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- iterator loops in sectorfx.cpp.
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parent
b3bf1bc037
commit
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1 changed files with 18 additions and 25 deletions
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@ -138,14 +138,12 @@ void DoSectorLighting(void)
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}
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}
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if (pXSector->shadeWalls)
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if (pXSector->shadeWalls)
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{
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{
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int nStartWall = pSector->wallptr;
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for(auto& wal : wallsofsector(pSector))
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int nEndWall = nStartWall + pSector->wallnum;
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for (int j = nStartWall; j < nEndWall; j++)
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{
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{
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wall[j].shade -= v4;
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wal.shade -= v4;
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if (pXSector->color)
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if (pXSector->color)
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{
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{
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wall[j].pal = pSector->floorpal;
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wal.pal = pSector->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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@ -182,14 +180,12 @@ void DoSectorLighting(void)
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}
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}
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if (pXSector->shadeWalls)
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if (pXSector->shadeWalls)
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{
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{
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int nStartWall = pSector->wallptr;
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for (auto& wal : wallsofsector(pSector))
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int nEndWall = nStartWall + pSector->wallnum;
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for (int j = nStartWall; j < nEndWall; j++)
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{
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{
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wall[j].shade = ClipRange(wall[j].shade+v4, -128, 127);
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wal.shade = ClipRange(wal.shade+v4, -128, 127);
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if (pXSector->color && v4 != 0)
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if (pXSector->color && v4 != 0)
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{
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{
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wall[j].pal = pSector->floorpal;
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wal.pal = pSector->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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@ -200,45 +196,42 @@ void DoSectorLighting(void)
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void UndoSectorLighting(void)
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void UndoSectorLighting(void)
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{
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{
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for (int i = 0; i < numsectors; i++)
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for (auto& sect : sectors())
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{
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{
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int nXSprite = sector[i].extra;
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if (sect.hasX())
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if (nXSprite > 0)
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{
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{
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XSECTOR *pXSector = &xsector[i];
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XSECTOR *pXSector = §.xs();
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if (pXSector->shade)
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if (pXSector->shade)
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{
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{
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int v4 = pXSector->shade;
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int v4 = pXSector->shade;
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if (pXSector->shadeFloor)
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if (pXSector->shadeFloor)
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{
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{
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sector[i].floorshade -= v4;
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sect.floorshade -= v4;
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if (pXSector->color)
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if (pXSector->color)
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{
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{
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int nTemp = pXSector->floorpal;
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int nTemp = pXSector->floorpal;
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pXSector->floorpal = sector[i].floorpal;
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pXSector->floorpal = sect.floorpal;
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sector[i].floorpal = nTemp;
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sect.floorpal = nTemp;
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}
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}
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}
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}
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if (pXSector->shadeCeiling)
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if (pXSector->shadeCeiling)
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{
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{
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sector[i].ceilingshade -= v4;
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sect.ceilingshade -= v4;
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if (pXSector->color)
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if (pXSector->color)
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{
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{
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int nTemp = pXSector->ceilpal;
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int nTemp = pXSector->ceilpal;
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pXSector->ceilpal = sector[i].ceilingpal;
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pXSector->ceilpal = sect.ceilingpal;
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sector[i].ceilingpal = nTemp;
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sect.ceilingpal = nTemp;
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}
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}
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}
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}
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if (pXSector->shadeWalls)
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if (pXSector->shadeWalls)
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{
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{
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int nStartWall = sector[i].wallptr;
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for(auto& wal : wallsofsector(§))
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int nEndWall = nStartWall + sector[i].wallnum;
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for (int j = nStartWall; j < nEndWall; j++)
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{
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{
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wall[j].shade -= v4;
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wal.shade -= v4;
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if (pXSector->color)
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if (pXSector->color)
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{
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{
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wall[j].pal = sector[i].floorpal;
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wal.pal = sect.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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