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- Blood: extend all 16 bit fields holding sector or wall indices to 32 bit.
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499dc9953b
commit
b685163ab1
9 changed files with 16 additions and 14 deletions
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@ -463,7 +463,7 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
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}
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void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang, int16_t* dacursectnum);
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void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang, int* dacursectnum);
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// loads a map into the backup buffer.
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@ -475,7 +475,7 @@ void loadMapBackup(const char* filename)
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if (isBlood())
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{
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qloadboard(filename, 0, &pos, &scratch, &scratch);
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qloadboard(filename, 0, &pos, &scratch, &scratch2);
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}
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else
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{
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@ -6931,7 +6931,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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int x = gHitInfo.hitx - MulScale(a4, 16, 14);
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int y = gHitInfo.hity - MulScale(a5, 16, 14);
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int z = gHitInfo.hitz - MulScale(a6, 256, 14);
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short nSector = gHitInfo.hitsect;
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int nSector = gHitInfo.hitsect;
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uint8_t nSurf = kSurfNone;
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if (nRange == 0 || approxDist(gHitInfo.hitx - pShooter->x, gHitInfo.hity - pShooter->y) < nRange)
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{
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@ -61,7 +61,8 @@ int blood_globalflags;
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PLAYER gPlayerTemp[kMaxPlayers];
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int gHealthTemp[kMaxPlayers];
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vec3_t startpos;
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int16_t startang, startsectnum;
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int16_t startang;
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int startsectnum;
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void QuitGame(void)
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@ -511,7 +511,7 @@ struct walltypedisk
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#pragma pack(pop)
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void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, short *pSector, unsigned int *pCRC) {
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void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, int *pSector, unsigned int *pCRC) {
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int16_t tpskyoff[256];
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ClearAutomap();
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#ifdef NOONE_EXTENSIONS
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@ -1092,8 +1092,8 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
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END_BLD_NS
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// only used by the backup loader.
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void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang, int16_t* dacursectnum)
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void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang, int* dacursectnum)
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{
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Blood::dbLoadMap(filename, &dapos->x, &dapos->y, &dapos->z, (short*)daang, (short*)dacursectnum, NULL);
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Blood::dbLoadMap(filename, &dapos->x, &dapos->y, &dapos->z, daang, dacursectnum, NULL);
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Blood::dbInit(); // clean up immediately.
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}
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@ -371,7 +371,7 @@ unsigned short dbInsertXSector(int nSector);
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void dbInit(void);
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void PropagateMarkerReferences(void);
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unsigned int dbReadMapCRC(const char *pPath);
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void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, short *pSector, unsigned int *pCRC);
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void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, int *pSector, unsigned int *pCRC);
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inline XSECTOR* getxsector(int index)
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{
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@ -512,13 +512,13 @@ void evPost_(DBloodActor* actor, int nIndex, int nType, unsigned int nDelta, COM
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assert(command != kCmdCallback);
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if (command == kCmdState) command = evGetSourceState(nType, nIndex, actor) ? kCmdOn : kCmdOff;
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else if (command == kCmdNotState) command = evGetSourceState(nType, nIndex, actor) ? kCmdOff : kCmdOn;
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EVENT evn = {actor, (int16_t)nIndex, (int8_t)nType, (int8_t)command, 0, PlayClock + (int)nDelta };
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EVENT evn = {actor, nIndex, (int8_t)nType, (int8_t)command, 0, PlayClock + (int)nDelta };
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queue.insert(evn);
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}
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void evPost_(DBloodActor* actor, int nIndex, int nType, unsigned int nDelta, CALLBACK_ID callback)
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{
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EVENT evn = {actor, (int16_t)nIndex, (int8_t)nType, kCmdCallback, (int16_t)callback, PlayClock + (int)nDelta };
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EVENT evn = {actor, nIndex, (int8_t)nType, kCmdCallback, (int16_t)callback, PlayClock + (int)nDelta };
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queue.insert(evn);
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}
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@ -28,8 +28,8 @@ BEGIN_BLD_NS
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struct HITINFO {
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DBloodActor* hitactor;
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short hitsect;
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short hitwall;
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int hitsect;
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int hitwall;
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int hitx;
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int hity;
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int hitz;
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@ -58,7 +58,8 @@ void WeaponPrecache();
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struct ZONE {
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int x, y, z;
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short sectnum, ang;
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int sectnum;
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short ang;
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};
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extern ZONE gStartZone[8];
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@ -173,7 +173,7 @@ void CalcOtherPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsec
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pSprite->cstat &= ~256;
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assert(*vsectnum >= 0 && *vsectnum < kMaxSectors);
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FindSector(*pX, *pY, *pZ, vsectnum);
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short nHSector;
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int nHSector;
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int hX, hY;
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vec3_t pos = {*pX, *pY, *pZ};
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hitdata_t hitdata;
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