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Rename ud.clipping to ud.noclip internally for sanity.
This might now be even more confusing for users reading both the source and CON code (where the access is necessarily still via '.clipping'), but at least reading the source now makes sense :P git-svn-id: https://svn.eduke32.com/eduke32@2454 1a8010ca-5511-0410-912e-c29ae57300e0
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c0228fa14c
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8 changed files with 22 additions and 22 deletions
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@ -5754,13 +5754,13 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if ((sc->floorz-sc->ceilingz) < (108<<8))
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{
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if (ud.clipping == 0 && s->xvel >= 192)
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if (ud.noclip == 0 && s->xvel >= 192)
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for (TRAVERSE_CONNECT(p))
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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if ((k == -1 && ud.noclip == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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{
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g_player[p].ps->pos.x = s->x;
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g_player[p].ps->pos.y = s->y;
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@ -5868,13 +5868,13 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if ((sc->floorz-sc->ceilingz) < (108<<8))
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{
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if (ud.clipping == 0 && s->xvel >= 192)
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if (ud.noclip == 0 && s->xvel >= 192)
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for (TRAVERSE_CONNECT(p))
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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if ((k == -1 && ud.noclip == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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{
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g_player[p].ps->opos.x = g_player[p].ps->pos.x = s->x;
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g_player[p].ps->opos.y = g_player[p].ps->pos.y = s->y;
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@ -5983,13 +5983,13 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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x = (s->xvel*sintable[s->ang&2047])>>14;
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if ((sc->floorz-sc->ceilingz) < (108<<8))
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if (ud.clipping == 0)
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if (ud.noclip == 0)
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for (TRAVERSE_CONNECT(p))
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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if ((k == -1 && ud.noclip == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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{
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g_player[p].ps->pos.x = s->x;
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g_player[p].ps->pos.y = s->y;
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@ -6052,13 +6052,13 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if ((sc->floorz-sc->ceilingz) < (108<<8))
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{
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if (ud.clipping == 0)
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if (ud.noclip == 0)
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for (TRAVERSE_CONNECT(p))
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if (sprite[g_player[p].ps->i].extra > 0)
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{
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k = g_player[p].ps->cursectnum;
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updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
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if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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if ((k == -1 && ud.noclip == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
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{
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g_player[p].ps->pos.x = s->x;
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g_player[p].ps->pos.y = s->y;
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@ -115,7 +115,7 @@ static int32_t G_OpenDemoRead(int32_t g_whichDemo) // 0 = mine
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ud.reccnt = 0;
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ud.god = ud.cashman = ud.eog = ud.showallmap = 0;
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ud.clipping = ud.scrollmode = ud.overhead_on = 0; //= ud.pause_on = 0;
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ud.noclip = ud.scrollmode = ud.overhead_on = 0; //= ud.pause_on = 0;
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// G_NewGame(ud.volume_number,ud.level_number,ud.player_skill);
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// G_ResetTimers();
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@ -427,7 +427,7 @@ RECHECK:
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ud.reccnt = 0;
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// ud.god = ud.cashman = ud.eog = ud.showallmap = 0;
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// ud.clipping = ud.scrollmode = ud.overhead_on = ud.pause_on = 0;
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// ud.noclip = ud.scrollmode = ud.overhead_on = ud.pause_on = 0;
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totalclock = ototalclock = lockclock = 0;
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}
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@ -7011,10 +7011,10 @@ FOUNDCHEAT:
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break;
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case CHEAT_CLIP:
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ud.clipping = 1-ud.clipping;
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ud.noclip = 1-ud.noclip;
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KB_FlushKeyBoardQueue();
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g_player[myconnectindex].ps->cheat_phase = 0;
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P_DoQuote(QUOTE_CHEAT_NOCLIP-!ud.clipping, g_player[myconnectindex].ps);
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P_DoQuote(QUOTE_CHEAT_NOCLIP-!ud.noclip, g_player[myconnectindex].ps);
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return;
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case CHEAT_RESERVED2:
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@ -165,7 +165,7 @@ typedef struct {
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char overhead_on,last_overhead,showweapons;
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char god,warp_on,cashman,eog,showallmap;
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char show_help,scrollmode,clipping;
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char show_help,scrollmode,noclip;
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char ridecule[10][40];
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char savegame[10][22];
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char pwlockout[128],rtsname[128];
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@ -138,7 +138,7 @@ static inline int32_t VM_CheckSquished(void)
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{
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sectortype *sc = §or[vm.g_sp->sectnum];
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if ((vm.g_sp->picnum == APLAYER && ud.clipping) || sc->lotag == 23)
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if ((vm.g_sp->picnum == APLAYER && ud.noclip) || sc->lotag == 23)
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return 0;
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{
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@ -112,10 +112,10 @@ static void __fastcall VM_AccessUserdef(int32_t iSet, int32_t lLabelID, int32_t
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case USERDEFS_CLIPPING:
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if (iSet)
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{
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ud.clipping = lValue;
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ud.noclip = lValue;
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return;
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}
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Gv_SetVarX(lVar2, ud.clipping);
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Gv_SetVarX(lVar2, ud.noclip);
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return;
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// case USERDEFS_USER_NAME:
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@ -241,7 +241,7 @@ typedef struct {
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char overhead_on,last_overhead,showweapons;
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char god,warp_on,cashman,eog,showallmap;
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char show_help,scrollmode,clipping;
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char show_help,scrollmode,noclip;
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char ridecule[10][40];
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char savegame[10][22];
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char pwlockout[128],rtsname[128];
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@ -4557,7 +4557,7 @@ void P_ProcessInput(int32_t snum)
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if (p->cursectnum == -1)
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{
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if (s->extra > 0 && ud.clipping == 0)
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if (s->extra > 0 && ud.noclip == 0)
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{
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P_QuickKill(p);
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A_PlaySound(SQUISHED,p->i);
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@ -4823,7 +4823,7 @@ void P_ProcessInput(int32_t snum)
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if (p->on_ground)
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p->bobcounter += sprite[p->i].xvel>>1;
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if (ud.clipping == 0 && (sector[p->cursectnum].floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS))
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if (ud.noclip == 0 && (sector[p->cursectnum].floorpicnum == MIRROR || p->cursectnum < 0 || p->cursectnum >= MAXSECTORS))
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{
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p->pos.x = p->opos.x;
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p->pos.y = p->opos.y;
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@ -5375,7 +5375,7 @@ HORIZONLY:
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if (p->cursectnum >= 0 && sector[p->cursectnum].lotag == 2) k = 0;
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else k = 1;
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if (ud.clipping)
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if (ud.noclip)
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{
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p->pos.x += p->vel.x>>14;
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p->pos.y += p->vel.y>>14;
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@ -5436,7 +5436,7 @@ HORIZONLY:
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{
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// p->cursectnum = s->sectnum;
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if (!ud.clipping && sector[p->cursectnum].lotag == 31)
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if (!ud.noclip && sector[p->cursectnum].lotag == 31)
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{
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if (sprite[sector[p->cursectnum].hitag].xvel && actor[sector[p->cursectnum].hitag].t_data[0] == 0)
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{
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@ -5453,7 +5453,7 @@ HORIZONLY:
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if (p->cursectnum >=0 && p->cursectnum != s->sectnum)
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changespritesect(p->i, p->cursectnum);
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if (p->cursectnum >= 0 && ud.clipping == 0)
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if (p->cursectnum >= 0 && ud.noclip == 0)
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{
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j = (pushmove((vec3_t *)p,&p->cursectnum,164L,(4L<<8),(4L<<8),CLIPMASK0) < 0 && A_GetFurthestAngle(p->i,8) < 512);
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