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https://github.com/ZDoom/Raze.git
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- got rid of setspritez(x) and moved the implementation to SetActor(Z) without referencing the sprite array.
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parent
6773fa2189
commit
2654a19cfd
5 changed files with 35 additions and 57 deletions
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@ -523,12 +523,6 @@ int32_t deletesprite(int16_t spritenum);
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int32_t changespritesect(int16_t spritenum, int16_t newsectnum);
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int32_t changespritestat(int16_t spritenum, int16_t newstatnum);
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int32_t setsprite(int16_t spritenum, const vec3_t *) ATTRIBUTE((nonnull(2)));
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inline int32_t setsprite(int16_t spritenum, int x, int y, int z)
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{
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vec3_t v = { x,y,z };
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return setsprite(spritenum, &v);
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}
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int32_t setspritez(int16_t spritenum, const vec3_t *) ATTRIBUTE((nonnull(2)));
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@ -410,6 +410,11 @@ struct spritetype
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backupang();
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}
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void setpos(const vec3_t& newpos)
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{
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pos = newpos;
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}
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int32_t interpolatedx(double const smoothratio, int const scale = 16)
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{
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return interpolatedvalue(ox, x, smoothratio, scale);
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@ -31,6 +31,7 @@
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#include "render.h"
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#include "gamefuncs.h"
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#include "hw_voxels.h"
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#include "coreactor.h"
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#ifdef USE_OPENGL
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# include "mdsprite.h"
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@ -764,44 +765,6 @@ int32_t spriteheightofsptr(uspriteptr_t spr, int32_t *height, int32_t alsotileyo
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return zofs;
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}
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//
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// setsprite
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//
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int32_t setsprite(int16_t spritenum, const vec3_t *newpos)
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{
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auto tempsector = sprite[spritenum].sector();
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if (newpos != &sprite[spritenum].pos)
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sprite[spritenum].pos = *newpos;
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updatesector(newpos->x,newpos->y,&tempsector);
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if (tempsector == nullptr)
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return -1;
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if (tempsector != sprite[spritenum].sector())
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changespritesect(spritenum, sectnum(tempsector));
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return 0;
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}
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int32_t setspritez(int16_t spritenum, const vec3_t *newpos)
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{
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auto tempsectnum = sprite[spritenum].sector();
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if ((void const *)newpos != (void *)&sprite[spritenum])
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sprite[spritenum].pos = *newpos;
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updatesectorz(newpos->x,newpos->y,newpos->z,&tempsectnum);
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if (tempsectnum == nullptr)
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return -1;
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if (tempsectnum != sprite[spritenum].sector())
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changespritesect(spritenum, sectnum(tempsectnum));
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return 0;
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}
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//
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// nextsectorneighborz
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//
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@ -1444,6 +1407,28 @@ int tilehasmodelorvoxel(int const tilenume, int pal)
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}
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void SetActor(DCoreActor* actor, const vec3_t* newpos)
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{
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auto tempsector = actor->sector();
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actor->s().setpos(*newpos);
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updatesector(newpos->x, newpos->y, &tempsector);
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if (tempsector && tempsector != actor->sector())
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ChangeActorSect(actor, tempsector);
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}
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void SetActorZ(DCoreActor* actor, const vec3_t* newpos)
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{
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auto tempsector = actor->sector();
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actor->s().setpos(*newpos);
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updatesectorz(newpos->x, newpos->y, newpos->z, &tempsector);
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if (tempsector && tempsector != actor->sector())
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ChangeActorSect(actor, tempsector);
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}
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CCMD(updatesectordebug)
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{
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int sect = 319;
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@ -301,19 +301,13 @@ inline void ChangeActorSect(DCoreActor* actor, sectortype* sect)
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changespritesect(actor->GetSpriteIndex(), sector.IndexOf(sect));
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}
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inline int SetActorZ(DCoreActor* actor, const vec3_t* newpos)
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{
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return setspritez(actor->GetSpriteIndex(), newpos);
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}
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inline int SetActor(DCoreActor* actor, const vec3_t* newpos)
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{
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return setsprite(actor->GetSpriteIndex(), newpos);
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}
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void SetActorZ(DCoreActor* actor, const vec3_t* newpos);
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void SetActor(DCoreActor* actor, const vec3_t* newpos);
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inline int SetActor(DCoreActor* actor, const vec3_t& newpos)
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inline void SetActor(DCoreActor* actor, const vec3_t& newpos)
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{
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return setsprite(actor->GetSpriteIndex(), &newpos);
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SetActor(actor, &newpos);
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}
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@ -99,13 +99,13 @@ static int ccmd_spawn(CCmdFuncPtr parm)
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if (set & 1) spawned->s->pal = (uint8_t)pal;
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if (set & 2) spawned->s->cstat = (uint16_t)cstat;
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if (set & 4) spawned->s->ang = ang;
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if (set & 8) {
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if (SetActor(spawned, { x, y, z }) < 0)
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if (set & 8)
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SetActor(spawned, { x, y, z });
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if (spawned->sector() == nullptr)
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{
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Printf("spawn: Sprite can't be spawned into null space\n");
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deletesprite(spawned);
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}
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}
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}
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return CCMD_OK;
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