From aada3f3d19fd560f8b163113f980b12734e27ff7 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 21 Nov 2021 00:33:17 +0100 Subject: [PATCH] - renamed DDukeActor::getSector. --- source/games/duke/src/actors.cpp | 70 ++++++++++++++--------------- source/games/duke/src/actors_d.cpp | 16 +++---- source/games/duke/src/actors_r.cpp | 32 ++++++------- source/games/duke/src/bowling.cpp | 2 +- source/games/duke/src/gameexec.cpp | 2 +- source/games/duke/src/player_r.cpp | 8 ++-- source/games/duke/src/premap.cpp | 2 +- source/games/duke/src/sectors.cpp | 44 +++++++++--------- source/games/duke/src/sectors_d.cpp | 8 ++-- source/games/duke/src/sectors_r.cpp | 8 ++-- source/games/duke/src/types.h | 2 +- 11 files changed, 97 insertions(+), 97 deletions(-) diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index dcecf17a8..a14a96e31 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -2114,7 +2114,7 @@ void forcesphereexplode(DDukeActor *actor) void watersplash2(DDukeActor* actor) { - auto sectp = actor->getSector(); + auto sectp = actor->sector(); int* t = &actor->temp_data[0]; t[0]++; if (t[0] == 1) @@ -2644,7 +2644,7 @@ void handle_se00(DDukeActor* actor, int LASERLINE) { auto s = actor->s; int* t = &actor->temp_data[0]; - sectortype *sect = actor->getSector(); + sectortype *sect = actor->sector(); int zchange = 0; @@ -2832,7 +2832,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int st = s->lotag; if (actor->GetOwner() == nullptr) @@ -3036,7 +3036,7 @@ void handle_se30(DDukeActor *actor, int JIBS6) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); auto Owner = actor->GetOwner(); if (Owner == nullptr) @@ -3207,7 +3207,7 @@ void handle_se02(DDukeActor *actor) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int sh = s->hitag; if (t[4] > 0 && t[0] == 0) @@ -3283,7 +3283,7 @@ void handle_se03(DDukeActor *actor) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int sh = s->hitag; if (t[4] == 0) return; @@ -3336,7 +3336,7 @@ void handle_se04(DDukeActor *actor) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int sh = s->hitag; int j; @@ -3404,7 +3404,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int j, l, m; int x, p = findplayer(actor, &x); @@ -3497,7 +3497,7 @@ void handle_se08(DDukeActor *actor, bool checkhitag1) // work only if its moving auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int st = s->lotag; int sh = s->hitag; @@ -3532,7 +3532,7 @@ void handle_se08(DDukeActor *actor, bool checkhitag1) if (((ac->s->lotag) == st) && (ac->s->hitag) == sh) { sn = ac->s->sectnum; - auto sect = ac->getSector(); + auto sect = ac->sector(); int m = ac->s->shade; for (auto& wal : wallsofsector(sect)) @@ -3583,7 +3583,7 @@ void handle_se10(DDukeActor* actor, const int* specialtags) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int sh = s->hitag; if ((sc->lotag & 0xff) == 27 || (sc->floorz > sc->ceilingz && (sc->lotag & 0xff) != 23) || sc->lotag == 32791 - 65536) @@ -3626,7 +3626,7 @@ void handle_se11(DDukeActor *actor) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); if (t[5] > 0) { t[5]--; @@ -3690,7 +3690,7 @@ void handle_se12(DDukeActor *actor, int planeonly) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); if (t[0] == 3 || t[3] == 1) //Lights going off { sc->floorpal = 0; @@ -3708,7 +3708,7 @@ void handle_se12(DDukeActor *actor, int planeonly) sc->ceilingshade = t[2]; t[0] = 0; - DukeSectIterator it(s->sectnum); + DukeSectIterator it(sc); while (auto a2 = it.Next()) { if (a2->s->cstat & 16) @@ -3771,7 +3771,7 @@ void handle_se13(DDukeActor* actor) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); if (t[2]) { int j = (s->yvel << 5) | 1; @@ -3885,7 +3885,7 @@ void handle_se16(DDukeActor* actor, int REACTOR, int REACTOR2) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); t[2] += 32; if (sc->floorz < sc->ceilingz) s->shade = 0; @@ -3930,7 +3930,7 @@ void handle_se17(DDukeActor* actor) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int sh = s->hitag; int q = t[0] * (s->yvel << 2); @@ -3983,7 +3983,7 @@ void handle_se17(DDukeActor* actor) while ((act2 = it.Next())) { if (actor != act2 && (act2->s->lotag) == 17) - if ((sc->hitag - t[0]) == (act2->getSector()->hitag) && sh == (act2->s->hitag)) + if ((sc->hitag - t[0]) == (act2->sector()->hitag) && sh == (act2->s->hitag)) break; } @@ -4044,7 +4044,7 @@ void handle_se17(DDukeActor* actor) void handle_se18(DDukeActor *actor, bool morecheck) { int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); if (t[0]) { @@ -4141,7 +4141,7 @@ void handle_se18(DDukeActor *actor, bool morecheck) void handle_se19(DDukeActor *actor, int BIGFORCE) { int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int sh = actor->s->hitag; if (t[0]) @@ -4177,9 +4177,9 @@ void handle_se19(DDukeActor *actor, int BIGFORCE) auto a2Owner = a2->GetOwner(); if (a2->s->lotag == 0 && a2->s->hitag == sh && a2Owner) { - auto sectp = a2Owner->getSector(); - a2->getSector()->floorpal = a2->getSector()->ceilingpal = sectp->floorpal; - a2->getSector()->floorshade = a2->getSector()->ceilingshade = sectp->floorshade; + auto sectp = a2Owner->sector(); + a2->sector()->floorpal = a2->sector()->ceilingpal = sectp->floorpal; + a2->sector()->floorshade = a2->sector()->ceilingshade = sectp->floorshade; a2Owner->temp_data[0] = 2; } } @@ -4203,7 +4203,7 @@ void handle_se19(DDukeActor *actor, int BIGFORCE) case 0: if (ac->s->hitag == sh && ac->GetOwner()) { - auto sectp = ac->getSector(); + auto sectp = ac->sector(); sectp->floorshade = sectp->ceilingshade = ac->GetOwner()->s->shade; sectp->floorpal = sectp->ceilingpal = ac->GetOwner()->s->pal; } @@ -4238,7 +4238,7 @@ void handle_se20(DDukeActor* actor) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); if (t[0] == 0) return; if (t[0] == 1) s->xvel = 8; @@ -4271,7 +4271,7 @@ void handle_se20(DDukeActor* actor) a2->s->x += x; a2->s->y += l; setsprite(a2, a2->s->pos); - if (a2->getSector()->floorstat & 2) + if (a2->sector()->floorstat & 2) if (a2->s->statnum == 2) makeitfall(a2); } @@ -4311,7 +4311,7 @@ void handle_se21(DDukeActor* actor) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int* lp; if (t[0] == 0) return; @@ -4349,7 +4349,7 @@ void handle_se21(DDukeActor* actor) void handle_se22(DDukeActor* actor) { int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); if (t[1]) { if (getanimationgoal(anim_ceilingz, actor->temp_sect) >= 0) @@ -4368,7 +4368,7 @@ void handle_se26(DDukeActor* actor) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int x, l; s->xvel = 32; @@ -4548,7 +4548,7 @@ void handle_se24(DDukeActor *actor, const int16_t *list1, const int16_t *list2, } } } - if (scroll) actor->getSector()->addfloorxpan(actor->s->yvel / 128.f); + if (scroll) actor->sector()->addfloorxpan(actor->s->yvel / 128.f); } //--------------------------------------------------------------------------- @@ -4560,7 +4560,7 @@ void handle_se24(DDukeActor *actor, const int16_t *list1, const int16_t *list2, void handle_se25(DDukeActor* actor, int t_index, int snd1, int snd2) { int* t = &actor->temp_data[0]; - auto sec = actor->getSector(); + auto sec = actor->sector(); if (sec->floorz <= sec->ceilingz) actor->s->shade = 0; @@ -4599,7 +4599,7 @@ void handle_se32(DDukeActor *actor) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); if (t[0] == 1) { @@ -4667,7 +4667,7 @@ void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); if (sc->ceilingz > s->z) for (int j = 0; j < 8; j++) @@ -4753,7 +4753,7 @@ void handle_se128(DDukeActor *actor) void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2) { int* t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); if (t[0] > countmax) { @@ -4788,7 +4788,7 @@ void handle_se31(DDukeActor* actor, bool choosedir) { auto s = actor->s; int* t = &actor->temp_data[0]; - auto sec = actor->getSector(); + auto sec = actor->sector(); if (t[0] == 1) { diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 5122bf1ae..1bbf73802 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -2101,7 +2101,7 @@ void movetransports_d(void) if (ps[p].GetActor()->s->extra > 0) S_PlayActorSound(DUKE_UNDERWATER, act2); ps[p].oposz = ps[p].pos.z = - Owner->getSector()->ceilingz + (7 << 8); + Owner->sector()->ceilingz + (7 << 8); ps[p].posxv = 4096 - (krand() & 8192); ps[p].posyv = 4096 - (krand() & 8192); @@ -2119,7 +2119,7 @@ void movetransports_d(void) S_PlayActorSound(DUKE_GASP, act2); ps[p].oposz = ps[p].pos.z = - Owner->getSector()->floorz - (7 << 8); + Owner->sector()->floorz - (7 << 8); ps[p].jumping_toggle = 1; ps[p].jumping_counter = 0; @@ -2243,7 +2243,7 @@ void movetransports_d(void) { spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); - spr2->z -= spr->z - Owner->getSector()->floorz; + spr2->z -= spr->z - Owner->sector()->floorz; spr2->ang = Owner->s->ang; spr2->backupang(); @@ -2280,7 +2280,7 @@ void movetransports_d(void) case 1: spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); - spr2->z = Owner->getSector()->ceilingz + ll; + spr2->z = Owner->sector()->ceilingz + ll; spr2->backupz(); @@ -2290,7 +2290,7 @@ void movetransports_d(void) case 2: spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); - spr2->z = Owner->getSector()->floorz - ll; + spr2->z = Owner->sector()->floorz - ll; spr2->backupz(); @@ -3450,7 +3450,7 @@ void handle_se06_d(DDukeActor* actor) auto s = actor->s; auto t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int sh = s->hitag; int k = sc->extra; @@ -3599,7 +3599,7 @@ void moveeffectors_d(void) //STATNUM 3 DukeStatIterator it(STAT_EFFECTOR); while (auto act = it.Next()) { - auto sc = act->getSector(); + auto sc = act->sector(); switch (act->s->lotag) { case SE_0_ROTATING_SECTOR: @@ -3771,7 +3771,7 @@ void moveeffectors_d(void) //STATNUM 3 while (auto act = it.Next()) { if (act->s->lotag != SE_29_WAVES) continue; - auto sc = act->getSector(); + auto sc = act->sector(); if (sc->wallnum != 4) continue; auto wal = sc->firstWall() + 2; alignflorslope(act->s->sectnum, wal->x, wal->y, wal->nextSector()->floorz); diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 90fd79759..9edcba626 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -1669,7 +1669,7 @@ void movetransports_r(void) { k = 2; ps[p].oposz = ps[p].pos.z = - Owner->getSector()->ceilingz + (7 << 8); + Owner->sector()->ceilingz + (7 << 8); } if (onfloorz && sectlotag == 161 && ps[p].pos.z < (sectp->ceilingz + (6 << 8))) @@ -1677,7 +1677,7 @@ void movetransports_r(void) k = 2; if (ps[p].GetActor()->s->extra <= 0) break; ps[p].oposz = ps[p].pos.z = - Owner->getSector()->floorz - (49 << 8); + Owner->sector()->floorz - (49 << 8); } } @@ -1692,7 +1692,7 @@ void movetransports_r(void) } S_PlayActorSound(DUKE_UNDERWATER, ps[p].GetActor()); ps[p].oposz = ps[p].pos.z = - Owner->getSector()->ceilingz + (7 << 8); + Owner->sector()->ceilingz + (7 << 8); if (ps[p].OnMotorcycle) ps[p].moto_underwater = 1; } @@ -1708,7 +1708,7 @@ void movetransports_r(void) S_PlayActorSound(DUKE_GASP, ps[p].GetActor()); ps[p].oposz = ps[p].pos.z = - Owner->getSector()->floorz - (7 << 8); + Owner->sector()->floorz - (7 << 8); } if (k == 1) @@ -1846,7 +1846,7 @@ void movetransports_r(void) { spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); - spr2->z -= spr->z - Owner->getSector()->floorz; + spr2->z -= spr->z - Owner->sector()->floorz; spr2->ang = Owner->s->ang; spr2->backupang(); @@ -1880,7 +1880,7 @@ void movetransports_r(void) case ST_1_ABOVE_WATER: spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); - spr2->z = Owner->getSector()->ceilingz + ll; + spr2->z = Owner->sector()->ceilingz + ll; spr2->backupz(); @@ -1890,7 +1890,7 @@ void movetransports_r(void) case ST_2_UNDERWATER: spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); - spr2->z = Owner->getSector()->floorz - ll; + spr2->z = Owner->sector()->floorz - ll; spr2->backupz(); @@ -1902,7 +1902,7 @@ void movetransports_r(void) if (!isRRRA()) break; spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); - spr2->z = Owner->getSector()->ceilingz + ll2; + spr2->z = Owner->sector()->ceilingz + ll2; spr2->backupz(); @@ -1916,7 +1916,7 @@ void movetransports_r(void) if (!isRRRA()) break; spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); - spr2->z = Owner->getSector()->floorz - ll2; + spr2->z = Owner->sector()->floorz - ll2; spr2->backupz(); @@ -2963,7 +2963,7 @@ void moveactors_r(void) if (sectp->lotag == 1) { auto j = spawn(act, WATERSPLASH2); - if (j) j->s->z = j->getSector()->floorz; + if (j) j->s->z = j->sector()->floorz; } deletesprite(act); continue; @@ -3351,7 +3351,7 @@ void handle_se06_r(DDukeActor *actor) auto s = actor->s; auto t = &actor->temp_data[0]; - auto sc = actor->getSector(); + auto sc = actor->sector(); int sh = s->hitag; int k = sc->extra; @@ -3375,7 +3375,7 @@ void handle_se06_r(DDukeActor *actor) auto ns = spawn(actor, HULK); if (ns) { - ns->s->z = ns->getSector()->ceilingz; + ns->s->z = ns->sector()->ceilingz; ns->s->pal = 33; } if (!hulkspawn) @@ -3433,7 +3433,7 @@ void handle_se06_r(DDukeActor *actor) } else pn = UFO1_RRRA; auto ns = spawn(actor, pn); - if (ns) ns->s->z = ns->getSector()->ceilingz; + if (ns) ns->s->z = ns->sector()->ceilingz; } } } @@ -3473,7 +3473,7 @@ void moveeffectors_r(void) //STATNUM 3 DukeStatIterator it(STAT_EFFECTOR); while (auto act = it.Next()) { - auto sc = act->getSector(); + auto sc = act->sector(); int st = act->s->lotag; auto t = &act->temp_data[0]; @@ -3658,7 +3658,7 @@ void moveeffectors_r(void) //STATNUM 3 while (auto act = it.Next()) { if (act->s->lotag != SE_29_WAVES) continue; - auto sc = act->getSector(); + auto sc = act->sector(); if (sc->wallnum != 4) continue; auto wal = sc->firstWall() + 2; alignflorslope(act->s->sectnum, wal->x, wal->y, wal->nextSector()->floorz); @@ -4142,7 +4142,7 @@ void destroyit(DDukeActor *actor) { sectnum = spr->s->sectnum; - auto destsect = spr->getSector(); + auto destsect = spr->sector(); auto srcsect = it_sect; auto destwal = destsect->firstWall(); diff --git a/source/games/duke/src/bowling.cpp b/source/games/duke/src/bowling.cpp index dc1820298..4e5cb243c 100644 --- a/source/games/duke/src/bowling.cpp +++ b/source/games/duke/src/bowling.cpp @@ -50,7 +50,7 @@ void ballreturn(DDukeActor *ball) { act2->s->lotag = 100; act2->s->extra++; - pinsectorresetdown(act2->getSector()); + pinsectorresetdown(act2->sector()); } } } diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 3c88361c6..9f89f3302 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -1965,7 +1965,7 @@ int ParseState::parse(void) break; case concmd_larrybird: insptr++; - ps[g_p].pos.z = ps[g_p].GetActor()->getSector()->ceilingz; + ps[g_p].pos.z = ps[g_p].GetActor()->sector()->ceilingz; ps[g_p].GetActor()->s->z = ps[g_p].pos.z; break; case concmd_destroyit: diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 3777c7f6a..328ea4760 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -126,11 +126,11 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, ny = hity + (effector->GetOwner()->s->y - effector->s->y); if (hitsectp->lotag == 161) { - nz = effector->GetOwner()->getSector()->floorz; + nz = effector->GetOwner()->sector()->floorz; } else { - nz = effector->GetOwner()->getSector()->ceilingz; + nz = effector->GetOwner()->sector()->ceilingz; } hitscan(nx, ny, nz, effector->GetOwner()->s->sectnum, bcos(sa), bsin(sa), zvel << 6, &hitsectp, &wal, &hitsprt, &hitx, &hity, &hitz, CLIPMASK1); @@ -288,11 +288,11 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa ny = hity + (effector->GetOwner()->s->y - effector->s->y); if (hitsectp->lotag == 161) { - nz = effector->GetOwner()->getSector()->floorz; + nz = effector->GetOwner()->sector()->floorz; } else { - nz = effector->GetOwner()->getSector()->ceilingz; + nz = effector->GetOwner()->sector()->ceilingz; } hitscan(nx, ny, nz, effector->GetOwner()->s->sectnum, bcos(sa), bsin(sa), zvel << 6, &hitsectp, &wal, &hitsprt, &hitx, &hity, &hitz, CLIPMASK1); diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index 032c8fbb3..64a687206 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -1023,7 +1023,7 @@ void enterlevel(MapRecord *mi, int gamemode) for (int i = connecthead; i >= 0; i = connectpoint2[i]) { bool clearweapon = !!(currentLevel->flags & LEVEL_CLEARWEAPONS); - int pn = ps[i].GetActor()->getSector()->floorpicnum; + int pn = ps[i].GetActor()->sector()->floorpicnum; if (pn == TILE_HURTRAIL || pn == TILE_FLOORSLIME || pn == TILE_FLOORPLASMA) { resetinventory(i); diff --git a/source/games/duke/src/sectors.cpp b/source/games/duke/src/sectors.cpp index e2b5696a0..19aeca05b 100644 --- a/source/games/duke/src/sectors.cpp +++ b/source/games/duke/src/sectors.cpp @@ -458,7 +458,7 @@ bool activatewarpelevators(DDukeActor* actor, int d) //Parm = sectoreffectornum if (act2->s->lotag == SE_17_WARP_ELEVATOR || (isRRRA() && act2->s->lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL)) if (act2->s->hitag == actor->s->hitag) if ((abs(sect->floorz - actor->temp_data[2]) > act2->s->yvel) || - (act2->getSector()->hitag == (sect->hitag - d))) + (act2->sector()->hitag == (sect->hitag - d))) break; } @@ -686,7 +686,7 @@ static void handle_st29(sectortype* sptr, DDukeActor* actor) if ((act2->s->lotag == 22) && (act2->s->hitag == sptr->hitag)) { - act2->getSector()->extra = -act2->getSector()->extra; + act2->sector()->extra = -act2->sector()->extra; act2->temp_sect = sptr; act2->temp_data[1] = 1; @@ -824,7 +824,7 @@ static void handle_st23(sectortype* sptr, DDukeActor* actor) } if (!act2) return; - int l = act2->getSector()->lotag & 0x8000; + int l = act2->sector()->lotag & 0x8000; if (act2) { @@ -832,7 +832,7 @@ static void handle_st23(sectortype* sptr, DDukeActor* actor) while (auto act3 = it.Next()) { - if (l == (act3->getSector()->lotag & 0x8000) && act3->s->lotag == SE_11_SWINGING_DOOR && act2->s->hitag == act3->s->hitag && act3->temp_data[4]) + if (l == (act3->sector()->lotag & 0x8000) && act3->s->lotag == SE_11_SWINGING_DOOR && act2->s->hitag == act3->s->hitag && act3->temp_data[4]) { return; } @@ -841,10 +841,10 @@ static void handle_st23(sectortype* sptr, DDukeActor* actor) it.Reset(STAT_EFFECTOR); while (auto act3 = it.Next()) { - if (l == (act3->getSector()->lotag & 0x8000) && act3->s->lotag == SE_11_SWINGING_DOOR && act2->s->hitag == act3->s->hitag) + if (l == (act3->sector()->lotag & 0x8000) && act3->s->lotag == SE_11_SWINGING_DOOR && act2->s->hitag == act3->s->hitag) { - if (act3->getSector()->lotag & 0x8000) act3->getSector()->lotag &= 0x7fff; - else act3->getSector()->lotag |= 0x8000; + if (act3->sector()->lotag & 0x8000) act3->sector()->lotag &= 0x7fff; + else act3->sector()->lotag |= 0x8000; act3->temp_data[4] = 1; act3->temp_data[3] = -act3->temp_data[3]; if (q == 0) @@ -885,11 +885,11 @@ static void handle_st25(sectortype* sptr, DDukeActor* actor) { if (act3->s->lotag == 15) { - act3->getSector()->lotag ^= 0x8000; // Toggle the open or close + act3->sector()->lotag ^= 0x8000; // Toggle the open or close act3->s->ang += 1024; - if (act3->temp_data[4]) callsound(act3->getSector(), act3); - callsound(act3->getSector(), act3); - if (act3->getSector()->lotag & 0x8000) act3->temp_data[4] = 1; + if (act3->temp_data[4]) callsound(act3->sector(), act3); + callsound(act3->sector(), act3); + if (act3->sector()->lotag & 0x8000) act3->temp_data[4] = 1; else act3->temp_data[4] = 2; } } @@ -1104,11 +1104,11 @@ void operateactivators(int low, int plnum) { if (act->s->picnum == ACTIVATORLOCKED) { - act->getSector()->lotag ^= 16384; + act->sector()->lotag ^= 16384; if (plnum >= 0) { - if (act->getSector()->lotag & 16384) + if (act->sector()->lotag & 16384) FTA(4, &ps[plnum]); else FTA(8, &ps[plnum]); } @@ -1120,20 +1120,20 @@ void operateactivators(int low, int plnum) case 0: break; case 1: - if (act->getSector()->floorz != act->getSector()->ceilingz) + if (act->sector()->floorz != act->sector()->ceilingz) { continue; } break; case 2: - if (act->getSector()->floorz == act->getSector()->ceilingz) + if (act->sector()->floorz == act->sector()->ceilingz) { continue; } break; } - if (act->getSector()->lotag < 3) + if (act->sector()->lotag < 3) { DukeSectIterator it(act->s->sectnum); while (auto a2 = it.Next()) @@ -1147,16 +1147,16 @@ void operateactivators(int low, int plnum) case SE_31_FLOOR_RISE_FALL: case SE_32_CEILING_RISE_FALL: a2->temp_data[0] = 1 - a2->temp_data[0]; - callsound(act->getSector(), a2); + callsound(act->sector(), a2); break; } } } - if (k == -1 && (act->getSector()->lotag & 0xff) == 22) - k = callsound(act->getSector(), act); + if (k == -1 && (act->sector()->lotag & 0xff) == 22) + k = callsound(act->sector(), act); - operatesectors(act->getSector(), act); + operatesectors(act->sector(), act); } } } @@ -1242,8 +1242,8 @@ void allignwarpelevators(void) { if ((act2->s->lotag) == SE_17_WARP_ELEVATOR && act != act2 && act->s->hitag == act2->s->hitag) { - act2->getSector()->floorz = act->getSector()->floorz; - act2->getSector()->ceilingz = act->getSector()->ceilingz; + act2->sector()->floorz = act->sector()->floorz; + act2->sector()->ceilingz = act->sector()->ceilingz; } } } diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index 17f961105..53ec5e99e 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -560,7 +560,7 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act) switch (other->s->lotag) { case SE_12_LIGHT_SWITCH: - other->getSector()->floorpal = 0; + other->sector()->floorpal = 0; other->temp_data[0]++; if (other->temp_data[0] == 2) other->temp_data[0]++; @@ -1664,7 +1664,7 @@ void checksectors_d(int snum) } if (p->newOwner == nullptr && neartagsprite == nullptr && ntsector == nullptr && ntwall == nullptr) - if (isanunderoperator(p->GetActor()->getSector()->lotag)) + if (isanunderoperator(p->GetActor()->sector()->lotag)) ntsector = p->GetActor()->s->sector(); if (ntsector && (ntsector->lotag & 16384)) @@ -1820,9 +1820,9 @@ void checksectors_d(int snum) } operatesectors(ntsector, p->GetActor()); } - else if ((p->GetActor()->getSector()->lotag & 16384) == 0) + else if ((p->GetActor()->sector()->lotag & 16384) == 0) { - if (isanunderoperator(p->GetActor()->getSector()->lotag)) + if (isanunderoperator(p->GetActor()->sector()->lotag)) { DukeSectIterator it(p->GetActor()->s->sectnum); while (auto act = it.Next()) diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index b598e16e7..a09f77927 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -844,7 +844,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act) if (!isRRRA()) break; [[fallthrough]]; case SE_12_LIGHT_SWITCH: - other->getSector()->floorpal = 0; + other->sector()->floorpal = 0; other->temp_data[0]++; if (other->temp_data[0] == 2) other->temp_data[0]++; @@ -2611,7 +2611,7 @@ void checksectors_r(int snum) } if (p->newOwner == nullptr && neartagsprite == nullptr && ntsector == nullptr && ntwall == nullptr) - if (isanunderoperator(p->GetActor()->getSector()->lotag)) + if (isanunderoperator(p->GetActor()->sector()->lotag)) ntsector = p->GetActor()->s->sector(); if (ntsector && (ntsector->lotag & 16384)) @@ -2770,9 +2770,9 @@ void checksectors_r(int snum) FTA(41, p); } } - else if ((p->GetActor()->getSector()->lotag & 16384) == 0) + else if ((p->GetActor()->sector()->lotag & 16384) == 0) { - if (isanunderoperator(p->GetActor()->getSector()->lotag)) + if (isanunderoperator(p->GetActor()->sector()->lotag)) { DukeSectIterator it(p->GetActor()->s->sectnum); while (auto act = it.Next()) diff --git a/source/games/duke/src/types.h b/source/games/duke/src/types.h index 83ad02aa1..7b0ddc74f 100644 --- a/source/games/duke/src/types.h +++ b/source/games/duke/src/types.h @@ -96,7 +96,7 @@ struct DDukeActor return s->yvel; } - sectortype* getSector() const + sectortype* sector() const { return s->sector(); }