- eliminated sectortype aliases.

This commit is contained in:
Christoph Oelckers 2021-12-31 15:43:47 +01:00
parent 98492aae54
commit 8fb769649b
16 changed files with 52 additions and 54 deletions

View file

@ -309,7 +309,7 @@ void DoDebrisCurrent(DSWActor* actor)
int DoActorSectorDamage(DSWActor* actor)
{
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
if (actor->user.Health <= 0)
return false;
@ -383,7 +383,7 @@ bool move_debris(DSWActor* actor, int xchange, int ychange, int zchange)
int DoActorDebris(DSWActor* actor)
{
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
int nx, ny;
// This was move from DoActorDie so actor's can't be walked through until they are on the floor
@ -488,7 +488,7 @@ int DoGenerateSewerDebris(DSWActor* actor)
void KeepActorOnFloor(DSWActor* actor)
{
SECTORp sectp;
sectortype* sectp;
int depth;
sectp = actor->sector();

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@ -72,7 +72,7 @@ void precacheMap(void)
{
int i;
int j;
SECTORp sectp;
sectortype* sectp;
walltype* wp;
for(auto& sec: sector)

View file

@ -43,7 +43,7 @@ extern int GlobSpeedSO;
void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect)
{
SECTOR_OBJECTp sop;
SECTORp *sectp;
sectortype* *sectp;
auto dwall = dest_sect->firstWall();
auto swall = src_sect->firstWall();
@ -106,7 +106,7 @@ void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect)
void CopySectorMatch(int match)
{
SECTORp dsectp,ssectp;
sectortype* dsectp, *ssectp;
int kill;
SWStatIterator it(STAT_COPY_DEST);

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@ -394,8 +394,6 @@ typedef pANIMATOR *pANIMATORp;
typedef void (*soANIMATORp) (SECTOR_OBJECTp);
typedef sectortype SECTOR, *SECTORp;
struct STATE
{
short Pic;
@ -615,7 +613,7 @@ struct PLAYERstruct
int climb_ndx;
int hiz,loz;
int ceiling_dist,floor_dist;
SECTORp hi_sectp, lo_sectp;
sectortype* hi_sectp, *lo_sectp;
int circle_camera_dist;
vec3_t si; // save player interp position for PlayerSprite
@ -976,7 +974,7 @@ struct USER
int hiz,loz;
int zclip; // z height to move up for clipmove
int active_range;
SECTORp hi_sectp, lo_sectp;
sectortype* hi_sectp, *lo_sectp;
// if a player's sprite points to player structure

View file

@ -185,7 +185,7 @@ static void so_stopdatainterpolation(so_interp *interp, int element, DSWActor* a
void so_addinterpolation(SECTOR_OBJECTp sop)
{
SECTORp *sectp;
sectortype* *sectp;
int32_t startwall, endwall;
int32_t i;

View file

@ -297,7 +297,7 @@ void MorphTornado(SECTOR_OBJECTp sop)
int mx, my;
int ceilingz;
int floorz;
SECTORp *sectp;
sectortype* *sectp;
int j;
int x,y,sx,sy;
@ -377,7 +377,7 @@ void MorphFloor(SECTOR_OBJECTp sop)
{
int mx, my;
int floorz;
SECTORp *sectp;
sectortype* *sectp;
int j;
int x,y;
@ -454,7 +454,7 @@ void MorphFloor(SECTOR_OBJECTp sop)
void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
{
SECTORp *sectp;
sectortype* *sectp;
int j;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
@ -469,7 +469,7 @@ void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
{
SECTORp *sectp;
sectortype* *sectp;
int j;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
@ -484,7 +484,7 @@ void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
{
SECTORp *sectp;
sectortype* *sectp;
int j;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)

View file

@ -1401,7 +1401,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
void DoPlayerSetWadeDepth(PLAYERp pp)
{
SECTORp sectp;
sectortype* sectp;
pp->WadeDepth = 0;
@ -2246,7 +2246,7 @@ void DoTankTreads(PLAYERp pp)
{
int i;
int vel;
SECTORp *sectp;
sectortype* *sectp;
int j;
int dot;
bool reverse = false;
@ -2360,7 +2360,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
SECTOR_OBJECTp sop = pp->sop_control;
short stat;
SECTORp *sectp;
sectortype* *sectp;
if (MoveSkip4 == 0)
return;
@ -2508,7 +2508,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
int wallcount;
int count=0;
SECTORp *sectp;
sectortype* *sectp;
SECTOR_OBJECTp sop = pp->sop;
walltype* wp;
int j,k;
@ -3018,7 +3018,7 @@ void DoPlayerFall(PLAYERp pp)
if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT + recoil_amt))
{
SECTORp sectp = pp->cursector;
sectortype* sectp = pp->cursector;
PlayerSectorBound(pp, Z(1));
@ -3745,7 +3745,7 @@ bool DoPlayerTestCrawl(PLAYERp pp)
int PlayerInDiveArea(PLAYERp pp)
{
SECTORp sectp;
sectortype* sectp;
if (pp->lo_sectp)
{
@ -5801,7 +5801,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
void DoPlayerHeadDebris(PLAYERp pp)
{
SECTORp sectp = pp->cursector;
sectortype* sectp = pp->cursector;
if ((sectp->extra & SECTFX_SINK))
{

View file

@ -864,7 +864,7 @@ void DoExplodeSector(short match)
short orig_ang;
int zh;
SECTORp sectp;
sectortype* sectp;
orig_ang = 0; //actor->spr.ang;
@ -1761,7 +1761,7 @@ void OperateTripTrigger(PLAYERp pp)
if (!pp->insector())
return;
SECTORp sectp = pp->cursector;
sectortype* sectp = pp->cursector;
// old method
switch (pp->cursector->lotag)
@ -2280,7 +2280,7 @@ void PlayerOperateEnv(PLAYERp pp)
//
// ////////////////////////////
SECTORp sectp = pp->cursector;
sectortype* sectp = pp->cursector;
if (pp->insector() && sectp->hasU() && sectp->damage)
{
if ((sectp->flags & SECTFU_DAMAGE_ABOVE_SECTOR))
@ -2587,7 +2587,7 @@ void DoPanning(void)
{
int nx, ny;
int i;
SECTORp sectp;
sectortype* sectp;
walltype* wallp;
SWStatIterator it(STAT_FLOOR_PAN);

View file

@ -86,7 +86,7 @@ bool SpikeSwitch(short match, short setting)
void SetSpikeActive(DSWActor* actor)
{
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
StartInterpolation(actor->sector(), Interp_Sect_Ceilingheinum);
@ -112,7 +112,7 @@ void SetSpikeActive(DSWActor* actor)
void SetSpikeInactive(DSWActor* actor)
{
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
StopInterpolation(sectp, Interp_Sect_Ceilingheinum);

View file

@ -4612,7 +4612,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
int x, y, z, loz, hiz;
DSWActor* highActor;
DSWActor* lowActor;
SECTORp lo_sectp, hi_sectp;
sectortype* lo_sectp,* hi_sectp;
short dist;
int cliptype = CLIPMASK_ACTOR;

View file

@ -669,7 +669,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
DSWActor* BoundActor = nullptr;
bool FoundOutsideLoop = false;
bool SectorInBounds;
SECTORp *sectp;
sectortype* *sectp;
DSWActor* child = sop->sp_child;
static const uint8_t StatList[] =
@ -1587,7 +1587,7 @@ void MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
vec2_t rxy;
int pnum;
PLAYERp pp;
SECTORp *sectp;
sectortype* *sectp;
int i, rot_ang;
bool PlayerMove = true;
@ -1827,7 +1827,7 @@ void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic)
if (dynamic && sop->PreMoveAnimator)
(*sop->PreMoveAnimator)(sop);
SECTORp* sectp;
sectortype** sectp;
int j;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
{
@ -1937,10 +1937,10 @@ void UpdateSectorObjectSprites(SECTOR_OBJECTp sop)
}
}
SECTOR_OBJECTp DetectSectorObject(SECTORp sectph)
SECTOR_OBJECTp DetectSectorObject(sectortype* sectph)
{
short j;
SECTORp *sectp;
sectortype* *sectp;
SECTOR_OBJECTp sop;
@ -1972,7 +1972,7 @@ SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph)
if (SO_EMPTY(sop))
continue;
SECTORp* sectp;
sectortype** sectp;
int j;
for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
{
@ -1998,7 +1998,7 @@ SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph)
void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny)
{
int j;
SECTORp *sectp;
sectortype* *sectp;
// collapse the SO to a single point
// move all points to nx,ny
@ -2029,7 +2029,7 @@ void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny)
void MoveZ(SECTOR_OBJECTp sop)
{
short i;
SECTORp *sectp;
sectortype* *sectp;
if (sop->bob_amt)
{
@ -2367,7 +2367,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
case TRACK_SO_SINK:
{
SECTORp *sectp;
sectortype* *sectp;
sectortype* dest_sector = nullptr;
short i,ndx;
@ -2402,7 +2402,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
case TRACK_SO_FORM_WHIRLPOOL:
{
// for lowering the whirlpool in level 1
SECTORp *sectp;
sectortype* *sectp;
int i;
for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++)
@ -2581,7 +2581,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
void OperateSectorObjectForTics(SECTOR_OBJECTp sop, short newang, int newx, int newy, short locktics)
{
int i;
SECTORp *sectp;
sectortype* *sectp;
if (Prediction)
return;
@ -2630,7 +2630,7 @@ void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy)
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
{
SECTORp *sectp;
sectortype* *sectp;
for (sectp = sop->sectp; *sectp; sectp++)
{

View file

@ -91,7 +91,7 @@ bool VatorSwitch(short match, short setting)
void SetVatorActive(DSWActor* actor)
{
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
StartInterpolation(actor->sector(), Interp_Sect_Ceilingz);
@ -117,7 +117,7 @@ void SetVatorActive(DSWActor* actor)
void SetVatorInactive(DSWActor* actor)
{
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
StopInterpolation(actor->sector(), Interp_Sect_Ceilingz);
@ -358,7 +358,7 @@ int DoVatorMove(DSWActor* actor, int *lptr)
int DoVator(DSWActor* actor)
{
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
int *lptr;
int amt;
@ -515,7 +515,7 @@ int DoVator(DSWActor* actor)
int DoVatorAuto(DSWActor* actor)
{
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
int *lptr;
int amt;

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@ -43,7 +43,7 @@ void SOwallmove(SECTOR_OBJECTp sop, DSWActor* actor, walltype* find_wallp, int d
int j,k,wallcount;
walltype* wp;
short startwall,endwall;
SECTORp *sectp;
sectortype* *sectp;
if (!actor->hasU() || (sop->flags & SOBJ_SPRITE_OBJ))
return;

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@ -4170,7 +4170,7 @@ bool VehicleMoveHit(DSWActor* actor)
{
case kHitSector:
{
SECTORp sectp = actor->user.coll.hitSector;
sectortype* sectp = actor->user.coll.hitSector;
if ((sectp->extra & SECTFX_SECTOR_OBJECT))
{
@ -4248,7 +4248,7 @@ bool WeaponMoveHit(DSWActor* actor)
case kHitSector:
{
SECTORp sectp;
sectortype* sectp;
SECTOR_OBJECTp sop;
sectp = actor->user.coll.hitSector;
@ -17053,7 +17053,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
int SpawnSplash(DSWActor* actor)
{
auto sectu = actor->sector();
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
if (Prediction)
return 0;
@ -17497,7 +17497,7 @@ STATE s_FloorBlood1[] =
int QueueFloorBlood(DSWActor* actor)
{
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
DSWActor* spawnedActor = nullptr;
@ -17576,7 +17576,7 @@ int QueueFootPrint(DSWActor* actor)
DSWActor* spawnedActor;
short rnd_num=0;
bool Found=false;
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
if ((sectp->extra & SECTFX_SINK)||(sectp->extra & SECTFX_CURRENT))

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@ -81,7 +81,7 @@ extern TObjPtr<DSWActor*> LoWangsQueue[MAX_LOWANGS_QUEUE];
void ChangeState(DSWActor* actor, STATEp statep);
void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
SECTOR_OBJECTp DetectSectorObject(SECTORp);
SECTOR_OBJECTp DetectSectorObject(sectortype*);
SECTOR_OBJECTp DetectSectorObjectByWall(walltype*);
void ScaleSpriteVector(DSWActor* actor, int scale);
void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z);

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@ -800,7 +800,7 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
void SpawnZombie2(DSWActor* actor)
{
auto sectu = actor->sector();
SECTORp sectp = actor->sector();
sectortype* sectp = actor->sector();
auto ownerActor = GetOwner(actor);