- a few more quick sector[] replacements.

This commit is contained in:
Christoph Oelckers 2021-11-06 13:01:03 +01:00
parent bc56b5a28f
commit b548d9eca2
4 changed files with 29 additions and 28 deletions

View file

@ -4059,7 +4059,7 @@ void handle_se17(DDukeActor* actor)
void handle_se18(DDukeActor *actor, bool morecheck)
{
int* t = &actor->temp_data[0];
auto sc = &sector[actor->s->sectnum];
auto sc = actor->getSector();
int st = actor->s->lotag;
int sh = actor->s->hitag;
@ -4158,7 +4158,7 @@ void handle_se18(DDukeActor *actor, bool morecheck)
void handle_se19(DDukeActor *actor, int BIGFORCE)
{
int* t = &actor->temp_data[0];
auto sc = &sector[actor->s->sectnum];
auto sc = actor->getSector();
int st = actor->s->lotag;
int sh = actor->s->hitag;
int j, x, q;
@ -4370,7 +4370,7 @@ void handle_se21(DDukeActor* actor)
void handle_se22(DDukeActor* actor)
{
int* t = &actor->temp_data[0];
auto sc = &sector[actor->s->sectnum];
auto sc = actor->getSector();
if (t[1])
{
if (getanimationgoal(anim_ceilingz, t[0]) >= 0)
@ -4583,7 +4583,7 @@ void handle_se24(DDukeActor *actor, int16_t *list1, int16_t *list2, bool scroll,
void handle_se25(DDukeActor* actor, int t_index, int snd1, int snd2)
{
int* t = &actor->temp_data[0];
auto sec = &sector[actor->s->sectnum];
auto sec = actor->getSector();
if (sec->floorz <= sec->ceilingz)
actor->s->shade = 0;
@ -4733,7 +4733,7 @@ void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2)
void handle_se128(DDukeActor *actor)
{
int* t = &actor->temp_data[0];
auto sc = &sector[actor->s->sectnum];
auto sc = actor->getSector();
auto wal = &wall[t[2]];
@ -4772,7 +4772,7 @@ void handle_se128(DDukeActor *actor)
void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2)
{
int* t = &actor->temp_data[0];
auto sc = &sector[actor->s->sectnum];
auto sc = actor->getSector();
if (t[0] > countmax)
{

View file

@ -3596,7 +3596,7 @@ void moveeffectors_d(void) //STATNUM 3
DukeStatIterator it(STAT_EFFECTOR);
while (auto act = it.Next())
{
auto sc = &sector[act->s->sectnum];
auto sc = act->getSector();
switch (act->s->lotag)
{
case SE_0_ROTATING_SECTOR:
@ -3768,7 +3768,7 @@ void moveeffectors_d(void) //STATNUM 3
while (auto act = it.Next())
{
if (act->s->lotag != SE_29_WAVES) continue;
auto sc = &sector[act->s->sectnum];
auto sc = act->getSector();
if (sc->wallnum != 4) continue;
auto wal = &wall[sc->wallptr + 2];
alignflorslope(act->s->sectnum, wal->x, wal->y, sector[wal->nextsector].floorz);

View file

@ -38,7 +38,7 @@ static int jaildoorcnt;
static int minecartcnt;
static int lightnincnt;
static short torchsector[64];
static int torchsector[64];
static short torchsectorshade[64];
static short torchtype[64];
@ -195,28 +195,29 @@ void dotorch(void)
ds = krand()&8;
for (int i = 0; i < torchcnt; i++)
{
auto sect = &sector[torchsector[i]];
shade = torchsectorshade[i] - ds;
switch (torchtype[i])
{
case 0:
sector[torchsector[i]].floorshade = shade;
sector[torchsector[i]].ceilingshade = shade;
sect->floorshade = shade;
sect->ceilingshade = shade;
break;
case 1:
sector[torchsector[i]].ceilingshade = shade;
sect->ceilingshade = shade;
break;
case 2:
sector[torchsector[i]].floorshade = shade;
sect->floorshade = shade;
break;
case 4:
sector[torchsector[i]].ceilingshade = shade;
sect->ceilingshade = shade;
break;
case 5:
sector[torchsector[i]].floorshade = shade;
sect->floorshade = shade;
break;
}
startwall = sector[torchsector[i]].wallptr;
endwall = startwall + sector[torchsector[i]].wallnum;
startwall = sect->wallptr;
endwall = startwall + sect->wallnum;
for (j = startwall; j < endwall; j++)
{
if (wall[j].lotag != 1)

View file

@ -1669,7 +1669,7 @@ void movetransports_r(void)
{
k = 2;
ps[p].oposz = ps[p].pos.z =
sector[Owner->s->sectnum].ceilingz + (7 << 8);
Owner->getSector()->ceilingz + (7 << 8);
}
if (onfloorz && sectlotag == 161 && ps[p].pos.z < (sector[sect].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 =
sector[Owner->s->sectnum].floorz - (49 << 8);
Owner->getSector()->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 =
sector[Owner->s->sectnum].ceilingz + (7 << 8);
Owner->getSector()->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 =
sector[Owner->s->sectnum].floorz - (7 << 8);
Owner->getSector()->floorz - (7 << 8);
}
if (k == 1)
@ -1843,7 +1843,7 @@ void movetransports_r(void)
{
spr2->x += (Owner->s->x - spr->x);
spr2->y += (Owner->s->y - spr->y);
spr2->z -= spr->z - sector[Owner->s->sectnum].floorz;
spr2->z -= spr->z - Owner->getSector()->floorz;
spr2->ang = Owner->s->ang;
spr2->backupang();
@ -1877,7 +1877,7 @@ 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 = sector[Owner->s->sectnum].ceilingz + ll;
spr2->z = Owner->getSector()->ceilingz + ll;
spr2->backupz();
@ -1887,7 +1887,7 @@ void movetransports_r(void)
case ST_2_UNDERWATER:
spr2->x += (Owner->s->x - spr->x);
spr2->y += (Owner->s->y - spr->y);
spr2->z = sector[Owner->s->sectnum].floorz - ll;
spr2->z = Owner->getSector()->floorz - ll;
spr2->backupz();
@ -1899,7 +1899,7 @@ void movetransports_r(void)
if (!isRRRA()) break;
spr2->x += (Owner->s->x - spr->x);
spr2->y += (Owner->s->y - spr->y);
spr2->z = sector[Owner->s->sectnum].ceilingz + ll2;
spr2->z = Owner->getSector()->ceilingz + ll2;
spr2->backupz();
@ -1913,7 +1913,7 @@ void movetransports_r(void)
if (!isRRRA()) break;
spr2->x += (Owner->s->x - spr->x);
spr2->y += (Owner->s->y - spr->y);
spr2->z = sector[Owner->s->sectnum].floorz - ll2;
spr2->z = Owner->getSector()->floorz - ll2;
spr2->backupz();
@ -3460,7 +3460,7 @@ void moveeffectors_r(void) //STATNUM 3
DukeStatIterator it(STAT_EFFECTOR);
while (auto act = it.Next())
{
auto sc = &sector[act->s->sectnum];
auto sc = act->getSector();
int st = act->s->lotag;
int sh = act->s->hitag;
@ -3646,7 +3646,7 @@ void moveeffectors_r(void) //STATNUM 3
{
auto s = act->s;
if (act->s->lotag != SE_29_WAVES) continue;
auto sc = &sector[act->s->sectnum];
auto sc = act->getSector();
if (sc->wallnum != 4) continue;
auto wal = &wall[sc->wallptr + 2];
alignflorslope(act->s->sectnum, wal->x, wal->y, sector[wal->nextsector].floorz);