- 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) bool ShowRedLine(int j, int i)
{ {
auto wal = &wall[j]; auto wal = &wall[j];
if (!(g_gameType & GAMEFLAG_SW)) if (!isSWALL())
{ {
return !gFullMap && !show2dsector[wal->nextsector]; 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--) 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 startwall = sector[i].wallptr;
int endwall = sector[i].wallptr + sector[i].wallnum; 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 (wal->nextwall >= 0) continue;
if (!gFullMap && !tileGetTexture(wal->picnum)->isValid()) continue; if (!gFullMap && !tileGetTexture(wal->picnum)->isValid()) continue;
if ((g_gameType & GAMEFLAG_SW) && !gFullMap && !show2dwall[j]) if (isSWALL() && !gFullMap && !show2dwall[j])
continue; continue;
int ox = wal->x - cposx; int ox = wal->x - cposx;

View file

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

View file

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

View file

@ -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. 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); am_showlabel.SetGenericRepDefault(true, CVAR_Bool);
} }
if (g_gameType & GAMEFLAG_SW) if (isSWALL())
{ {
cl_weaponswitch.SetGenericRepDefault(1, CVAR_Int); cl_weaponswitch.SetGenericRepDefault(1, CVAR_Int);
if (cl_weaponswitch > 1) cl_weaponswitch = 1; 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") CUSTOM_CVARD(Int, cl_weaponswitch, 3, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable auto weapon switching")
{ {
if (self < 0) self = 0; 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 > 3 && isBlood()) self = 3;
if (self > 7) self = 7; if (self > 7) self = 7;
} }

View file

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

View file

@ -291,7 +291,7 @@ CCMD(weapalt)
CCMD(useitem) 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) if (argv.argc() != 2)
{ {
Printf("useitem <itemnum>: activates an inventory item (1-%d)", max); 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 = const char* classname =
isBlood() ? "ListMenuItemBloodTextItem" : isBlood() ? "ListMenuItemBloodTextItem" :
(g_gameType & GAMEFLAG_SW) ? "ListMenuItemSWTextItem" : isSWALL() ? "ListMenuItemSWTextItem" :
(g_gameType & GAMEFLAG_PSEXHUMED) ? "ListMenuItemExhumedTextItem" : "ListMenuItemDukeTextItem"; (g_gameType & GAMEFLAG_PSEXHUMED) ? "ListMenuItemExhumedTextItem" : "ListMenuItemDukeTextItem";
auto c = PClass::FindClass(classname); auto c = PClass::FindClass(classname);
auto p = c->CreateNew(); auto p = c->CreateNew();
@ -602,7 +602,7 @@ void SetDefaultMenuColors()
gameinfo.mSliderColor = "Red"; gameinfo.mSliderColor = "Red";
cls = PClass::FindClass("BloodMenuDelegate"); cls = PClass::FindClass("BloodMenuDelegate");
} }
else if (g_gameType & GAMEFLAG_SW) else if (isSWALL())
{ {
OptionSettings.mFontColorHeader = CR_DARKRED; OptionSettings.mFontColorHeader = CR_DARKRED;
OptionSettings.mFontColorHighlight = CR_WHITE; OptionSettings.mFontColorHighlight = CR_WHITE;

View file

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

View file

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

View file

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