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https://github.com/ZDoom/Raze.git
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- wrapped all reads of sectortype::wallnum and renamed all other wallnum variables.
This commit is contained in:
parent
b7a7584059
commit
c23db8ea35
22 changed files with 44 additions and 45 deletions
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@ -250,7 +250,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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auto const sec = §or[dasect];
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auto const sec = §or[dasect];
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int const startwall = sec->wallptr;
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int const startwall = sec->wallptr;
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int const endwall = startwall + sec->wallnum;
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int const endwall = startwall + sec->wall_count();
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auto wal = &wall[startwall];
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auto wal = &wall[startwall];
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for (int j=startwall; j<endwall; j++, wal++)
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for (int j=startwall; j<endwall; j++, wal++)
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@ -712,7 +712,7 @@ double checkWallHit(walltype* wal, EWallFlags flagmask, const DVector3& start, c
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double checkSectorPlaneHit(sectortype* sec, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor)
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double checkSectorPlaneHit(sectortype* sec, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor)
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{
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{
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if (sec->wallnum < 3) return -1;
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if (sec->wall_count() < 3) return -1;
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auto wal = sec->firstWall();
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auto wal = sec->firstWall();
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double len = wal->Length();
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double len = wal->Length();
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@ -1218,7 +1218,7 @@ int pushmove(DVector3& pos, sectortype** pSect, double walldist, double ceildist
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while (auto sec = search.GetNext())
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while (auto sec = search.GetNext())
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{
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{
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// this must go both forward and backward so we cannot use wallsofsector. Pity
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// this must go both forward and backward so we cannot use wallsofsector. Pity
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for (int i = 0; i < sec->wallnum; i++)
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for (int i = 0; i < sec->wall_count(); i++)
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{
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{
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auto wal = direction > 0 ? sec->firstWall() + i : sec->lastWall() - i;
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auto wal = direction > 0 ? sec->firstWall() + i : sec->lastWall() - i;
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@ -465,7 +465,7 @@ inline int I_GetBuildTime()
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inline TArrayView<walltype> wallsofsector(const sectortype* sec)
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inline TArrayView<walltype> wallsofsector(const sectortype* sec)
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{
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{
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return TArrayView<walltype>(sec->firstWall(), sec->wallnum);
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return TArrayView<walltype>(sec->firstWall(), sec->wall_count());
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}
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}
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inline TArrayView<walltype> wallsofsector(int sec)
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inline TArrayView<walltype> wallsofsector(int sec)
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@ -250,11 +250,9 @@ static void SetWallPalV5()
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{
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{
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for (unsigned i = 0; i < sector.Size(); i++)
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for (unsigned i = 0; i < sector.Size(); i++)
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{
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{
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int startwall = sector[i].wallptr;
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for(auto& wal : wallsofsector(i))
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int endwall = startwall + sector[i].wallnum;
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for (int w = startwall; w < endwall; w++)
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{
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{
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wall[w].pal = sector[i].floorpal;
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wal.pal = sector[i].floorpal;
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}
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}
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}
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}
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}
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}
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@ -757,11 +755,11 @@ void setWallSectors()
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auto sect = §or[i];
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auto sect = §or[i];
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auto nextsect = §or[i + 1];
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auto nextsect = §or[i + 1];
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if (sect->wallptr < nextsect->wallptr && sect->wallptr + sect->wallnum > nextsect->wallptr)
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if (sect->wallptr < nextsect->wallptr && sect->wallptr + sect->wall_count() > nextsect->wallptr)
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{
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{
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// We have overlapping wall ranges for two sectors. Do some analysis to see where these walls belong
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// We have overlapping wall ranges for two sectors. Do some analysis to see where these walls belong
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int checkstart = nextsect->wallptr;
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int checkstart = nextsect->wallptr;
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int checkend = sect->wallptr + sect->wallnum;
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int checkend = sect->wallptr + sect->wall_count();
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// for now assign the walls to the first sector. Final decisions are made below.
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// for now assign the walls to the first sector. Final decisions are made below.
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nextsect->wallnum -= checkend - checkstart;
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nextsect->wallnum -= checkend - checkstart;
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@ -783,16 +781,16 @@ void setWallSectors()
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sect->wallnum = checkstart - sect->wallptr;
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sect->wallnum = checkstart - sect->wallptr;
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while (checkstart < checkend && belongs(checkend - 1, checkend, nextsect->wallptr + nextsect->wallnum, checkstart))
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while (checkstart < checkend && belongs(checkend - 1, checkend, nextsect->wallptr + nextsect->wall_count(), checkstart))
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checkend--;
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checkend--;
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nextsect->wallnum += nextsect->wallptr - checkend;
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nextsect->wallnum += nextsect->wallptr - checkend;
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nextsect->wallptr = checkend;
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nextsect->wallptr = checkend;
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if (nextsect->wallptr > sect->wallptr + sect->wallnum)
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if (nextsect->wallptr > sect->wallptr + sect->wall_count())
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{
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{
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// If there's a gap, assign to the first sector. In this case we may only guess.
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// If there's a gap, assign to the first sector. In this case we may only guess.
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Printf("Wall range %d - %d referenced by sectors %d and %d\n", sect->wallptr + sect->wallnum, nextsect->wallptr - 1, i, i + 1);
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Printf("Wall range %d - %d referenced by sectors %d and %d\n", sect->wallptr + sect->wall_count(), nextsect->wallptr - 1, i, i + 1);
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sect->wallnum = nextsect->wallptr - sect->wallptr;
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sect->wallnum = nextsect->wallptr - sect->wallptr;
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}
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}
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}
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}
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@ -350,6 +350,7 @@ struct sectortype
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int getceilingslope() const { return ceilingstat & CSTAT_SECTOR_SLOPE ? ceilingheinum : 0; }
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int getceilingslope() const { return ceilingstat & CSTAT_SECTOR_SLOPE ? ceilingheinum : 0; }
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walltype* firstWall() const;
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walltype* firstWall() const;
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walltype* lastWall() const;
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walltype* lastWall() const;
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int wall_count() const { return wallnum; }
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Blood::XSECTOR& xs() const { return *_xs; }
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Blood::XSECTOR& xs() const { return *_xs; }
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@ -555,9 +556,9 @@ inline bool validSectorIndex(int sectnum)
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return (unsigned)sectnum < sector.Size();
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return (unsigned)sectnum < sector.Size();
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}
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}
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inline bool validWallIndex(int wallnum)
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inline bool validWallIndex(int wallno)
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{
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{
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return (unsigned)wallnum < wall.Size();
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return (unsigned)wallno < wall.Size();
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}
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}
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inline sectortype* walltype::nextSector() const
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inline sectortype* walltype::nextSector() const
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@ -124,8 +124,8 @@ DEFINE_ACTION_FUNCTION(DLevelPostProcessor, SplitSector)
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if (sectornum < sector.Size())
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if (sectornum < sector.Size())
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{
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{
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if (firstwall >= sector[sectornum].wallptr && firstwall < sector[sectornum].wallptr + sector[sectornum].wallnum &&
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if (firstwall >= sector[sectornum].wallptr && firstwall < sector[sectornum].wallptr + sector[sectornum].wall_count() &&
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secondwall >= sector[sectornum].wallptr && secondwall < sector[sectornum].wallptr + sector[sectornum].wallnum)
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secondwall >= sector[sectornum].wallptr && secondwall < sector[sectornum].wallptr + sector[sectornum].wall_count())
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hw_SetSplitSector(sectornum, firstwall, secondwall);
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hw_SetSplitSector(sectornum, firstwall, secondwall);
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}
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}
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@ -224,7 +224,7 @@ static void CollectLoops(TArray<loopcollect>& sectors)
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for (unsigned i = 0; i < sector.Size(); i++)
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for (unsigned i = 0; i < sector.Size(); i++)
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{
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{
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int first = sector[i].wallptr;
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int first = sector[i].wallptr;
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int last = first + sector[i].wallnum;
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int last = first + sector[i].wall_count();
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sectors.Reserve(1);
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sectors.Reserve(1);
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sectors.Last().bugged = 0;
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sectors.Last().bugged = 0;
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@ -408,7 +408,7 @@ void HWDrawInfo::CreateScene(bool portal)
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for (int i = 0; i < eff.geocnt; i++)
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for (int i = 0; i < eff.geocnt; i++)
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{
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{
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auto sect = eff.geosectorwarp[i];
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auto sect = eff.geosectorwarp[i];
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for (auto w = 0; w < sect->wallnum; w++)
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for (auto w = 0; w < sect->wall_count(); w++)
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{
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{
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auto wal = sect->firstWall() + w;
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auto wal = sect->firstWall() + w;
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wal->pos.X += eff.geox[i];
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wal->pos.X += eff.geox[i];
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@ -427,7 +427,7 @@ void HWDrawInfo::CreateScene(bool portal)
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for (int i = 0; i < eff.geocnt; i++)
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for (int i = 0; i < eff.geocnt; i++)
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{
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{
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auto sect = eff.geosectorwarp[i];
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auto sect = eff.geosectorwarp[i];
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for (auto w = 0; w < sect->wallnum; w++)
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for (auto w = 0; w < sect->wall_count(); w++)
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{
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{
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auto wal = sect->firstWall() + w;
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auto wal = sect->firstWall() + w;
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wal->pos.X -= eff.geox[i];
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wal->pos.X -= eff.geox[i];
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@ -440,7 +440,7 @@ void HWDrawInfo::CreateScene(bool portal)
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for (int i = 0; i < eff.geocnt; i++)
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for (int i = 0; i < eff.geocnt; i++)
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{
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{
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auto sect = eff.geosectorwarp2[i];
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auto sect = eff.geosectorwarp2[i];
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for (auto w = 0; w < sect->wallnum; w++)
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for (auto w = 0; w < sect->wall_count(); w++)
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{
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{
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auto wal = sect->firstWall() + w;
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auto wal = sect->firstWall() + w;
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wal->pos.X += eff.geox2[i];
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wal->pos.X += eff.geox2[i];
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@ -458,7 +458,7 @@ void HWDrawInfo::CreateScene(bool portal)
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for (int i = 0; i < eff.geocnt; i++)
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for (int i = 0; i < eff.geocnt; i++)
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{
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{
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auto sect = eff.geosectorwarp2[i];
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auto sect = eff.geosectorwarp2[i];
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for (auto w = 0; w < sect->wallnum; w++)
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for (auto w = 0; w < sect->wall_count(); w++)
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{
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{
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auto wal = sect->firstWall() + w;
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auto wal = sect->firstWall() + w;
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wal->pos.X -= eff.geox2[i];
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wal->pos.X -= eff.geox2[i];
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@ -478,7 +478,7 @@ int HWLinePortal::ClipSeg(walltype *seg, const DVector3 &viewpos)
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int HWLinePortal::ClipSector(sectortype *sub)
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int HWLinePortal::ClipSector(sectortype *sub)
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{
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{
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// this seg is completely behind the mirror
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// this seg is completely behind the mirror
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for (int i = 0; i<sub->wallnum; i++)
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for (int i = 0; i<sub->wall_count(); i++)
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{
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{
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if (PointOnLineSide(sub->firstWall()->pos, line) == 0) return PClip_Inside;
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if (PointOnLineSide(sub->firstWall()->pos, line) == 0) return PClip_Inside;
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}
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}
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@ -88,7 +88,7 @@ struct MIRROR
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int type;
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int type;
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int link;
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int link;
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DVector3 diff;
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DVector3 diff;
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int wallnum;
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int mynum;
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};
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};
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extern MIRROR mirror[16];
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extern MIRROR mirror[16];
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@ -63,7 +63,7 @@ void InitMirrors(void)
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{
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{
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pWalli->overpicnum = nTile;
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pWalli->overpicnum = nTile;
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mirror[mirrorcnt].wallnum = i;
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mirror[mirrorcnt].mynum = i;
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mirror[mirrorcnt].type = 0;
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mirror[mirrorcnt].type = 0;
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pWalli->cstat |= CSTAT_WALL_1WAY;
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pWalli->cstat |= CSTAT_WALL_1WAY;
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int tmp = pWalli->xw().data;
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int tmp = pWalli->xw().data;
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@ -99,7 +99,7 @@ void InitMirrors(void)
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if (pWalli->picnum == 504)
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if (pWalli->picnum == 504)
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{
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{
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mirror[mirrorcnt].link = i;
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mirror[mirrorcnt].link = i;
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mirror[mirrorcnt].wallnum = i;
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mirror[mirrorcnt].mynum = i;
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pWalli->picnum = nTile;
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pWalli->picnum = nTile;
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mirror[mirrorcnt].type = 0;
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mirror[mirrorcnt].type = 0;
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pWalli->cstat |= CSTAT_WALL_1WAY;
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pWalli->cstat |= CSTAT_WALL_1WAY;
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@ -129,7 +129,7 @@ void InitMirrors(void)
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I_Error("Lower link sector %d doesn't have mirror picnum\n", j);
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I_Error("Lower link sector %d doesn't have mirror picnum\n", j);
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mirror[mirrorcnt].type = 2;
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mirror[mirrorcnt].type = 2;
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mirror[mirrorcnt].diff = link2->spr.pos - link->spr.pos;
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mirror[mirrorcnt].diff = link2->spr.pos - link->spr.pos;
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mirror[mirrorcnt].wallnum = i;
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mirror[mirrorcnt].mynum = i;
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mirror[mirrorcnt].link = j;
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mirror[mirrorcnt].link = j;
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secti->floorpicnum = 4080 + mirrorcnt;
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secti->floorpicnum = 4080 + mirrorcnt;
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secti->portalflags = PORTAL_SECTOR_FLOOR;
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secti->portalflags = PORTAL_SECTOR_FLOOR;
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@ -137,7 +137,7 @@ void InitMirrors(void)
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mirrorcnt++;
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mirrorcnt++;
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mirror[mirrorcnt].type = 1;
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mirror[mirrorcnt].type = 1;
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mirror[mirrorcnt].diff = link->spr.pos - link2->spr.pos;
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mirror[mirrorcnt].diff = link->spr.pos - link2->spr.pos;
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mirror[mirrorcnt].wallnum = j;
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mirror[mirrorcnt].mynum = j;
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mirror[mirrorcnt].link = i;
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mirror[mirrorcnt].link = i;
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sectj->ceilingpicnum = 4080 + mirrorcnt;
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sectj->ceilingpicnum = 4080 + mirrorcnt;
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sectj->portalflags = PORTAL_SECTOR_CEILING;
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sectj->portalflags = PORTAL_SECTOR_CEILING;
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@ -162,7 +162,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, MIRROR& w, MIRROR*
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arc("type", w.type)
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arc("type", w.type)
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("link", w.link)
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("link", w.link)
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("diff", w.diff)
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("diff", w.diff)
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("wallnum", w.wallnum)
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("wallnum", w.mynum)
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.EndObject();
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.EndObject();
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}
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}
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return arc;
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return arc;
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@ -3466,7 +3466,7 @@ void moveeffectors_d(void) //STATNUM 3
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{
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{
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if (act->spr.lotag != SE_29_WAVES) continue;
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if (act->spr.lotag != SE_29_WAVES) continue;
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auto sc = act->sector();
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auto sc = act->sector();
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if (sc->wallnum != 4) continue;
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if (sc->wall_count() != 4) continue;
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auto wal = sc->firstWall() + 2;
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auto wal = sc->firstWall() + 2;
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if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz));
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if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz));
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}
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}
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@ -3385,7 +3385,7 @@ void moveeffectors_r(void) //STATNUM 3
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{
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{
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if (act->spr.lotag != SE_29_WAVES) continue;
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if (act->spr.lotag != SE_29_WAVES) continue;
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auto sc = act->sector();
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auto sc = act->sector();
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if (sc->wallnum != 4) continue;
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if (sc->wall_count() != 4) continue;
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auto wal = sc->firstWall() + 2;
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auto wal = sc->firstWall() + 2;
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if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz));
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if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz));
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}
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}
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@ -3850,7 +3850,7 @@ void destroyit(DDukeActor *actor)
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auto destwal = destsect->firstWall();
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auto destwal = destsect->firstWall();
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auto srcwal = srcsect->firstWall();
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auto srcwal = srcsect->firstWall();
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for (int i = 0; i < destsect->wallnum; i++, srcwal++, destwal++)
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for (int i = 0; i < destsect->wall_count(); i++, srcwal++, destwal++)
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{
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{
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destwal->picnum = srcwal->picnum;
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destwal->picnum = srcwal->picnum;
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destwal->overpicnum = srcwal->overpicnum;
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destwal->overpicnum = srcwal->overpicnum;
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@ -177,7 +177,7 @@ DDukeActor* SpawnActor(sectortype* whatsectp, const DVector3& pos, PClassActor*
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void ceilingglass(DDukeActor* snum, sectortype* sectnum, int cnt);
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void ceilingglass(DDukeActor* snum, sectortype* sectnum, int cnt);
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void spriteglass(DDukeActor* snum, int cnt);
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void spriteglass(DDukeActor* snum, int cnt);
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void lotsofcolourglass(DDukeActor* snum, walltype* wallNum, int cnt);
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void lotsofcolourglass(DDukeActor* snum, walltype* wallNum, int cnt);
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void lotsofglass(DDukeActor* snum, walltype* wallnum, int cnt);
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void lotsofglass(DDukeActor* snum, walltype* wal, int cnt);
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void checkplayerhurt_d(player_struct* p, const Collision& coll);
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void checkplayerhurt_d(player_struct* p, const Collision& coll);
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void checkplayerhurt_r(player_struct* p, const Collision& coll);
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void checkplayerhurt_r(player_struct* p, const Collision& coll);
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DDukeActor* dospawnsprite(DDukeActor* actj, int pn);
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DDukeActor* dospawnsprite(DDukeActor* actj, int pn);
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@ -1055,7 +1055,7 @@ void DoSector(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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||||||
if (!bSet) SetGameVarID(lVar2, sectp->wallptr, sActor, sPlayer);
|
if (!bSet) SetGameVarID(lVar2, sectp->wallptr, sActor, sPlayer);
|
||||||
break;
|
break;
|
||||||
case SECTOR_WALLNUM:
|
case SECTOR_WALLNUM:
|
||||||
if (!bSet) SetGameVarID(lVar2, sectp->wallnum, sActor, sPlayer);
|
if (!bSet) SetGameVarID(lVar2, sectp->wall_count(), sActor, sPlayer);
|
||||||
break;
|
break;
|
||||||
case SECTOR_CEILINGZ:
|
case SECTOR_CEILINGZ:
|
||||||
if (bSet) sectp->setceilingz(lValue * zmaptoworld);
|
if (bSet) sectp->setceilingz(lValue * zmaptoworld);
|
||||||
|
|
|
@ -51,7 +51,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, animwalltype& w, a
|
||||||
{
|
{
|
||||||
if (arc.BeginObject(keyname))
|
if (arc.BeginObject(keyname))
|
||||||
{
|
{
|
||||||
arc("wallnum", w.wall)
|
arc("wall", w.wall)
|
||||||
("tag", w.tag)
|
("tag", w.tag)
|
||||||
.EndObject();
|
.EndObject();
|
||||||
}
|
}
|
||||||
|
|
|
@ -537,8 +537,8 @@ static void handle_st09(sectortype* sptr, DDukeActor* actor)
|
||||||
dax += wal.pos.X;
|
dax += wal.pos.X;
|
||||||
day += wal.pos.Y;
|
day += wal.pos.Y;
|
||||||
}
|
}
|
||||||
dax /= sptr->wallnum;
|
dax /= sptr->wall_count();
|
||||||
day /= sptr->wallnum;
|
day /= sptr->wall_count();
|
||||||
|
|
||||||
//find any points with either same x or same y coordinate
|
//find any points with either same x or same y coordinate
|
||||||
// as center (dax, day) - should be 2 points found.
|
// as center (dax, day) - should be 2 points found.
|
||||||
|
@ -560,7 +560,7 @@ static void handle_st09(sectortype* sptr, DDukeActor* actor)
|
||||||
//find what direction door should open by averaging the
|
//find what direction door should open by averaging the
|
||||||
// 2 neighboring points of wallfind[0] & wallfind[1].
|
// 2 neighboring points of wallfind[0] & wallfind[1].
|
||||||
auto prevwall = wal - 1;
|
auto prevwall = wal - 1;
|
||||||
if (prevwall < sptr->firstWall()) prevwall += sptr->wallnum;
|
if (prevwall < sptr->firstWall()) prevwall += sptr->wall_count();
|
||||||
|
|
||||||
if ((wal->pos.X == dax) && (wal->pos.Y == day))
|
if ((wal->pos.X == dax) && (wal->pos.Y == day))
|
||||||
{
|
{
|
||||||
|
@ -1117,7 +1117,7 @@ void operateactivators(int low, int plnum)
|
||||||
|
|
||||||
sect->floorshade = sect->ceilingshade = (int8_t)p->shade2;
|
sect->floorshade = sect->ceilingshade = (int8_t)p->shade2;
|
||||||
wal = sect->firstWall();
|
wal = sect->firstWall();
|
||||||
for (j = sect->wallnum; j > 0; j--, wal++)
|
for (j = sect->wall_count(); j > 0; j--, wal++)
|
||||||
wal->shade = (int8_t)p->shade2;
|
wal->shade = (int8_t)p->shade2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -723,7 +723,7 @@ void CreatePushBlock(sectortype* pSector)
|
||||||
sum += wal.pos;
|
sum += wal.pos;
|
||||||
}
|
}
|
||||||
|
|
||||||
DVector2 avg = sum / pSector->wallnum;
|
DVector2 avg = sum / pSector->wall_count();
|
||||||
|
|
||||||
sBlockInfo[nBlock].pos = avg;
|
sBlockInfo[nBlock].pos = avg;
|
||||||
|
|
||||||
|
|
|
@ -1627,7 +1627,7 @@ DExhumedActor* BuildEnergyBlock(sectortype* pSector)
|
||||||
|
|
||||||
auto pActor = insertActor(pSector, 406);
|
auto pActor = insertActor(pSector, 406);
|
||||||
|
|
||||||
pActor->spr.pos.XY() = apos / pSector->wallnum;
|
pActor->spr.pos.XY() = apos / pSector->wall_count();
|
||||||
|
|
||||||
pSector->extra = (int16_t)EnergyBlocks.Push(pActor);
|
pSector->extra = (int16_t)EnergyBlocks.Push(pActor);
|
||||||
|
|
||||||
|
|
|
@ -130,7 +130,7 @@ void feebtag(const DVector3& pos, sectortype* pSector, DExhumedActor **nSprite,
|
||||||
|
|
||||||
int startwall = pSector->wallptr;
|
int startwall = pSector->wallptr;
|
||||||
|
|
||||||
int nWalls = pSector->wallnum;
|
int nWalls = pSector->wall_count();
|
||||||
|
|
||||||
int var_20 = nVal2 & 2;
|
int var_20 = nVal2 & 2;
|
||||||
int var_14 = nVal2 & 1;
|
int var_14 = nVal2 & 1;
|
||||||
|
|
|
@ -643,7 +643,7 @@ DVector3 SectorMidPoint(sectortype* sectp)
|
||||||
{
|
{
|
||||||
sum += wal.pos;
|
sum += wal.pos;
|
||||||
}
|
}
|
||||||
sum /= sectp->wallnum;
|
sum /= sectp->wall_count();
|
||||||
sum.Z = (sectp->floorz + sectp->ceilingz) * 0.5;
|
sum.Z = (sectp->floorz + sectp->ceilingz) * 0.5;
|
||||||
return sum;
|
return sum;
|
||||||
}
|
}
|
||||||
|
@ -2606,7 +2606,7 @@ void DoSineWaveFloor(void)
|
||||||
if ((flags & SINE_SLOPED))
|
if ((flags & SINE_SLOPED))
|
||||||
{
|
{
|
||||||
walltype* wal;
|
walltype* wal;
|
||||||
if (sect->wallnum == 4)
|
if (sect->wall_count() == 4)
|
||||||
{
|
{
|
||||||
//Set wal to the wall on the opposite side of the sector
|
//Set wal to the wall on the opposite side of the sector
|
||||||
wal = sect->firstWall() + 2;
|
wal = sect->firstWall() + 2;
|
||||||
|
|
|
@ -2193,7 +2193,7 @@ void SpriteSetup(void)
|
||||||
actor->user.rotator->vel = SP_TAG8(actor);
|
actor->user.rotator->vel = SP_TAG8(actor);
|
||||||
actor->user.rotator->pos = 0; // closed
|
actor->user.rotator->pos = 0; // closed
|
||||||
actor->user.rotator->tgt = actor->user.rotator->open_dest; // closed
|
actor->user.rotator->tgt = actor->user.rotator->open_dest; // closed
|
||||||
actor->user.rotator->SetNumWalls(actor->sector()->wallnum);
|
actor->user.rotator->SetNumWalls(actor->sector()->wall_count());
|
||||||
|
|
||||||
actor->user.rotator->orig_speed = actor->user.rotator->speed;
|
actor->user.rotator->orig_speed = actor->user.rotator->speed;
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue