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- 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.
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parent
6d432fca0a
commit
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10 changed files with 38 additions and 63 deletions
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@ -128,6 +128,7 @@ void GetWallSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool
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void GetFlatSpritePosition(const tspritetype* spr, vec2_t pos, vec2_t* out, bool render = false);
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void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out, bool render = false);
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void checkRotatedWalls();
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bool sectorsConnected(int sect1, int sect2);
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// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
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// The render code should NOT use Build coordinates for anything!
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@ -319,11 +320,6 @@ inline double SquareDistToWall(double px, double py, const walltype* wal)
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return SquareDist(px, py, lx1 + t * (lx2 - lx1), ly1 + t * (ly2 - ly1));
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}
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inline int inside(int x, int y, sectortype* sect)
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{
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return inside(x, y, sectnum(sect));
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}
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inline void dragpoint(walltype* pointhighlight, int32_t dax, int32_t day)
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{
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dragpoint(wallnum(pointhighlight), dax, day);
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@ -344,10 +340,3 @@ inline void updatesectorneighbor(int32_t const x, int32_t const y, sectortype* *
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updatesectorneighbor(x, y, §no, maxDistance);
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*sect = sectno < 0? nullptr : §or[sectno];
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}
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inline int findwallbetweensectors(sectortype* sect1, sectortype* sect2)
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{
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return findwallbetweensectors(sectnum(sect1), sectnum(sect2));
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}
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