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Lunatic: rename hitdata_t member 'sect' to 'sector' for consistency. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4071 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 7 additions and 7 deletions
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@ -1366,8 +1366,8 @@ local function A_FurthestVisiblePoint(aci, otherspr)
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local dother = manhatdist(hit.pos, otherspr)
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local dother = manhatdist(hit.pos, otherspr)
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local dactor = manhatdist(hit.pos, sprite[aci])
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local dactor = manhatdist(hit.pos, sprite[aci])
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if (dother < dactor and hit.sect >= 0) then
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if (dother < dactor and hit.sector >= 0) then
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if (cansee(hit.pos, hit.sect, otherspr^(16*256), otherspr.sectnum)) then
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if (cansee(hit.pos, hit.sector, otherspr^(16*256), otherspr.sectnum)) then
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return hit
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return hit
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end
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end
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end
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end
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@ -1437,7 +1437,7 @@ function _hitscan(x, y, z, sectnum, vx, vy, vz, cliptype)
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local srcv = ivec3(x, y, z)
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local srcv = ivec3(x, y, z)
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local ray = ivec3(vx, vy, vz)
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local ray = ivec3(vx, vy, vz)
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local hit = hitscan(srcv, sectnum, ray, cliptype)
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local hit = hitscan(srcv, sectnum, ray, cliptype)
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return hit.sect, hit.wall, hit.sprite, hit.pos.x, hit.pos.y, hit.pos.z
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return hit.sector, hit.wall, hit.sprite, hit.pos.x, hit.pos.y, hit.pos.z
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end
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end
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-- CON "neartag" command
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-- CON "neartag" command
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@ -269,7 +269,7 @@ typedef struct {
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typedef struct {
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typedef struct {
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vec3_t pos;
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vec3_t pos;
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int16_t sprite, wall, sect;
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int16_t sprite, wall, sector;
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} hitdata_t;
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} hitdata_t;
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]],
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]],
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ffi.typeof(maybe_strip_const(SECTOR_STRUCT)),
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ffi.typeof(maybe_strip_const(SECTOR_STRUCT)),
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@ -491,9 +491,9 @@ gameactor{ D.APLAYER, AF.chain_end,
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local ray = xmath.kangvec(ps.ang, -(ps.horiz-100)*2048)
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local ray = xmath.kangvec(ps.ang, -(ps.horiz-100)*2048)
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local hit = hitscan(ps.pos, ps.cursectnum, ray, 0)
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local hit = hitscan(ps.pos, ps.cursectnum, ray, 0)
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if (hit.sect >= 0) then
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if (hit.sector >= 0) then
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sprite[chair]:setpos(hit.pos)
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sprite[chair]:setpos(hit.pos)
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sprite.changesect(chair, hit.sect)
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sprite.changesect(chair, hit.sector)
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end
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end
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end
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end
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}
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}
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@ -570,7 +570,7 @@ gameactor
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if (aimtspr) then
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if (aimtspr) then
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aimtspr.pal = 2
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aimtspr.pal = 2
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aimtspr:set_picnum(555)
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aimtspr:set_picnum(555)
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aimtspr:setpos(hit.pos, hit.sect)
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aimtspr:setpos(hit.pos, hit.sector)
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end
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end
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end
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end
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end,
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end,
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