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https://github.com/ZDoom/raze-gles.git
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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
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9cc608715e
commit
8ac4c6739a
4 changed files with 19 additions and 20 deletions
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@ -290,7 +290,7 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
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}
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if (cansee(vect.x, vect.y, vect.z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
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A_DamageWall_Internal(spriteNum, w, &vect, pSprite->picnum);
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A_DamageWall_Internal(spriteNum, w, vect, pSprite->picnum);
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}
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}
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@ -3037,7 +3037,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
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else
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{
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setsprite(spriteNum, &davect);
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A_DamageWall(spriteNum, otherSprite, &pSprite->pos, pSprite->picnum);
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A_DamageWall(spriteNum, otherSprite, pSprite->pos, pSprite->picnum);
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if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS)
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{
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@ -3261,7 +3261,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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else
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{
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setsprite(spriteNum, &davect);
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A_DamageWall(spriteNum, moveSprite, &pSprite->pos, pSprite->picnum);
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A_DamageWall(spriteNum, moveSprite, pSprite->pos, pSprite->picnum);
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if (pSprite->picnum == FREEZEBLAST)
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{
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@ -4810,9 +4810,8 @@ ACTOR_STATIC void G_MoveActors(void)
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if ((moveSprite&49152) == 32768)
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{
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vec3_t davect = pSprite->pos;
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moveSprite &= (MAXWALLS - 1);
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A_DamageWall(spriteNum, moveSprite, &davect, pSprite->picnum);
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A_DamageWall(spriteNum, moveSprite, pSprite->pos, pSprite->picnum);
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Proj_BounceOffWall(pSprite, moveSprite);
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pSprite->xvel >>= 1;
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}
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@ -750,7 +750,7 @@ static int P_PostFireHitscan(int playerNum, int const spriteNum, hitdata_t *cons
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SKIPBULLETHOLE:
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HandleHitWall(hitData);
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A_DamageWall(spriteNum, hitData->wall, &hitData->pos, wallDamage);
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A_DamageWall(spriteNum, hitData->wall, hitData->pos, wallDamage);
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}
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return 0;
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@ -773,7 +773,7 @@ static int A_PostFireHitscan(const hitdata_t *hitData, int const spriteNum, int
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}
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else if (hitData->wall >= 0)
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{
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A_DamageWall(returnSprite, hitData->wall, &hitData->pos, wallDamage);
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A_DamageWall(returnSprite, hitData->wall, hitData->pos, wallDamage);
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Proj_MaybeSpawn(returnSprite, spawnTile, hitData);
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}
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else
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@ -855,7 +855,7 @@ static void Proj_HandleKnee(hitdata_t *const hitData, int const spriteNum, int c
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if (wall[hitData->wall].picnum != ACCESSSWITCH && wall[hitData->wall].picnum != ACCESSSWITCH2)
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{
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A_DamageWall(kneeSprite, hitData->wall, &hitData->pos, projecTile);
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A_DamageWall(kneeSprite, hitData->wall, hitData->pos, projecTile);
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if (playerNum >= 0)
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P_ActivateSwitch(playerNum, hitData->wall,0);
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}
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@ -1242,7 +1242,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
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else if (hitData.sprite >= 0)
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A_DamageObject(hitData.sprite, otherSprite);
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else if (hitData.wall >= 0 && wall[hitData.wall].picnum != ACCESSSWITCH && wall[hitData.wall].picnum != ACCESSSWITCH2)
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A_DamageWall(otherSprite, hitData.wall, &hitData.pos, projecTile);
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A_DamageWall(otherSprite, hitData.wall, hitData.pos, projecTile);
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}
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break;
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@ -3539,7 +3539,7 @@ static void DoWallTouchDamage(const DukePlayer_t *pPlayer, int32_t wallNum)
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vec3_t const davect = { pPlayer->pos.x + (sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] >> 9),
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pPlayer->pos.y + (sintable[fix16_to_int(pPlayer->q16ang) & 2047] >> 9), pPlayer->pos.z };
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A_DamageWall(pPlayer->i, wallNum, &davect, -1);
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A_DamageWall(pPlayer->i, wallNum, davect, -1);
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}
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static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject)
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@ -1502,7 +1502,7 @@ static void G_BreakWall(int tileNum, int spriteNum, int wallNum)
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#endif
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}
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void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t &vPos, int weaponNum)
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{
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int16_t sectNum = -1;
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walltype *pWall = &wall[wallNum];
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@ -1556,7 +1556,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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}
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if ((((pWall->cstat & 16) || pWall->overpicnum == BIGFORCE) && pWall->nextsector >= 0) &&
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(sector[pWall->nextsector].floorz > vPos->z) &&
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(sector[pWall->nextsector].floorz > vPos.z) &&
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(sector[pWall->nextsector].floorz != sector[pWall->nextsector].ceilingz))
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{
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int const switchPic = G_GetForcefieldPicnum(wallNum);
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@ -1581,7 +1581,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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fallthrough__;
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case BIGFORCE__STATIC:
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{
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updatesector(vPos->x, vPos->y, §Num);
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updatesector(vPos.x, vPos.y, §Num);
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if (sectNum < 0)
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return;
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@ -1596,7 +1596,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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yRepeat = 16 + sprite[spriteNum].yrepeat;
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}
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int const i = A_InsertSprite(sectNum, vPos->x, vPos->y, vPos->z, FORCERIPPLE, -127, xRepeat, yRepeat, 0,
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int const i = A_InsertSprite(sectNum, vPos.x, vPos.y, vPos.z, FORCERIPPLE, -127, xRepeat, yRepeat, 0,
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0, 0, spriteNum, 5);
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CS(i) |= 18 + 128;
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@ -1607,7 +1607,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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return;
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case GLASS__STATIC:
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updatesector(vPos->x, vPos->y, §Num);
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updatesector(vPos.x, vPos.y, §Num);
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if (sectNum < 0)
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return;
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pWall->overpicnum = GLASS2;
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@ -1618,7 +1618,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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wall[pWall->nextwall].cstat = 0;
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{
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int const i = A_InsertSprite(sectNum, vPos->x, vPos->y, vPos->z, SECTOREFFECTOR, 0, 0, 0,
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int const i = A_InsertSprite(sectNum, vPos.x, vPos.y, vPos.z, SECTOREFFECTOR, 0, 0, 0,
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fix16_to_int(g_player[0].ps->q16ang), 0, 0, spriteNum, 3);
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SLT(i) = 128;
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T2(i) = 5;
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@ -1628,7 +1628,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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return;
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case STAINGLASS1__STATIC:
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updatesector(vPos->x, vPos->y, §Num);
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updatesector(vPos.x, vPos.y, §Num);
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if (sectNum < 0)
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return;
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A_SpawnRandomGlass(spriteNum, wallNum, 80);
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@ -1794,7 +1794,7 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int w
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}
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}
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void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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void A_DamageWall(int spriteNum, int wallNum, const vec3_t &vPos, int weaponNum)
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{
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ud.returnvar[0] = -1;
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A_DamageWall_Internal(spriteNum, wallNum, vPos, weaponNum);
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@ -121,8 +121,8 @@ int A_CallSound(int sectNum,int spriteNum);
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int A_CheckHitSprite(int spriteNum,int16_t *hitSprite);
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void A_DamageObject_Internal(int spriteNum, int dmgSrc);
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void A_DamageObject(int spriteNum,int dmgSrc);
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void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t *pos, int weaponNum);
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void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int weaponNum);
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void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t &pos, int weaponNum);
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void A_DamageWall(int spr,int dawallnum,const vec3_t &pos,int weaponNum);
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int __fastcall A_FindPlayer(spritetype const *pSprite,int32_t *dist);
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void G_AlignWarpElevators(void);
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int CheckDoorTile(int tileNum);
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