mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-31 04:20:42 +00:00
- replaced SECTOR_OBJECTp
This commit is contained in:
parent
74593feab1
commit
392397c2b0
17 changed files with 132 additions and 134 deletions
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@ -42,7 +42,7 @@ extern int GlobSpeedSO;
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void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect)
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{
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SECTOR_OBJECTp sop;
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SECTOR_OBJECT* sop;
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sectortype* *sectp;
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auto dwall = dest_sect->firstWall();
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@ -182,7 +182,7 @@ void CopySectorMatch(int match)
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// check to see if it moved on to a sector object
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if ((dsectp->extra & SECTFX_SECTOR_OBJECT))
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{
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SECTOR_OBJECTp sop;
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SECTOR_OBJECT* sop;
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// find and add sprite to SO
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sop = DetectSectorObject(itActor->sector());
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@ -376,9 +376,7 @@ typedef struct PLAYERstruct PLAYER, *PLAYERp;
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struct PERSONALITY;
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struct ATTRIBUTE;
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struct SECTOR_OBJECTstruct;
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typedef struct SECTOR_OBJECTstruct SECTOR_OBJECT, *SECTOR_OBJECTp;
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struct SECTOR_OBJECT;
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struct PANEL_SPRITE;
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struct ANIM;
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@ -387,7 +385,7 @@ typedef int ANIMATOR (DSWActor* actor);
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typedef ANIMATOR *ANIMATORp;
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typedef void pANIMATOR (PANEL_SPRITE*);
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typedef void (*soANIMATORp) (SECTOR_OBJECTp);
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typedef void (*soANIMATORp) (SECTOR_OBJECT*);
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struct STATE
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{
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@ -579,7 +577,7 @@ struct REMOTE_CONTROL
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int pang;
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vec2_t vect, ovect, slide_vect;
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vec3_t pos;
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SECTOR_OBJECTp sop_control;
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SECTOR_OBJECT* sop_control;
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};
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struct PLAYERstruct
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@ -599,8 +597,8 @@ struct PLAYERstruct
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vec3_t lv;
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REMOTE_CONTROL remote;
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SECTOR_OBJECTp sop_remote;
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SECTOR_OBJECTp sop; // will either be sop_remote or sop_control
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SECTOR_OBJECT* sop_remote;
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SECTOR_OBJECT* sop; // will either be sop_remote or sop_control
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int jump_count, jump_speed; // jumping
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int16_t down_speed, up_speed; // diving
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@ -668,8 +666,8 @@ struct PLAYERstruct
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int Flags, Flags2;
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ESyncBits KeyPressBits;
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SECTOR_OBJECTp sop_control; // sector object pointer
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SECTOR_OBJECTp sop_riding; // sector object pointer
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SECTOR_OBJECT* sop_control; // sector object pointer
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SECTOR_OBJECT* sop_riding; // sector object pointer
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struct
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{
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@ -931,7 +929,7 @@ struct USER
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ACTOR_ACTION_SET* ActorActionSet;
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PERSONALITY* Personality;
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ATTRIBUTE* Attrib;
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SECTOR_OBJECTp sop_parent; // denotes that this sprite is a part of the
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SECTOR_OBJECT* sop_parent; // denotes that this sprite is a part of the
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// sector object - contains info for the SO
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// referenced actors
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@ -1412,7 +1410,7 @@ enum
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extern TRACK Track[MAX_TRACKS];
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struct SECTOR_OBJECTstruct
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struct SECTOR_OBJECT
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{
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soANIMATORp PreMoveAnimator;
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@ -1663,7 +1661,7 @@ int AnimSet(int animtype, sectortype* animindex, int thegoal, int thevel)
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return AnimSet(animtype, sectnum(animindex), nullptr, thegoal, thevel);
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}
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short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECTp data);
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short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECT* data);
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short AnimSetVelAdj(short anim_ndx, short vel_adj);
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* person);
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@ -1859,12 +1857,12 @@ void SpikeAlign(DSWActor*); // spike.c
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short DoSectorObjectSetScale(short match); // morph.c
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short DoSOevent(short match,short state); // morph.c
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void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop,int x,int y,int z); // morph.c
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void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop,int x,int y,int z); // morph.c
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void ScaleSectorObject(SECTOR_OBJECTp sop); // morph.c
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void MorphTornado(SECTOR_OBJECTp sop); // morph.c
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void MorphFloor(SECTOR_OBJECTp sop); // morph.c
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void ScaleRandomPoint(SECTOR_OBJECTp sop,short k,short ang,int x,int y,int *dx,int *dy); // morph.c
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void SOBJ_AlignCeilingToPoint(SECTOR_OBJECT* sop,int x,int y,int z); // morph.c
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void SOBJ_AlignFloorToPoint(SECTOR_OBJECT* sop,int x,int y,int z); // morph.c
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void ScaleSectorObject(SECTOR_OBJECT* sop); // morph.c
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void MorphTornado(SECTOR_OBJECT* sop); // morph.c
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void MorphFloor(SECTOR_OBJECT* sop); // morph.c
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void ScaleRandomPoint(SECTOR_OBJECT* sop,short k,short ang,int x,int y,int *dx,int *dy); // morph.c
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void CopySectorMatch(int match); // copysect.c
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@ -2138,7 +2136,7 @@ struct ANIM
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short vel_adj;
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TObjPtr<DSWActor*> animactor;
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ANIM_CALLBACKp callback;
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SECTOR_OBJECTp callbackdata; // only gets used in one place for this so having a proper type makes serialization easier.
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SECTOR_OBJECT* callbackdata; // only gets used in one place for this so having a proper type makes serialization easier.
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int& Addr(bool write)
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{
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@ -72,7 +72,7 @@ static struct so_interp
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void MarkSOInterp()
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{
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int32_t i;
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SECTOR_OBJECTp sop;
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SECTOR_OBJECT* sop;
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so_interp* interp;
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so_interp::interp_data* data;
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@ -183,7 +183,7 @@ static void so_stopdatainterpolation(so_interp *interp, int element, DSWActor* a
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}
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}
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void so_addinterpolation(SECTOR_OBJECTp sop)
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void so_addinterpolation(SECTOR_OBJECT* sop)
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{
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sectortype* *sectp;
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int32_t startwall, endwall;
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@ -234,7 +234,7 @@ void so_addinterpolation(SECTOR_OBJECTp sop)
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interp->lasttic = synctics;
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}
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void so_setspriteinterpolation(SECTOR_OBJECTp sop, DSWActor* actor)
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void so_setspriteinterpolation(SECTOR_OBJECT* sop, DSWActor* actor)
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{
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so_interp *interp = &so_interpdata[sop - SectorObject];
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@ -245,7 +245,7 @@ void so_setspriteinterpolation(SECTOR_OBJECTp sop, DSWActor* actor)
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so_setspriteanginterpolation(interp, actor);
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}
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void so_stopspriteinterpolation(SECTOR_OBJECTp sop, DSWActor *actor)
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void so_stopspriteinterpolation(SECTOR_OBJECT* sop, DSWActor *actor)
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{
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so_interp *interp = &so_interpdata[sop - SectorObject];
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@ -256,7 +256,7 @@ void so_stopspriteinterpolation(SECTOR_OBJECTp sop, DSWActor *actor)
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so_stopdatainterpolation(interp, soi_sprang, actor);
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}
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void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics)
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void so_setinterpolationtics(SECTOR_OBJECT* sop, int16_t locktics)
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{
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so_interp *interp = &so_interpdata[sop - SectorObject];
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@ -267,7 +267,7 @@ void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics)
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void so_updateinterpolations(void) // Stick at beginning of domovethings
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{
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int32_t i;
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SECTOR_OBJECTp sop;
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SECTOR_OBJECT* sop;
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so_interp *interp;
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so_interp::interp_data *data;
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bool interpolating = cl_sointerpolation && !CommEnabled; // If changing from menu
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@ -310,7 +310,7 @@ void so_updateinterpolations(void) // Stick at beginning of domovethings
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void so_dointerpolations(int32_t smoothratio) // Stick at beginning of drawscreen
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{
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int32_t i, delta;
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SECTOR_OBJECTp sop;
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SECTOR_OBJECT* sop;
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so_interp *interp;
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so_interp::interp_data *data;
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@ -412,7 +412,7 @@ void so_dointerpolations(int32_t smoothratio) // Stick at b
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void so_restoreinterpolations(void) // Stick at end of drawscreen
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{
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int32_t i;
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SECTOR_OBJECTp sop;
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SECTOR_OBJECT* sop;
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so_interp *interp;
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so_interp::interp_data *data;
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@ -436,7 +436,7 @@ void so_restoreinterpolations(void) // Stick at end of drawscree
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void so_serializeinterpolations(FSerializer& arc)
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{
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SECTOR_OBJECTp sop;
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SECTOR_OBJECT* sop;
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so_interp* interp;
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if (arc.BeginArray("sop_interp"))
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@ -31,11 +31,11 @@ BEGIN_SW_NS
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extern int32_t so_numinterpolations;
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void so_addinterpolation(SECTOR_OBJECTp sop);
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void so_setspriteinterpolation(SECTOR_OBJECTp sop, DSWActor *sp);
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void so_stopspriteinterpolation(SECTOR_OBJECTp sop, DSWActor *sp);
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void so_setinterpolationangdiff(SECTOR_OBJECTp sop, int16_t angdiff);
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void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics);
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void so_addinterpolation(SECTOR_OBJECT* sop);
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void so_setspriteinterpolation(SECTOR_OBJECT* sop, DSWActor *sp);
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void so_stopspriteinterpolation(SECTOR_OBJECT* sop, DSWActor *sp);
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void so_setinterpolationangdiff(SECTOR_OBJECT* sop, int16_t angdiff);
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void so_setinterpolationtics(SECTOR_OBJECT* sop, int16_t locktics);
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void so_updateinterpolations(void);
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void so_dointerpolations(int32_t smoothratio);
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void so_restoreinterpolations(void);
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@ -41,7 +41,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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vec3_t opos[MAX_CLIPBOX], pos[MAX_CLIPBOX];
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SECTOR_OBJECTp sop = pp->sop;
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SECTOR_OBJECT* sop = pp->sop;
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short ang;
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short min_ndx = 0;
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int min_dist = 999999;
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@ -120,7 +120,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
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short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist)
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{
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int i;
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SECTOR_OBJECTp sop = pp->sop;
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SECTOR_OBJECT* sop = pp->sop;
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int ret;
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int x,y;
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short ang;
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@ -269,7 +269,7 @@ short RectClipTurn(PLAYERp pp, short new_ang, int *qx, int *qy, int *ox, int *oy
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{
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int i;
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vec2_t xy[4];
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SECTOR_OBJECTp sop = pp->sop;
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SECTOR_OBJECT* sop = pp->sop;
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short rot_ang;
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int point_num;
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@ -31,17 +31,17 @@ enum TriggerType { TRIGGER_TYPE_REMOTE_SO };
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int ActorFollowTrack(DSWActor*, short locktics);
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void ActorLeaveTrack(DSWActor*);
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void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic);
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void RefreshPoints(SECTOR_OBJECT* sop, int nx, int ny, bool dynamic);
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void TrackSetup(void);
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void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy);
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void PlaceSectorObject(SECTOR_OBJECT* sop, int newx, int newy);
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void PlaceSectorObjectsOnTracks(void);
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void PlaceActorsOnTracks(void);
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void SetupSectorObject(sectortype* sect, short tag);
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void PostSetupSectorObject(void);
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void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator);
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void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny);
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void KillSectorObjectSprites(SECTOR_OBJECTp sop);
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void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics);
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void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATORp animator);
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void CollapseSectorObject(SECTOR_OBJECT* sop, int nx, int ny);
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void KillSectorObjectSprites(SECTOR_OBJECT* sop);
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void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics);
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#define TEXT_INFO_TIME (3)
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#define TEXT_INFO_Y (40)
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@ -37,11 +37,11 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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void ScaleSectorObject(SECTOR_OBJECTp);
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void ScaleSectorObject(SECTOR_OBJECT*);
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short DoSectorObjectSetScale(short match)
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{
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SECTOR_OBJECTp sop;
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SECTOR_OBJECT* sop;
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for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
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{
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@ -113,7 +113,7 @@ short DoSectorObjectSetScale(short match)
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short DoSOevent(short match, short state)
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{
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SECTOR_OBJECTp sop;
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SECTOR_OBJECT* sop;
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short vel_adj=0, spin_adj=0;
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for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
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@ -184,7 +184,7 @@ short DoSOevent(short match, short state)
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// SCALING - PreAnimator
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//
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void ScaleSectorObject(SECTOR_OBJECTp sop)
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void ScaleSectorObject(SECTOR_OBJECT* sop)
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{
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switch (sop->scale_type)
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{
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@ -251,7 +251,7 @@ void ScaleSectorObject(SECTOR_OBJECTp sop)
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}
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}
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void ScaleRandomPoint(SECTOR_OBJECTp sop, short k, short ang, int x, int y, int *dx, int *dy)
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void ScaleRandomPoint(SECTOR_OBJECT* sop, short k, short ang, int x, int y, int *dx, int *dy)
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{
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int xmul,ymul;
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@ -292,7 +292,7 @@ void ScaleRandomPoint(SECTOR_OBJECTp sop, short k, short ang, int x, int y, int
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// Morph point - move point around
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//
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void MorphTornado(SECTOR_OBJECTp sop)
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void MorphTornado(SECTOR_OBJECT* sop)
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{
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int mx, my;
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int ceilingz;
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}
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// moves center point around and aligns slope
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void MorphFloor(SECTOR_OBJECTp sop)
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void MorphFloor(SECTOR_OBJECT* sop)
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{
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int mx, my;
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int floorz;
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@ -452,7 +452,7 @@ void MorphFloor(SECTOR_OBJECTp sop)
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}
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}
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void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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void SOBJ_AlignFloorToPoint(SECTOR_OBJECT* sop, int x, int y, int z)
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{
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sectortype* *sectp;
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int j;
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@ -467,7 +467,7 @@ void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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}
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}
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void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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void SOBJ_AlignCeilingToPoint(SECTOR_OBJECT* sop, int x, int y, int z)
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{
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sectortype* *sectp;
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int j;
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@ -482,7 +482,7 @@ void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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}
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}
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void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECT* sop, int x, int y, int z)
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{
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sectortype* *sectp;
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int j;
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@ -499,7 +499,7 @@ void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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}
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// moves center point around and aligns slope
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void SpikeFloor(SECTOR_OBJECTp sop)
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void SpikeFloor(SECTOR_OBJECT* sop)
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{
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int mx, my;
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int floorz;
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@ -60,7 +60,7 @@ BEGIN_SW_NS
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void pSpriteControl(PLAYERp pp);
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int WeaponOperate(PLAYERp pp);
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SECTOR_OBJECTp PlayerOnObject(sectortype* sect_match);
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SECTOR_OBJECT* PlayerOnObject(sectortype* sect_match);
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void PlayerRemoteReset(PLAYERp pp, sectortype* sect);
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void KillAllPanelInv(PLAYERp pp);
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void DoPlayerDeathDrown(PLAYERp pp);
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@ -161,7 +161,7 @@ void DoPlayerBeginDive(PLAYERp pp);
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void DoPlayerDive(PLAYERp pp);
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void DoPlayerTeleportPause(PLAYERp pp);
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bool PlayerFlyKey(void);
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void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy);
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void OperateSectorObject(SECTOR_OBJECT* sop, short newang, int newx, int newy);
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void CheckFootPrints(PLAYERp pp);
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bool DoPlayerTestCrawl(PLAYERp pp);
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void DoPlayerDeathFlip(PLAYERp pp);
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@ -1471,7 +1471,7 @@ void DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust)
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void DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist)
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{
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SECTOR_OBJECTp sop = pp->sop;
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SECTOR_OBJECT* sop = pp->sop;
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if (sop->drive_angspeed)
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{
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@ -1499,7 +1499,7 @@ void DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist)
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void DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
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{
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float avel;
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SECTOR_OBJECTp sop = pp->sop;
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SECTOR_OBJECT* sop = pp->sop;
|
||||
|
||||
if (sop->drive_angspeed)
|
||||
{
|
||||
|
@ -1527,7 +1527,7 @@ void DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
|
|||
void DoPlayerTurnTurret(PLAYERp pp, float avel)
|
||||
{
|
||||
binangle new_ang, diff;
|
||||
SECTOR_OBJECTp sop = pp->sop;
|
||||
SECTOR_OBJECT* sop = pp->sop;
|
||||
|
||||
if (sop->drive_angspeed)
|
||||
{
|
||||
|
@ -2358,7 +2358,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
|
|||
{
|
||||
int testpointinquad(int x, int y, int *qx, int *qy);
|
||||
|
||||
SECTOR_OBJECTp sop = pp->sop_control;
|
||||
SECTOR_OBJECT* sop = pp->sop_control;
|
||||
short stat;
|
||||
sectortype* *sectp;
|
||||
|
||||
|
@ -2509,7 +2509,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
|
|||
int count=0;
|
||||
|
||||
sectortype* *sectp;
|
||||
SECTOR_OBJECTp sop = pp->sop;
|
||||
SECTOR_OBJECT* sop = pp->sop;
|
||||
walltype* wp;
|
||||
int j,k;
|
||||
short startwall,endwall;
|
||||
|
@ -4821,7 +4821,7 @@ void DoPlayerBeginOperateTurret(PLAYERp pp)
|
|||
NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand);
|
||||
}
|
||||
|
||||
void FindMainSector(SECTOR_OBJECTp sop)
|
||||
void FindMainSector(SECTOR_OBJECT* sop)
|
||||
{
|
||||
// find the main sector - only do this once for each sector object
|
||||
if (sop->op_main_sector == nullptr)
|
||||
|
@ -4867,7 +4867,7 @@ void DoPlayerOperateMatch(PLAYERp pp, bool starting)
|
|||
|
||||
void DoPlayerBeginOperate(PLAYERp pp)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
int cz, fz;
|
||||
int i;
|
||||
|
||||
|
@ -4964,7 +4964,7 @@ void DoPlayerBeginOperate(PLAYERp pp)
|
|||
|
||||
}
|
||||
|
||||
void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
|
||||
void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECT* sop)
|
||||
{
|
||||
int cz, fz;
|
||||
int i;
|
||||
|
|
|
@ -137,7 +137,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp);
|
|||
void UpdatePlayerSprite(PLAYERp pp);
|
||||
void PlaySOsound(sectortype* sect,short sound_num);
|
||||
void DoSpawnTeleporterEffectPlace(DSWActor* sp);
|
||||
void FindMainSector(SECTOR_OBJECTp sop);
|
||||
void FindMainSector(SECTOR_OBJECT* sop);
|
||||
|
||||
END_SW_NS
|
||||
|
||||
|
|
|
@ -601,7 +601,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, P
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECTp& w, SECTOR_OBJECTp* def)
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT*& w, SECTOR_OBJECT** def)
|
||||
{
|
||||
int ndx = w ? int(w - SectorObject) : -1;
|
||||
arc(keyname, ndx);
|
||||
|
@ -615,9 +615,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECTp& w,
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECTstruct& w, SECTOR_OBJECTstruct* def)
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w, SECTOR_OBJECT* def)
|
||||
{
|
||||
static SECTOR_OBJECTstruct nul;
|
||||
static SECTOR_OBJECT nul;
|
||||
if (!def)
|
||||
{
|
||||
def = &nul;
|
||||
|
|
|
@ -1065,7 +1065,7 @@ void DoStopSoundSpotMatch(short match)
|
|||
}
|
||||
|
||||
|
||||
bool TestKillSectorObject(SECTOR_OBJECTp sop)
|
||||
bool TestKillSectorObject(SECTOR_OBJECT* sop)
|
||||
{
|
||||
if ((sop->flags & SOBJ_KILLABLE))
|
||||
{
|
||||
|
@ -1082,7 +1082,7 @@ bool TestKillSectorObject(SECTOR_OBJECTp sop)
|
|||
|
||||
short DoSectorObjectKillMatch(short match)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
|
||||
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
|
||||
{
|
||||
|
@ -1656,7 +1656,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
|
|||
case TAG_ROTATE_SO_SWITCH:
|
||||
{
|
||||
short so_num;
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
|
||||
so_num = actor->spr.hitag;
|
||||
|
||||
|
@ -2556,7 +2556,7 @@ int AnimSet(int animtype, int animindex, DSWActor* animactor, fixed_t thegoal, i
|
|||
return j;
|
||||
}
|
||||
|
||||
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECTp data)
|
||||
short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECT* data)
|
||||
{
|
||||
ASSERT(anim_ndx < AnimCnt);
|
||||
|
||||
|
@ -2630,7 +2630,7 @@ void DoPanning(void)
|
|||
|
||||
void DoSector(void)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
bool riding;
|
||||
int sync_flag;
|
||||
short pnum;
|
||||
|
|
|
@ -73,7 +73,7 @@ void DoSoundSpotStopSound(short match);
|
|||
void DoSector(void);
|
||||
int AnimateSwitch(DSWActor* actor, int tgt_value);
|
||||
void ShootableSwitch(DSWActor*);
|
||||
bool TestKillSectorObject(SECTOR_OBJECTp sop);
|
||||
bool TestKillSectorObject(SECTOR_OBJECT* sop);
|
||||
void WeaponExplodeSectorInRange(DSWActor*);
|
||||
|
||||
|
||||
|
|
|
@ -641,7 +641,7 @@ void KillActor(DSWActor* actor)
|
|||
// adjust sprites attached to sector objects
|
||||
if (actor->user.Flags & (SPR_SO_ATTACHED))
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
int sn, FoundSpriteNdx = -1;
|
||||
|
||||
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
|
||||
|
|
|
@ -41,9 +41,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny);
|
||||
void DoAutoTurretObject(SECTOR_OBJECTp sop);
|
||||
void DoTornadoObject(SECTOR_OBJECTp sop);
|
||||
void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny);
|
||||
void DoAutoTurretObject(SECTOR_OBJECT* sop);
|
||||
void DoTornadoObject(SECTOR_OBJECT* sop);
|
||||
int PickJumpSpeed(DSWActor*, int pix_height);
|
||||
DSWActor* FindNearSprite(DSWActor, short);
|
||||
ANIMATOR NinjaJumpActionFunc;
|
||||
|
@ -258,7 +258,7 @@ short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* tr
|
|||
}
|
||||
|
||||
|
||||
void NextTrackPoint(SECTOR_OBJECTp sop)
|
||||
void NextTrackPoint(SECTOR_OBJECT* sop)
|
||||
{
|
||||
sop->point += sop->dir;
|
||||
|
||||
|
@ -661,7 +661,7 @@ DSWActor* FindBoundSprite(int tag)
|
|||
}
|
||||
|
||||
|
||||
void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
||||
void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
|
||||
{
|
||||
int xlow, ylow, xhigh, yhigh;
|
||||
int startwall, endwall;
|
||||
|
@ -956,7 +956,7 @@ cont:
|
|||
|
||||
void SetupSectorObject(sectortype* sectp, short tag)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
int object_num;
|
||||
short j;
|
||||
|
||||
|
@ -968,11 +968,11 @@ void SetupSectorObject(sectortype* sectp, short tag)
|
|||
// initialize stuff first time through
|
||||
if (sop->num_sectors == -1)
|
||||
{
|
||||
void DoTornadoObject(SECTOR_OBJECTp sop);
|
||||
void MorphTornado(SECTOR_OBJECTp sop);
|
||||
void MorphFloor(SECTOR_OBJECTp sop);
|
||||
void ScaleSectorObject(SECTOR_OBJECTp sop);
|
||||
void DoAutoTurretObject(SECTOR_OBJECTp sop);
|
||||
void DoTornadoObject(SECTOR_OBJECT* sop);
|
||||
void MorphTornado(SECTOR_OBJECT* sop);
|
||||
void MorphFloor(SECTOR_OBJECT* sop);
|
||||
void ScaleSectorObject(SECTOR_OBJECT* sop);
|
||||
void DoAutoTurretObject(SECTOR_OBJECT* sop);
|
||||
|
||||
memset(sop->sectp, 0, sizeof(sop->sectp));
|
||||
memset(sop->so_actors, 0, sizeof(sop->so_actors));
|
||||
|
@ -1338,7 +1338,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
|
|||
|
||||
void PostSetupSectorObject(void)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
|
||||
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
|
||||
{
|
||||
|
@ -1349,10 +1349,10 @@ void PostSetupSectorObject(void)
|
|||
}
|
||||
|
||||
|
||||
SECTOR_OBJECTp PlayerOnObject(sectortype* match)
|
||||
SECTOR_OBJECT* PlayerOnObject(sectortype* match)
|
||||
{
|
||||
short i, j;
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
|
||||
// place each sector object on the track
|
||||
//for (i = 0; !SO_EMPTY(&SectorObject[i]) && (i < MAX_SECTOR_OBJECTS); i++)
|
||||
|
@ -1385,7 +1385,7 @@ void PlaceSectorObjectsOnTracks(void)
|
|||
for (i = 0; i < MAX_SECTOR_OBJECTS; i++)
|
||||
{
|
||||
int low_dist = 999999, dist;
|
||||
SECTOR_OBJECTp sop = &SectorObject[i];
|
||||
SECTOR_OBJECT* sop = &SectorObject[i];
|
||||
TRACK_POINT* tpoint = nullptr;
|
||||
|
||||
if (SO_EMPTY(sop))
|
||||
|
@ -1507,7 +1507,7 @@ void PlaceActorsOnTracks(void)
|
|||
}
|
||||
|
||||
|
||||
void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
|
||||
void MovePlayer(PLAYERp pp, SECTOR_OBJECT* sop, int nx, int ny)
|
||||
{
|
||||
void DoPlayerZrange(PLAYERp pp);
|
||||
|
||||
|
@ -1581,7 +1581,7 @@ void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
|
|||
UpdatePlayerSprite(pp);
|
||||
}
|
||||
|
||||
void MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
|
||||
void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny)
|
||||
{
|
||||
int j;
|
||||
vec2_t rxy;
|
||||
|
@ -1817,7 +1817,7 @@ PlayerPart:
|
|||
}
|
||||
}
|
||||
|
||||
void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic)
|
||||
void RefreshPoints(SECTOR_OBJECT* sop, int nx, int ny, bool dynamic)
|
||||
{
|
||||
short wallcount = 0, delta_ang_from_orig;
|
||||
short ang;
|
||||
|
@ -1901,7 +1901,7 @@ void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic)
|
|||
(*sop->PostMoveAnimator)(sop);
|
||||
}
|
||||
|
||||
void KillSectorObjectSprites(SECTOR_OBJECTp sop)
|
||||
void KillSectorObjectSprites(SECTOR_OBJECT* sop)
|
||||
{
|
||||
int i;
|
||||
|
||||
|
@ -1924,7 +1924,7 @@ void KillSectorObjectSprites(SECTOR_OBJECTp sop)
|
|||
sop->so_actors[0] = nullptr;
|
||||
}
|
||||
|
||||
void UpdateSectorObjectSprites(SECTOR_OBJECTp sop)
|
||||
void UpdateSectorObjectSprites(SECTOR_OBJECT* sop)
|
||||
{
|
||||
int i;
|
||||
|
||||
|
@ -1937,11 +1937,11 @@ void UpdateSectorObjectSprites(SECTOR_OBJECTp sop)
|
|||
}
|
||||
}
|
||||
|
||||
SECTOR_OBJECTp DetectSectorObject(sectortype* sectph)
|
||||
SECTOR_OBJECT* DetectSectorObject(sectortype* sectph)
|
||||
{
|
||||
short j;
|
||||
sectortype* *sectp;
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
|
||||
|
||||
// collapse the SO to a single point
|
||||
|
@ -1961,9 +1961,9 @@ SECTOR_OBJECTp DetectSectorObject(sectortype* sectph)
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph)
|
||||
SECTOR_OBJECT* DetectSectorObjectByWall(walltype* wph)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
|
||||
// collapse the SO to a single point
|
||||
// move all points to nx,ny
|
||||
|
@ -1995,7 +1995,7 @@ SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph)
|
|||
}
|
||||
|
||||
|
||||
void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny)
|
||||
void CollapseSectorObject(SECTOR_OBJECT* sop, int nx, int ny)
|
||||
{
|
||||
int j;
|
||||
sectortype* *sectp;
|
||||
|
@ -2026,7 +2026,7 @@ void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny)
|
|||
}
|
||||
|
||||
|
||||
void MoveZ(SECTOR_OBJECTp sop)
|
||||
void MoveZ(SECTOR_OBJECT* sop)
|
||||
{
|
||||
short i;
|
||||
sectortype* *sectp;
|
||||
|
@ -2081,14 +2081,14 @@ void MoveZ(SECTOR_OBJECTp sop)
|
|||
|
||||
void CallbackSOsink(ANIM* ap, void *data)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
int i, ndx;
|
||||
bool found = false;
|
||||
int tgt_depth;
|
||||
sectortype* srcsect = nullptr;
|
||||
sectortype* destsect = nullptr;
|
||||
|
||||
sop = (SECTOR_OBJECTp)data;
|
||||
sop = (SECTOR_OBJECT*)data;
|
||||
|
||||
for (i = 0; sop->sectp[i] != nullptr; i++)
|
||||
{
|
||||
|
@ -2157,7 +2157,7 @@ void CallbackSOsink(ANIM* ap, void *data)
|
|||
}
|
||||
|
||||
|
||||
void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
|
||||
void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics)
|
||||
{
|
||||
int nx, ny;
|
||||
short speed;
|
||||
|
@ -2238,7 +2238,7 @@ void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics)
|
|||
}
|
||||
}
|
||||
|
||||
void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
|
||||
void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny)
|
||||
{
|
||||
TRACK_POINT* tpoint;
|
||||
int dx, dy, dz;
|
||||
|
@ -2578,7 +2578,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
|
|||
}
|
||||
|
||||
|
||||
void OperateSectorObjectForTics(SECTOR_OBJECTp sop, short newang, int newx, int newy, short locktics)
|
||||
void OperateSectorObjectForTics(SECTOR_OBJECT* sop, short newang, int newx, int newy, short locktics)
|
||||
{
|
||||
int i;
|
||||
sectortype* *sectp;
|
||||
|
@ -2617,18 +2617,18 @@ void OperateSectorObjectForTics(SECTOR_OBJECTp sop, short newang, int newx, int
|
|||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
void OperateSectorObject(SECTOR_OBJECTp sop, short newang, int newx, int newy)
|
||||
void OperateSectorObject(SECTOR_OBJECT* sop, short newang, int newx, int newy)
|
||||
{
|
||||
OperateSectorObjectForTics(sop, newang, newx, newy, synctics);
|
||||
}
|
||||
|
||||
void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy)
|
||||
void PlaceSectorObject(SECTOR_OBJECT* sop, int newx, int newy)
|
||||
{
|
||||
so_setinterpolationtics(sop, synctics);
|
||||
RefreshPoints(sop, newx - sop->xmid, newy - sop->ymid, false);
|
||||
}
|
||||
|
||||
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
|
||||
void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATORp animator)
|
||||
{
|
||||
sectortype* *sectp;
|
||||
|
||||
|
@ -2667,7 +2667,7 @@ void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
|
|||
}
|
||||
|
||||
|
||||
void KillSectorObject(SECTOR_OBJECTp sop)
|
||||
void KillSectorObject(SECTOR_OBJECT* sop)
|
||||
{
|
||||
int newx = MAXSO;
|
||||
int newy = MAXSO;
|
||||
|
@ -2685,7 +2685,7 @@ void KillSectorObject(SECTOR_OBJECTp sop)
|
|||
}
|
||||
|
||||
|
||||
void TornadoSpin(SECTOR_OBJECTp sop)
|
||||
void TornadoSpin(SECTOR_OBJECT* sop)
|
||||
{
|
||||
short delta_ang, speed;
|
||||
short locktics = synctics;
|
||||
|
@ -2717,7 +2717,7 @@ void TornadoSpin(SECTOR_OBJECTp sop)
|
|||
}
|
||||
}
|
||||
|
||||
void DoTornadoObject(SECTOR_OBJECTp sop)
|
||||
void DoTornadoObject(SECTOR_OBJECT* sop)
|
||||
{
|
||||
int xvect,yvect;
|
||||
// this made them move together more or less - cool!
|
||||
|
@ -2749,7 +2749,7 @@ void DoTornadoObject(SECTOR_OBJECTp sop)
|
|||
RefreshPoints(sop, pos.X - sop->xmid, pos.Y - sop->ymid, true);
|
||||
}
|
||||
|
||||
void DoAutoTurretObject(SECTOR_OBJECTp sop)
|
||||
void DoAutoTurretObject(SECTOR_OBJECT* sop)
|
||||
{
|
||||
DSWActor* actor = sop->sp_child;
|
||||
if (!actor) return;
|
||||
|
|
|
@ -36,9 +36,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
SECTOR_OBJECTp DetectSectorObjectByWall(walltype*);
|
||||
SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
|
||||
|
||||
void SOwallmove(SECTOR_OBJECTp sop, DSWActor* actor, walltype* find_wallp, int dist, int *nx, int *ny)
|
||||
void SOwallmove(SECTOR_OBJECT* sop, DSWActor* actor, walltype* find_wallp, int dist, int *nx, int *ny)
|
||||
{
|
||||
int j,k,wallcount;
|
||||
walltype* wp;
|
||||
|
@ -106,7 +106,7 @@ int DoWallMove(DSWActor* actor)
|
|||
|
||||
if ((wal.extra & WALLFX_SECTOR_OBJECT))
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
sop = DetectSectorObjectByWall(&wal);
|
||||
ASSERT(sop);
|
||||
SOwallmove(sop, actor, &wal, dist, &nx, &ny);
|
||||
|
|
|
@ -55,7 +55,7 @@ struct MISSILE_PLACEMENT
|
|||
void SpawnZombie2(DSWActor*);
|
||||
Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics);
|
||||
void DoPlayerBeginDie(PLAYERp);
|
||||
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator);
|
||||
void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATORp animator);
|
||||
ANIMATOR DoBettyBeginDeath;
|
||||
ANIMATOR DoSkullBeginDeath;
|
||||
ANIMATOR DoRipperGrow;
|
||||
|
@ -112,8 +112,8 @@ ANIMATOR SpawnShrapX;
|
|||
bool WeaponMoveHit(DSWActor* actor);
|
||||
void SpawnMidSplash(DSWActor* actor);
|
||||
|
||||
int SopDamage(SECTOR_OBJECTp sop,short amt);
|
||||
int SopCheckKill(SECTOR_OBJECTp sop);
|
||||
int SopDamage(SECTOR_OBJECT* sop,short amt);
|
||||
int SopCheckKill(SECTOR_OBJECT* sop);
|
||||
int QueueStar(DSWActor*);
|
||||
int DoBlurExtend(DSWActor* actor, int16_t interval, int16_t blur_num);
|
||||
int SpawnDemonFist(DSWActor*);
|
||||
|
@ -4153,9 +4153,9 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
|
|||
|
||||
bool VehicleMoveHit(DSWActor* actor)
|
||||
{
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECTp hsop;
|
||||
bool TestKillSectorObject(SECTOR_OBJECTp);
|
||||
SECTOR_OBJECT* sop;
|
||||
SECTOR_OBJECT* hsop;
|
||||
bool TestKillSectorObject(SECTOR_OBJECT*);
|
||||
|
||||
if (actor->user.coll.type == kHitNone)
|
||||
return false;
|
||||
|
@ -4249,7 +4249,7 @@ bool WeaponMoveHit(DSWActor* actor)
|
|||
case kHitSector:
|
||||
{
|
||||
sectortype* sectp;
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
|
||||
sectp = actor->user.coll.hitSector;
|
||||
|
||||
|
@ -4391,7 +4391,7 @@ bool WeaponMoveHit(DSWActor* actor)
|
|||
case kHitWall:
|
||||
{
|
||||
auto wph = actor->user.coll.hitWall;
|
||||
SECTOR_OBJECTp sop;
|
||||
SECTOR_OBJECT* sop;
|
||||
|
||||
ASSERT(wph->extra != -1);
|
||||
|
||||
|
@ -5071,7 +5071,7 @@ int ActorHealth(DSWActor* actor, short amt)
|
|||
return true;
|
||||
}
|
||||
|
||||
int SopDamage(SECTOR_OBJECTp sop, short amt)
|
||||
int SopDamage(SECTOR_OBJECT* sop, short amt)
|
||||
{
|
||||
auto actor = sop->sp_child;
|
||||
|
||||
|
@ -5088,7 +5088,7 @@ int SopDamage(SECTOR_OBJECTp sop, short amt)
|
|||
return true;
|
||||
}
|
||||
|
||||
int SopCheckKill(SECTOR_OBJECTp sop)
|
||||
int SopCheckKill(SECTOR_OBJECT* sop)
|
||||
{
|
||||
bool killed = false;
|
||||
|
||||
|
@ -10192,7 +10192,7 @@ void SpawnMicroExp(DSWActor* actor)
|
|||
SpawnVis(nullptr, expActor->sector(), expActor->spr.pos.X, expActor->spr.pos.Y, expActor->spr.pos.Z, 16);
|
||||
}
|
||||
|
||||
void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)
|
||||
void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECT* sop)
|
||||
{
|
||||
unsigned sn;
|
||||
|
||||
|
@ -10222,7 +10222,7 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)
|
|||
actor->user.sang = actor->spr.ang;
|
||||
}
|
||||
|
||||
void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop, bool smallflames)
|
||||
void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECT* sop, bool smallflames)
|
||||
{
|
||||
unsigned sn;
|
||||
|
||||
|
@ -16025,7 +16025,7 @@ DSWActor* SpawnShotgunSparks(PLAYERp pp, sectortype* hit_sect, walltype* hit_wal
|
|||
return actorNew;
|
||||
}
|
||||
|
||||
int InitTurretMgun(SECTOR_OBJECTp sop)
|
||||
int InitTurretMgun(SECTOR_OBJECT* sop)
|
||||
{
|
||||
short daang, i;
|
||||
HitInfo hit{};
|
||||
|
|
|
@ -81,8 +81,8 @@ extern TObjPtr<DSWActor*> LoWangsQueue[MAX_LOWANGS_QUEUE];
|
|||
|
||||
void ChangeState(DSWActor* actor, STATEp statep);
|
||||
void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
|
||||
SECTOR_OBJECTp DetectSectorObject(sectortype*);
|
||||
SECTOR_OBJECTp DetectSectorObjectByWall(walltype*);
|
||||
SECTOR_OBJECT* DetectSectorObject(sectortype*);
|
||||
SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
|
||||
void ScaleSpriteVector(DSWActor* actor, int scale);
|
||||
void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z);
|
||||
DSWActor* QueueWallBlood(DSWActor* hit, short ang);
|
||||
|
@ -228,14 +228,14 @@ int InitSobjGun(PLAYERp pp);
|
|||
void InitFireballTrap(DSWActor* actor);
|
||||
void InitBoltTrap(DSWActor* actor);
|
||||
void InitSpearTrap(DSWActor*);
|
||||
int InitTurretMgun(SECTOR_OBJECTp sop);
|
||||
int InitTurretMgun(SECTOR_OBJECT* sop);
|
||||
void InitVulcanBoulder(DSWActor* actor);
|
||||
int DoBladeDamage(DSWActor*);
|
||||
int DoFindGround(DSWActor*);
|
||||
int DoFindGroundPoint(DSWActor* actor);
|
||||
void SpriteQueueDelete(DSWActor* actor);
|
||||
int HelpMissileLateral(DSWActor*, int dist);
|
||||
void AddSpriteToSectorObject(DSWActor*,SECTOR_OBJECTp sop);
|
||||
void AddSpriteToSectorObject(DSWActor*,SECTOR_OBJECT* sop);
|
||||
void QueueReset(void);
|
||||
int PlayerCheckDeath(PLAYERp pp,DSWActor*);
|
||||
bool SpriteWarpToUnderwater(DSWActor* actor);
|
||||
|
|
Loading…
Reference in a new issue