Dicking around with inlined actor header functions

git-svn-id: https://svn.eduke32.com/eduke32@6252 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2017-06-24 06:31:32 +00:00
parent 6d3978b471
commit 4e3f55df9b

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