- don't use auto when making local copies of TObjPtr.

This commit is contained in:
Christoph Oelckers 2021-12-24 16:41:14 +01:00
parent 1b1a81e2bc
commit 63fc668d57
4 changed files with 4 additions and 4 deletions

View file

@ -358,7 +358,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, pp->pos.X, pp->pos.Y, dist, a, b, c);
auto plActor = pp->actor;
DSWActor* plActor = pp->actor;
if (dist < near_dist && FAFcansee(actor->spr.pos.X, actor->spr.pos.Y, look_height, actor->spr.sector(), plActor->spr.pos.X, plActor->spr.pos.Y, ActorUpperZ(plActor), plActor->spr.sector()))
{
near_dist = dist;

View file

@ -1495,7 +1495,7 @@ int PlayerInitFlashBomb(PLAYERp pp)
unsigned int stat;
int dist, tx, ty, tmin;
short damage;
auto actor = pp->actor;
DSWActor* actor = pp->actor;
USERp hu;
PlaySound(DIGI_GASPOP, pp, v3df_dontpan | v3df_doppler);

View file

@ -6050,7 +6050,7 @@ void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist)
{
USERp u = actor->u();
SPRITEp sp = &actor->s();
auto plActor = pp->actor;
DSWActor* plActor = pp->actor;
SPRITEp psp = &plActor->s();
int look_height;

View file

@ -5420,7 +5420,7 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor)
{
auto actor = pp->actor;
DSWActor* actor = pp->actor;
SPRITEp sp = &actor->s();
USERp u = actor->u();