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- Blood: Clean up some getPlayer()
and DCorePlayer::GetActor()
accesses in ticker.
This commit is contained in:
parent
da81b63256
commit
2797919f2c
4 changed files with 20 additions and 18 deletions
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@ -439,16 +439,18 @@ void GameInterface::Ticker()
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thinktime.Reset();
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thinktime.Clock();
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DBloodPlayer* pPlayer = getPlayer(myconnectindex);
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const auto mciPlayer = getPlayer(myconnectindex);
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const auto mciActor = mciPlayer->GetActor();
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// disable synchronised input if set by game.
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gameInput.ResetInputSync();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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getPlayer(i)->resetCameraAngles();
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viewBackupView(i);
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playerProcess(getPlayer(i));
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const auto pPlayer = getPlayer(i);
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pPlayer->resetCameraAngles();
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viewBackupView(pPlayer);
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playerProcess(pPlayer);
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}
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trProcessBusy();
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@ -463,25 +465,25 @@ void GameInterface::Ticker()
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actortime.Unclock();
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viewCorrectPrediction();
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ambProcess(pPlayer);
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viewUpdateDelirium(pPlayer);
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ambProcess(mciPlayer);
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viewUpdateDelirium(mciPlayer);
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gi->UpdateSounds();
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if (pPlayer->hand == 1)
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if (mciPlayer->hand == 1)
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{
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const int CHOKERATE = 8;
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const int COUNTRATE = 30;
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static constexpr int CHOKERATE = 8;
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static constexpr int COUNTRATE = 30;
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gChokeCounter += CHOKERATE;
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while (gChokeCounter >= COUNTRATE)
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{
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gChoke.callback(pPlayer);
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gChoke.callback(mciPlayer);
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gChokeCounter -= COUNTRATE;
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}
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}
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thinktime.Unclock();
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// update console player's viewzoffset at the end of the tic.
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pPlayer->GetActor()->oviewzoffset = pPlayer->GetActor()->viewzoffset;
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pPlayer->GetActor()->viewzoffset = pPlayer->zView - pPlayer->GetActor()->spr.pos.Z;
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mciActor->oviewzoffset = mciActor->viewzoffset;
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mciActor->viewzoffset = mciPlayer->zView - mciActor->spr.pos.Z;
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gFrameCount++;
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PlayClock += kTicsPerFrame;
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@ -756,7 +756,7 @@ void playerResetInertia(DBloodPlayer* pPlayer)
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pPlayer->zView = pPlayer->GetActor()->spr.pos.Z - pPosture->eyeAboveZ;
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pPlayer->zWeapon = pPlayer->GetActor()->spr.pos.Z - pPosture->weaponAboveZ;
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pPlayer->GetActor()->oviewzoffset = pPlayer->GetActor()->viewzoffset = pPlayer->zView - pPlayer->GetActor()->spr.pos.Z;
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viewBackupView(pPlayer->pnum);
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viewBackupView(pPlayer);
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}
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void playerCorrectInertia(DBloodPlayer* pPlayer, const DVector3& oldpos)
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@ -56,17 +56,17 @@ int gViewIndex;
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//
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//---------------------------------------------------------------------------
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void viewBackupView(int nPlayer)
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void viewBackupView(DBloodPlayer* pPlayer)
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{
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DBloodPlayer* pPlayer = getPlayer(nPlayer);
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const auto pActor = pPlayer->GetActor();
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pPlayer->ozView = pPlayer->zView;
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pPlayer->ozWeapon = pPlayer->zWeapon - pPlayer->zView - 12;
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pPlayer->obobHeight = pPlayer->bobHeight;
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pPlayer->obobWidth = pPlayer->bobWidth;
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pPlayer->oswayHeight = pPlayer->swayHeight;
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pPlayer->oswayWidth = pPlayer->swayWidth;
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pPlayer->GetActor()->backuploc();
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pPlayer->GetActor()->interpolated = true;
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pActor->backuploc();
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pActor->interpolated = true;
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}
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//---------------------------------------------------------------------------
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@ -79,7 +79,7 @@ void hudDraw(DBloodPlayer* pPlayer, sectortype* pSector, double bobx, double bob
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void viewInitializePrediction(void);
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void viewUpdatePrediction(InputPacket* pInput);
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void viewCorrectPrediction(void);
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void viewBackupView(int nPlayer);
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void viewBackupView(DBloodPlayer* pPlayer);
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void InitStatusBar(void);
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void UpdateStatusBar(DBloodPlayer* pPlayer);
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void viewInit(void);
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