- variable renaming for clarity.

This commit is contained in:
Christoph Oelckers 2020-10-24 10:13:21 +02:00
parent b03a637e10
commit cf8da6c6e3

View file

@ -366,7 +366,7 @@ void movedummyplayers(void)
while ((i = iti.NextIndex()) >= 0)
{
auto spri = &sprite[i];
auto hti = &hittype[i];
auto act = &hittype[i];
p = sprite[spri->owner].yvel;
if ((!isRR() && ps[p].on_crane != nullptr) || sector[ps[p].cursectnum].lotag != 1 || sprite[ps[p].i].extra <= 0)
@ -382,9 +382,9 @@ void movedummyplayers(void)
spri->cstat = CSTAT_SPRITE_BLOCK_ALL;
spri->z = sector[spri->sectnum].ceilingz + (27 << 8);
spri->ang = ps[p].angle.ang.asbuild();
if (hti->temp_data[0] == 8)
hti->temp_data[0] = 0;
else hti->temp_data[0]++;
if (act->temp_data[0] == 8)
act->temp_data[0] = 0;
else act->temp_data[0]++;
}
else
{
@ -413,35 +413,35 @@ void moveplayers(void) //Players
StatIterator iti(STAT_PLAYER);
while ((i = iti.NextIndex()) >= 0)
{
auto s = &sprite[i];
auto ht = &hittype[i];
auto p = &ps[s->yvel];
if (s->owner >= 0)
auto spri = &sprite[i];
auto act = &hittype[i];
auto p = &ps[spri->yvel];
if (spri->owner >= 0)
{
if (p->newowner >= 0) //Looking thru the camera
{
s->x = p->oposx;
s->y = p->oposy;
ht->bposz = s->z = p->oposz + PHEIGHT;
s->ang = p->angle.oang.asbuild();
setsprite(i, s->x, s->y, s->z);
spri->x = p->oposx;
spri->y = p->oposy;
act->bposz = spri->z = p->oposz + PHEIGHT;
spri->ang = p->angle.oang.asbuild();
setsprite(i, spri->x, spri->y, spri->z);
}
else
{
if (ud.multimode > 1)
otherp = findotherplayer(s->yvel, &otherx);
otherp = findotherplayer(spri->yvel, &otherx);
else
{
otherp = s->yvel;
otherp = spri->yvel;
otherx = 0;
}
execute(i, s->yvel, otherx);
execute(i, spri->yvel, otherx);
if (ud.multimode > 1)
if (sprite[ps[otherp].i].extra > 0)
{
if (s->yrepeat > 32 && sprite[ps[otherp].i].yrepeat < 32)
if (spri->yrepeat > 32 && sprite[ps[otherp].i].yrepeat < 32)
{
if (otherx < 1400 && p->knee_incs == 0)
{
@ -454,8 +454,8 @@ void moveplayers(void) //Players
if (ud.god)
{
s->extra = max_player_health;
s->cstat = 257;
spri->extra = max_player_health;
spri->cstat = 257;
if (!isWW2GI() && !isRR())
p->jetpack_amount = 1599;
}
@ -465,21 +465,21 @@ void moveplayers(void) //Players
p->angle.addadjustment(FixedToFloat(getincangleq16(p->angle.ang.asq16(), gethiq16angle(p->actorsqu->s.x - p->posx, p->actorsqu->s.y - p->posy)) >> 2));
}
if (s->extra > 0)
if (spri->extra > 0)
{
// currently alive...
ht->owner = i;
act->owner = i;
if (ud.god == 0)
if (fi.ceilingspace(s->sectnum) || fi.floorspace(s->sectnum))
if (fi.ceilingspace(spri->sectnum) || fi.floorspace(spri->sectnum))
quickkill(p);
}
else
{
p->posx = s->x;
p->posy = s->y;
p->posz = s->z - (20 << 8);
p->posx = spri->x;
p->posy = spri->y;
p->posz = spri->z - (20 << 8);
p->newowner = -1;
@ -488,7 +488,7 @@ void moveplayers(void) //Players
p->angle.addadjustment(FixedToFloat(getincangleq16(p->angle.ang.asq16(), gethiq16angle(p->wackedbyactor->s.x - p->posx, p->wackedbyactor->s.y - p->posy)) >> 1));
}
}
s->ang = p->angle.ang.asbuild();
spri->ang = p->angle.ang.asbuild();
}
}
else
@ -499,49 +499,49 @@ void moveplayers(void) //Players
continue;
}
ht->bposx = s->x;
ht->bposy = s->y;
ht->bposz = s->z;
act->bposx = spri->x;
act->bposy = spri->y;
act->bposz = spri->z;
s->cstat = 0;
spri->cstat = 0;
if (s->xrepeat < 42)
if (spri->xrepeat < 42)
{
s->xrepeat += 4;
s->cstat |= 2;
spri->xrepeat += 4;
spri->cstat |= 2;
}
else s->xrepeat = 42;
if (s->yrepeat < 36)
s->yrepeat += 4;
else spri->xrepeat = 42;
if (spri->yrepeat < 36)
spri->yrepeat += 4;
else
{
s->yrepeat = 36;
if (sector[s->sectnum].lotag != ST_2_UNDERWATER)
spri->yrepeat = 36;
if (sector[spri->sectnum].lotag != ST_2_UNDERWATER)
makeitfall(i);
if (s->zvel == 0 && sector[s->sectnum].lotag == ST_1_ABOVE_WATER)
s->z += (32 << 8);
if (spri->zvel == 0 && sector[spri->sectnum].lotag == ST_1_ABOVE_WATER)
spri->z += (32 << 8);
}
if (s->extra < 8)
if (spri->extra < 8)
{
s->xvel = 128;
s->ang = p->angle.ang.asbuild();
s->extra++;
spri->xvel = 128;
spri->ang = p->angle.ang.asbuild();
spri->extra++;
//IFMOVING; // JBF 20040825: is really "if (ssp(i,CLIPMASK0)) ;" which is probably
ssp(i, CLIPMASK0); // not the safest of ideas because a zealous optimiser probably sees
// it as redundant, so I'll call the "ssp(i,CLIPMASK0)" explicitly.
}
else
{
s->ang = 2047 - (p->angle.ang.asbuild());
setsprite(i, s->x, s->y, s->z);
spri->ang = 2047 - (p->angle.ang.asbuild());
setsprite(i, spri->x, spri->y, spri->z);
}
}
if (sector[s->sectnum].ceilingstat & 1)
s->shade += (sector[s->sectnum].ceilingshade - s->shade) >> 1;
if (sector[spri->sectnum].ceilingstat & 1)
spri->shade += (sector[spri->sectnum].ceilingshade - spri->shade) >> 1;
else
s->shade += (sector[s->sectnum].floorshade - s->shade) >> 1;
spri->shade += (sector[spri->sectnum].floorshade - spri->shade) >> 1;
}
}