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- get rid of spritetype in inactive code. (Search noise removal)
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parent
2254dacdf1
commit
5699488bea
3 changed files with 10 additions and 11 deletions
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@ -321,7 +321,7 @@ struct HWSkyboxPortal : public HWScenePortalBase
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{
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bool oldclamp;
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int old_pm;
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spritetype * portal;
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DCoreActor * portal;
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protected:
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bool Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper) override;
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@ -334,7 +334,7 @@ protected:
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public:
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HWSkyboxPortal(FPortalSceneState *state, spritetype * pt) : HWScenePortalBase(state)
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HWSkyboxPortal(FPortalSceneState *state, DCoreActor * pt) : HWScenePortalBase(state)
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{
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portal = pt;
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}
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@ -513,7 +513,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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for (int i = 0; i < mapHeader.numsprites; i++)
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{
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spritetypedisk load;
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fr.Read(&load, sizeof(spritetypedisk)); // load into an intermediate buffer so that spritetype is no longer bound by file formats.
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fr.Read(&load, sizeof(spritetypedisk));
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if (encrypted) // What were these people thinking? :(
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{
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dbCrypt((char*)&load, sizeof(spritetypedisk), (gMapRev * sizeof(spritetypedisk)) | 0x7474614d);
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@ -263,7 +263,7 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
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void fakePlayerProcess(PLAYER *pPlayer, InputPacket *pInput)
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{
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#if 0
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spritetype *pSprite = pPlayer->pSprite;
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auto pSprite = pPlayer->actor;
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XSPRITE *pXSprite = pPlayer->pXSprite;
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.at48];
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@ -357,7 +357,7 @@ void fakePlayerProcess(PLAYER *pPlayer, InputPacket *pInput)
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#endif
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}
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static void fakeMoveDude(spritetype *pSprite)
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static void fakeMoveDude(DBloodActor *actor)
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{
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#if 0 // not needed for single player, temporarily disabled due to icompatibilities with the refactored API.
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PLAYER *pPlayer = NULL;
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@ -448,9 +448,8 @@ static void fakeMoveDude(spritetype *pSprite)
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if (predict.zvel)
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predict.z += predict.zvel >> 8;
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static_assert(sizeof(tspritetype) == sizeof(spritetype));
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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.)
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spritetype *pTempSprite = pSprite;
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spritetype pSpriteBak; memcpy(&pSpriteBak, pSprite, sizeof(pSpriteBak));
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auto pTempSprite = pSprite;
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pTempSprite->x = predict.x;
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pTempSprite->y = predict.y;
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pTempSprite->z = predict.z;
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@ -570,7 +569,7 @@ static void fakeMoveDude(spritetype *pSprite)
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#endif
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}
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static void fakeActAirDrag(spritetype *, int num)
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static void fakeActAirDrag(DBloodActor *, int num)
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{
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#if 0
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int xvec = 0;
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@ -598,7 +597,7 @@ static void fakeActAirDrag(spritetype *, int num)
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void fakeActProcessSprites(void)
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{
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#if 0
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spritetype *pSprite = gMe->pSprite;
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auto pSprite = gMe->actor;
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if (pSprite->statnum == kStatDude)
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{
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int nSector = predict.sector;
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@ -642,7 +641,7 @@ void fakeActProcessSprites(void)
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void viewCorrectPrediction(void)
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{
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#if 0
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spritetype *pSprite = gMe->pSprite;
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auto pSprite = gMe->actor;
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VIEW *pView = &predictFifo[(gNetFifoTail-1)&255];
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if (gMe->angle.ang != pView->at30 || pView->at24 != gMe->horizon.horiz || pView->at50 != pSprite->x || pView->at54 != pSprite->y || pView->at58 != pSprite->z)
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{
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