- getting rid of wall variables named wp.

This commit is contained in:
Christoph Oelckers 2021-12-24 20:11:16 +01:00
parent 7bea7cdae1
commit 2398073529

View file

@ -171,41 +171,40 @@ void WallSetup(void)
for (auto& wal : wall)
{
auto wp = &wal;
if (wp->picnum == FAF_PLACE_MIRROR_PIC)
wp->picnum = FAF_MIRROR_PIC;
if (wal.picnum == FAF_PLACE_MIRROR_PIC)
wal.picnum = FAF_MIRROR_PIC;
if (wp->picnum == FAF_PLACE_MIRROR_PIC+1)
wp->picnum = FAF_MIRROR_PIC+1;
if (wal.picnum == FAF_PLACE_MIRROR_PIC+1)
wal.picnum = FAF_MIRROR_PIC+1;
// this overwrites the lotag so it needs to be called LAST - its down there
// SetupWallForBreak(wp);
switch (wp->lotag)
switch (wal.lotag)
{
case TAG_WALL_LOOP_DONT_SPIN:
{
WallSetupLoop(wp, TAG_WALL_LOOP_DONT_SPIN, WALLFX_LOOP_DONT_SPIN);
WallSetupLoop(&wal, TAG_WALL_LOOP_DONT_SPIN, WALLFX_LOOP_DONT_SPIN);
break;
}
case TAG_WALL_LOOP_DONT_SCALE:
{
WallSetupLoop(wp, TAG_WALL_LOOP_DONT_SCALE, WALLFX_DONT_SCALE);
wp->lotag = 0;
WallSetupLoop(&wal, TAG_WALL_LOOP_DONT_SCALE, WALLFX_DONT_SCALE);
wal.lotag = 0;
break;
}
case TAG_WALL_LOOP_OUTER_SECONDARY:
{
// make sure it's a red wall
if (wp->twoSided())
if (wal.twoSided())
{
WallSetupLoop(wp, TAG_WALL_LOOP_OUTER_SECONDARY, WALLFX_LOOP_OUTER | WALLFX_LOOP_OUTER_SECONDARY);
WallSetupLoop(&wal, TAG_WALL_LOOP_OUTER_SECONDARY, WALLFX_LOOP_OUTER | WALLFX_LOOP_OUTER_SECONDARY);
}
else
{
Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(wp));
Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(&wal));
}
break;
}
@ -213,40 +212,40 @@ void WallSetup(void)
case TAG_WALL_LOOP_OUTER:
{
// make sure it's a red wall
if (wp->twoSided())
if (wal.twoSided())
{
WallSetupLoop(wp, TAG_WALL_LOOP_OUTER, WALLFX_LOOP_OUTER);
WallSetupLoop(&wal, TAG_WALL_LOOP_OUTER, WALLFX_LOOP_OUTER);
}
else
{
Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(wp));
Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(&wal));
}
wp->lotag = 0;
wal.lotag = 0;
break;
}
case TAG_WALL_DONT_MOVE:
{
// set first wall
SET(wp->extra, WALLFX_DONT_MOVE);
SET(wal.extra, WALLFX_DONT_MOVE);
break;
}
case TAG_WALL_LOOP_SPIN_2X:
{
WallSetupLoop(wp, TAG_WALL_LOOP_SPIN_2X, WALLFX_LOOP_SPIN_2X);
WallSetupLoop(&wal, TAG_WALL_LOOP_SPIN_2X, WALLFX_LOOP_SPIN_2X);
break;
}
case TAG_WALL_LOOP_SPIN_4X:
{
WallSetupLoop(wp, TAG_WALL_LOOP_SPIN_4X, WALLFX_LOOP_SPIN_4X);
WallSetupLoop(&wal, TAG_WALL_LOOP_SPIN_4X, WALLFX_LOOP_SPIN_4X);
break;
}
case TAG_WALL_LOOP_REVERSE_SPIN:
{
WallSetupLoop(wp, TAG_WALL_LOOP_REVERSE_SPIN, WALLFX_LOOP_REVERSE_SPIN);
WallSetupLoop(&wal, TAG_WALL_LOOP_REVERSE_SPIN, WALLFX_LOOP_REVERSE_SPIN);
break;
}
@ -258,13 +257,13 @@ void WallSetup(void)
SINE_WALLp sw;
int range = 250, speed = 3, peak = 0;
tag_end = wp->lotag + 2;
tag_end = wal.lotag + 2;
type = wp->lotag - TAG_WALL_SINE_Y_BEGIN;
type = wal.lotag - TAG_WALL_SINE_Y_BEGIN;
// count up num_points
for (wall_num = wp, num_points = 0;
for (wall_num = &wal, num_points = 0;
num_points < MAX_SINE_WALL_POINTS && wall_num->lotag != tag_end;
wall_num = wall_num->point2Wall(), num_points++)
{
@ -288,7 +287,7 @@ void WallSetup(void)
if (peak)
num_points = peak;
for (wall_num = wp, cnt = 0;
for (wall_num = &wal, cnt = 0;
cnt < MAX_SINE_WALL_POINTS && wall_num->lotag != tag_end;
wall_num = wall_num->point2Wall(), cnt++)
{
@ -319,7 +318,7 @@ void WallSetup(void)
}
// this overwrites the lotag so it needs to be called LAST
SetupWallForBreak(wp);
SetupWallForBreak(&wal);
}
}
@ -2022,12 +2021,8 @@ bool NearThings(PLAYERp pp)
if (hit.hitWall != nullptr)
{
WALLp wp;
wp = hit.hitWall;
// Near a plain old vanilla wall. Can't do anything but grunt.
if (!TEST(wp->extra, WALLFX_DONT_STICK) && pp == Player+myconnectindex)
if (!TEST(hit.hitWall->extra, WALLFX_DONT_STICK) && pp == Player+myconnectindex)
{
if (STD_RANDOM_RANGE(1000) > 970)
PlayerSound(DIGI_HITTINGWALLS, v3df_follow|v3df_dontpan,pp);