mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- some leftover shorts plus utilities that ended up unused but may be useful later.
This commit is contained in:
parent
35b9318580
commit
ae08ae1d8d
12 changed files with 68 additions and 27 deletions
|
@ -168,6 +168,11 @@ inline walltype* walltype::nextWall() const
|
|||
return &::wall[nextwall];
|
||||
}
|
||||
|
||||
inline walltype* walltype::point2Wall() const
|
||||
{
|
||||
return &::wall[point2];
|
||||
}
|
||||
|
||||
inline walltype* sectortype::firstWall() const
|
||||
{
|
||||
return &wall[wallptr];
|
||||
|
|
|
@ -138,6 +138,7 @@ struct walltype
|
|||
void addypan(float add) { ypan_ = fmodf(ypan_ + add + 512, 256); } // +512 is for handling negative offsets
|
||||
sectortype* nextSector() const;
|
||||
walltype* nextWall() const;
|
||||
walltype* point2Wall() const;
|
||||
bool twoSided() const { return nextsector >= 0; }
|
||||
|
||||
#if 0
|
||||
|
|
|
@ -152,3 +152,11 @@ inline int I_GetBuildTime()
|
|||
{
|
||||
return I_GetTime(120);
|
||||
}
|
||||
|
||||
inline int32_t getangle(walltype* wal)
|
||||
{
|
||||
return getangle(
|
||||
wall[wal->point2].x - wal->x,
|
||||
wall[wal->point2].y - wal->y);
|
||||
}
|
||||
|
||||
|
|
|
@ -278,6 +278,19 @@ struct Collision
|
|||
else { index = -1; actor = &bloodActors[value & kHitIndexMask]; }
|
||||
return type;
|
||||
}
|
||||
|
||||
walltype* wall()
|
||||
{
|
||||
assert(type == kHitWall);
|
||||
return &::wall[index];
|
||||
}
|
||||
|
||||
sectortype* sector()
|
||||
{
|
||||
assert(type == kHitSector);
|
||||
return &::sector[index];
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
inline DBloodActor* getUpperLink(int sect)
|
||||
|
|
|
@ -40,7 +40,6 @@ BEGIN_DUKE_NS
|
|||
void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio)
|
||||
{
|
||||
int i, j, k, p;
|
||||
short sect;
|
||||
int l, t1, t3, t4;
|
||||
spritetype* s;
|
||||
tspritetype* t;
|
||||
|
@ -174,7 +173,8 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
|
|||
t->pos = s->interpolatedvec3(smoothratio);
|
||||
}
|
||||
|
||||
sect = s->sectnum;
|
||||
//sect = s->sectnum;
|
||||
auto sectp = s->sector();
|
||||
t1 = h->temp_data[1];
|
||||
t3 = h->temp_data[3];
|
||||
t4 = h->temp_data[4];
|
||||
|
@ -485,8 +485,8 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
|
|||
|
||||
PALONLY:
|
||||
|
||||
if (sector[sect].floorpal)
|
||||
copyfloorpal(t, §or[sect]);
|
||||
if (sectp->floorpal)
|
||||
copyfloorpal(t, sectp);
|
||||
|
||||
if (!h->GetOwner()) continue;
|
||||
|
||||
|
@ -617,8 +617,8 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
|
|||
t->picnum = s->yvel;
|
||||
else t->picnum += h->temp_data[0];
|
||||
|
||||
if (sector[sect].floorpal)
|
||||
copyfloorpal(t, §or[sect]);
|
||||
if (sectp->floorpal)
|
||||
copyfloorpal(t, sectp);
|
||||
break;
|
||||
|
||||
case WATERBUBBLE:
|
||||
|
@ -630,8 +630,8 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
|
|||
default:
|
||||
default_case:
|
||||
|
||||
if (sector[sect].floorpal)
|
||||
copyfloorpal(t, §or[sect]);
|
||||
if (sectp->floorpal)
|
||||
copyfloorpal(t, sectp);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -740,9 +740,9 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
|
|||
{
|
||||
int daz;
|
||||
|
||||
if (isRRRA() && sector[sect].lotag == 160) continue;
|
||||
if ((sector[sect].lotag & 0xff) > 2 || s->statnum == 4 || s->statnum == 5 || s->picnum == DRONE)
|
||||
daz = sector[sect].floorz;
|
||||
if (isRRRA() && sectp->lotag == 160) continue;
|
||||
if ((sectp->lotag & 0xff) > 2 || s->statnum == 4 || s->statnum == 5 || s->picnum == DRONE)
|
||||
daz = sectp->floorz;
|
||||
else
|
||||
daz = h->floorz;
|
||||
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include "soundefs.h"
|
||||
#include "gamestruct.h"
|
||||
#include "v_draw.h"
|
||||
#include "gamefuncs.h"
|
||||
|
||||
BEGIN_DUKE_NS
|
||||
|
||||
|
|
|
@ -136,7 +136,7 @@ int madenoise(int playerNum);
|
|||
int haskey(int sect, int snum);
|
||||
void shootbloodsplat(DDukeActor* i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST);
|
||||
|
||||
void breakwall(short newpn, DDukeActor* spr, short dawallnum);
|
||||
void breakwall(int newpn, DDukeActor* spr, int dawallnum);
|
||||
int callsound(int sectnum,DDukeActor* snum);
|
||||
int hitasprite(DDukeActor* snum,DDukeActor **hitSprite);
|
||||
int findplayer(const DDukeActor* s, int* dist);
|
||||
|
|
|
@ -3330,8 +3330,8 @@ void processinput_r(int snum)
|
|||
{
|
||||
int i, k, doubvel, fz, cz, truefdist;
|
||||
Collision chz, clz;
|
||||
char shrunk;
|
||||
short psect, psectlotag;
|
||||
bool shrunk;
|
||||
int psect, psectlotag;
|
||||
|
||||
auto p = &ps[snum];
|
||||
auto pact = p->GetActor();
|
||||
|
|
|
@ -418,15 +418,15 @@ void cacheit_r(void)
|
|||
void prelevel_r(int g)
|
||||
{
|
||||
struct player_struct* p;
|
||||
short i;
|
||||
short j;
|
||||
short startwall;
|
||||
short endwall;
|
||||
short lotaglist;
|
||||
int i;
|
||||
int j;
|
||||
int startwall;
|
||||
int endwall;
|
||||
int lotaglist;
|
||||
short lotags[65];
|
||||
int speed;
|
||||
int dist;
|
||||
short sound;
|
||||
int sound;
|
||||
sound = 0;
|
||||
|
||||
prelevel_common(g);
|
||||
|
|
|
@ -981,7 +981,7 @@ void operatesectors(int sn, DDukeActor *actor)
|
|||
|
||||
case ST_30_ROTATE_RISE_BRIDGE:
|
||||
{
|
||||
auto act = ScriptIndexToActor(sector[sn].hitag);
|
||||
auto act = ScriptIndexToActor(sptr->hitag);
|
||||
if (!act) break;
|
||||
if (act->tempang == 0 || act->tempang == 256) callsound(sn, actor);
|
||||
if (act->s->extra == 1) act->s->extra = 3;
|
||||
|
@ -991,7 +991,7 @@ void operatesectors(int sn, DDukeActor *actor)
|
|||
|
||||
case ST_31_TWO_WAY_TRAIN:
|
||||
{
|
||||
auto act = ScriptIndexToActor(sector[sn].hitag);
|
||||
auto act = ScriptIndexToActor(sptr->hitag);
|
||||
if (!act) break;
|
||||
if (act->temp_data[4] == 0)
|
||||
act->temp_data[4] = 1;
|
||||
|
@ -1218,7 +1218,7 @@ void operateforcefields_common(DDukeActor *effector, int low, const std::initial
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void breakwall(short newpn, DDukeActor* spr, short dawallnum)
|
||||
void breakwall(int newpn, DDukeActor* spr, int dawallnum)
|
||||
{
|
||||
wall[dawallnum].picnum = newpn;
|
||||
S_PlayActorSound(VENT_BUST, spr);
|
||||
|
|
|
@ -199,7 +199,7 @@ struct player_struct
|
|||
|
||||
int aim_mode, ftt;
|
||||
|
||||
int cursectnum, one_parallax_sectnum; // sector references. Make them pointers later?
|
||||
int cursectnum, one_parallax_sectnum, access_wallnum; // wall + sector references. Make them pointers later?
|
||||
|
||||
short last_extra, subweapon;
|
||||
short ammo_amount[MAX_WEAPONS], frag, fraggedself;
|
||||
|
@ -207,7 +207,7 @@ struct player_struct
|
|||
short curr_weapon, last_weapon, tipincs, wantweaponfire;
|
||||
short holoduke_amount, hurt_delay, hbomb_hold_delay;
|
||||
short jumping_counter, airleft, knee_incs, access_incs;
|
||||
short ftq, access_wallnum;
|
||||
short ftq;
|
||||
short got_access, weapon_ang, firstaid_amount;
|
||||
short i;
|
||||
short over_shoulder_on, fist_incs;
|
||||
|
@ -374,6 +374,19 @@ struct Collision
|
|||
else { index = -1; actor = &hittype[value & kHitIndexMask]; }
|
||||
return type;
|
||||
}
|
||||
|
||||
walltype* wall() const
|
||||
{
|
||||
assert(type == kHitWall);
|
||||
return &::wall[index];
|
||||
}
|
||||
|
||||
sectortype* sector() const
|
||||
{
|
||||
assert(type == kHitSector);
|
||||
return &::sector[index];
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -159,7 +159,7 @@ struct DukePlayer
|
|||
native int randomflamex, crack_time;
|
||||
native int aim_mode, ftt;
|
||||
|
||||
native int cursectnum, one_parallax_sectnum;
|
||||
native int cursectnum, one_parallax_sectnum, access_wallnum;
|
||||
|
||||
native int16 last_extra, subweapon;
|
||||
native int16 ammo_amount[DukeWpn.MAX_WEAPONS], frag, fraggedself;
|
||||
|
@ -167,7 +167,7 @@ struct DukePlayer
|
|||
native int16 curr_weapon, last_weapon, tipincs, wantweaponfire;
|
||||
native int16 holoduke_amount, hurt_delay, hbomb_hold_delay;
|
||||
native int16 jumping_counter, airleft, knee_incs, access_incs;
|
||||
native int16 ftq, access_wallnum;
|
||||
native int16 ftq;
|
||||
native int16 got_access, weapon_ang, firstaid_amount;
|
||||
native int16 i;
|
||||
native int16 over_shoulder_on, fist_incs;
|
||||
|
|
Loading…
Reference in a new issue