mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-14 20:00:49 +00:00
- removed the mostly unused macros for sprite iteration.
This commit is contained in:
parent
aa5c7c3e34
commit
be3292d29b
5 changed files with 13 additions and 28 deletions
|
@ -2418,7 +2418,9 @@ int actOwnerIdToSpriteId(int nSprite)
|
||||||
|
|
||||||
bool actTypeInSector(int nSector, int nType)
|
bool actTypeInSector(int nSector, int nType)
|
||||||
{
|
{
|
||||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritestat[nSprite])
|
int nSprite;
|
||||||
|
SectIterator it(nSector);
|
||||||
|
while ((nSprite = it.NextIndex()) >= 0)
|
||||||
{
|
{
|
||||||
if (sprite[nSprite].index == nType)
|
if (sprite[nSprite].index == nType)
|
||||||
return 1;
|
return 1;
|
||||||
|
|
|
@ -219,7 +219,9 @@ static void sub_68230(int, int nXSprite)
|
||||||
|
|
||||||
static char TargetNearExplosion(spritetype *pSprite)
|
static char TargetNearExplosion(spritetype *pSprite)
|
||||||
{
|
{
|
||||||
for (short nSprite = headspritesect[pSprite->sectnum]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
int nSprite;
|
||||||
|
SectIterator it(pSprite->sectnum);
|
||||||
|
while ((nSprite = it.NextIndex()) >= 0)
|
||||||
{
|
{
|
||||||
if (sprite[nSprite].type == kThingArmedTNTStick || sprite[nSprite].statnum == kStatExplosion)
|
if (sprite[nSprite].type == kThingArmedTNTStick || sprite[nSprite].statnum == kStatExplosion)
|
||||||
return 1;
|
return 1;
|
||||||
|
|
|
@ -363,7 +363,10 @@ void CounterCheck(int nSector) // 12
|
||||||
int nReq = pXSector->waitTimeA; int nType = pXSector->data; int nCount = 0;
|
int nReq = pXSector->waitTimeA; int nType = pXSector->data; int nCount = 0;
|
||||||
if (!nType || !nReq) return;
|
if (!nType || !nReq) return;
|
||||||
|
|
||||||
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) {
|
int nSprite;
|
||||||
|
SectIterator it(nSector);
|
||||||
|
while ((nSprite = it.NextIndex()) >= 0)
|
||||||
|
{
|
||||||
if (sprite[nSprite].type == nType) nCount++;
|
if (sprite[nSprite].type == nType) nCount++;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -81,33 +81,9 @@ enum rendmode_t {
|
||||||
#define PR_LIGHT_PRIO_LOW 4
|
#define PR_LIGHT_PRIO_LOW 4
|
||||||
#define PR_LIGHT_PRIO_LOW_GAME 5
|
#define PR_LIGHT_PRIO_LOW_GAME 5
|
||||||
|
|
||||||
// Convenient sprite iterators, must not be used if any sprites inside the loop
|
|
||||||
// are potentially deleted or their sector changed...
|
|
||||||
#define SPRITES_OF(Statnum, Iter) Iter=headspritestat[Statnum]; Iter>=0; Iter=nextspritestat[Iter]
|
|
||||||
#define SPRITES_OF_SECT(Sectnum, Iter) Iter=headspritesect[Sectnum]; Iter>=0; Iter=nextspritesect[Iter]
|
#define SPRITES_OF_SECT(Sectnum, Iter) Iter=headspritesect[Sectnum]; Iter>=0; Iter=nextspritesect[Iter]
|
||||||
// ... in which case this iterator may be used:
|
|
||||||
#define SPRITES_OF_SECT_SAFE(Sectnum, Iter, Next) Iter=headspritesect[Sectnum]; \
|
|
||||||
Iter>=0 && (Next=nextspritesect[Iter], 1); Iter=Next
|
|
||||||
#define SPRITES_OF_STAT_SAFE(Statnum, Iter, Next) Iter=headspritestat[Statnum]; \
|
|
||||||
Iter>=0 && (Next=nextspritestat[Iter], 1); Iter=Next
|
|
||||||
|
|
||||||
|
|
||||||
////////// yax defs //////////
|
|
||||||
#define SECTORFLD(Sect,Fld, Cf) (*((Cf) ? (§or[Sect].floor##Fld) : (§or[Sect].ceiling##Fld)))
|
|
||||||
|
|
||||||
#define YAX_CEILING 0 // don't change!
|
|
||||||
#define YAX_FLOOR 1 // don't change!
|
|
||||||
|
|
||||||
|
|
||||||
# define YAX_MAXBUNCHES 256
|
|
||||||
# define YAX_BIT 1024
|
|
||||||
// "has next wall when constrained"-bit (1<<10: ceiling, 1<<11: floor)
|
|
||||||
# define YAX_NEXTWALLBIT(Cf) (1<<(10+Cf))
|
|
||||||
# define YAX_NEXTWALLBITS (YAX_NEXTWALLBIT(0)|YAX_NEXTWALLBIT(1))
|
|
||||||
|
|
||||||
# define yax_preparedrawrooms()
|
|
||||||
# define yax_drawrooms(SpriteAnimFunc, sectnum, didmirror, smoothr)
|
|
||||||
|
|
||||||
#define CLIPMASK0 (IntToFixed(1)+1)
|
#define CLIPMASK0 (IntToFixed(1)+1)
|
||||||
#define CLIPMASK1 (IntToFixed(256)+64)
|
#define CLIPMASK1 (IntToFixed(256)+64)
|
||||||
|
|
||||||
|
|
|
@ -139,7 +139,9 @@ void so_addinterpolation(SECTOR_OBJECTp sop)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (SPRITES_OF_SECT(*sectp - sector, i))
|
int i;
|
||||||
|
SectIterator it(*sectp - sector);
|
||||||
|
while ((i = it.NextIndex()) >= 0)
|
||||||
if (sprite[i].statnum == STAT_VATOR && SP_TAG1(sprite+i) == SECT_VATOR)
|
if (sprite[i].statnum == STAT_VATOR && SP_TAG1(sprite+i) == SECT_VATOR)
|
||||||
break;
|
break;
|
||||||
interp->hasvator |= (i >= 0);
|
interp->hasvator |= (i >= 0);
|
||||||
|
|
Loading…
Reference in a new issue