game.c: In G_DoSpriteAnimations, put t, i and s locals into their blocks.

And const them appropriately. Also remove #if 0'ed code related to an MSVC
pragma.

git-svn-id: https://svn.eduke32.com/eduke32@3451 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-02-01 13:05:15 +00:00
parent cef99818bb
commit f1ac4a63d0

View file

@ -6236,17 +6236,10 @@ static void G_DoEventAnimSprites(int32_t j)
} }
} }
#if 0 // def _MSC_VER
// Visual C thought this was a bit too hard to optimise so we'd better
// tell it not to try... such a pussy it is.
//#pragma auto_inline(off)
#pragma optimize("g",off)
#endif
void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothratio) void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothratio)
{ {
int32_t i, j, k, p, sect; int32_t j, k, p, sect;
intptr_t l; intptr_t l;
spritetype *s,*t;
if (!spritesortcnt) return; if (!spritesortcnt) return;
@ -6254,9 +6247,9 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
for (j=spritesortcnt-1; j>=0; j--) for (j=spritesortcnt-1; j>=0; j--)
{ {
t = &tsprite[j]; spritetype *const t = &tsprite[j];
i = t->owner; const int32_t i = t->owner;
s = &sprite[i]; const spritetype *const s = &sprite[i];
switch (DYNAMICTILEMAP(s->picnum)) switch (DYNAMICTILEMAP(s->picnum))
{ {
@ -6281,9 +6274,9 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
for (j=spritesortcnt-1; j>=0; j--) for (j=spritesortcnt-1; j>=0; j--)
{ {
t = &tsprite[j]; spritetype *const t = &tsprite[j];
i = t->owner; const int32_t i = t->owner;
s = &sprite[t->owner]; const spritetype *const s = &sprite[i];
/* /*
if (A_CheckSpriteFlags(i, SPRITE_NULL)) if (A_CheckSpriteFlags(i, SPRITE_NULL))
@ -6383,9 +6376,11 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
int32_t startframe, viewtype; int32_t startframe, viewtype;
#endif #endif
//is the perfect time to animate sprites //is the perfect time to animate sprites
t = &tsprite[j]; spritetype *const t = &tsprite[j];
i = t->owner; const int32_t i = t->owner;
s = (i < 0 ? &tsprite[j] : &sprite[i]); // XXX: what's up with the (i < 0) check?
// NOTE: not const spritetype because set at SET_SPRITE_NOT_TSPRITE (see below).
spritetype *const s = (i < 0) ? &tsprite[j] : &sprite[i];
if (ud.lockout && G_CheckAdultTile(DYNAMICTILEMAP(s->picnum))) if (ud.lockout && G_CheckAdultTile(DYNAMICTILEMAP(s->picnum)))
{ {
@ -6679,6 +6674,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
if (g_player[p].ps->on_crane == -1 && (sector[s->sectnum].lotag&0x7ff) != 1) // ST_1_ABOVE_WATER ? if (g_player[p].ps->on_crane == -1 && (sector[s->sectnum].lotag&0x7ff) != 1) // ST_1_ABOVE_WATER ?
{ {
l = s->z-actor[g_player[p].ps->i].floorz+(3<<8); l = s->z-actor[g_player[p].ps->i].floorz+(3<<8);
// SET_SPRITE_NOT_TSPRITE
if (l > 1024 && s->yrepeat > 32 && s->extra > 0) if (l > 1024 && s->yrepeat > 32 && s->extra > 0)
s->yoffset = (int8_t)(l/(s->yrepeat<<2)); s->yoffset = (int8_t)(l/(s->yrepeat<<2));
else s->yoffset=0; else s->yoffset=0;
@ -7071,10 +7067,7 @@ skip:
G_DoEventAnimSprites(j); G_DoEventAnimSprites(j);
} }
} }
#if 0 // def _MSC_VER
//#pragma auto_inline()
#pragma optimize("",on)
#endif
// KEEPINSYNC game.h: enum cheatindex_t // KEEPINSYNC game.h: enum cheatindex_t
char CheatStrings[][MAXCHEATLEN] = char CheatStrings[][MAXCHEATLEN] =