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.
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4 changed files with 148 additions and 148 deletions
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@ -411,8 +411,8 @@ void R_DrawWallSprite(vissprite_t *spr)
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fixed_t yscale;
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int shade = LIGHT2SHADE(140);
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x1 = MAX<int>(spr->x1, spr->wallc.SX1);
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x2 = MIN<int>(spr->x2, spr->wallc.SX2 + 1);
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x1 = MAX<int>(spr->x1, spr->wallc.sx1);
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x2 = MIN<int>(spr->x2, spr->wallc.sx2 + 1);
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if (x1 >= x2)
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return;
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WallT.InitFromWallCoords(&spr->wallc);
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@ -440,7 +440,7 @@ void R_DrawWallSprite(vissprite_t *spr)
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rereadcolormap = false;
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}
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rw_light = rw_lightleft + (x1 - spr->wallc.SX1) * rw_lightstep;
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rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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dc_colormap = usecolormap->Maps + fixedlightlev;
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else if (fixedcolormap != NULL)
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@ -1057,7 +1057,7 @@ static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t f
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if (wallc.Init(lx1, ly1, lx2, ly2, TOO_CLOSE_Z))
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return;
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if (wallc.SX1 > WindowRight || wallc.SX2 <= WindowLeft)
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if (wallc.sx1 > WindowRight || wallc.sx2 <= WindowLeft)
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return;
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// Sprite sorting should probably treat these as walls, not sprites,
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@ -1070,8 +1070,8 @@ static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t f
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gzb = fz + yscale * scaled_bo;
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vis = R_NewVisSprite();
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vis->x1 = wallc.SX1 < WindowLeft ? WindowLeft : wallc.SX1;
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vis->x2 = wallc.SX2 >= WindowRight ? WindowRight-1 : wallc.SX2-1;
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vis->x1 = wallc.sx1 < WindowLeft ? WindowLeft : wallc.sx1;
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vis->x2 = wallc.sx2 >= WindowRight ? WindowRight-1 : wallc.sx2-1;
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vis->idepth = (unsigned)DivScale32(1, tz) >> 1;
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vis->depth = tz;
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vis->sector = thing->Sector;
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