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https://github.com/ZDoom/raze-gles.git
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Fix building as C instead of C++
git-svn-id: https://svn.eduke32.com/eduke32@3271 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
fbdbca2952
commit
977764e57a
2 changed files with 106 additions and 106 deletions
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@ -1102,7 +1102,7 @@ void Net_SaveMapState(netmapstate_t *save)
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{
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if (Net_IsRelevantSprite(i))
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{
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netactor_t &tempActor = save->actor[save->numActors];
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netactor_t *tempActor = &save->actor[save->numActors];
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Net_CopyToNet(i, tempActor);
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save->numActors++;
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}
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@ -1174,7 +1174,7 @@ void Net_FillMapDiff(uint32_t fromRevision, uint32_t toRevision)
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{
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assert(fromNet == toNet);
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if (Net_ActorsAreDifferent(fromState->actor[fromIndex], toState->actor[toIndex]))
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if (Net_ActorsAreDifferent(&fromState->actor[fromIndex], &toState->actor[toIndex]))
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{
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//initprintf("This actor is different: %d - %d\n", toState->actor[toIndex].netIndex, toState->actor[toIndex].sprite.picnum);
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@ -1223,7 +1223,7 @@ void Net_RestoreMapState()
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initprintf("This actor is new: %d - %d\n", i, actorBuf[j].sprite.picnum);
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}
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*/
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Net_CopyFromNet(i, actorBuf[j]);
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Net_CopyFromNet(i, &actorBuf[j]);
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}
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deleteBuf = (int32_t *) &actorBuf[tempMapDiff.numActors];
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@ -1234,130 +1234,130 @@ void Net_RestoreMapState()
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}
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}
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void Net_CopyToNet(int32_t i, netactor_t &netactor)
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void Net_CopyToNet(int32_t i, netactor_t *netactor)
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{
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netactor.netIndex = i;
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netactor.picnum = actor[i].picnum;
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netactor.ang = actor[i].ang;
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netactor.extra = actor[i].extra;
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netactor.owner = actor[i].owner;
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netactor.movflag = actor[i].movflag;
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netactor.tempang = actor[i].tempang;
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netactor.timetosleep = actor[i].timetosleep;
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netactor.flags = actor[i].flags;
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netactor.floorz = actor[i].floorz;
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netactor.lastvx = actor[i].lastvx;
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netactor.lastvy = actor[i].lastvy;
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netactor.lasttransport = actor[i].lasttransport;
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netactor.actorstayput = actor[i].actorstayput;
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//netactor.dispicnum = actor[i].dispicnum;
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netactor.shootzvel = actor[i].shootzvel;
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netactor.cgg = actor[i].cgg;
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netactor.owner = netactor.owner;
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netactor->netIndex = i;
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netactor->picnum = actor[i].picnum;
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netactor->ang = actor[i].ang;
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netactor->extra = actor[i].extra;
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netactor->owner = actor[i].owner;
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netactor->movflag = actor[i].movflag;
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netactor->tempang = actor[i].tempang;
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netactor->timetosleep = actor[i].timetosleep;
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netactor->flags = actor[i].flags;
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netactor->floorz = actor[i].floorz;
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netactor->lastvx = actor[i].lastvx;
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netactor->lastvy = actor[i].lastvy;
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netactor->lasttransport = actor[i].lasttransport;
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netactor->actorstayput = actor[i].actorstayput;
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//netactor->dispicnum = actor[i].dispicnum;
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netactor->shootzvel = actor[i].shootzvel;
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netactor->cgg = actor[i].cgg;
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netactor->owner = actor[i].owner;
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netactor.sprite.owner = sprite[i].owner;
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netactor.sprite.statnum = sprite[i].statnum;
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netactor.sprite.sectnum = sprite[i].sectnum;
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netactor.sprite.x = sprite[i].x;
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netactor.sprite.y = sprite[i].y;
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netactor.sprite.z = sprite[i].z;
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netactor.sprite.picnum = sprite[i].picnum;
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netactor.sprite.shade = sprite[i].shade;
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netactor.sprite.xrepeat = sprite[i].xrepeat;
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netactor.sprite.yrepeat = sprite[i].yrepeat;
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netactor.sprite.ang = sprite[i].ang;
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netactor.sprite.xvel = sprite[i].xvel;
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netactor.sprite.yvel = sprite[i].yvel;
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netactor.sprite.zvel = sprite[i].zvel;
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netactor.sprite.owner = sprite[i].owner;
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netactor->sprite.owner = sprite[i].owner;
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netactor->sprite.statnum = sprite[i].statnum;
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netactor->sprite.sectnum = sprite[i].sectnum;
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netactor->sprite.x = sprite[i].x;
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netactor->sprite.y = sprite[i].y;
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netactor->sprite.z = sprite[i].z;
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netactor->sprite.picnum = sprite[i].picnum;
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netactor->sprite.shade = sprite[i].shade;
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netactor->sprite.xrepeat = sprite[i].xrepeat;
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netactor->sprite.yrepeat = sprite[i].yrepeat;
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netactor->sprite.ang = sprite[i].ang;
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netactor->sprite.xvel = sprite[i].xvel;
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netactor->sprite.yvel = sprite[i].yvel;
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netactor->sprite.zvel = sprite[i].zvel;
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netactor->sprite.owner = sprite[i].owner;
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}
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void Net_CopyFromNet(int32_t i, netactor_t &netactor)
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void Net_CopyFromNet(int32_t i, netactor_t *netactor)
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{
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if (sprite[i].statnum != netactor.sprite.statnum)
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if (sprite[i].statnum != netactor->sprite.statnum)
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{
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changespritestat(i, netactor.sprite.statnum);
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changespritestat(i, netactor->sprite.statnum);
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}
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if (sprite[i].sectnum != netactor.sprite.sectnum)
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if (sprite[i].sectnum != netactor->sprite.sectnum)
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{
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changespritesect(i, netactor.sprite.sectnum);
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changespritesect(i, netactor->sprite.sectnum);
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}
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actor[i].picnum = netactor.picnum;
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actor[i].ang = netactor.ang;
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actor[i].extra = netactor.extra;
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actor[i].owner = netactor.owner;
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actor[i].movflag = netactor.movflag;
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actor[i].tempang = netactor.tempang;
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actor[i].timetosleep = netactor.timetosleep;
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actor[i].flags = netactor.flags;
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actor[i].floorz = netactor.floorz;
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actor[i].lastvx = netactor.lastvx;
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actor[i].lastvy = netactor.lastvy;
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actor[i].lasttransport = netactor.lasttransport;
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actor[i].actorstayput = netactor.actorstayput;
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actor[i].dispicnum = netactor.dispicnum;
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actor[i].shootzvel = netactor.shootzvel;
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actor[i].cgg = netactor.cgg;
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actor[i].owner = netactor.owner;
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actor[i].picnum = netactor->picnum;
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actor[i].ang = netactor->ang;
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actor[i].extra = netactor->extra;
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actor[i].owner = netactor->owner;
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actor[i].movflag = netactor->movflag;
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actor[i].tempang = netactor->tempang;
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actor[i].timetosleep = netactor->timetosleep;
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actor[i].flags = netactor->flags;
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actor[i].floorz = netactor->floorz;
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actor[i].lastvx = netactor->lastvx;
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actor[i].lastvy = netactor->lastvy;
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actor[i].lasttransport = netactor->lasttransport;
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actor[i].actorstayput = netactor->actorstayput;
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actor[i].dispicnum = netactor->dispicnum;
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actor[i].shootzvel = netactor->shootzvel;
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actor[i].cgg = netactor->cgg;
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actor[i].owner = netactor->owner;
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sprite[i].x = netactor.sprite.x;
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sprite[i].y = netactor.sprite.y;
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sprite[i].z = netactor.sprite.z;
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sprite[i].picnum = netactor.sprite.picnum;
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sprite[i].shade = netactor.sprite.shade;
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sprite[i].xrepeat = netactor.sprite.xrepeat;
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sprite[i].yrepeat = netactor.sprite.yrepeat;
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sprite[i].ang = netactor.sprite.ang;
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sprite[i].xvel = netactor.sprite.xvel;
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sprite[i].yvel = netactor.sprite.yvel;
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sprite[i].zvel = netactor.sprite.zvel;
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sprite[i].owner = netactor.sprite.owner;
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sprite[i].x = netactor->sprite.x;
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sprite[i].y = netactor->sprite.y;
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sprite[i].z = netactor->sprite.z;
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sprite[i].picnum = netactor->sprite.picnum;
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sprite[i].shade = netactor->sprite.shade;
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sprite[i].xrepeat = netactor->sprite.xrepeat;
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sprite[i].yrepeat = netactor->sprite.yrepeat;
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sprite[i].ang = netactor->sprite.ang;
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sprite[i].xvel = netactor->sprite.xvel;
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sprite[i].yvel = netactor->sprite.yvel;
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sprite[i].zvel = netactor->sprite.zvel;
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sprite[i].owner = netactor->sprite.owner;
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}
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int32_t Net_ActorsAreDifferent(netactor_t &actor1, netactor_t &actor2)
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int32_t Net_ActorsAreDifferent(netactor_t *actor1, netactor_t *actor2)
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{
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int32_t allDiff;
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int32_t finalDiff;
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int32_t nonStandableDiff;
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allDiff =
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actor1.picnum != actor2.picnum ||
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actor1.ang != actor2.ang ||
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actor1.extra != actor2.extra ||
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actor1.owner != actor2.owner ||
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actor1.movflag != actor2.movflag ||
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actor1.tempang != actor2.tempang ||
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//actor1.timetosleep != actor2.timetosleep ||
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actor1.flags != actor2.flags ||
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actor1.floorz != actor2.floorz ||
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actor1.lastvx != actor2.lastvx ||
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actor1.lastvy != actor2.lastvy ||
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actor1.lasttransport != actor2.lasttransport ||
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actor1.actorstayput != actor2.actorstayput ||
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//actor1.dispicnum != actor2.dispicnum ||
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actor1.shootzvel != actor2.shootzvel ||
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//actor1.cgg != actor2.cgg ||
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actor1->picnum != actor2->picnum ||
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actor1->ang != actor2->ang ||
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actor1->extra != actor2->extra ||
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actor1->owner != actor2->owner ||
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actor1->movflag != actor2->movflag ||
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actor1->tempang != actor2->tempang ||
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//actor1->timetosleep != actor2->timetosleep ||
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actor1->flags != actor2->flags ||
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actor1->floorz != actor2->floorz ||
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actor1->lastvx != actor2->lastvx ||
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actor1->lastvy != actor2->lastvy ||
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actor1->lasttransport != actor2->lasttransport ||
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actor1->actorstayput != actor2->actorstayput ||
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//actor1->dispicnum != actor2->dispicnum ||
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actor1->shootzvel != actor2->shootzvel ||
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//actor1->cgg != actor2->cgg ||
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actor1.sprite.owner != actor2.sprite.owner ||
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actor1.sprite.statnum != actor2.sprite.statnum ||
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actor1.sprite.sectnum != actor2.sprite.sectnum ||
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actor1.sprite.picnum != actor2.sprite.picnum ||
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//actor1.sprite.shade != actor2.sprite.shade ||
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actor1.sprite.xrepeat != actor2.sprite.xrepeat ||
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actor1.sprite.yrepeat != actor2.sprite.yrepeat;// ||
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//actor1.sprite.ang != actor2.sprite.ang ||
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actor1->sprite.owner != actor2->sprite.owner ||
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actor1->sprite.statnum != actor2->sprite.statnum ||
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actor1->sprite.sectnum != actor2->sprite.sectnum ||
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actor1->sprite.picnum != actor2->sprite.picnum ||
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//actor1->sprite.shade != actor2->sprite.shade ||
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actor1->sprite.xrepeat != actor2->sprite.xrepeat ||
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actor1->sprite.yrepeat != actor2->sprite.yrepeat;// ||
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//actor1->sprite.ang != actor2->sprite.ang ||
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nonStandableDiff =
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actor1.sprite.x != actor2.sprite.x ||
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actor1.sprite.y != actor2.sprite.y ||
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actor1.sprite.z != actor2.sprite.z ||
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actor1.sprite.xvel != actor2.sprite.xvel ||
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actor1.sprite.yvel != actor2.sprite.yvel ||
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actor1.sprite.zvel != actor2.sprite.zvel;
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actor1->sprite.x != actor2->sprite.x ||
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actor1->sprite.y != actor2->sprite.y ||
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actor1->sprite.z != actor2->sprite.z ||
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actor1->sprite.xvel != actor2->sprite.xvel ||
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actor1->sprite.yvel != actor2->sprite.yvel ||
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actor1->sprite.zvel != actor2->sprite.zvel;
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finalDiff = allDiff || (actor1.sprite.statnum != STAT_STANDABLE && nonStandableDiff);
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finalDiff = allDiff || (actor1->sprite.statnum != STAT_STANDABLE && nonStandableDiff);
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return finalDiff;
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}
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@ -206,9 +206,9 @@ void Net_FillMapDiff(uint32_t fromRevision, uint32_t toRevision);
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void Net_SaveMapState(netmapstate_t *save);
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void Net_RestoreMapState();
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void Net_CopyToNet(int32_t i, netactor_t &netactor);
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void Net_CopyFromNet(int32_t i, netactor_t &netactor);
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int32_t Net_ActorsAreDifferent(netactor_t &actor1, netactor_t &actor2);
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void Net_CopyToNet(int32_t i, netactor_t *netactor);
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void Net_CopyFromNet(int32_t i, netactor_t *netactor);
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int32_t Net_ActorsAreDifferent(netactor_t *actor1, netactor_t *actor2);
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int32_t Net_IsRelevantSprite(int32_t i);
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int32_t Net_IsRelevantStat(int32_t stat);
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int32_t Net_InsertSprite(int32_t sect, int32_t stat);
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