Fix eventloadactor breakage by removing some obnoxious and unncessary safety checks I added without paying attention

git-svn-id: https://svn.eduke32.com/eduke32@190 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2006-06-14 03:31:34 +00:00
parent c48a55b4f9
commit bf7e699c02
1 changed files with 4 additions and 22 deletions

View File

@ -38,9 +38,6 @@ void DoUserDef(char bSet, long lLabelID, long lVar2, short sActor, short sPlayer
{ {
long lValue; long lValue;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer); lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
if(sPlayer != myconnectindex) return; if(sPlayer != myconnectindex) return;
@ -662,9 +659,6 @@ void DoThisProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sA
{ {
long lValue,proj; long lValue,proj;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
if(lVar1 == g_iThisActorID ) if(lVar1 == g_iThisActorID )
// if they've asked for 'this', then use 'this'... // if they've asked for 'this', then use 'this'...
proj=sActor; proj=sActor;
@ -673,6 +667,9 @@ void DoThisProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sA
lValue=GetGameVarID((int)lVar2, sActor, sPlayer); lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
if(proj < 0 || proj >= MAXSPRITES)
return;
switch(lLabelID) switch(lLabelID)
{ {
case PROJ_WORKSLIKE: case PROJ_WORKSLIKE:
@ -883,9 +880,6 @@ void DoPlayer(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sh
long lValue; long lValue;
long lTemp; long lTemp;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer); lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
if(lVar1 == g_iThisActorID ) if(lVar1 == g_iThisActorID )
@ -1906,9 +1900,6 @@ void DoInput(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sho
int iPlayer; int iPlayer;
long lValue; long lValue;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer); lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
if(lVar1 == g_iThisActorID ) if(lVar1 == g_iThisActorID )
@ -1976,9 +1967,6 @@ void DoWall(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, shor
int iWall; int iWall;
long lValue; long lValue;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer); lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
iWall=GetGameVarID((int)lVar1, sActor, sPlayer); iWall=GetGameVarID((int)lVar1, sActor, sPlayer);
@ -2117,9 +2105,6 @@ void DoSector(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sh
int iSector; int iSector;
long lValue; long lValue;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
if(lVar1 == g_iThisActorID ) if(lVar1 == g_iThisActorID )
// if they've asked for 'this', then use 'this'... // if they've asked for 'this', then use 'this'...
iSector=sprite[g_i].sectnum; iSector=sprite[g_i].sectnum;
@ -2299,9 +2284,6 @@ void DoActor(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sho
long lValue; long lValue;
long lTemp; long lTemp;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer); lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
if(lVar1 == g_iThisActorID ) if(lVar1 == g_iThisActorID )
@ -2658,7 +2640,7 @@ void DoProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sActor
// proj=GetGameVarID((int)lVar1, sActor, sPlayer); // proj=GetGameVarID((int)lVar1, sActor, sPlayer);
proj=lVar1; proj=lVar1;
if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS) if(proj < 0 || proj >= MAXTILES)
return; return;
lValue=GetGameVarID((int)lVar2, sActor, sPlayer); lValue=GetGameVarID((int)lVar2, sActor, sPlayer);