- made all nSector variables full ints.

This already takes care of most sector[] accesses in Exhumed
This commit is contained in:
Christoph Oelckers 2021-11-09 17:27:54 +01:00
parent 366df9d4b6
commit 9b52b3b451
32 changed files with 115 additions and 115 deletions

View file

@ -171,7 +171,7 @@ void DoRegenerates();
// lavadude
void BuildLava(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
void BuildLava(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
DExhumedActor* BuildLavaLimb(DExhumedActor* nSprite, int edx, int ebx);
void FuncLavaLimb(int, int, int, int);
void FuncLava(int, int, int, int);
@ -181,20 +181,20 @@ void FuncLava(int, int, int, int);
extern short nFlashDepth;
void InitLights();
void AddFlash(short nSector, int x, int y, int z, int val);
void AddFlash(int nSector, int x, int y, int z, int val);
void SetTorch(int nPlayer, int bTorchOnOff);
void UndoFlashes();
void DoLights();
void AddFlow(int nSprite, int nSpeed, int b, int ang = -1);
void BuildFlash(short nPlayer, short nSector, int nVal);
void AddGlow(short nSector, int nVal);
void AddFlicker(short nSector, int nVal);
void BuildFlash(int nPlayer, int nVal);
void AddGlow(int nSector, int nVal);
void AddFlicker(int nSector, int nVal);
extern short bTorch;
// lion
void BuildLion(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle);
void BuildLion(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle);
void FuncLion(int, int, int, int);
// move
@ -234,11 +234,11 @@ DExhumedActor* FindPlayer(DExhumedActor* nSprite, int nDistance, bool dontengage
DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial = false);
void BuildNear(int x, int y, int walldist, int nSector);
int PlotCourseToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
void CheckSectorFloor(short nSector, int z, int *x, int *y);
void CheckSectorFloor(int nSector, int z, int *x, int *y);
int GetAngleToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
int GetWallNormal(short nWall);
int GetUpAngle(DExhumedActor* nSprite1, int nVal, DExhumedActor* nSprite2, int ecx);
void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel);
void MoveSector(int nSector, int nAngle, int *nXVel, int *nYVel);
Collision AngleChase(DExhumedActor* nSprite, DExhumedActor* nSprite2, int ebx, int ecx, int push1);
void SetQuake(DExhumedActor* nSprite, int nVal);
@ -283,8 +283,8 @@ void FuncObject(int, int, int, int);
void FuncTrap(int, int, int, int);
void FuncEnergyBlock(int, int, int, int);
void FuncSpark(int, int, int, int);
void SnapBobs(short nSectorA, short nSectorB);
DExhumedActor* FindWallSprites(short nSector);
void SnapBobs(int nSectorA, int nSectorB);
DExhumedActor* FindWallSprites(int nSector);
void AddMovingSector(int nSector, int edx, int ebx, int ecx);
void ProcessTrailSprite(DExhumedActor* nSprite, int nLotag, int nHitag);
void AddSectorBob(int nSector, int nHitag, int bx);
@ -292,7 +292,7 @@ DExhumedActor* BuildObject(DExhumedActor* nSprite, int nOjectType, int nHitag);
int BuildArrow(DExhumedActor* nSprite, int nVal);
int BuildFireBall(DExhumedActor*, int a, int b);
void BuildDrip(DExhumedActor* nSprite);
DExhumedActor* BuildEnergyBlock(short nSector);
DExhumedActor* BuildEnergyBlock(int nSector);
int BuildElevC(int arg1, int nChannel, int nSector, DExhumedActor* nWallSprite, int arg5, int arg6, int nCount, ...);
int BuildElevF(int nChannel, int nSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...);
int BuildWallFace(short nChannel, short nWall, int nCount, ...);
@ -334,18 +334,18 @@ void FuncRa(int, int, int, int);
void InitRats();
void SetRatVel(short nSprite);
void BuildRat(DExhumedActor* nSprite, int x, int y, int z, short nSector, int nAngle);
void BuildRat(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
int FindFood(short nSprite);
void FuncRat(int a, int, int b, int nRun);
// rex
void BuildRex(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
void BuildRex(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
void FuncRex(int, int, int, int);
// roach
void BuildRoach(int nType, DExhumedActor* nSprite, int x, int y, int z, short nSector, int angle);
void BuildRoach(int nType, DExhumedActor* nSprite, int x, int y, int z, int nSector, int angle);
void FuncRoach(int a, int, int nDamage, int nRun);
// runlist
@ -707,12 +707,12 @@ void runlist_ExecObjects();
// scorp
void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
void FuncScorp(int, int, int, int);
// set
void BuildSet(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel);
void BuildSet(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
void FuncSoul(int, int, int, int);
void FuncSet(int, int, int, int);
@ -746,7 +746,7 @@ void FuncSnake(int, int, int, int);
// spider
DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, short nSector, int nAngle);
DExhumedActor* BuildSpider(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
void FuncSpider(int a, int, int b, int nRun);
// switch
@ -772,7 +772,7 @@ std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, short nWall);
// wasp
DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, short nSector, short nAngle, bool bEggWasp);
DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, bool bEggWasp);
void FuncWasp(int eax, int, int edx, int nRun);

View file

@ -240,7 +240,7 @@ void BuildExplosion(DExhumedActor* pActor)
{
auto pSprite = &pActor->s();
short nSector = pSprite->sectnum;
int nSector = pSprite->sectnum;
int edx = 36;
@ -248,7 +248,7 @@ void BuildExplosion(DExhumedActor* pActor)
{
edx = 75;
}
else if (pSprite->z == sector[nSector].floorz)
else if (pSprite->z == pSprite->sector()->floorz)
{
edx = 34;
}

View file

@ -406,7 +406,7 @@ void AIAnubis::Damage(RunListEvent* ev)
pDrumSprite->x = sp->x;
pDrumSprite->y = sp->y;
pDrumSprite->z = sector[pDrumSprite->sectnum].floorz;
pDrumSprite->z = pDrumSprite->sector()->floorz;
pDrumSprite->xrepeat = 40;
pDrumSprite->yrepeat = 40;
pDrumSprite->shade = -64;

View file

@ -35,7 +35,7 @@ void DestroyBubble(DExhumedActor* pActor)
DeleteActor(pActor);
}
DExhumedActor* BuildBubble(vec3_t pos, short nSector)
DExhumedActor* BuildBubble(vec3_t pos, int nSector)
{
int nSize = RandomSize(3);
if (nSize > 4) {
@ -93,11 +93,11 @@ void AIBubble::Tick(RunListEvent* ev)
pSprite->z += pSprite->zvel;
short nSector = pSprite->sectnum;
int nSector = pSprite->sectnum;
if (pSprite->z <= sector[nSector].ceilingz)
{
short nSectAbove = SectAbove[nSector];
int nSectAbove = SectAbove[nSector];
if (pSprite->hitag > -1 && nSectAbove != -1) {
BuildAnim(nullptr, 70, 0, pSprite->x, pSprite->y, sector[nSectAbove].floorz, nSectAbove, 64, 0);

View file

@ -487,7 +487,7 @@ HITSPRITE:
HITWALL:
if (wall[hitwall].picnum == kEnergy1)
{
short nSector = wall[hitwall].nextsector;
int nSector =wall[hitwall].nextsector;
if (nSector > -1)
{
short nDamage = BulletInfo[pBullet->nType].nDamage;
@ -612,7 +612,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
return nullptr;
}
short nSector;
int nSector;
if (pSprite->statnum == 100)
{

View file

@ -88,7 +88,7 @@ enum ECounter
};
extern int Counters[kNumCounters];
void SnapSectors(short nSectorA, short nSectorB, short b);
void SnapSectors(int nSectorA, int nSectorB, int b);
extern short SectSound[];
extern short SectDamage[];

View file

@ -77,7 +77,7 @@ void BuildFishLimb(DExhumedActor* pActor, short anim)
pSprite2->hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000);
}
void BuildBlood(int x, int y, int z, short nSector)
void BuildBlood(int x, int y, int z, int nSector)
{
BuildAnim(nullptr, kSeqFish, 36, x, y, z, nSector, 75, 128);
}
@ -438,7 +438,7 @@ void AIFish::Tick(RunListEvent* ev)
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
short nSector = pSprite->sectnum;
int nSector =pSprite->sectnum;
// loc_2EF54
Collision coll = movesprite(pActor, pSprite->xvel << 13, pSprite->yvel << 13, pSprite->zvel << 2, 0, 0, CLIPMASK0);

View file

@ -148,8 +148,8 @@ void ExplodeGrenade(DExhumedActor* pActor)
int var_28, var_20;
auto pGrenadeSprite = &pActor->s();
short nPlayer = pGrenadeSprite->owner;
short nGrenadeSect = pGrenadeSprite->sectnum;
int nPlayer = pGrenadeSprite->owner;
int nGrenadeSect = pGrenadeSprite->sectnum;
pActor->nFrame = 1;

View file

@ -231,7 +231,7 @@ void SetWeaponStatus(short nPlayer)
uint8_t WeaponCanFire(short nPlayer)
{
short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
short nSector = PlayerList[nPlayer].nPlayerViewSect;
int nSector =PlayerList[nPlayer].nPlayerViewSect;
if (!(SectFlag[nSector] & kSectUnderwater) || WeaponInfo[nWeapon].bFireUnderwater)
{
@ -632,7 +632,7 @@ loc_flag:
if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
{
BuildFlash(nPlayer, pPlayerSprite->sectnum, 512);
BuildFlash(nPlayer, 512);
AddFlash(
pPlayerSprite->sectnum,
pPlayerSprite->x,

View file

@ -215,16 +215,16 @@ void SetAbove(short nCurSector, short nAboveSector)
SectAbove[nCurSector] = nAboveSector;
}
void SnapSectors(short nSectorA, short nSectorB, short b)
void SnapSectors(int nSectorA, int nSectorB, int b)
{
// edx - nSectorA
// eax - nSectorB
short nWallA = sector[nSectorA].wallptr;
short nWallB = sector[nSectorB].wallptr;
int nWallA = sector[nSectorA].wallptr;
int nWallB = sector[nSectorB].wallptr;
short num1 = sector[nSectorA].wallnum;
short num2 = sector[nSectorB].wallnum;
int num1 = sector[nSectorA].wallnum;
int num2 = sector[nSectorB].wallnum;
int nCount = 0;
@ -631,7 +631,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
}
case 99: // underwater type 2
{
short nSector = pSprite->sectnum;
int nSector =pSprite->sectnum;
SetAbove(nSector, nHitag);
SectFlag[nSector] |= kSectUnderwater;
@ -640,7 +640,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
}
case 98:
{
short nSector = pSprite->sectnum;
int nSector =pSprite->sectnum;
SetBelow(nSector, nHitag);
SnapSectors(nSector, nHitag, 1);
@ -661,7 +661,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
nDamage = 1;
}
short nSector = pSprite->sectnum;
int nSector =pSprite->sectnum;
SectDamage[nSector] = nDamage;
SectFlag[nSector] |= kSectLava;
@ -678,7 +678,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
}
case 94: // water
{
short nSector = pSprite->sectnum;
int nSector =pSprite->sectnum;
SectDepth[nSector] = nHitag << 8;
DeleteActor(pActor);
@ -697,7 +697,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
case 79:
case 89:
{
short nSector = pSprite->sectnum;
int nSector =pSprite->sectnum;
SectSpeed[nSector] = nSpeed;
SectFlag[nSector] |= pSprite->ang;
@ -714,7 +714,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
}
case 80: // underwater
{
short nSector = pSprite->sectnum;
int nSector =pSprite->sectnum;
SectFlag[nSector] |= kSectUnderwater;
DeleteActor(pActor);
@ -724,7 +724,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
{
AddFlow(pSprite->sectnum, nSpeed, 1, pSprite->ang);
short nSector = pSprite->sectnum;
int nSector =pSprite->sectnum;
SectFlag[nSector] |= 0x8000;
DeleteActor(pActor);

View file

@ -40,7 +40,7 @@ static actionSeq LavadudeSeq[] = {
DExhumedActor* BuildLavaLimb(DExhumedActor* pActor, int move, int ebx)
{
auto pSprite = &pActor->s();
short nSector = pSprite->sectnum;
int nSector =pSprite->sectnum;
auto pLimbActor = insertActor(nSector, 118);
auto pLimbSprite = &pLimbActor->s();
@ -104,7 +104,7 @@ void AILavaDudeLimb::Draw(RunListEvent* ev)
}
void BuildLava(DExhumedActor* pActor, int x, int y, int, short nSector, short nAngle, int nChannel)
void BuildLava(DExhumedActor* pActor, int x, int y, int, int nSector, short nAngle, int nChannel)
{
spritetype* pSprite;
if (pActor == nullptr)
@ -296,7 +296,7 @@ void AILavaDude::Tick(RunListEvent* ev)
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
short nSector = pSprite->sectnum;
int nSector =pSprite->sectnum;
auto coll = movesprite(pActor, pSprite->xvel << 8, pSprite->yvel << 8, 0, 0, 0, CLIPMASK0);

View file

@ -49,14 +49,14 @@ struct Glow
{
short field_0;
short field_2;
short nSector;
int nSector;
short field_6;
};
struct Flicker
{
short field_0;
short nSector;
int nSector;
unsigned int field_4;
};
@ -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 = &sector[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 = &sector[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 = &sector[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)
{

View file

@ -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)

View file

@ -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;

View file

@ -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)
{

View file

@ -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;

View file

@ -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;
};

View file

@ -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;

View file

@ -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;

View file

@ -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)

View file

@ -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)

View file

@ -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)

View file

@ -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;

View file

@ -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) {

View file

@ -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;

View file

@ -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;

View file

@ -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)

View file

@ -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);

View file

@ -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)
{

View file

@ -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);
}

View file

@ -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;

View file

@ -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;