mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
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:
parent
f9155048fc
commit
3e8dc4e509
20 changed files with 94 additions and 90 deletions
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@ -1521,7 +1521,7 @@ void DrawCheckKeys(PLAYERp pp)
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ResizeView(pp);
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}
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void DrawMessageInput(PLAYERp pp)
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void DrawMessageInput(void)
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{
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short w,h;
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static SWBOOL cur_show;
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@ -1537,12 +1537,12 @@ void DrawMessageInput(PLAYERp pp)
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cur_show ^= 1;
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if (cur_show)
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{
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minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,0,ROTATE_SPRITE_SCREEN_CLIP);
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minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,ROTATE_SPRITE_SCREEN_CLIP);
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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);
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}
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else
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{
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minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,0,ROTATE_SPRITE_SCREEN_CLIP);
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minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,ROTATE_SPRITE_SCREEN_CLIP);
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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);
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}
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}
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@ -2247,7 +2247,7 @@ drawscreen(PLAYERp pp)
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// Boss Health Meter, if Boss present
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BossHealthMeter();
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DrawMessageInput(pp); // This is only used for non-multiplayer input now
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DrawMessageInput(); // This is only used for non-multiplayer input now
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DrawCompass(pp);
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UpdateMiniBar(pp);
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@ -237,7 +237,7 @@ SWBOOL DebugActor = FALSE;
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SWBOOL DebugAnim = FALSE;
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SWBOOL DebugOperate = FALSE;
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SWBOOL DebugActorFreeze = FALSE;
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void LoadingLevelScreen(char *level_name);
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void LoadingLevelScreen(void);
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uint8_t FakeMultiNumPlayers;
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@ -1062,7 +1062,7 @@ InitLevel(void)
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if (NewGame)
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InitNewGame();
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LoadingLevelScreen(LevelName);
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LoadingLevelScreen();
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MONO_PRINT("LoadintLevelScreen");
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if (!DemoMode && !DemoInitOnce)
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DemoPlaySetup();
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@ -1824,7 +1824,8 @@ void SceneLevel(void)
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DemoPlaying = dp_bak;
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}
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void LoadingLevelScreen(char *level_name)
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void
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LoadingLevelScreen(void)
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{
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short w,h;
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extern SWBOOL DemoMode;
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@ -1901,7 +1902,7 @@ extern int PlayClock;
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extern short LevelSecrets;
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extern short TotalKillable;
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void BonusScreen(PLAYERp pp)
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void BonusScreen()
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{
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int minutes,seconds,second_tics;
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@ -2139,7 +2140,7 @@ void EndGameSequence(void)
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if (anim_ok)
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playanm(FinishAnim);
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BonusScreen(Player + myconnectindex);
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BonusScreen();
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ExitLevel = FALSE;
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QuitFlag = FALSE;
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@ -2208,7 +2209,7 @@ void StatScreen(PLAYERp mpp)
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{
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if (!FinishedLevel)
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return;
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BonusScreen(mpp);
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BonusScreen();
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return;
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}
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@ -2798,7 +2799,8 @@ void BotPlayerInsert(PLAYERp pp)
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// SetFragBar(pp);
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}
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void ManualPlayerDelete(PLAYERp cur_pp)
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void
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ManualPlayerDelete(void)
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{
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short i, nexti;
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USERp u;
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@ -3416,7 +3418,7 @@ void getinput(SW_PACKET *loc)
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if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair))
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{
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buttonMap.ClearButton(gamefunc_Toggle_Crosshair);
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pToggleCrosshair(pp);
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pToggleCrosshair();
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}
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}
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@ -3460,12 +3462,12 @@ void drawoverheadmap(int cposx, int cposy, int czoom, short cang)
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if (ScrollMode2D)
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{
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minigametext(txt_x,txt_y-7,"Follow Mode",0,2+8);
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minigametext(txt_x,txt_y-7,"Follow Mode",2+8);
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}
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sprintf(ds,"%s",currentLevel->DisplayName());
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minigametext(txt_x,txt_y,ds,0,2+8);
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minigametext(txt_x,txt_y,ds,2+8);
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//////////////////////////////////
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@ -2361,7 +2361,7 @@ void post_analyzesprites(void); // draw.c
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int COVERsetgamemode(int mode, int xdim, int ydim, int bpp); // draw.c
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void ScreenCaptureKeys(void); // draw.c
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int minigametext(int x,int y,const char *t,char s,short dabits); // jplayer.c
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int minigametext(int x,int y,const char *t,short dabits); // jplayer.c
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void computergetinput(int snum,SW_PACKET *syn); // jplayer.c
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void DrawOverlapRoom(int tx,int ty,int tz,short tang,int thoriz,short tsectnum); // rooms.c
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@ -2394,7 +2394,7 @@ SWBOOL VatorSwitch(short match, short setting); // vator.c
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void MoveSpritesWithSector(short sectnum,int z_amt,SWBOOL type); // vator.c
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void SetVatorActive(short SpriteNum); // vator.c
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short DoSpikeMatch(PLAYERp pp,short match); // spike.c
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short DoSpikeMatch(short match); // spike.c
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void SpikeAlign(short SpriteNum); // spike.c
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short DoSectorObjectSetScale(short match); // morph.c
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@ -2412,7 +2412,7 @@ int DoWallMoveMatch(short match); // wallmove.c
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int DoWallMove(SPRITEp sp); // wallmove.c
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SWBOOL CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
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short DoSpikeOperate(PLAYERp pp,short sectnum); // spike.c
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short DoSpikeOperate(short sectnum); // spike.c
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void SetSpikeActive(short SpriteNum); // spike.c
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#define NTAG_SEARCH_LO 1
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@ -140,7 +140,7 @@ void UpdateMiniBar(PLAYERp pp)
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0, 0, xdim - 1, ydim - 1);
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x = MINI_BAR_HEALTH_BOX_X+3;
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DisplayMiniBarNumber(pp, x, y+5, u->Health);
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DisplayMiniBarNumber(x, y+5, u->Health);
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if (u->WeaponNum != WPN_SWORD && u->WeaponNum != WPN_FIST)
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{
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@ -152,7 +152,7 @@ void UpdateMiniBar(PLAYERp pp)
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0, 0, xdim - 1, ydim - 1);
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x = MINI_BAR_AMMO_BOX_X+3;
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DisplayMiniBarNumber(pp, x, y+5, pp->WpnAmmo[u->WeaponNum]);
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DisplayMiniBarNumber(x, y+5, pp->WpnAmmo[u->WeaponNum]);
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}
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if (!pp->InventoryAmount[pp->InventoryNum])
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@ -231,7 +231,8 @@ void KillPanelInv(PLAYERp pp, short InventoryNum)
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pp->InventorySprite[InventoryNum] = NULL;
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}
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void KillPlayerIcon(PLAYERp pp, PANEL_SPRITEp *pspp)
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void
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KillPlayerIcon(PANEL_SPRITEp *pspp)
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{
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SET((*pspp)->flags, PANF_SUICIDE);
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(*pspp) = NULL;
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@ -868,7 +869,7 @@ void SpawnInventoryBar(PLAYERp pp)
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void KillInventoryBar(PLAYERp pp)
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{
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KillAllPanelInv(pp);
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KillPlayerIcon(pp, &pp->InventorySelectionBox);
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KillPlayerIcon(&pp->InventorySelectionBox);
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}
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// In case the BorderNum changes - move the postions
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@ -124,7 +124,7 @@ int gametext(int x,int y,char *t,char s,short dabits)
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return x;
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}
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int minigametext(int x,int y,const char *t,char s,short dabits)
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int minigametext(int x,int y,const char *t,short dabits)
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{
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short ac,newx;
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char centre;
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@ -251,16 +251,16 @@ void operatefta(void)
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{
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// dont fade out
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if (k > 4)
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minigametext(320>>1,j,user_quote[i],0,2+8);
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minigametext(320>>1,j,user_quote[i],2+8);
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else if (k > 2)
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minigametext(320>>1,j,user_quote[i],0,2+8+1);
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minigametext(320>>1,j,user_quote[i],2+8+1);
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else
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minigametext(320>>1,j,user_quote[i],0,2+8+1+32);
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minigametext(320>>1,j,user_quote[i],2+8+1+32);
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}
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else
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{
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// dont fade out
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minigametext(320>>1,j,user_quote[i],0,2+8);
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minigametext(320>>1,j,user_quote[i],2+8);
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}
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j -= 6;
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@ -565,7 +565,7 @@ Connect(void)
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x2 = x1 + screensize - 1;
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y1 = ((ydim) >> 1) - (((screensize * (ydim)) / xdim) >> 1);
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y2 = y1 + ((screensize * (ydim)) / xdim) - 1;
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rotatespritetile(0L, 0L, BorderTest[gs.BorderTile], 0, x1, y1, x2, y2, 0);
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rotatespritetile(BorderTest[gs.BorderTile], 0, x1, y1, x2, y2, 0);
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nextpage();
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#endif
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@ -242,7 +242,7 @@ void pSetSuicide(PANEL_SPRITEp psp)
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psp->PanelSpriteFunc = pSuicide;
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}
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void pToggleCrosshair(PLAYERp pp)
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void pToggleCrosshair(void)
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{
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cl_crosshair = !cl_crosshair;
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}
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@ -7806,7 +7806,7 @@ PreUpdatePanel(void)
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DrawBeforeView = FALSE;
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}
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void rotatespritetile(int thex, int they, short tilenum,
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void rotatespritetile(short tilenum,
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signed char shade, int cx1, int cy1,
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int cx2, int cy2, char dapalnum)
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{
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@ -194,7 +194,7 @@ void PreUpdatePanel(void);
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void UpdatePanel(void);
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void PlayerUpdateKeys(PLAYERp pp);
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void PlayerUpdateArmor(PLAYERp pp,short value);
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void pToggleCrosshair(PLAYERp pp);
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void pToggleCrosshair(void);
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void pKillSprite(PANEL_SPRITEp psp);
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void InitChops(PLAYERp pp);
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void ChopsSetRetract(PLAYERp pp);
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@ -181,7 +181,7 @@ void DoPlayerOperateTurret(PLAYERp pp);
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void DoPlayerBeginDive(PLAYERp pp);
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void DoPlayerDive(PLAYERp pp);
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void DoPlayerTeleportPause(PLAYERp pp);
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SWBOOL PlayerFlyKey(PLAYERp pp);
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SWBOOL PlayerFlyKey(void);
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void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy);
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void CheckFootPrints(PLAYERp pp);
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SWBOOL DoPlayerTestCrawl(PLAYERp pp);
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@ -3505,7 +3505,7 @@ DoPlayerJump(PLAYERp pp)
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}
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}
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if (PlayerFlyKey(pp))
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if (PlayerFlyKey())
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{
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DoPlayerBeginFly(pp);
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return;
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@ -3747,7 +3747,7 @@ DoPlayerFall(PLAYERp pp)
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}
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}
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if (PlayerFlyKey(pp))
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if (PlayerFlyKey())
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{
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DoPlayerBeginFly(pp);
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return;
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@ -4044,7 +4044,7 @@ DoPlayerWadeSuperJump(PLAYERp pp)
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return FALSE;
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}
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SWBOOL PlayerFlyKey(PLAYERp pp)
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SWBOOL PlayerFlyKey(void)
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{
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SWBOOL key;
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@ -4404,7 +4404,7 @@ DoPlayerFly(PLAYERp pp)
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pp->z_speed = 0;
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}
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if (PlayerFlyKey(pp))
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if (PlayerFlyKey())
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{
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RESET(pp->Flags, PF_FLYING);
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pp->bob_amt = 0;
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@ -5553,7 +5553,7 @@ DoPlayerWade(PLAYERp pp)
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FLAG_KEY_RESET(pp, SK_JUMP);
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}
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if (PlayerFlyKey(pp))
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if (PlayerFlyKey())
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{
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//pp->InventoryTics[INVENTORY_FLY] = -99;
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DoPlayerBeginFly(pp);
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@ -5709,7 +5709,7 @@ void FindMainSector(SECTOR_OBJECTp sop)
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int sx = sop->xmid;
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int sy = sop->ymid;
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PlaceSectorObject(sop, sop->ang, MAXSO, MAXSO);
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PlaceSectorObject(sop, MAXSO, MAXSO);
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// set it to something valid
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sop->op_main_sector = 0;
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@ -5724,7 +5724,7 @@ void FindMainSector(SECTOR_OBJECTp sop)
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////DSPRINTF(ds,"main sector %d, zmid %d",sop->op_main_sector, sop->zmid);
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//MONO_PRINT(ds);
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PlaceSectorObject(sop, sop->ang, sx, sy);
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PlaceSectorObject(sop, sx, sy);
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}
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}
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@ -7273,7 +7273,7 @@ DoPlayerRun(PLAYERp pp)
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FLAG_KEY_RESET(pp, SK_CRAWL_LOCK);
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}
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if (PlayerFlyKey(pp))
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if (PlayerFlyKey())
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{
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//pp->InventoryTics[INVENTORY_FLY] = -99;
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DoPlayerBeginFly(pp);
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@ -1054,7 +1054,7 @@ FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
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}
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short
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ViewSectorInScene(short cursectnum, short type, short level)
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ViewSectorInScene(short cursectnum, short level)
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{
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int i, nexti;
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SPRITEp sp;
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@ -1096,7 +1096,7 @@ DrawOverlapRoom(int tx, int ty, int tz, short tang, int thoriz, short tsectnum)
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save.zcount = 0;
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match = ViewSectorInScene(tsectnum, VIEW_THRU_CEILING, VIEW_LEVEL1);
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match = ViewSectorInScene(tsectnum, VIEW_LEVEL1);
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if (match != -1)
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{
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FindCeilingView(match, &tx, &ty, tz, &tsectnum);
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@ -1122,7 +1122,7 @@ DrawOverlapRoom(int tx, int ty, int tz, short tang, int thoriz, short tsectnum)
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}
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else
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{
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match = ViewSectorInScene(tsectnum, VIEW_THRU_FLOOR, VIEW_LEVEL2);
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match = ViewSectorInScene(tsectnum, VIEW_LEVEL2);
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if (match != -1)
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{
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FindFloorView(match, &tx, &ty, tz, &tsectnum);
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@ -1445,7 +1445,7 @@ WeaponExplodeSectorInRange(short weapon)
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void
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ShootableSwitch(short SpriteNum, short Weapon)
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ShootableSwitch(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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@ -1608,7 +1608,7 @@ void DoMatchEverything(PLAYERp pp, short match, short state)
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DoVatorMatch(pp, match);
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if (!TestSpikeMatchActive(match))
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DoSpikeMatch(pp, match);
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DoSpikeMatch(match);
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if (!TestRotatorMatchActive(match))
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DoRotatorMatch(pp, match, FALSE);
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@ -1892,7 +1892,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
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DoVatorMatch(pp, sp->hitag);
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if (!TestSpikeMatchActive(sp->hitag))
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DoSpikeMatch(pp, sp->hitag);
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DoSpikeMatch(sp->hitag);
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if (!TestRotatorMatchActive(sp->hitag))
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DoRotatorMatch(pp, sp->hitag, FALSE);
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@ -2154,7 +2154,7 @@ OperateTripTrigger(PLAYERp pp)
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if (!TestVatorMatchActive(sectp->hitag))
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DoVatorMatch(pp, sectp->hitag);
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if (!TestSpikeMatchActive(sectp->hitag))
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DoSpikeMatch(pp, sectp->hitag);
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DoSpikeMatch(sectp->hitag);
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if (!TestRotatorMatchActive(sectp->hitag))
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DoRotatorMatch(pp, sectp->hitag, FALSE);
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if (!TestSlidorMatchActive(sectp->hitag))
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@ -2694,7 +2694,7 @@ PlayerOperateEnv(PLAYERp pp)
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{
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case TAG_VATOR:
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DoVatorOperate(pp, pp->cursectnum);
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DoSpikeOperate(pp, pp->cursectnum);
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DoSpikeOperate(pp->cursectnum);
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DoRotatorOperate(pp, pp->cursectnum);
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DoSlidorOperate(pp, pp->cursectnum);
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break;
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|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
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