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Dicking around with inlined actor header functions
git-svn-id: https://svn.eduke32.com/eduke32@6252 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 18 additions and 24 deletions
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@ -161,6 +161,8 @@ typedef struct
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struct action ac;
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// Gets incremented by TICSPERFRAME on each A_Execute() call:
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uint16_t actiontics;
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// Movement flags, sprite[i].hitag in C-CON:
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uint16_t movflags;
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#endif
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int32_t flags; // 4b
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@ -171,10 +173,6 @@ typedef struct
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int16_t movflag, tempang, timetosleep; // 6b
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int16_t actorstayput; // 2b
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#ifdef LUNATIC
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// Movement flags, sprite[i].hitag in C-CON:
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uint16_t movflags;
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#endif
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uint8_t cgg, lasttransport; // 2b
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// NOTE: 'dispicnum' is updated every frame, not in sync with game tics!
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int16_t dispicnum; // 2b
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@ -195,6 +193,7 @@ typedef struct
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struct move mv;
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struct action ac;
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uint16_t actiontics;
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uint16_t movflags;
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#endif
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int32_t flags; // 4b
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@ -205,9 +204,6 @@ typedef struct
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int16_t movflag, tempang, timetosleep; // 6b
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int16_t actorstayput;
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#ifdef LUNATIC
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uint16_t movflags;
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#endif
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uint8_t cgg, lasttransport;
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spritetype sprite;
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@ -340,12 +336,12 @@ int32_t G_ToggleWallInterpolation(int32_t w, int32_t doset);
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#endif
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extern int32_t A_MoveSpriteClipdist(int32_t spritenum, vec3_t const * const change, uint32_t cliptype, int32_t clipdist);
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ACTOR_INLINE_HEADER int A_CheckEnemyTile(int32_t pn);
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ACTOR_INLINE_HEADER int32_t A_SetSprite(int32_t i,uint32_t cliptype);
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ACTOR_INLINE_HEADER int32_t A_MoveSprite(int32_t spritenum, vec3_t const * const change, uint32_t cliptype);
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ACTOR_INLINE_HEADER int A_CheckEnemyTile(int const tileNum);
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ACTOR_INLINE_HEADER int A_SetSprite(int const spriteNum, uint32_t cliptype);
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ACTOR_INLINE_HEADER int32_t A_MoveSprite(int const spriteNum, vec3_t const * const change, uint32_t cliptype);
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EXTERN_INLINE_HEADER int32_t G_CheckForSpaceCeiling(int32_t sectnum);
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EXTERN_INLINE_HEADER int32_t G_CheckForSpaceFloor(int32_t sectnum);
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EXTERN_INLINE_HEADER int G_CheckForSpaceCeiling(int const sectnum);
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EXTERN_INLINE_HEADER int G_CheckForSpaceFloor(int const sectnum);
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EXTERN_INLINE_HEADER int A_CheckEnemySprite(void const * const s);
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@ -357,36 +353,34 @@ EXTERN_INLINE_HEADER int A_CheckEnemySprite(void const * const s);
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# if !KRANDDEBUG || (KRANDDEBUG && defined actors_c_)
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ACTOR_INLINE int A_CheckEnemyTile(int32_t pn)
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ACTOR_INLINE int A_CheckEnemyTile(int const tileNum)
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{
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return ((g_tile[pn].flags & (SFLAG_HARDCODED_BADGUY | SFLAG_BADGUY)) != 0);
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return ((g_tile[tileNum].flags & (SFLAG_HARDCODED_BADGUY | SFLAG_BADGUY)) != 0);
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}
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ACTOR_INLINE int32_t A_SetSprite(int32_t i,uint32_t cliptype)
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ACTOR_INLINE int A_SetSprite(int const spriteNum, uint32_t cliptype)
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{
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vec3_t davect = {(sprite[i].xvel*(sintable[(sprite[i].ang+512)&2047]))>>14,
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(sprite[i].xvel*(sintable[sprite[i].ang&2047]))>>14,
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sprite[i].zvel
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};
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return (A_MoveSprite(i,&davect,cliptype)==0);
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vec3_t davect = { (sprite[spriteNum].xvel * (sintable[(sprite[spriteNum].ang + 512) & 2047])) >> 14,
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(sprite[spriteNum].xvel * (sintable[sprite[spriteNum].ang & 2047])) >> 14, sprite[spriteNum].zvel };
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return (A_MoveSprite(spriteNum, &davect, cliptype) == 0);
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}
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ACTOR_INLINE int32_t A_MoveSprite(int32_t spritenum, vec3_t const * const change, uint32_t cliptype)
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ACTOR_INLINE int32_t A_MoveSprite(int const spriteNum, vec3_t const * const change, uint32_t cliptype)
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{
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return A_MoveSpriteClipdist(spritenum, change, cliptype, -1);
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return A_MoveSpriteClipdist(spriteNum, change, cliptype, -1);
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}
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# endif
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# include "namesdyn.h"
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EXTERN_INLINE int32_t G_CheckForSpaceCeiling(int32_t sectnum)
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EXTERN_INLINE int G_CheckForSpaceCeiling(int const sectnum)
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{
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return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 &&
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(sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1));
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}
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EXTERN_INLINE int32_t G_CheckForSpaceFloor(int32_t sectnum)
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EXTERN_INLINE int G_CheckForSpaceFloor(int const sectnum)
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{
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return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 &&
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(sector[sectnum].floorpicnum==MOONSKY1 || sector[sectnum].floorpicnum==BIGORBIT1));
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