diff --git a/src/hwrenderer/scene/hw_flats.cpp b/src/hwrenderer/scene/hw_flats.cpp index d4bc79ee2..9d2c13633 100644 --- a/src/hwrenderer/scene/hw_flats.cpp +++ b/src/hwrenderer/scene/hw_flats.cpp @@ -615,8 +615,6 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which) stack = false; if ((which & SSRF_RENDER3DPLANES) && x.ffloors.Size()) { - player_t * player = players[consoleplayer].camera->player; - renderflags = SSRF_RENDER3DPLANES; srf |= SSRF_RENDER3DPLANES; // 3d-floors must not overlap! diff --git a/src/hwrenderer/scene/hw_portal.cpp b/src/hwrenderer/scene/hw_portal.cpp index b052c2676..a9b0b2515 100644 --- a/src/hwrenderer/scene/hw_portal.cpp +++ b/src/hwrenderer/scene/hw_portal.cpp @@ -948,7 +948,6 @@ void HWHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state) Clocker c(PortalAll); FMaterial * gltexture; - player_t * player = &players[consoleplayer]; GLSectorPlane * sp = &origin->plane; auto &vp = di->Viewpoint; diff --git a/src/hwrenderer/scene/hw_sprites.cpp b/src/hwrenderer/scene/hw_sprites.cpp index eb0874e7b..14c6d60f0 100644 --- a/src/hwrenderer/scene/hw_sprites.cpp +++ b/src/hwrenderer/scene/hw_sprites.cpp @@ -753,7 +753,6 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t else Angles = thing->Angles; - player_t *player = &players[consoleplayer]; FloatRect r; if (sector->sectornum != thing->Sector->sectornum && !thruportal) @@ -1069,7 +1068,6 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t const bool drawWithXYBillboard = (!(actor->renderflags & RF_FORCEYBILLBOARD) && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FACESPRITE - && players[consoleplayer].camera && (gl_billboard_mode == 1 || actor->renderflags & RF_FORCEXYBILLBOARD)); @@ -1113,8 +1111,6 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t void GLSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *sector)//, int shade, int fakeside) { - player_t *player=&players[consoleplayer]; - if (particle->alpha==0) return; lightlevel = hw_ClampLight(sector->GetTexture(sector_t::ceiling) == skyflatnum ? diff --git a/src/hwrenderer/scene/hw_weapon.cpp b/src/hwrenderer/scene/hw_weapon.cpp index 96bd52b63..db45bb2bb 100644 --- a/src/hwrenderer/scene/hw_weapon.cpp +++ b/src/hwrenderer/scene/hw_weapon.cpp @@ -488,8 +488,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area) bool brightflash = false; AActor * playermo = players[consoleplayer].camera; player_t * player = playermo->player; - const bool hudModelStep = IsHUDModelForPlayerAvailable(player); - + const auto &vp = Viewpoint; AActor *camera = vp.camera; @@ -502,6 +501,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area) (r_deathcamera && camera->health <= 0)) return; + const bool hudModelStep = IsHUDModelForPlayerAvailable(camera->player); WeaponPosition weap = GetWeaponPosition(camera->player, vp.TicFrac); WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos());