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- use proper clipmove variant in Blood and Exhumed
This merely extends some shorts to full ints to match the desired parameter's size.
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2e1ff313b0
commit
3811147f70
5 changed files with 7 additions and 7 deletions
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@ -735,7 +735,7 @@ int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3)
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unsigned int ClipMove(vec3_t *pos, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask)
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{
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auto opos = *pos;
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short bakSect = *nSector;
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int bakSect = *nSector;
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unsigned int nRes = clipmove(pos, &bakSect, xv<<14, yv<<14, wd, cd, fd, nMask);
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if (bakSect == -1)
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{
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@ -222,7 +222,7 @@ void Gravity(DExhumedActor* actor);
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DExhumedActor* UpdateEnemy(DExhumedActor** ppEnemy);
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Collision MoveCreature(DExhumedActor* nSprite);
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Collision MoveCreatureWithCaution(DExhumedActor* actor);
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void WheresMyMouth(int nPlayer, vec3_t* pos, short *sectnum);
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void WheresMyMouth(int nPlayer, vec3_t* pos, int *sectnum);
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int GetActorHeight(DExhumedActor* nSprite);
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DExhumedActor* insertActor(int, int);
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DExhumedActor* GrabBody();
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@ -147,7 +147,7 @@ void BuildBubbleMachine(DExhumedActor* pActor)
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void DoBubbles(int nPlayer)
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{
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vec3_t pos;
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short nSector;
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int nSector;
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WheresMyMouth(nPlayer, &pos, &nSector);
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@ -540,7 +540,7 @@ Collision movesprite(DExhumedActor* pActor, int dx, int dy, int dz, int ceildist
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int nClipDist = (int8_t)pSprite->clipdist << 2;
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short nSector = pSprite->sectnum;
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int nSector = pSprite->sectnum;
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assert(nSector >= 0 && nSector < kMaxSectors);
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int floorZ = sector[nSector].floorz;
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@ -950,7 +950,7 @@ void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel)
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pos.y = sBlockInfo[nBlock].y;
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int y_b = sBlockInfo[nBlock].y;
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short nSectorB = nSector;
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int nSectorB = nSector;
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int nZVal;
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@ -1306,7 +1306,7 @@ int GetWallNormal(short nWall)
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return (nAngle + 512) & kAngleMask;
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}
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void WheresMyMouth(int nPlayer, vec3_t* pos, short *sectnum)
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void WheresMyMouth(int nPlayer, vec3_t* pos, int *sectnum)
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{
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auto pActor = PlayerList[nPlayer].Actor();
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auto pSprite = &pActor->s();
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@ -2542,7 +2542,7 @@ sectdone:
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if (!RandomSize(5))
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{
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vec3_t pos;
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short mouthSect;
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int mouthSect;
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WheresMyMouth(nPlayer, &pos, &mouthSect);
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BuildAnim(nullptr, 71, 0, pos.x, pos.y, pPlayerSprite->z + 3840, mouthSect, 75, 128);
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