Add NUM_LEVELS
This commit is contained in:
parent
b13b26b5fb
commit
778d1381bb
@ -5,7 +5,8 @@ enum eLevelName {
|
||||
LEVEL_GENERIC = 0,
|
||||
LEVEL_INDUSTRIAL,
|
||||
LEVEL_COMMERCIAL,
|
||||
LEVEL_SUBURBAN
|
||||
LEVEL_SUBURBAN,
|
||||
NUM_LEVELS
|
||||
};
|
||||
|
||||
class CGame
|
||||
|
@ -33,7 +33,7 @@
|
||||
|
||||
CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
|
||||
|
||||
CPtrList CWorld::ms_bigBuildingsList[4];
|
||||
CPtrList CWorld::ms_bigBuildingsList[NUM_LEVELS];
|
||||
CPtrList CWorld::ms_listMovingEntityPtrs;
|
||||
CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];
|
||||
uint16 CWorld::ms_nCurrentScanCode;
|
||||
@ -1745,13 +1745,13 @@ CWorld::ShutDown(void)
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
|
||||
#endif
|
||||
}
|
||||
for(int32 i = 0; i < 4; i++) {
|
||||
for(CPtrNode *pNode = GetBigBuildingList((eLevelName)i).first; pNode; pNode = pNode->next) {
|
||||
for(int32 i = 0; i < NUM_LEVELS; i++) {
|
||||
for(CPtrNode *pNode = ms_bigBuildingsList[i].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
// Maybe remove from world here?
|
||||
delete pEntity;
|
||||
}
|
||||
GetBigBuildingList((eLevelName)i).Flush();
|
||||
ms_bigBuildingsList[i].Flush();
|
||||
}
|
||||
for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
|
||||
CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
|
||||
|
@ -55,7 +55,7 @@ struct CStoredCollPoly;
|
||||
|
||||
class CWorld
|
||||
{
|
||||
static CPtrList ms_bigBuildingsList[4];
|
||||
static CPtrList ms_bigBuildingsList[NUM_LEVELS];
|
||||
static CPtrList ms_listMovingEntityPtrs;
|
||||
static CSector ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];
|
||||
static uint16 ms_nCurrentScanCode;
|
||||
|
Loading…
Reference in New Issue
Block a user