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https://github.com/ZDoom/Raze.git
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- partial replacement of tspriteptr_t.
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parent
44d2cc1951
commit
9158796284
4 changed files with 20 additions and 20 deletions
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@ -471,7 +471,7 @@ int seq_GetSeqPicnum(int16_t nSeq, int16_t edx, int16_t ebx)
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int seq_PlotArrowSequence(int nSprite, int16_t nSeq, int nVal)
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{
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tspriteptr_t pTSprite = &mytsprite[nSprite];
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tspritetype* pTSprite = &mytsprite[nSprite];
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int nAngle = GetMyAngle(nCamerax - pTSprite->pos.X, nCameray - pTSprite->pos.Y);
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int nSeqOffset = ((((pTSprite->ang + 512) - nAngle) + 128) & kAngleMask) >> 8;
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@ -519,7 +519,7 @@ int seq_PlotArrowSequence(int nSprite, int16_t nSeq, int nVal)
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int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx)
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{
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tspriteptr_t pTSprite = &mytsprite[nSprite];
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tspritetype* pTSprite = &mytsprite[nSprite];
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int nAngle = GetMyAngle(nCamerax - pTSprite->pos.X, nCameray - pTSprite->pos.Y);
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int val;
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@ -572,7 +572,7 @@ int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx)
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break;
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}
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tspriteptr_t tsp = &mytsprite[(*myspritesortcnt)++];
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tspritetype* tsp = &mytsprite[(*myspritesortcnt)++];
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tsp->pos.X = pTSprite->pos.X;
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tsp->pos.Y = pTSprite->pos.Y;
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tsp->pos.Z = pTSprite->pos.Z;
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@ -83,7 +83,7 @@ void SW_InitMultiPsky(void)
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#if 1
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void ShadeSprite(tspriteptr_t tsp)
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void ShadeSprite(tspritetype* tsp)
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{
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// set shade of sprite
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tsp->shade = tsp->sector()->floorshade - 25;
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@ -104,7 +104,7 @@ int GetRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, int vi
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static const uint8_t RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1};
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int rotation;
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tspriteptr_t tsp = &tsprite[tSpriteNum];
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tspritetype* tsp = &tsprite[tSpriteNum];
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auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
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int angle2;
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@ -171,7 +171,7 @@ directions was not standardized.
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int SetActorRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, int viewx, int viewy)
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{
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tspriteptr_t tsp = &tsprite[tSpriteNum];
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tspritetype* tsp = &tsprite[tSpriteNum];
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auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
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int StateOffset, Rotation;
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@ -204,7 +204,7 @@ int SetActorRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, i
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return 0;
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}
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int DoShadowFindGroundPoint(tspriteptr_t tspr)
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int DoShadowFindGroundPoint(tspritetype* tspr)
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{
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// USES TSPRITE !!!!!
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auto ownerActor = static_cast<DSWActor*>(tspr->ownerActor);
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@ -258,9 +258,9 @@ int DoShadowFindGroundPoint(tspriteptr_t tspr)
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return loz;
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}
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void DoShadows(tspritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz, int camang)
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void DoShadows(tspritetype* tsprite, int& spritesortcnt, tspritetype* tsp, int viewz, int camang)
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{
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tspriteptr_t tSpr = &tsprite[spritesortcnt];
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tspritetype* tSpr = &tsprite[spritesortcnt];
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auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
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int ground_dist = 0;
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int view_dist = 0;
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@ -415,7 +415,7 @@ void DoMotionBlur(tspritetype* tsprite, int& spritesortcnt, tspritetype const *
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for (i = 0; i < ownerActor->user.motion_blur_num; i++)
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{
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tspriteptr_t tSpr = &tsprite[spritesortcnt];
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tspritetype* tSpr = &tsprite[spritesortcnt];
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*tSpr = *tsp;
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tSpr->cstat |= CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_TRANS_FLIP;
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@ -468,7 +468,7 @@ void WarpCopySprite(tspritetype* tsprite, int& spritesortcnt)
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if (itActor2->spr.picnum == ST1)
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continue;
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tspriteptr_t newTSpr = renderAddTsprite(tsprite, spritesortcnt, itActor2);
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tspritetype* newTSpr = renderAddTsprite(tsprite, spritesortcnt, itActor2);
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newTSpr->statnum = 0;
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xoff = itActor->spr.pos.X - newTSpr->pos.X;
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@ -490,7 +490,7 @@ void WarpCopySprite(tspritetype* tsprite, int& spritesortcnt)
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if (itActor2->spr.picnum == ST1)
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continue;
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tspriteptr_t newTSpr = renderAddTsprite(tsprite, spritesortcnt, itActor2);
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tspritetype* newTSpr = renderAddTsprite(tsprite, spritesortcnt, itActor2);
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newTSpr->statnum = 0;
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auto off = itActor1->spr.pos - newTSpr->pos;
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@ -502,7 +502,7 @@ void WarpCopySprite(tspritetype* tsprite, int& spritesortcnt)
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}
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}
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void DoStarView(tspriteptr_t tsp, DSWActor* tActor, int viewz)
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void DoStarView(tspritetype* tsp, DSWActor* tActor, int viewz)
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{
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extern STATE s_Star[], s_StarDown[];
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extern STATE s_StarStuck[], s_StarDownStuck[];
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@ -605,7 +605,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie
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for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
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{
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tspriteptr_t tsp = &tsprite[tSpriteNum];
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tspritetype* tsp = &tsprite[tSpriteNum];
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auto tActor = static_cast<DSWActor*>(tsp->ownerActor);
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auto tsectp = tsp->sector();
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@ -886,7 +886,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie
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#if 1
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tspriteptr_t get_tsprite(tspritetype* tsprite, int& spritesortcnt, DSWActor* actor)
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tspritetype* get_tsprite(tspritetype* tsprite, int& spritesortcnt, DSWActor* actor)
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{
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int tSpriteNum;
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@ -907,13 +907,13 @@ void post_analyzesprites(tspritetype* tsprite, int& spritesortcnt)
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{
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auto actor = static_cast<DSWActor*>(tsprite[tSpriteNum].ownerActor);
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if (!actor) continue; // JBF: verify this is safe
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tspriteptr_t tsp = &tsprite[tSpriteNum];
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tspritetype* tsp = &tsprite[tSpriteNum];
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if (actor->hasU())
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{
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if (actor->user.ID == FIREBALL_FLAMES && actor->user.attachActor != nullptr)
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{
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tspriteptr_t const atsp = get_tsprite(tsprite, spritesortcnt, actor->user.attachActor);
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tspritetype* const atsp = get_tsprite(tsprite, spritesortcnt, actor->user.attachActor);
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if (!atsp)
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{
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@ -682,7 +682,7 @@ void GameInterface::LeavePortal(DCoreActor* viewer, int type)
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}
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void DoAutoSize(tspriteptr_t tspr)
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void DoAutoSize(tspritetype* tspr)
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{
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if (!bAutoSize)
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return;
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@ -831,7 +831,7 @@ void DoAutoSize(tspriteptr_t tspr)
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// Rotation angles for sprites
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short rotang = 0;
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void JAnalyzeSprites(tspriteptr_t tspr)
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void JAnalyzeSprites(tspritetype* tspr)
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{
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rotang += 4;
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if (rotang > 2047)
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@ -60,7 +60,7 @@ extern short floormirrorsector[MAXMIRRORS];
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extern bool mirrorinview;
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extern short NormalVisibility;
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void JAnalyzeSprites(tspriteptr_t tspr);
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void JAnalyzeSprites(tspritetype* tspr);
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void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio);
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void JS_CameraParms(PLAYERp pp, int tx, int ty, int tz);
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void JS_DrawMirrors(PLAYERp pp,int tx,int ty,int tz,fixed_t tpq16ang,fixed_t tpq16horiz);
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