mirror of
https://github.com/ZDoom/Raze.git
synced 2025-05-30 17:01:03 +00:00
- renamed all shadowing variables in Duke.
This commit is contained in:
parent
032c597fa5
commit
7bbd4343a8
14 changed files with 127 additions and 128 deletions
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@ -831,11 +831,11 @@ public:
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if (result)
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if (result)
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{
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{
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IMAGEHLP_LINE64 line64;
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IMAGEHLP_LINE64 line64;
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displacement = 0;
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DWORD displacement1 = 0;
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memset(&line64, 0, sizeof(IMAGEHLP_LINE64));
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memset(&line64, 0, sizeof(IMAGEHLP_LINE64));
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line64.SizeOfStruct = sizeof(IMAGEHLP_LINE64);
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line64.SizeOfStruct = sizeof(IMAGEHLP_LINE64);
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auto symresult = SymGetLineFromAddr64(GetCurrentProcess(), (DWORD64)frame, &displacement, &line64);
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result = SymGetLineFromAddr64(GetCurrentProcess(), (DWORD64)frame, &displacement1, &line64);
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if (symresult)
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if (result)
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{
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{
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s.Format("Called from %s at %s, line %d\n", symbol64->Name, line64.FileName, (int)line64.LineNumber);
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s.Format("Called from %s at %s, line %d\n", symbol64->Name, line64.FileName, (int)line64.LineNumber);
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}
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}
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@ -589,15 +589,15 @@ void movefx(void)
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int flags = S_GetUserFlags(act->spr.lotag);
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int flags = S_GetUserFlags(act->spr.lotag);
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if (flags & SF_MSFX)
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if (flags & SF_MSFX)
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{
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{
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int x = dist(ps[screenpeek].GetActor(), act);
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int distance = dist(ps[screenpeek].GetActor(), act);
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if (x < ht && act->temp_data[0] == 0)
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if (distance < ht && act->temp_data[0] == 0)
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{
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{
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// Start playing an ambience sound.
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// Start playing an ambience sound.
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S_PlayActorSound(act->spr.lotag, act, CHAN_AUTO, CHANF_LOOP);
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S_PlayActorSound(act->spr.lotag, act, CHAN_AUTO, CHANF_LOOP);
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act->temp_data[0] = 1; // AMBIENT_SFX_PLAYING
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act->temp_data[0] = 1; // AMBIENT_SFX_PLAYING
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}
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}
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else if (x >= ht && act->temp_data[0] == 1)
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else if (distance >= ht && act->temp_data[0] == 1)
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{
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{
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// Stop playing ambience sound because we're out of its range.
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// Stop playing ambience sound because we're out of its range.
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S_StopSound(act->spr.lotag, act);
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S_StopSound(act->spr.lotag, act);
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@ -2932,10 +2932,10 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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}
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}
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}
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}
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auto Owner = actor->GetOwner();
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auto actOwner = actor->GetOwner();
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if (Owner)
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if (actOwner)
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{
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{
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DukeSectIterator itr(Owner->sector());
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DukeSectIterator itr(actOwner->sector());
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while (auto a2 = itr.Next())
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while (auto a2 = itr.Next())
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{
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{
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if (a2->spr.statnum == 1 && badguy(a2) && a2->spr.picnum != SECTOREFFECTOR && a2->spr.picnum != LOCATORS)
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if (a2->spr.statnum == 1 && badguy(a2) && a2->spr.picnum != SECTOREFFECTOR && a2->spr.picnum != LOCATORS)
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@ -3874,8 +3874,8 @@ void handle_se17(DDukeActor* actor)
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actor->temp_data[1] = 0;
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actor->temp_data[1] = 0;
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DDukeActor* act2;
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DDukeActor* act2;
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DukeStatIterator it(STAT_EFFECTOR);
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DukeStatIterator itr(STAT_EFFECTOR);
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while ((act2 = it.Next()))
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while ((act2 = itr.Next()))
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{
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{
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if (actor != act2 && (act2->spr.lotag) == 17)
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if (actor != act2 && (act2->spr.lotag) == 17)
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if ((sc->hitag - actor->temp_data[0]) == (act2->sector()->hitag) && sh == (act2->spr.hitag))
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if ((sc->hitag - actor->temp_data[0]) == (act2->sector()->hitag) && sh == (act2->spr.hitag))
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@ -4872,8 +4872,8 @@ void makeitfall(DDukeActor* actor)
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if ((actor->spr.statnum == STAT_ACTOR || actor->spr.statnum == STAT_PLAYER || actor->spr.statnum == STAT_ZOMBIEACTOR || actor->spr.statnum == STAT_STANDABLE))
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if ((actor->spr.statnum == STAT_ACTOR || actor->spr.statnum == STAT_PLAYER || actor->spr.statnum == STAT_ZOMBIEACTOR || actor->spr.statnum == STAT_STANDABLE))
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{
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{
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Collision c;
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Collision coll;
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getzrange({ actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (FOURSLEIGHT) }, actor->spr.sector(), &actor->ceilingz, c, &actor->floorz, c, 127, CLIPMASK0);
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getzrange({ actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (FOURSLEIGHT) }, actor->spr.sector(), &actor->ceilingz, coll, &actor->floorz, coll, 127, CLIPMASK0);
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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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@ -1768,15 +1768,15 @@ static void weaponcommon_d(DDukeActor* proj)
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}
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}
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else if (proj->spr.picnum != COOLEXPLOSION1 && proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != FIRELASER && (!isWorldTour() || proj->spr.picnum != FIREBALL))
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else if (proj->spr.picnum != COOLEXPLOSION1 && proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != FIRELASER && (!isWorldTour() || proj->spr.picnum != FIREBALL))
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{
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{
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auto k = spawn(proj, EXPLOSION2);
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auto spawned = spawn(proj, EXPLOSION2);
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if (k)
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if (spawned)
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{
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{
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k->spr.xrepeat = k->spr.yrepeat = proj->spr.xrepeat >> 1;
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spawned->spr.xrepeat = spawned->spr.yrepeat = proj->spr.xrepeat >> 1;
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if (coll.type == kHitSector)
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if (coll.type == kHitSector)
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{
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{
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if (proj->spr.zvel < 0)
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if (proj->spr.zvel < 0)
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{
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{
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k->spr.cstat |= CSTAT_SPRITE_YFLIP; k->spr.pos.Z += (72 << 8);
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spawned->spr.cstat |= CSTAT_SPRITE_YFLIP; spawned->spr.pos.Z += (72 << 8);
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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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@ -2302,16 +2302,16 @@ static void greenslime(DDukeActor *actor)
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{
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{
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for (x = 0; x < 8; x++)
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for (x = 0; x < 8; x++)
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{
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{
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auto j = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5);
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auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5);
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j->spr.pal = 6;
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spawned->spr.pal = 6;
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}
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}
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S_PlayActorSound(SLIM_DYING, actor);
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S_PlayActorSound(SLIM_DYING, actor);
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S_PlayActorSound(SQUISHED, actor);
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S_PlayActorSound(SQUISHED, actor);
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if ((krand() & 255) < 32)
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if ((krand() & 255) < 32)
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{
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{
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auto j = spawn(actor, BLOODPOOL);
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auto spawned = spawn(actor, BLOODPOOL);
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if (j) j->spr.pal = 0;
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if (spawned) spawned->spr.pal = 0;
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}
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}
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ps[p].actors_killed++;
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ps[p].actors_killed++;
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actor->temp_data[0] = -3;
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actor->temp_data[0] = -3;
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@ -2411,14 +2411,14 @@ static void greenslime(DDukeActor *actor)
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if ((krand() & 255) < 32)
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if ((krand() & 255) < 32)
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{
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{
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auto j = spawn(actor, BLOODPOOL);
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auto spawned = spawn(actor, BLOODPOOL);
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if (j) j->spr.pal = 0;
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if (spawned) spawned->spr.pal = 0;
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}
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}
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for (x = 0; x < 8; x++)
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for (x = 0; x < 8; x++)
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{
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{
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auto j = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5);
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auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5);
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if (j) j->spr.pal = 6;
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if (spawned) spawned->spr.pal = 6;
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}
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}
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actor->temp_data[0] = -3;
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actor->temp_data[0] = -3;
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deletesprite(actor);
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deletesprite(actor);
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@ -2963,8 +2963,8 @@ void moveactors_d(void)
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act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YCENTER;
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act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YCENTER;
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k = 1;
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k = 1;
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DukeStatIterator it(STAT_ACTOR);
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DukeStatIterator itr(STAT_ACTOR);
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while (auto act2 = it.Next())
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while (auto act2 = itr.Next())
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{
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{
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if (act2->spr.lotag == act->spr.lotag &&
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if (act2->spr.lotag == act->spr.lotag &&
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act2->spr.picnum == act->spr.picnum)
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act2->spr.picnum == act->spr.picnum)
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@ -790,8 +790,8 @@ void movefallers_r(void)
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if (act->spr.extra <= 0)
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if (act->spr.extra <= 0)
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{
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{
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act->temp_data[0] = 1;
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act->temp_data[0] = 1;
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DukeStatIterator it(STAT_FALLER);
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DukeStatIterator itr(STAT_FALLER);
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while (auto ac2 = it.Next())
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while (auto ac2 = itr.Next())
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{
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{
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if (ac2->spr.hitag == act->spr.hitag)
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if (ac2->spr.hitag == act->spr.hitag)
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{
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{
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@ -1446,16 +1446,16 @@ static void weaponcommon_r(DDukeActor *proj)
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else if (isRRRA() && proj->spr.picnum == RRTILE1790) rpgexplode(proj, coll.type, oldpos, EXPLOSION2, -1, 160, RPG_EXPLODE);
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else if (isRRRA() && proj->spr.picnum == RRTILE1790) rpgexplode(proj, coll.type, oldpos, EXPLOSION2, -1, 160, RPG_EXPLODE);
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else if (proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != FIRELASER && proj->spr.picnum != SHRINKSPARK)
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else if (proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != FIRELASER && proj->spr.picnum != SHRINKSPARK)
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{
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{
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auto k = spawn(proj, 1441);
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auto spawned = spawn(proj, 1441);
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if (k)
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if (spawned)
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{
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{
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k->spr.xrepeat = k->spr.yrepeat = proj->spr.xrepeat >> 1;
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spawned->spr.xrepeat = spawned->spr.yrepeat = proj->spr.xrepeat >> 1;
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if (coll.type == kHitSector)
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if (coll.type == kHitSector)
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{
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{
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if (proj->spr.zvel < 0)
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if (proj->spr.zvel < 0)
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{
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{
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k->spr.cstat |= CSTAT_SPRITE_YFLIP;
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spawned->spr.cstat |= CSTAT_SPRITE_YFLIP;
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k->spr.pos.Z += (72 << 8);
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spawned->spr.pos.Z += (72 << 8);
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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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@ -1802,12 +1802,12 @@ void movetransports_r(void)
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if (sectlotag > 0)
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if (sectlotag > 0)
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{
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{
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auto k = spawn(act2, WATERSPLASH2);
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auto spawned = spawn(act2, WATERSPLASH2);
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if (k && sectlotag == 1 && act2->spr.statnum == 4)
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if (spawned && sectlotag == 1 && act2->spr.statnum == 4)
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{
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{
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k->spr.xvel = act2->spr.xvel >> 1;
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spawned->spr.xvel = act2->spr.xvel >> 1;
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k->spr.ang = act2->spr.ang;
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spawned->spr.ang = act2->spr.ang;
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ssp(k, CLIPMASK0);
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ssp(spawned, CLIPMASK0);
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}
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}
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}
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}
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@ -1986,8 +1986,8 @@ static void rrra_specialstats()
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if (enemysizecheat > 0)
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if (enemysizecheat > 0)
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{
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{
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DukeSpriteIterator it;
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DukeSpriteIterator itr;
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while (auto act = it.Next())
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while (auto act = itr.Next())
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{
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{
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switch (act->spr.picnum)
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switch (act->spr.picnum)
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{
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{
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@ -397,10 +397,10 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int
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//Draw sprites
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//Draw sprites
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auto pactor = ps[screenpeek].GetActor();
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auto pactor = ps[screenpeek].GetActor();
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for (unsigned i = 0; i < sector.Size(); i++)
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for (unsigned ii = 0; ii < sector.Size(); ii++)
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{
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{
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if (!gFullMap || !show2dsector[i]) continue;
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if (!gFullMap || !show2dsector[ii]) continue;
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DukeSectIterator it(i);
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DukeSectIterator it(ii);
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while (auto act = it.Next())
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while (auto act = it.Next())
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{
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{
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if (act == pactor || (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) || act->spr.cstat == CSTAT_SPRITE_BLOCK_ALL || act->spr.xrepeat == 0) continue;
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if (act == pactor || (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) || act->spr.cstat == CSTAT_SPRITE_BLOCK_ALL || act->spr.xrepeat == 0) continue;
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@ -1629,7 +1629,7 @@ int ConCompiler::parsecommand()
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parsecommand();
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parsecommand();
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setscriptvalue(tempscrptr, scriptpos());
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setscriptvalue(tempscrptr, scriptpos());
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auto k = keyword();
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auto kw = keyword();
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// Cannot be done - the code starts misbehaving with this check, it is especially noticeable on the soldiers in NAM.
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// Cannot be done - the code starts misbehaving with this check, it is especially noticeable on the soldiers in NAM.
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// Unfortunately this means one less error check, but ultimately CON is too broken to begin with anyway
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// Unfortunately this means one less error check, but ultimately CON is too broken to begin with anyway
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#if 0
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#if 0
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@ -1911,7 +1911,7 @@ int ConCompiler::parsecommand()
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// What a mess. The only way to detect which game version we are running is to count the parsed values here.
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// What a mess. The only way to detect which game version we are running is to count the parsed values here.
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int params[34]; // 34 is the maximum for RRRA.
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int params[34]; // 34 is the maximum for RRRA.
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int pcount = 0;
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int pcount = 0;
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for (int i = 0; i < 34; i++)
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for (int ii = 0; ii < 34; ii++)
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{
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{
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transnum(LABEL_DEFINE);
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transnum(LABEL_DEFINE);
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params[pcount++] = popscriptvalue();
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params[pcount++] = popscriptvalue();
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@ -2719,10 +2719,10 @@ int ConCompiler::parsecommand()
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{
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{
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popscriptvalue();
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popscriptvalue();
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transnum(LABEL_DEFINE);
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transnum(LABEL_DEFINE);
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int k = popscriptvalue();
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int val = popscriptvalue();
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if (k > VERSIONCHECK)
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if (val > VERSIONCHECK)
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{
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{
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Printf(TEXTCOLOR_RED " * ERROR: This CON Code requires at least Build %d, but we are only Build %d\n", k, (int)VERSIONCHECK);
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Printf(TEXTCOLOR_RED " * ERROR: This CON Code requires at least Build %d, but we are only Build %d\n", val, (int)VERSIONCHECK);
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errorcount++;
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errorcount++;
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}
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}
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break;
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break;
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@ -2073,10 +2073,10 @@ int ParseState::parse(void)
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updatesector(ps[g_p].pos.X,ps[g_p].pos.Y,&ps[g_p].cursector);
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updatesector(ps[g_p].pos.X,ps[g_p].pos.Y,&ps[g_p].cursector);
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DukeStatIterator it(STAT_ACTOR);
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DukeStatIterator it(STAT_ACTOR);
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while (auto j = it.Next())
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while (auto actj = it.Next())
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{
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{
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if (j->spr.picnum == TILE_CAMERA1)
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if (actj->spr.picnum == TILE_CAMERA1)
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j->spr.yvel = 0;
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actj->spr.yvel = 0;
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}
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}
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}
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}
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@ -2189,16 +2189,16 @@ int ParseState::parse(void)
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s = 0;
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s = 0;
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else s = (krand()%3);
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else s = (krand()%3);
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auto l = EGS(g_ac->spr.sector(),
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auto spawned = EGS(g_ac->spr.sector(),
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g_ac->spr.pos.X + (krand() & 255) - 128, g_ac->spr.pos.Y + (krand() & 255) - 128, g_ac->spr.pos.Z - (8 << 8) - (krand() & 8191),
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g_ac->spr.pos.X + (krand() & 255) - 128, g_ac->spr.pos.Y + (krand() & 255) - 128, g_ac->spr.pos.Z - (8 << 8) - (krand() & 8191),
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dnum + s, g_ac->spr.shade, 32 + (krand() & 15), 32 + (krand() & 15),
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dnum + s, g_ac->spr.shade, 32 + (krand() & 15), 32 + (krand() & 15),
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krand() & 2047, (krand() & 127) + 32, -(krand() & 2047), g_ac, 5);
|
krand() & 2047, (krand() & 127) + 32, -(krand() & 2047), g_ac, 5);
|
||||||
if (l)
|
if (spawned)
|
||||||
{
|
{
|
||||||
if (weap)
|
if (weap)
|
||||||
l->spr.yvel = gs.weaponsandammosprites[j % 14];
|
spawned->spr.yvel = gs.weaponsandammosprites[j % 14];
|
||||||
else l->spr.yvel = -1;
|
else spawned->spr.yvel = -1;
|
||||||
l->spr.pal = g_ac->spr.pal;
|
spawned->spr.pal = g_ac->spr.pal;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
insptr++;
|
insptr++;
|
||||||
|
@ -2577,20 +2577,20 @@ int ParseState::parse(void)
|
||||||
break;
|
break;
|
||||||
*/
|
*/
|
||||||
case concmd_addlog:
|
case concmd_addlog:
|
||||||
{ int l;
|
{ int instr;
|
||||||
int lFile;
|
int lFile;
|
||||||
insptr++;
|
insptr++;
|
||||||
lFile=*(insptr++); // file
|
lFile=*(insptr++); // file
|
||||||
l=*(insptr++); // line
|
instr=*(insptr++); // line
|
||||||
// this was only printing file name and line number as debug output.
|
// this was only printing file name and line number as debug output.
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case concmd_addlogvar:
|
case concmd_addlogvar:
|
||||||
{ int l;
|
{ int instr;
|
||||||
int lFile;
|
int lFile;
|
||||||
insptr++;
|
insptr++;
|
||||||
lFile=*(insptr++); // file
|
lFile=*(insptr++); // file
|
||||||
l=*(insptr++); // l=Line number, *instpr=varID
|
instr=*(insptr++); // l=Line number, *instpr=varID
|
||||||
if( (*insptr >= iGameVarCount)
|
if( (*insptr >= iGameVarCount)
|
||||||
|| *insptr < 0
|
|| *insptr < 0
|
||||||
)
|
)
|
||||||
|
@ -2960,16 +2960,16 @@ int ParseState::parse(void)
|
||||||
lDist = 32767; // big number
|
lDist = 32767; // big number
|
||||||
|
|
||||||
DukeStatIterator it(STAT_ACTOR);
|
DukeStatIterator it(STAT_ACTOR);
|
||||||
while (auto j = it.Next())
|
while (auto actj = it.Next())
|
||||||
{
|
{
|
||||||
if (j->spr.picnum == lType)
|
if (actj->spr.picnum == lType)
|
||||||
{
|
{
|
||||||
lTemp = ldist(g_ac, j);
|
lTemp = ldist(g_ac, actj);
|
||||||
if (lTemp < lMaxDist)
|
if (lTemp < lMaxDist)
|
||||||
{
|
{
|
||||||
if (lTemp < lDist)
|
if (lTemp < lDist)
|
||||||
{
|
{
|
||||||
lFound = j;
|
lFound = actj;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3003,16 +3003,16 @@ int ParseState::parse(void)
|
||||||
lDist = 32767; // big number
|
lDist = 32767; // big number
|
||||||
|
|
||||||
DukeStatIterator it(STAT_ACTOR);
|
DukeStatIterator it(STAT_ACTOR);
|
||||||
while (auto j = it.Next())
|
while (auto actj = it.Next())
|
||||||
{
|
{
|
||||||
if (j->spr.picnum == lType)
|
if (actj->spr.picnum == lType)
|
||||||
{
|
{
|
||||||
lTemp = ldist(g_ac, j);
|
lTemp = ldist(g_ac, actj);
|
||||||
if (lTemp < lMaxDist)
|
if (lTemp < lMaxDist)
|
||||||
{
|
{
|
||||||
if (lTemp < lDist)
|
if (lTemp < lDist)
|
||||||
{
|
{
|
||||||
lFound = j;
|
lFound = actj;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3230,16 +3230,16 @@ int ParseState::parse(void)
|
||||||
case concmd_modvar:
|
case concmd_modvar:
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
int l;
|
int instr;
|
||||||
int lResult;
|
int lResult;
|
||||||
insptr++;
|
insptr++;
|
||||||
i = *(insptr++); // ID of def
|
i = *(insptr++); // ID of def
|
||||||
l = (*insptr);
|
instr = (*insptr);
|
||||||
if (l == 0)
|
if (instr == 0)
|
||||||
{
|
{
|
||||||
I_Error("Divide by Zero in CON");
|
I_Error("Divide by Zero in CON");
|
||||||
}
|
}
|
||||||
lResult = GetGameVarID(i, g_ac, g_p).safeValue() % l;
|
lResult = GetGameVarID(i, g_ac, g_p).safeValue() % instr;
|
||||||
SetGameVarID(i, lResult, g_ac, g_p);
|
SetGameVarID(i, lResult, g_ac, g_p);
|
||||||
insptr++;
|
insptr++;
|
||||||
break;
|
break;
|
||||||
|
@ -3247,12 +3247,12 @@ int ParseState::parse(void)
|
||||||
case concmd_andvar:
|
case concmd_andvar:
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
int l;
|
int instr;
|
||||||
int lResult;
|
int lResult;
|
||||||
insptr++;
|
insptr++;
|
||||||
i = *(insptr++); // ID of def
|
i = *(insptr++); // ID of def
|
||||||
l = (*insptr);
|
instr = (*insptr);
|
||||||
lResult = GetGameVarID(i, g_ac, g_p).safeValue() & l;
|
lResult = GetGameVarID(i, g_ac, g_p).safeValue() & instr;
|
||||||
SetGameVarID(i, lResult, g_ac, g_p);
|
SetGameVarID(i, lResult, g_ac, g_p);
|
||||||
insptr++;
|
insptr++;
|
||||||
break;
|
break;
|
||||||
|
@ -3260,12 +3260,12 @@ int ParseState::parse(void)
|
||||||
case concmd_xorvar:
|
case concmd_xorvar:
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
int l;
|
int instr;
|
||||||
int lResult;
|
int lResult;
|
||||||
insptr++;
|
insptr++;
|
||||||
i = *(insptr++); // ID of def
|
i = *(insptr++); // ID of def
|
||||||
l = (*insptr);
|
instr = (*insptr);
|
||||||
lResult = GetGameVarID(i, g_ac, g_p).safeValue() ^ l;
|
lResult = GetGameVarID(i, g_ac, g_p).safeValue() ^ instr;
|
||||||
SetGameVarID(i, lResult, g_ac, g_p);
|
SetGameVarID(i, lResult, g_ac, g_p);
|
||||||
insptr++;
|
insptr++;
|
||||||
break;
|
break;
|
||||||
|
@ -3273,12 +3273,12 @@ int ParseState::parse(void)
|
||||||
case concmd_orvar:
|
case concmd_orvar:
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
int l;
|
int instr;
|
||||||
int lResult;
|
int lResult;
|
||||||
insptr++;
|
insptr++;
|
||||||
i = *(insptr++); // ID of def
|
i = *(insptr++); // ID of def
|
||||||
l = (*insptr);
|
instr = (*insptr);
|
||||||
lResult = GetGameVarID(i, g_ac, g_p).safeValue() | l;
|
lResult = GetGameVarID(i, g_ac, g_p).safeValue() | instr;
|
||||||
SetGameVarID(i, lResult, g_ac, g_p);
|
SetGameVarID(i, lResult, g_ac, g_p);
|
||||||
insptr++;
|
insptr++;
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -1120,8 +1120,8 @@ void shoot_d(DDukeActor* actor, int atwith)
|
||||||
{
|
{
|
||||||
if (actor->spr.extra >= 0) actor->spr.shade = -96;
|
if (actor->spr.extra >= 0) actor->spr.shade = -96;
|
||||||
|
|
||||||
auto j = ps[findplayer(actor, &x)].GetActor();
|
auto plActor = ps[findplayer(actor, &x)].GetActor();
|
||||||
x = ldist(j, actor);
|
x = ldist(plActor, actor);
|
||||||
|
|
||||||
zvel = -x >> 1;
|
zvel = -x >> 1;
|
||||||
|
|
||||||
|
@ -1161,15 +1161,15 @@ void shoot_d(DDukeActor* actor, int atwith)
|
||||||
}
|
}
|
||||||
else zvel = 0;
|
else zvel = 0;
|
||||||
|
|
||||||
auto j = EGS(sect,
|
auto spawned = EGS(sect,
|
||||||
sx - bsin(sa, -12),
|
sx - bsin(sa, -12),
|
||||||
sy + bcos(sa, -12),
|
sy + bcos(sa, -12),
|
||||||
sz + (2 << 8), SHRINKSPARK, -16, 28, 28, sa, 768, zvel, actor, 4);
|
sz + (2 << 8), SHRINKSPARK, -16, 28, 28, sa, 768, zvel, actor, 4);
|
||||||
|
|
||||||
if (j)
|
if (spawned)
|
||||||
{
|
{
|
||||||
j->spr.cstat = CSTAT_SPRITE_YCENTER;
|
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
|
||||||
j->spr.clipdist = 32;
|
spawned->spr.clipdist = 32;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -2323,7 +2323,7 @@ static void operateweapon(int snum, ESyncBits actions)
|
||||||
|
|
||||||
if (p->kickback_pic == 4)
|
if (p->kickback_pic == 4)
|
||||||
{
|
{
|
||||||
for(int i = 0; i < 7; i++)
|
for(int ii = 0; ii < 7; ii++)
|
||||||
fi.shoot(pact, SHOTGUN);
|
fi.shoot(pact, SHOTGUN);
|
||||||
p->ammo_amount[SHOTGUN_WEAPON]--;
|
p->ammo_amount[SHOTGUN_WEAPON]--;
|
||||||
|
|
||||||
|
|
|
@ -497,15 +497,14 @@ void operateweapon_ww(int snum, ESyncBits actions)
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
// reload in progress...
|
// reload in progress...
|
||||||
int i;
|
int timer = aplWeaponReload(p->curr_weapon, snum) - aplWeaponTotalTime(p->curr_weapon, snum);
|
||||||
i = aplWeaponReload(p->curr_weapon, snum) - aplWeaponTotalTime(p->curr_weapon, snum);
|
|
||||||
// time for 'reload'
|
// time for 'reload'
|
||||||
|
|
||||||
if (p->kickback_pic == (aplWeaponTotalTime(p->curr_weapon, snum) + 1))
|
if (p->kickback_pic == (aplWeaponTotalTime(p->curr_weapon, snum) + 1))
|
||||||
{ // eject shortly after 'total time'
|
{ // eject shortly after 'total time'
|
||||||
S_PlayActorSound(EJECT_CLIP, pact);
|
S_PlayActorSound(EJECT_CLIP, pact);
|
||||||
}
|
}
|
||||||
else if (p->kickback_pic == (aplWeaponReload(p->curr_weapon, snum) - (i / 3)))
|
else if (p->kickback_pic == (aplWeaponReload(p->curr_weapon, snum) - (timer / 3)))
|
||||||
{
|
{
|
||||||
// insert occurs 2/3 of way through reload delay
|
// insert occurs 2/3 of way through reload delay
|
||||||
S_PlayActorSound(INSERT_CLIP, pact);
|
S_PlayActorSound(INSERT_CLIP, pact);
|
||||||
|
|
|
@ -412,8 +412,8 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case W_FORCEFIELD:
|
case W_FORCEFIELD:
|
||||||
for (int j = 0; j < 3; j++)
|
for (int jj = 0; jj < 3; jj++)
|
||||||
tloadtile(W_FORCEFIELD + j);
|
tloadtile(W_FORCEFIELD + jj);
|
||||||
[[fallthrough]];
|
[[fallthrough]];
|
||||||
case W_FORCEFIELD + 1:
|
case W_FORCEFIELD + 1:
|
||||||
case W_FORCEFIELD + 2:
|
case W_FORCEFIELD + 2:
|
||||||
|
@ -448,8 +448,8 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
|
||||||
case SCREENBREAK6:
|
case SCREENBREAK6:
|
||||||
case SCREENBREAK7:
|
case SCREENBREAK7:
|
||||||
case SCREENBREAK8:
|
case SCREENBREAK8:
|
||||||
for (int j = SCREENBREAK6; j < SCREENBREAK9; j++)
|
for (int jj = SCREENBREAK6; jj < SCREENBREAK9; jj++)
|
||||||
tloadtile(j);
|
tloadtile(jj);
|
||||||
animwall[numanimwalls].wall = &wal;
|
animwall[numanimwalls].wall = &wal;
|
||||||
animwall[numanimwalls].tag = -1;
|
animwall[numanimwalls].tag = -1;
|
||||||
numanimwalls++;
|
numanimwalls++;
|
||||||
|
|
|
@ -503,13 +503,13 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
|
||||||
dist = act->spr.lotag << 4;
|
dist = act->spr.lotag << 4;
|
||||||
speed = act->spr.hitag;
|
speed = act->spr.hitag;
|
||||||
DukeSpriteIterator itt;
|
DukeSpriteIterator itt;
|
||||||
while(auto act = itt.Next())
|
while(auto act1 = itt.Next())
|
||||||
{
|
{
|
||||||
if (act->spr.picnum == RRTILE66)
|
if (act1->spr.picnum == RRTILE66)
|
||||||
if (act->spr.lotag == act->spr.sectno()) // bad map format design... Should have used a tag instead...
|
if (act1->spr.lotag == act->spr.sectno()) // bad map format design... Should have used a tag instead...
|
||||||
{
|
{
|
||||||
childsectnum = act->spr.sector();
|
childsectnum = act1->spr.sector();
|
||||||
deletesprite(act);
|
deletesprite(act1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
deletesprite(act);
|
deletesprite(act);
|
||||||
|
@ -694,10 +694,10 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
|
||||||
I_Error("Too many switches (64 max).");
|
I_Error("Too many switches (64 max).");
|
||||||
|
|
||||||
DukeStatIterator it1(STAT_EFFECTOR);
|
DukeStatIterator it1(STAT_EFFECTOR);
|
||||||
while (auto j = it1.Next())
|
while (auto actj = it1.Next())
|
||||||
{
|
{
|
||||||
if (j->spr.lotag == 12 && j->spr.hitag == ac->spr.lotag)
|
if (actj->spr.lotag == 12 && actj->spr.hitag == ac->spr.lotag)
|
||||||
j->temp_data[0] = 1;
|
actj->temp_data[0] = 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -829,9 +829,9 @@ static void handle_st23(sectortype* sptr, DDukeActor* actor)
|
||||||
|
|
||||||
if (act2)
|
if (act2)
|
||||||
{
|
{
|
||||||
DukeStatIterator it(STAT_EFFECTOR);
|
DukeStatIterator itr(STAT_EFFECTOR);
|
||||||
|
|
||||||
while (auto act3 = it.Next())
|
while (auto act3 = itr.Next())
|
||||||
{
|
{
|
||||||
if (l == (act3->sector()->lotag & 0x8000) && act3->spr.lotag == SE_11_SWINGING_DOOR && act2->spr.hitag == act3->spr.hitag && act3->temp_data[4])
|
if (l == (act3->sector()->lotag & 0x8000) && act3->spr.lotag == SE_11_SWINGING_DOOR && act2->spr.hitag == act3->spr.hitag && act3->temp_data[4])
|
||||||
{
|
{
|
||||||
|
@ -839,8 +839,8 @@ static void handle_st23(sectortype* sptr, DDukeActor* actor)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
it.Reset(STAT_EFFECTOR);
|
itr.Reset(STAT_EFFECTOR);
|
||||||
while (auto act3 = it.Next())
|
while (auto act3 = itr.Next())
|
||||||
{
|
{
|
||||||
if (l == (act3->sector()->lotag & 0x8000) && act3->spr.lotag == SE_11_SWINGING_DOOR && act2->spr.hitag == act3->spr.hitag)
|
if (l == (act3->sector()->lotag & 0x8000) && act3->spr.lotag == SE_11_SWINGING_DOOR && act2->spr.hitag == act3->spr.hitag)
|
||||||
{
|
{
|
||||||
|
@ -1136,8 +1136,8 @@ void operateactivators(int low, int plnum)
|
||||||
|
|
||||||
if (act->sector()->lotag < 3)
|
if (act->sector()->lotag < 3)
|
||||||
{
|
{
|
||||||
DukeSectIterator it(act->sector());
|
DukeSectIterator itr(act->sector());
|
||||||
while (auto a2 = it.Next())
|
while (auto a2 = itr.Next())
|
||||||
{
|
{
|
||||||
if (a2->spr.statnum == 3) switch (a2->spr.lotag)
|
if (a2->spr.statnum == 3) switch (a2->spr.lotag)
|
||||||
{
|
{
|
||||||
|
|
|
@ -551,8 +551,8 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
|
||||||
picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3))
|
picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3))
|
||||||
lotag += picnum - MULTISWITCH;
|
lotag += picnum - MULTISWITCH;
|
||||||
|
|
||||||
DukeStatIterator it(STAT_EFFECTOR);
|
DukeStatIterator itr(STAT_EFFECTOR);
|
||||||
while (auto other = it.Next())
|
while (auto other = itr.Next())
|
||||||
{
|
{
|
||||||
if (other->spr.hitag == lotag)
|
if (other->spr.hitag == lotag)
|
||||||
{
|
{
|
||||||
|
@ -1110,8 +1110,8 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
||||||
case HEAVYHBOMB:
|
case HEAVYHBOMB:
|
||||||
for (k = 0; k < 64; k++)
|
for (k = 0; k < 64; k++)
|
||||||
{
|
{
|
||||||
auto j = EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.pos.Y, targ->spr.pos.Z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5);
|
auto spawned = EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.pos.Y, targ->spr.pos.Z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5);
|
||||||
j->spr.pal = 8;
|
spawned->spr.pal = 8;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (targ->spr.picnum == CACTUS)
|
if (targ->spr.picnum == CACTUS)
|
||||||
|
@ -1310,8 +1310,8 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
||||||
case PIPE6:targ->spr.picnum = PIPE6B; break;
|
case PIPE6:targ->spr.picnum = PIPE6B; break;
|
||||||
}
|
}
|
||||||
{
|
{
|
||||||
auto j = spawn(targ, STEAM);
|
auto spawned = spawn(targ, STEAM);
|
||||||
if (j) j->spr.pos.Z = targ->spr.sector()->floorz - (32 << 8);
|
if (spawned) spawned->spr.pos.Z = targ->spr.sector()->floorz - (32 << 8);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -1472,9 +1472,9 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
||||||
updatesector(ps[p].pos.X, ps[p].pos.Y, &ps[p].cursector);
|
updatesector(ps[p].pos.X, ps[p].pos.Y, &ps[p].cursector);
|
||||||
|
|
||||||
DukeStatIterator it(STAT_ACTOR);
|
DukeStatIterator it(STAT_ACTOR);
|
||||||
while (auto j = it.Next())
|
while (auto itActor = it.Next())
|
||||||
{
|
{
|
||||||
if (j->spr.picnum == CAMERA1) j->spr.yvel = 0;
|
if (itActor->spr.picnum == CAMERA1) itActor->spr.yvel = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -789,8 +789,8 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
||||||
DDukeActor* switches[3];
|
DDukeActor* switches[3];
|
||||||
int switchcount = 0, j;
|
int switchcount = 0, j;
|
||||||
S_PlaySound3D(SWITCH_ON, act, &v);
|
S_PlaySound3D(SWITCH_ON, act, &v);
|
||||||
DukeSpriteIterator it;
|
DukeSpriteIterator itr;
|
||||||
while (auto actt = it.Next())
|
while (auto actt = itr.Next())
|
||||||
{
|
{
|
||||||
int jpn = actt->spr.picnum;
|
int jpn = actt->spr.picnum;
|
||||||
int jht = actt->spr.hitag;
|
int jht = actt->spr.hitag;
|
||||||
|
@ -835,8 +835,8 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
||||||
lotag += picnum - MULTISWITCH2;
|
lotag += picnum - MULTISWITCH2;
|
||||||
}
|
}
|
||||||
|
|
||||||
DukeStatIterator it(STAT_EFFECTOR);
|
DukeStatIterator itr(STAT_EFFECTOR);
|
||||||
while (auto other = it.Next())
|
while (auto other = itr.Next())
|
||||||
{
|
{
|
||||||
if (other->spr.hitag == lotag)
|
if (other->spr.hitag == lotag)
|
||||||
{
|
{
|
||||||
|
@ -1503,8 +1503,8 @@ bool checkhitceiling_r(sectortype* sectp)
|
||||||
{
|
{
|
||||||
if (act1->spr.picnum == SECTOREFFECTOR && (act1->spr.lotag == 12 || (isRRRA() && (act1->spr.lotag == 47 || act1->spr.lotag == 48))))
|
if (act1->spr.picnum == SECTOREFFECTOR && (act1->spr.lotag == 12 || (isRRRA() && (act1->spr.lotag == 47 || act1->spr.lotag == 48))))
|
||||||
{
|
{
|
||||||
DukeStatIterator it(STAT_EFFECTOR);
|
DukeStatIterator itr(STAT_EFFECTOR);
|
||||||
while (auto act2 = it.Next())
|
while (auto act2 = itr.Next())
|
||||||
{
|
{
|
||||||
if (act2->spr.hitag == act1->spr.hitag)
|
if (act2->spr.hitag == act1->spr.hitag)
|
||||||
act2->temp_data[3] = 1;
|
act2->temp_data[3] = 1;
|
||||||
|
@ -2164,8 +2164,8 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
||||||
case UWHIP:
|
case UWHIP:
|
||||||
for (k = 0; k < 64; k++)
|
for (k = 0; k < 64; k++)
|
||||||
{
|
{
|
||||||
auto j = EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.pos.Y, targ->spr.pos.Z - (krand() % (48 << 8)), SCRAP6 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5);
|
auto spawned = EGS(targ->spr.sector(), targ->spr.pos.X, targ->spr.pos.Y, targ->spr.pos.Z - (krand() % (48 << 8)), SCRAP6 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (targ->spr.zvel >> 2), targ, 5);
|
||||||
j->spr.pal = 8;
|
if (spawned) spawned->spr.pal = 8;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (targ->spr.picnum == CACTUS)
|
if (targ->spr.picnum == CACTUS)
|
||||||
|
@ -2322,8 +2322,8 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
||||||
case PIPE6:targ->spr.picnum = PIPE6B; break;
|
case PIPE6:targ->spr.picnum = PIPE6B; break;
|
||||||
}
|
}
|
||||||
{
|
{
|
||||||
auto j = spawn(targ, STEAM);
|
auto spawned = spawn(targ, STEAM);
|
||||||
if (j) j->spr.pos.Z = targ->spr.sector()->floorz - (32 << 8);
|
if (spawned) spawned->spr.pos.Z = targ->spr.sector()->floorz - (32 << 8);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue