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https://github.com/ZDoom/raze-gles.git
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Mass text replacement g_player[p].ps --> ps, part 2 (harder)
Functions affected are G_Move* in actors.c and A_Shoot in player.c. Here, the p variable had function scope, now it's redeclared in shorter blocks. I'm still relatively sure that no observable behavior was changed, though not as sure as in part 1. Also, some dead assignments and the like are eliminated. git-svn-id: https://svn.eduke32.com/eduke32@2876 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
e1d6fe534d
commit
971d816235
2 changed files with 388 additions and 273 deletions
File diff suppressed because it is too large
Load diff
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@ -313,7 +313,7 @@ static int32_t A_FindTargetSprite(spritetype *s,int32_t aang,int32_t atwith)
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int32_t A_Shoot(int32_t i,int32_t atwith)
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{
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int16_t l, sa, p, j, k=-1;
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int16_t l, sa, j, k=-1;
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int32_t vel, zvel = 0, x, oldzvel, dal;
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hitdata_t hitinfo;
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vec3_t srcvect;
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@ -321,19 +321,19 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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spritetype *s = &sprite[i];
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int16_t sect = s->sectnum;
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const int32_t p = (s->picnum == APLAYER) ? s->yvel : -1;
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DukePlayer_t *const ps = p >= 0 ? g_player[p].ps : NULL;
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if (s->picnum == APLAYER)
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{
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p = s->yvel;
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Bmemcpy(&srcvect,ps,sizeof(vec3_t));
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srcvect.z += ps->pyoff+(4<<8);
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sa = ps->ang;
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Bmemcpy(&srcvect,g_player[p].ps,sizeof(vec3_t));
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srcvect.z += g_player[p].ps->pyoff+(4<<8);
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sa = g_player[p].ps->ang;
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g_player[p].ps->crack_time = 777;
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ps->crack_time = 777;
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}
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else
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{
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p = -1;
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sa = s->ang;
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Bmemcpy(&srcvect,s,sizeof(vec3_t));
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srcvect.z -= (((s->yrepeat*tilesizy[s->picnum])<<1)-(4<<8));
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@ -407,7 +407,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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{
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if (p >= 0)
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{
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)<<5;
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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srcvect.z += (6<<8);
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sa += 15;
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}
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@ -549,8 +549,8 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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if (ProjectileData[atwith].sound >= 0) A_PlaySound(ProjectileData[atwith].sound,j);
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}
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if (p >= 0 && g_player[p].ps->inv_amount[GET_STEROIDS] > 0 && g_player[p].ps->inv_amount[GET_STEROIDS] < 400)
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sprite[j].extra += (g_player[p].ps->max_player_health>>2);
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if (p >= 0 && ps->inv_amount[GET_STEROIDS] > 0 && ps->inv_amount[GET_STEROIDS] < 400)
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sprite[j].extra += (ps->max_player_health>>2);
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if (hitinfo.hitsprite >= 0 && sprite[hitinfo.hitsprite].picnum != ACCESSSWITCH && sprite[hitinfo.hitsprite].picnum != ACCESSSWITCH2)
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{
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@ -612,7 +612,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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dal -= (8<<8);
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// return -1;
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}
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hitinfo.pos.x = ldist(&sprite[g_player[p].ps->i], &sprite[j]);
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hitinfo.pos.x = ldist(&sprite[ps->i], &sprite[j]);
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if (hitinfo.pos.x == 0) hitinfo.pos.x++;
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zvel = ((sprite[j].z-srcvect.z-dal)<<8) / hitinfo.pos.x;
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sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
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@ -629,9 +629,9 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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if (ProjectileData[atwith].workslike & PROJECTILE_ACCURATE_AUTOAIM)
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{
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if (!g_player[p].ps->auto_aim)
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if (!ps->auto_aim)
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{
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)<<5;
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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hitscan((const vec3_t *)&srcvect,sect,sintable[(sa+512)&2047],sintable[sa&2047],
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zvel<<6,&hitinfo,CLIPMASK1);
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@ -644,7 +644,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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if (j == -1)
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{
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)<<5;
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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if (!(ProjectileData[atwith].workslike & PROJECTILE_ACCURATE))
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{
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sa += (angRange/2)-(krand()&(angRange-1));
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@ -657,7 +657,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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if (j == -1)
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{
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// no target
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)<<5;
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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}
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if (!(ProjectileData[atwith].workslike & PROJECTILE_ACCURATE))
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{
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@ -959,7 +959,7 @@ DOSKIPBULLETHOLE:
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if (j >= 0)
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{
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dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1)+(8<<8);
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hitinfo.pos.x = ldist(&sprite[g_player[p].ps->i], &sprite[j]);
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hitinfo.pos.x = ldist(&sprite[ps->i], &sprite[j]);
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if (hitinfo.pos.x == 0)
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hitinfo.pos.x++;
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@ -969,8 +969,8 @@ DOSKIPBULLETHOLE:
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if (sprite[j].picnum != RECON)
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sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
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}
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// else zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)*81;
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else zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)*(ProjectileData[atwith].vel/8);
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// else zvel = (100-ps->horiz-ps->horizoff)*81;
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else zvel = (100-ps->horiz-ps->horizoff)*(ProjectileData[atwith].vel/8);
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if (ProjectileData[atwith].sound >= 0)
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A_PlaySound(ProjectileData[atwith].sound,i);
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@ -1067,7 +1067,7 @@ DOSKIPBULLETHOLE:
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{
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if (p >= 0)
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{
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)<<5;
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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srcvect.z += (6<<8);
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sa += 15;
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}
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@ -1149,8 +1149,8 @@ DOSKIPBULLETHOLE:
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actor[k].t_data[8] = hitinfo.hitsprite;
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}
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if (p >= 0 && g_player[p].ps->inv_amount[GET_STEROIDS] > 0 && g_player[p].ps->inv_amount[GET_STEROIDS] < 400)
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sprite[j].extra += (g_player[p].ps->max_player_health>>2);
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if (p >= 0 && ps->inv_amount[GET_STEROIDS] > 0 && ps->inv_amount[GET_STEROIDS] < 400)
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sprite[j].extra += (ps->max_player_health>>2);
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if (hitinfo.hitsprite >= 0 && sprite[hitinfo.hitsprite].picnum != ACCESSSWITCH && sprite[hitinfo.hitsprite].picnum != ACCESSSWITCH2)
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{
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@ -1214,7 +1214,7 @@ DOSKIPBULLETHOLE:
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dal -= (8<<8);
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}
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hitinfo.pos.x = ldist(&sprite[g_player[p].ps->i], &sprite[j]);
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hitinfo.pos.x = ldist(&sprite[ps->i], &sprite[j]);
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if (hitinfo.pos.x == 0) hitinfo.pos.x++;
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zvel = ((sprite[j].z-srcvect.z-dal)<<8) / hitinfo.pos.x;
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sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
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@ -1231,9 +1231,9 @@ DOSKIPBULLETHOLE:
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if (atwith == SHOTSPARK1__STATIC && !WW2GI && !NAM)
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{
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if (!g_player[p].ps->auto_aim)
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if (!ps->auto_aim)
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{
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)<<5;
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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hitscan((const vec3_t *)&srcvect,sect,sintable[(sa+512)&2047],sintable[sa&2047],
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zvel<<6,&hitinfo,CLIPMASK1);
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@ -1248,7 +1248,7 @@ DOSKIPBULLETHOLE:
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if (j == -1)
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{
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sa += (angRange/2)-(krand()&(angRange-1));
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)<<5;
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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zvel += (zRange/2)-(krand()&(zRange-1));
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}
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}
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@ -1258,7 +1258,7 @@ DOSKIPBULLETHOLE:
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if (j == -1)
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{
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// no target
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)<<5;
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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}
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zvel += (zRange/2)-(krand()&(zRange-1));
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}
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@ -1510,13 +1510,13 @@ SKIPBULLETHOLE:
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if (j >= 0)
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{
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dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1)-(12<<8);
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hitinfo.pos.x = ldist(&sprite[g_player[p].ps->i], &sprite[j]);
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hitinfo.pos.x = ldist(&sprite[ps->i], &sprite[j]);
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if (hitinfo.pos.x == 0) hitinfo.pos.x++;
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zvel = ((sprite[j].z-srcvect.z-dal)*vel) / hitinfo.pos.x;
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sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
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}
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else
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)*98;
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zvel = (100-ps->horiz-ps->horizoff)*98;
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}
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else
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{
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@ -1600,13 +1600,13 @@ SKIPBULLETHOLE:
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if (j >= 0)
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{
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dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1)+(8<<8);
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hitinfo.pos.x = ldist(&sprite[g_player[p].ps->i], &sprite[j]);
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hitinfo.pos.x = ldist(&sprite[ps->i], &sprite[j]);
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if (hitinfo.pos.x == 0) hitinfo.pos.x++;
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zvel = ((sprite[j].z-srcvect.z-dal)*vel) / hitinfo.pos.x;
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if (sprite[j].picnum != RECON)
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sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
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}
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else zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)*81;
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else zvel = (100-ps->horiz-ps->horizoff)*81;
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if (atwith == RPG)
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A_PlaySound(RPG_SHOOT,i);
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}
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@ -1720,7 +1720,7 @@ SKIPBULLETHOLE:
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case HANDHOLDINGLASER__STATIC:
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if (p >= 0)
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)*32;
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zvel = (100-ps->horiz-ps->horizoff)*32;
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else zvel = 0;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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@ -1815,7 +1815,7 @@ SKIPBULLETHOLE:
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dal -= (8<<8);
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}
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hitinfo.pos.x = ldist(&sprite[g_player[p].ps->i], &sprite[j]);
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hitinfo.pos.x = ldist(&sprite[ps->i], &sprite[j]);
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if (hitinfo.pos.x == 0)
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hitinfo.pos.x++;
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zvel = ((sprite[j].z-srcvect.z-dal)<<8) / hitinfo.pos.x;
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@ -1824,7 +1824,7 @@ SKIPBULLETHOLE:
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else
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{
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sa += 16-(krand()&31);
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zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)<<5;
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zvel = (100-ps->horiz-ps->horizoff)<<5;
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zvel += 128-(krand()&255);
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}
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@ -1910,13 +1910,13 @@ SKIPBULLETHOLE:
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if (j >= 0)
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{
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dal = ((sprite[j].yrepeat*tilesizy[sprite[j].picnum])<<1);
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hitinfo.pos.x = ldist(&sprite[g_player[p].ps->i], &sprite[j]);
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hitinfo.pos.x = ldist(&sprite[ps->i], &sprite[j]);
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if (hitinfo.pos.x == 0)
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hitinfo.pos.x++;
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zvel = ((sprite[j].z-srcvect.z-dal-(4<<8))*768) / hitinfo.pos.x;
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sa = getangle(sprite[j].x-srcvect.x,sprite[j].y-srcvect.y);
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}
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else zvel = (100-g_player[p].ps->horiz-g_player[p].ps->horizoff)*98;
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else zvel = (100-ps->horiz-ps->horizoff)*98;
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}
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else if (s->statnum != 3)
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{
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@ -1946,20 +1946,21 @@ SKIPBULLETHOLE:
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static void P_DisplaySpit(int32_t snum)
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{
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int32_t i, a, x, y, z;
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DukePlayer_t *const ps = g_player[snum].ps;
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if (g_player[snum].ps->loogcnt == 0)
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if (ps->loogcnt == 0)
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return;
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y = (g_player[snum].ps->loogcnt<<2);
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y = (ps->loogcnt<<2);
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for (i=0; i<g_player[snum].ps->numloogs; i++)
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for (i=0; i<ps->numloogs; i++)
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{
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a = klabs(sintable[((g_player[snum].ps->loogcnt+i)<<5)&2047])>>5;
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z = 4096+((g_player[snum].ps->loogcnt+i)<<9);
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x = (-g_player[snum].sync->avel)+(sintable[((g_player[snum].ps->loogcnt+i)<<6)&2047]>>10);
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a = klabs(sintable[((ps->loogcnt+i)<<5)&2047])>>5;
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z = 4096+((ps->loogcnt+i)<<9);
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x = (-g_player[snum].sync->avel)+(sintable[((ps->loogcnt+i)<<6)&2047]>>10);
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rotatesprite_fs(
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(g_player[snum].ps->loogiex[i]+x)<<16,(200+g_player[snum].ps->loogiey[i]-y)<<16,z-(i<<8),256-a,
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(ps->loogiex[i]+x)<<16,(200+ps->loogiey[i]-y)<<16,z-(i<<8),256-a,
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LOOGIE,0,0,2);
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}
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}
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@ -2307,7 +2308,7 @@ void P_DisplayWeapon(int32_t snum)
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int32_t gun_pos, looking_arc, cw;
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int32_t weapon_xoffset, i, j;
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int32_t o = 0,pal = 0;
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DukePlayer_t *p = g_player[snum].ps;
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DukePlayer_t *const p = g_player[snum].ps;
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uint8_t *kb = &p->kickback_pic;
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int32_t gs;
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