Make FWallCoords' members lowercase

because they're kind of a pain to type when all uppercase.
- Also, make its sx1 and sx2 members shorts, so it takes less space, since
  it's getting crammed into a vissprite now.
This commit is contained in:
Randy Heit 2014-08-07 17:12:04 -05:00
commit e1ee80661e
4 changed files with 148 additions and 148 deletions

View file

@ -411,8 +411,8 @@ void R_DrawWallSprite(vissprite_t *spr)
fixed_t yscale;
int shade = LIGHT2SHADE(140);
x1 = MAX<int>(spr->x1, spr->wallc.SX1);
x2 = MIN<int>(spr->x2, spr->wallc.SX2 + 1);
x1 = MAX<int>(spr->x1, spr->wallc.sx1);
x2 = MIN<int>(spr->x2, spr->wallc.sx2 + 1);
if (x1 >= x2)
return;
WallT.InitFromWallCoords(&spr->wallc);
@ -440,7 +440,7 @@ void R_DrawWallSprite(vissprite_t *spr)
rereadcolormap = false;
}
rw_light = rw_lightleft + (x1 - spr->wallc.SX1) * rw_lightstep;
rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
dc_colormap = usecolormap->Maps + fixedlightlev;
else if (fixedcolormap != NULL)
@ -1057,7 +1057,7 @@ static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t f
if (wallc.Init(lx1, ly1, lx2, ly2, TOO_CLOSE_Z))
return;
if (wallc.SX1 > WindowRight || wallc.SX2 <= WindowLeft)
if (wallc.sx1 > WindowRight || wallc.sx2 <= WindowLeft)
return;
// Sprite sorting should probably treat these as walls, not sprites,
@ -1070,8 +1070,8 @@ static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t f
gzb = fz + yscale * scaled_bo;
vis = R_NewVisSprite();
vis->x1 = wallc.SX1 < WindowLeft ? WindowLeft : wallc.SX1;
vis->x2 = wallc.SX2 >= WindowRight ? WindowRight-1 : wallc.SX2-1;
vis->x1 = wallc.sx1 < WindowLeft ? WindowLeft : wallc.sx1;
vis->x2 = wallc.sx2 >= WindowRight ? WindowRight-1 : wallc.sx2-1;
vis->idepth = (unsigned)DivScale32(1, tz) >> 1;
vis->depth = tz;
vis->sector = thing->Sector;