diff --git a/source/duke3d/src/actors.cpp b/source/duke3d/src/actors.cpp index f9bf01f49..572cef99a 100644 --- a/source/duke3d/src/actors.cpp +++ b/source/duke3d/src/actors.cpp @@ -5624,11 +5624,11 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 } sectortype *const pSector = §or[pSprite->sectnum]; - int const sectorLotag = pSprite->lotag; - int const sectorHitag = pSprite->hitag; + int const spriteLotag = pSprite->lotag; + int const spriteHitag = pSprite->hitag; int32_t *const pData = &actor[spriteNum].t_data[0]; - switch (sectorLotag) + switch (spriteLotag) { case SE_0_ROTATING_SECTOR: { @@ -5798,7 +5798,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 for (SPRITES_OF(STAT_EFFECTOR, j)) { - if (sprite[j].lotag == SE_19_EXPLOSION_LOWERS_CEILING && sprite[j].hitag == sectorHitag) + if (sprite[j].lotag == SE_19_EXPLOSION_LOWERS_CEILING && sprite[j].hitag == spriteHitag) { pData[0] = 0; break; @@ -5829,7 +5829,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 for (SPRITES_OF(STAT_EFFECTOR, j)) { - if (sprite[j].lotag == SE_14_SUBWAY_CAR && sectorHitag == sprite[j].hitag && actor[j].t_data[0] == pData[0]) + if (sprite[j].lotag == SE_14_SUBWAY_CAR && spriteHitag == sprite[j].hitag && actor[j].t_data[0] == pData[0]) { sprite[j].xvel = pSprite->xvel; // if( t[4] == 1 ) @@ -5864,7 +5864,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 if (j < 1024L) { - if (sectorLotag==SE_6_SUBWAY) + if (spriteLotag==SE_6_SUBWAY) if (sprite[pSprite->owner].hitag&1) pData[4]=pSector->extra; //Slow it down pData[3]++; @@ -6171,7 +6171,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 case SE_2_EARTHQUAKE://Quakes if (pData[4] > 0 && pData[0] == 0) { - if (pData[4] < sectorHitag) + if (pData[4] < spriteHitag) pData[4]++; else pData[0] = 1; } @@ -6241,7 +6241,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 // if(t[5] > 0) { t[5]--; break; } - if ((tabledivide32_noinline(g_globalRandom, sectorHitag+1)&31) < 4 && !pData[2]) + if ((tabledivide32_noinline(g_globalRandom, spriteHitag+1)&31) < 4 && !pData[2]) { // t[5] = 4+(g_globalRandom&7); pSector->ceilingpal = pSprite->owner >> 8; @@ -6283,7 +6283,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 // t[3]: max wall shade int lightFlag; - if ((tabledivide32_noinline(g_globalRandom, sectorHitag+1)&31) < 4) + if ((tabledivide32_noinline(g_globalRandom, spriteHitag+1)&31) < 4) { pData[1] = pSprite->shade + (g_globalRandom & 15); // Got really bright pData[0] = pSprite->shade + (g_globalRandom & 15); @@ -6437,12 +6437,12 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 { int shadeInc = ((pSector->lotag & 0x8000) || actor[spriteNum].t_data[4]) ? -pData[3] : pData[3]; - if (sectorLotag == SE_9_DOWN_OPEN_DOOR_LIGHTS) + if (spriteLotag == SE_9_DOWN_OPEN_DOOR_LIGHTS) shadeInc = -shadeInc; for (bssize_t SPRITES_OF(STAT_EFFECTOR, sectorEffector)) { - if (sprite[sectorEffector].lotag == sectorLotag && sprite[sectorEffector].hitag == sectorHitag) + if (sprite[sectorEffector].lotag == spriteLotag && sprite[sectorEffector].hitag == spriteHitag) { int const sectNum = sprite[sectorEffector].sectnum; int const spriteShade = sprite[sectorEffector].shade; @@ -6497,7 +6497,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 if (j == 1) { - if (pData[0] > sectorHitag) + if (pData[0] > spriteHitag) switch (sector[pSprite->sectnum].lotag) { case ST_20_CEILING_DOOR: @@ -6847,7 +6847,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 { if (spriteNum != j && sprite[j].lotag == SE_17_WARP_ELEVATOR) if (pSector->hitag-pData[0] == sector[sprite[j].sectnum].hitag - && sectorHitag == sprite[j].hitag) + && spriteHitag == sprite[j].hitag) break; } @@ -7013,7 +7013,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 for (SPRITES_OF(STAT_EFFECTOR, j)) { - if (sprite[j].lotag == SE_0_ROTATING_SECTOR && sprite[j].hitag==sectorHitag) + if (sprite[j].lotag == SE_0_ROTATING_SECTOR && sprite[j].hitag==spriteHitag) { sectortype *const pSector = §or[sprite[j].sectnum]; int const ownerSector = sprite[sprite[j].owner].sectnum; @@ -7041,7 +7041,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 switch (sprite[l].lotag & 0x7fff) { case SE_0_ROTATING_SECTOR: - if (sprite[l].hitag == sectorHitag) + if (sprite[l].hitag == spriteHitag) { int const spriteOwner = sprite[l].owner; int const sectNum = sprite[l].sectnum; @@ -7057,7 +7057,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 case SE_12_LIGHT_SWITCH: // case SE_18_INCREMENTAL_SECTOR_RISE_FALL: case SE_19_EXPLOSION_LOWERS_CEILING: - if (sectorHitag == sprite[l].hitag) + if (spriteHitag == sprite[l].hitag) if (actor[l].t_data[0] == 0) { actor[l].t_data[0] = 1; // Shut them all on @@ -7395,7 +7395,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 { if (cansee(pSprite->x,pSprite->y,pSprite->z,SECT(spriteNum),ps->pos.x,ps->pos.y,ps->pos.z,ps->cursectnum)) { - if (x < (int32_t)((unsigned)sectorHitag)) + if (x < (int32_t)((unsigned)spriteHitag)) { ud.camerasprite = spriteNum; pData[0] = 999;