mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
- little bit of array access removal.
(It's going to be a long way to refactor the sprite system to not rely on indices...)
This commit is contained in:
parent
a34525574c
commit
bfed4e179b
1 changed files with 27 additions and 23 deletions
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@ -1848,25 +1848,26 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
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int j = headspritesect[sect];
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int j = headspritesect[sect];
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while (j >= 0)
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while (j >= 0)
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{
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{
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if (sprite[j].picnum == SECTOREFFECTOR)
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auto sprj = &sprite[j];
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if (sprj->picnum == SECTOREFFECTOR)
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{
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{
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if (sprite[j].lotag == 1)
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if (sprj->lotag == 1)
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{
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{
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sprite[j].lotag = (short)65535;
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sprj->lotag = (short)65535;
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sprite[j].hitag = (short)65535;
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sprj->hitag = (short)65535;
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}
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}
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}
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}
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else if (sprite[j].picnum == REACTOR)
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else if (sprj->picnum == REACTOR)
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{
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{
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sprite[j].picnum = REACTORBURNT;
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sprj->picnum = REACTORBURNT;
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}
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}
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else if (sprite[j].picnum == REACTOR2)
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else if (sprj->picnum == REACTOR2)
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{
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{
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sprite[j].picnum = REACTOR2BURNT;
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sprj->picnum = REACTOR2BURNT;
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}
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}
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else if (sprite[j].picnum == REACTORSPARK || sprite[j].picnum == REACTOR2SPARK)
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else if (sprj->picnum == REACTORSPARK || sprj->picnum == REACTOR2SPARK)
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{
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{
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sprite[j].cstat = (short)32768;
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sprj->cstat = (short)32768;
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}
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}
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j = nextspritesect[j];
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j = nextspritesect[j];
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}
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}
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@ -2952,12 +2953,13 @@ void handle_se14(int i, bool checkstat, int RPG, int JIBS6)
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j = headspritesect[sprite[sprite[i].owner].sectnum];
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j = headspritesect[sprite[sprite[i].owner].sectnum];
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while (j >= 0)
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while (j >= 0)
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{
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{
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auto spj = &sprite[j];
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int l = nextspritesect[j];
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int l = nextspritesect[j];
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if (sprite[j].statnum == 1 && badguy(&sprite[j]) && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
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if (spj->statnum == 1 && badguy(spj) && spj->picnum != SECTOREFFECTOR && spj->picnum != LOCATORS)
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{
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{
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short k = sprite[j].sectnum;
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short k = spj->sectnum;
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updatesector(sprite[j].x, sprite[j].y, &k);
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updatesector(spj->x, spj->y, &k);
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if (sprite[j].extra >= 0 && k == s->sectnum)
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if (spj->extra >= 0 && k == s->sectnum)
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{
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{
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fi.gutsdir(&sprite[j], JIBS6, 72, myconnectindex);
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fi.gutsdir(&sprite[j], JIBS6, 72, myconnectindex);
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S_PlayActorSound(SQUISHED, i);
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S_PlayActorSound(SQUISHED, i);
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@ -3087,21 +3089,23 @@ void handle_se30(int i, int JIBS6)
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int j = headspritesect[s->sectnum];
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int j = headspritesect[s->sectnum];
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while (j >= 0)
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while (j >= 0)
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{
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{
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if (sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
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auto sprj = &sprite[j];
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auto htj = &hittype[j];
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if (sprj->picnum != SECTOREFFECTOR && sprj->picnum != LOCATORS)
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{
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{
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if (numplayers < 2)
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if (numplayers < 2)
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{
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{
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hittype[j].bposx = sprite[j].x;
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htj->bposx = sprj->x;
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hittype[j].bposy = sprite[j].y;
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htj->bposy = sprj->y;
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}
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}
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sprite[j].x += l;
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sprj->x += l;
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sprite[j].y += x;
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sprj->y += x;
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if (numplayers > 1)
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if (numplayers > 1)
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{
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{
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hittype[j].bposx = sprite[j].x;
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htj->bposx = sprj->x;
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hittype[j].bposy = sprite[j].y;
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htj->bposy = sprj->y;
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}
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}
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}
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}
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j = nextspritesect[j];
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j = nextspritesect[j];
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@ -3245,7 +3249,7 @@ void handle_se02(int i)
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void handle_se03(int i)
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void handle_se03(int i)
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{
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{
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spritetype* s = &sprite[i];
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auto s = &sprite[i];
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auto t = &hittype[i].temp_data[0];
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auto t = &hittype[i].temp_data[0];
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auto sc = §or[s->sectnum];
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auto sc = §or[s->sectnum];
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int st = s->lotag;
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int st = s->lotag;
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@ -3297,7 +3301,7 @@ void handle_se03(int i)
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void handle_se04(int i)
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void handle_se04(int i)
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{
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{
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spritetype* s = &sprite[i];
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auto s = &sprite[i];
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auto t = &hittype[i].temp_data[0];
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auto t = &hittype[i].temp_data[0];
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auto sc = §or[s->sectnum];
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auto sc = §or[s->sectnum];
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int st = s->lotag;
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int st = s->lotag;
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