diff --git a/common/main/gameseg.h b/common/main/gameseg.h index a3add29d6..b8d9f9c87 100644 --- a/common/main/gameseg.h +++ b/common/main/gameseg.h @@ -72,7 +72,7 @@ struct vertex_array_list_t : array {}; void create_all_vertex_lists(int *num_faces, vertex_array_list_t &vertices, segnum_t segnum, int sidenum); //like create_all_vertex_lists(), but generate absolute point numbers -void create_abs_vertex_lists(int *num_faces, vertex_array_list_t &vertices, segnum_t segnum, int sidenum, const char *calling_file, int calling_linenum); +void create_abs_vertex_lists(int *num_faces, vertex_array_list_t &vertices, segnum_t segnum, int sidenum); // ----------------------------------------------------------------------------------- // Like create all vertex lists, but returns the vertnums (relative to diff --git a/similar/main/fvi.cpp b/similar/main/fvi.cpp index 7e7fb08c5..093e1d2bd 100644 --- a/similar/main/fvi.cpp +++ b/similar/main/fvi.cpp @@ -248,7 +248,7 @@ static int check_line_to_face(vms_vector *newp,const vms_vector *p0,const vms_ve norm = seg->sides[side].normals[facenum]; - create_abs_vertex_lists(&num_faces, vertex_list, seg - Segments, side, __FILE__, __LINE__); + create_abs_vertex_lists(&num_faces, vertex_list, seg - Segments, side); //use lowest point number if (num_faces==2) { @@ -327,7 +327,7 @@ static int special_check_line_to_face(vms_vector *newp,const vms_vector *p0,cons //calc some basic stuff - create_abs_vertex_lists(&num_faces, vertex_list, seg - Segments, side, __FILE__, __LINE__); + create_abs_vertex_lists(&num_faces, vertex_list, seg - Segments, side); vm_vec_sub(move_vec,*p1,*p0); //figure out which edge(s) to check against @@ -1116,7 +1116,7 @@ void find_hitpoint_uv(fix *u,fix *v,const vms_vector *pnt,const segment *seg,int return; } - create_abs_vertex_lists(&num_faces, vertex_list, segnum, sidenum, __FILE__, __LINE__); + create_abs_vertex_lists(&num_faces, vertex_list, segnum, sidenum); create_all_vertnum_lists(&num_faces,vertnum_list,segnum,sidenum); //now the hard work. @@ -1239,7 +1239,7 @@ static int sphere_intersects_wall(vms_vector *pnt,segnum_t segnum,fix rad,segnum //did we go through this wall/door? - create_abs_vertex_lists(&num_faces, vertex_list, seg - Segments, side, __FILE__, __LINE__); + create_abs_vertex_lists(&num_faces, vertex_list, seg - Segments, side); face_hit_type = check_sphere_to_face( pnt,&seg->sides[side], face,((num_faces==1)?4:3),rad,vertex_list); diff --git a/similar/main/gameseg.cpp b/similar/main/gameseg.cpp index 35ccd56a5..b6b6a7ba1 100644 --- a/similar/main/gameseg.cpp +++ b/similar/main/gameseg.cpp @@ -251,7 +251,7 @@ void create_all_vertnum_lists(int *num_faces, vertex_array_list_t &vertnums, seg // ----- // like create_all_vertex_lists(), but generate absolute point numbers -void create_abs_vertex_lists(int *num_faces, vertex_array_list_t &vertices, segnum_t segnum, int sidenum, const char *calling_file, int calling_linenum) +void create_abs_vertex_lists(int *num_faces, vertex_array_list_t &vertices, segnum_t segnum, int sidenum) { auto &vp = Segments[segnum].verts; side *sidep = &Segments[segnum].sides[sidenum]; @@ -333,7 +333,7 @@ segmasks get_seg_masks(const vms_vector *checkp, segnum_t segnum, fix rad, const // Get number of faces on this side, and at vertex_list, store vertices. // If one face, then vertex_list indicates a quadrilateral. // If two faces, then 0,1,2 define one triangle, 3,4,5 define the second. - create_abs_vertex_lists(&num_faces, vertex_list, segnum, sn, calling_file, calling_linenum); + create_abs_vertex_lists(&num_faces, vertex_list, segnum, sn); //ok...this is important. If a side has 2 faces, we need to know if //those faces form a concave or convex side. If the side pokes out, @@ -443,7 +443,7 @@ static ubyte get_side_dists(const vms_vector *checkp,segnum_t segnum,fix *side_d // Get number of faces on this side, and at vertex_list, store vertices. // If one face, then vertex_list indicates a quadrilateral. // If two faces, then 0,1,2 define one triangle, 3,4,5 define the second. - create_abs_vertex_lists(&num_faces, vertex_list, segnum, sn, __FILE__, __LINE__); + create_abs_vertex_lists(&num_faces, vertex_list, segnum, sn); //ok...this is important. If a side has 2 faces, we need to know if //those faces form a concave or convex side. If the side pokes out, @@ -553,7 +553,7 @@ int check_segment_connections(void) int num_faces,con_num_faces; vertex_array_list_t vertex_list, con_vertex_list; - create_abs_vertex_lists(&num_faces, vertex_list, segnum, sidenum, __FILE__, __LINE__); + create_abs_vertex_lists(&num_faces, vertex_list, segnum, sidenum); segnum_t csegnum = seg->children[sidenum]; @@ -566,7 +566,7 @@ int check_segment_connections(void) continue; } - create_abs_vertex_lists(&con_num_faces, con_vertex_list, csegnum, csidenum, __FILE__, __LINE__); + create_abs_vertex_lists(&con_num_faces, con_vertex_list, csegnum, csidenum); if (con_num_faces != num_faces) { errors = 1; @@ -1488,7 +1488,7 @@ void create_walls_on_side(segment *sp, int sidenum) int vertnum; side *s; - create_abs_vertex_lists(&num_faces, vertex_list, sp - Segments, sidenum, __FILE__, __LINE__); + create_abs_vertex_lists(&num_faces, vertex_list, sp - Segments, sidenum); Assert(num_faces == 2); diff --git a/similar/main/physics.cpp b/similar/main/physics.cpp index 95d18d2af..2e1a7fd6a 100644 --- a/similar/main/physics.cpp +++ b/similar/main/physics.cpp @@ -746,7 +746,7 @@ void do_physics_sim(vobjptridx_t obj) s = &Segments[orig_segnum].sides[sidenum]; - create_abs_vertex_lists(&num_faces, vertex_list, orig_segnum, sidenum, __FILE__, __LINE__); + create_abs_vertex_lists(&num_faces, vertex_list, orig_segnum, sidenum); //let's pretend this wall is not triangulated auto b = begin(vertex_list);