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Rename two misnamed variables
git-svn-id: https://svn.eduke32.com/eduke32@6264 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 17 additions and 17 deletions
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@ -5624,11 +5624,11 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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}
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sectortype *const pSector = §or[pSprite->sectnum];
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sectortype *const pSector = §or[pSprite->sectnum];
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int const sectorLotag = pSprite->lotag;
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int const spriteLotag = pSprite->lotag;
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int const sectorHitag = pSprite->hitag;
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int const spriteHitag = pSprite->hitag;
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int32_t *const pData = &actor[spriteNum].t_data[0];
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int32_t *const pData = &actor[spriteNum].t_data[0];
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switch (sectorLotag)
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switch (spriteLotag)
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{
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{
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case SE_0_ROTATING_SECTOR:
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case SE_0_ROTATING_SECTOR:
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{
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{
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@ -5798,7 +5798,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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for (SPRITES_OF(STAT_EFFECTOR, j))
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for (SPRITES_OF(STAT_EFFECTOR, j))
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{
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{
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if (sprite[j].lotag == SE_19_EXPLOSION_LOWERS_CEILING && sprite[j].hitag == sectorHitag)
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if (sprite[j].lotag == SE_19_EXPLOSION_LOWERS_CEILING && sprite[j].hitag == spriteHitag)
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{
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{
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pData[0] = 0;
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pData[0] = 0;
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break;
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break;
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@ -5829,7 +5829,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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for (SPRITES_OF(STAT_EFFECTOR, j))
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for (SPRITES_OF(STAT_EFFECTOR, j))
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{
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{
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if (sprite[j].lotag == SE_14_SUBWAY_CAR && sectorHitag == sprite[j].hitag && actor[j].t_data[0] == pData[0])
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if (sprite[j].lotag == SE_14_SUBWAY_CAR && spriteHitag == sprite[j].hitag && actor[j].t_data[0] == pData[0])
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{
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{
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sprite[j].xvel = pSprite->xvel;
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sprite[j].xvel = pSprite->xvel;
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// if( t[4] == 1 )
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// if( t[4] == 1 )
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@ -5864,7 +5864,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if (j < 1024L)
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if (j < 1024L)
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{
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{
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if (sectorLotag==SE_6_SUBWAY)
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if (spriteLotag==SE_6_SUBWAY)
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if (sprite[pSprite->owner].hitag&1)
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if (sprite[pSprite->owner].hitag&1)
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pData[4]=pSector->extra; //Slow it down
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pData[4]=pSector->extra; //Slow it down
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pData[3]++;
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pData[3]++;
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@ -6171,7 +6171,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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case SE_2_EARTHQUAKE://Quakes
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case SE_2_EARTHQUAKE://Quakes
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if (pData[4] > 0 && pData[0] == 0)
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if (pData[4] > 0 && pData[0] == 0)
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{
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{
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if (pData[4] < sectorHitag)
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if (pData[4] < spriteHitag)
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pData[4]++;
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pData[4]++;
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else pData[0] = 1;
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else pData[0] = 1;
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}
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}
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@ -6241,7 +6241,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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// if(t[5] > 0) { t[5]--; break; }
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// if(t[5] > 0) { t[5]--; break; }
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if ((tabledivide32_noinline(g_globalRandom, sectorHitag+1)&31) < 4 && !pData[2])
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if ((tabledivide32_noinline(g_globalRandom, spriteHitag+1)&31) < 4 && !pData[2])
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{
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{
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// t[5] = 4+(g_globalRandom&7);
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// t[5] = 4+(g_globalRandom&7);
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pSector->ceilingpal = pSprite->owner >> 8;
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pSector->ceilingpal = pSprite->owner >> 8;
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@ -6283,7 +6283,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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// t[3]: max wall shade
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// t[3]: max wall shade
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int lightFlag;
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int lightFlag;
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if ((tabledivide32_noinline(g_globalRandom, sectorHitag+1)&31) < 4)
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if ((tabledivide32_noinline(g_globalRandom, spriteHitag+1)&31) < 4)
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{
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{
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pData[1] = pSprite->shade + (g_globalRandom & 15); // Got really bright
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pData[1] = pSprite->shade + (g_globalRandom & 15); // Got really bright
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pData[0] = pSprite->shade + (g_globalRandom & 15);
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pData[0] = pSprite->shade + (g_globalRandom & 15);
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@ -6437,12 +6437,12 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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{
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{
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int shadeInc = ((pSector->lotag & 0x8000) || actor[spriteNum].t_data[4]) ? -pData[3] : pData[3];
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int shadeInc = ((pSector->lotag & 0x8000) || actor[spriteNum].t_data[4]) ? -pData[3] : pData[3];
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if (sectorLotag == SE_9_DOWN_OPEN_DOOR_LIGHTS)
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if (spriteLotag == SE_9_DOWN_OPEN_DOOR_LIGHTS)
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shadeInc = -shadeInc;
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shadeInc = -shadeInc;
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for (bssize_t SPRITES_OF(STAT_EFFECTOR, sectorEffector))
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for (bssize_t SPRITES_OF(STAT_EFFECTOR, sectorEffector))
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{
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{
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if (sprite[sectorEffector].lotag == sectorLotag && sprite[sectorEffector].hitag == sectorHitag)
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if (sprite[sectorEffector].lotag == spriteLotag && sprite[sectorEffector].hitag == spriteHitag)
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{
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{
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int const sectNum = sprite[sectorEffector].sectnum;
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int const sectNum = sprite[sectorEffector].sectnum;
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int const spriteShade = sprite[sectorEffector].shade;
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int const spriteShade = sprite[sectorEffector].shade;
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@ -6497,7 +6497,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if (j == 1)
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if (j == 1)
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{
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{
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if (pData[0] > sectorHitag)
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if (pData[0] > spriteHitag)
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switch (sector[pSprite->sectnum].lotag)
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switch (sector[pSprite->sectnum].lotag)
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{
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{
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case ST_20_CEILING_DOOR:
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case ST_20_CEILING_DOOR:
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@ -6847,7 +6847,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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{
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{
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if (spriteNum != j && sprite[j].lotag == SE_17_WARP_ELEVATOR)
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if (spriteNum != j && sprite[j].lotag == SE_17_WARP_ELEVATOR)
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if (pSector->hitag-pData[0] == sector[sprite[j].sectnum].hitag
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if (pSector->hitag-pData[0] == sector[sprite[j].sectnum].hitag
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&& sectorHitag == sprite[j].hitag)
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&& spriteHitag == sprite[j].hitag)
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break;
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break;
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}
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}
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@ -7013,7 +7013,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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for (SPRITES_OF(STAT_EFFECTOR, j))
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for (SPRITES_OF(STAT_EFFECTOR, j))
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{
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{
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if (sprite[j].lotag == SE_0_ROTATING_SECTOR && sprite[j].hitag==sectorHitag)
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if (sprite[j].lotag == SE_0_ROTATING_SECTOR && sprite[j].hitag==spriteHitag)
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{
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{
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sectortype *const pSector = §or[sprite[j].sectnum];
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sectortype *const pSector = §or[sprite[j].sectnum];
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int const ownerSector = sprite[sprite[j].owner].sectnum;
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int const ownerSector = sprite[sprite[j].owner].sectnum;
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@ -7041,7 +7041,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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switch (sprite[l].lotag & 0x7fff)
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switch (sprite[l].lotag & 0x7fff)
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{
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{
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case SE_0_ROTATING_SECTOR:
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case SE_0_ROTATING_SECTOR:
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if (sprite[l].hitag == sectorHitag)
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if (sprite[l].hitag == spriteHitag)
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{
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{
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int const spriteOwner = sprite[l].owner;
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int const spriteOwner = sprite[l].owner;
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int const sectNum = sprite[l].sectnum;
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int const sectNum = sprite[l].sectnum;
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@ -7057,7 +7057,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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case SE_12_LIGHT_SWITCH:
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case SE_12_LIGHT_SWITCH:
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// case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
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// case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
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case SE_19_EXPLOSION_LOWERS_CEILING:
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case SE_19_EXPLOSION_LOWERS_CEILING:
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if (sectorHitag == sprite[l].hitag)
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if (spriteHitag == sprite[l].hitag)
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if (actor[l].t_data[0] == 0)
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if (actor[l].t_data[0] == 0)
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{
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{
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actor[l].t_data[0] = 1; // Shut them all on
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actor[l].t_data[0] = 1; // Shut them all on
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@ -7395,7 +7395,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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{
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{
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if (cansee(pSprite->x,pSprite->y,pSprite->z,SECT(spriteNum),ps->pos.x,ps->pos.y,ps->pos.z,ps->cursectnum))
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if (cansee(pSprite->x,pSprite->y,pSprite->z,SECT(spriteNum),ps->pos.x,ps->pos.y,ps->pos.z,ps->cursectnum))
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{
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{
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if (x < (int32_t)((unsigned)sectorHitag))
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if (x < (int32_t)((unsigned)spriteHitag))
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{
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{
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ud.camerasprite = spriteNum;
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ud.camerasprite = spriteNum;
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pData[0] = 999;
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pData[0] = 999;
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