Use range_for for kill_stuck_objects
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@ -1378,17 +1378,18 @@ void remove_obsolete_stuck_objects(void)
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// Door with wall index wallnum is opening, kill all objects stuck in it.
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// Door with wall index wallnum is opening, kill all objects stuck in it.
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void kill_stuck_objects(int wallnum)
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void kill_stuck_objects(int wallnum)
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{
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{
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int i;
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if (wallnum < 0 || Num_stuck_objects == 0) {
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if (wallnum < 0 || Num_stuck_objects == 0) {
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return;
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return;
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}
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}
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Num_stuck_objects=0;
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unsigned n = 0;
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for (i=0; i<MAX_STUCK_OBJECTS; i++)
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range_for (auto &i, Stuck_objects)
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if (Stuck_objects[i].wallnum == wallnum) {
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{
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const auto &&objp = vobjptr(Stuck_objects[i].objnum);
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if (i.wallnum == wallnum)
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{
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i.wallnum = wall_none;
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const auto &&objp = vobjptr(i.objnum);
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if (objp->type == OBJ_WEAPON) {
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if (objp->type == OBJ_WEAPON) {
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#if defined(DXX_BUILD_DESCENT_I)
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#if defined(DXX_BUILD_DESCENT_I)
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#define DXX_WEAPON_LIFELEFT F1_0/4
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#define DXX_WEAPON_LIFELEFT F1_0/4
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@ -1397,12 +1398,13 @@ void kill_stuck_objects(int wallnum)
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#endif
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#endif
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objp->lifeleft = DXX_WEAPON_LIFELEFT;
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objp->lifeleft = DXX_WEAPON_LIFELEFT;
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}
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}
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Stuck_objects[i].wallnum = wall_none;
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}
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}
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else if (Stuck_objects[i].wallnum != wall_none)
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else if (i.wallnum != wall_none)
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{
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{
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Num_stuck_objects++;
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++n;
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}
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}
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}
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Num_stuck_objects = n;
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// Ok, this is awful, but we need to do things whenever a door opens/closes/disappears, etc.
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// Ok, this is awful, but we need to do things whenever a door opens/closes/disappears, etc.
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#if defined(DXX_BUILD_DESCENT_II)
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#if defined(DXX_BUILD_DESCENT_II)
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flush_fcd_cache();
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flush_fcd_cache();
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