diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index c370f7bcd..eaf977e06 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -1484,15 +1484,14 @@ void checkweapons_r(struct player_struct* p) static const short weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE, CHAINGUNSPRITE, RPGSPRITE, HEAVYHBOMB, SHRINKERSPRITE, DEVISTATORSPRITE, TRIPBOMBSPRITE, BOWLINGBALLSPRITE, FREEZEBLAST, HEAVYHBOMB }; - short i, j; if (isRRRA()) { if (p->OnMotorcycle && numplayers > 1) { - j = fi.spawn(p->i, 7220); - sprite[j].ang = p->angle.ang.asbuild(); - sprite[j].owner = p->ammo_amount[MOTORCYCLE_WEAPON]; + auto j = spawn(p->GetActor(), 7220); + j->s.ang = p->angle.ang.asbuild(); + j->s.owner = p->ammo_amount[MOTORCYCLE_WEAPON]; p->OnMotorcycle = 0; p->gotweapon.Clear(MOTORCYCLE_WEAPON); p->horizon.horiz = q16horiz(0); @@ -1506,9 +1505,9 @@ void checkweapons_r(struct player_struct* p) } else if (p->OnBoat && numplayers > 1) { - j = fi.spawn(p->i, 7233); - sprite[j].ang = p->angle.ang.asbuild(); - sprite[j].owner = p->ammo_amount[BOAT_WEAPON]; + auto j = spawn(p->GetActor(), 7233); + j->s.ang = p->angle.ang.asbuild(); + j->s.owner = p->ammo_amount[BOAT_WEAPON]; p->OnBoat = 0; p->gotweapon.Clear(BOAT_WEAPON); p->horizon.horiz = q16horiz(0); @@ -1525,36 +1524,36 @@ void checkweapons_r(struct player_struct* p) if (p->curr_weapon > 0) { if (krand() & 1) - fi.spawn(p->i, weapon_sprites[p->curr_weapon]); + spawn(p->GetActor(), weapon_sprites[p->curr_weapon]); else switch (p->curr_weapon) { case CHICKEN_WEAPON: if (!isRRRA()) break; case DYNAMITE_WEAPON: case CROSSBOW_WEAPON: - fi.spawn(p->i, EXPLOSION2); + spawn(p->GetActor(), EXPLOSION2); break; } } - for (i = 0; i < 5; i++) + for (int i = 0; i < 5; i++) { if (p->keys[i] == 1) { - j = fi.spawn(p->i, ACCESSCARD); + auto j = spawn(p->GetActor(), ACCESSCARD); switch (i) { case 1: - sprite[j].lotag = 100; + j->s.lotag = 100; break; case 2: - sprite[j].lotag = 101; + j->s.lotag = 101; break; case 3: - sprite[j].lotag = 102; + j->s.lotag = 102; break; case 4: - sprite[j].lotag = 103; + j->s.lotag = 103; break; } }