diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 78c1153b0..f1bad6e9d 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -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 = §or[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 = §or[s->sectnum]; int st = s->lotag;