mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 20:40:47 +00:00
- more dead code removal.
SW really has a lot of leftover commented out code...
This commit is contained in:
parent
af2c836e54
commit
da38ad4554
2 changed files with 1 additions and 320 deletions
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@ -682,15 +682,6 @@ WeaponOK(PLAYERp pp)
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WeaponNum = u->WeaponNum;
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FindWeaponNum = u->WeaponNum;
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//if (WeaponNum == WPN_HOTHEAD)
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// {
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//if (pp->WpnFlameType == 0)
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// min_ammo = 1;
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//else
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// min_ammo = 10;
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//min_ammo = DamageData[pp->WeaponType].min_ammo;
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// }
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//else
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min_ammo = DamageData[WeaponNum].min_ammo;
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// if ran out of ammo switch to something else
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@ -698,13 +689,6 @@ WeaponOK(PLAYERp pp)
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{
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if (u->WeaponNum == WPN_UZI) pp->WpnUziType = 2; // Set it for retract
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// Special HotHead check
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//if (WeaponNum == WPN_HOTHEAD)
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// {
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// if (pp->WpnFlameType > 0 && pp->WpnAmmo[WeaponNum] > 0)
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// return(TRUE);
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// }
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// Still got a nuke, it's ok.
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if (WeaponNum == WPN_MICRO && pp->WpnRocketNuke)
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{
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@ -760,21 +744,12 @@ WeaponOK(PLAYERp pp)
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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#if 0
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static short SwordAngTable[] =
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{
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48,
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128,
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256
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};
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#else
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static short SwordAngTable[] =
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{
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82,
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168,
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256+64
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};
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#endif
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short SwordAng = 0;
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@ -2525,47 +2500,6 @@ PANEL_STATE ps_Uzi2Shell[] =
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{ID_Uzi2Shell5, UZI_SHELL_RATE, pUziShell, &ps_Uzi2Shell[0], psf_Xflip, 0,0},
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};
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#if 0
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void
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SpawnUziShell(PANEL_SPRITEp psp)
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{
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PLAYERp pp = psp->PlayerP;
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PANEL_SPRITEp shell;
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int i, rand_val;
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if (psp->State && TEST(psp->State->flags, psf_Xflip))
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{
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// LEFT side
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shell = pSpawnSprite(pp, ps_Uzi2Shell, PRI_BACK, 0, 0);
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shell->x = psp->x - 8 - RANDOM_P2(8);
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pSetState(shell, ps_Uzi2Shell + RANDOM_P2(2));
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}
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else
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{
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// RIGHT side
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shell = pSpawnSprite(pp, ps_UziShell, PRI_BACK, 0, 0);
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shell->x = psp->x + 4 + RANDOM_P2(8);
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pSetState(shell, ps_UziShell + RANDOM_P2(2));
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}
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SET(shell->flags, PANF_WEAPON_SPRITE);
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shell->y = shell->yorig = psp->y - tileHeight(psp->picndx) + 20;
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shell->sin_ndx = 0;
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shell->sin_amt = 13 + RANDOM_P2(8);
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shell->sin_arc_speed = 3 + RANDOM_P2(2);
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rand_val = RANDOM_P2(1024);
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if (rand_val < 200)
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shell->sin_amt = 34 + RANDOM_P2(16);
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else if (rand_val < 400)
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shell->sin_amt = 8 + RANDOM_P2(8);
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else
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shell->sin_amt = 13 + RANDOM_P2(8);
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}
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#endif
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void
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SpawnUziShell(PANEL_SPRITEp psp)
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{
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@ -2639,39 +2573,7 @@ void
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SpawnShotgunShell(PANEL_SPRITEp psp)
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{
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PLAYERp pp = psp->PlayerP;
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SpawnShell(pp->PlayerSprite,-4);
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#if 0
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typedef struct
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{
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short xoff, yoff, skip;
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int lo_jump_speed, hi_jump_speed, lo_xspeed, hi_xspeed;
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PANEL_STATEp state[2];
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} PANEL_SHRAP, *PANEL_SHRAPp;
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PANEL_SPRITEp shell;
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static PANEL_SHRAP ShellShrap[] =
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{
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{0, 0, 0, FIXED(2,0), FIXED(4,0), FIXED(3,32000), FIXED(10,32000) },
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};
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PANEL_SHRAPp ss;
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ss = &ShellShrap[0];
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shell = pSpawnSprite(pp, ps_ShotgunShell, PRI_FRONT, 0, 0);
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shell->x = psp->x + 25;
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shell->y = shell->yorig = psp->y - tileHeight(psp->picndx) + 85;
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shell->xspeed = ss->lo_xspeed + (RANDOM_RANGE((ss->hi_xspeed - ss->lo_xspeed)>>4) << 4);
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SET(shell->flags, PANF_WEAPON_SPRITE);
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shell->jump_speed = -ss->lo_jump_speed - (RANDOM_RANGE((ss->hi_jump_speed - ss->lo_jump_speed)>>4) << 4);
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DoBeginPanelJump(shell);
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#endif
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}
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void
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@ -3282,20 +3184,9 @@ PANEL_STATE ps_RailFire[] =
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{ID_RailCharge0, Rail_CHARGE_RATE+5, pRailAction, &ps_RailFire[26], psf_ShadeNone, 0,0},
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{ID_RailCharge1, Rail_CHARGE_RATE+5, pRailAction, &ps_RailFire[27], psf_ShadeNone, 0,0},
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{ID_RailCharge2, Rail_CHARGE_RATE+5, pRailAction, &ps_RailFire[28], psf_ShadeNone, 0,0},
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// {ID_RailCharge0, Rail_CHARGE_RATE+6, pRailAction, &ps_RailFire[27], psf_ShadeNone, 0,0},
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// {ID_RailCharge1, Rail_CHARGE_RATE+6, pRailAction, &ps_RailFire[28], psf_ShadeNone, 0,0},
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// {ID_RailCharge2, Rail_CHARGE_RATE+6, pRailAction, &ps_RailFire[29], psf_ShadeNone, 0,0},
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// {ID_RailCharge0, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[30], psf_ShadeNone, 0,0},
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// {ID_RailCharge1, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[31], psf_ShadeNone, 0,0},
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// {ID_RailCharge2, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[32], psf_ShadeNone, 0,0},
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// {ID_RailCharge1, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[33], psf_ShadeNone, 0,0},
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// {ID_RailCharge0, Rail_CHARGE_RATE+8, pRailAction, &ps_RailFire[34], psf_ShadeNone, 0,0},
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// {ID_RailCharge1, Rail_CHARGE_RATE+8, pRailAction, &ps_RailFire[35], psf_ShadeNone, 0,0},
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{ID_RailCharge0, Rail_ACTION_RATE, pRailRestTest, &ps_RailFire[29], psf_ShadeNone, 0,0},
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{ID_RailCharge1, Rail_ACTION_RATE, pRailRest, &ps_RailRest[0], psf_ShadeNone, 0,0},
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// {ID_RailFire1, Rail_ACTION_RATE, pRailRestTest, &ps_RailFire[27], psf_ShadeNone, 0,0},
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// {ID_RailFire1, Rail_ACTION_RATE, pRailRest, &ps_RailRest[0], psf_ShadeNone, 0,0},
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};
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PANEL_STATE ps_RailFireEMP[] =
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@ -4153,30 +4044,6 @@ PANEL_STATE ps_MicroFire[] =
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{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[4], psf_ShadeHalf, 0,0},
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{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[5], psf_ShadeNone|psf_QuickCall, 0,0},
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#if 0
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{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[6], psf_ShadeNone},
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{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[7], psf_ShadeNone},
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{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[8], psf_ShadeHalf},
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{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[9], psf_ShadeNone},
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{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[10], psf_ShadeNone|psf_QuickCall},
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{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[11], psf_ShadeHalf},
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{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[12], psf_ShadeNone},
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{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[13], psf_ShadeNone},
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{ID_MicroFire2, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[14], psf_ShadeHalf},
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{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[15], psf_ShadeNone|psf_QuickCall},
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{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[16], psf_ShadeHalf},
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{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[17], psf_ShadeNone},
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{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[18], psf_ShadeNone},
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{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[19], psf_ShadeNone},
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{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[20], psf_ShadeNone|psf_QuickCall},
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{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[21], psf_ShadeHalf},
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{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[22], psf_ShadeNone},
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{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[23], psf_ShadeNone},
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{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[24], psf_ShadeNone},
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{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[25], psf_ShadeNone|psf_QuickCall},
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{ID_MicroFire2, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[26], psf_ShadeHalf},
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{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[27], psf_ShadeHalf},
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#endif
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// !JIM! After firing delay so rockets can't fire so fast!
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// Putting a BIG blast radius for rockets, this is better than small and fast for this weap.
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@ -4389,8 +4256,6 @@ pMicroHide(PANEL_SPRITEp psp)
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SWBOOL
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pMicroOverlays(PANEL_SPRITEp psp)
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{
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//#define MICRO_SIGHT_XOFF 29
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//#define MICRO_SIGHT_YOFF -58
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#define MICRO_SIGHT_XOFF 29
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#define MICRO_SIGHT_YOFF -58
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@ -4569,13 +4434,6 @@ pMicroFire(PANEL_SPRITEp psp)
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InitRocket(psp->PlayerP);
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break;
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case 1:
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#if 0
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if (psp->PlayerP->WpnRocketHeat<=1)
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{
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// have no heat seakers so move back to regular
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psp->PlayerP->WpnRocketType = 0;
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}
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#endif
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if (psp->PlayerP->BunnyMode)
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InitBunnyRocket(psp->PlayerP);
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else
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@ -4922,7 +4780,6 @@ void pHeartBlood(PANEL_SPRITEp);
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#define HEART_BLOOD_RATE 10
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#if 1
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PANEL_STATE ps_HeartBlood[] =
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{
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{ID_HeartBlood0, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[1], 0,0,0},
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@ -4946,15 +4803,6 @@ PANEL_STATE ps_HeartBloodSmall[] =
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{ID_HeartBlood5, HEART_BLOOD_SMALL_RATE, pHeartBlood, &ps_HeartBlood[6], 0,0,0},
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{ID_HeartBlood5, HEART_BLOOD_SMALL_RATE, pSuicide, &ps_HeartBlood[6], 0,0,0},
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};
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#else
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PANEL_STATE ps_HeartBlood[] =
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{
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{ID_HeartBlood0, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[1], 0,0,0},
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{ID_HeartBlood1, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[2], 0,0,0},
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{ID_HeartBlood2, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[3], 0,0,0},
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{ID_HeartBlood3, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[0], 0,0,0},
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};
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#endif
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void
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SpawnHeartBlood(PANEL_SPRITEp psp)
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@ -5942,19 +5790,13 @@ pChopsRetract(PANEL_SPRITEp psp)
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// 100 Armor + Shadow Spell ACTIVE, BLOCK 5 secs, DUCK, ATTACK
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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#if 1
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static short FistAngTable[] =
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{
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82,
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168,
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256+64
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};
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#else
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static short FistAngTable[] =
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{
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256+128,
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};
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#endif
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short FistAng = 0;
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@ -6061,22 +5903,6 @@ PANEL_STATE ps_Fist2Hide[] =
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{ID_Fist2Present0, Fist_BEAT_RATE, pFistHide, &ps_Fist2Hide[0], 0,0,0}
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};
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#if 0
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PANEL_STATE ps_PresentFist3[] =
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{
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{ID_Fist3Present0, Fist_BEAT_RATE, pFistPresent, &ps_PresentFist3[0]}
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};
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PANEL_STATE ps_Fist3Rest[] =
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{
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{ID_Fist3Present0, Fist_BEAT_RATE, pFistRest, &ps_Fist3Rest[0]}
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};
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PANEL_STATE ps_Fist3Hide[] =
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{
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{ID_Fist3Present0, Fist_BEAT_RATE, pFistHide, &ps_Fist3Hide[0]}
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};
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#endif
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#define FIST_PAUSE_TICS 6
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#define FIST_SLIDE_TICS 6
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@ -6342,26 +6168,9 @@ pFistSlideDown(PANEL_SPRITEp psp)
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}
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else
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{
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//if (RANDOM_RANGE(1000) > 300)
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// {
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pSetState(psp, ps_FistSwing+(psp->State - psp->ActionState)+1);
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psp->ActionState = ps_FistSwing;
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psp->PlayerP->WpnKungFuMove = 0;
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//pStatePlusOne(psp);
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// }else
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// {
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//if (RANDOM_RANGE(1000) > 400)
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// {
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// pSetState(psp, ps_Fist3Swing+(psp->State - psp->ActionState)+1);
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// psp->ActionState = ps_Fist3Swing;
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// psp->PlayerP->WpnKungFuMove = 1;
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// } else
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// {
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// pSetState(psp, ps_Kick+(psp->State - psp->ActionState)+1);
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// psp->ActionState = ps_Kick;
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// psp->PlayerP->WpnKungFuMove = 2;
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// }
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// }
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}
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psp->x = FISTR_XOFF+100;
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@ -6451,15 +6260,8 @@ pFistSlideDownR(PANEL_SPRITEp psp)
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if (RANDOM_RANGE(1000) > 500)
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{
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//if(RANDOM_RANGE(1000) > 300)
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// {
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psp->ActionState = ps_FistSwing+5;
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psp->PlayerP->WpnKungFuMove = 0;
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// } else
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// {
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// psp->ActionState = ps_Fist3Swing+5;
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// psp->PlayerP->WpnKungFuMove = 1;
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// }
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pSetState(psp, psp->ActionState);
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psp->x = FISTR_XOFF+100;
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@ -6473,24 +6275,9 @@ pFistSlideDownR(PANEL_SPRITEp psp)
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}
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else
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{
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//if (psp->ActionState == ps_FistSwing && RANDOM_RANGE(1000) > 300)
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// {
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pSetState(psp, ps_FistSwing+(psp->State - psp->ActionState)+1);
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psp->ActionState = ps_FistSwing;
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psp->PlayerP->WpnKungFuMove = 0;
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//pStatePlusOne(psp);
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// }else
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//if (RANDOM_RANGE(1000) > 400)
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// {
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// pSetState(psp, ps_Fist3Swing+(psp->State - psp->ActionState)+1);
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// psp->ActionState = ps_Fist3Swing;
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// psp->PlayerP->WpnKungFuMove = 1;
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// } else
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// {
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// pSetState(psp, ps_Kick+(psp->State - psp->ActionState)+1);
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// psp->ActionState = ps_Kick;
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// psp->PlayerP->WpnKungFuMove = 2;
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// }
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}
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psp->x = FIST_XOFF;
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@ -6578,34 +6365,8 @@ pFistRest(PANEL_SPRITEp psp)
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{
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RESET(psp->flags, PANF_UNHIDE_SHOOT);
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#if 0
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if (!TEST(psp->PlayerP->Flags, PF_JUMPING) && RANDOM_RANGE(1000) > 300)
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{
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//if (TEST_SYNC_KEY(psp->PlayerP, SK_OPERATE))
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// {
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// psp->ActionState = ps_Fist2Swing;
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// psp->PlayerP->WpnKungFuMove = 3;
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// } else
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if (RANDOM_RANGE(1000) > 500)
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{
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psp->ActionState = ps_FistSwing;
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psp->PlayerP->WpnKungFuMove = 0;
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}
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else
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{
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psp->ActionState = ps_Fist3Swing;
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psp->PlayerP->WpnKungFuMove = 1;
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}
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}
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else
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{
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psp->ActionState = ps_Kick;
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psp->PlayerP->WpnKungFuMove = 2;
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}
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#else
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psp->ActionState = ps_FistSwing;
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psp->PlayerP->WpnKungFuMove = 0;
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#endif
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pSetState(psp, psp->ActionState);
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@ -632,21 +632,6 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
SWBOOL
|
||||
FAF_ConnectCeiling(short sectnum)
|
||||
{
|
||||
return sector[sectnum].ceilingpicnum == FAF_MIRROR_PIC;
|
||||
}
|
||||
|
||||
SWBOOL
|
||||
FAF_ConnectFloor(short sectnum)
|
||||
{
|
||||
return sector[sectnum].floorpicnum == FAF_MIRROR_PIC;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
// doesn't work for blank pics
|
||||
SWBOOL
|
||||
PicInView(short tile_num, SWBOOL reset)
|
||||
|
@ -692,71 +677,6 @@ SetupMirrorTiles(void)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//This function is like updatesector, but it takes a z-coordinate in addition
|
||||
// to help it get the right sector when there's overlapping. (I may be
|
||||
// adding this function to the engine or making the standard updatesector
|
||||
// use z's. Until then, use this. )
|
||||
|
||||
#if 0
|
||||
void
|
||||
updatesectorz(int x, int y, int z, short *sectnum)
|
||||
{
|
||||
walltype *wal;
|
||||
int i, j, cz, fz;
|
||||
|
||||
ASSERT(*sectnum >=0 && *sectnum <= MAXSECTORS);
|
||||
|
||||
getzsofslope(*sectnum, x, y, &cz, &fz);
|
||||
// go ahead and check the current sector
|
||||
if ((z >= cz) && (z <= fz))
|
||||
if (inside(x, y, *sectnum) != 0)
|
||||
return;
|
||||
|
||||
// Test the sectors immediately around your current sector
|
||||
if ((*sectnum >= 0) && (*sectnum < numsectors))
|
||||
{
|
||||
wal = &wall[sector[*sectnum].wallptr];
|
||||
j = sector[*sectnum].wallnum;
|
||||
do
|
||||
{
|
||||
i = wal->nextsector;
|
||||
if (i >= 0)
|
||||
{
|
||||
getzsofslope(i, x, y, &cz, &fz);
|
||||
if ((z >= cz) && (z <= fz))
|
||||
{
|
||||
if (inside(x, y, (short) i) == 1)
|
||||
{
|
||||
*sectnum = i;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
wal++;
|
||||
j--;
|
||||
}
|
||||
while (j != 0);
|
||||
}
|
||||
|
||||
// didn't find it yet so test ALL sectors
|
||||
for (i = numsectors - 1; i >= 0; i--)
|
||||
{
|
||||
getzsofslope(i, x, y, &cz, &fz);
|
||||
if ((z >= cz) && (z <= fz))
|
||||
{
|
||||
if (inside(x, y, (short) i) == 1)
|
||||
{
|
||||
*sectnum = i;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*sectnum = -1;
|
||||
}
|
||||
#endif
|
||||
|
||||
short GlobStackSect[2];
|
||||
|
||||
void
|
||||
|
|
Loading…
Reference in a new issue