- SW: Remove some unnecessary ternaries in some inline bools and fix a few return types.

This commit is contained in:
Mitchell Richters 2022-05-30 20:51:24 +10:00
parent 3d8bc3294f
commit de88d4dc8b

View file

@ -1944,21 +1944,20 @@ BEGIN_SW_NS
// OVER and UNDER water macros
inline bool SectorIsDiveArea(sectortype* sect)
{
return (sect->extra & SECTFX_DIVE_AREA) ? true : false;
return sect->extra & SECTFX_DIVE_AREA;
}
inline bool SectorIsUnderwaterArea(sectortype* sect)
{
if (!sect) return false;
return (sect->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2)) ? true : false;
return sect ? sect->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2) : false;
}
inline int PlayerFacingRange(PLAYER* pp, DSWActor* a, int range)
inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, int range)
{
return (abs(getincangle(getangle(a->spr.pos.X - (pp)->pos.X, a->spr.pos.Y - (pp)->pos.Y), (pp)->angle.ang.asbuild())) < (range));
}
inline int FacingRange(DSWActor* a1, DSWActor* a2, int range)
inline bool FacingRange(DSWActor* a1, DSWActor* a2, int range)
{
return (abs(getincangle(getangle(a1->spr.pos.X - a2->spr.pos.X, a1->spr.pos.Y - a2->spr.pos.Y), a2->spr.ang)) < (range));
}
@ -2066,7 +2065,7 @@ inline int ActorSizeY(DSWActor* sp)
return MulScale(tileHeight(sp->spr.picnum), sp->spr.yrepeat, 6);
}
inline int Facing(DSWActor* actor1, DSWActor* actor2)
inline bool Facing(DSWActor* actor1, DSWActor* actor2)
{
return (abs(getincangle(getangle(actor1->spr.pos.X - actor2->spr.pos.X, actor1->spr.pos.Y - actor2->spr.pos.Y), actor2->spr.ang)) < 512);
}
@ -2079,12 +2078,12 @@ inline int GetRepeatFromHeight(DSWActor* sp, int zh)
inline bool SpriteInDiveArea(DSWActor* a)
{
return (a->sector()->extra & SECTFX_DIVE_AREA) ? true : false;
return a->sector()->extra & SECTFX_DIVE_AREA;
}
inline bool SpriteInUnderwaterArea(DSWActor* a)
{
return (a->sector()->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2)) ? true : false;
return a->sector()->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2);
}