mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 14:41:55 +00:00
- made all nSector variables full ints.
This already takes care of most sector[] accesses in Exhumed
This commit is contained in:
parent
366df9d4b6
commit
9b52b3b451
32 changed files with 115 additions and 115 deletions
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@ -171,7 +171,7 @@ void DoRegenerates();
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// lavadude
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void BuildLava(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
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void BuildLava(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
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DExhumedActor* BuildLavaLimb(DExhumedActor* nSprite, int edx, int ebx);
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void FuncLavaLimb(int, int, int, int);
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void FuncLava(int, int, int, int);
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@ -181,20 +181,20 @@ void FuncLava(int, int, int, int);
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extern short nFlashDepth;
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void InitLights();
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void AddFlash(short nSector, int x, int y, int z, int val);
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void AddFlash(int nSector, int x, int y, int z, int val);
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void SetTorch(int nPlayer, int bTorchOnOff);
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void UndoFlashes();
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void DoLights();
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void AddFlow(int nSprite, int nSpeed, int b, int ang = -1);
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void BuildFlash(short nPlayer, short nSector, int nVal);
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void AddGlow(short nSector, int nVal);
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void AddFlicker(short nSector, int nVal);
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void BuildFlash(int nPlayer, int nVal);
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void AddGlow(int nSector, int nVal);
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void AddFlicker(int nSector, int nVal);
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extern short bTorch;
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// lion
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void BuildLion(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle);
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void BuildLion(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle);
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void FuncLion(int, int, int, int);
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// move
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@ -234,11 +234,11 @@ DExhumedActor* FindPlayer(DExhumedActor* nSprite, int nDistance, bool dontengage
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DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial = false);
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void BuildNear(int x, int y, int walldist, int nSector);
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int PlotCourseToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
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void CheckSectorFloor(short nSector, int z, int *x, int *y);
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void CheckSectorFloor(int nSector, int z, int *x, int *y);
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int GetAngleToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
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int GetWallNormal(short nWall);
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int GetUpAngle(DExhumedActor* nSprite1, int nVal, DExhumedActor* nSprite2, int ecx);
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void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel);
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void MoveSector(int nSector, int nAngle, int *nXVel, int *nYVel);
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Collision AngleChase(DExhumedActor* nSprite, DExhumedActor* nSprite2, int ebx, int ecx, int push1);
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void SetQuake(DExhumedActor* nSprite, int nVal);
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@ -283,8 +283,8 @@ void FuncObject(int, int, int, int);
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void FuncTrap(int, int, int, int);
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void FuncEnergyBlock(int, int, int, int);
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void FuncSpark(int, int, int, int);
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void SnapBobs(short nSectorA, short nSectorB);
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DExhumedActor* FindWallSprites(short nSector);
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void SnapBobs(int nSectorA, int nSectorB);
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DExhumedActor* FindWallSprites(int nSector);
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void AddMovingSector(int nSector, int edx, int ebx, int ecx);
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void ProcessTrailSprite(DExhumedActor* nSprite, int nLotag, int nHitag);
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void AddSectorBob(int nSector, int nHitag, int bx);
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@ -292,7 +292,7 @@ DExhumedActor* BuildObject(DExhumedActor* nSprite, int nOjectType, int nHitag);
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int BuildArrow(DExhumedActor* nSprite, int nVal);
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int BuildFireBall(DExhumedActor*, int a, int b);
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void BuildDrip(DExhumedActor* nSprite);
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DExhumedActor* BuildEnergyBlock(short nSector);
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DExhumedActor* BuildEnergyBlock(int nSector);
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int BuildElevC(int arg1, int nChannel, int nSector, DExhumedActor* nWallSprite, int arg5, int arg6, int nCount, ...);
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int BuildElevF(int nChannel, int nSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...);
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int BuildWallFace(short nChannel, short nWall, int nCount, ...);
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@ -334,18 +334,18 @@ void FuncRa(int, int, int, int);
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void InitRats();
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void SetRatVel(short nSprite);
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void BuildRat(DExhumedActor* nSprite, int x, int y, int z, short nSector, int nAngle);
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void BuildRat(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
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int FindFood(short nSprite);
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void FuncRat(int a, int, int b, int nRun);
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// rex
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void BuildRex(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
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void BuildRex(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
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void FuncRex(int, int, int, int);
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// roach
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void BuildRoach(int nType, DExhumedActor* nSprite, int x, int y, int z, short nSector, int angle);
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void BuildRoach(int nType, DExhumedActor* nSprite, int x, int y, int z, int nSector, int angle);
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void FuncRoach(int a, int, int nDamage, int nRun);
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// runlist
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@ -707,12 +707,12 @@ void runlist_ExecObjects();
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// scorp
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void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
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void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
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void FuncScorp(int, int, int, int);
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// set
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void BuildSet(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
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void BuildSet(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
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void FuncSoul(int, int, int, int);
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void FuncSet(int, int, int, int);
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@ -746,7 +746,7 @@ void FuncSnake(int, int, int, int);
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// spider
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DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, short nSector, int nAngle);
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DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
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void FuncSpider(int a, int, int b, int nRun);
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// switch
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@ -772,7 +772,7 @@ std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, short nWall);
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// wasp
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DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, bool bEggWasp);
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DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, bool bEggWasp);
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void FuncWasp(int eax, int, int edx, int nRun);
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@ -240,7 +240,7 @@ void BuildExplosion(DExhumedActor* pActor)
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{
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auto pSprite = &pActor->s();
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short nSector = pSprite->sectnum;
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int nSector = pSprite->sectnum;
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int edx = 36;
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@ -248,7 +248,7 @@ void BuildExplosion(DExhumedActor* pActor)
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{
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edx = 75;
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}
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else if (pSprite->z == sector[nSector].floorz)
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else if (pSprite->z == pSprite->sector()->floorz)
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{
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edx = 34;
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}
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@ -406,7 +406,7 @@ void AIAnubis::Damage(RunListEvent* ev)
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pDrumSprite->x = sp->x;
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pDrumSprite->y = sp->y;
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pDrumSprite->z = sector[pDrumSprite->sectnum].floorz;
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pDrumSprite->z = pDrumSprite->sector()->floorz;
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pDrumSprite->xrepeat = 40;
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pDrumSprite->yrepeat = 40;
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pDrumSprite->shade = -64;
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@ -35,7 +35,7 @@ void DestroyBubble(DExhumedActor* pActor)
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DeleteActor(pActor);
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}
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DExhumedActor* BuildBubble(vec3_t pos, short nSector)
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DExhumedActor* BuildBubble(vec3_t pos, int nSector)
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{
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int nSize = RandomSize(3);
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if (nSize > 4) {
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@ -93,11 +93,11 @@ void AIBubble::Tick(RunListEvent* ev)
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pSprite->z += pSprite->zvel;
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short nSector = pSprite->sectnum;
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int nSector = pSprite->sectnum;
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if (pSprite->z <= sector[nSector].ceilingz)
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{
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short nSectAbove = SectAbove[nSector];
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int nSectAbove = SectAbove[nSector];
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if (pSprite->hitag > -1 && nSectAbove != -1) {
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BuildAnim(nullptr, 70, 0, pSprite->x, pSprite->y, sector[nSectAbove].floorz, nSectAbove, 64, 0);
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@ -487,7 +487,7 @@ HITSPRITE:
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HITWALL:
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if (wall[hitwall].picnum == kEnergy1)
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{
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short nSector = wall[hitwall].nextsector;
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int nSector =wall[hitwall].nextsector;
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if (nSector > -1)
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{
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short nDamage = BulletInfo[pBullet->nType].nDamage;
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@ -612,7 +612,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
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return nullptr;
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}
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short nSector;
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int nSector;
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if (pSprite->statnum == 100)
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{
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@ -88,7 +88,7 @@ enum ECounter
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};
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extern int Counters[kNumCounters];
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void SnapSectors(short nSectorA, short nSectorB, short b);
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void SnapSectors(int nSectorA, int nSectorB, int b);
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extern short SectSound[];
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extern short SectDamage[];
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@ -77,7 +77,7 @@ void BuildFishLimb(DExhumedActor* pActor, short anim)
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pSprite2->hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000);
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}
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void BuildBlood(int x, int y, int z, short nSector)
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void BuildBlood(int x, int y, int z, int nSector)
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{
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BuildAnim(nullptr, kSeqFish, 36, x, y, z, nSector, 75, 128);
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}
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@ -438,7 +438,7 @@ void AIFish::Tick(RunListEvent* ev)
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int x = pSprite->x;
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int y = pSprite->y;
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int z = pSprite->z;
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short nSector = pSprite->sectnum;
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int nSector =pSprite->sectnum;
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// loc_2EF54
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Collision coll = movesprite(pActor, pSprite->xvel << 13, pSprite->yvel << 13, pSprite->zvel << 2, 0, 0, CLIPMASK0);
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@ -148,8 +148,8 @@ void ExplodeGrenade(DExhumedActor* pActor)
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int var_28, var_20;
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auto pGrenadeSprite = &pActor->s();
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short nPlayer = pGrenadeSprite->owner;
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short nGrenadeSect = pGrenadeSprite->sectnum;
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int nPlayer = pGrenadeSprite->owner;
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int nGrenadeSect = pGrenadeSprite->sectnum;
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pActor->nFrame = 1;
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@ -231,7 +231,7 @@ void SetWeaponStatus(short nPlayer)
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uint8_t WeaponCanFire(short nPlayer)
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{
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short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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short nSector = PlayerList[nPlayer].nPlayerViewSect;
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int nSector =PlayerList[nPlayer].nPlayerViewSect;
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if (!(SectFlag[nSector] & kSectUnderwater) || WeaponInfo[nWeapon].bFireUnderwater)
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{
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@ -632,7 +632,7 @@ loc_flag:
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if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
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{
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BuildFlash(nPlayer, pPlayerSprite->sectnum, 512);
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BuildFlash(nPlayer, 512);
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AddFlash(
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pPlayerSprite->sectnum,
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pPlayerSprite->x,
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@ -215,16 +215,16 @@ void SetAbove(short nCurSector, short nAboveSector)
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SectAbove[nCurSector] = nAboveSector;
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}
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void SnapSectors(short nSectorA, short nSectorB, short b)
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void SnapSectors(int nSectorA, int nSectorB, int b)
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{
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// edx - nSectorA
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// eax - nSectorB
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short nWallA = sector[nSectorA].wallptr;
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short nWallB = sector[nSectorB].wallptr;
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int nWallA = sector[nSectorA].wallptr;
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int nWallB = sector[nSectorB].wallptr;
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short num1 = sector[nSectorA].wallnum;
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short num2 = sector[nSectorB].wallnum;
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int num1 = sector[nSectorA].wallnum;
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int num2 = sector[nSectorB].wallnum;
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int nCount = 0;
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@ -631,7 +631,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
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}
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case 99: // underwater type 2
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{
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short nSector = pSprite->sectnum;
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int nSector =pSprite->sectnum;
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SetAbove(nSector, nHitag);
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SectFlag[nSector] |= kSectUnderwater;
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}
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case 98:
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{
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short nSector = pSprite->sectnum;
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int nSector =pSprite->sectnum;
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SetBelow(nSector, nHitag);
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SnapSectors(nSector, nHitag, 1);
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nDamage = 1;
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}
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short nSector = pSprite->sectnum;
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int nSector =pSprite->sectnum;
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SectDamage[nSector] = nDamage;
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SectFlag[nSector] |= kSectLava;
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}
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case 94: // water
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{
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short nSector = pSprite->sectnum;
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int nSector =pSprite->sectnum;
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SectDepth[nSector] = nHitag << 8;
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DeleteActor(pActor);
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case 79:
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case 89:
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{
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short nSector = pSprite->sectnum;
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int nSector =pSprite->sectnum;
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SectSpeed[nSector] = nSpeed;
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SectFlag[nSector] |= pSprite->ang;
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}
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case 80: // underwater
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{
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short nSector = pSprite->sectnum;
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int nSector =pSprite->sectnum;
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SectFlag[nSector] |= kSectUnderwater;
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DeleteActor(pActor);
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@ -724,7 +724,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
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{
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AddFlow(pSprite->sectnum, nSpeed, 1, pSprite->ang);
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short nSector = pSprite->sectnum;
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int nSector =pSprite->sectnum;
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SectFlag[nSector] |= 0x8000;
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DeleteActor(pActor);
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@ -40,7 +40,7 @@ static actionSeq LavadudeSeq[] = {
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DExhumedActor* BuildLavaLimb(DExhumedActor* pActor, int move, int ebx)
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{
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auto pSprite = &pActor->s();
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short nSector = pSprite->sectnum;
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int nSector =pSprite->sectnum;
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auto pLimbActor = insertActor(nSector, 118);
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auto pLimbSprite = &pLimbActor->s();
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@ -104,7 +104,7 @@ void AILavaDudeLimb::Draw(RunListEvent* ev)
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}
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void BuildLava(DExhumedActor* pActor, int x, int y, int, short nSector, short nAngle, int nChannel)
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void BuildLava(DExhumedActor* pActor, int x, int y, int, int nSector, short nAngle, int nChannel)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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@ -296,7 +296,7 @@ void AILavaDude::Tick(RunListEvent* ev)
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int x = pSprite->x;
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int y = pSprite->y;
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int z = pSprite->z;
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short nSector = pSprite->sectnum;
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int nSector =pSprite->sectnum;
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auto coll = movesprite(pActor, pSprite->xvel << 8, pSprite->yvel << 8, 0, 0, 0, CLIPMASK0);
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@ -49,14 +49,14 @@ struct Glow
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{
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short field_0;
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short field_2;
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short nSector;
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int nSector;
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short field_6;
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};
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struct Flicker
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{
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short field_0;
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short nSector;
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int nSector;
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unsigned int field_4;
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};
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|
||||
|
@ -212,7 +212,7 @@ void InitLights()
|
|||
nLastFlash = -1;
|
||||
}
|
||||
|
||||
void AddFlash(short nSector, int x, int y, int z, int val)
|
||||
void AddFlash(int nSector, int x, int y, int z, int val)
|
||||
{
|
||||
assert(nSector >= 0 && nSector < kMaxSectors);
|
||||
auto sectp = §or[nSector];
|
||||
|
@ -541,7 +541,7 @@ loc_1868A:
|
|||
}
|
||||
}
|
||||
|
||||
void AddGlow(short nSector, int nVal)
|
||||
void AddGlow(int nSector, int nVal)
|
||||
{
|
||||
if (nGlowCount >= kMaxGlows) {
|
||||
return;
|
||||
|
@ -556,7 +556,7 @@ void AddGlow(short nSector, int nVal)
|
|||
}
|
||||
|
||||
// ok
|
||||
void AddFlicker(short nSector, int nVal)
|
||||
void AddFlicker(int nSector, int nVal)
|
||||
{
|
||||
if (nFlickerCount >= kMaxFlickers) {
|
||||
return;
|
||||
|
@ -588,7 +588,7 @@ void DoGlows()
|
|||
{
|
||||
sGlow[i].field_2++;
|
||||
|
||||
short nSector = sGlow[i].nSector;
|
||||
int nSector =sGlow[i].nSector;
|
||||
auto sectp = §or[nSector];
|
||||
short nShade = sGlow[i].field_0;
|
||||
|
||||
|
@ -622,7 +622,7 @@ void DoFlickers()
|
|||
|
||||
for (int i = 0; i < nFlickerCount; i++)
|
||||
{
|
||||
short nSector = sFlicker[i].nSector;
|
||||
int nSector =sFlicker[i].nSector;
|
||||
auto sectp = §or[nSector];
|
||||
|
||||
unsigned int eax = (sFlicker[i].field_4 & 1);
|
||||
|
@ -728,7 +728,7 @@ void DoFlows()
|
|||
sFlowInfo[i].xdelta &= sFlowInfo[i].xacc;
|
||||
sFlowInfo[i].ydelta &= sFlowInfo[i].yacc;
|
||||
|
||||
short nSector = sFlowInfo[i].objindex;
|
||||
int nSector =sFlowInfo[i].objindex;
|
||||
sector[nSector].setfloorxpan(sFlowInfo[i].xdelta / 16384.f);
|
||||
sector[nSector].setfloorypan(sFlowInfo[i].ydelta / 16384.f);
|
||||
break;
|
||||
|
@ -736,7 +736,7 @@ void DoFlows()
|
|||
|
||||
case 1:
|
||||
{
|
||||
short nSector = sFlowInfo[i].objindex;
|
||||
int nSector =sFlowInfo[i].objindex;
|
||||
|
||||
sector[nSector].setceilingxpan(sFlowInfo[i].xdelta / 16384.f);
|
||||
sector[nSector].setceilingypan(sFlowInfo[i].ydelta / 16384.f);
|
||||
|
@ -821,7 +821,7 @@ void SetTorch(int nPlayer, int bTorchOnOff)
|
|||
StatusMessage(150, GStrings(buf));
|
||||
}
|
||||
|
||||
void BuildFlash(short nPlayer, short, int nVal)
|
||||
void BuildFlash(int nPlayer, int nVal)
|
||||
{
|
||||
if (nPlayer == nLocalPlayer)
|
||||
{
|
||||
|
|
|
@ -41,7 +41,7 @@ static actionSeq LionSeq[] = {
|
|||
};
|
||||
|
||||
|
||||
void BuildLion(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle)
|
||||
void BuildLion(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle)
|
||||
{
|
||||
spritetype* pSprite;
|
||||
if (pActor == nullptr)
|
||||
|
|
|
@ -237,7 +237,7 @@ void BuildNear(int x, int y, int walldist, int nSector)
|
|||
|
||||
while (i < NearCount)
|
||||
{
|
||||
short nSector = NearSector[i];
|
||||
int nSector =NearSector[i];
|
||||
|
||||
short nWall = sector[nSector].wallptr;
|
||||
short nWallCount = sector[nSector].wallnum;
|
||||
|
@ -282,7 +282,7 @@ void BuildNear(int x, int y, int walldist, int nSector)
|
|||
int BelowNear(DExhumedActor* pActor)
|
||||
{
|
||||
auto pSprite = &pActor->s();
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
int z = pSprite->z;
|
||||
|
||||
int z2;
|
||||
|
@ -340,7 +340,7 @@ int BelowNear(DExhumedActor* pActor)
|
|||
Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdist)
|
||||
{
|
||||
spritetype* pSprite = &pActor->s();
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
assert(nSector >= 0 && nSector < kMaxSectors);
|
||||
|
||||
overridesect = nSector;
|
||||
|
@ -614,7 +614,7 @@ Collision movesprite(DExhumedActor* pActor, int dx, int dy, int dz, int ceildist
|
|||
void Gravity(DExhumedActor* actor)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
|
||||
if (SectFlag[nSector] & kSectUnderwater)
|
||||
{
|
||||
|
@ -674,7 +674,7 @@ Collision MoveCreatureWithCaution(DExhumedActor* pActor)
|
|||
|
||||
auto ecx = MoveCreature(pActor);
|
||||
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
|
||||
if (nSector != nSectorPre)
|
||||
{
|
||||
|
@ -748,7 +748,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage)
|
|||
|
||||
int x = pSprite->x;
|
||||
int y = pSprite->y;
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
|
||||
int z = pSprite->z - GetActorHeight(pActor);
|
||||
|
||||
|
@ -790,7 +790,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage)
|
|||
return pPlayerActor;
|
||||
}
|
||||
|
||||
void CheckSectorFloor(short nSector, int z, int *x, int *y)
|
||||
void CheckSectorFloor(int nSector, int z, int *x, int *y)
|
||||
{
|
||||
short nSpeed = SectSpeed[nSector];
|
||||
|
||||
|
@ -910,7 +910,7 @@ void CreatePushBlock(int nSector)
|
|||
sectp->extra = nBlock;
|
||||
}
|
||||
|
||||
void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel)
|
||||
void MoveSector(int nSector, int nAngle, int *nXVel, int *nYVel)
|
||||
{
|
||||
if (nSector == -1) {
|
||||
return;
|
||||
|
|
|
@ -58,7 +58,7 @@ struct TrailPoint
|
|||
|
||||
struct Bob
|
||||
{
|
||||
short nSector;
|
||||
int nSector;
|
||||
char field_2;
|
||||
char field_3;
|
||||
int z;
|
||||
|
@ -78,7 +78,7 @@ struct Elev
|
|||
DExhumedActor* pActor;
|
||||
short field_0;
|
||||
short nChannel;
|
||||
short nSector;
|
||||
int nSector;
|
||||
int field_6;
|
||||
int field_A;
|
||||
short nCountZOffsets; // count of items in zOffsets
|
||||
|
@ -91,7 +91,7 @@ struct Elev
|
|||
// 16 bytes
|
||||
struct MoveSect
|
||||
{
|
||||
short nSector;
|
||||
int nSector;
|
||||
short nTrail;
|
||||
short nTrailPoint;
|
||||
short field_6;
|
||||
|
@ -138,7 +138,7 @@ struct slideData
|
|||
|
||||
struct Point
|
||||
{
|
||||
short nSector;
|
||||
int nSector;
|
||||
short field_2;
|
||||
short field_4;
|
||||
short field_6;
|
||||
|
@ -415,7 +415,7 @@ DExhumedActor* BuildWallSprite(int nSector)
|
|||
}
|
||||
|
||||
// done
|
||||
DExhumedActor* FindWallSprites(short nSector)
|
||||
DExhumedActor* FindWallSprites(int nSector)
|
||||
{
|
||||
int var_24 = 0x7FFFFFFF;
|
||||
int ecx = 0x7FFFFFFF;
|
||||
|
@ -610,7 +610,7 @@ int LongSeek(int* pZVal, int a2, int a3, int a4)
|
|||
}
|
||||
|
||||
// done
|
||||
int CheckSectorSprites(short nSector, int nVal)
|
||||
int CheckSectorSprites(int nSector, int nVal)
|
||||
{
|
||||
int b = 0;
|
||||
|
||||
|
@ -784,7 +784,7 @@ void AIElev::Tick(RunListEvent* ev)
|
|||
|
||||
assert(nChannel >= 0 && nChannel < kMaxChannels);
|
||||
|
||||
short nSector = Elevator[nElev].nSector;
|
||||
int nSector =Elevator[nElev].nSector;
|
||||
auto pElevSpr = Elevator[nElev].pActor;
|
||||
|
||||
int ebp = 0; // initialise to *something*
|
||||
|
@ -993,7 +993,7 @@ int BuildSlide(int nChannel, int nStartWall, int nWall1, int ecx, int nWall2, in
|
|||
{
|
||||
auto nSlide = SlideData.Reserve(1);
|
||||
|
||||
short nSector = IdentifySector(nStartWall);
|
||||
int nSector =IdentifySector(nStartWall);
|
||||
|
||||
SlideData[nSlide].field_4a = -1;
|
||||
SlideData[nSlide].nChannel = nChannel;
|
||||
|
@ -1295,7 +1295,7 @@ int BuildTrap(DExhumedActor* pActor, int edx, int ebx, int ecx)
|
|||
sTrap[nTrap].field_6 = -1;
|
||||
sTrap[nTrap].field_8 = -1;
|
||||
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
short nWall = sector[nSector].wallptr;
|
||||
|
||||
int i = 0;
|
||||
|
@ -1636,7 +1636,7 @@ void DoFinale()
|
|||
}
|
||||
}
|
||||
|
||||
DExhumedActor* BuildEnergyBlock(short nSector)
|
||||
DExhumedActor* BuildEnergyBlock(int nSector)
|
||||
{
|
||||
short startwall = sector[nSector].wallptr;
|
||||
short nWalls = sector[nSector].wallnum;
|
||||
|
@ -1724,7 +1724,7 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
|
|||
{
|
||||
auto pSprite = &pActor->s();
|
||||
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
|
||||
short startwall = sector[nSector].wallptr;
|
||||
short nWalls = sector[nSector].wallnum;
|
||||
|
@ -1861,7 +1861,7 @@ void AIEnergyBlock::RadialDamage(RunListEvent* ev)
|
|||
if (!pActor) return;
|
||||
auto spr = &pActor->s();
|
||||
|
||||
short nSector = spr->sectnum;
|
||||
int nSector =spr->sectnum;
|
||||
|
||||
if (sector[nSector].extra == -1) {
|
||||
return;
|
||||
|
@ -2229,7 +2229,7 @@ void DoDrips()
|
|||
sBob[i].field_2 += 4;
|
||||
|
||||
int edx = bsin(sBob[i].field_2 << 3, -4);
|
||||
short nSector = sBob[i].nSector;
|
||||
int nSector =sBob[i].nSector;
|
||||
|
||||
if (sBob[i].field_3)
|
||||
{
|
||||
|
@ -2246,7 +2246,7 @@ void DoDrips()
|
|||
}
|
||||
}
|
||||
|
||||
void SnapBobs(short nSectorA, short nSectorB)
|
||||
void SnapBobs(int nSectorA, int nSectorB)
|
||||
{
|
||||
int ecx = -1;
|
||||
int ebx = ecx;
|
||||
|
@ -2430,7 +2430,7 @@ void DoMovingSects()
|
|||
continue;
|
||||
}
|
||||
|
||||
short nSector = sMoveSect[i].nSector;
|
||||
int nSector =sMoveSect[i].nSector;
|
||||
short nBlock = sector[nSector].extra;
|
||||
|
||||
BlockInfo* pBlockInfo = &sBlockInfo[nBlock];
|
||||
|
@ -2568,7 +2568,7 @@ void PostProcess()
|
|||
runlist_ChangeChannel(sMoveSect[i].field_14, 1);
|
||||
}
|
||||
|
||||
short nSector = sMoveSect[i].nSector;
|
||||
int nSector =sMoveSect[i].nSector;
|
||||
|
||||
if (SectFlag[nSector] & kSectUnderwater)
|
||||
{
|
||||
|
|
|
@ -98,7 +98,7 @@ void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short
|
|||
*nAngle = PlayerList[nPlayer].sPlayerSave.nAngle;
|
||||
}
|
||||
|
||||
void SetSavePoint(int nPlayer, int x, int y, int z, short nSector, short nAngle)
|
||||
void SetSavePoint(int nPlayer, int x, int y, int z, int nSector, short nAngle)
|
||||
{
|
||||
PlayerList[nPlayer].sPlayerSave.x = x;
|
||||
PlayerList[nPlayer].sPlayerSave.y = y;
|
||||
|
@ -458,7 +458,7 @@ void StartDeathSeq(int nPlayer, int nVal)
|
|||
|
||||
if (nWeapon > kWeaponSword && nWeapon <= kWeaponRing)
|
||||
{
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
if (SectBelow[nSector] > -1) {
|
||||
nSector = SectBelow[nSector];
|
||||
}
|
||||
|
@ -864,7 +864,7 @@ void AIPlayer::Tick(RunListEvent* ev)
|
|||
}
|
||||
|
||||
// loc_1A4E6
|
||||
short nSector = pPlayerSprite->sectnum;
|
||||
int nSector =pPlayerSprite->sectnum;
|
||||
short nSectFlag = SectFlag[PlayerList[nPlayer].nPlayerViewSect];
|
||||
|
||||
int playerX = pPlayerSprite->x;
|
||||
|
|
|
@ -25,7 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
BEGIN_PS_NS
|
||||
|
||||
void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle);
|
||||
void SetSavePoint(int nPlayer, int x, int y, int z, short nSector, short nAngle);
|
||||
void SetSavePoint(int nPlayer, int x, int y, int z, int nSector, short nAngle);
|
||||
void InitPlayer();
|
||||
void InitPlayerKeys(short nPlayer);
|
||||
int GrabPlayer();
|
||||
|
@ -52,7 +52,7 @@ struct PlayerSave
|
|||
int x;
|
||||
int y;
|
||||
int z;
|
||||
short nSector;
|
||||
int nSector;
|
||||
short nAngle;
|
||||
};
|
||||
|
||||
|
|
|
@ -384,7 +384,7 @@ void BuildTail()
|
|||
int x = pSprite->x;
|
||||
int y = pSprite->x;
|
||||
int z = pSprite->x;
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
|
||||
int i;
|
||||
|
||||
|
@ -437,7 +437,7 @@ void BuildQueenEgg(short nQueen, int nVal)
|
|||
|
||||
int x = pSprite->x;
|
||||
int y = pSprite->y;
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
int nFloorZ = sector[nSector].floorz;
|
||||
short nAngle = pSprite->ang;
|
||||
|
||||
|
@ -698,7 +698,7 @@ void BuildQueenHead(short nQueen)
|
|||
int x = pSprite->x;
|
||||
int y = pSprite->y;
|
||||
short nAngle = pSprite->ang;
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
int z = sector[nSector].floorz;
|
||||
|
||||
auto pActor2 = insertActor(nSector, 121);
|
||||
|
@ -973,7 +973,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
|
|||
int x = pSprite->x;
|
||||
int y = pSprite->y;
|
||||
int z = pSprite->z;
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
int nAngle = RandomSize(11) & kAngleMask;
|
||||
|
||||
pSprite->xrepeat = 127 - QueenHead.nIndex2;
|
||||
|
|
|
@ -159,7 +159,7 @@ void InitSpiritHead()
|
|||
nTalkTime = 1;
|
||||
}
|
||||
|
||||
void DimSector(short nSector)
|
||||
void DimSector(int nSector)
|
||||
{
|
||||
short startwall = sector[nSector].wallptr;
|
||||
short nWalls = sector[nSector].wallnum;
|
||||
|
|
|
@ -73,7 +73,7 @@ void SetRatVel(spritetype* pSprite)
|
|||
pSprite->yvel = bsin(pSprite->ang, -2);
|
||||
}
|
||||
|
||||
void BuildRat(DExhumedActor* pActor, int x, int y, int z, short nSector, int nAngle)
|
||||
void BuildRat(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle)
|
||||
{
|
||||
spritetype* pSprite;
|
||||
if (pActor == nullptr)
|
||||
|
|
|
@ -37,7 +37,7 @@ static actionSeq RexSeq[] = {
|
|||
{28, 1}
|
||||
};
|
||||
|
||||
void BuildRex(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, int nChannel)
|
||||
void BuildRex(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, int nChannel)
|
||||
{
|
||||
spritetype* pSprite;
|
||||
if (pActor == nullptr)
|
||||
|
|
|
@ -47,7 +47,7 @@ struct Roach
|
|||
};
|
||||
|
||||
// TODO - make nType a bool?
|
||||
void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, short nSector, int angle)
|
||||
void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, int nSector, int angle)
|
||||
{
|
||||
spritetype* pSprite;
|
||||
if (pActor == nullptr)
|
||||
|
|
|
@ -38,7 +38,7 @@ static actionSeq ScorpSeq[] = {
|
|||
{53, 1}
|
||||
};
|
||||
|
||||
void BuildScorp(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, int nChannel)
|
||||
void BuildScorp(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, int nChannel)
|
||||
{
|
||||
spritetype* pSprite;
|
||||
|
||||
|
|
|
@ -608,7 +608,7 @@ int seq_PlotSequence(short nSprite, short edx, short nFrame, short ecx)
|
|||
}
|
||||
else
|
||||
{
|
||||
short nSector = pTSprite->sectnum;
|
||||
int nSector =pTSprite->sectnum;
|
||||
int nFloorZ = sector[nSector].floorz;
|
||||
|
||||
if (nFloorZ <= PlayerList[nLocalPlayer].eyelevel + initz) {
|
||||
|
|
|
@ -39,7 +39,7 @@ static actionSeq SetSeq[] = {
|
|||
{74, 1}
|
||||
};
|
||||
|
||||
void BuildSet(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, int nChannel)
|
||||
void BuildSet(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, int nChannel)
|
||||
{
|
||||
spritetype* pSprite;
|
||||
if (pActor == nullptr)
|
||||
|
@ -120,7 +120,7 @@ void BuildSoul(DExhumedActor* pSet)
|
|||
pSprite->x = pSetSprite->x;
|
||||
pSprite->y = pSetSprite->y;
|
||||
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
pSprite->z = (RandomSize(8) << 8) + 8192 + sector[nSector].ceilingz - GetActorHeight(pActor);
|
||||
|
||||
//pSprite->hitag = nSet;
|
||||
|
|
|
@ -274,7 +274,7 @@ DExhumedActor* FindSnakeEnemy(short nSnake)
|
|||
auto pSprite = &pActor->s();
|
||||
|
||||
short nAngle = pSprite->ang;
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
|
||||
int esi = 2048;
|
||||
|
||||
|
@ -380,7 +380,7 @@ void AISnake::Tick(RunListEvent* ev)
|
|||
SnakeList[nSnake].sE = (SnakeList[nSnake].sE + 64) & 0x7FF;
|
||||
|
||||
int var_28 = (nAngle + 512) & kAngleMask;
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
|
||||
int x = pSprite->x;
|
||||
int y = pSprite->y;
|
||||
|
|
|
@ -673,7 +673,7 @@ void PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector, EChanFlags
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void CheckAmbience(short nSector)
|
||||
void CheckAmbience(int nSector)
|
||||
{
|
||||
if (!SoundEnabled()) return;
|
||||
if (SectSound[nSector] != -1)
|
||||
|
|
|
@ -129,7 +129,7 @@ void PlayLocalSound(short nSound, short val, bool unattached = false, EChanFlags
|
|||
int LoadSound(const char* sound);
|
||||
|
||||
void BendAmbientSound();
|
||||
void CheckAmbience(short nSector);
|
||||
void CheckAmbience(int nSector);
|
||||
|
||||
void PlayFX2(unsigned short nSound, DExhumedActor* nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE, int sprflags = 0);
|
||||
|
||||
|
|
|
@ -36,7 +36,7 @@ static actionSeq SpiderSeq[] = {
|
|||
};
|
||||
|
||||
|
||||
DExhumedActor* BuildSpider(DExhumedActor* spp, int x, int y, int z, short nSector, int nAngle)
|
||||
DExhumedActor* BuildSpider(DExhumedActor* spp, int x, int y, int z, int nSector, int nAngle)
|
||||
{
|
||||
spritetype* sp;
|
||||
if (spp == nullptr)
|
||||
|
@ -178,7 +178,7 @@ void AISpider::Tick(RunListEvent* ev)
|
|||
case 3:
|
||||
{
|
||||
case_3:
|
||||
short nSector = sp->sectnum;
|
||||
int nSector =sp->sectnum;
|
||||
|
||||
if (sp->cstat & 8)
|
||||
{
|
||||
|
|
|
@ -42,7 +42,7 @@ struct Switch
|
|||
short nChannel;
|
||||
short nLink;
|
||||
short nRunPtr;
|
||||
short nSector;
|
||||
int nSector;
|
||||
short nRun2;
|
||||
short nWall;
|
||||
short nRun3;
|
||||
|
@ -255,7 +255,7 @@ void AISWStepOn::ProcessChannel(RunListEvent* ev)
|
|||
|
||||
short nLink = SwitchData[nSwitch].nLink;
|
||||
short nChannel = SwitchData[nSwitch].nChannel;
|
||||
short nSector = SwitchData[nSwitch].nSector;
|
||||
int nSector =SwitchData[nSwitch].nSector;
|
||||
|
||||
assert(sRunChannels[nChannel].c < 8);
|
||||
|
||||
|
@ -280,7 +280,7 @@ void AISWStepOn::TouchFloor(RunListEvent* ev)
|
|||
|
||||
short nLink = SwitchData[nSwitch].nLink;
|
||||
short nChannel = SwitchData[nSwitch].nChannel;
|
||||
short nSector = SwitchData[nSwitch].nSector;
|
||||
int nSector =SwitchData[nSwitch].nSector;
|
||||
|
||||
assert(sRunChannels[nChannel].c < 8);
|
||||
|
||||
|
@ -367,7 +367,7 @@ void AISWNotOnPause::Process(RunListEvent* ev)
|
|||
{
|
||||
SwitchData[nSwitch].nRunPtr = runlist_AddRunRec(NewRun, &RunData[ev->nRun]);
|
||||
|
||||
short nSector = SwitchData[nSwitch].nSector;
|
||||
int nSector =SwitchData[nSwitch].nSector;
|
||||
|
||||
SwitchData[nSwitch].nWaitTimer = SwitchData[nSwitch].nWait;
|
||||
SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, &RunData[ev->nRun]);
|
||||
|
@ -419,7 +419,7 @@ void AISWPressSector::ProcessChannel(RunListEvent* ev)
|
|||
return;
|
||||
}
|
||||
|
||||
short nSector = SwitchData[nSwitch].nSector;
|
||||
int nSector =SwitchData[nSwitch].nSector;
|
||||
|
||||
SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, &RunData[ev->nRun]);
|
||||
}
|
||||
|
@ -506,7 +506,7 @@ void AISWPressWall::Use(RunListEvent* ev)
|
|||
}
|
||||
|
||||
short nWall = SwitchData[nSwitch].nWall;
|
||||
short nSector = SwitchData[nSwitch].nSector; // CHECKME - where is this set??
|
||||
int nSector =SwitchData[nSwitch].nSector; // CHECKME - where is this set??
|
||||
|
||||
PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, 0, nSector, CHANF_LISTENERZ);
|
||||
}
|
||||
|
|
|
@ -96,7 +96,7 @@ static void analyzesprites(spritetype* tsprite, int& spritesortcnt, int x, int y
|
|||
|
||||
bestTarget = nullptr;
|
||||
|
||||
short nSector = pPlayerSprite->sectnum;
|
||||
int nSector =pPlayerSprite->sectnum;
|
||||
|
||||
int nAngle = (2048 - pPlayerSprite->ang) & kAngleMask;
|
||||
|
||||
|
|
|
@ -40,7 +40,7 @@ void SetWaspVel(spritetype* pSprite)
|
|||
pSprite->yvel = bsin(pSprite->ang);
|
||||
}
|
||||
|
||||
DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, short nSector, short nAngle, bool bEggWasp)
|
||||
DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, bool bEggWasp)
|
||||
{
|
||||
spritetype* pSprite;
|
||||
if (pActor == nullptr)
|
||||
|
@ -339,7 +339,7 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
}
|
||||
case 5:
|
||||
{
|
||||
short nSector = pSprite->sectnum;
|
||||
int nSector =pSprite->sectnum;
|
||||
|
||||
pSprite->z += pSprite->zvel;
|
||||
|
||||
|
|
Loading…
Reference in a new issue