- moved the declarations for the lighting thinkers to p_light.cpp.

Aside from the init function they are not needed anywhere else and that could also be placed into this file.
This commit is contained in:
Christoph Oelckers 2016-04-10 18:29:23 +02:00
commit 76c18820cb
3 changed files with 190 additions and 170 deletions

View file

@ -1039,6 +1039,7 @@ static void P_SetupSectorDamage(sector_t *sector, int damage, int interval, int
// Sets up everything derived from 'sector->special' for one sector
// ('fromload' is necessary to allow conversion upon savegame load.)
//
void P_SpawnLights(sector_t *sector);
void P_InitSectorSpecial(sector_t *sector, int special)
{
@ -1072,31 +1073,10 @@ void P_InitSectorSpecial(sector_t *sector, int special)
// [RH] Normal DOOM special or BOOM specialized?
bool keepspecial = false;
P_SpawnLights(sector);
switch (sector->special)
{
case Light_Phased:
new DPhased (sector, 48, 63 - (sector->lightlevel & 63));
break;
// [RH] Hexen-like phased lighting
case LightSequenceStart:
new DPhased (sector);
break;
case dLight_Flicker:
new DLightFlash (sector);
break;
case dLight_StrobeFast:
new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
break;
case dLight_StrobeSlow:
new DStrobe (sector, STROBEBRIGHT, SLOWDARK, false);
break;
case dLight_Strobe_Hurt:
new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
P_SetupSectorDamage(sector, 20, 32, 5, NAME_Slime, 0);
break;
@ -1108,10 +1088,6 @@ void P_InitSectorSpecial(sector_t *sector, int special)
P_SetupSectorDamage(sector, 5, 32, 0, NAME_Slime, 0);
break;
case dLight_Glow:
new DGlow (sector);
break;
case dSector_DoorCloseIn30:
new DDoor(sector, DDoor::doorWaitClose, 2, 0, 0, 30 * TICRATE);
break;
@ -1120,14 +1096,6 @@ void P_InitSectorSpecial(sector_t *sector, int special)
P_SetupSectorDamage(sector, 20, 32, 256, NAME_None, SECF_ENDGODMODE|SECF_ENDLEVEL);
break;
case dLight_StrobeSlowSync:
new DStrobe (sector, STROBEBRIGHT, SLOWDARK, true);
break;
case dLight_StrobeFastSync:
new DStrobe (sector, STROBEBRIGHT, FASTDARK, true);
break;
case dSector_DoorRaiseIn5Mins:
new DDoor (sector, DDoor::doorWaitRaise, 2, TICRATE*30/7, 0, 5*60*TICRATE);
break;
@ -1142,10 +1110,6 @@ void P_InitSectorSpecial(sector_t *sector, int special)
P_SetupSectorDamage(sector, 20, 32, 5, NAME_Slime, 0);
break;
case dLight_FireFlicker:
new DFireFlicker (sector);
break;
case dDamage_LavaWimpy:
P_SetupSectorDamage(sector, 5, 32, 256, NAME_Fire, SECF_DMGTERRAINFX);
break;
@ -1156,7 +1120,6 @@ void P_InitSectorSpecial(sector_t *sector, int special)
case dScroll_EastLavaDamage:
P_SetupSectorDamage(sector, 5, 32, 256, NAME_Fire, SECF_DMGTERRAINFX);
new DStrobe(sector, STROBEBRIGHT, FASTDARK, false);
P_CreateScroller(EScroll::sc_floor, -4., 0, -1, int(sector - sectors), 0);
keepspecial = true;
break;
@ -1167,7 +1130,6 @@ void P_InitSectorSpecial(sector_t *sector, int special)
case sLight_Strobe_Hurt:
P_SetupSectorDamage(sector, 5, 32, 0, NAME_Slime, 0);
new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
break;
case sDamage_Hellslime: