- little bit of cleanup

This commit is contained in:
Christoph Oelckers 2021-11-11 01:17:41 +01:00
parent 5a6d4f88d5
commit 9b21233c98
3 changed files with 6 additions and 5 deletions

View file

@ -518,9 +518,9 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
gModernMap = false;
#endif
memset(sector, 0, sizeof(*sector) * MAXSECTORS);
memset(wall, 0, sizeof(*wall) * MAXWALLS);
memset(sprite, 0, sizeof(*sector) * MAXSPRITES);
memset(sector, 0, sizeof(sector));
memset(wall, 0, sizeof(wall));
memset(sprite, 0, sizeof(sprite));
#ifdef NOONE_EXTENSIONS
for (auto& ctrl : gPlayerCtrl) ctrl.qavScene.initiator = nullptr;

View file

@ -91,11 +91,12 @@ bool sound445done; // used in checksectors_r. This was local state inside
// serialized
uint8_t sectorextra[MAXSECTORS]; // something about keys, all access through the haskey function.
uint8_t shadedsector[MAXSECTORS]; // display hackiness
DDukeActor hittype[MAXSPRITES + 1]; // +1 to have a blank entry for serialization, all access in game code through the iterators.
int spriteqamount = 64; // internal sprite queue
int spriteqloc;
DDukeActor* spriteq[1024];
uint8_t shadedsector[MAXSECTORS]; // display hackiness
animwalltype animwall[MAXANIMWALLS]; // animated walls
int numanimwalls;
int animatecnt; // sector plane movement

View file

@ -55,6 +55,7 @@ extern int screenpeek;
// Variables that must be saved
extern uint8_t sectorextra[MAXSECTORS]; // these hold fields that were formerly in sprite and sector. Move these back into the base structs!
extern uint8_t shadedsector[MAXSECTORS];
extern int rtsplaying;
extern int tempwallptr;
@ -62,7 +63,6 @@ extern int tempwallptr;
extern bool sound445done;
extern player_struct ps[MAXPLAYERS];
extern int spriteqamount;
extern uint8_t shadedsector[MAXSECTORS];
extern int lastvisinc;
extern animwalltype animwall[MAXANIMWALLS];
extern int numanimwalls;