- refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals.

This commit is contained in:
Christoph Oelckers 2017-01-07 19:32:24 +01:00
commit c02281a439
57 changed files with 438 additions and 456 deletions

View file

@ -192,7 +192,7 @@ void DPusher::Tick ()
if (!var_pushers)
return;
sec = sectors + m_Affectee;
sec = &level.sectors[m_Affectee];
// Be sure the special sector type is still turned on. If so, proceed.
// Else, bail out; the sector type has been changed on us.
@ -339,7 +339,7 @@ AActor *P_GetPushThing (int s)
AActor* thing;
sector_t* sec;
sec = sectors + s;
sec = &level.sectors[s];
thing = sec->thinglist;
while (thing &&
@ -407,7 +407,7 @@ void P_SpawnPushers ()
thing->GetClass()->TypeName == NAME_PointPuller)
{
new DPusher (DPusher::p_push, l->args[3] ? l : NULL, l->args[2],
0, thing, int(thing->Sector - sectors));
0, thing, int(thing->Sector - &level.sectors[0]));
}
}
}
@ -447,7 +447,7 @@ void AdjustPusher (int tag, int magnitude, int angle, bool wind)
unsigned int i;
for (i = 0; i < numcollected; i++)
{
if (Collection[i].RefNum == sectors[secnum].sectornum)
if (Collection[i].RefNum == secnum)
break;
}
if (i == numcollected)