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https://github.com/ZDoom/Raze.git
synced 2025-01-31 04:20:42 +00:00
- Exhumed: use the sprite's sector() member where possible.
This commit is contained in:
parent
ef241acda2
commit
366df9d4b6
16 changed files with 41 additions and 41 deletions
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@ -58,7 +58,7 @@ void BuildAnubis(DExhumedActor* ap, int x, int y, int z, int nSector, int nAngle
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x = sp->x;
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y = sp->y;
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z = sector[sp->sectnum].floorz;
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z = sp->sector()->floorz;
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nAngle = sp->ang;
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}
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@ -70,7 +70,7 @@ void BuildAnubis(DExhumedActor* ap, int x, int y, int z, int nSector, int nAngle
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sp->shade = -12;
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sp->yoffset = 0;
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sp->picnum = 1;
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sp->pal = sector[sp->sectnum].ceilingpal;
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sp->pal = sp->sector()->ceilingpal;
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sp->clipdist = 60;
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sp->ang = nAngle;
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sp->xrepeat = 40;
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@ -430,7 +430,7 @@ void AIAnubis::Damage(RunListEvent* ev)
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sp->xvel = 0;
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sp->yvel = 0;
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sp->zvel = 0;
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sp->z = sector[sp->sectnum].floorz;
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sp->z = sp->sector()->floorz;
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sp->cstat &= 0xFEFE;
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ap->nHealth = 0;
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@ -105,7 +105,7 @@ void AIFishLimb::Tick(RunListEvent* ev)
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}
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}
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int FloorZ = sector[pSprite->sectnum].floorz;
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int FloorZ = pSprite->sector()->floorz;
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if (FloorZ <= pSprite->z)
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{
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@ -172,7 +172,7 @@ void BuildFish(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAng
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pSprite->clipdist = 80;
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pSprite->xrepeat = 40;
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pSprite->yrepeat = 40;
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->picnum = seq_GetSeqPicnum(kSeqFish, FishSeq[0].a, 0);
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@ -55,7 +55,7 @@ void BuildLion(DExhumedActor* pActor, int x, int y, int z, short nSector, short
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = sector[pSprite->sectnum].floorz;
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z = pSprite->sector()->floorz;
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nAngle = pSprite->ang;
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}
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@ -68,7 +68,7 @@ void BuildLion(DExhumedActor* pActor, int x, int y, int z, short nSector, short
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pSprite->xrepeat = 40;
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pSprite->yrepeat = 40;
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pSprite->picnum = 1;
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->ang = nAngle;
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@ -370,7 +370,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis
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}
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// loc_151E7:
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while (ebp > sector[pSprite->sectnum].floorz && SectBelow[pSprite->sectnum] >= 0)
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while (ebp > pSprite->sector()->floorz && SectBelow[pSprite->sectnum] >= 0)
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{
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edi = SectBelow[pSprite->sectnum];
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@ -394,7 +394,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis
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}
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else
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{
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while ((ebp < sector[pSprite->sectnum].ceilingz) && (SectAbove[pSprite->sectnum] >= 0))
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while ((ebp < pSprite->sector()->ceilingz) && (SectAbove[pSprite->sectnum] >= 0))
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{
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edi = SectAbove[pSprite->sectnum];
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@ -603,7 +603,7 @@ Collision movesprite(DExhumedActor* pActor, int dx, int dy, int dz, int ceildist
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if (pSprite->pal < 5 && !pSprite->hitag)
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{
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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pSprite->pal = pSprite->sector()->ceilingpal;
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}
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}
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}
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@ -67,7 +67,7 @@ void BuildMummy(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAn
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pSprite->zvel = 0;
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pSprite->xrepeat = 42;
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pSprite->yrepeat = 42;
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->ang = nAngle;
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@ -458,7 +458,7 @@ void AIMummy::Damage(RunListEvent* ev)
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->zvel = 0;
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pSprite->z = sector[pSprite->sectnum].floorz;
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pSprite->z = pSprite->sector()->floorz;
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}
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else
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{
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@ -2030,7 +2030,7 @@ void AIObject::Tick(RunListEvent* ev)
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int var_18;
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// red branch
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if ((nStat == kStatExplodeTarget) || (pSprite->z < sector[pSprite->sectnum].floorz))
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if ((nStat == kStatExplodeTarget) || (pSprite->z < pSprite->sector()->floorz))
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{
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var_18 = 36;
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}
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@ -2040,7 +2040,7 @@ void AIObject::Tick(RunListEvent* ev)
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}
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AddFlash(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 128);
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BuildAnim(nullptr, var_18, 0, pSprite->x, pSprite->y, sector[pSprite->sectnum].floorz, pSprite->sectnum, 240, 4);
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BuildAnim(nullptr, var_18, 0, pSprite->x, pSprite->y, pSprite->sector()->floorz, pSprite->sectnum, 240, 4);
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// int edi = nSprite | 0x4000;
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@ -440,7 +440,7 @@ void StartDeathSeq(int nPlayer, int nVal)
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auto pSprite = &pActor->s();
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PlayerList[nPlayer].nHealth = 0;
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short nLotag = sector[pSprite->sectnum].lotag;
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short nLotag = pSprite->sector()->lotag;
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if (nLotag > 0) {
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runlist_SignalRun(nLotag - 1, nPlayer, &ExhumedAI::EnterSector);
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@ -902,7 +902,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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vec3_t pos = { pPlayerSprite->x, pPlayerSprite->y, pPlayerSprite->z };
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setActorPos(pPlayerActor, &pos);
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pPlayerSprite->z = sector[pPlayerSprite->sectnum].floorz;
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pPlayerSprite->z = pPlayerSprite->sector()->floorz;
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}
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else
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{
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@ -1298,7 +1298,7 @@ sectdone:
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ChangeActorSect(pFloorActor, pPlayerSprite->sectnum);
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}
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pFloorSprite->z = sector[pPlayerSprite->sectnum].floorz;
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pFloorSprite->z = pPlayerSprite->sector()->floorz;
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}
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int var_30 = 0;
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@ -2240,9 +2240,9 @@ sectdone:
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// CORRECT ? // loc_1BAF9:
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if (bTouchFloor)
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{
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if (sector[pPlayerSprite->sectnum].lotag > 0)
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if (pPlayerSprite->sector()->lotag > 0)
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{
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runlist_SignalRun(sector[pPlayerSprite->sectnum].lotag - 1, nPlayer, &ExhumedAI::TouchFloor);
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runlist_SignalRun(pPlayerSprite->sector()->lotag - 1, nPlayer, &ExhumedAI::TouchFloor);
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}
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}
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@ -2253,9 +2253,9 @@ sectdone:
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runlist_SignalRun(sector[nSector].lotag - 1, nPlayer, &ExhumedAI::EnterSector);
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}
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if (sector[pPlayerSprite->sectnum].lotag > 0)
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if (pPlayerSprite->sector()->lotag > 0)
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{
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runlist_SignalRun(sector[pPlayerSprite->sectnum].lotag - 1, nPlayer, &ExhumedAI::LeaveSector);
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runlist_SignalRun(pPlayerSprite->sector()->lotag - 1, nPlayer, &ExhumedAI::LeaveSector);
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}
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}
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@ -2289,7 +2289,7 @@ sectdone:
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// loc_1BC57:
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// CHECKME - are we finished with 'nSector' variable at this point? if so, maybe set it to pPlayerSprite->sectnum so we can make this code a bit neater. Don't assume pPlayerSprite->sectnum == nSector here!!
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if (nStandHeight > (sector[pPlayerSprite->sectnum].floorz - sector[pPlayerSprite->sectnum].ceilingz)) {
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if (nStandHeight > (pPlayerSprite->sector()->floorz - pPlayerSprite->sector()->ceilingz)) {
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var_48 = 1;
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}
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@ -2487,7 +2487,7 @@ sectdone:
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{
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pPlayerSprite->picnum = seq_GetSeqPicnum(kSeqJoe, 120, 0);
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pPlayerSprite->cstat = 0;
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pPlayerSprite->z = sector[pPlayerSprite->sectnum].floorz;
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pPlayerSprite->z = pPlayerSprite->sector()->floorz;
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}
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// will invalidate nPlayerSprite
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@ -2535,7 +2535,7 @@ sectdone:
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case 16:
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PlayerList[nPlayer].field_2 = SeqSize[var_AC] - 1;
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if (pPlayerSprite->z < sector[pPlayerSprite->sectnum].floorz) {
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if (pPlayerSprite->z < pPlayerSprite->sector()->floorz) {
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pPlayerSprite->z += 256;
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}
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@ -1123,7 +1123,7 @@ void BuildQueen(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAn
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = sector[pSprite->sectnum].floorz;
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z = pSprite->sector()->floorz;
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nAngle = pSprite->ang;
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}
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@ -97,7 +97,7 @@ void BuildRat(DExhumedActor* pActor, int x, int y, int z, short nSector, int nAn
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->picnum = 1;
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->clipdist = 30;
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pSprite->ang = nAngle;
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pSprite->xrepeat = 50;
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@ -50,7 +50,7 @@ void BuildRex(DExhumedActor* pActor, int x, int y, int z, short nSector, short n
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = sector[pSprite->sectnum].floorz;
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z = pSprite->sector()->floorz;
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nAngle = pSprite->ang;
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ChangeActorStat(pActor, 119);
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@ -65,7 +65,7 @@ void BuildRex(DExhumedActor* pActor, int x, int y, int z, short nSector, short n
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pSprite->xrepeat = 64;
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pSprite->yrepeat = 64;
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pSprite->picnum = 1;
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->ang = nAngle;
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@ -61,7 +61,7 @@ void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, short nSe
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = sector[pSprite->sectnum].floorz;
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z = pSprite->sector()->floorz;
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angle = pSprite->ang;
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}
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@ -73,7 +73,7 @@ void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, short nSe
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->picnum = 1;
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->clipdist = 60;
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pSprite->ang = angle;
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pSprite->xrepeat = 40;
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@ -54,7 +54,7 @@ void BuildScorp(DExhumedActor* pActor, int x, int y, int z, short nSector, short
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = sector[pSprite->sectnum].floorz;
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z = pSprite->sector()->floorz;
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nAngle = pSprite->ang;
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}
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@ -67,7 +67,7 @@ void BuildScorp(DExhumedActor* pActor, int x, int y, int z, short nSector, short
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pSprite->xrepeat = 80;
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pSprite->yrepeat = 80;
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pSprite->picnum = 1;
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->ang = nAngle;
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@ -53,7 +53,7 @@ void BuildSet(DExhumedActor* pActor, int x, int y, int z, short nSector, short n
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = sector[pSprite->sectnum].floorz;
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z = pSprite->sector()->floorz;
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nAngle = pSprite->ang;
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}
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@ -68,7 +68,7 @@ void BuildSet(DExhumedActor* pActor, int x, int y, int z, short nSector, short n
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pSprite->zvel = 0;
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pSprite->xrepeat = 87;
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pSprite->yrepeat = 96;
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->xoffset = 0;
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pSprite->yoffset = 0;
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pSprite->ang = nAngle;
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@ -51,7 +51,7 @@ DExhumedActor* BuildSpider(DExhumedActor* spp, int x, int y, int z, short nSecto
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x = sp->x;
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y = sp->y;
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z = sector[sp->sectnum].floorz;
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z = sp->sector()->floorz;
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nAngle = sp->ang;
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}
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@ -66,7 +66,7 @@ DExhumedActor* BuildSpider(DExhumedActor* spp, int x, int y, int z, short nSecto
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sp->zvel = 0;
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sp->xrepeat = 40;
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sp->yrepeat = 40;
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sp->pal = sector[sp->sectnum].ceilingpal;
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sp->pal = sp->sector()->ceilingpal;
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sp->xoffset = 0;
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sp->yoffset = 0;
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sp->ang = nAngle;
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@ -106,7 +106,7 @@ void AISpider::Tick(RunListEvent* ev)
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{
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if (sp->cstat & 8)
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{
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sp->z = sector[sp->sectnum].ceilingz + GetActorHeight(spp);
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sp->z = sp->sector()->ceilingz + GetActorHeight(spp);
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}
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else
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{
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@ -291,10 +291,10 @@ void AISpider::Tick(RunListEvent* ev)
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if (nMov.exbits & kHitAux1
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&& sp->zvel < 0
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&& hiHit.type != kHitSprite
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&& !((sector[sp->sectnum].ceilingstat) & 1))
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&& !((sp->sector()->ceilingstat) & 1))
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{
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sp->cstat |= 8;
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sp->z = GetActorHeight(spp) + sector[sp->sectnum].ceilingz;
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sp->z = GetActorHeight(spp) + sp->sector()->ceilingz;
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sp->zvel = 0;
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spp->nAction = 1;
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@ -291,7 +291,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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else
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{
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viewz = playerZ + nQuake[nLocalPlayer];
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int floorZ = sector[pPlayerSprite->sectnum].floorz;
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int floorZ = pPlayerSprite->sector()->floorz;
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if (viewz > floorZ)
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viewz = floorZ;
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@ -61,7 +61,7 @@ DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, short nSect
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pSprite->shade = -12;
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pSprite->cstat = 0x101;
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pSprite->pal = sector[pSprite->sectnum].ceilingpal;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pSprite->clipdist = 70;
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if (bEggWasp)
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