- little bit of array access removal.

(It's going to be a long way to refactor the sprite system to not rely on indices...)
This commit is contained in:
Christoph Oelckers 2020-10-14 00:30:14 +02:00
parent a34525574c
commit bfed4e179b

View file

@ -1848,25 +1848,26 @@ void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BUR
int j = headspritesect[sect];
while (j >= 0)
{
if (sprite[j].picnum == SECTOREFFECTOR)
auto sprj = &sprite[j];
if (sprj->picnum == SECTOREFFECTOR)
{
if (sprite[j].lotag == 1)
if (sprj->lotag == 1)
{
sprite[j].lotag = (short)65535;
sprite[j].hitag = (short)65535;
sprj->lotag = (short)65535;
sprj->hitag = (short)65535;
}
}
else if (sprite[j].picnum == REACTOR)
else if (sprj->picnum == REACTOR)
{
sprite[j].picnum = REACTORBURNT;
sprj->picnum = REACTORBURNT;
}
else if (sprite[j].picnum == REACTOR2)
else if (sprj->picnum == REACTOR2)
{
sprite[j].picnum = REACTOR2BURNT;
sprj->picnum = REACTOR2BURNT;
}
else if (sprite[j].picnum == REACTORSPARK || sprite[j].picnum == REACTOR2SPARK)
else if (sprj->picnum == REACTORSPARK || sprj->picnum == REACTOR2SPARK)
{
sprite[j].cstat = (short)32768;
sprj->cstat = (short)32768;
}
j = nextspritesect[j];
}
@ -2952,12 +2953,13 @@ void handle_se14(int i, bool checkstat, int RPG, int JIBS6)
j = headspritesect[sprite[sprite[i].owner].sectnum];
while (j >= 0)
{
auto spj = &sprite[j];
int l = nextspritesect[j];
if (sprite[j].statnum == 1 && badguy(&sprite[j]) && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
if (spj->statnum == 1 && badguy(spj) && spj->picnum != SECTOREFFECTOR && spj->picnum != LOCATORS)
{
short k = sprite[j].sectnum;
updatesector(sprite[j].x, sprite[j].y, &k);
if (sprite[j].extra >= 0 && k == s->sectnum)
short k = spj->sectnum;
updatesector(spj->x, spj->y, &k);
if (spj->extra >= 0 && k == s->sectnum)
{
fi.gutsdir(&sprite[j], JIBS6, 72, myconnectindex);
S_PlayActorSound(SQUISHED, i);
@ -3087,21 +3089,23 @@ void handle_se30(int i, int JIBS6)
int j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
auto sprj = &sprite[j];
auto htj = &hittype[j];
if (sprj->picnum != SECTOREFFECTOR && sprj->picnum != LOCATORS)
{
if (numplayers < 2)
{
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
htj->bposx = sprj->x;
htj->bposy = sprj->y;
}
sprite[j].x += l;
sprite[j].y += x;
sprj->x += l;
sprj->y += x;
if (numplayers > 1)
{
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
htj->bposx = sprj->x;
htj->bposy = sprj->y;
}
}
j = nextspritesect[j];
@ -3245,7 +3249,7 @@ void handle_se02(int i)
void handle_se03(int i)
{
spritetype* s = &sprite[i];
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
@ -3297,7 +3301,7 @@ void handle_se03(int i)
void handle_se04(int i)
{
spritetype* s = &sprite[i];
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;