mirror of
https://github.com/ZDoom/Raze.git
synced 2025-06-02 18:21:06 +00:00
- 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:
parent
87ac9bee44
commit
f855b1020f
37 changed files with 641 additions and 730 deletions
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue