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synced 2025-01-14 11:50:49 +00:00
- removed the mostly unused macros for sprite iteration.
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commit
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5 changed files with 13 additions and 28 deletions
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@ -2418,7 +2418,9 @@ int actOwnerIdToSpriteId(int nSprite)
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bool actTypeInSector(int nSector, int nType)
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{
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritestat[nSprite])
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int nSprite;
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SectIterator it(nSector);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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if (sprite[nSprite].index == nType)
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return 1;
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@ -219,7 +219,9 @@ static void sub_68230(int, int nXSprite)
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static char TargetNearExplosion(spritetype *pSprite)
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{
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for (short nSprite = headspritesect[pSprite->sectnum]; nSprite >= 0; nSprite = nextspritesect[nSprite])
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int nSprite;
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SectIterator it(pSprite->sectnum);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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if (sprite[nSprite].type == kThingArmedTNTStick || sprite[nSprite].statnum == kStatExplosion)
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return 1;
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@ -363,7 +363,10 @@ void CounterCheck(int nSector) // 12
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int nReq = pXSector->waitTimeA; int nType = pXSector->data; int nCount = 0;
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if (!nType || !nReq) return;
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) {
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int nSprite;
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SectIterator it(nSector);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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if (sprite[nSprite].type == nType) nCount++;
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}
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@ -81,33 +81,9 @@ enum rendmode_t {
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#define PR_LIGHT_PRIO_LOW 4
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#define PR_LIGHT_PRIO_LOW_GAME 5
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// Convenient sprite iterators, must not be used if any sprites inside the loop
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// are potentially deleted or their sector changed...
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#define SPRITES_OF(Statnum, Iter) Iter=headspritestat[Statnum]; Iter>=0; Iter=nextspritestat[Iter]
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#define SPRITES_OF_SECT(Sectnum, Iter) Iter=headspritesect[Sectnum]; Iter>=0; Iter=nextspritesect[Iter]
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// ... in which case this iterator may be used:
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#define SPRITES_OF_SECT_SAFE(Sectnum, Iter, Next) Iter=headspritesect[Sectnum]; \
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Iter>=0 && (Next=nextspritesect[Iter], 1); Iter=Next
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#define SPRITES_OF_STAT_SAFE(Statnum, Iter, Next) Iter=headspritestat[Statnum]; \
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Iter>=0 && (Next=nextspritestat[Iter], 1); Iter=Next
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////////// yax defs //////////
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#define SECTORFLD(Sect,Fld, Cf) (*((Cf) ? (§or[Sect].floor##Fld) : (§or[Sect].ceiling##Fld)))
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#define YAX_CEILING 0 // don't change!
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#define YAX_FLOOR 1 // don't change!
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# define YAX_MAXBUNCHES 256
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# define YAX_BIT 1024
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// "has next wall when constrained"-bit (1<<10: ceiling, 1<<11: floor)
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# define YAX_NEXTWALLBIT(Cf) (1<<(10+Cf))
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# define YAX_NEXTWALLBITS (YAX_NEXTWALLBIT(0)|YAX_NEXTWALLBIT(1))
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# define yax_preparedrawrooms()
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# define yax_drawrooms(SpriteAnimFunc, sectnum, didmirror, smoothr)
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#define CLIPMASK0 (IntToFixed(1)+1)
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#define CLIPMASK1 (IntToFixed(256)+64)
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@ -139,7 +139,9 @@ void so_addinterpolation(SECTOR_OBJECTp sop)
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}
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}
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for (SPRITES_OF_SECT(*sectp - sector, i))
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int i;
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SectIterator it(*sectp - sector);
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while ((i = it.NextIndex()) >= 0)
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if (sprite[i].statnum == STAT_VATOR && SP_TAG1(sprite+i) == SECT_VATOR)
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break;
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interp->hasvator |= (i >= 0);
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