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- moved sectno method to DCoreActor.
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parent
f0b7fe4add
commit
88e4bb9f79
10 changed files with 17 additions and 16 deletions
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@ -58,6 +58,12 @@ public:
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spr.sectp = sect;
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}
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int sectno() const
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{
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return spr.sectp ? ::sector.IndexOf(spr.sectp) : -1;
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}
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};
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// holds pointers to the game-side actors.
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@ -629,11 +629,6 @@ inline sectortype* spritetypebase::sector() const
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return sectp;
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}
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inline int spritetypebase::sectno() const
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{
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return sectp? ::sector.IndexOf(sectp) : -1;
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}
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inline sectortype* walltype::nextSector() const
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{
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return !validSectorIndex(nextsector)? nullptr : &::sector[nextsector];
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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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vp.SectNums = nullptr;
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vp.SectCount = camera->spr.sectno();
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vp.SectCount = camera->sectno();
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vp.Pos.X = npos.X;
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vp.Pos.Y = npos.Y;
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@ -158,7 +158,7 @@ inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom)
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inline bool CheckSector(const BitArray& bits, DBloodActor* act)
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{
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return bits[act->spr.sectno()];
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return bits[act->sectno()];
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}
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inline bool IsTargetTeammate(DBloodActor* pSource, DBloodActor* pTarget)
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@ -722,7 +722,7 @@ void viewDrawScreen(bool sceneonly)
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BloodStatIterator it(kStatExplosion);
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while (auto actor = it.Next())
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{
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if (actor->hasX() && gotsector[actor->spr.sectno()])
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if (actor->hasX() && gotsector[actor->sectno()])
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{
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brightness += actor->xspr.data3 * 32;
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}
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@ -735,7 +735,7 @@ void viewDrawScreen(bool sceneonly)
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case kMissileTeslaAlt:
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case kMissileFlareAlt:
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case kMissileTeslaRegular:
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if (gotsector[actor->spr.sectno()]) brightness += 256;
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if (gotsector[actor->sectno()]) brightness += 256;
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break;
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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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{
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// if they've asked for 'this', then use 'this'...
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iSector = sActor->spr.sectno();
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iSector = sActor->sectno();
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}
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else
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{
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@ -1232,7 +1232,7 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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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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else*/ SetGameVarID(lVar2, act->spr.sectno(), sActor, sPlayer);
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else*/ SetGameVarID(lVar2, act->sectno(), sActor, sPlayer);
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break;
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case ACTOR_STATNUM:
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if (!bSet) /*changespritestat(iActor, lValue);
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@ -855,7 +855,7 @@ static void SpawnPortals()
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{
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if (p.type == PORTAL_SECTOR_FLOOR && p.dz == act->spr.hitag)
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{
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p.targets.Push(act2->spr.sectno());
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p.targets.Push(act2->sectno());
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}
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}
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}
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@ -868,7 +868,7 @@ static void SpawnPortals()
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{
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if (p.type == PORTAL_SECTOR_CEILING && p.dz == act->spr.hitag)
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{
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p.targets.Push(act->spr.sectno());
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p.targets.Push(act->sectno());
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}
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}
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}
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@ -506,7 +506,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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while(auto act1 = itt.Next())
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{
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if (act1->spr.picnum == RRTILE66)
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if (act1->spr.lotag == act->spr.sectno()) // bad map format design... Should have used a tag instead...
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if (act1->spr.lotag == act->sectno()) // bad map format design... Should have used a tag instead...
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{
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childsectnum = act1->spr.sector();
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deletesprite(act1);
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@ -119,7 +119,7 @@ DDukeActor* EGS(sectortype* whatsectp, int s_x, int s_y, int s_z, int s_pn, int8
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act->spr.hitag = 0;
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}
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if (show2dsector[act->spr.sectno()]) act->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
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if (show2dsector[act->sectno()]) act->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
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else act->spr.cstat2 &= ~CSTAT2_SPRITE_MAPPED;
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act->sprext = {};
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@ -119,7 +119,7 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, int se
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while (auto actor = it.Next())
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{
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// manually set gotpic
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if (gotsector[actor->spr.sectno()])
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if (gotsector[actor->sectno()])
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{
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gotpic.Set(FAF_MIRROR_PIC);
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}
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