- make nNetStartSprite an actor array.

This commit is contained in:
Christoph Oelckers 2021-10-21 10:41:41 +02:00
parent 1591d6fbdb
commit ca6724a3f5
3 changed files with 9 additions and 9 deletions

View file

@ -768,7 +768,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
}
case 62:
{
nNetStartSprite[nNetStartSprites] = nSprite;
nNetStartSprite[nNetStartSprites] = pActor;
pSprite->cstat = 0x8000;
nNetStartSprites++;
@ -823,14 +823,14 @@ void ExamineSprites()
if (nNetPlayerCount)
{
int nSprite = insertsprite(initsect, 0);
auto pSprite = &sprite[nSprite];
auto pActor = insertActor(initsect, 0);
auto pSprite = &pActor->s();
pSprite->x = initx;
pSprite->y = inity;
pSprite->z = initz;
pSprite->cstat = 0x8000;
nNetStartSprite[nNetStartSprites] = nSprite;
nNetStartSprite[nNetStartSprites] = pActor;
nNetStartSprites++;
}
}

View file

@ -109,7 +109,7 @@ PlayerSave sPlayerSave[kMaxPlayers];
int ototalvel[kMaxPlayers] = { 0 };
int totalvel[kMaxPlayers] = { 0 };
int16_t eyelevel[kMaxPlayers], oeyelevel[kMaxPlayers];
short nNetStartSprite[kMaxPlayers] = { 0 };
DExhumedActor* nNetStartSprite[kMaxPlayers] = { };
short nStandHeight;
@ -295,8 +295,8 @@ void RestartPlayer(short nPlayer)
if (nTotalPlayers > 1)
{
int nNStartSprite = nNetStartSprite[nCurStartSprite];
auto nstspr = &sprite[nNStartSprite];
auto nNStartSprite = nNetStartSprite[nCurStartSprite];
auto nstspr = &nNStartSprite->s();
nCurStartSprite++;
if (nCurStartSprite >= nNetStartSprites) {
@ -2742,7 +2742,7 @@ void SerializePlayer(FSerializer& arc)
("playercount", PlayerCount)
("netstartsprites", nNetStartSprites)
("localplayer", nLocalPlayer)
.Array("curstartsprite", nNetStartSprite, PlayerCount)
("curstartsprite", nCurStartSprite)
.Array("breathtimer", nBreathTimer, PlayerCount)
.Array("playerswear", nPlayerSwear, PlayerCount)
.Array("pushsect", nPlayerPushSect, PlayerCount)

View file

@ -111,7 +111,7 @@ extern short obobangle, bobangle;
extern int ototalvel[], totalvel[];
extern int16_t eyelevel[], oeyelevel[];
extern short nNetStartSprite[kMaxPlayers];
extern DExhumedActor* nNetStartSprite[kMaxPlayers];
extern short nNetStartSprites;
extern short nCurStartSprite;