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- use PlayerIndex where appropriate.
This commit is contained in:
parent
f495650922
commit
0740ccbef1
6 changed files with 16 additions and 16 deletions
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@ -210,7 +210,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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case BURNING:
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if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER)
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{
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if (display_mirror == 0 && OwnerAc->spr.yvel == screenpeek && ps[OwnerAc->spr.yvel].over_shoulder_on == 0)
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if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[OwnerAc->PlayerIndex()].over_shoulder_on == 0)
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t->xrepeat = 0;
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else
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{
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@ -1685,7 +1685,7 @@ int ParseState::parse(void)
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case concmd_getlastpal:
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insptr++;
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if (g_ac->isPlayer())
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g_ac->spr.pal = ps[g_ac->spr.yvel].palookup;
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g_ac->spr.pal = ps[g_ac->PlayerIndex()].palookup;
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else
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{
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// Copied from DukeGDX.
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@ -1700,7 +1700,7 @@ int ParseState::parse(void)
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break;
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case concmd_tossweapon:
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insptr++;
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fi.checkweapons(&ps[g_ac->spr.yvel]);
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fi.checkweapons(&ps[g_ac->PlayerIndex()]);
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break;
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case concmd_nullop:
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insptr++;
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@ -241,7 +241,7 @@ DDukeActor* aim(DDukeActor* actor, int aang)
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// Autoaim from DukeGDX.
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if (actor->isPlayer())
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{
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auto* plr = &ps[actor->spr.yvel];
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auto* plr = &ps[actor->PlayerIndex()];
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int autoaim = Autoaim(actor->spr.yvel);
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if (!autoaim)
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{
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@ -273,7 +273,7 @@ DDukeActor* aim(DDukeActor* actor, int aang)
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}
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else
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{
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weap = aplWeaponWorksLike(plr->curr_weapon, actor->spr.yvel);
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weap = aplWeaponWorksLike(plr->curr_weapon, actor->PlayerIndex());
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}
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// The chickens in RRRA are homing and must always autoaim.
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if (!isRRRA() || plr->curr_weapon != CHICKEN_WEAPON)
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@ -287,7 +287,7 @@ DDukeActor* aim(DDukeActor* actor, int aang)
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}
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}
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DDukeActor* aimed = nullptr;
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// if(actor->isPlayer() && ps[actor->spr.yvel].aim_mode) return -1;
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// if(actor->isPlayer() && ps[actor->PlayerIndex()].aim_mode) return -1;
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if (isRR())
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{
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@ -296,13 +296,13 @@ DDukeActor* aim(DDukeActor* actor, int aang)
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}
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else if (isWW2GI())
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{
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gotshrinker = actor->isPlayer() && aplWeaponWorksLike(ps[actor->spr.yvel].curr_weapon, actor->spr.yvel) == SHRINKER_WEAPON;
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gotfreezer = actor->isPlayer() && aplWeaponWorksLike(ps[actor->spr.yvel].curr_weapon, actor->spr.yvel) == FREEZE_WEAPON;
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gotshrinker = actor->isPlayer() && aplWeaponWorksLike(ps[actor->PlayerIndex()].curr_weapon, actor->PlayerIndex()) == SHRINKER_WEAPON;
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gotfreezer = actor->isPlayer() && aplWeaponWorksLike(ps[actor->PlayerIndex()].curr_weapon, actor->PlayerIndex()) == FREEZE_WEAPON;
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}
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else
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{
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gotshrinker = actor->isPlayer() && ps[actor->spr.yvel].curr_weapon == SHRINKER_WEAPON;
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gotfreezer = actor->isPlayer() && ps[actor->spr.yvel].curr_weapon == FREEZE_WEAPON;
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gotshrinker = actor->isPlayer() && ps[actor->PlayerIndex()].curr_weapon == SHRINKER_WEAPON;
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gotfreezer = actor->isPlayer() && ps[actor->PlayerIndex()].curr_weapon == FREEZE_WEAPON;
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}
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smax = 0x7fffffff;
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@ -349,7 +349,7 @@ DDukeActor* aim(DDukeActor* actor, int aang)
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if (sdist > 512 && sdist < smax)
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{
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if (actor->isPlayer())
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a = (abs(Scale(act->int_pos().Z - actor->int_pos().Z, 10, sdist) - ps[actor->spr.yvel].horizon.sum().asbuild()) < 100);
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a = (abs(Scale(act->int_pos().Z - actor->int_pos().Z, 10, sdist) - ps[actor->PlayerIndex()].horizon.sum().asbuild()) < 100);
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else a = 1;
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cans = cansee(act->spr.pos.plusZ(-32 + gs.actorinfo[act->spr.picnum].aimoffset), act->sector(), actor->spr.pos.plusZ(-32), actor->sector());
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@ -403,8 +403,8 @@ void dokneeattack(int snum, const std::initializer_list<int> & respawnlist)
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if (p->actorsqu->isPlayer())
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{
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quickkill(&ps[p->actorsqu->spr.yvel]);
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ps[p->actorsqu->spr.yvel].frag_ps = snum;
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quickkill(&ps[p->actorsqu->PlayerIndex()]);
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ps[p->actorsqu->PlayerIndex()].frag_ps = snum;
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}
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else if (badguy(p->actorsqu))
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{
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@ -408,7 +408,7 @@ void initfootprint(DDukeActor* actj, DDukeActor* act)
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else { act->spr.xrepeat = act->spr.yrepeat = 0; return; }
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act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
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if ((ps[actj->spr.yvel].footprintcount & 1)) act->spr.cstat |= CSTAT_SPRITE_XFLIP;
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if ((ps[actj->PlayerIndex()].footprintcount & 1)) act->spr.cstat |= CSTAT_SPRITE_XFLIP;
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act->spr.angle = actj->spr.angle;
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}
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@ -510,7 +510,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.xrepeat = actj->spr.xrepeat;
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act->spr.yrepeat = actj->spr.yrepeat;
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act->spr.shade = actj->spr.shade;
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act->spr.pal = ps[actj->spr.yvel].palookup;
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act->spr.pal = ps[actj->PlayerIndex()].palookup;
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}
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[[fallthrough]];
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case DUKECAR:
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@ -543,7 +543,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.xrepeat = actj->spr.xrepeat;
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act->spr.yrepeat = actj->spr.yrepeat;
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act->spr.shade = actj->spr.shade;
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act->spr.pal = ps[actj->spr.yvel].palookup;
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act->spr.pal = ps[actj->PlayerIndex()].palookup;
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}
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act->spr.cstat = 0;
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act->spr.extra = 1;
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