コード例 #1
0
ファイル: break.cpp プロジェクト: jmarshall23/PolymerNGPublic
short FindBreakSpriteMatch ( short match )
{
    short i, nexti;
    TRAVERSE_SPRITE_STAT ( headspritestat[STAT_BREAKABLE], i, nexti )
    {
        if ( SPRITE_TAG2 ( i ) == match && sprite[i].picnum == ST1 )
        {
            return ( i );
        }
    }
    return ( -1 );
}
コード例 #2
0
ファイル: copysect.c プロジェクト: TheCycoONE/jfsw
void CopySectorMatch(short match)
    {
    short ed,nexted,ss,nextss;
    SPRITEp dest_sp, src_sp;
    SECTORp dsectp,ssectp;
    short kill, nextkill;
    SPRITEp k;
    
    TRAVERSE_SPRITE_STAT(headspritestat[STAT_COPY_DEST], ed, nexted)    
        {
        dest_sp = &sprite[ed];
        dsectp = &sector[dest_sp->sectnum];

        if (match != sprite[ed].lotag)
            continue;
        
        TRAVERSE_SPRITE_STAT(headspritestat[STAT_COPY_SOURCE], ss, nextss)    
            {
            src_sp = &sprite[ss];
            
            if (SP_TAG2(src_sp) == SPRITE_TAG2(ed) &&
                SP_TAG3(src_sp) == SPRITE_TAG3(ed))
                {
                short src_move, nextsrc_move;
                ssectp = &sector[src_sp->sectnum];
                
                // !!!!!AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH
                // Don't kill anything you don't have to
                // this wall killing things on a Queue causing
                // invalid situations
                    
                #if 1
                // kill all sprites in the dest sector that need to be
                TRAVERSE_SPRITE_SECT(headspritesect[dest_sp->sectnum], kill, nextkill)    
                    {
                    k = &sprite[kill];
                    
                    // kill anything not invisible
                    if (!TEST(k->cstat, CSTAT_SPRITE_INVISIBLE))
                        {
                        if (User[kill])
                            {
                            // be safe with the killing
                            //SetSuicide(kill);
                            }
                        else
                            {    
                            SpriteQueueDelete(kill); // new function to allow killing - hopefully
                            KillSprite(kill);
                            }
                        }
                    }