int y, int z, short ang, i
return 0;
}
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite,-1);
ShootableSwitch(hitinfo.sprite);
}
}
@ -15065,7 +15065,7 @@ InitShotgun(PLAYERp pp)
continue;
}
QueueHole(ndaang,hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
}
// hit a sprite?
@ -15098,13 +15098,13 @@ InitShotgun(PLAYERp pp)
continue;
}
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, SHOTGUN_SMOKE))
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, SHOTGUN_SMOKE))
continue;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite,-1);
ShootableSwitch(hitinfo.sprite);
}
}
@ -17612,7 +17612,7 @@ InitTracerAutoTurret(short SpriteNum, short Operator, int xchange, int ychange,
#endif
int
BulletHitSprite(SPRITEp sp, short hit_sprite, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short ID)
BulletHitSprite(SPRITEp sp, short hit_sprite, int hit_x, int hit_y, int hit_z, short ID)
{
vec3_t hit_pos = { hit_x, hit_y, hit_z };
SPRITEp hsp = &sprite[hit_sprite];
@ -17909,7 +17909,7 @@ InitUzi(PLAYERp pp)
return 0;
}
QueueHole(daang,hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
}
// hit a sprite?
@ -17942,13 +17942,13 @@ InitUzi(PLAYERp pp)
return 0;
}
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite,-1);
ShootableSwitch(hitinfo.sprite);
}
}
@ -18119,13 +18119,13 @@ InitEMP(PLAYERp pp)
//return(0);
}
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z,0))
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z,0))
//return(0);
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite,-1);
ShootableSwitch(hitinfo.sprite);
}
if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY))
@ -18631,13 +18631,13 @@ InitSobjMachineGun(short SpriteNum, PLAYERp pp)
return 0;
}
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite,-1);
ShootableSwitch(hitinfo.sprite);
}
}
@ -19046,7 +19046,7 @@ InitTurretMgun(SECTOR_OBJECTp sop)
continue;
}
QueueHole(daang,hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
}
// hit a sprite?
@ -19066,13 +19066,13 @@ InitTurretMgun(SECTOR_OBJECTp sop)
continue;
}
if (BulletHitSprite(sp, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
if (BulletHitSprite(sp, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
continue;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite,-1);
ShootableSwitch(hitinfo.sprite);
}
}
@ -19183,12 +19183,12 @@ InitEnemyUzi(short SpriteNum)
return 0;
}
QueueHole(daang,hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
}
if (hitinfo.sprite >= 0)
{
if (BulletHitSprite(sp, hitinfo.sprite, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
if (BulletHitSprite(sp, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0;
}
@ -20503,7 +20503,7 @@ void QueueReset(void)
LoWangsQueue[i] = -1;
}
SWBOOL TestDontStick(short SpriteNum, short hit_sect, short hit_wall, int hit_z)
SWBOOL TestDontStick(short SpriteNum, short hit_wall)
{
WALLp wp;
@ -20539,7 +20539,7 @@ int QueueStar(short SpriteNum)
SPRITEp sp = &sprite[SpriteNum];
SPRITEp osp;
if (TestDontStick(SpriteNum, -1, -1, sp->z))
if (TestDontStick(SpriteNum, -1))
{
KillSprite(SpriteNum);
return -1;
@ -20575,7 +20575,7 @@ int QueueStar(short SpriteNum)
return SpriteNum;
}
int QueueHole(short ang, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z)
int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z)
{
short w,nw,wall_ang;
short SpriteNum;
@ -20584,7 +20584,7 @@ int QueueHole(short ang, short hit_sect, short hit_wall, int hit_x, int hit_y, i
short sectnum;
if (TestDontStick(-1,hit_sect,hit_wall,hit_z))
if (TestDontStick(-1,hit_wall))
return -1;
if (HoleQueue[HoleQueueHead] == -1)
@ -20878,7 +20878,7 @@ int QueueWallBlood(short hit_sprite, short ang)
if (hitinfo.wall >= 0) // Don't check if blood didn't hit a wall, otherwise the ASSERT fails!
{
if (TestDontStick(-1, hitinfo.sect, hitinfo.wall, hitinfo.pos.z))
if (TestDontStick(-1, hitinfo.wall))
return -1;
}
else

View file

@ -69,7 +69,7 @@ void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
SECTOR_OBJECTp DetectSectorObject(SECTORp);
SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
void ScaleSpriteVector(short SpriteNum, int scale);
int QueueHole(short ang, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z);
int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z);
int QueueWallBlood(short hit_sprite, short ang);
SWBOOL SlopeBounce(short SpriteNum, SWBOOL *hit_wall);
SWBOOL HitscanSpriteAdjust(short SpriteNum, short hit_wall);