- Use the new `isSWALL()` wrapper everywhere.

This commit is contained in:
Mitchell Richters 2021-07-11 12:39:54 +10:00
parent ffba10a7c5
commit 6894be4ad1
11 changed files with 14 additions and 14 deletions

View File

@ -372,7 +372,7 @@ CCMD(printpalcol)
bool ShowRedLine(int j, int i)
{
auto wal = &wall[j];
if (!(g_gameType & GAMEFLAG_SW))
if (!isSWALL())
{
return !gFullMap && !show2dsector[wal->nextsector];
}
@ -470,7 +470,7 @@ static void drawwhitelines(int cposx, int cposy, int czoom, int cang)
for (int i = numsectors - 1; i >= 0; i--)
{
if (!gFullMap && !show2dsector[i] && !(g_gameType & GAMEFLAG_SW)) continue;
if (!gFullMap && !show2dsector[i] && !isSWALL()) continue;
int startwall = sector[i].wallptr;
int endwall = sector[i].wallptr + sector[i].wallnum;
@ -483,7 +483,7 @@ static void drawwhitelines(int cposx, int cposy, int czoom, int cang)
if (wal->nextwall >= 0) continue;
if (!gFullMap && !tileGetTexture(wal->picnum)->isValid()) continue;
if ((g_gameType & GAMEFLAG_SW) && !gFullMap && !show2dwall[j])
if (isSWALL() && !gFullMap && !show2dwall[j])
continue;
int ox = wal->x - cposx;

View File

@ -116,7 +116,7 @@ void FNotifyBuffer::DrawNative()
FFont* font = isBlood() ? SmallFont2 : SmallFont;
double line = isBlood() ? Top : (g_gameType & GAMEFLAG_SW) ? 40 : font->GetDisplacement();
double line = isBlood() ? Top : isSWALL() ? 40 : font->GetDisplacement();
bool canskip = isBlood();
double scale = 1 / (NotifyFontScale * con_notifyscale);
double lineadv = font->GetHeight() / NotifyFontScale;

View File

@ -310,7 +310,7 @@ bool FMapInfoParser::CheckLegacyMapDefinition(FString& mapname)
{
sc.MustGetNumber();
int vol = sc.Number;
if (!(g_gameType & GAMEFLAG_SW))
if (!isSWALL())
{
// Blood and Duke use volume/level pairs
sc.MustGetStringName(",");

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@ -961,7 +961,7 @@ int RunGame()
mus_redbook.SetGenericRepDefault(false, CVAR_Bool); // Blood should default to CD Audio off - all other games must default to on.
am_showlabel.SetGenericRepDefault(true, CVAR_Bool);
}
if (g_gameType & GAMEFLAG_SW)
if (isSWALL())
{
cl_weaponswitch.SetGenericRepDefault(1, CVAR_Int);
if (cl_weaponswitch > 1) cl_weaponswitch = 1;

View File

@ -93,7 +93,7 @@ CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable wea
CUSTOM_CVARD(Int, cl_weaponswitch, 3, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable auto weapon switching")
{
if (self < 0) self = 0;
if (self > 1 && (g_gameType & GAMEFLAG_SW)) self = 1;
if (self > 1 && isSWALL()) self = 1;
if (self > 3 && isBlood()) self = 3;
if (self > 7) self = 7;
}

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@ -288,7 +288,7 @@ const char* iwad_reserved_ex[12] = { ".map", "menudef", "gldefs", "zscript", "ma
const char** iwad_reserved()
{
return (g_gameType & GAMEFLAG_PSEXHUMED) ? iwad_reserved_ex :
(g_gameType & GAMEFLAG_SW) ? iwad_reserved_sw :
isSWALL() ? iwad_reserved_sw :
(g_gameType & GAMEFLAG_BLOOD) ? iwad_reserved_blood : iwad_reserved_duke;
}

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@ -291,7 +291,7 @@ CCMD(weapalt)
CCMD(useitem)
{
int max = (g_gameType & GAMEFLAG_PSEXHUMED)? 6 : (g_gameType & GAMEFLAG_SW)? 7 : isBlood() ? 4 : 5;
int max = (g_gameType & GAMEFLAG_PSEXHUMED)? 6 : isSWALL()? 7 : isBlood() ? 4 : 5;
if (argv.argc() != 2)
{
Printf("useitem <itemnum>: activates an inventory item (1-%d)", max);

View File

@ -374,7 +374,7 @@ static DMenuItemBase* CreateCustomListMenuItemText(double x, double y, int heigh
{
const char* classname =
isBlood() ? "ListMenuItemBloodTextItem" :
(g_gameType & GAMEFLAG_SW) ? "ListMenuItemSWTextItem" :
isSWALL() ? "ListMenuItemSWTextItem" :
(g_gameType & GAMEFLAG_PSEXHUMED) ? "ListMenuItemExhumedTextItem" : "ListMenuItemDukeTextItem";
auto c = PClass::FindClass(classname);
auto p = c->CreateNew();
@ -602,7 +602,7 @@ void SetDefaultMenuColors()
gameinfo.mSliderColor = "Red";
cls = PClass::FindClass("BloodMenuDelegate");
}
else if (g_gameType & GAMEFLAG_SW)
else if (isSWALL())
{
OptionSettings.mFontColorHeader = CR_DARKRED;
OptionSettings.mFontColorHighlight = CR_WHITE;

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@ -150,7 +150,7 @@ FileReader OpenMusic(const char* musicname)
if (newlumpnum >= 0) lumpnum = newlumpnum;
}
if (lumpnum == -1 && (g_gameType & GAMEFLAG_SW))
if (lumpnum == -1 && isSWALL())
{
// Some Shadow Warrior distributions have the music in a subfolder named 'classic'. Check that, too.
FStringf aliasMusicname("classic/music/%s", musicname);

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@ -933,7 +933,7 @@ const char* G_DefaultDefFile(void)
if (g_gameType & GAMEFLAG_WW2GI)
return "ww2gi.def";
if (g_gameType & GAMEFLAG_SW)
if (isSWALL())
return "sw.def";
if (g_gameType & GAMEFLAG_PSEXHUMED)

View File

@ -166,7 +166,7 @@ void drawMapTitle()
double alpha = levelTextTime > 16? 1.0 : levelTextTime / 16.;
if (alpha > 0)
{
double scale = (g_gameType & GAMEFLAG_RRALL)? 0.4 : (g_gameType & GAMEFLAG_SW)? 0.7 : 1.0;
double scale = (g_gameType & GAMEFLAG_RRALL)? 0.4 : isSWALL()? 0.7 : 1.0;
auto text = currentLevel->DisplayName();
auto myfont = PickBigFont(text);
double x = 160 - myfont->StringWidth(text) * scale / 2.;