Reorder CEntity functions into their original order

This commit is contained in:
Sergeanur
2020-12-29 13:55:15 +02:00
parent c1caf380de
commit f75460fc1d
8 changed files with 634 additions and 587 deletions

View File

@ -21,6 +21,66 @@ CReferences::Init(void)
aRefs[NUMREFERENCES-1].next = nil;
}
void
CEntity::RegisterReference(CEntity **pent)
{
if(IsBuilding())
return;
CReference *ref;
// check if already registered
for(ref = m_pFirstReference; ref; ref = ref->next)
if(ref->pentity == pent)
return;
// have to allocate new reference
ref = CReferences::pEmptyList;
if(ref){
CReferences::pEmptyList = ref->next;
ref->pentity = pent;
ref->next = m_pFirstReference;
m_pFirstReference = ref;
return;
}
return;
}
// Clear all references to this entity
void
CEntity::ResolveReferences(void)
{
CReference *ref;
// clear pointers to this entity
for(ref = m_pFirstReference; ref; ref = ref->next)
if(*ref->pentity == this)
*ref->pentity = nil;
// free list
if(m_pFirstReference){
for(ref = m_pFirstReference; ref->next; ref = ref->next)
;
ref->next = CReferences::pEmptyList;
CReferences::pEmptyList = m_pFirstReference;
m_pFirstReference = nil;
}
}
// Free all references that no longer point to this entity
void
CEntity::PruneReferences(void)
{
CReference *ref, *next, **lastnextp;
lastnextp = &m_pFirstReference;
for(ref = m_pFirstReference; ref; ref = next){
next = ref->next;
if(*ref->pentity == this)
lastnextp = &ref->next;
else{
*lastnextp = ref->next;
ref->next = CReferences::pEmptyList;
CReferences::pEmptyList = ref;
}
}
}
void
CReferences::RemoveReferencesToPlayer(void)
{

View File

@ -1600,14 +1600,24 @@ CWorld::ExtinguishAllCarFiresInArea(CVector point, float range)
}
}
inline void
AddSteamsFromGround(CPtrList& list)
{
CPtrNode *pNode = list.first;
while (pNode) {
((CEntity*)pNode->item)->AddSteamsFromGround(nil);
pNode = pNode->next;
}
}
void
CWorld::AddParticles(void)
{
for(int32 y = 0; y < NUMSECTORS_Y; y++) {
for(int32 x = 0; x < NUMSECTORS_X; x++) {
CSector *pSector = GetSector(x, y);
CEntity::AddSteamsFromGround(pSector->m_lists[ENTITYLIST_BUILDINGS]);
CEntity::AddSteamsFromGround(pSector->m_lists[ENTITYLIST_DUMMIES]);
AddSteamsFromGround(pSector->m_lists[ENTITYLIST_BUILDINGS]);
AddSteamsFromGround(pSector->m_lists[ENTITYLIST_DUMMIES]);
}
}
}