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premap.c: make P_RandomSpawnPoint more readable by factoring out g_player[snum].ps
git-svn-id: https://svn.eduke32.com/eduke32@2781 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 43 additions and 42 deletions
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@ -666,68 +666,69 @@ void P_RandomSpawnPoint(int32_t snum)
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void P_ResetPlayer(int32_t snum)
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{
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vec3_t tmpvect;
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spritetype *sp = &sprite[g_player[snum].ps->i];
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DukePlayer_t *const pl = g_player[snum].ps;
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spritetype *const sp = &sprite[pl->i];
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tmpvect.x = g_player[snum].ps->pos.x;
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tmpvect.y = g_player[snum].ps->pos.y;
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tmpvect.z = g_player[snum].ps->pos.z+PHEIGHT;
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tmpvect.x = pl->pos.x;
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tmpvect.y = pl->pos.y;
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tmpvect.z = pl->pos.z+PHEIGHT;
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P_RandomSpawnPoint(snum);
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sp->x = actor[g_player[snum].ps->i].bposx = g_player[snum].ps->bobposx = g_player[snum].ps->opos.x = g_player[snum].ps->pos.x;
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sp->y = actor[g_player[snum].ps->i].bposy = g_player[snum].ps->bobposy = g_player[snum].ps->opos.y =g_player[snum].ps->pos.y;
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sp->z = actor[g_player[snum].ps->i].bposy = g_player[snum].ps->opos.z =g_player[snum].ps->pos.z;
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updatesector(g_player[snum].ps->pos.x,g_player[snum].ps->pos.y,&g_player[snum].ps->cursectnum);
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setsprite(g_player[snum].ps->i,&tmpvect);
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sp->x = actor[pl->i].bposx = pl->bobposx = pl->opos.x = pl->pos.x;
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sp->y = actor[pl->i].bposy = pl->bobposy = pl->opos.y = pl->pos.y;
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sp->z = actor[pl->i].bposy = pl->opos.z =pl->pos.z;
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updatesector(pl->pos.x,pl->pos.y,&pl->cursectnum);
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setsprite(pl->i,&tmpvect);
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sp->cstat = 257;
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sp->shade = -12;
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sp->clipdist = 64;
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sp->xrepeat = 42;
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sp->yrepeat = 36;
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sp->owner = g_player[snum].ps->i;
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sp->owner = pl->i;
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sp->xoffset = 0;
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sp->pal = g_player[snum].ps->palookup;
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sp->pal = pl->palookup;
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g_player[snum].ps->last_extra = sp->extra = g_player[snum].ps->max_player_health;
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g_player[snum].ps->wantweaponfire = -1;
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g_player[snum].ps->horiz = 100;
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g_player[snum].ps->on_crane = -1;
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g_player[snum].ps->frag_ps = snum;
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g_player[snum].ps->horizoff = 0;
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g_player[snum].ps->opyoff = 0;
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g_player[snum].ps->wackedbyactor = -1;
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g_player[snum].ps->inv_amount[GET_SHIELD] = g_startArmorAmount;
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g_player[snum].ps->dead_flag = 0;
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g_player[snum].ps->pals.f = 0;
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g_player[snum].ps->footprintcount = 0;
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g_player[snum].ps->weapreccnt = 0;
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g_player[snum].ps->fta = 0;
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g_player[snum].ps->ftq = 0;
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g_player[snum].ps->vel.x = g_player[snum].ps->vel.y = 0;
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g_player[snum].ps->rotscrnang = 0;
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g_player[snum].ps->runspeed = g_playerFriction;
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g_player[snum].ps->falling_counter = 0;
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pl->last_extra = sp->extra = pl->max_player_health;
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pl->wantweaponfire = -1;
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pl->horiz = 100;
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pl->on_crane = -1;
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pl->frag_ps = snum;
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pl->horizoff = 0;
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pl->opyoff = 0;
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pl->wackedbyactor = -1;
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pl->inv_amount[GET_SHIELD] = g_startArmorAmount;
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pl->dead_flag = 0;
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pl->pals.f = 0;
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pl->footprintcount = 0;
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pl->weapreccnt = 0;
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pl->fta = 0;
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pl->ftq = 0;
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pl->vel.x = pl->vel.y = 0;
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pl->rotscrnang = 0;
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pl->runspeed = g_playerFriction;
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pl->falling_counter = 0;
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actor[g_player[snum].ps->i].extra = -1;
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actor[g_player[snum].ps->i].owner = g_player[snum].ps->i;
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actor[pl->i].extra = -1;
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actor[pl->i].owner = pl->i;
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actor[g_player[snum].ps->i].cgg = 0;
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actor[g_player[snum].ps->i].movflag = 0;
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actor[g_player[snum].ps->i].tempang = 0;
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actor[g_player[snum].ps->i].actorstayput = -1;
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actor[g_player[snum].ps->i].dispicnum = 0;
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actor[g_player[snum].ps->i].owner = g_player[snum].ps->i;
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actor[pl->i].cgg = 0;
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actor[pl->i].movflag = 0;
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actor[pl->i].tempang = 0;
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actor[pl->i].actorstayput = -1;
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actor[pl->i].dispicnum = 0;
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actor[pl->i].owner = pl->i;
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actor[g_player[snum].ps->i].t_data[4] = 0;
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actor[pl->i].t_data[4] = 0;
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P_ResetInventory(snum);
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P_ResetWeapons(snum);
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g_player[snum].ps->reloading = 0;
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pl->reloading = 0;
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g_player[snum].ps->movement_lock = 0;
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pl->movement_lock = 0;
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if (apScriptGameEvent[EVENT_RESETPLAYER])
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VM_OnEvent(EVENT_RESETPLAYER, g_player[snum].ps->i, snum, -1, 0);
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VM_OnEvent(EVENT_RESETPLAYER, pl->i, snum, -1, 0);
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}
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void P_ResetStatus(int32_t snum)
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