- actor lists refactored.

No more shorts, no more static arrays.
This was one of the biggest blockers for unlimiting the engine.
This commit is contained in:
Christoph Oelckers 2021-12-04 22:04:16 +01:00
parent 87ac9bee44
commit f855b1020f
37 changed files with 641 additions and 730 deletions

View file

@ -387,7 +387,7 @@ void insertAllSprites(SpawnSpriteDef& sprites)
removeit = true;
}
insertsprite(spr.sectnum, spr.statnum, true);
//insertsprite(spr.sectnum, spr.statnum, true);
if (removeit)
{
@ -407,7 +407,7 @@ void insertAllSprites(SpawnSpriteDef& sprites)
{
// Now remove it for real!
spr.statnum = 0;
deletesprite(i);
//deletesprite(i);
}
}
}
@ -468,7 +468,6 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
// Now that we know the map's size, set up the globals.
allocateMapArrays(numsprites);
initspritelists(); // may not be used in Blood!
sprites.sprites.Resize(numsprites);
memset(sprites.sprites.Data(), 0, numsprites * sizeof(spritetype));
@ -549,7 +548,6 @@ void loadMapBackup(const char* filename)
else
{
engineLoadBoard(filename, 0, &pos, &scratch, &scratch2, scratch3);
initspritelists();
}
}