- final cleanup of sectnum related stuff.

Made sure that remaining uses of sector indices are safe to be kept and deleted a few redundant functions.
This commit is contained in:
Christoph Oelckers 2021-12-06 18:17:45 +01:00
parent 6d432fca0a
commit 838bed7800
10 changed files with 38 additions and 63 deletions

View file

@ -128,6 +128,7 @@ void GetWallSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool
void GetFlatSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool render = false);
void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out, bool render = false);
void checkRotatedWalls();
bool sectorsConnected(int sect1, int sect2);
// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
// The render code should NOT use Build coordinates for anything!
@ -319,11 +320,6 @@ inline double SquareDistToWall(double px, double py, const walltype* wal)
return SquareDist(px, py, lx1 + t * (lx2 - lx1), ly1 + t * (ly2 - ly1));
}
inline int inside(int x, int y, sectortype* sect)
{
return inside(x, y, sectnum(sect));
}
inline void dragpoint(walltype* pointhighlight, int32_t dax, int32_t day)
{
dragpoint(wallnum(pointhighlight), dax, day);
@ -344,10 +340,3 @@ inline void updatesectorneighbor(int32_t const x, int32_t const y, sectortype* *
updatesectorneighbor(x, y, &sectno, maxDistance);
*sect = sectno < 0? nullptr : &sector[sectno];
}
inline int findwallbetweensectors(sectortype* sect1, sectortype* sect2)
{
return findwallbetweensectors(sectnum(sect1), sectnum(sect2));
}