mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 14:41:55 +00:00
- PrevWall
This commit is contained in:
parent
5cf776daaa
commit
cab2181ddc
4 changed files with 11 additions and 19 deletions
|
@ -1634,7 +1634,7 @@ void SpriteSetupPost(void)
|
|||
SWStatIterator it(STAT_FLOOR_PAN);
|
||||
while (auto iActor = it.Next())
|
||||
{
|
||||
SWSectIterator it2(iActor->s().sectnum);
|
||||
SWSectIterator it2(iActor->s().sector());
|
||||
while (auto jActor = it.Next())
|
||||
{
|
||||
ds = &jActor->s();
|
||||
|
@ -4938,7 +4938,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
|
|||
|
||||
int DoStayOnFloor(DSWActor* actor)
|
||||
{
|
||||
actor->s().z = sector[actor->s().sectnum].floorz;
|
||||
actor->s().z = actor->s().sector()->floorz;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -85,7 +85,6 @@ int DoWallMove(DSWActor* actor)
|
|||
int dist,nx,ny;
|
||||
short shade1,shade2,ang,picnum1,picnum2;
|
||||
WALLp wallp;
|
||||
short prev_wall;
|
||||
bool found = false;
|
||||
short dang;
|
||||
bool SOsprite = false;
|
||||
|
@ -134,11 +133,11 @@ int DoWallMove(DSWActor* actor)
|
|||
wallp->picnum = picnum1;
|
||||
|
||||
// find the previous wall
|
||||
prev_wall = PrevWall(wallnum(wallp));
|
||||
auto prev_wall = PrevWall(wallp);
|
||||
if (shade2)
|
||||
wall[prev_wall].shade = int8_t(shade2);
|
||||
prev_wall->shade = int8_t(shade2);
|
||||
if (picnum2)
|
||||
wall[prev_wall].picnum = picnum2;
|
||||
prev_wall->picnum = picnum2;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -5293,7 +5293,7 @@ int ActorStdMissile(DSWActor* actor, DSWActor* weapActor)
|
|||
if (goal != nullptr)
|
||||
{
|
||||
// attempt to see if it was killed
|
||||
ASSERT(goal->s().sectnum >= 0);
|
||||
ASSERT(goal->s().insector());
|
||||
if (goal->hasU())
|
||||
RESET(goal->u()->Flags, SPR_TARGETED);
|
||||
}
|
||||
|
@ -7279,20 +7279,13 @@ int DoFlamesDamageTest(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
short PrevWall(short wall_num)
|
||||
walltype* PrevWall(walltype* wall_num)
|
||||
{
|
||||
short start_wall,prev_wall;
|
||||
|
||||
start_wall = wall_num;
|
||||
|
||||
do
|
||||
for(auto&wal : wallsofsector(wall_num->sectorp()))
|
||||
{
|
||||
prev_wall = wall_num;
|
||||
wall_num = wall[wall_num].point2;
|
||||
if (wal.point2Wall() == wall_num) return &wal;
|
||||
}
|
||||
while (wall_num != start_wall);
|
||||
|
||||
return prev_wall;
|
||||
return wall_num; // should never happen unless the sector is malformed.
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -248,7 +248,7 @@ void SpawnGoroFireballExp(DSWActor* Weapon);
|
|||
bool MissileHitMatch(DSWActor* weapActor, int WeaponNum, DSWActor* hitActor);
|
||||
int DoItemFly(DSWActor*);
|
||||
int SpawnVehicleSmoke(DSWActor* actor);
|
||||
short PrevWall(short wall_num);
|
||||
walltype* PrevWall(walltype* wall_num);
|
||||
int DoDamage(DSWActor*, DSWActor*);
|
||||
|
||||
END_SW_NS
|
||||
|
|
Loading…
Reference in a new issue