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- renamed some sectnum variables.
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parent
ef6bc9db56
commit
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10 changed files with 28 additions and 28 deletions
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@ -1,7 +1,7 @@
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BEGIN_SW_NS
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bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sectnum);
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bool FindFloorView(int match, int* x, int* y, int z, sectortype** sectnum);
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bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect);
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bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect);
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int ViewSectorInScene(sectortype* cursect, int level)
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@ -799,8 +799,8 @@ bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, int ang, int type)
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//if (hit_x == INT32_MAX)
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{
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sectortype* sectnum = nullptr;
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WallBreakPosition(wp, §num, &hit_x, &hit_y, &hit_z, &ang);
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sectortype* sect = nullptr;
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WallBreakPosition(wp, §, &hit_x, &hit_y, &hit_z, &ang);
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}
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AutoBreakWall(wp, hit_x, hit_y, hit_z, ang, type);
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@ -1030,7 +1030,7 @@ int HitBreakSprite(DSWActor* breakActor, int type)
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void DoWallBreakMatch(int match)
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{
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sectortype* sectnum = nullptr;
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sectortype* sect = nullptr;
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int x,y,z;
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int wall_ang;
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@ -1038,7 +1038,7 @@ void DoWallBreakMatch(int match)
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{
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if (wal.hitag == match)
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{
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WallBreakPosition(&wal, §num, &x, &y, &z, &wall_ang);
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WallBreakPosition(&wal, §, &x, &y, &z, &wall_ang);
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wal.hitag = 0; // Reset the hitag
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AutoBreakWall(&wal, x, y, z, wall_ang, 0);
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@ -1789,7 +1789,7 @@ ANIMATOR NullAnimator;
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int Distance(int x1, int y1, int x2, int y2);
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int NewStateGroup(DSWActor* actor, STATEp SpriteGroup[]);
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void SectorMidPoint(sectortype* sectnum, int *xmid, int *ymid, int *zmid);
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void SectorMidPoint(sectortype* sect, int *xmid, int *ymid, int *zmid);
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USERp SpawnUser(DSWActor* actor, short id, STATEp state);
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short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int *track_point_num, int *track_dir);
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@ -1897,7 +1897,7 @@ inline bool FAF_ConnectArea(sectortype* sect)
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bool PlayerCeilingHit(PLAYERp pp, int zlimit);
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bool PlayerFloorHit(PLAYERp pp, int zlimit);
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void FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sectnum,
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void FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect,
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int32_t xvect, int32_t yvect, int32_t zvect,
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HitInfo& hit, int32_t clipmask);
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@ -2032,8 +2032,8 @@ void ScreenCaptureKeys(void); // draw.c
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void computergetinput(int snum,InputPacket *syn); // jplayer.c
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void SetupMirrorTiles(void); // rooms.c
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bool FAF_Sector(sectortype* sectnum); // rooms.c
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int GetZadjustment(sectortype* sectnum,short hitag); // rooms.c
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bool FAF_Sector(sectortype* sect); // rooms.c
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int GetZadjustment(sectortype* sect,short hitag); // rooms.c
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void InitSetup(void); // setup.c
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@ -18,9 +18,9 @@ void InitCheats();
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void MapColors(short num,COLOR_MAP cm,short create);
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int32_t CONFIG_ReadSetup(void);
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DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sectnum);
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DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sect);
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bool WarpSectorInfo(sectortype* sect, DSWActor** sp_warp);
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DSWActor* Warp(int32_t* x, int32_t* y, int32_t* z, int* sectnum);
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DSWActor* Warp(int32_t* x, int32_t* y, int32_t* z, int* sect);
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inline DSWActor* Warp(int32_t* x, int32_t* y, int32_t* z, sectortype** sect)
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{
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int sn = sectnum(*sect);
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@ -51,7 +51,7 @@ void TrackSetup(void);
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void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy);
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void PlaceSectorObjectsOnTracks(void);
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void PlaceActorsOnTracks(void);
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void SetupSectorObject(sectortype* sectnum, short tag);
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void SetupSectorObject(sectortype* sect, short tag);
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void PostSetupSectorObject(void);
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void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator);
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void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny);
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@ -2256,10 +2256,10 @@ void DoPlayerSectorUpdatePostMove(PLAYERp pp)
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}
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void PlaySOsound(sectortype* sectnum, short sound_num)
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void PlaySOsound(sectortype* sect, short sound_num)
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{
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// play idle sound - sound 1
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SWSectIterator it(sectnum);
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SWSectIterator it(sect);
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while (auto actor = it.Next())
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{
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auto sp = &actor->s();
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@ -2271,10 +2271,10 @@ void PlaySOsound(sectortype* sectnum, short sound_num)
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}
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}
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void StopSOsound(sectortype* sectnum)
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void StopSOsound(sectortype* sect)
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{
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// play idle sound - sound 1
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SWSectIterator it(sectnum);
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SWSectIterator it(sect);
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while (auto actor = it.Next())
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{
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auto sp = &actor->s();
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@ -136,7 +136,7 @@ void DoPlayerSpriteThrow(PLAYERp pp);
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int DoPlayerWadeSuperJump(PLAYERp pp);
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void DoPlayerWarpTeleporter(PLAYERp pp);
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void UpdatePlayerSprite(PLAYERp pp);
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void PlaySOsound(sectortype* sectnum,short sound_num);
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void PlaySOsound(sectortype* sect,short sound_num);
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void DoSpawnTeleporterEffectPlace(SPRITEp sp);
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void FindMainSector(SECTOR_OBJECTp sop);
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@ -81,11 +81,11 @@ DSWActor* InsertActor(int sectnum, int stat)
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return pActor;
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}
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bool FAF_Sector(sectortype* sectnum)
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bool FAF_Sector(sectortype* sect)
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{
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SPRITEp sp;
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SWSectIterator it(sectnum);
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SWSectIterator it(sect);
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while (auto actor = it.Next())
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{
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sp = &actor->s();
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@ -61,7 +61,7 @@ enum
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ANIMATOR DoGrating;
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void DoPlayerBeginForceJump(PLAYERp);
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sectortype* FindNextSectorByTag(sectortype* sectnum, int tag);
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sectortype* FindNextSectorByTag(sectortype* sect, int tag);
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short LevelSecrets;
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bool TestVatorMatchActive(short match);
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bool TestSpikeMatchActive(short match);
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@ -39,7 +39,7 @@ BEGIN_SW_NS
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////////////////////////////////////////////////////////////////////////////////
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extern bool Prediction;
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DSWActor* WarpToArea(DSWActor* sp_from, int32_t* x, int32_t* y, int32_t* z, int* sectnum);
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DSWActor* WarpToArea(DSWActor* sp_from, int32_t* x, int32_t* y, int32_t* z, int* sect);
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bool WarpPlaneSectorInfo(short sectnum, DSWActor** sp_ceiling, DSWActor** sp_floor)
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{
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@ -77,21 +77,21 @@ bool WarpPlaneSectorInfo(short sectnum, DSWActor** sp_ceiling, DSWActor** sp_flo
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return true;
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}
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DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sectnum)
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DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sect)
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{
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DSWActor* sp_floor,* sp_ceiling;
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if (Prediction)
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return nullptr;
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if (!WarpPlaneSectorInfo(*sectnum, &sp_ceiling, &sp_floor))
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if (!WarpPlaneSectorInfo(*sect, &sp_ceiling, &sp_floor))
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return nullptr;
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if (sp_ceiling)
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{
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if (*z <= sp_ceiling->s().z)
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{
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return WarpToArea(sp_ceiling, x, y, z, sectnum);
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return WarpToArea(sp_ceiling, x, y, z, sect);
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}
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}
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@ -99,7 +99,7 @@ DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sectnum)
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{
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if (*z >= sp_floor->s().z)
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{
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return WarpToArea(sp_floor, x, y, z, sectnum);
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return WarpToArea(sp_floor, x, y, z, sect);
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}
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}
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@ -98,8 +98,8 @@ ANIMATOR DoShrapJumpFall;
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ANIMATOR DoFastShrapJumpFall;
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int SpawnSmokePuff(DSWActor* actor);
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bool WarpToUnderwater(sectortype** sectnum, int *x, int *y, int *z);
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bool WarpToSurface(sectortype** sectnum, int *x, int *y, int *z);
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bool WarpToUnderwater(sectortype** sect, int *x, int *y, int *z);
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bool WarpToSurface(sectortype** sect, int *x, int *y, int *z);
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int InitElectroJump(SPRITEp wp, SPRITEp sp);
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bool TestDontStickSector(sectortype* hit_sect);
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ANIMATOR SpawnShrapX;
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