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