Avoid slicing into segnum_t local
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e56fe128e0
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@ -211,11 +211,11 @@ void create_bfs_list(segnum_t start_seg, segnum_t bfs_list[], unsigned &length,
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while ((head != tail) && (head < max_segs)) {
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segment *cursegp;
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segnum_t curseg = bfs_list[tail++];
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auto curseg = bfs_list[tail++];
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cursegp = &Segments[curseg];
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for (int i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
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segnum_t connected_seg = cursegp->children[i];
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auto connected_seg = cursegp->children[i];
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if (IS_CHILD(connected_seg) && (!visited[connected_seg])) {
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if (segment_is_reachable(cursegp, i)) {
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@ -768,7 +768,7 @@ static void move_object_to_position(const vobjptridx_t objp, const vms_vector &n
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fvi_info hit_info;
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temp_viewer_obj = *Viewer;
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segnum_t viewer_segnum = find_object_seg(&temp_viewer_obj);
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auto viewer_segnum = find_object_seg(&temp_viewer_obj);
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temp_viewer_obj.segnum = viewer_segnum;
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// If the viewer is outside the mine, get him in the mine!
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@ -827,7 +827,7 @@ static void move_object_to_position(const vobjptridx_t objp, const vms_vector &n
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if (fate == HIT_WALL) {
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objp->pos = hit_info.hit_pnt;
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segnum_t new_segnum = find_object_seg(objp);
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auto new_segnum = find_object_seg(objp);
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Assert(new_segnum != segment_none);
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obj_relink(objp, new_segnum);
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} else {
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@ -102,7 +102,7 @@ int SaveGameData()
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int saved_flag;
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vms_vector save_pos = ConsoleObject->pos;
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vms_matrix save_orient = ConsoleObject->orient;
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segnum_t save_segnum = ConsoleObject->segnum;
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auto save_segnum = ConsoleObject->segnum;
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checkforgamext(game_filename);
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@ -119,7 +119,7 @@ static void set_average_light_at_vertex(int vnum)
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segind = 0;
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while (Segment_indices[segind] != segment_none) {
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segnum_t segnum = Segment_indices[segind++];
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auto segnum = Segment_indices[segind++];
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segment *segp = &Segments[segnum];
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@ -1755,7 +1755,7 @@ void move_towards_segment_center(const vobjptr_t objp)
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Make move to segment center smoother by using move_towards vector.
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Bot's should not jump around and maybe even intersect with each other!
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In case it breaks something what I do not see, yet, old code is still there. */
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segnum_t segnum = objp->segnum;
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auto segnum = objp->segnum;
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vms_vector vec_to_center;
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const auto segment_center = compute_segment_center(&Segments[segnum]);
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@ -2113,7 +2113,7 @@ static void init_boss_segments(boss_special_segment_array_t &segptr, int size_ch
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boss_objp->size = fixmul((F1_0/4)*3, boss_objp->size);
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#endif
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// -- Causes problems!! -- boss_objp->size = fixmul((F1_0/4)*3, boss_objp->size);
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segnum_t original_boss_seg = boss_objp->segnum;
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auto original_boss_seg = boss_objp->segnum;
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original_boss_pos = boss_objp->pos;
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head = 0;
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tail = 0;
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@ -347,7 +347,7 @@ if ((objp->type == OBJ_ROBOT) && (objp->ctype.ai_info.behavior == AIB_RUN_FROM))
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if (IS_CHILD(segp->children[snum]) && ((WALL_IS_DOORWAY(segp, snum) & WID_FLY_FLAG) || (ai_door_is_openable(objp, segp, snum))))
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#endif
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{
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segnum_t this_seg = segp->children[snum];
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auto this_seg = segp->children[snum];
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#if defined(DXX_BUILD_DESCENT_II)
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Assert(this_seg != segment_none);
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if (((cur_seg == avoid_seg) || (this_seg == avoid_seg)) && (ConsoleObject->segnum == avoid_seg)) {
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@ -582,7 +582,7 @@ if (num_points == 0)
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for (i=1; i<num_points; i++) {
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int sidenum;
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segnum_t nextseg = psegs[i].segnum;
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auto nextseg = psegs[i].segnum;
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if (curseg != nextseg) {
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for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++)
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@ -1026,7 +1026,7 @@ void ai_follow_path(const vobjptridx_t objp, int player_visibility, const vms_ve
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{ // Done 1/8 ticks.
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// If player on path (beyond point robot is now at), then create a new path.
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point_seg *curpsp = &Point_segs[aip->hide_index];
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segnum_t player_segnum = ConsoleObject->segnum;
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auto player_segnum = ConsoleObject->segnum;
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int i;
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// This is probably being done every frame, which is wasteful.
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@ -1276,7 +1276,7 @@ static void add_segment_edges(automap *am, const vcsegptridx_t seg)
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no_fade = 1;
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color = am->wall_door_red;
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} else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
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segnum_t connected_seg = seg->children[sn];
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auto connected_seg = seg->children[sn];
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if (connected_seg != segment_none) {
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auto connected_side = find_connect_side(seg, &Segments[connected_seg]);
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int keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
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@ -456,7 +456,7 @@ static void write_matcen_text(PHYSFS_file *my_file)
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if (Station[fuelcen_num].Type != SEGMENT_IS_ROBOTMAKER)
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err_printf(my_file, "Error: Matcen %i corresponds to Station %i, which has type %i (%s).", i, fuelcen_num, Station[fuelcen_num].Type, Special_names[Station[fuelcen_num].Type]);
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segnum_t segnum = Station[fuelcen_num].segnum;
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auto segnum = Station[fuelcen_num].segnum;
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// Find trigger for this materialization center.
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for (j=0; j<Num_triggers; j++) {
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@ -495,7 +495,7 @@ static void write_wall_text(PHYSFS_file *my_file)
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PHYSFSX_printf(my_file, "Wall %03d points to invalid trigger %d\n",i,Walls[i].trigger);
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#endif
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segnum_t segnum = Walls[i].segnum;
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auto segnum = Walls[i].segnum;
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sidenum = Walls[i].sidenum;
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if (Segments[segnum].sides[sidenum].wall_num != i)
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@ -530,7 +530,7 @@ static segnum_t choose_drop_segment()
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cur_drop_depth = BASE_NET_DROP_DEPTH + ((d_rand() * BASE_NET_DROP_DEPTH*2) >> 15);
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player_pos = &Objects[Players[Player_num].objnum].pos;
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segnum_t player_seg = Objects[Players[Player_num].objnum].segnum;
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auto player_seg = Objects[Players[Player_num].objnum].segnum;
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segnum_t segnum = segment_none;
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while ((segnum == segment_none) && (cur_drop_depth > BASE_NET_DROP_DEPTH/2)) {
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@ -564,7 +564,7 @@ static segnum_t choose_drop_segment()
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else { //don't drop in any children of control centers
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int i;
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for (i=0;i<6;i++) {
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segnum_t ch = Segments[segnum].children[i];
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auto ch = Segments[segnum].children[i];
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if (IS_CHILD(ch) && Segments[ch].special == SEGMENT_IS_CONTROLCEN) {
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segnum = segment_none;
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break;
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@ -611,7 +611,7 @@ void maybe_drop_net_powerup(int powerup_type)
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if (Control_center_destroyed || Endlevel_sequence)
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return;
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segnum_t segnum = choose_drop_segment();
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auto segnum = choose_drop_segment();
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//--old-- segnum = (d_rand() * Highest_segment_index) >> 15;
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//--old-- Assert((segnum >= 0) && (segnum <= Highest_segment_index));
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//--old-- if (segnum < 0)
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@ -661,7 +661,7 @@ static int object_nearby_aux(segnum_t segnum, int object_type, int object_id, in
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return 1;
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for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
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segnum_t seg2 = Segments[segnum].children[i];
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auto seg2 = Segments[segnum].children[i];
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if (seg2 != segment_none)
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if (object_nearby_aux(seg2, object_type, object_id, depth-1))
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@ -1279,7 +1279,7 @@ void do_exploding_wall_frame()
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int i;
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for (i=0;i<MAX_EXPLODING_WALLS;i++) {
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segnum_t segnum = expl_wall_list[i].segnum;
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auto segnum = expl_wall_list[i].segnum;
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if (segnum != segment_none) {
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int sidenum = expl_wall_list[i].sidenum;
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@ -431,7 +431,7 @@ static void robotmaker_proc( FuelCenter * robotcen )
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// Whack on any robot or player in the matcen segment.
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count=0;
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segnum_t segnum = robotcen->segnum;
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auto segnum = robotcen->segnum;
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range_for (auto objp, objects_in(Segments[segnum]))
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{
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count++;
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@ -1238,7 +1238,7 @@ static int sphere_intersects_wall(const vms_vector &pnt,segnum_t segnum,fix rad,
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if (face_hit_type) { //through this wall/door
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//if what we have hit is a door, check the adjoining seg
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segnum_t child = seg->children[side];
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auto child = seg->children[side];
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if (!IS_CHILD(child))
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{
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@ -1661,7 +1661,7 @@ static int mark_player_path_to_segment(segnum_t segnum)
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for (int i=1; i<player_path_length; i++) {
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vms_vector seg_center;
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segnum_t segnum = Point_segs[player_hide_index+i].segnum;
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auto segnum = Point_segs[player_hide_index+i].segnum;
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seg_center = Point_segs[player_hide_index+i].point;
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auto obj = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
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@ -1022,7 +1022,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
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for (objnum_t i=0; i < MAX_OBJECTS; i++) {
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Objects[i].next = Objects[i].prev = object_none;
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if (Objects[i].type != OBJ_NONE) {
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segnum_t objsegnum = Objects[i].segnum;
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auto objsegnum = Objects[i].segnum;
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if (objsegnum > Highest_segment_index) //bogus object
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{
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@ -543,7 +543,7 @@ int check_segment_connections(void)
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create_abs_vertex_lists(&num_faces, vertex_list, segnum, sidenum);
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segnum_t csegnum = seg->children[sidenum];
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auto csegnum = seg->children[sidenum];
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if (csegnum >= 0) {
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auto cseg = &Segments[csegnum];
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@ -660,7 +660,7 @@ static segptridx_t trace_segs(const vms_vector &p0, const vsegptridx_t oldsegnum
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side_dists[biggest_side] = 0;
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// trace into adjacent segment:
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segnum_t check = trace_segs(p0, seg->children[biggest_side], recursion_count + 1, visited);
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auto check = trace_segs(p0, seg->children[biggest_side], recursion_count + 1, visited);
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if (check != segment_none) //we've found a segment
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return check;
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}
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@ -901,7 +901,7 @@ fix find_connected_distance(const vms_vector &p0, segnum_t seg0, const vms_vecto
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int snum = sidenum;
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if (WALL_IS_DOORWAY(segp, snum) & wid_flag) {
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segnum_t this_seg = segp->children[snum];
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auto this_seg = segp->children[snum];
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if (!visited[this_seg]) {
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seg_queue[qtail].start = cur_seg;
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@ -1067,7 +1067,7 @@ void extract_shortpos(const vobjptridx_t objp, shortpos *spp, int swap_bytes)
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spp->velz = INTEL_SHORT(spp->velz);
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}
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segnum_t segnum = spp->segment;
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auto segnum = spp->segment;
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Assert((segnum >= 0) && (segnum <= Highest_segment_index));
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@ -1136,7 +1136,7 @@ void extract_quaternionpos(const vobjptridx_t objp, quaternionpos *qpp, int swap
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objp->mtype.phys_info.velocity = qpp->vel;
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objp->mtype.phys_info.rotvel = qpp->rotvel;
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segnum_t segnum = qpp->segment;
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auto segnum = qpp->segment;
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Assert((segnum >= 0) && (segnum <= Highest_segment_index));
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obj_relink(objp, segnum);
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}
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@ -1588,7 +1588,7 @@ unsigned set_segment_depths(int start_seg, array<ubyte, MAX_SEGMENTS> *limit, se
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parent_depth = depth[curseg];
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for (int i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
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segnum_t childnum = Segments[curseg].children[i];
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auto childnum = Segments[curseg].children[i];
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if (childnum != segment_none && childnum != segment_exit)
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if (!limit || (*limit)[childnum])
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if (!visited[childnum]) {
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@ -510,7 +510,7 @@ static void set_sound_sources()
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#endif
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if ((sn=Effects[ec].sound_num)!=-1) {
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#if defined(DXX_BUILD_DESCENT_II)
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segnum_t csegnum = seg->children[sidenum];
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auto csegnum = seg->children[sidenum];
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//check for sound on other side of wall. Don't add on
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//both walls if sound travels through wall. If sound
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@ -1254,7 +1254,7 @@ static objptridx_t Laser_player_fire_spread_delay(const vobjptridx_t obj, enum w
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Fate = find_vector_intersection(&fq, &hit_data);
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segnum_t LaserSeg = hit_data.hit_seg;
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auto LaserSeg = hit_data.hit_seg;
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if (LaserSeg == segment_none) //some sort of annoying error
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return object_none;
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@ -153,7 +153,7 @@ static void apply_light(g3s_lrgb obj_light_emission, segnum_t obj_seg, const vms
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int apply_light = 0;
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vertnum = render_vertices[vv];
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segnum_t vsegnum = vert_segnum_list[vv];
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auto vsegnum = vert_segnum_list[vv];
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const auto &vertpos = Vertices[vertnum];
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if (use_fcd_lighting && abs(obji_64) > F1_0*32)
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@ -499,7 +499,7 @@ void set_dynamic_light(render_state_t &rstate)
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// Create list of vertices that need to be looked at for setting of ambient light.
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n_render_vertices = 0;
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for (int render_seg=0; render_seg < rstate.N_render_segs; render_seg++) {
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segnum_t segnum = rstate.Render_list[render_seg];
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auto segnum = rstate.Render_list[render_seg];
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if (segnum != segment_none) {
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auto &vp = Segments[segnum].verts;
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for (int v=0; v<MAX_VERTICES_PER_SEGMENT; v++) {
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@ -942,7 +942,7 @@ void multi_do_boss_teleport(const playernum_t pnum, const ubyte *buf)
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Int3(); // Got boss actions for a robot who's not a boss?
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return;
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}
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segnum_t teleport_segnum = b.where;
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auto teleport_segnum = b.where;
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if ((teleport_segnum < 0) || (teleport_segnum > Highest_segment_index))
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{
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Int3(); // See Rob
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@ -1853,7 +1853,7 @@ static void net_udp_read_object_packet( ubyte *data )
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#endif
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multi_object_rw_to_object((object_rw *)&data[loc], obj);
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loc += sizeof(object_rw);
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segnum_t segnum = obj->segnum;
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auto segnum = obj->segnum;
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obj->next = obj->prev = object_none;
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obj->segnum = segment_none;
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obj->attached_obj = object_none;
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@ -1970,7 +1970,7 @@ static int newdemo_read_frame_information(int rewrite)
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break;
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}
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if (Newdemo_vcr_state != ND_STATE_PAUSED) {
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segnum_t segnum = Viewer->segnum;
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auto segnum = Viewer->segnum;
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Viewer->next = Viewer->prev = object_none;
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Viewer->segnum = segment_none;
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@ -2000,7 +2000,7 @@ static int newdemo_read_frame_information(int rewrite)
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break;
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}
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if (Newdemo_vcr_state != ND_STATE_PAUSED) {
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segnum_t segnum = obj->segnum;
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auto segnum = obj->segnum;
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obj->next = obj->prev = object_none;
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obj->segnum = segment_none;
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@ -2229,7 +2229,7 @@ static int newdemo_read_frame_information(int rewrite)
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obj->render_type = RT_POLYOBJ;
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if (Newdemo_vcr_state != ND_STATE_PAUSED) {
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if (Newdemo_vcr_state != ND_STATE_PAUSED) {
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segnum_t segnum = obj->segnum;
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auto segnum = obj->segnum;
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obj->next = obj->prev = object_none;
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obj->segnum = segment_none;
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obj_link(obj,segnum);
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@ -1889,7 +1889,7 @@ void compress_objects(void)
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if (Objects[start_i].type == OBJ_NONE) {
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segnum_t segnum_copy = Objects[Highest_object_index].segnum;
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auto segnum_copy = Objects[Highest_object_index].segnum;
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obj_unlink(Highest_object_index);
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||||
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||||
|
@ -1946,7 +1946,7 @@ segnum_t find_object_seg(const vobjptr_t obj)
|
|||
//callers should generally use find_vector_intersection()
|
||||
int update_object_seg(const vobjptridx_t obj)
|
||||
{
|
||||
segnum_t newseg = find_object_seg(obj);
|
||||
auto newseg = find_object_seg(obj);
|
||||
if (newseg == segment_none)
|
||||
return 0;
|
||||
|
||||
|
|
|
@ -308,7 +308,7 @@ void do_physics_sim(const vobjptridx_t obj)
|
|||
int obj_stopped=0;
|
||||
fix moved_time; //how long objected moved before hit something
|
||||
physics_info *pi;
|
||||
segnum_t orig_segnum = obj->segnum;
|
||||
auto orig_segnum = obj->segnum;
|
||||
int bounced=0;
|
||||
|
||||
Assert(obj->movement_type == MT_PHYSICS);
|
||||
|
@ -455,7 +455,7 @@ void do_physics_sim(const vobjptridx_t obj)
|
|||
}
|
||||
|
||||
ipos = hit_info.hit_pnt;
|
||||
segnum_t iseg = hit_info.hit_seg;
|
||||
auto iseg = hit_info.hit_seg;
|
||||
WallHitSide = hit_info.hit_side;
|
||||
WallHitSeg = hit_info.hit_side_seg;
|
||||
|
||||
|
@ -468,7 +468,7 @@ void do_physics_sim(const vobjptridx_t obj)
|
|||
Assert(!((fate==HIT_WALL) && ((WallHitSeg == segment_none) || (WallHitSeg > Highest_segment_index))));
|
||||
|
||||
save_pos = obj->pos; //save the object's position
|
||||
segnum_t save_seg = obj->segnum;
|
||||
auto save_seg = obj->segnum;
|
||||
|
||||
// update object's position and segment number
|
||||
obj->pos = ipos;
|
||||
|
|
|
@ -1174,7 +1174,7 @@ static void build_object_lists(render_state_t &rstate)
|
|||
rstate.render_obj_list[nn][0] = object_none;
|
||||
|
||||
for (nn=0;nn < rstate.N_render_segs;nn++) {
|
||||
segnum_t segnum = rstate.Render_list[nn];
|
||||
auto segnum = rstate.Render_list[nn];
|
||||
if (segnum != segment_none) {
|
||||
range_for (auto obj, objects_in(Segments[segnum]))
|
||||
{
|
||||
|
@ -1187,7 +1187,7 @@ static void build_object_lists(render_state_t &rstate)
|
|||
if (obj->flags & OF_ATTACHED)
|
||||
continue; //ignore this object
|
||||
|
||||
segnum_t new_segnum = segnum;
|
||||
auto new_segnum = segnum;
|
||||
list_pos = nn;
|
||||
|
||||
#if defined(DXX_BUILD_DESCENT_I)
|
||||
|
@ -1243,7 +1243,7 @@ static void build_object_lists(render_state_t &rstate)
|
|||
|
||||
//now that there's a list for each segment, sort the items in those lists
|
||||
for (nn=0;nn < rstate.N_render_segs;nn++) {
|
||||
segnum_t segnum = rstate.Render_list[nn];
|
||||
auto segnum = rstate.Render_list[nn];
|
||||
if (segnum != segment_none) {
|
||||
array<sort_item, SORT_LIST_SIZE> sort_list;
|
||||
uint_fast32_t n_sort_items;
|
||||
|
@ -1474,7 +1474,7 @@ static void build_segment_list(render_state_t &rstate, visited_twobit_array_t &v
|
|||
|
||||
rstate.processed[scnt] = true;
|
||||
|
||||
segnum_t segnum = rstate.Render_list[scnt];
|
||||
auto segnum = rstate.Render_list[scnt];
|
||||
rect *check_w = &rstate.render_windows[scnt];
|
||||
if (segnum == segment_none) continue;
|
||||
|
||||
|
@ -1658,7 +1658,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
|
|||
#endif
|
||||
{
|
||||
for (uint_fast32_t i=0;i < rstate.N_render_segs;i++) {
|
||||
segnum_t segnum = rstate.Render_list[i];
|
||||
auto segnum = rstate.Render_list[i];
|
||||
if (segnum != segment_none)
|
||||
{
|
||||
if (visited2[segnum])
|
||||
|
@ -1702,7 +1702,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
|
|||
int objnp;
|
||||
|
||||
// Interpolation_method = 0;
|
||||
segnum_t segnum = rstate.Render_list[nn];
|
||||
auto segnum = rstate.Render_list[nn];
|
||||
Current_seg_depth = rstate.Seg_depth[nn];
|
||||
|
||||
//if (!no_render_flag[nn])
|
||||
|
@ -1761,7 +1761,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
|
|||
// First Pass: render opaque level geometry + transculent level geometry with high Alpha-Test func
|
||||
for (nn=rstate.N_render_segs;nn--;)
|
||||
{
|
||||
segnum_t segnum = rstate.Render_list[nn];
|
||||
auto segnum = rstate.Render_list[nn];
|
||||
Current_seg_depth = rstate.Seg_depth[nn];
|
||||
|
||||
#if defined(DXX_BUILD_DESCENT_I)
|
||||
|
@ -1820,7 +1820,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
|
|||
{
|
||||
int objnp;
|
||||
|
||||
segnum_t segnum = rstate.Render_list[nn];
|
||||
auto segnum = rstate.Render_list[nn];
|
||||
Current_seg_depth = rstate.Seg_depth[nn];
|
||||
|
||||
#if defined(DXX_BUILD_DESCENT_I)
|
||||
|
@ -1881,7 +1881,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
|
|||
// Third Pass - Render Transculent level geometry with normal Alpha-Func
|
||||
for (nn=rstate.N_render_segs;nn--;)
|
||||
{
|
||||
segnum_t segnum = rstate.Render_list[nn];
|
||||
auto segnum = rstate.Render_list[nn];
|
||||
Current_seg_depth = rstate.Seg_depth[nn];
|
||||
|
||||
#if defined(DXX_BUILD_DESCENT_I)
|
||||
|
|
|
@ -120,7 +120,7 @@ static int do_light_on(sbyte trigger_num)
|
|||
if (trigger_num != -1) {
|
||||
for (i=0;i<Triggers[trigger_num].num_links;i++) {
|
||||
int sidenum;
|
||||
segnum_t segnum = Triggers[trigger_num].seg[i];
|
||||
auto segnum = Triggers[trigger_num].seg[i];
|
||||
sidenum = Triggers[trigger_num].side[i];
|
||||
|
||||
//check if tmap2 casts light before turning the light on. This
|
||||
|
@ -144,7 +144,7 @@ static int do_light_off(sbyte trigger_num)
|
|||
if (trigger_num != -1) {
|
||||
for (i=0;i<Triggers[trigger_num].num_links;i++) {
|
||||
int sidenum;
|
||||
segnum_t segnum = Triggers[trigger_num].seg[i];
|
||||
auto segnum = Triggers[trigger_num].seg[i];
|
||||
sidenum = Triggers[trigger_num].side[i];
|
||||
|
||||
//check if tmap2 casts light before turning the light off. This
|
||||
|
|
|
@ -1633,7 +1633,7 @@ static void bng_process_segment(const vobjptr_t objp, fix damage, const vsegptri
|
|||
}
|
||||
|
||||
for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
|
||||
segnum_t segnum = segp->children[i];
|
||||
auto segnum = segp->children[i];
|
||||
|
||||
if (segnum != segment_none) {
|
||||
if (!visited[segnum]) {
|
||||
|
|
Loading…
Reference in a new issue