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- Blood: use wall pointers in wall utilities exclusively.
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commit
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6 changed files with 18 additions and 21 deletions
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@ -2596,10 +2596,10 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y,
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//
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//---------------------------------------------------------------------------
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int actWallBounceVector(int* x, int* y, int nWall, int a4)
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int actWallBounceVector(int* x, int* y, walltype* pWall, int a4)
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{
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int wx, wy;
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GetWallNormal(nWall, &wx, &wy);
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GetWallNormal(pWall, &wx, &wy);
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int t = DMulScale(*x, wx, *y, wy, 16);
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int t2 = mulscale16r(t, a4 + 0x10000);
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*x -= MulScale(wx, t2, 16);
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@ -4632,8 +4632,7 @@ static Collision MoveThing(DBloodActor* actor)
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Collision &coll = actor->hit.hit;
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if (coll.type == kHitWall)
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{
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int nHitWall = coll.index;
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actWallBounceVector(&actor->xvel, &actor->yvel, nHitWall, pThingInfo->elastic);
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actWallBounceVector(&actor->xvel, &actor->yvel, coll.wall(), pThingInfo->elastic);
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switch (pSprite->type)
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{
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case kThingZombieHead:
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@ -4894,8 +4893,7 @@ void MoveDude(DBloodActor* actor)
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}
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case kHitWall:
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{
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int nHitWall = coll.index;
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walltype* pHitWall = &wall[nHitWall];
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walltype* pHitWall = coll.wall();
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XWALL* pHitXWall = nullptr;
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if (pHitWall->hasX()) pHitXWall = &pHitWall->xw();
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@ -4915,7 +4913,7 @@ void MoveDude(DBloodActor* actor)
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// ???
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}
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}
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actWallBounceVector((int*)&actor->xvel, (int*)&actor->yvel, nHitWall, 0);
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actWallBounceVector((int*)&actor->xvel, (int*)&actor->yvel, pHitWall, 0);
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break;
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}
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}
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@ -212,7 +212,7 @@ void TreeToGibCallback(int, int);
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bool IsUnderwaterSector(sectortype* pSector);
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void actInit();
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int actWallBounceVector(int *x, int *y, int nWall, int a4);
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int actWallBounceVector(int *x, int *y, walltype* pWall, int a4);
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int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5);
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void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11);
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DBloodActor *actDropObject(DBloodActor *pSprite, int nType);
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@ -63,13 +63,13 @@ struct Collision
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return type;
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}
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walltype* wall()
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walltype* wall() const
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{
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assert(type == kHitWall);
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return &::wall[index];
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}
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sectortype* sector()
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sectortype* sector() const
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{
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assert(type == kHitSector);
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return &::sector[index];
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@ -290,14 +290,13 @@ int GetWallAngle(walltype* pWall)
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return getangle(delta.x, delta.y);
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}
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void GetWallNormal(int nWall, int *pX, int *pY)
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void GetWallNormal(walltype* pWall, int *pX, int *pY)
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{
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assert(validWallIndex(nWall));
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int nWall2 = wall[nWall].point2;
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int dX = -(wall[nWall2].y - wall[nWall].y);
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dX >>= 4;
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int dY = wall[nWall2].x - wall[nWall].x;
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dY >>= 4;
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auto delta = pWall->delta();
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int dX = -delta.y >> 4;
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int dY = delta.x >> 4;
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int nLength = ksqrt(dX*dX+dY*dY);
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if (nLength <= 0)
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nLength = 1;
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@ -57,7 +57,7 @@ bool CheckProximity(DBloodActor *pSprite, int nX, int nY, int nZ, int nSector, i
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bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist);
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bool CheckProximityWall(int nWall, int x, int y, int nDist);
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int GetWallAngle(walltype* pWall);
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void GetWallNormal(int nWall, int *pX, int *pY);
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void GetWallNormal(walltype* pWall, int *pX, int *pY);
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bool IntersectRay(int wx, int wy, int wdx, int wdy, int x1, int y1, int z1, int x2, int y2, int z2, int *ix, int *iy, int *iz);
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int HitScan(DBloodActor *pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int a8);
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int VectorScan(DBloodActor *pSprite, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac);
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@ -1695,7 +1695,7 @@ void debrisMove(int listIndex)
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return;
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}
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int top, bottom, i;
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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Collision moveHit;
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@ -1739,8 +1739,7 @@ void debrisMove(int listIndex)
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if (actor->hit.hit.type == kHitWall)
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{
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moveHit = actor->hit.hit;
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i = moveHit.index;
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actWallBounceVector(&actor->xvel, &actor->yvel, i, tmpFraction);
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actWallBounceVector(&actor->xvel, &actor->yvel, moveHit.wall(), tmpFraction);
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}
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}
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@ -1795,6 +1794,7 @@ void debrisMove(int listIndex)
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}
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int i;
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if ((i = CheckLink(actor)) != 0)
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{
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GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, clipDist, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
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