- get rid of spritetype in inactive code. (Search noise removal)

This commit is contained in:
Christoph Oelckers 2021-12-23 13:28:21 +01:00
parent 2254dacdf1
commit 5699488bea
3 changed files with 10 additions and 11 deletions

View file

@ -321,7 +321,7 @@ struct HWSkyboxPortal : public HWScenePortalBase
{
bool oldclamp;
int old_pm;
spritetype * portal;
DCoreActor * portal;
protected:
bool Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper) override;
@ -334,7 +334,7 @@ protected:
public:
HWSkyboxPortal(FPortalSceneState *state, spritetype * pt) : HWScenePortalBase(state)
HWSkyboxPortal(FPortalSceneState *state, DCoreActor * pt) : HWScenePortalBase(state)
{
portal = pt;
}

View file

@ -513,7 +513,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
for (int i = 0; i < mapHeader.numsprites; i++)
{
spritetypedisk load;
fr.Read(&load, sizeof(spritetypedisk)); // load into an intermediate buffer so that spritetype is no longer bound by file formats.
fr.Read(&load, sizeof(spritetypedisk));
if (encrypted) // What were these people thinking? :(
{
dbCrypt((char*)&load, sizeof(spritetypedisk), (gMapRev * sizeof(spritetypedisk)) | 0x7474614d);

View file

@ -263,7 +263,7 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
void fakePlayerProcess(PLAYER *pPlayer, InputPacket *pInput)
{
#if 0
spritetype *pSprite = pPlayer->pSprite;
auto pSprite = pPlayer->actor;
XSPRITE *pXSprite = pPlayer->pXSprite;
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.at48];
@ -357,7 +357,7 @@ void fakePlayerProcess(PLAYER *pPlayer, InputPacket *pInput)
#endif
}
static void fakeMoveDude(spritetype *pSprite)
static void fakeMoveDude(DBloodActor *actor)
{
#if 0 // not needed for single player, temporarily disabled due to icompatibilities with the refactored API.
PLAYER *pPlayer = NULL;
@ -448,9 +448,8 @@ static void fakeMoveDude(spritetype *pSprite)
if (predict.zvel)
predict.z += predict.zvel >> 8;
static_assert(sizeof(tspritetype) == sizeof(spritetype));
tspritetype pSpriteBak; memcpy(&pSpriteBak, pSprite, sizeof(pSpriteBak)); // how dare you??? (Use a tspritetype here so that if the sprite storage gets refactored, this line gets flagged.)
spritetype *pTempSprite = pSprite;
spritetype pSpriteBak; memcpy(&pSpriteBak, pSprite, sizeof(pSpriteBak));
auto pTempSprite = pSprite;
pTempSprite->x = predict.x;
pTempSprite->y = predict.y;
pTempSprite->z = predict.z;
@ -570,7 +569,7 @@ static void fakeMoveDude(spritetype *pSprite)
#endif
}
static void fakeActAirDrag(spritetype *, int num)
static void fakeActAirDrag(DBloodActor *, int num)
{
#if 0
int xvec = 0;
@ -598,7 +597,7 @@ static void fakeActAirDrag(spritetype *, int num)
void fakeActProcessSprites(void)
{
#if 0
spritetype *pSprite = gMe->pSprite;
auto pSprite = gMe->actor;
if (pSprite->statnum == kStatDude)
{
int nSector = predict.sector;
@ -642,7 +641,7 @@ void fakeActProcessSprites(void)
void viewCorrectPrediction(void)
{
#if 0
spritetype *pSprite = gMe->pSprite;
auto pSprite = gMe->actor;
VIEW *pView = &predictFifo[(gNetFifoTail-1)&255];
if (gMe->angle.ang != pView->at30 || pView->at24 != gMe->horizon.horiz || pView->at50 != pSprite->x || pView->at54 != pSprite->y || pView->at58 != pSprite->z)
{