Propagate for variables in similar/main/game.cpp

This commit is contained in:
Kp 2014-09-26 02:42:08 +00:00
parent d2a74cb52b
commit db6fc94f47

View file

@ -494,9 +494,7 @@ void fly_init(object *obj)
// ------------------------------------------------------------------------------------
static void do_cloak_stuff(void)
{
int i;
for (i = 0; i < N_players; i++)
for (int i = 0; i < N_players; i++)
if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
if (GameTime64 > Players[i].cloak_time+CLOAK_TIME_MAX)
{
@ -1180,9 +1178,7 @@ int Coop_view_player[2]={-1,-1};
//returns ptr to escort robot, or NULL
object *find_escort()
{
int i;
for (i=0; i<=Highest_object_index; i++)
for (int i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
if (Robot_info[get_robot_id(&Objects[i])].companion)
return &Objects[i];
@ -1413,11 +1409,9 @@ int Slide_segs_computed;
static void compute_slide_segs(void)
{
int sidenum;
for (segnum_t segnum=0;segnum<=Highest_segment_index;segnum++) {
Slide_segs[segnum] = 0;
for (sidenum=0;sidenum<6;sidenum++) {
for (int sidenum=0;sidenum<6;sidenum++) {
int tmn = Segments[segnum].sides[sidenum].tmap_num;
if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
Slide_segs[segnum] |= 1 << sidenum;
@ -1430,18 +1424,16 @@ static void compute_slide_segs(void)
// -----------------------------------------------------------------------------
static void slide_textures(void)
{
int sidenum,i;
if (!Slide_segs_computed)
compute_slide_segs();
for (segnum_t segnum=0;segnum<=Highest_segment_index;segnum++) {
if (Slide_segs[segnum]) {
for (sidenum=0;sidenum<6;sidenum++) {
for (int sidenum=0;sidenum<6;sidenum++) {
if (Slide_segs[segnum] & (1 << sidenum)) {
int tmn = Segments[segnum].sides[sidenum].tmap_num;
if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
for (i=0;i<4;i++) {
for (int i=0;i<4;i++) {
Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
@ -1478,12 +1470,11 @@ int Num_flickering_lights=0;
static void flicker_lights()
{
int l;
flickering_light *f;
f = Flickering_lights;
for (l=0;l<Num_flickering_lights;l++,f++) {
for (int l=0;l<Num_flickering_lights;l++,f++) {
segment *segp = &Segments[f->segnum];
//make sure this is actually a light
@ -1513,14 +1504,13 @@ static void flicker_lights()
//returns ptr to flickering light structure, or NULL if can't find
static flickering_light *find_flicker(segnum_t segnum, int sidenum)
{
int l;
flickering_light *f;
//see if there's already an entry for this seg/side
f = Flickering_lights;
for (l=0;l<Num_flickering_lights;l++,f++)
for (int l=0;l<Num_flickering_lights;l++,f++)
if (f->segnum == segnum && f->sidenum == sidenum) //found it!
return f;
@ -1649,7 +1639,6 @@ int Last_level_path_created = -1;
// Return true if path created, else return false.
static int mark_player_path_to_segment(segnum_t segnum)
{
int i;
object *objp = ConsoleObject;
short player_path_length=0;
int player_hide_index=-1;
@ -1672,7 +1661,7 @@ static int mark_player_path_to_segment(segnum_t segnum)
return 0;
}
for (i=1; i<player_path_length; i++) {
for (int i=1; i<player_path_length; i++) {
vms_vector seg_center;
segnum_t segnum = Point_segs[player_hide_index+i].segnum;
@ -1696,11 +1685,9 @@ static int mark_player_path_to_segment(segnum_t segnum)
// Return true if it happened, else return false.
int create_special_path(void)
{
int j;
// ---------- Find exit doors ----------
for (segnum_t i=0; i<=Highest_segment_index; i++)
for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
for (int j=0; j<MAX_SIDES_PER_SEGMENT; j++)
if (Segments[i].children[j] == segment_exit) {
return mark_player_path_to_segment(i);
}