Change A_DamageWall() parameter from pointer to reference because we don't write to it

git-svn-id: https://svn.eduke32.com/eduke32@8080 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2019-09-08 01:01:13 +00:00 committed by Christoph Oelckers
parent 9cc608715e
commit 8ac4c6739a
4 changed files with 19 additions and 20 deletions

View file

@ -290,7 +290,7 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
}
if (cansee(vect.x, vect.y, vect.z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
A_DamageWall_Internal(spriteNum, w, &vect, pSprite->picnum);
A_DamageWall_Internal(spriteNum, w, vect, pSprite->picnum);
}
}
@ -3037,7 +3037,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
else
{
setsprite(spriteNum, &davect);
A_DamageWall(spriteNum, otherSprite, &pSprite->pos, pSprite->picnum);
A_DamageWall(spriteNum, otherSprite, pSprite->pos, pSprite->picnum);
if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS)
{
@ -3261,7 +3261,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
else
{
setsprite(spriteNum, &davect);
A_DamageWall(spriteNum, moveSprite, &pSprite->pos, pSprite->picnum);
A_DamageWall(spriteNum, moveSprite, pSprite->pos, pSprite->picnum);
if (pSprite->picnum == FREEZEBLAST)
{
@ -4810,9 +4810,8 @@ ACTOR_STATIC void G_MoveActors(void)
if ((moveSprite&49152) == 32768)
{
vec3_t davect = pSprite->pos;
moveSprite &= (MAXWALLS - 1);
A_DamageWall(spriteNum, moveSprite, &davect, pSprite->picnum);
A_DamageWall(spriteNum, moveSprite, pSprite->pos, pSprite->picnum);
Proj_BounceOffWall(pSprite, moveSprite);
pSprite->xvel >>= 1;
}

View file

@ -750,7 +750,7 @@ static int P_PostFireHitscan(int playerNum, int const spriteNum, hitdata_t *cons
SKIPBULLETHOLE:
HandleHitWall(hitData);
A_DamageWall(spriteNum, hitData->wall, &hitData->pos, wallDamage);
A_DamageWall(spriteNum, hitData->wall, hitData->pos, wallDamage);
}
return 0;
@ -773,7 +773,7 @@ static int A_PostFireHitscan(const hitdata_t *hitData, int const spriteNum, int
}
else if (hitData->wall >= 0)
{
A_DamageWall(returnSprite, hitData->wall, &hitData->pos, wallDamage);
A_DamageWall(returnSprite, hitData->wall, hitData->pos, wallDamage);
Proj_MaybeSpawn(returnSprite, spawnTile, hitData);
}
else
@ -855,7 +855,7 @@ static void Proj_HandleKnee(hitdata_t *const hitData, int const spriteNum, int c
if (wall[hitData->wall].picnum != ACCESSSWITCH && wall[hitData->wall].picnum != ACCESSSWITCH2)
{
A_DamageWall(kneeSprite, hitData->wall, &hitData->pos, projecTile);
A_DamageWall(kneeSprite, hitData->wall, hitData->pos, projecTile);
if (playerNum >= 0)
P_ActivateSwitch(playerNum, hitData->wall,0);
}
@ -1242,7 +1242,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
else if (hitData.sprite >= 0)
A_DamageObject(hitData.sprite, otherSprite);
else if (hitData.wall >= 0 && wall[hitData.wall].picnum != ACCESSSWITCH && wall[hitData.wall].picnum != ACCESSSWITCH2)
A_DamageWall(otherSprite, hitData.wall, &hitData.pos, projecTile);
A_DamageWall(otherSprite, hitData.wall, hitData.pos, projecTile);
}
break;
@ -3539,7 +3539,7 @@ static void DoWallTouchDamage(const DukePlayer_t *pPlayer, int32_t wallNum)
vec3_t const davect = { pPlayer->pos.x + (sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] >> 9),
pPlayer->pos.y + (sintable[fix16_to_int(pPlayer->q16ang) & 2047] >> 9), pPlayer->pos.z };
A_DamageWall(pPlayer->i, wallNum, &davect, -1);
A_DamageWall(pPlayer->i, wallNum, davect, -1);
}
static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject)

View file

@ -1502,7 +1502,7 @@ static void G_BreakWall(int tileNum, int spriteNum, int wallNum)
#endif
}
void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t &vPos, int weaponNum)
{
int16_t sectNum = -1;
walltype *pWall = &wall[wallNum];
@ -1556,7 +1556,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
}
if ((((pWall->cstat & 16) || pWall->overpicnum == BIGFORCE) && pWall->nextsector >= 0) &&
(sector[pWall->nextsector].floorz > vPos->z) &&
(sector[pWall->nextsector].floorz > vPos.z) &&
(sector[pWall->nextsector].floorz != sector[pWall->nextsector].ceilingz))
{
int const switchPic = G_GetForcefieldPicnum(wallNum);
@ -1581,7 +1581,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
fallthrough__;
case BIGFORCE__STATIC:
{
updatesector(vPos->x, vPos->y, &sectNum);
updatesector(vPos.x, vPos.y, &sectNum);
if (sectNum < 0)
return;
@ -1596,7 +1596,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
yRepeat = 16 + sprite[spriteNum].yrepeat;
}
int const i = A_InsertSprite(sectNum, vPos->x, vPos->y, vPos->z, FORCERIPPLE, -127, xRepeat, yRepeat, 0,
int const i = A_InsertSprite(sectNum, vPos.x, vPos.y, vPos.z, FORCERIPPLE, -127, xRepeat, yRepeat, 0,
0, 0, spriteNum, 5);
CS(i) |= 18 + 128;
@ -1607,7 +1607,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
return;
case GLASS__STATIC:
updatesector(vPos->x, vPos->y, &sectNum);
updatesector(vPos.x, vPos.y, &sectNum);
if (sectNum < 0)
return;
pWall->overpicnum = GLASS2;
@ -1618,7 +1618,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
wall[pWall->nextwall].cstat = 0;
{
int const i = A_InsertSprite(sectNum, vPos->x, vPos->y, vPos->z, SECTOREFFECTOR, 0, 0, 0,
int const i = A_InsertSprite(sectNum, vPos.x, vPos.y, vPos.z, SECTOREFFECTOR, 0, 0, 0,
fix16_to_int(g_player[0].ps->q16ang), 0, 0, spriteNum, 3);
SLT(i) = 128;
T2(i) = 5;
@ -1628,7 +1628,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
return;
case STAINGLASS1__STATIC:
updatesector(vPos->x, vPos->y, &sectNum);
updatesector(vPos.x, vPos.y, &sectNum);
if (sectNum < 0)
return;
A_SpawnRandomGlass(spriteNum, wallNum, 80);
@ -1794,7 +1794,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
}
}
void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
void A_DamageWall(int spriteNum, int wallNum, const vec3_t &vPos, int weaponNum)
{
ud.returnvar[0] = -1;
A_DamageWall_Internal(spriteNum, wallNum, vPos, weaponNum);

View file

@ -121,8 +121,8 @@ int A_CallSound(int sectNum,int spriteNum);
int A_CheckHitSprite(int spriteNum,int16_t *hitSprite);
void A_DamageObject_Internal(int spriteNum, int dmgSrc);
void A_DamageObject(int spriteNum,int dmgSrc);
void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t *pos, int weaponNum);
void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int weaponNum);
void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t &pos, int weaponNum);
void A_DamageWall(int spr,int dawallnum,const vec3_t &pos,int weaponNum);
int __fastcall A_FindPlayer(spritetype const *pSprite,int32_t *dist);
void G_AlignWarpElevators(void);
int CheckDoorTile(int tileNum);