- renamed some sectnum variables.

This commit is contained in:
Christoph Oelckers 2021-11-26 16:44:45 +01:00
parent ef6bc9db56
commit 10d0ea29ce
10 changed files with 28 additions and 28 deletions

View file

@ -1,7 +1,7 @@
BEGIN_SW_NS
bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sectnum);
bool FindFloorView(int match, int* x, int* y, int z, sectortype** sectnum);
bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect);
bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect);
int ViewSectorInScene(sectortype* cursect, int level)

View file

@ -799,8 +799,8 @@ bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, int ang, int type)
//if (hit_x == INT32_MAX)
{
sectortype* sectnum = nullptr;
WallBreakPosition(wp, &sectnum, &hit_x, &hit_y, &hit_z, &ang);
sectortype* sect = nullptr;
WallBreakPosition(wp, &sect, &hit_x, &hit_y, &hit_z, &ang);
}
AutoBreakWall(wp, hit_x, hit_y, hit_z, ang, type);
@ -1030,7 +1030,7 @@ int HitBreakSprite(DSWActor* breakActor, int type)
void DoWallBreakMatch(int match)
{
sectortype* sectnum = nullptr;
sectortype* sect = nullptr;
int x,y,z;
int wall_ang;
@ -1038,7 +1038,7 @@ void DoWallBreakMatch(int match)
{
if (wal.hitag == match)
{
WallBreakPosition(&wal, &sectnum, &x, &y, &z, &wall_ang);
WallBreakPosition(&wal, &sect, &x, &y, &z, &wall_ang);
wal.hitag = 0; // Reset the hitag
AutoBreakWall(&wal, x, y, z, wall_ang, 0);

View file

@ -1789,7 +1789,7 @@ ANIMATOR NullAnimator;
int Distance(int x1, int y1, int x2, int y2);
int NewStateGroup(DSWActor* actor, STATEp SpriteGroup[]);
void SectorMidPoint(sectortype* sectnum, int *xmid, int *ymid, int *zmid);
void SectorMidPoint(sectortype* sect, int *xmid, int *ymid, int *zmid);
USERp SpawnUser(DSWActor* actor, short id, STATEp state);
short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int *track_point_num, int *track_dir);
@ -1897,7 +1897,7 @@ inline bool FAF_ConnectArea(sectortype* sect)
bool PlayerCeilingHit(PLAYERp pp, int zlimit);
bool PlayerFloorHit(PLAYERp pp, int zlimit);
void FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sectnum,
void FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect,
int32_t xvect, int32_t yvect, int32_t zvect,
HitInfo& hit, int32_t clipmask);
@ -2032,8 +2032,8 @@ void ScreenCaptureKeys(void); // draw.c
void computergetinput(int snum,InputPacket *syn); // jplayer.c
void SetupMirrorTiles(void); // rooms.c
bool FAF_Sector(sectortype* sectnum); // rooms.c
int GetZadjustment(sectortype* sectnum,short hitag); // rooms.c
bool FAF_Sector(sectortype* sect); // rooms.c
int GetZadjustment(sectortype* sect,short hitag); // rooms.c
void InitSetup(void); // setup.c

View file

@ -18,9 +18,9 @@ void InitCheats();
void MapColors(short num,COLOR_MAP cm,short create);
int32_t CONFIG_ReadSetup(void);
DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sectnum);
DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sect);
bool WarpSectorInfo(sectortype* sect, DSWActor** sp_warp);
DSWActor* Warp(int32_t* x, int32_t* y, int32_t* z, int* sectnum);
DSWActor* Warp(int32_t* x, int32_t* y, int32_t* z, int* sect);
inline DSWActor* Warp(int32_t* x, int32_t* y, int32_t* z, sectortype** sect)
{
int sn = sectnum(*sect);
@ -51,7 +51,7 @@ void TrackSetup(void);
void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy);
void PlaceSectorObjectsOnTracks(void);
void PlaceActorsOnTracks(void);
void SetupSectorObject(sectortype* sectnum, short tag);
void SetupSectorObject(sectortype* sect, short tag);
void PostSetupSectorObject(void);
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator);
void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny);

View file

@ -2256,10 +2256,10 @@ void DoPlayerSectorUpdatePostMove(PLAYERp pp)
}
void PlaySOsound(sectortype* sectnum, short sound_num)
void PlaySOsound(sectortype* sect, short sound_num)
{
// play idle sound - sound 1
SWSectIterator it(sectnum);
SWSectIterator it(sect);
while (auto actor = it.Next())
{
auto sp = &actor->s();
@ -2271,10 +2271,10 @@ void PlaySOsound(sectortype* sectnum, short sound_num)
}
}
void StopSOsound(sectortype* sectnum)
void StopSOsound(sectortype* sect)
{
// play idle sound - sound 1
SWSectIterator it(sectnum);
SWSectIterator it(sect);
while (auto actor = it.Next())
{
auto sp = &actor->s();

View file

@ -136,7 +136,7 @@ void DoPlayerSpriteThrow(PLAYERp pp);
int DoPlayerWadeSuperJump(PLAYERp pp);
void DoPlayerWarpTeleporter(PLAYERp pp);
void UpdatePlayerSprite(PLAYERp pp);
void PlaySOsound(sectortype* sectnum,short sound_num);
void PlaySOsound(sectortype* sect,short sound_num);
void DoSpawnTeleporterEffectPlace(SPRITEp sp);
void FindMainSector(SECTOR_OBJECTp sop);

View file

@ -81,11 +81,11 @@ DSWActor* InsertActor(int sectnum, int stat)
return pActor;
}
bool FAF_Sector(sectortype* sectnum)
bool FAF_Sector(sectortype* sect)
{
SPRITEp sp;
SWSectIterator it(sectnum);
SWSectIterator it(sect);
while (auto actor = it.Next())
{
sp = &actor->s();

View file

@ -61,7 +61,7 @@ enum
ANIMATOR DoGrating;
void DoPlayerBeginForceJump(PLAYERp);
sectortype* FindNextSectorByTag(sectortype* sectnum, int tag);
sectortype* FindNextSectorByTag(sectortype* sect, int tag);
short LevelSecrets;
bool TestVatorMatchActive(short match);
bool TestSpikeMatchActive(short match);

View file

@ -39,7 +39,7 @@ BEGIN_SW_NS
////////////////////////////////////////////////////////////////////////////////
extern bool Prediction;
DSWActor* WarpToArea(DSWActor* sp_from, int32_t* x, int32_t* y, int32_t* z, int* sectnum);
DSWActor* WarpToArea(DSWActor* sp_from, int32_t* x, int32_t* y, int32_t* z, int* sect);
bool WarpPlaneSectorInfo(short sectnum, DSWActor** sp_ceiling, DSWActor** sp_floor)
{
@ -77,21 +77,21 @@ bool WarpPlaneSectorInfo(short sectnum, DSWActor** sp_ceiling, DSWActor** sp_flo
return true;
}
DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sectnum)
DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sect)
{
DSWActor* sp_floor,* sp_ceiling;
if (Prediction)
return nullptr;
if (!WarpPlaneSectorInfo(*sectnum, &sp_ceiling, &sp_floor))
if (!WarpPlaneSectorInfo(*sect, &sp_ceiling, &sp_floor))
return nullptr;
if (sp_ceiling)
{
if (*z <= sp_ceiling->s().z)
{
return WarpToArea(sp_ceiling, x, y, z, sectnum);
return WarpToArea(sp_ceiling, x, y, z, sect);
}
}
@ -99,7 +99,7 @@ DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sectnum)
{
if (*z >= sp_floor->s().z)
{
return WarpToArea(sp_floor, x, y, z, sectnum);
return WarpToArea(sp_floor, x, y, z, sect);
}
}

View file

@ -98,8 +98,8 @@ ANIMATOR DoShrapJumpFall;
ANIMATOR DoFastShrapJumpFall;
int SpawnSmokePuff(DSWActor* actor);
bool WarpToUnderwater(sectortype** sectnum, int *x, int *y, int *z);
bool WarpToSurface(sectortype** sectnum, int *x, int *y, int *z);
bool WarpToUnderwater(sectortype** sect, int *x, int *y, int *z);
bool WarpToSurface(sectortype** sect, int *x, int *y, int *z);
int InitElectroJump(SPRITEp wp, SPRITEp sp);
bool TestDontStickSector(sectortype* hit_sect);
ANIMATOR SpawnShrapX;