Move player + player mobj existence checks to top of P_MoveChaseCamera. This is the only place it makes sense to even check them tbh.

While I'm at it, let's also use the "mo" variable instead of player->mo throughout the function (to be consistent)
This commit is contained in:
Monster Iestyn 2018-09-30 22:18:48 +01:00
parent 1763087844
commit 800b3bb240

View file

@ -7853,7 +7853,13 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
subsector_t *newsubsec;
fixed_t f1, f2;
cameranoclip = (player->pflags & (PF_NOCLIP|PF_NIGHTSMODE)) || (player->mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!!
// We probably shouldn't move the camera if there is no player or player mobj somehow
if (!player || !player->mo)
return true;
mo = player->mo;
cameranoclip = (player->pflags & (PF_NOCLIP|PF_NIGHTSMODE)) || (mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!!
if (!(player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD))
{
@ -7874,7 +7880,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
else if (player == &players[secondarydisplayplayer])
focusangle = localangle2;
else
focusangle = player->mo->angle;
focusangle = mo->angle;
if (thiscam == &camera)
camrotate = cv_cam_rotate.value;
else if (thiscam == &camera2)
@ -7886,17 +7892,9 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
return true;
}
if (!player || !player->mo)
return true;
mo = player->mo;
thiscam->radius = FixedMul(20*FRACUNIT, mo->scale);
thiscam->height = FixedMul(16*FRACUNIT, mo->scale);
if (!mo)
return true;
// Don't run while respawning from a starpost
// Inu 4/8/13 Why not?!
// if (leveltime > 0 && timeinmap <= 0)
@ -7904,7 +7902,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
if (player->pflags & PF_NIGHTSMODE)
{
focusangle = player->mo->angle;
focusangle = mo->angle;
focusaiming = 0;
}
else if (player == &players[consoleplayer])
@ -7919,7 +7917,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
}
else
{
focusangle = player->mo->angle;
focusangle = mo->angle;
focusaiming = player->aiming;
}
@ -7966,12 +7964,12 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
angle = R_PointToAngle2(player->axis1->x, player->axis1->y, player->axis2->x, player->axis2->y);
angle += ANGLE_90;
}
else if (player->mo->target)
else if (mo->target)
{
if (player->mo->target->flags & MF_AMBUSH)
angle = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
if (mo->target->flags & MF_AMBUSH)
angle = R_PointToAngle2(mo->target->x, mo->target->y, mo->x, mo->y);
else
angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->target->x, player->mo->target->y);
angle = R_PointToAngle2(mo->x, mo->y, mo->target->x, mo->target->y);
}
}
else if (P_AnalogMove(player)) // Analog
@ -8066,7 +8064,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
if (twodlevel || (mo->flags2 & MF2_TWOD))
{
// Camera doesn't ALWAYS need to move, only when running...
if (abs(player->mo->momx) > 10)
if (abs(mo->momx) > 10)
{
// Move the camera all smooth-like, not jerk it around...
if (mo->momx > 0)
@ -8384,13 +8382,13 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
vy = thiscam->y;
}
if (P_AproxDistance(vx - player->mo->x, vy - player->mo->y) < FixedMul(48*FRACUNIT, mo->scale))
player->mo->flags2 |= MF2_SHADOW;
if (P_AproxDistance(vx - mo->x, vy - mo->y) < FixedMul(48*FRACUNIT, mo->scale))
mo->flags2 |= MF2_SHADOW;
else
player->mo->flags2 &= ~MF2_SHADOW;
mo->flags2 &= ~MF2_SHADOW;
}
else
player->mo->flags2 &= ~MF2_SHADOW;
mo->flags2 &= ~MF2_SHADOW;
/* if (!resetcalled && (player->pflags & PF_NIGHTSMODE && player->exiting))
{