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- renamed walltype::picnum to wallpicnum for easier searching.
This commit is contained in:
parent
51ad64f71e
commit
ede5b017ab
40 changed files with 150 additions and 142 deletions
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@ -429,7 +429,7 @@ static void drawwhitelines(const DVector2& cpos, const DVector2& cangvect, const
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for (auto& wal : sector[i].walls)
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{
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if (wal.nextwall >= 0) continue;
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if (!gFullMap && !tileGetTexture(wal.picnum)->isValid()) continue;
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if (!gFullMap && !tileGetTexture(wal.wallpicnum)->isValid()) continue;
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if (isSWALL() && !gFullMap && !show2dwall[wallindex(&wal)])
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continue;
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@ -190,7 +190,7 @@ static void ReadWallV7(FileReader& fr, walltype& wall)
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wall.nextwall = fr.ReadInt16();
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wall.nextsector = fr.ReadInt16();
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wall.cstat = EWallFlags::FromInt(fr.ReadUInt16());
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wall.picnum = fr.ReadInt16();
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wall.wallpicnum = fr.ReadInt16();
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wall.overpicnum = fr.ReadInt16();
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wall.shade = fr.ReadInt8();
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wall.pal = fr.ReadUInt8();
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@ -211,7 +211,7 @@ static void ReadWallV6(FileReader& fr, walltype& wall)
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wall.point2 = fr.ReadInt16();
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wall.nextsector = fr.ReadInt16();
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wall.nextwall = fr.ReadInt16();
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wall.picnum = fr.ReadInt16();
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wall.wallpicnum = fr.ReadInt16();
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wall.overpicnum = fr.ReadInt16();
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wall.shade = fr.ReadInt8();
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wall.pal = fr.ReadUInt8();
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@ -231,7 +231,7 @@ static void ReadWallV5(FileReader& fr, walltype& wall)
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int y = fr.ReadInt32();
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wall.setPosFromMap(x, y);
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wall.point2 = fr.ReadInt16();
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wall.picnum = fr.ReadInt16();
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wall.wallpicnum = fr.ReadInt16();
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wall.overpicnum = fr.ReadInt16();
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wall.shade = fr.ReadInt8();
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wall.cstat = EWallFlags::FromInt(fr.ReadUInt16());
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@ -242,7 +242,7 @@ struct walltype
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float ypan_;
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EWallFlags cstat;
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int16_t picnum;
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int16_t wallpicnum;
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int16_t overpicnum;
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union { int16_t lotag, type; }; // type is for Blood
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int16_t hitag;
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@ -293,6 +293,9 @@ struct walltype
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Blood::XWALL& xw() const { return *_xw; }
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bool hasX() const { return _xw != nullptr; }
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void allocX();
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FTextureID walltexture() const;
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FTextureID overtexture() const;
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};
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// enable for running a compile-check to ensure that renderer-critical variables are not being written to directly.
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@ -437,6 +440,9 @@ struct sectortype
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int getfloorslope() const { return floorstat & CSTAT_SECTOR_SLOPE ? floorheinum : 0; }
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int getceilingslope() const { return ceilingstat & CSTAT_SECTOR_SLOPE ? ceilingheinum : 0; }
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FTextureID ceilingtexture() const;
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FTextureID floortexture() const;
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Blood::XSECTOR& xs() const { return *_xs; }
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bool hasX() const { return _xs != nullptr; } // 0 is invalid!
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@ -490,6 +496,8 @@ struct spritetypebase
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{
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pos = { x * maptoworld, y * maptoworld, z * zmaptoworld };
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}
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FTextureID spritetexture() const;
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};
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@ -388,7 +388,7 @@ int checkTranslucentReplacement(FTextureID picnum, int pal);
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inline bool maskWallHasTranslucency(const walltype* wall)
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{
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return (wall->cstat & CSTAT_WALL_TRANSLUCENT) || checkTranslucentReplacement(tileGetTexture(wall->picnum)->GetID(), wall->pal);
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return (wall->cstat & CSTAT_WALL_TRANSLUCENT) || checkTranslucentReplacement(tileGetTexture(wall->wallpicnum)->GetID(), wall->pal);
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}
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inline bool spriteHasTranslucency(const tspritetype* tspr)
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@ -1010,7 +1010,7 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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// normal texture
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int tilenum = ((wal->cstat & CSTAT_WALL_1WAY) && wal->nextwall != -1) ? wal->overpicnum : wal->picnum;
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int tilenum = ((wal->cstat & CSTAT_WALL_1WAY) && wal->nextwall != -1) ? wal->overpicnum : wal->wallpicnum;
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gotpic.Set(tilenum);
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tileUpdatePicnum(&tilenum);
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texture = tileGetTexture(tilenum);
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@ -1048,7 +1048,7 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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if (bch1a < fch1 || bch2a < fch2)
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{
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int tilenum = wal->picnum;
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int tilenum = wal->wallpicnum;
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gotpic.Set(tilenum);
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tileUpdatePicnum(&tilenum);
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texture = tileGetTexture(tilenum);
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@ -1087,7 +1087,7 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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if (bfh1 > ffh1 || bfh2 > ffh2)
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{
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auto w = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? backwall : wal;
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int tilenum = w->picnum;
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int tilenum = w->wallpicnum;
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gotpic.Set(tilenum);
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tileUpdatePicnum(&tilenum);
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texture = tileGetTexture(tilenum);
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@ -563,7 +563,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, walltype &c, walltype
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("nextwall", c.nextwall, def->nextwall)
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("nextsector", c.nextsector, def->nextsector)
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("cstat", c.cstat, def->cstat)
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("picnum", c.picnum, def->picnum)
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("picnum", c.wallpicnum, def->wallpicnum)
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("overpicnum", c.overpicnum, def->overpicnum)
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("shade", c.shade, def->shade)
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("pal", c.pal, def->pal)
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@ -721,7 +721,7 @@ void wall_settexturename(walltype* sec, int place, int intname)
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{
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if (!sec) ThrowAbortException(X_READ_NIL, nullptr);
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int tilenum = TileFiles.tileForName(FName(ENamedName(intname)).GetChars());
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(place ? sec->overpicnum : sec->picnum) = tilenum;
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(place ? sec->overpicnum : sec->wallpicnum) = tilenum;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_walltype, settexturename, wall_settexturename)
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{
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@ -736,7 +736,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_walltype, settexturename, wall_settexturename)
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void wall_settexture(walltype* sec, int place, int tilenum)
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{
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if (!sec) ThrowAbortException(X_READ_NIL, nullptr);
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(place ? sec->overpicnum : sec->picnum) = tilenum;
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(place ? sec->overpicnum : sec->wallpicnum) = tilenum;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_walltype, settexture, wall_settexture)
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{
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@ -6644,11 +6644,11 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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case 0:
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{
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auto pWall = gHitInfo.hitWall;
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nSurf = surfType[pWall->picnum];
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nSurf = surfType[pWall->wallpicnum];
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if (actCanSplatWall(pWall))
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{
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auto ppos = gHitInfo.hitpos - dv;
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int nnSurf = surfType[pWall->picnum];
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int nnSurf = surfType[pWall->wallpicnum];
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assert(nnSurf < kSurfMax);
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if (pVectorData->surfHit[nnSurf].fx1 >= 0)
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{
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@ -6741,7 +6741,7 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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if (actCanSplatWall(pWall))
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{
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auto ppos = gHitInfo.hitpos - dv;
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int nnSurf = surfType[pWall->picnum];
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int nnSurf = surfType[pWall->wallpicnum];
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const VECTORDATA* pVectorData1 = &gVectorData[19];
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FX_ID t2 = pVectorData1->surfHit[nnSurf].fx2;
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FX_ID t3 = pVectorData1->surfHit[nnSurf].fx3;
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@ -402,7 +402,7 @@ void dbLoadMap(const char* pPath, DVector3& pos, short* pAngle, sectortype** cur
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pWall->nextwall = LittleShort(load.nextwall);
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pWall->nextsector = LittleShort(load.nextsector);
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pWall->cstat = EWallFlags::FromInt(LittleShort(load.cstat));
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pWall->picnum = EWallFlags::FromInt(LittleShort(load.picnum));
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pWall->wallpicnum = EWallFlags::FromInt(LittleShort(load.picnum));
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pWall->overpicnum = LittleShort(load.overpicnum);
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pWall->type = LittleShort(load.type);
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pWall->hitag = LittleShort(load.hitag);
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@ -88,7 +88,7 @@ void InitMirrors(void)
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}
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continue;
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}
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if (pWalli->picnum == 504)
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if (pWalli->wallpicnum == 504)
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{
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mirror[mirrorcnt].link = i;
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mirror[mirrorcnt].mynum = i;
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@ -3945,8 +3945,8 @@ bool condCheckMixed(DBloodActor* aCond, const EVENT& event, int cmpOp, bool PUSH
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walltype* pObj = eob.wall();
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switch (cond)
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{
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case 24: return condCmp(surfType[pObj->picnum], arg1, arg2, cmpOp);
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case 25: return condCmp(pObj->picnum, arg1, arg2, cmpOp);
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case 24: return condCmp(surfType[pObj->wallpicnum], arg1, arg2, cmpOp);
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case 25: return condCmp(pObj->wallpicnum, arg1, arg2, cmpOp);
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case 26: return condCmp(pObj->pal, arg1, arg2, cmpOp);
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case 27: return condCmp(pObj->shade, arg1, arg2, cmpOp);
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case 28: return (arg3) ? condCmp((pObj->cstat & EWallFlags::FromInt(arg3)), arg1, arg2, cmpOp) : (pObj->cstat & EWallFlags::FromInt(arg1));
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@ -7212,7 +7212,7 @@ void usePictureChanger(DBloodActor* sourceactor, int objType, sectortype* targSe
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break;
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case OBJ_WALL:
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if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
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targWall->picnum = sourceactor->xspr.data1;
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targWall->wallpicnum = sourceactor->xspr.data1;
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if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
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targWall->overpicnum = sourceactor->xspr.data2;
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@ -267,7 +267,7 @@ void PreloadCache()
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}
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for (auto& wal : wall)
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{
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tilePrecacheTile(wal.picnum, 0, wal.pal);
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tilePrecacheTile(wal.wallpicnum, 0, wal.pal);
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if (wal.overpicnum >= 0)
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tilePrecacheTile(wal.overpicnum, 0, wal.pal);
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}
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@ -320,7 +320,7 @@ void DoSectorPanning(void)
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psx = MulScale(psx, pXWall->busy, 16);
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psy = MulScale(psy, pXWall->busy, 16);
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}
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int nTile = pWall->picnum;
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int nTile = pWall->wallpicnum;
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int px = (psx << 2) / tileWidth(nTile);
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int py = (psy << 2) / tileHeight(nTile);
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@ -157,7 +157,7 @@ void UpdateFloor(sectortype* pSector, SEQFRAME* pFrame)
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void UpdateWall(walltype* pWall, SEQFRAME* pFrame)
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{
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assert(pWall->hasX());
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pWall->picnum = seqGetTile(pFrame);
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pWall->wallpicnum = seqGetTile(pFrame);
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if (pFrame->palette)
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pWall->pal = pFrame->palette;
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if (pFrame->transparent)
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@ -127,7 +127,7 @@ int tileGetSurfType(CollisionBase& hit)
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case kHitSector:
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return surfType[hit.hitSector->floorpicnum];
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case kHitWall:
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return surfType[hit.hitWall->picnum];
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return surfType[hit.hitWall->wallpicnum];
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case kHitSprite:
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return surfType[hit.hitActor->spr.picnum];
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}
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@ -1860,7 +1860,7 @@ void destroyit(DDukeActor *actor)
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auto srcwal = srcsect->walls.Data();
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for (unsigned i = 0; i < destsect->walls.Size(); i++, srcwal++, destwal++)
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{
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destwal->picnum = srcwal->picnum;
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destwal->wallpicnum = srcwal->wallpicnum;
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destwal->overpicnum = srcwal->overpicnum;
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destwal->shade = srcwal->shade;
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destwal->xrepeat = srcwal->xrepeat;
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@ -558,7 +558,7 @@ CCMD(changewalltexture)
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hitscan(ps[0].actor->spr.pos, ps[0].cursector, DVector3(ps[0].actor->spr.Angles.Yaw.ToVector(), 0) * 1024, hit, CLIPMASK1);
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if (hit.hitWall)
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{
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hit.hitWall->picnum = tile;
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hit.hitWall->wallpicnum = tile;
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}
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}
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@ -972,8 +972,8 @@ void DoWall(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, i
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else SetGameVarID(lVar2, wallp->cstat, sActor, sPlayer);
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break;
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case WALL_PICNUM:
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if (bSet) wallp->picnum = lValue;
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else SetGameVarID(lVar2, wallp->picnum, sActor, sPlayer);
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if (bSet) wallp->wallpicnum = lValue;
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else SetGameVarID(lVar2, wallp->wallpicnum, sActor, sPlayer);
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break;
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case WALL_OVERPICNUM:
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if (bSet) wallp->overpicnum = lValue;
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@ -281,7 +281,7 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
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hit.hitWall =hit.hitWall->nextWall();
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if (hit.hitWall->picnum != DTILE_ACCESSSWITCH && hit.hitWall->picnum != DTILE_ACCESSSWITCH2)
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if (hit.hitWall->wallpicnum != DTILE_ACCESSSWITCH && hit.hitWall->wallpicnum != DTILE_ACCESSSWITCH2)
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{
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checkhitwall(knee, hit.hitWall, hit.hitpos);
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if (p >= 0) fi.checkhitswitch(p, hit.hitWall, nullptr);
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@ -458,19 +458,19 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
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{
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spawn(spark, DTILE_SMALLSMOKE);
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if (isadoorwall(hit.hitWall->picnum) == 1)
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if (isadoorwall(hit.hitWall->wallpicnum) == 1)
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goto SKIPBULLETHOLE;
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if (isablockdoor(hit.hitWall->picnum) == 1)
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if (isablockdoor(hit.hitWall->wallpicnum) == 1)
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goto SKIPBULLETHOLE;
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if (p >= 0 && (
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hit.hitWall->picnum == DTILE_DIPSWITCH ||
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hit.hitWall->picnum == DTILE_DIPSWITCHON ||
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hit.hitWall->picnum == DTILE_DIPSWITCH2 ||
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hit.hitWall->picnum == DTILE_DIPSWITCH2ON ||
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hit.hitWall->picnum == DTILE_DIPSWITCH3 ||
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hit.hitWall->picnum == DTILE_DIPSWITCH3ON ||
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hit.hitWall->picnum == DTILE_HANDSWITCH ||
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hit.hitWall->picnum == DTILE_HANDSWITCHON))
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hit.hitWall->wallpicnum == DTILE_DIPSWITCH ||
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hit.hitWall->wallpicnum == DTILE_DIPSWITCHON ||
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hit.hitWall->wallpicnum == DTILE_DIPSWITCH2 ||
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hit.hitWall->wallpicnum == DTILE_DIPSWITCH2ON ||
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hit.hitWall->wallpicnum == DTILE_DIPSWITCH3 ||
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hit.hitWall->wallpicnum == DTILE_DIPSWITCH3ON ||
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hit.hitWall->wallpicnum == DTILE_HANDSWITCH ||
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hit.hitWall->wallpicnum == DTILE_HANDSWITCHON))
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{
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fi.checkhitswitch(p, hit.hitWall, nullptr);
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return;
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@ -952,7 +952,7 @@ static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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else if (hit.actor() != nullptr) fi.checkhitsprite(hit.actor(), spark);
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else if (hit.hitWall != nullptr)
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{
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if (hit.hitWall->picnum != DTILE_ACCESSSWITCH && hit.hitWall->picnum != DTILE_ACCESSSWITCH2)
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if (hit.hitWall->wallpicnum != DTILE_ACCESSSWITCH && hit.hitWall->wallpicnum != DTILE_ACCESSSWITCH2)
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{
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checkhitwall(spark, hit.hitWall, hit.hitpos);
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}
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@ -172,7 +172,7 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a
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if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz)
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hit.hitWall = hit.hitWall->nextWall();
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if (hit.hitWall->picnum != RTILE_ACCESSSWITCH && hit.hitWall->picnum != RTILE_ACCESSSWITCH2)
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if (hit.hitWall->wallpicnum != RTILE_ACCESSSWITCH && hit.hitWall->wallpicnum != RTILE_ACCESSSWITCH2)
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{
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checkhitwall(wpn, hit.hitWall, hit.hitpos);
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if (p >= 0) fi.checkhitswitch(p, hit.hitWall, nullptr);
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@ -352,20 +352,20 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
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{
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spawn(spark, RTILE_SMALLSMOKE);
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if (isadoorwall(hit.hitWall->picnum) == 1)
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if (isadoorwall(hit.hitWall->wallpicnum) == 1)
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goto SKIPBULLETHOLE;
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if (isablockdoor(hit.hitWall->picnum) == 1)
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if (isablockdoor(hit.hitWall->wallpicnum) == 1)
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goto SKIPBULLETHOLE;
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if (p >= 0 && (
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hit.hitWall->picnum == RTILE_DIPSWITCH ||
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hit.hitWall->picnum == RTILE_DIPSWITCHON ||
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hit.hitWall->picnum == RTILE_DIPSWITCH2 ||
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hit.hitWall->picnum == RTILE_DIPSWITCH2ON ||
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hit.hitWall->picnum == RTILE_DIPSWITCH3 ||
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hit.hitWall->picnum == RTILE_DIPSWITCH3ON ||
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(isRRRA() && hit.hitWall->picnum == RTILE_RRTILE8660) ||
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hit.hitWall->picnum == RTILE_HANDSWITCH ||
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hit.hitWall->picnum == RTILE_HANDSWITCHON))
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hit.hitWall->wallpicnum == RTILE_DIPSWITCH ||
|
||||
hit.hitWall->wallpicnum == RTILE_DIPSWITCHON ||
|
||||
hit.hitWall->wallpicnum == RTILE_DIPSWITCH2 ||
|
||||
hit.hitWall->wallpicnum == RTILE_DIPSWITCH2ON ||
|
||||
hit.hitWall->wallpicnum == RTILE_DIPSWITCH3 ||
|
||||
hit.hitWall->wallpicnum == RTILE_DIPSWITCH3ON ||
|
||||
(isRRRA() && hit.hitWall->wallpicnum == RTILE_RRTILE8660) ||
|
||||
hit.hitWall->wallpicnum == RTILE_HANDSWITCH ||
|
||||
hit.hitWall->wallpicnum == RTILE_HANDSWITCHON))
|
||||
{
|
||||
fi.checkhitswitch(p, hit.hitWall, nullptr);
|
||||
return;
|
||||
|
|
|
@ -1082,7 +1082,7 @@ void enterlevel(MapRecord *mi, int gamemode)
|
|||
{
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
if (wal.picnum == 7873 || wal.picnum == 7870)
|
||||
if (wal.wallpicnum == 7873 || wal.wallpicnum == 7870)
|
||||
StartInterpolation(&wal, Interp_Wall_PanX);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -231,7 +231,7 @@ void cacheit_d(void)
|
|||
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
tloadtile(wal.picnum, wal.pal);
|
||||
tloadtile(wal.wallpicnum, wal.pal);
|
||||
if (wal.overpicnum >= 0)
|
||||
tloadtile(wal.overpicnum, wal.pal);
|
||||
}
|
||||
|
@ -397,7 +397,7 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
|
|||
|
||||
wal.extra = -1;
|
||||
|
||||
switch (wal.picnum)
|
||||
switch (wal.wallpicnum)
|
||||
{
|
||||
case DTILE_W_TECHWALL1:
|
||||
case DTILE_W_TECHWALL2:
|
||||
|
@ -421,11 +421,11 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
|
|||
case DTILE_FEMPIC2:
|
||||
case DTILE_FEMPIC3:
|
||||
|
||||
wal.extra = wal.picnum;
|
||||
wal.extra = wal.wallpicnum;
|
||||
animwall[numanimwalls].tag = -1;
|
||||
|
||||
animwall[numanimwalls].wall = &wal;
|
||||
animwall[numanimwalls].tag = wal.picnum;
|
||||
animwall[numanimwalls].tag = wal.wallpicnum;
|
||||
numanimwalls++;
|
||||
break;
|
||||
|
||||
|
@ -448,7 +448,7 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
|
|||
case DTILE_SCREENBREAK19:
|
||||
|
||||
animwall[numanimwalls].wall = &wal;
|
||||
animwall[numanimwalls].tag = wal.picnum;
|
||||
animwall[numanimwalls].tag = wal.wallpicnum;
|
||||
numanimwalls++;
|
||||
break;
|
||||
}
|
||||
|
@ -459,7 +459,7 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
|
|||
{
|
||||
for (auto& wal : mirrorsector[i]->walls)
|
||||
{
|
||||
wal.picnum = DTILE_MIRROR;
|
||||
wal.wallpicnum = DTILE_MIRROR;
|
||||
wal.overpicnum = DTILE_MIRROR;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -371,7 +371,7 @@ void cacheit_r(void)
|
|||
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
tloadtile(wal.picnum, wal.pal);
|
||||
tloadtile(wal.wallpicnum, wal.pal);
|
||||
if(wal.overpicnum >= 0)
|
||||
tloadtile(wal.overpicnum, wal.pal);
|
||||
}
|
||||
|
@ -691,7 +691,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
|
|||
|
||||
wal->extra = -1;
|
||||
|
||||
switch (wal->picnum)
|
||||
switch (wal->wallpicnum)
|
||||
{
|
||||
case RTILE_SCREENBREAK6:
|
||||
case RTILE_SCREENBREAK7:
|
||||
|
@ -710,7 +710,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
|
|||
{
|
||||
for (auto& mwal : mirrorsector[i]->walls)
|
||||
{
|
||||
mwal.picnum = RTILE_MIRROR;
|
||||
mwal.wallpicnum = RTILE_MIRROR;
|
||||
mwal.overpicnum = RTILE_MIRROR;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1306,10 +1306,10 @@ void checkhitwall(DDukeActor* spr, walltype* wal, const DVector3& pos)
|
|||
}
|
||||
}
|
||||
|
||||
auto data = breakWallMap.CheckKey(wal->picnum);
|
||||
auto data = breakWallMap.CheckKey(wal->wallpicnum);
|
||||
if (data && !(data->flags & 1))
|
||||
{
|
||||
handler(data, &wal->picnum);
|
||||
handler(data, &wal->wallpicnum);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -56,7 +56,7 @@ void animatewalls_d(void)
|
|||
for (int p = 0; p < numanimwalls; p++)
|
||||
{
|
||||
auto wal = animwall[p].wall;
|
||||
int j = wal->picnum;
|
||||
int j = wal->wallpicnum;
|
||||
|
||||
switch (j)
|
||||
{
|
||||
|
@ -80,8 +80,8 @@ void animatewalls_d(void)
|
|||
|
||||
if ((krand() & 255) < 16)
|
||||
{
|
||||
animwall[p].tag = wal->picnum;
|
||||
wal->picnum = DTILE_SCREENBREAK6;
|
||||
animwall[p].tag = wal->wallpicnum;
|
||||
wal->wallpicnum = DTILE_SCREENBREAK6;
|
||||
}
|
||||
|
||||
continue;
|
||||
|
@ -91,12 +91,12 @@ void animatewalls_d(void)
|
|||
case DTILE_SCREENBREAK8:
|
||||
|
||||
if (animwall[p].tag >= 0 && wal->extra != DTILE_FEMPIC2 && wal->extra != DTILE_FEMPIC3)
|
||||
wal->picnum = animwall[p].tag;
|
||||
wal->wallpicnum = animwall[p].tag;
|
||||
else
|
||||
{
|
||||
wal->picnum++;
|
||||
if (wal->picnum == (DTILE_SCREENBREAK6 + 3))
|
||||
wal->picnum = DTILE_SCREENBREAK6;
|
||||
wal->wallpicnum++;
|
||||
if (wal->wallpicnum == (DTILE_SCREENBREAK6 + 3))
|
||||
wal->wallpicnum = DTILE_SCREENBREAK6;
|
||||
}
|
||||
continue;
|
||||
|
||||
|
@ -185,7 +185,7 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
|
|||
if (lotag == 0) return 0;
|
||||
hitag = wwal->hitag;
|
||||
spos = wwal->pos;
|
||||
picnum = wwal->picnum;
|
||||
picnum = wwal->wallpicnum;
|
||||
switchpal = wwal->pal;
|
||||
}
|
||||
|
||||
|
@ -336,19 +336,19 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
|
|||
for (auto& wal : wall)
|
||||
{
|
||||
if (lotag == wal.lotag)
|
||||
switch (wal.picnum)
|
||||
switch (wal.wallpicnum)
|
||||
{
|
||||
case DTILE_DIPSWITCH:
|
||||
case DTILE_TECHSWITCH:
|
||||
case DTILE_ALIENSWITCH:
|
||||
if (!act && &wal == wwal) wal.picnum++;
|
||||
if (!act && &wal == wwal) wal.wallpicnum++;
|
||||
else if (wal.hitag == 0) correctdips++;
|
||||
numdips++;
|
||||
break;
|
||||
case DTILE_DIPSWITCHON:
|
||||
case DTILE_TECHSWITCHON:
|
||||
case DTILE_ALIENSWITCHON:
|
||||
if (!act && &wal == wwal) wal.picnum--;
|
||||
if (!act && &wal == wwal) wal.wallpicnum--;
|
||||
else if (wal.hitag == 1) correctdips++;
|
||||
numdips++;
|
||||
break;
|
||||
|
@ -356,9 +356,9 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
|
|||
case DTILE_MULTISWITCH_2:
|
||||
case DTILE_MULTISWITCH_3:
|
||||
case DTILE_MULTISWITCH_4:
|
||||
wal.picnum++;
|
||||
if (wal.picnum > (DTILE_MULTISWITCH_4))
|
||||
wal.picnum = DTILE_MULTISWITCH;
|
||||
wal.wallpicnum++;
|
||||
if (wal.wallpicnum > (DTILE_MULTISWITCH_4))
|
||||
wal.wallpicnum = DTILE_MULTISWITCH;
|
||||
break;
|
||||
case DTILE_ACCESSSWITCH:
|
||||
case DTILE_ACCESSSWITCH2:
|
||||
|
@ -374,7 +374,7 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
|
|||
case DTILE_HANDSWITCH:
|
||||
case DTILE_DIPSWITCH2:
|
||||
case DTILE_DIPSWITCH3:
|
||||
wal.picnum++;
|
||||
wal.wallpicnum++;
|
||||
break;
|
||||
case DTILE_HANDSWITCHON:
|
||||
case DTILE_PULLSWITCHON:
|
||||
|
@ -388,7 +388,7 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
|
|||
case DTILE_SPACEDOORSWITCHON:
|
||||
case DTILE_DIPSWITCH2ON:
|
||||
case DTILE_DIPSWITCH3ON:
|
||||
wal.picnum--;
|
||||
wal.wallpicnum--;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -907,7 +907,7 @@ void checksectors_d(int snum)
|
|||
|
||||
if (near.hitWall)
|
||||
{
|
||||
if (near.hitWall->lotag > 0 && isadoorwall(near.hitWall->picnum))
|
||||
if (near.hitWall->lotag > 0 && isadoorwall(near.hitWall->wallpicnum))
|
||||
{
|
||||
if (hitscanwall == near.hitWall || hitscanwall == nullptr)
|
||||
fi.checkhitswitch(snum, near.hitWall, nullptr);
|
||||
|
|
|
@ -50,9 +50,9 @@ void animatewalls_r(void)
|
|||
{
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
if (wal.picnum == RTILE_RRTILE7873)
|
||||
if (wal.wallpicnum == RTILE_RRTILE7873)
|
||||
wal.addxpan(6);
|
||||
else if (wal.picnum == RTILE_RRTILE7870)
|
||||
else if (wal.wallpicnum == RTILE_RRTILE7870)
|
||||
wal.addxpan(6);
|
||||
}
|
||||
}
|
||||
|
@ -60,7 +60,7 @@ void animatewalls_r(void)
|
|||
for (int p = 0; p < numanimwalls; p++)
|
||||
{
|
||||
auto wal = animwall[p].wall;
|
||||
int j = wal->picnum;
|
||||
int j = wal->wallpicnum;
|
||||
|
||||
switch (j)
|
||||
{
|
||||
|
@ -78,8 +78,8 @@ void animatewalls_r(void)
|
|||
|
||||
if ((krand() & 255) < 16)
|
||||
{
|
||||
animwall[p].tag = wal->picnum;
|
||||
wal->picnum = RTILE_SCREENBREAK6;
|
||||
animwall[p].tag = wal->wallpicnum;
|
||||
wal->wallpicnum = RTILE_SCREENBREAK6;
|
||||
}
|
||||
|
||||
continue;
|
||||
|
@ -89,12 +89,12 @@ void animatewalls_r(void)
|
|||
case RTILE_SCREENBREAK8:
|
||||
|
||||
if (animwall[p].tag >= 0)
|
||||
wal->picnum = animwall[p].tag;
|
||||
wal->wallpicnum = animwall[p].tag;
|
||||
else
|
||||
{
|
||||
wal->picnum++;
|
||||
if (wal->picnum == (RTILE_SCREENBREAK6 + 3))
|
||||
wal->picnum = RTILE_SCREENBREAK6;
|
||||
wal->wallpicnum++;
|
||||
if (wal->wallpicnum == (RTILE_SCREENBREAK6 + 3))
|
||||
wal->wallpicnum = RTILE_SCREENBREAK6;
|
||||
}
|
||||
continue;
|
||||
|
||||
|
@ -144,7 +144,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
|||
if (lotag == 0) return 0;
|
||||
hitag = wwal->hitag;
|
||||
pos = wwal->pos;
|
||||
picnum = wwal->picnum;
|
||||
picnum = wwal->wallpicnum;
|
||||
switchpal = wwal->pal;
|
||||
}
|
||||
|
||||
|
@ -367,19 +367,19 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
|||
for (auto& wal : wall)
|
||||
{
|
||||
if (lotag == wal.lotag)
|
||||
switch (wal.picnum)
|
||||
switch (wal.wallpicnum)
|
||||
{
|
||||
case RTILE_DIPSWITCH:
|
||||
case RTILE_TECHSWITCH:
|
||||
case RTILE_ALIENSWITCH:
|
||||
if (!act && &wal == wwal) wal.picnum++;
|
||||
if (!act && &wal == wwal) wal.wallpicnum++;
|
||||
else if (wal.hitag == 0) correctdips++;
|
||||
numdips++;
|
||||
break;
|
||||
case RTILE_DIPSWITCHON:
|
||||
case RTILE_TECHSWITCHON:
|
||||
case RTILE_ALIENSWITCHON:
|
||||
if (!act && &wal == wwal) wal.picnum--;
|
||||
if (!act && &wal == wwal) wal.wallpicnum--;
|
||||
else if (wal.hitag == 1) correctdips++;
|
||||
numdips++;
|
||||
break;
|
||||
|
@ -387,18 +387,18 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
|||
case RTILE_MULTISWITCH_2:
|
||||
case RTILE_MULTISWITCH_3:
|
||||
case RTILE_MULTISWITCH_4:
|
||||
wal.picnum++;
|
||||
if (wal.picnum > (RTILE_MULTISWITCH_4))
|
||||
wal.picnum = RTILE_MULTISWITCH;
|
||||
wal.wallpicnum++;
|
||||
if (wal.wallpicnum > (RTILE_MULTISWITCH_4))
|
||||
wal.wallpicnum = RTILE_MULTISWITCH;
|
||||
break;
|
||||
case RTILE_MULTISWITCH2:
|
||||
case RTILE_MULTISWITCH2_2:
|
||||
case RTILE_MULTISWITCH2_3:
|
||||
case RTILE_MULTISWITCH2_4:
|
||||
if (!isRRRA()) break;
|
||||
wal.picnum++;
|
||||
if (wal.picnum > (RTILE_MULTISWITCH2_4))
|
||||
wal.picnum = RTILE_MULTISWITCH2;
|
||||
wal.wallpicnum++;
|
||||
if (wal.wallpicnum > (RTILE_MULTISWITCH2_4))
|
||||
wal.wallpicnum = RTILE_MULTISWITCH2;
|
||||
break;
|
||||
case RTILE_RRTILE8660:
|
||||
if (!isRRRA()) break;
|
||||
|
@ -419,7 +419,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
|||
case RTILE_DIPSWITCH3:
|
||||
case RTILE_RRTILE2697:
|
||||
case RTILE_RRTILE2707:
|
||||
wal.picnum++;
|
||||
wal.wallpicnum++;
|
||||
break;
|
||||
case RTILE_HANDSWITCHON:
|
||||
case RTILE_PULLSWITCHON:
|
||||
|
@ -435,7 +435,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
|||
case RTILE_DIPSWITCH3ON:
|
||||
case RTILE_RRTILE2697 + 1:
|
||||
case RTILE_RRTILE2707 + 1:
|
||||
wal.picnum--;
|
||||
wal.wallpicnum--;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1028,7 +1028,7 @@ void checksectors_r(int snum)
|
|||
|
||||
if (near.hitWall)
|
||||
{
|
||||
if (near.hitWall->lotag > 0 && isadoorwall(near.hitWall->picnum))
|
||||
if (near.hitWall->lotag > 0 && isadoorwall(near.hitWall->wallpicnum))
|
||||
{
|
||||
if (hitscanwall == near.hitWall || hitscanwall == nullptr)
|
||||
fi.checkhitswitch(snum, near.hitWall, nullptr);
|
||||
|
|
|
@ -1301,7 +1301,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, ceilingflags, duke_ceilingflags)
|
|||
|
||||
int duke_wallflags(walltype* wal, int which)
|
||||
{
|
||||
return tileflags(which? wal->overpicnum : wal->picnum);
|
||||
return tileflags(which? wal->overpicnum : wal->wallpicnum);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, wallflags, duke_wallflags)
|
||||
|
@ -1314,7 +1314,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, wallflags, duke_wallflags)
|
|||
|
||||
int duke_ismirror(walltype* wal)
|
||||
{
|
||||
return wal->picnum == TILE_MIRROR || wal->overpicnum == TILE_MIRROR;
|
||||
return wal->wallpicnum == TILE_MIRROR || wal->overpicnum == TILE_MIRROR;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, ismirror, duke_ismirror)
|
||||
|
|
|
@ -464,7 +464,7 @@ HITSPRITE:
|
|||
else if (pHitWall != nullptr)
|
||||
{
|
||||
HITWALL:
|
||||
if (pHitWall->picnum == kEnergy1)
|
||||
if (pHitWall->wallpicnum == kEnergy1)
|
||||
{
|
||||
if (pHitWall->twoSided())
|
||||
{
|
||||
|
|
|
@ -55,7 +55,7 @@ void precache()
|
|||
|
||||
for(auto& wal : wall)
|
||||
{
|
||||
int j = wal.picnum;
|
||||
int j = wal.wallpicnum;
|
||||
markTileForPrecache(j, wal.pal);
|
||||
|
||||
if (wal.twoSided())
|
||||
|
|
|
@ -718,7 +718,7 @@ void AddFlow(walltype* pWall, int nSpeed, int b)
|
|||
// only moves up or down
|
||||
StartInterpolation(pWall, Interp_Wall_PanY);
|
||||
|
||||
int nPic = pWall->picnum;
|
||||
int nPic = pWall->wallpicnum;
|
||||
|
||||
sFlowInfo[nFlow].angcos = 0;
|
||||
sFlowInfo[nFlow].angsin = b == 2 ? 1.f : -1.f;
|
||||
|
|
|
@ -962,7 +962,7 @@ void AIWallFace::ProcessChannel(RunListEvent* ev)
|
|||
|
||||
if ((si <= WallFace[nWallFace].count) && (si >= 0))
|
||||
{
|
||||
WallFace[nWallFace].pWall->picnum = WallFace[nWallFace].piclist[si];
|
||||
WallFace[nWallFace].pWall->wallpicnum = WallFace[nWallFace].piclist[si];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1256,13 +1256,13 @@ int BuildTrap(DExhumedActor* pActor, int edx, int ebx, int ecx)
|
|||
if (sTrap[nTrap].pWall1 != nullptr)
|
||||
{
|
||||
sTrap[nTrap].pWall2 = &wal;
|
||||
sTrap[nTrap].nPicnum2 = wal.picnum;
|
||||
sTrap[nTrap].nPicnum2 = wal.wallpicnum;
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
sTrap[nTrap].pWall1 = &wal;
|
||||
sTrap[nTrap].nPicnum1 = wal.picnum;
|
||||
sTrap[nTrap].nPicnum1 = wal.wallpicnum;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1321,13 +1321,13 @@ void AITrap::Tick(RunListEvent* ev)
|
|||
auto pWall = sTrap[nTrap].pWall1;
|
||||
if (pWall)
|
||||
{
|
||||
pWall->picnum = sTrap[nTrap].nPicnum1;
|
||||
pWall->wallpicnum = sTrap[nTrap].nPicnum1;
|
||||
}
|
||||
|
||||
pWall = sTrap[nTrap].pWall1;
|
||||
if (pWall)
|
||||
{
|
||||
pWall->picnum = sTrap[nTrap].nPicnum2;
|
||||
pWall->wallpicnum = sTrap[nTrap].nPicnum2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1353,13 +1353,13 @@ void AITrap::Tick(RunListEvent* ev)
|
|||
auto pWall = sTrap[nTrap].pWall1;
|
||||
if (pWall)
|
||||
{
|
||||
pWall->picnum = sTrap[nTrap].nPicnum1 + 1;
|
||||
pWall->wallpicnum = sTrap[nTrap].nPicnum1 + 1;
|
||||
}
|
||||
|
||||
pWall = sTrap[nTrap].pWall2;
|
||||
if (pWall)
|
||||
{
|
||||
pWall->picnum = sTrap[nTrap].nPicnum2;
|
||||
pWall->wallpicnum = sTrap[nTrap].nPicnum2;
|
||||
}
|
||||
|
||||
D3PlayFX(StaticSound[kSound36], pBullet);
|
||||
|
@ -1620,7 +1620,7 @@ DExhumedActor* BuildEnergyBlock(sectortype* pSector)
|
|||
{
|
||||
apos += wal.pos;
|
||||
|
||||
wal.picnum = kClockSymbol16;
|
||||
wal.wallpicnum = kClockSymbol16;
|
||||
wal.pal = 0;
|
||||
wal.shade = 50;
|
||||
}
|
||||
|
@ -2625,7 +2625,7 @@ void PostProcess()
|
|||
|
||||
for(auto& wal : sect.walls)
|
||||
{
|
||||
if (wal.picnum == kTile3603)
|
||||
if (wal.wallpicnum == kTile3603)
|
||||
{
|
||||
wal.pal = 1;
|
||||
auto pActor = insertActor(§, 407);
|
||||
|
|
|
@ -1625,7 +1625,7 @@ void runlist_ProcessWallTag(walltype* pWall, int nLotag, int nHitag)
|
|||
|
||||
case 1:
|
||||
{
|
||||
int nWallFace = BuildWallFace(nChannel, pWall, 2, pWall->picnum, pWall->picnum + 1);
|
||||
int nWallFace = BuildWallFace(nChannel, pWall, 2, pWall->wallpicnum, pWall->wallpicnum + 1);
|
||||
runlist_AddRunRec(sRunChannels[nChannel].a, nWallFace, 0x70000);
|
||||
|
||||
auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, nEffectTag, 0), pWall);
|
||||
|
@ -1643,7 +1643,7 @@ void runlist_ProcessWallTag(walltype* pWall, int nLotag, int nHitag)
|
|||
|
||||
case 7: // Regular switch
|
||||
{
|
||||
int nWallFace = BuildWallFace(nChannel, pWall, 2, pWall->picnum, pWall->picnum + 1);
|
||||
int nWallFace = BuildWallFace(nChannel, pWall, 2, pWall->wallpicnum, pWall->wallpicnum + 1);
|
||||
runlist_AddRunRec(sRunChannels[nChannel].a, nWallFace, 0x70000);
|
||||
|
||||
auto nSwitch = BuildSwPressWall(nChannel, BuildLink(1, 1), pWall);
|
||||
|
@ -1653,7 +1653,7 @@ void runlist_ProcessWallTag(walltype* pWall, int nLotag, int nHitag)
|
|||
|
||||
case 8: // Reverse switch
|
||||
{
|
||||
int nWallFace = BuildWallFace(nChannel, pWall, 2, pWall->picnum, pWall->picnum + 1);
|
||||
int nWallFace = BuildWallFace(nChannel, pWall, 2, pWall->wallpicnum, pWall->wallpicnum + 1);
|
||||
runlist_AddRunRec(sRunChannels[nChannel].a, nWallFace, 0x70000);
|
||||
|
||||
auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, -1, 0), pWall);
|
||||
|
|
|
@ -476,7 +476,7 @@ BREAK_INFO* SetupWallForBreak(walltype* wallp)
|
|||
{
|
||||
BREAK_INFO* break_info;
|
||||
|
||||
break_info = FindWallBreakInfo(wallp->picnum);
|
||||
break_info = FindWallBreakInfo(wallp->wallpicnum);
|
||||
if (break_info)
|
||||
{
|
||||
wallp->lotag = TAG_WALL_BREAK;
|
||||
|
@ -586,7 +586,7 @@ int AutoBreakWall(walltype* wallp, const DVector3& hit_pos, DAngle ang, int type
|
|||
if (wallp->overpicnum > 0 && (wallp->cstat & CSTAT_WALL_MASKED))
|
||||
break_info = FindWallBreakInfo(wallp->overpicnum);
|
||||
else
|
||||
break_info = FindWallBreakInfo(wallp->picnum);
|
||||
break_info = FindWallBreakInfo(wallp->wallpicnum);
|
||||
|
||||
if (!break_info)
|
||||
{
|
||||
|
@ -639,10 +639,10 @@ int AutoBreakWall(walltype* wallp, const DVector3& hit_pos, DAngle ang, int type
|
|||
else
|
||||
{
|
||||
if (break_info->breaknum == -1)
|
||||
wallp->picnum = 594; // temporary break pic
|
||||
wallp->wallpicnum = 594; // temporary break pic
|
||||
else
|
||||
{
|
||||
wallp->picnum = break_info->breaknum;
|
||||
wallp->wallpicnum = break_info->breaknum;
|
||||
if (wallp->hitag < 0)
|
||||
DoWallBreakSpriteMatch(wallp->hitag);
|
||||
}
|
||||
|
@ -681,7 +681,7 @@ bool UserBreakWall(walltype* wp)
|
|||
return true;
|
||||
}
|
||||
|
||||
if (wp->picnum == SP_TAG5(actor))
|
||||
if (wp->wallpicnum == SP_TAG5(actor))
|
||||
return true;
|
||||
|
||||
// make it BROKEN
|
||||
|
@ -692,7 +692,7 @@ bool UserBreakWall(walltype* wp)
|
|||
|
||||
if (SP_TAG8(actor) == 0)
|
||||
{
|
||||
wp->picnum = SP_TAG5(actor);
|
||||
wp->wallpicnum = SP_TAG5(actor);
|
||||
// clear tags
|
||||
wp->hitag = wp->lotag = 0;
|
||||
if (wp->twoSided())
|
||||
|
@ -715,7 +715,7 @@ bool UserBreakWall(walltype* wp)
|
|||
else if (SP_TAG8(actor) == 2)
|
||||
{
|
||||
// set to broken pic
|
||||
wp->picnum = SP_TAG5(actor);
|
||||
wp->wallpicnum = SP_TAG5(actor);
|
||||
|
||||
// clear flags
|
||||
wp->cstat &= ~(block_flags);
|
||||
|
@ -735,7 +735,7 @@ bool UserBreakWall(walltype* wp)
|
|||
else
|
||||
{
|
||||
// increment picnum
|
||||
wp->picnum++;
|
||||
wp->wallpicnum++;
|
||||
|
||||
DoSpawnSpotsForDamage(match);
|
||||
}
|
||||
|
|
|
@ -98,7 +98,7 @@ void precacheMap(void)
|
|||
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
j = wal.picnum;
|
||||
j = wal.wallpicnum;
|
||||
markTileForPrecache(j, wal.pal);
|
||||
|
||||
if (wal.overpicnum > 0 && wal.overpicnum < MAXTILES)
|
||||
|
|
|
@ -58,7 +58,7 @@ void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect)
|
|||
// this looks broken.
|
||||
do
|
||||
{
|
||||
dwall->picnum = swall->picnum;
|
||||
dwall->wallpicnum = swall->wallpicnum;
|
||||
|
||||
dwall->xrepeat = swall->xrepeat;
|
||||
dwall->yrepeat = swall->yrepeat;
|
||||
|
@ -76,7 +76,7 @@ void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect)
|
|||
{
|
||||
auto const dest_nextwall = dwall->nextWall();
|
||||
auto const src_nextwall = swall->nextWall();
|
||||
dest_nextwall->picnum = src_nextwall->picnum;
|
||||
dest_nextwall->wallpicnum = src_nextwall->wallpicnum;
|
||||
dest_nextwall->xrepeat = src_nextwall->xrepeat;
|
||||
dest_nextwall->yrepeat = src_nextwall->yrepeat;
|
||||
dest_nextwall->overpicnum = src_nextwall->overpicnum;
|
||||
|
|
|
@ -1137,7 +1137,7 @@ void UpdateWallPortalState()
|
|||
continue;
|
||||
}
|
||||
walltype* wal = mirror[i].mirrorWall;
|
||||
if (wal->picnum != MIRRORLABEL + i)
|
||||
if (wal->wallpicnum != MIRRORLABEL + i)
|
||||
{
|
||||
wal->portalflags = 0;
|
||||
continue;
|
||||
|
|
|
@ -220,7 +220,7 @@ void JS_SpriteSetup(void)
|
|||
// Check for certain walls to make sounds
|
||||
for(auto& wal : wall)
|
||||
{
|
||||
int picnum = wal.picnum;
|
||||
int picnum = wal.wallpicnum;
|
||||
|
||||
// Set the don't stick bit for liquid tiles
|
||||
switch (picnum)
|
||||
|
@ -286,7 +286,7 @@ void JS_InitMirrors(void)
|
|||
}
|
||||
|
||||
wal.overpicnum = MIRRORLABEL + mirrorcnt;
|
||||
wal.picnum = MIRRORLABEL + mirrorcnt;
|
||||
wal.wallpicnum = MIRRORLABEL + mirrorcnt;
|
||||
sec->ceilingpicnum = MIRRORLABEL + mirrorcnt;
|
||||
sec->floorpicnum = MIRRORLABEL + mirrorcnt;
|
||||
sec->floorstat |= CSTAT_SECTOR_SKY;
|
||||
|
@ -385,7 +385,7 @@ void JS_InitMirrors(void)
|
|||
{
|
||||
for (auto& wal : mirror[i].mirrorSector->walls)
|
||||
{
|
||||
wal.picnum = MIRROR;
|
||||
wal.wallpicnum = MIRROR;
|
||||
wal.overpicnum = MIRROR;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -191,11 +191,11 @@ void WallSetup(void)
|
|||
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
if (wal.picnum == FAF_PLACE_MIRROR_PIC)
|
||||
wal.picnum = FAF_MIRROR_PIC;
|
||||
if (wal.wallpicnum == FAF_PLACE_MIRROR_PIC)
|
||||
wal.wallpicnum = FAF_MIRROR_PIC;
|
||||
|
||||
if (wal.picnum == FAF_PLACE_MIRROR_PIC+1)
|
||||
wal.picnum = FAF_MIRROR_PIC+1;
|
||||
if (wal.wallpicnum == FAF_PLACE_MIRROR_PIC+1)
|
||||
wal.wallpicnum = FAF_MIRROR_PIC+1;
|
||||
|
||||
// this overwrites the lotag so it needs to be called LAST - its down there
|
||||
// SetupWallForBreak(wp);
|
||||
|
|
|
@ -6114,7 +6114,7 @@ int StateControl(DSWActor* actor)
|
|||
if ((actor->user.State->Tics & SF_WALL_STATE))
|
||||
{
|
||||
ASSERT(actor->user.WallP);
|
||||
actor->user.WallP->picnum = actor->user.State->Pic;
|
||||
actor->user.WallP->wallpicnum = actor->user.State->Pic;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -128,14 +128,14 @@ int DoWallMove(DSWActor* actor)
|
|||
if (shade1)
|
||||
wal.shade = int8_t(shade1);
|
||||
if (picnum1)
|
||||
wal.picnum = picnum1;
|
||||
wal.wallpicnum = picnum1;
|
||||
|
||||
// find the previous wall
|
||||
auto prev_wall = PrevWall(&wal);
|
||||
if (shade2)
|
||||
prev_wall->shade = int8_t(shade2);
|
||||
if (picnum2)
|
||||
prev_wall->picnum = picnum2;
|
||||
prev_wall->wallpicnum = picnum2;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue