Factor out 5 instances of functionally identical code into G_ClearCameraView().

git-svn-id: https://svn.eduke32.com/eduke32@2853 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-08-02 10:52:13 +00:00
parent 19d426ba02
commit f1ffd6d90a
4 changed files with 32 additions and 88 deletions

View file

@ -109,13 +109,32 @@ inline int32_t G_CheckForSpaceFloor(int32_t sectnum)
return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 && ((sector[sectnum].floorpicnum==MOONSKY1)||(sector[sectnum].floorpicnum==BIGORBIT1))?1:0);
}
void G_ClearCameraView(DukePlayer_t *ps)
{
int32_t k;
ps->newowner = -1;
ps->pos.x = ps->opos.x;
ps->pos.y = ps->opos.y;
ps->pos.z = ps->opos.z;
ps->ang = ps->oang;
updatesector(ps->pos.x, ps->pos.y, &ps->cursectnum);
P_UpdateScreenPal(ps);
for (k=headspritestat[STAT_ACTOR]; k>=0; k=nextspritestat[k])
if (sprite[k].picnum==CAMERA1)
sprite[k].yvel = 0;
}
void A_RadiusDamage(int32_t i, int32_t r, int32_t hp1, int32_t hp2, int32_t hp3, int32_t hp4)
{
spritetype *s=&sprite[i],*sj;
walltype *wal;
int32_t d, q, x1, y1;
int32_t sectcnt, sectend, dasect, startwall, endwall, nextsect;
int32_t j,k,p,x,nextj;
int32_t j,k,x,nextj;
int16_t sect=-1;
char statlist[] = {STAT_DEFAULT,STAT_ACTOR,STAT_STANDABLE,
STAT_PLAYER,STAT_FALLER,STAT_ZOMBIEACTOR,STAT_MISC
@ -272,26 +291,12 @@ SKIPWALLCHECK:
{
if (sj->picnum == APLAYER)
{
p = sj->yvel;
if (g_player[p].ps->newowner >= 0)
{
g_player[p].ps->newowner = -1;
g_player[p].ps->pos.x = g_player[p].ps->opos.x;
g_player[p].ps->pos.y = g_player[p].ps->opos.y;
g_player[p].ps->pos.z = g_player[p].ps->opos.z;
g_player[p].ps->ang = g_player[p].ps->oang;
updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&g_player[p].ps->cursectnum);
P_UpdateScreenPal(g_player[p].ps);
DukePlayer_t *ps = g_player[sj->yvel].ps;
k = headspritestat[STAT_ACTOR];
while (k >= 0)
{
if (sprite[k].picnum==CAMERA1)
sprite[k].yvel = 0;
k = nextspritestat[k];
}
}
if (ps->newowner >= 0)
G_ClearCameraView(ps);
}
actor[j].owner = s->owner;
}
}
@ -4093,23 +4098,7 @@ ACTOR_STATIC void G_MoveActors(void)
t[2] += 128;
if (g_player[p].ps->newowner >= 0)
{
g_player[p].ps->newowner = -1;
g_player[p].ps->pos.x = g_player[p].ps->opos.x;
g_player[p].ps->pos.y = g_player[p].ps->opos.y;
g_player[p].ps->pos.z = g_player[p].ps->opos.z;
g_player[p].ps->ang = g_player[p].ps->oang;
updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&g_player[p].ps->cursectnum);
P_UpdateScreenPal(g_player[p].ps);
j = headspritestat[STAT_ACTOR];
while (j >= 0)
{
if (sprite[j].picnum==CAMERA1) sprite[j].yvel = 0;
j = nextspritestat[j];
}
}
G_ClearCameraView(g_player[p].ps);
if (t[3]>0)
{

View file

@ -258,6 +258,7 @@ void A_SpawnMultiple(int32_t sp,int32_t pic,int32_t n);
void G_AddGameLight(int32_t radius,int32_t srcsprite,int32_t zoffset,int32_t range,int32_t color,int32_t priority);
int32_t G_CheckForSpaceCeiling(int32_t sectnum);
int32_t G_CheckForSpaceFloor(int32_t sectnum);
void G_ClearCameraView(DukePlayer_t *ps);
void G_DoInterpolations(int32_t smoothratio);
void G_MoveWorld(void);
extern inline void G_RestoreInterpolations(void);

View file

@ -1419,23 +1419,7 @@ skip_check:
int32_t j;
if (g_player[vm.g_p].ps->newowner >= 0)
{
g_player[vm.g_p].ps->newowner = -1;
g_player[vm.g_p].ps->pos.x = g_player[vm.g_p].ps->opos.x;
g_player[vm.g_p].ps->pos.y = g_player[vm.g_p].ps->opos.y;
g_player[vm.g_p].ps->pos.z = g_player[vm.g_p].ps->opos.z;
g_player[vm.g_p].ps->ang = g_player[vm.g_p].ps->oang;
updatesector(g_player[vm.g_p].ps->pos.x,g_player[vm.g_p].ps->pos.y,&g_player[vm.g_p].ps->cursectnum);
P_UpdateScreenPal(g_player[vm.g_p].ps);
j = headspritestat[STAT_ACTOR];
while (j >= 0)
{
if (sprite[j].picnum==CAMERA1)
sprite[j].yvel = 0;
j = nextspritestat[j];
}
}
G_ClearCameraView(g_player[vm.g_p].ps);
j = sprite[g_player[vm.g_p].ps->i].extra;

View file

@ -1972,7 +1972,7 @@ int32_t Sect_DamageCeiling(int32_t sn)
void A_DamageObject(int32_t i,int32_t sn)
{
int16_t j;
int32_t k, p, rpg=0;
int32_t k, rpg=0;
spritetype *s;
// int32_t switchpicnum = PN;
@ -2411,25 +2411,10 @@ void A_DamageObject(int32_t i,int32_t sn)
if (sprite[i].statnum == STAT_PLAYER)
{
p = sprite[i].yvel;
if (g_player[p].ps->newowner >= 0)
{
g_player[p].ps->newowner = -1;
g_player[p].ps->pos.x = g_player[p].ps->opos.x;
g_player[p].ps->pos.y = g_player[p].ps->opos.y;
g_player[p].ps->pos.z = g_player[p].ps->opos.z;
g_player[p].ps->ang = g_player[p].ps->oang;
DukePlayer_t *ps = g_player[sprite[i].yvel].ps;
updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&g_player[p].ps->cursectnum);
P_UpdateScreenPal(g_player[p].ps);
j = headspritestat[STAT_ACTOR];
while (j >= 0)
{
if (sprite[j].picnum==CAMERA1) sprite[j].yvel = 0;
j = nextspritestat[j];
}
}
if (ps->newowner >= 0)
G_ClearCameraView(ps);
if (sprite[i].xrepeat < 24 && sprite[sn].picnum == SHRINKSPARK)
return;
@ -3302,22 +3287,7 @@ void P_CheckSectors(int32_t snum)
CLEARCAMERAS:
if (i < 0)
{
Bmemcpy(p, &p->opos.x, sizeof(vec3_t));
p->ang = p->oang;
p->newowner = -1;
updatesector(p->pos.x,p->pos.y,&p->cursectnum);
P_UpdateScreenPal(p);
i = headspritestat[STAT_ACTOR];
while (i >= 0)
{
if (PN==CAMERA1) SP = 0;
i = nextspritestat[i];
}
}
G_ClearCameraView(p);
else if (p->newowner >= 0)
p->newowner = -1;