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https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- use sectno() access function where we really need a sector index.
This commit is contained in:
parent
2d913982da
commit
6a43a270fa
11 changed files with 14 additions and 14 deletions
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@ -677,7 +677,7 @@ bool HWLineToSpritePortal::Setup(HWDrawInfo* di, FRenderState& rstate, Clipper*
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int origy = vp.Pos.Y * -16;
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int origy = vp.Pos.Y * -16;
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vp.SectNums = nullptr;
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vp.SectNums = nullptr;
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vp.SectCount = camera->sectnum;
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vp.SectCount = camera->sectno();
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vp.Pos.X = npos.X;
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vp.Pos.X = npos.X;
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vp.Pos.Y = npos.Y;
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vp.Pos.Y = npos.Y;
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@ -35,7 +35,7 @@ void collectTSpritesForPortal(int x, int y, int i, int interpolation)
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tspritetype* pTSprite = &pm_tsprite[pm_spritesortcnt++];
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tspritetype* pTSprite = &pm_tsprite[pm_spritesortcnt++];
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*pTSprite = {};
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*pTSprite = {};
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pTSprite->type = pSprite->type;
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pTSprite->type = pSprite->type;
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pTSprite->sectnum = nSector2;
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pTSprite->setsector(nSector2);
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pTSprite->x = pSprite->x + dx;
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pTSprite->x = pSprite->x + dx;
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pTSprite->y = pSprite->y + dy;
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pTSprite->y = pSprite->y + dy;
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pTSprite->z = pSprite->z + dz;
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pTSprite->z = pSprite->z + dz;
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@ -53,7 +53,7 @@ int picHeight(int nPic, int repeat);
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inline bool CheckSector(const BitArray& bits, spritetype* spr)
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inline bool CheckSector(const BitArray& bits, spritetype* spr)
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{
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{
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return bits[spr->sectnum];
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return bits[spr->sectno()];
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}
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}
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@ -120,8 +120,8 @@ void InitMirrors(void)
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if (link2 == nullptr)
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if (link2 == nullptr)
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continue;
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continue;
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int j = link2->s().sectnum;
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auto sectj = link2->s().sector();
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auto sectj = link2->s().sector();
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int j = sectnum(sectj);
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if (sectj->ceilingpicnum != 504)
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if (sectj->ceilingpicnum != 504)
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I_Error("Lower link sector %d doesn't have mirror picnum\n", j);
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I_Error("Lower link sector %d doesn't have mirror picnum\n", j);
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mirror[mirrorcnt].type = 2;
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mirror[mirrorcnt].type = 2;
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@ -621,7 +621,7 @@ void viewDrawScreen(bool sceneonly)
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BloodStatIterator it(kStatExplosion);
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BloodStatIterator it(kStatExplosion);
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while (auto actor = it.Next())
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while (auto actor = it.Next())
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{
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{
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if (actor->hasX() && gotsector[actor->s().sectnum])
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if (actor->hasX() && gotsector[actor->s().sectno()])
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{
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{
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brightness += actor->x().data3 * 32;
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brightness += actor->x().data3 * 32;
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}
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}
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@ -635,7 +635,7 @@ void viewDrawScreen(bool sceneonly)
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case kMissileTeslaAlt:
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case kMissileTeslaAlt:
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case kMissileFlareAlt:
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case kMissileFlareAlt:
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case kMissileTeslaRegular:
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case kMissileTeslaRegular:
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if (gotsector[pSprite->sectnum]) brightness += 256;
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if (gotsector[pSprite->sectno()]) brightness += 256;
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break;
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break;
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}
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}
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}
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}
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@ -1041,7 +1041,7 @@ void DoSector(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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if (lVar1 == g_iThisActorID)
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if (lVar1 == g_iThisActorID)
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{
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{
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// if they've asked for 'this', then use 'this'...
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// if they've asked for 'this', then use 'this'...
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iSector = sActor->s->sectnum;
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iSector = sActor->s->sectno();
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}
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}
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else
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else
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{
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{
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@ -1234,7 +1234,7 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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break;
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case ACTOR_SECTNUM: // made read only because this is not safe.
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case ACTOR_SECTNUM: // made read only because this is not safe.
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if (!bSet) /*changespritesect(iActor, lValue);
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if (!bSet) /*changespritesect(iActor, lValue);
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else*/ SetGameVarID(lVar2, spr->sectnum, sActor, sPlayer);
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else*/ SetGameVarID(lVar2, spr->sectno(), sActor, sPlayer);
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break;
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break;
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case ACTOR_STATNUM:
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case ACTOR_STATNUM:
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if (!bSet) /*changespritestat(iActor, lValue);
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if (!bSet) /*changespritestat(iActor, lValue);
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@ -860,7 +860,7 @@ static void SpawnPortals()
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{
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{
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if (p.type == PORTAL_SECTOR_FLOOR && p.dz == spr->hitag)
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if (p.type == PORTAL_SECTOR_FLOOR && p.dz == spr->hitag)
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{
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{
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p.targets.Push(spr2->sectnum);
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p.targets.Push(spr2->sectno());
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}
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}
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}
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}
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}
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}
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@ -873,7 +873,7 @@ static void SpawnPortals()
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{
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{
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if (p.type == PORTAL_SECTOR_CEILING && p.dz == spr->hitag)
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if (p.type == PORTAL_SECTOR_CEILING && p.dz == spr->hitag)
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{
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{
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p.targets.Push(spr->sectnum);
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p.targets.Push(spr->sectno());
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}
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}
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}
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}
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}
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}
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@ -510,7 +510,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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{
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{
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auto spr = act->s;
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auto spr = act->s;
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if (spr->picnum == RRTILE66)
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if (spr->picnum == RRTILE66)
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if (spr->lotag == sj->sectnum)
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if (spr->lotag == sj->sectno()) // bad map format design... Should have used a tag instead...
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{
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{
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childsectnum = spr->sector();
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childsectnum = spr->sector();
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deletesprite(act);
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deletesprite(act);
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@ -122,7 +122,7 @@ DDukeActor* EGS(sectortype* whatsectp, int s_x, int s_y, int s_z, int s_pn, int8
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s->hitag = 0;
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s->hitag = 0;
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}
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}
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if (show2dsector[s->sectnum]) act->s->cstat2 |= CSTAT2_SPRITE_MAPPED;
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if (show2dsector[s->sectno()]) act->s->cstat2 |= CSTAT2_SPRITE_MAPPED;
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else act->s->cstat2 &= ~CSTAT2_SPRITE_MAPPED;
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else act->s->cstat2 &= ~CSTAT2_SPRITE_MAPPED;
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act->sx() = {};
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act->sx() = {};
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@ -2290,7 +2290,7 @@ sectdone:
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// loc_1BC57:
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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->sector() so we can make this code a bit neater. Don't assume pPlayerSprite->sectnum == nSector here!!
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// CHECKME - are we finished with 'nSector' variable at this point? if so, maybe set it to pPlayerSprite->sector so we can make this code a bit neater. Don't assume pPlayerSprite->sector == nSector here!!
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if (nStandHeight > (pPlayerSprite->sector()->floorz - pPlayerSprite->sector()->ceilingz)) {
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if (nStandHeight > (pPlayerSprite->sector()->floorz - pPlayerSprite->sector()->ceilingz)) {
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var_48 = 1;
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var_48 = 1;
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}
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}
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@ -123,7 +123,7 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, int se
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{
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{
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auto sp = &actor->s();
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auto sp = &actor->s();
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// manually set gotpic
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// manually set gotpic
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if (gotsector[sp->sectnum])
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if (gotsector[sp->sectno()])
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{
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{
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setgotpic(FAF_MIRROR_PIC);
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setgotpic(FAF_MIRROR_PIC);
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}
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}
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