- SectorWallBits

This commit is contained in:
Christoph Oelckers 2021-11-25 16:57:39 +01:00
parent 1763fbc7ff
commit 9a6bd0b7e1
2 changed files with 10 additions and 10 deletions

View file

@ -88,9 +88,9 @@ SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
SPRING_BOARD SpringBoard[20];
void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall)
void SetSectorWallBits(sectortype* sect, int bit_mask, bool set_sectwall, bool set_nextwall)
{
auto start_wall = sector[sectnum].firstWall();
auto start_wall = sect->firstWall();
auto wall_num = start_wall;
do
@ -457,7 +457,7 @@ void SectorSetup(void)
break;
case TAG_DOOR_SLIDING:
SetSectorWallBits(i, WALLFX_DONT_STICK, true, true);
SetSectorWallBits(sectp, WALLFX_DONT_STICK, true, true);
break;
case TAG_SINE_WAVE_FLOOR:

View file

@ -104,7 +104,7 @@ static Collision globhihit, globlohit;
short wait_active_check_offset;
int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall);
void SetSectorWallBits(sectortype* sect, int bit_mask, bool set_sectwall, bool set_nextwall);
int DoActorDebris(DSWActor* actor);
void ActorWarpUpdatePos(DSWActor*,short sectnum);
void ActorWarpType(DSWActor* sp, DSWActor* act_warp);
@ -2092,7 +2092,7 @@ void SpriteSetup(void)
SET(sectp->flags, SECTFU_VATOR_BOTH);
}
SET(sectp->extra, SECTFX_VATOR);
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, true, true);
SET(sp->sector()->extra, SECTFX_DYNAMIC_AREA);
// don't step on toes of other sector settings
@ -2195,7 +2195,7 @@ void SpriteSetup(void)
short wallcount,startwall,endwall,w;
u = SpawnUser(actor, 0, nullptr);
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, true, true);
// need something for this
sectp->lotag = TAG_ROTATOR;
@ -2250,7 +2250,7 @@ void SpriteSetup(void)
u = SpawnUser(actor, 0, nullptr);
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, true, true);
// need something for this
sectp->lotag = TAG_SLIDOR;
@ -2302,7 +2302,7 @@ void SpriteSetup(void)
Collision trash;
u = SpawnUser(actor, 0, nullptr);
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, false, true);
SET(sp->sector()->extra, SECTFX_DYNAMIC_AREA);
type = SP_TAG3(sp);
@ -2536,7 +2536,7 @@ void SpriteSetup(void)
{
SECTORp sectp = sp->sector();
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, false, true);
if (TEST(sectp->floorstat, FLOOR_STAT_SLOPE))
{
@ -2566,7 +2566,7 @@ void SpriteSetup(void)
case SECT_COPY_DEST:
{
SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, false, true);
change_actor_stat(actor, STAT_COPY_DEST);
break;
}