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- rename weaponhit to DDukeActor.
Just make do with one name instead of aliasing it.
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2b6bc414f5
commit
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6 changed files with 18 additions and 21 deletions
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@ -51,7 +51,7 @@ void animatesprites_d(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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int l, t1, t3, t4;
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spritetype* s;
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tspritetype* t;
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weaponhit* h;
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DDukeActor* h;
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for (j = 0; j < spritesortcnt; j++)
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{
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@ -44,7 +44,7 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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int l, t1, t3, t4;
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spritetype* s;
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tspritetype* t;
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weaponhit* h;
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DDukeActor* h;
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int bg = 0;
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@ -124,8 +124,7 @@ int GetDefID(const char *szGameLabel);
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void ClearGameVars(void);
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void AddSystemVars();
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void ResetGameVars(void);
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struct weaponhit;
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using DDukeActor = weaponhit;
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struct DDukeActor;
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int GetGameVarID(int id, DDukeActor* sActor, int sPlayer);
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void SetGameVarID(int id, int lValue, DDukeActor* sActor, int sPlayer);
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int GetGameVar(const char* szGameLabel, int lDefault, DDukeActor* sActor, int sPlayer);
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@ -91,7 +91,7 @@ bool sound445done; // used in checksectors_r. This was local state inside
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// serialized
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uint8_t sectorextra[MAXSECTORS]; // something about keys, all access through the haskey function.
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weaponhit hittype[MAXSPRITES + 1]; // +1 to have a blank entry for serialization, all access in game code through the iterators.
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DDukeActor hittype[MAXSPRITES + 1]; // +1 to have a blank entry for serialization, all access in game code through the iterators.
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int spriteqamount = 64; // internal sprite queue
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int spriteqloc;
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DDukeActor* spriteq[1024];
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@ -39,7 +39,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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//
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//==========================================================================
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template<> FSerializer& Serialize(FSerializer& arc, const char* key, Duke3d::weaponhit*& ht, Duke3d::weaponhit** def)
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template<> FSerializer& Serialize(FSerializer& arc, const char* key, Duke3d::DDukeActor*& ht, Duke3d::DDukeActor** def)
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{
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int index = ht? int(ht - Duke3d::hittype) : -1;
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assert(index >= -1 && index < MAXSPRITES);
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@ -268,7 +268,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, weaponhit& w, weaponhit* def)
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FSerializer& Serialize(FSerializer& arc, const char* keyname, DDukeActor& w, DDukeActor* def)
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{
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if (!def) def = &hittype[MAXSPRITES];
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if (arc.BeginObject(keyname))
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@ -20,7 +20,7 @@ struct STATUSBARTYPE
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bool gotweapon[MAX_WEAPONS];
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};
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struct weaponhit
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struct DDukeActor
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{
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uint8_t cgg;
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uint8_t spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'.
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@ -34,14 +34,14 @@ struct weaponhit
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int palvals;
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};
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int temp_data[6];
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weaponhit* temp_actor, *seek_actor;
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DDukeActor* temp_actor, *seek_actor;
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spritetype* s; // direct reference to the corresponding sprite.
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static weaponhit* array(); // this is necessary to allow define inline functions referencing the global array inside the definition itself.
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static DDukeActor* array(); // this is necessary to allow define inline functions referencing the global array inside the definition itself.
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weaponhit() : s(&sprite[this - array()]) {} // little trick to initialize the reference automatically. ;)
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weaponhit(const weaponhit& other) = delete; // we also do not want to allow copies.
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weaponhit& operator=(const weaponhit& other) = delete;
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DDukeActor() : s(&sprite[this - array()]) {} // little trick to initialize the reference automatically. ;)
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DDukeActor(const DDukeActor& other) = delete; // we also do not want to allow copies.
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DDukeActor& operator=(const DDukeActor& other) = delete;
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void clear()
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{
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cgg = spriteextra = 0;
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@ -52,23 +52,23 @@ struct weaponhit
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int GetIndex() const { return int(this - array()); }
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// Wrapper around some ugliness. The 'owner' field gets abused by some actors, so better wrap its real use in access functions to keep things in order.
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inline weaponhit* GetOwner()
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inline DDukeActor* GetOwner()
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{
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return s->owner < 0 ? nullptr : &array()[s->owner];
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}
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inline void SetOwner(weaponhit* a)
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inline void SetOwner(DDukeActor* a)
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{
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s->owner = a? a->GetIndex() : -1;
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}
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// same for the 'hittype' owner - which is normally the shooter in an attack.
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inline weaponhit* GetHitOwner()
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inline DDukeActor* GetHitOwner()
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{
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return owner < 0 ? nullptr : &array()[owner];
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}
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inline void SetHitOwner(weaponhit* a)
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inline void SetHitOwner(DDukeActor* a)
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{
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owner = a ? a->GetIndex() : -1;
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}
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@ -93,10 +93,8 @@ struct weaponhit
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};
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extern weaponhit hittype[MAXSPRITES + 1];
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inline weaponhit* weaponhit::array() { return hittype; }
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using DDukeActor = weaponhit; // we do not really want that stupid name in our interface (but also not rename the struct yet.) The preceding 'D' is for the DObject interface this should be transitioned to later.
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extern DDukeActor hittype[MAXSPRITES + 1];
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inline DDukeActor* DDukeActor::array() { return hittype; }
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struct animwalltype
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{
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