- renamed a few variables for clarity.

This commit is contained in:
Christoph Oelckers 2017-01-06 11:56:17 +01:00
commit b11c8fef57
10 changed files with 22 additions and 22 deletions

View file

@ -6728,7 +6728,7 @@ portnode_t *P_DelPortalnode(portnode_t *node)
if (sp)
sp->m_snext = sn;
else
node->m_portal->render_thinglist = sn;
node->m_portal->lineportal_thinglist = sn;
if (sn)
sn->m_sprev = sp;
@ -6770,10 +6770,10 @@ portnode_t *P_AddPortalnode(FLinePortal *s, AActor *thing, portnode_t *nextnode)
// Add new node at head of portal thread starting at s->touching_thinglist
node->m_sprev = NULL; // prev node on portal thread
node->m_snext = s->render_thinglist; // next node on portal thread
if (s->render_thinglist)
node->m_snext = s->lineportal_thinglist; // next node on portal thread
if (s->lineportal_thinglist)
node->m_snext->m_sprev = node;
s->render_thinglist = node;
s->lineportal_thinglist = node;
return node;
}
@ -6805,7 +6805,7 @@ void AActor::UpdateRenderSectorList()
if (p.mType == PORTT_VISUAL) continue;
if (bb.inRange(p.mOrigin) && bb.BoxOnLineSide(p.mOrigin))
{
render_portallist = P_AddPortalnode(&p, this, render_portallist);
touching_lineportallist = P_AddPortalnode(&p, this, touching_lineportallist);
}
}
}
@ -6821,7 +6821,7 @@ void AActor::UpdateRenderSectorList()
lasth = planeh;
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling);
sec = P_PointInSector(newpos);
render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
touching_sectorportallist = P_AddSecnode(sec, this, touching_sectorportallist, sec->sectorportal_thinglist);
}
sec = Sector;
lasth = FLT_MAX;
@ -6833,25 +6833,25 @@ void AActor::UpdateRenderSectorList()
lasth = planeh;
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor);
sec = P_PointInSector(newpos);
render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
touching_sectorportallist = P_AddSecnode(sec, this, touching_sectorportallist, sec->sectorportal_thinglist);
}
}
}
void AActor::ClearRenderSectorList()
{
msecnode_t *node = render_sectorlist;
msecnode_t *node = touching_sectorportallist;
while (node)
node = P_DelSecnode(node, &sector_t::render_thinglist);
render_sectorlist = NULL;
node = P_DelSecnode(node, &sector_t::sectorportal_thinglist);
touching_sectorportallist = NULL;
}
void AActor::ClearRenderLineList()
{
portnode_t *node = render_portallist;
portnode_t *node = touching_lineportallist;
while (node)
node = P_DelPortalnode(node);
render_portallist = NULL;
touching_lineportallist = NULL;
}