mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-16 04:30:38 +00:00
- activatebysector.
This commit is contained in:
parent
7aca51a6c4
commit
7c6ea9cff7
8 changed files with 21 additions and 24 deletions
|
@ -3636,7 +3636,7 @@ void handle_se10(DDukeActor* actor, const int* specialtags)
|
|||
return;
|
||||
}
|
||||
}
|
||||
fi.activatebysector(s->sectnum, actor->GetIndex());
|
||||
fi.activatebysector(s->sectnum, actor);
|
||||
t[0] = 0;
|
||||
}
|
||||
else t[0]++;
|
||||
|
|
|
@ -45,8 +45,8 @@ void operateforcefields_r(int s, int low);
|
|||
void operateforcefields_d(int s, int low);
|
||||
bool checkhitswitch_d(int snum, int w, DDukeActor *act);
|
||||
bool checkhitswitch_r(int snum, int w, DDukeActor* act);
|
||||
void activatebysector_d(int sect, int j);
|
||||
void activatebysector_r(int sect, int j);
|
||||
void activatebysector_d(int sect, DDukeActor* j);
|
||||
void activatebysector_r(int sect, DDukeActor* j);
|
||||
void checkhitwall_d(DDukeActor* spr, int dawallnum, int x, int y, int z, int atwith);
|
||||
void checkhitwall_r(DDukeActor* spr, int dawallnum, int x, int y, int z, int atwith);
|
||||
bool checkhitceiling_d(int sn);
|
||||
|
|
|
@ -77,7 +77,7 @@ struct Dispatcher
|
|||
void (*operaterespawns)(int low);
|
||||
void (*operateforcefields)(int s, int low);
|
||||
bool (*checkhitswitch)(int snum, int w, DDukeActor* act);
|
||||
void (*activatebysector)(int sect, int j);
|
||||
void (*activatebysector)(int sect, DDukeActor* j);
|
||||
void (*checkhitwall)(DDukeActor* spr, int dawallnum, int x, int y, int z, int atwith);
|
||||
bool (*checkhitceiling)(int sn);
|
||||
void (*checkhitsprite)(DDukeActor* i, DDukeActor* sn);
|
||||
|
|
|
@ -3093,7 +3093,7 @@ HORIZONLY:
|
|||
{
|
||||
if (!(sector[s->sectnum].lotag & 0x8000) && (isanunderoperator(sector[s->sectnum].lotag) ||
|
||||
isanearoperator(sector[s->sectnum].lotag)))
|
||||
fi.activatebysector(s->sectnum, pi);
|
||||
fi.activatebysector(s->sectnum, pact);
|
||||
if (j)
|
||||
{
|
||||
quickkill(p);
|
||||
|
@ -3101,7 +3101,7 @@ HORIZONLY:
|
|||
}
|
||||
}
|
||||
else if (abs(fz - cz) < (32 << 8) && isanunderoperator(sector[psect].lotag))
|
||||
fi.activatebysector(psect, pi);
|
||||
fi.activatebysector(psect, pact);
|
||||
}
|
||||
|
||||
// center_view
|
||||
|
|
|
@ -4063,7 +4063,7 @@ HORIZONLY:
|
|||
{
|
||||
if (!(sector[s->sectnum].lotag & 0x8000) && (isanunderoperator(sector[s->sectnum].lotag) ||
|
||||
isanearoperator(sector[s->sectnum].lotag)))
|
||||
fi.activatebysector(s->sectnum, pact->GetIndex());
|
||||
fi.activatebysector(s->sectnum, pact);
|
||||
if (j)
|
||||
{
|
||||
quickkill(p);
|
||||
|
@ -4071,7 +4071,7 @@ HORIZONLY:
|
|||
}
|
||||
}
|
||||
else if (abs(fz - cz) < (32 << 8) && isanunderoperator(sector[psect].lotag))
|
||||
fi.activatebysector(psect, pact->GetIndex());
|
||||
fi.activatebysector(psect, pact);
|
||||
}
|
||||
|
||||
if (ud.clipping == 0 && sector[p->cursectnum].ceilingz > (sector[p->cursectnum].floorz - (12 << 8)))
|
||||
|
|
|
@ -404,7 +404,6 @@ void setdrugmode(player_struct *p, int oyrepeat)
|
|||
static void geometryEffect(int cposx, int cposy, int cposz, binangle cang, fixedhoriz choriz, int sect, int smoothratio)
|
||||
{
|
||||
short gs, tgsect, geosect, geoid = 0;
|
||||
int spr;
|
||||
renderDrawRoomsQ16(cposx, cposy, cposz, cang.asq16(), choriz.asq16(), sect);
|
||||
fi.animatesprites(cposx, cposy, cang.asbuild(), smoothratio);
|
||||
renderDrawMasks();
|
||||
|
|
|
@ -613,25 +613,25 @@ bool checkhitswitch_d(int snum, int ww, DDukeActor *act)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void activatebysector_d(int sect, int j)
|
||||
void activatebysector_d(int sect, DDukeActor* activator)
|
||||
{
|
||||
short i, didit;
|
||||
short didit;
|
||||
|
||||
didit = 0;
|
||||
|
||||
SectIterator it(sect);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
DukeSectIterator it(sect);
|
||||
while (auto act = it.Next())
|
||||
{
|
||||
if (sprite[i].picnum == ACTIVATOR)
|
||||
if (act->s.picnum == ACTIVATOR)
|
||||
{
|
||||
operateactivators(sprite[i].lotag, -1);
|
||||
operateactivators(act->s.lotag, -1);
|
||||
didit = 1;
|
||||
// return;
|
||||
}
|
||||
}
|
||||
|
||||
if (didit == 0)
|
||||
operatesectors(sect, &hittype[j]);
|
||||
operatesectors(sect, activator);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -895,22 +895,20 @@ bool checkhitswitch_r(int snum, int ww, DDukeActor* act)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void activatebysector_r(int sect, int j)
|
||||
void activatebysector_r(int sect, DDukeActor* activator)
|
||||
{
|
||||
short i;
|
||||
|
||||
SectIterator it(sect);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
DukeSectIterator it(sect);
|
||||
while (auto act = it.Next())
|
||||
{
|
||||
if (sprite[i].picnum == ACTIVATOR)
|
||||
if (act->s.picnum == ACTIVATOR)
|
||||
{
|
||||
operateactivators(sprite[i].lotag, -1);
|
||||
operateactivators(act->s.lotag, -1);
|
||||
// return;
|
||||
}
|
||||
}
|
||||
|
||||
if (sector[sect].lotag != 22)
|
||||
operatesectors(sect, &hittype[j]);
|
||||
operatesectors(sect, activator);
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue