- renamed a few things to make searching easier.

This commit is contained in:
Christoph Oelckers 2022-02-03 00:59:12 +01:00
parent 8325e7369f
commit 109684c029
8 changed files with 32 additions and 33 deletions

View file

@ -744,7 +744,7 @@ void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
if (actor->xspr.Proximity && actor->xspr.Sight && actor->xspr.DudeLockout)
actor->xspr.Proximity = false;
// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector floorz / ceilgz
// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector florz / ceilgz
if (actor->insector() && actor->xspr.Touch && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) {
if (actor->int_pos().Z == actor->sector()->int_floorz()) actor->add_int_z(-1);
else if (actor->int_pos().Z == actor->sector()->int_ceilingz()) actor->add_int_z(1);

View file

@ -410,7 +410,7 @@ static void fakeMoveDude(DBloodActor* actor)
if (pHitWall->twoSided())
{
sectortype* pHitSector = &pHitWall->nextSector();
if (top < pHitSector->ceilingz || bottom > pHitSector->floorz)
if (top < pHitSector->ceiling z || bottom > pHitSector->floor z)
{
// ???
}

View file

@ -784,7 +784,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
{
/*
fix for original behaviour - nextSector could be -1 the and game would do an invalid memory read
when getting the floorz for nextSector. Here, we assume 0 and only set the correct value if nextSector
when getting the floor z for nextSector. Here, we assume 0 and only set the correct value if nextSector
is valid.
*/
int zVal = 0;
@ -804,7 +804,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
{
/*
fix for original behaviour - nextSector could be -1 the and game would do an invalid memory read
when getting the floorz for nextSector. Here, we assume 0 and only set the correct value if nextSector
when getting the floor z for nextSector. Here, we assume 0 and only set the correct value if nextSector
is valid.
*/
int zVal = 0;
@ -828,7 +828,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
{
/*
fix for original behaviour - nextSector could be -1 the and game would do an invalid memory read
when getting the floorz for nextSector. Here, we assume 0 and only set the correct value if nextSector
when getting the floor z for nextSector. Here, we assume 0 and only set the correct value if nextSector
is valid.
*/
int zVal = 0;
@ -920,7 +920,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
{
/*
fix for original behaviour - nextSector could be -1 the and game would do an invalid memory read
when getting the floorz for nextSector. Here, we assume 0 and only set the correct value if nextSector
when getting the floor z for nextSector. Here, we assume 0 and only set the correct value if nextSector
is valid.
*/
int zVal = 0;
@ -1158,7 +1158,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
{
/*
fix for original behaviour - nextSector could be -1 the and game would do an invalid memory read
when getting the floorz for nextSector. Here, we assume 0 and only set the correct value if nextSector
when getting the floor z for nextSector. Here, we assume 0 and only set the correct value if nextSector
is valid.
*/
int zVal = 0;

View file

@ -640,9 +640,9 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
// workaround for mines and floor decals beneath the floor
if (tsp->picnum == BETTY_R0 || tsp->picnum == FLOORBLOOD1)
{
int32_t const floorz = getflorzofslopeptr(tActor->sector(), tActor->int_pos().X, tActor->int_pos().Y);
if (tActor->int_pos().Z > floorz)
tsp->set_int_z(floorz);
int32_t const florz = getflorzofslopeptr(tActor->sector(), tActor->int_pos().X, tActor->int_pos().Y);
if (tActor->int_pos().Z > florz)
tsp->set_int_z(florz);
}
if (r_shadows && (tActor->user.Flags & SPR_SHADOW))

View file

@ -295,8 +295,8 @@ void ScaleRandomPoint(SECTOR_OBJECT* sop, short k, short ang, int x, int y, int
void MorphTornado(SECTOR_OBJECT* sop)
{
int mx, my;
int ceilingz;
int floorz;
int ceilz;
int florz;
sectortype* *sectp;
int j;
int x,y,sx,sy;
@ -347,24 +347,24 @@ void MorphTornado(SECTOR_OBJECT* sop)
dragpoint(sop->morph_wall_point, mx, my);
// bound the Z
ceilingz = sop->op_main_sector->int_ceilingz();
floorz = sop->op_main_sector->int_floorz();
ceilz = sop->op_main_sector->int_ceilingz();
florz = sop->op_main_sector->int_floorz();
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
{
if ((*sectp)->hasU() &&
((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
{
#define TOR_LOW (floorz)
#define TOR_LOW (florz)
if (sop->morph_z > TOR_LOW)
{
sop->morph_z_speed *= -1;
sop->morph_z = TOR_LOW;
}
else if (sop->morph_z < ceilingz)
else if (sop->morph_z < ceilz)
{
sop->morph_z_speed *= -1;
sop->morph_z = ceilingz;
sop->morph_z = ceilz;
}
alignceilslope(*sectp, mx, my, sop->morph_z);
@ -376,7 +376,7 @@ void MorphTornado(SECTOR_OBJECT* sop)
void MorphFloor(SECTOR_OBJECT* sop)
{
int mx, my;
int floorz;
int florz;
sectortype* *sectp;
int j;
int x,y;
@ -425,7 +425,7 @@ void MorphFloor(SECTOR_OBJECT* sop)
dragpoint(sop->morph_wall_point, mx, my);
// bound the Z
floorz = sop->op_main_sector->int_floorz();
florz = sop->op_main_sector->int_floorz();
#define MORPH_FLOOR_ZRANGE Z(300)
@ -447,7 +447,7 @@ void MorphFloor(SECTOR_OBJECT* sop)
if ((*sectp)->hasU() &&
((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
{
alignflorslope(*sectp, mx, my, floorz + sop->morph_z);
alignflorslope(*sectp, mx, my, florz + sop->morph_z);
}
}
}
@ -502,7 +502,7 @@ void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECT* sop, int x, int y, int z)
void SpikeFloor(SECTOR_OBJECT* sop)
{
int mx, my;
int floorz;
int florz;
int x,y;
// z direction
@ -522,7 +522,7 @@ void SpikeFloor(SECTOR_OBJECT* sop)
my = y;
// bound the Z
floorz = sop->op_main_sector->int_floorz();
florz = sop->op_main_sector->int_floorz();
#define MORPH_FLOOR_ZRANGE Z(300)
@ -537,7 +537,7 @@ void SpikeFloor(SECTOR_OBJECT* sop)
sop->morph_z_speed *= -1;
}
SOBJ_AlignFloorToPoint(sop, mx, my, floorz + sop->morph_z);
SOBJ_AlignFloorToPoint(sop, mx, my, florz + sop->morph_z);
}

View file

@ -2363,7 +2363,7 @@ void DoSineWaveFloor(void)
/* SLOPED SIN-WAVE FLOORS:
It's best to program sloped sin-wave floors in 2 steps:
1. First set the floorz of the floor as the sin code normally does it.
1. First set the floor z of the floor as the sin code normally does it.
2. Adjust the slopes by calling alignflorslope once for each sector.
Note: For this to work, the first wall of each sin-wave sector must be

View file

@ -2201,7 +2201,7 @@ void SpriteSetup(void)
case SECT_SPIKE:
{
short speed,vel,time,type,start_on,floor_vator;
int floorz,ceilingz;
int florz,ceilz;
Collision trash;
SpawnUser(actor, 0, nullptr);
@ -2243,11 +2243,11 @@ void SpriteSetup(void)
break;
}
getzrangepoint(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), &ceilingz, &trash, &floorz, &trash);
getzrangepoint(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), &ceilz, &trash, &florz, &trash);
if (floor_vator)
{
actor->user.zclip = floorz;
actor->user.zclip = florz;
// start off
actor->user.pos.Z = actor->user.zclip;
@ -2265,7 +2265,7 @@ void SpriteSetup(void)
}
else
{
actor->user.zclip = ceilingz;
actor->user.zclip = ceilz;
// start off
actor->user.pos.Z = actor->user.zclip;
@ -2853,8 +2853,8 @@ KeyMain:
*
* actor->spr.ang = 0; actor->spr.xvel = 4;
*
* if (labs(actor->spr.z - actor->sector()->floorz) < Z(32)) actor->spr.z =
* actor->sector()->floorz - Z(32);
* if (labs(actor->spr.z - actor->sector()->int_floorz()) < Z(32)) actor->spr.z =
* actor->sector()->int_floorz() - Z(32);
*
* actor->user.sz = actor->spr.z;
*

View file

@ -767,7 +767,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
if ((sect->extra & SECTFX_SINK))
sop->zorig_floor[sop->num_sectors] += Z(FixedToInt(sect->depth_fixed));
// lowest and highest floorz's
// lowest and highest floor z's
if (sect->int_floorz() > sop->floor_loz)
sop->floor_loz = sect->int_floorz();
@ -1596,7 +1596,7 @@ void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny)
sop->sp_child->set_int_xy(sop->pmid.X, sop->pmid.Y);
// setting floorz if need be
// setting floor z if need be
if ((sop->flags & SOBJ_ZMID_FLOOR))
sop->pmid.Z = sop->mid_sector->int_floorz();
@ -2109,7 +2109,6 @@ void CallbackSOsink(ANIM* ap, void *data)
destsect->floorpicnum = srcsect->floorpicnum;
destsect->floorshade = srcsect->floorshade;
// destsect->floorz = srcsect->floorz;
destsect->floorstat &= ~(CSTAT_SECTOR_ALIGN);
destsect->u_defined = true;