mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- all sector iterators in actors_d.cpp, actors_r.cpp and actors_lava.cpp.
This commit is contained in:
parent
060b66b96b
commit
5c9b261823
3 changed files with 119 additions and 145 deletions
|
@ -2651,8 +2651,8 @@ static void greenslime(int i)
|
|||
//Check randomly to see of there is an actor near
|
||||
if (rnd(32))
|
||||
{
|
||||
j = headspritesect[sect];
|
||||
while (j >= 0)
|
||||
SectIterator it(sect);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
switch (sprite[j].picnum)
|
||||
{
|
||||
|
@ -2668,8 +2668,6 @@ static void greenslime(int i)
|
|||
return;
|
||||
}
|
||||
}
|
||||
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3527,7 +3525,7 @@ void moveexplosions_d(void) // STATNUM 5
|
|||
void moveeffectors_d(void) //STATNUM 3
|
||||
{
|
||||
int q = 0, l, x, st, j, * t;
|
||||
int p, sh, nextj;
|
||||
int p, sh;
|
||||
short k;
|
||||
spritetype* s;
|
||||
sectortype* sc;
|
||||
|
@ -3686,18 +3684,17 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
|
||||
case SE_24_CONVEYOR:
|
||||
case 34:
|
||||
|
||||
{
|
||||
if (t[4]) break;
|
||||
|
||||
x = (sprite[i].yvel * sintable[(s->ang + 512) & 2047]) >> 18;
|
||||
l = (sprite[i].yvel * sintable[s->ang & 2047]) >> 18;
|
||||
x = (sprite[i].yvel * sintable[(s->ang + 512) & 2047]) >> 18;
|
||||
l = (sprite[i].yvel * sintable[s->ang & 2047]) >> 18;
|
||||
|
||||
k = 0;
|
||||
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
nextj = nextspritesect[j];
|
||||
auto sprj = &sprite[j];
|
||||
if (sprj->zvel >= 0)
|
||||
switch (sprj->statnum)
|
||||
|
@ -3717,10 +3714,8 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
case BLOODSPLAT3:
|
||||
case BLOODSPLAT4:
|
||||
sprj->xrepeat = sprj->yrepeat = 0;
|
||||
j = nextj;
|
||||
continue;
|
||||
case LASERLINE:
|
||||
j = nextj;
|
||||
continue;
|
||||
}
|
||||
case 6:
|
||||
|
@ -3759,7 +3754,6 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
}
|
||||
break;
|
||||
}
|
||||
j = nextj;
|
||||
}
|
||||
|
||||
for (p = connecthead; p >= 0; p = connectpoint2[p])
|
||||
|
@ -3774,10 +3768,10 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
}
|
||||
}
|
||||
|
||||
sc->floorxpanning += sprite[i].yvel >> 7;
|
||||
sc->floorxpanning += sprite[i].yvel >> 7;
|
||||
|
||||
break;
|
||||
|
||||
}
|
||||
case 35:
|
||||
handle_se35(i, SMALLSMOKE, EXPLOSION2);
|
||||
break;
|
||||
|
@ -3849,7 +3843,6 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
{
|
||||
if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s->hitag)
|
||||
sprite[j].cstat |= 32768;
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
}
|
||||
else if (hittype[i].temp_data[2] > (hittype[i].temp_data[1] >> 3) && hittype[i].temp_data[2] < (hittype[i].temp_data[1] >> 2))
|
||||
|
@ -3928,18 +3921,18 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
l = sgn(s->z - sc->floorz) * sprite[i].yvel ;
|
||||
sc->floorz += l;
|
||||
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
|
||||
if (ps[sprite[j].yvel].on_ground == 1)
|
||||
ps[sprite[j].yvel].posz += l;
|
||||
if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
|
||||
auto sj = &sprite[j];
|
||||
if (sj->picnum == APLAYER && sj->owner >= 0)
|
||||
if (ps[sj->yvel].on_ground == 1)
|
||||
ps[sj->yvel].posz += l;
|
||||
if (sj->zvel == 0 && sj->statnum != 3 && sj->statnum != 4)
|
||||
{
|
||||
hittype[j].bposz = sprite[j].z += l;
|
||||
hittype[j].bposz = sj->z += l;
|
||||
hittype[j].floorz = sc->floorz;
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3958,18 +3951,18 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
l = sgn(t[1] - sc->floorz) * sprite[i].yvel ;
|
||||
sc->floorz += l;
|
||||
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
|
||||
if (ps[sprite[j].yvel].on_ground == 1)
|
||||
ps[sprite[j].yvel].posz += l;
|
||||
if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
|
||||
auto sj = &sprite[j];
|
||||
if (sj->picnum == APLAYER && sj->owner >= 0)
|
||||
if (ps[sj->yvel].on_ground == 1)
|
||||
ps[sj->yvel].posz += l;
|
||||
if (sj->zvel == 0 && sj->statnum != 3 && sj->statnum != 4)
|
||||
{
|
||||
hittype[j].bposz = sprite[j].z += l;
|
||||
hittype[j].bposz = sj->z += l;
|
||||
hittype[j].floorz = sc->floorz;
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3990,18 +3983,18 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
l = sgn(s->z - sc->floorz) * sprite[i].yvel ;
|
||||
sc->floorz += l;
|
||||
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
|
||||
if (ps[sprite[j].yvel].on_ground == 1)
|
||||
ps[sprite[j].yvel].posz += l;
|
||||
if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
|
||||
auto sj = &sprite[j];
|
||||
if (sj->picnum == APLAYER && sj->owner >= 0)
|
||||
if (ps[sj->yvel].on_ground == 1)
|
||||
ps[sj->yvel].posz += l;
|
||||
if (sj->zvel == 0 && sj->statnum != 3 && sj->statnum != 4)
|
||||
{
|
||||
hittype[j].bposz = sprite[j].z += l;
|
||||
hittype[j].bposz = sj->z += l;
|
||||
hittype[j].floorz = sc->floorz;
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4019,18 +4012,18 @@ void moveeffectors_d(void) //STATNUM 3
|
|||
l = sgn(s->z - t[1]) * sprite[i].yvel ;
|
||||
sc->floorz -= l;
|
||||
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
|
||||
if (ps[sprite[j].yvel].on_ground == 1)
|
||||
ps[sprite[j].yvel].posz -= l;
|
||||
if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
|
||||
auto sj = &sprite[j];
|
||||
if (sj->picnum == APLAYER && sj->owner >= 0)
|
||||
if (ps[sj->yvel].on_ground == 1)
|
||||
ps[sj->yvel].posz -= l;
|
||||
if (sj->zvel == 0 && sj->statnum != 3 && sj->statnum != 4)
|
||||
{
|
||||
hittype[j].bposz = sprite[j].z -= l;
|
||||
hittype[j].bposz = sj->z -= l;
|
||||
hittype[j].floorz = sc->floorz;
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -377,7 +377,6 @@ void moveminecart(void)
|
|||
int speed;
|
||||
int y;
|
||||
int x;
|
||||
short nextj;
|
||||
int cx;
|
||||
int cy;
|
||||
int max_x;
|
||||
|
@ -514,13 +513,12 @@ void moveminecart(void)
|
|||
}
|
||||
cx = (max_x + min_x) >> 1;
|
||||
cy = (max_y + min_y) >> 1;
|
||||
j = headspritesect[csect];
|
||||
while (j != -1)
|
||||
SectIterator it(csect);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
nextj = nextspritesect[j];
|
||||
auto sj = &sprite[j];
|
||||
if (badguy(&sprite[j]))
|
||||
setsprite(j,cx,cy,sprite[j].z);
|
||||
j = nextj;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -214,7 +214,7 @@ void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4)
|
|||
walltype* wal;
|
||||
int d, q, x1, y1;
|
||||
int sectcnt, sectend, dasect, startwall, endwall, nextsect;
|
||||
short j, p, x, nextj, sect;
|
||||
short j, p, x, sect;
|
||||
static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
|
||||
short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
|
||||
|
||||
|
@ -272,10 +272,9 @@ SKIPWALLCHECK:
|
|||
|
||||
for (x = 0; x < 7; x++)
|
||||
{
|
||||
j = headspritestat[statlist[x]];
|
||||
while (j >= 0)
|
||||
StatIterator it1(statlist[x]);
|
||||
while ((j = it1.NextIndex()) >= 0)
|
||||
{
|
||||
nextj = nextspritestat[j];
|
||||
sj = &sprite[j];
|
||||
|
||||
if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum))
|
||||
|
@ -285,7 +284,6 @@ SKIPWALLCHECK:
|
|||
{
|
||||
if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum))
|
||||
{
|
||||
j = nextj;
|
||||
continue;
|
||||
}
|
||||
fi.checkhitsprite(j, i);
|
||||
|
@ -295,12 +293,10 @@ SKIPWALLCHECK:
|
|||
{
|
||||
if (s->picnum == MORTER && j == s->owner)
|
||||
{
|
||||
j = nextj;
|
||||
continue;
|
||||
}
|
||||
if ((isRRRA()) && s->picnum == CHEERBOMB && j == s->owner)
|
||||
{
|
||||
j = nextj;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -312,7 +308,6 @@ SKIPWALLCHECK:
|
|||
{
|
||||
if ((isRRRA()) && sprite[j].picnum == MINION && sprite[j].pal == 19)
|
||||
{
|
||||
j = nextj;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -369,7 +364,6 @@ SKIPWALLCHECK:
|
|||
}
|
||||
}
|
||||
}
|
||||
j = nextj;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3497,7 +3491,7 @@ void moveexplosions_r(void) // STATNUM 5
|
|||
void moveeffectors_r(void) //STATNUM 3
|
||||
{
|
||||
int l, x, st, j, * t;
|
||||
int p, sh, nextj, ns, pn;
|
||||
int p, sh, ns, pn;
|
||||
short k;
|
||||
spritetype* s;
|
||||
sectortype* sc;
|
||||
|
@ -3571,10 +3565,9 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
else
|
||||
{
|
||||
s->xvel = k;
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
nextj = nextspritesect[j];
|
||||
if (sprite[j].picnum == UFOBEAM)
|
||||
if (ufospawn)
|
||||
if (++ufocnt == 64)
|
||||
|
@ -3604,7 +3597,6 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
ns = fi.spawn(i, pn);
|
||||
sprite[ns].z = sector[sprite[ns].sectnum].ceilingz;
|
||||
}
|
||||
j = nextj;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3627,7 +3619,6 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
}
|
||||
htj->temp_data[4] = t[4];
|
||||
}
|
||||
j = nextspritestat[j];
|
||||
}
|
||||
x = 0;
|
||||
}
|
||||
|
@ -3726,67 +3717,65 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
if (!isRRRA()) break;
|
||||
case SE_24_CONVEYOR:
|
||||
case 34:
|
||||
|
||||
{
|
||||
if (t[4]) break;
|
||||
|
||||
x = (sprite[i].yvel * sintable[(s->ang + 512) & 2047]) >> 18;
|
||||
l = (sprite[i].yvel * sintable[s->ang & 2047]) >> 18;
|
||||
x = (sprite[i].yvel * sintable[(s->ang + 512) & 2047]) >> 18;
|
||||
l = (sprite[i].yvel * sintable[s->ang & 2047]) >> 18;
|
||||
|
||||
k = 0;
|
||||
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
nextj = nextspritesect[j];
|
||||
if (sprite[j].zvel >= 0)
|
||||
switch (sprite[j].statnum)
|
||||
auto sj = &sprite[j];
|
||||
if (sj->zvel >= 0)
|
||||
switch (sj->statnum)
|
||||
{
|
||||
case 5:
|
||||
switch (sprite[j].picnum)
|
||||
switch (sj->picnum)
|
||||
{
|
||||
case BLOODPOOL:
|
||||
case FOOTPRINTS:
|
||||
case FOOTPRINTS2:
|
||||
case FOOTPRINTS3:
|
||||
sprite[j].xrepeat = sprite[j].yrepeat = 0;
|
||||
sj->xrepeat = sj->yrepeat = 0;
|
||||
k = 1;
|
||||
break;
|
||||
case BULLETHOLE:
|
||||
j = nextj;
|
||||
continue;
|
||||
}
|
||||
case 6:
|
||||
case 1:
|
||||
case 0:
|
||||
if (
|
||||
sprite[j].picnum == BOLT1 ||
|
||||
sprite[j].picnum == BOLT1 + 1 ||
|
||||
sprite[j].picnum == BOLT1 + 2 ||
|
||||
sprite[j].picnum == BOLT1 + 3 ||
|
||||
sj->picnum == BOLT1 ||
|
||||
sj->picnum == BOLT1 + 1 ||
|
||||
sj->picnum == BOLT1 + 2 ||
|
||||
sj->picnum == BOLT1 + 3 ||
|
||||
wallswitchcheck(j)
|
||||
)
|
||||
break;
|
||||
|
||||
if (!(sprite[j].picnum >= CRANE && sprite[j].picnum <= (CRANE + 3)))
|
||||
if (!(sj->picnum >= CRANE && sj->picnum <= (CRANE + 3)))
|
||||
{
|
||||
if (sprite[j].z > (hittype[j].floorz - (16 << 8)))
|
||||
if (sj->z > (hittype[j].floorz - (16 << 8)))
|
||||
{
|
||||
hittype[j].bposx = sprite[j].x;
|
||||
hittype[j].bposy = sprite[j].y;
|
||||
hittype[j].bposx = sj->x;
|
||||
hittype[j].bposy = sj->y;
|
||||
|
||||
sprite[j].x += x >> 1;
|
||||
sprite[j].y += l >> 1;
|
||||
sj->x += x >> 1;
|
||||
sj->y += l >> 1;
|
||||
|
||||
setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
|
||||
setsprite(j, sj->x, sj->y, sj->z);
|
||||
|
||||
if (sector[sprite[j].sectnum].floorstat & 2)
|
||||
if (sprite[j].statnum == 2)
|
||||
if (sector[sj->sectnum].floorstat & 2)
|
||||
if (sj->statnum == 2)
|
||||
makeitfall(j);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
j = nextj;
|
||||
}
|
||||
|
||||
for (p = connecthead; p >= 0; p = connectpoint2[p])
|
||||
|
@ -3801,10 +3790,10 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
}
|
||||
}
|
||||
|
||||
sc->floorxpanning += sprite[i].yvel >> 7;
|
||||
sc->floorxpanning += sprite[i].yvel >> 7;
|
||||
|
||||
break;
|
||||
|
||||
}
|
||||
case 35:
|
||||
handle_se35(i, SMALLSMOKE, EXPLOSION2);
|
||||
break;
|
||||
|
@ -3874,18 +3863,18 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
l = sgn(s->z - sc->floorz) * sprite[i].yvel ;
|
||||
sc->floorz += l;
|
||||
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
|
||||
if (ps[sprite[j].yvel].on_ground == 1)
|
||||
ps[sprite[j].yvel].posz += l;
|
||||
if (sprite[j].zvel == 0 && sprite[j].statnum != 3)
|
||||
auto sj = &sprite[j];
|
||||
if (sj->picnum == APLAYER && sj->owner >= 0)
|
||||
if (ps[sj->yvel].on_ground == 1)
|
||||
ps[sj->yvel].posz += l;
|
||||
if (sj->zvel == 0 && sj->statnum != 3)
|
||||
{
|
||||
hittype[j].bposz = sprite[j].z += l;
|
||||
hittype[j].bposz = sj->z += l;
|
||||
hittype[j].floorz = sc->floorz;
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3903,18 +3892,18 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
l = sgn(t[1] - sc->floorz) * sprite[i].yvel ;
|
||||
sc->floorz += l;
|
||||
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
|
||||
if (ps[sprite[j].yvel].on_ground == 1)
|
||||
ps[sprite[j].yvel].posz += l;
|
||||
if (sprite[j].zvel == 0 && sprite[j].statnum != 3)
|
||||
auto sj = &sprite[j];
|
||||
if (sj->picnum == APLAYER && sj->owner >= 0)
|
||||
if (ps[sj->yvel].on_ground == 1)
|
||||
ps[sj->yvel].posz += l;
|
||||
if (sj->zvel == 0 && sj->statnum != 3)
|
||||
{
|
||||
hittype[j].bposz = sprite[j].z += l;
|
||||
hittype[j].bposz = sj->z += l;
|
||||
hittype[j].floorz = sc->floorz;
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3934,18 +3923,18 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
l = sgn(s->z - sc->floorz) * sprite[i].yvel ;
|
||||
sc->floorz += l;
|
||||
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
|
||||
if (ps[sprite[j].yvel].on_ground == 1)
|
||||
ps[sprite[j].yvel].posz += l;
|
||||
if (sprite[j].zvel == 0 && sprite[j].statnum != 3)
|
||||
auto sj = &sprite[j];
|
||||
if (sj->picnum == APLAYER && sj->owner >= 0)
|
||||
if (ps[sj->yvel].on_ground == 1)
|
||||
ps[sj->yvel].posz += l;
|
||||
if (sj->zvel == 0 && sj->statnum != 3)
|
||||
{
|
||||
hittype[j].bposz = sprite[j].z += l;
|
||||
hittype[j].bposz = sj->z += l;
|
||||
hittype[j].floorz = sc->floorz;
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3962,18 +3951,18 @@ void moveeffectors_r(void) //STATNUM 3
|
|||
l = sgn(s->z - t[1]) * sprite[i].yvel ;
|
||||
sc->floorz -= l;
|
||||
|
||||
j = headspritesect[s->sectnum];
|
||||
while (j >= 0)
|
||||
SectIterator it(s->sectnum);
|
||||
while ((j = it.NextIndex()) >= 0)
|
||||
{
|
||||
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
|
||||
if (ps[sprite[j].yvel].on_ground == 1)
|
||||
ps[sprite[j].yvel].posz -= l;
|
||||
if (sprite[j].zvel == 0 && sprite[j].statnum != 3)
|
||||
auto sj = &sprite[j];
|
||||
if (sj->picnum == APLAYER && sj->owner >= 0)
|
||||
if (ps[sj->yvel].on_ground == 1)
|
||||
ps[sj->yvel].posz -= l;
|
||||
if (sj->zvel == 0 && sj->statnum != 3)
|
||||
{
|
||||
hittype[j].bposz = sprite[j].z -= l;
|
||||
hittype[j].bposz = sj->z -= l;
|
||||
hittype[j].floorz = sc->floorz;
|
||||
}
|
||||
j = nextspritesect[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4492,24 +4481,22 @@ void destroyit(int g_i)
|
|||
int k, jj;
|
||||
int wi, wj;
|
||||
int spr;
|
||||
int nextk;
|
||||
int wallstart2, wallend2;
|
||||
int sectnum;
|
||||
int wallstart, wallend;
|
||||
|
||||
hitag = 0;
|
||||
k = headspritesect[g_sp->sectnum];
|
||||
while (k != -1)
|
||||
SectIterator it1(g_sp->sectnum);
|
||||
while ((k = it1.NextIndex()) >= 0)
|
||||
{
|
||||
nextk = nextspritesect[k];
|
||||
if (sprite[k].picnum == RRTILE63)
|
||||
auto sj = &sprite[k];
|
||||
if (sj->picnum == RRTILE63)
|
||||
{
|
||||
lotag = sprite[k].lotag;
|
||||
lotag = sj->lotag;
|
||||
spr = k;
|
||||
if (sprite[k].hitag)
|
||||
hitag = sprite[k].hitag;
|
||||
if (sj->hitag)
|
||||
hitag = sj->hitag;
|
||||
}
|
||||
k = nextk;
|
||||
}
|
||||
StatIterator it(STAT_DESTRUCT);
|
||||
while ((jj = it.NextIndex()) >= 0)
|
||||
|
@ -4518,16 +4505,14 @@ void destroyit(int g_i)
|
|||
if (hitag)
|
||||
if (hitag == js->hitag)
|
||||
{
|
||||
k = headspritesect[js->sectnum];
|
||||
while (k != -1)
|
||||
SectIterator it(js->sectnum);
|
||||
while ((k = it.NextIndex()) >= 0)
|
||||
{
|
||||
nextk = nextspritesect[k];
|
||||
if (sprite[k].picnum == DESTRUCTO)
|
||||
{
|
||||
hittype[k].picnum = SHOTSPARK1;
|
||||
hittype[k].extra = 1;
|
||||
}
|
||||
k = nextk;
|
||||
}
|
||||
}
|
||||
if (sprite[spr].sectnum != js->sectnum)
|
||||
|
@ -4576,10 +4561,9 @@ void destroyit(int g_i)
|
|||
sector[sectnum].extra = sector[js->sectnum].extra;
|
||||
}
|
||||
}
|
||||
k = headspritesect[g_sp->sectnum];
|
||||
while (k != -1)
|
||||
it1.Reset(g_sp->sectnum);
|
||||
while ((k = it.NextIndex()) >= 0)
|
||||
{
|
||||
nextk = nextspritesect[k];
|
||||
switch (sprite[k].picnum)
|
||||
{
|
||||
case DESTRUCTO:
|
||||
|
@ -4592,7 +4576,6 @@ void destroyit(int g_i)
|
|||
deletesprite(k);
|
||||
break;
|
||||
}
|
||||
k = nextk;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue