mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 22:51:50 +00:00
- use actor->sector() to initialize iterators.
This commit is contained in:
parent
aada3f3d19
commit
c5e45f1021
4 changed files with 23 additions and 23 deletions
|
@ -292,7 +292,7 @@ void ms(DDukeActor* const actor)
|
|||
int j = actor->temp_data[1];
|
||||
int k = actor->temp_data[2];
|
||||
|
||||
for(auto& wal : wallsofsector(s->sectnum))
|
||||
for(auto& wal : wallsofsector(actor->sector()))
|
||||
{
|
||||
rotatepoint(
|
||||
0, 0,
|
||||
|
@ -1859,15 +1859,15 @@ void ooz(DDukeActor *actor)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK)
|
||||
void reactor(DDukeActor* const actor, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK)
|
||||
{
|
||||
spritetype* s = actor->s;
|
||||
spritetype* const s = actor->s;
|
||||
int* t = &actor->temp_data[0];
|
||||
auto sectp = s->sector();
|
||||
|
||||
if (t[4] == 1)
|
||||
{
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto act2 = it.Next())
|
||||
{
|
||||
auto sprj = act2->s;
|
||||
|
@ -1958,7 +1958,7 @@ void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int
|
|||
case 10:
|
||||
case 15:
|
||||
{
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (a2 != actor)
|
||||
|
@ -2830,7 +2830,7 @@ void handle_se01(DDukeActor *actor)
|
|||
|
||||
void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
|
||||
{
|
||||
auto s = actor->s;
|
||||
auto const s = actor->s;
|
||||
int* t = &actor->temp_data[0];
|
||||
auto sc = actor->sector();
|
||||
int st = s->lotag;
|
||||
|
@ -2959,7 +2959,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
|
|||
}
|
||||
}
|
||||
}
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
auto sj = a2->s;
|
||||
|
@ -3203,9 +3203,9 @@ void handle_se30(DDukeActor *actor, int JIBS6)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void handle_se02(DDukeActor *actor)
|
||||
void handle_se02(DDukeActor* actor)
|
||||
{
|
||||
auto s = actor->s;
|
||||
auto const s = actor->s;
|
||||
int* t = &actor->temp_data[0];
|
||||
auto sc = actor->sector();
|
||||
int sh = s->hitag;
|
||||
|
@ -3257,7 +3257,7 @@ void handle_se02(DDukeActor *actor)
|
|||
ps[p].bobposy += x;
|
||||
}
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
auto sj = a2->s;
|
||||
|
@ -3377,7 +3377,7 @@ void handle_se04(DDukeActor *actor)
|
|||
}
|
||||
}
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
auto sj = a2->s;
|
||||
|
@ -3748,7 +3748,7 @@ void handle_se12(DDukeActor *actor, int planeonly)
|
|||
}
|
||||
else t[0] = 2;
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (a2->s->cstat & 16)
|
||||
|
@ -3898,7 +3898,7 @@ void handle_se16(DDukeActor* actor, int REACTOR, int REACTOR2)
|
|||
//If there isn't, then kill this sectoreffector
|
||||
//itself.....
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
DDukeActor* a2;
|
||||
while ((a2 = it.Next()))
|
||||
{
|
||||
|
@ -3938,7 +3938,7 @@ void handle_se17(DDukeActor* actor)
|
|||
sc->ceilingz += q;
|
||||
sc->floorz += q;
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto act1 = it.Next())
|
||||
{
|
||||
if (act1->s->statnum == STAT_PLAYER && act1->GetOwner())
|
||||
|
@ -4263,7 +4263,7 @@ void handle_se20(DDukeActor* actor)
|
|||
return;
|
||||
}
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (a2->s->statnum != 3 && a2->s->zvel == 0)
|
||||
|
@ -4386,7 +4386,7 @@ void handle_se26(DDukeActor* actor)
|
|||
else
|
||||
sc->floorz += s->zvel;
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (a2->s->statnum != 3 && a2->s->statnum != 10)
|
||||
|
@ -4817,7 +4817,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
int l = Sgn(s->z - sec->floorz) * s->yvel;
|
||||
sec->floorz += l;
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (a2->s->picnum == TILE_APLAYER && a2->GetOwner())
|
||||
|
@ -4846,7 +4846,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
int l = Sgn(t[1] - sec->floorz) * s->yvel;
|
||||
sec->floorz += l;
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (a2->s->picnum == TILE_APLAYER && a2->GetOwner())
|
||||
|
@ -4877,7 +4877,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
int l = Sgn(s->z - sec->floorz) * s->yvel;
|
||||
sec->floorz += l;
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (a2->s->picnum == TILE_APLAYER && a2->GetOwner())
|
||||
|
@ -4905,7 +4905,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
|
|||
int l = Sgn(s->z - t[1]) * s->yvel;
|
||||
sec->floorz -= l;
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (a2->s->picnum ==TILE_APLAYER && a2->GetOwner())
|
||||
|
|
|
@ -2596,7 +2596,7 @@ static void greenslime(DDukeActor *actor)
|
|||
//Check randomly to see of there is an actor near
|
||||
if (rnd(32))
|
||||
{
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (gs.actorinfo[a2->s->picnum].flags & SFLAG_GREENSLIMEFOOD)
|
||||
|
|
|
@ -3404,7 +3404,7 @@ void handle_se06_r(DDukeActor *actor)
|
|||
else
|
||||
{
|
||||
s->xvel = k;
|
||||
DukeSectIterator it(s->sectnum);
|
||||
DukeSectIterator it(actor->sector());
|
||||
while (auto a2 = it.Next())
|
||||
{
|
||||
if (a2->s->picnum == UFOBEAM && ufospawn && ++ufocnt == 64)
|
||||
|
|
|
@ -1098,7 +1098,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
act->spriteextra++;
|
||||
if (act->spriteextra == 25)
|
||||
{
|
||||
for(auto& wl : wallsofsector(s->sectnum))
|
||||
for(auto& wl : wallsofsector(act->sector()))
|
||||
{
|
||||
if (wl.nextsector >= 0) wl.nextSector()->lotag = 0;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue