- deleted PLAYER::pSprite.

This commit is contained in:
Christoph Oelckers 2021-12-23 10:49:15 +01:00
parent 648537a96b
commit 87894a5640
4 changed files with 8 additions and 11 deletions

View file

@ -660,7 +660,6 @@ void playerStart(int nPlayer, int bNewLevel)
auto actor = actSpawnSprite(pStartZone->sector, pStartZone->x, pStartZone->y, pStartZone->z, 6, 1);
assert(actor->hasX());
XSPRITE *pXSprite = &actor->x();
pPlayer->pSprite = &actor->spr;
pPlayer->pXSprite = pXSprite;
pPlayer->actor = actor;
DUDEINFO *pDudeInfo = &dudeInfo[kDudePlayer1 + nPlayer - kDudeBase];
@ -2360,9 +2359,8 @@ void SerializePlayers(FSerializer& arc)
{
for (int i = 0; i < gNetPlayers; i++)
{
gPlayer[i].pSprite = &gPlayer[i].actor->s();
gPlayer[i].pXSprite = &gPlayer[i].actor->x();
gPlayer[i].pDudeInfo = &dudeInfo[gPlayer[i].pSprite->type - kDudeBase];
gPlayer[i].pDudeInfo = &dudeInfo[gPlayer[i].actor->spr.type - kDudeBase];
#ifdef NOONE_EXTENSIONS
// load qav scene

View file

@ -81,7 +81,6 @@ extern POSTURE gPostureDefaults[kModeMax][kPostureMax];
struct PLAYER
{
TObjPtr<DBloodActor*> actor;
spritetype* pSprite;
XSPRITE* pXSprite;
DUDEINFO* pDudeInfo;
InputPacket input;

View file

@ -471,10 +471,10 @@ void OperateSprite(DBloodActor* actor, EVENT event)
pXSprite->isTriggered = 1;
SetSpriteState(actor, 1);
for (int p = connecthead; p >= 0; p = connectpoint2[p]) {
spritetype *pPlayerSprite = gPlayer[p].pSprite;
int dx = (actor->spr.pos.X - pPlayerSprite->pos.X)>>4;
int dy = (actor->spr.pos.Y - pPlayerSprite->pos.Y)>>4;
int dz = (actor->spr.pos.Z - pPlayerSprite->pos.Z)>>8;
auto vec = actor->spr.pos - gPlayer[p].actor->spr.pos;
int dx = (vec.X)>>4;
int dy = (vec.Y)>>4;
int dz = (vec.Z)>>8;
int nDist = dx*dx+dy*dy+dz*dz+0x40000;
gPlayer[p].quakeEffect = DivScale(pXSprite->data1, nDist, 16);
}

View file

@ -475,7 +475,7 @@ void SetupView(int &cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, sectorty
}
else
{
calcChaseCamPos((int*)&cX, (int*)&cY, (int*)&cZ, gView->pSprite, &pSector, cA, cH, gInterpolate);
calcChaseCamPos((int*)&cX, (int*)&cY, (int*)&cZ, &gView->actor->spr, &pSector, cA, cH, gInterpolate);
}
CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &pSector);
}
@ -526,7 +526,7 @@ void renderCrystalBall()
vd4 += QRandom2(nValue >> 4);
vd0 += QRandom2(nValue);
}
CalcOtherPosition(pOther->pSprite, &vd8, &vd4, &vd0, &vcc, v50, 0, (int)gInterpolate);
CalcOtherPosition(pOther->actor, &vd8, &vd4, &vd0, &vcc, v50, 0, (int)gInterpolate);
CheckLink(&vd8, &vd4, &vd0, &vcc);
uint8_t v14 = 0;
if (IsUnderwaterSector(vcc))
@ -711,7 +711,7 @@ void viewDrawScreen(bool sceneonly)
UpdateDacs(0, true); // keep the view palette active only for the actual 3D view and its overlays.
if (automapMode != am_off)
{
DrawMap (gView->pSprite);
DrawMap (&gView->actor->spr);
}
UpdateStatusBar();
int zn = ((gView->zWeapon-gView->zView-(12<<8))>>7)+220;