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- getting rid of wall variables named wp.
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parent
7bea7cdae1
commit
2398073529
1 changed files with 25 additions and 30 deletions
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@ -171,41 +171,40 @@ void WallSetup(void)
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for (auto& wal : wall)
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{
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auto wp = &wal;
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if (wp->picnum == FAF_PLACE_MIRROR_PIC)
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wp->picnum = FAF_MIRROR_PIC;
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if (wal.picnum == FAF_PLACE_MIRROR_PIC)
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wal.picnum = FAF_MIRROR_PIC;
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if (wp->picnum == FAF_PLACE_MIRROR_PIC+1)
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wp->picnum = FAF_MIRROR_PIC+1;
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if (wal.picnum == FAF_PLACE_MIRROR_PIC+1)
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wal.picnum = FAF_MIRROR_PIC+1;
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// this overwrites the lotag so it needs to be called LAST - its down there
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// SetupWallForBreak(wp);
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switch (wp->lotag)
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switch (wal.lotag)
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{
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case TAG_WALL_LOOP_DONT_SPIN:
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{
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WallSetupLoop(wp, TAG_WALL_LOOP_DONT_SPIN, WALLFX_LOOP_DONT_SPIN);
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WallSetupLoop(&wal, TAG_WALL_LOOP_DONT_SPIN, WALLFX_LOOP_DONT_SPIN);
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break;
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}
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case TAG_WALL_LOOP_DONT_SCALE:
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{
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WallSetupLoop(wp, TAG_WALL_LOOP_DONT_SCALE, WALLFX_DONT_SCALE);
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wp->lotag = 0;
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WallSetupLoop(&wal, TAG_WALL_LOOP_DONT_SCALE, WALLFX_DONT_SCALE);
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wal.lotag = 0;
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break;
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}
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case TAG_WALL_LOOP_OUTER_SECONDARY:
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{
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// make sure it's a red wall
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if (wp->twoSided())
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if (wal.twoSided())
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{
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WallSetupLoop(wp, TAG_WALL_LOOP_OUTER_SECONDARY, WALLFX_LOOP_OUTER | WALLFX_LOOP_OUTER_SECONDARY);
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WallSetupLoop(&wal, TAG_WALL_LOOP_OUTER_SECONDARY, WALLFX_LOOP_OUTER | WALLFX_LOOP_OUTER_SECONDARY);
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}
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else
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{
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Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(wp));
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Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(&wal));
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}
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break;
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}
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@ -213,40 +212,40 @@ void WallSetup(void)
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case TAG_WALL_LOOP_OUTER:
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{
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// make sure it's a red wall
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if (wp->twoSided())
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if (wal.twoSided())
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{
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WallSetupLoop(wp, TAG_WALL_LOOP_OUTER, WALLFX_LOOP_OUTER);
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WallSetupLoop(&wal, TAG_WALL_LOOP_OUTER, WALLFX_LOOP_OUTER);
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}
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else
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{
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Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(wp));
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Printf(PRINT_HIGH, "one-sided wall %d in loop setup\n", wallnum(&wal));
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}
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wp->lotag = 0;
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wal.lotag = 0;
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break;
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}
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case TAG_WALL_DONT_MOVE:
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{
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// set first wall
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SET(wp->extra, WALLFX_DONT_MOVE);
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SET(wal.extra, WALLFX_DONT_MOVE);
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break;
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}
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case TAG_WALL_LOOP_SPIN_2X:
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{
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WallSetupLoop(wp, TAG_WALL_LOOP_SPIN_2X, WALLFX_LOOP_SPIN_2X);
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WallSetupLoop(&wal, TAG_WALL_LOOP_SPIN_2X, WALLFX_LOOP_SPIN_2X);
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break;
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}
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case TAG_WALL_LOOP_SPIN_4X:
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{
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WallSetupLoop(wp, TAG_WALL_LOOP_SPIN_4X, WALLFX_LOOP_SPIN_4X);
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WallSetupLoop(&wal, TAG_WALL_LOOP_SPIN_4X, WALLFX_LOOP_SPIN_4X);
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break;
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}
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case TAG_WALL_LOOP_REVERSE_SPIN:
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{
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WallSetupLoop(wp, TAG_WALL_LOOP_REVERSE_SPIN, WALLFX_LOOP_REVERSE_SPIN);
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WallSetupLoop(&wal, TAG_WALL_LOOP_REVERSE_SPIN, WALLFX_LOOP_REVERSE_SPIN);
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break;
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}
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@ -258,13 +257,13 @@ void WallSetup(void)
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SINE_WALLp sw;
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int range = 250, speed = 3, peak = 0;
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tag_end = wp->lotag + 2;
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tag_end = wal.lotag + 2;
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type = wp->lotag - TAG_WALL_SINE_Y_BEGIN;
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type = wal.lotag - TAG_WALL_SINE_Y_BEGIN;
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// count up num_points
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for (wall_num = wp, num_points = 0;
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for (wall_num = &wal, num_points = 0;
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num_points < MAX_SINE_WALL_POINTS && wall_num->lotag != tag_end;
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wall_num = wall_num->point2Wall(), num_points++)
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{
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@ -288,7 +287,7 @@ void WallSetup(void)
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if (peak)
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num_points = peak;
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for (wall_num = wp, cnt = 0;
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for (wall_num = &wal, cnt = 0;
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cnt < MAX_SINE_WALL_POINTS && wall_num->lotag != tag_end;
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wall_num = wall_num->point2Wall(), cnt++)
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{
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@ -319,7 +318,7 @@ void WallSetup(void)
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}
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// this overwrites the lotag so it needs to be called LAST
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SetupWallForBreak(wp);
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SetupWallForBreak(&wal);
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}
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}
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@ -2022,12 +2021,8 @@ bool NearThings(PLAYERp pp)
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if (hit.hitWall != nullptr)
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{
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WALLp wp;
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wp = hit.hitWall;
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// Near a plain old vanilla wall. Can't do anything but grunt.
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if (!TEST(wp->extra, WALLFX_DONT_STICK) && pp == Player+myconnectindex)
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if (!TEST(hit.hitWall->extra, WALLFX_DONT_STICK) && pp == Player+myconnectindex)
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{
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if (STD_RANDOM_RANGE(1000) > 970)
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PlayerSound(DIGI_HITTINGWALLS, v3df_follow|v3df_dontpan,pp);
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