- eliminated spritetype::clear.

Most uses were bad anyway, and the legitimate ones are just clearing the object.
This commit is contained in:
Christoph Oelckers 2021-12-30 17:55:17 +01:00
parent 51abee4351
commit 2bb7cecf27
8 changed files with 2 additions and 22 deletions

View file

@ -280,7 +280,7 @@ void validateSprite(spritetype& spr, int sectnum, int index)
} }
if (bugged) if (bugged)
{ {
spr.clear(); spr = {};
spr.statnum = MAXSTATUS; spr.statnum = MAXSTATUS;
sectnum = -1; sectnum = -1;
} }

View file

@ -455,17 +455,6 @@ struct spritetype : public spritetypebase
int16_t wall; // wall and wdist are for Polymost only. int16_t wall; // wall and wdist are for Polymost only.
int8_t wdist; int8_t wdist;
void clear()
{
auto sect = sectp;
int stat = statnum;
int save = time; // this may not be cleared ever!!!
memset(this, 0, sizeof(*this));
time = save;
sectp = sect;
statnum = stat;
}
}; };
//============================================================================= //=============================================================================

View file

@ -476,7 +476,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
dbCrypt((char*)&load, sizeof(spritetypedisk), (gMapRev * sizeof(spritetypedisk)) | 0x7474614d); dbCrypt((char*)&load, sizeof(spritetypedisk), (gMapRev * sizeof(spritetypedisk)) | 0x7474614d);
} }
auto pSprite = &sprites.sprites[i]; auto pSprite = &sprites.sprites[i];
pSprite->clear(); *pSprite = {};
pSprite->pos.X = LittleLong(load.x); pSprite->pos.X = LittleLong(load.x);
pSprite->pos.Y = LittleLong(load.y); pSprite->pos.Y = LittleLong(load.y);
pSprite->pos.Z = LittleLong(load.z); pSprite->pos.Z = LittleLong(load.z);

View file

@ -1113,7 +1113,6 @@ void BunnyHatch(DSWActor* actor)
for (int i = 0; i < MAX_BUNNYS; i++) for (int i = 0; i < MAX_BUNNYS; i++)
{ {
auto actorNew = insertActor(actor->sector(), STAT_DEFAULT); auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
actorNew->spr.clear();
actorNew->spr.pos = actor->spr.pos; actorNew->spr.pos = actor->spr.pos;
actorNew->spr.xrepeat = 30; // Baby size actorNew->spr.xrepeat = 30; // Baby size
actorNew->spr.yrepeat = 24; actorNew->spr.yrepeat = 24;
@ -1170,7 +1169,6 @@ DSWActor* BunnyHatch2(DSWActor* actor)
{ {
auto actorNew = insertActor(actor->sector(), STAT_DEFAULT); auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
actorNew->spr.clear();
actorNew->spr.pos.X = actor->spr.pos.X; actorNew->spr.pos.X = actor->spr.pos.X;
actorNew->spr.pos.Y = actor->spr.pos.Y; actorNew->spr.pos.Y = actor->spr.pos.Y;
actorNew->spr.pos.Z = actor->spr.pos.Z; actorNew->spr.pos.Z = actor->spr.pos.Z;

View file

@ -1173,7 +1173,6 @@ void RipperHatch(DSWActor* actor)
for (int i = 0; i < MAX_RIPPERS; i++) for (int i = 0; i < MAX_RIPPERS; i++)
{ {
auto actorNew = insertActor(actor->sector(), STAT_DEFAULT); auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
actorNew->spr.clear();
ClearOwner(actorNew); ClearOwner(actorNew);
actorNew->spr.pos.X = actor->spr.pos.X; actorNew->spr.pos.X = actor->spr.pos.X;
actorNew->spr.pos.Y = actor->spr.pos.Y; actorNew->spr.pos.Y = actor->spr.pos.Y;

View file

@ -1198,7 +1198,6 @@ void Ripper2Hatch(DSWActor* actor)
for (int i = 0; i < MAX_RIPPER2S; i++) for (int i = 0; i < MAX_RIPPER2S; i++)
{ {
auto actorNew = insertActor(actor->sector(), STAT_DEFAULT); auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
actorNew->spr.clear();
ClearOwner(actorNew); ClearOwner(actorNew);
actorNew->spr.pos = actor->spr.pos; actorNew->spr.pos = actor->spr.pos;

View file

@ -62,7 +62,6 @@ DSWActor* insertActor(sectortype* sect, int statnum)
{ {
auto pActor = static_cast<DSWActor*>(::InsertActor(RUNTIME_CLASS(DSWActor), sect, statnum)); auto pActor = static_cast<DSWActor*>(::InsertActor(RUNTIME_CLASS(DSWActor), sect, statnum));
pActor->spr.clear();
pActor->spr.owner = -1; pActor->spr.owner = -1;
return pActor; return pActor;
} }

View file

@ -756,11 +756,7 @@ void KillActor(DSWActor* actor)
{ {
SetSuicide(actor->user.flameActor); SetSuicide(actor->user.flameActor);
} }
actor->clearUser();
} }
// shred your garbage
actor->spr.clear();
actor->Destroy(); actor->Destroy();
} }