- Exhumed: Clean up player accesses in map.cpp and move.cpp.

This commit is contained in:
Mitchell Richters 2023-10-04 13:58:02 +11:00 committed by Christoph Oelckers
parent 51b5393a23
commit 33296e61fb
2 changed files with 15 additions and 12 deletions

View file

@ -45,8 +45,9 @@ void GrabMap()
void UpdateMap()
{
const auto initsectp = getPlayer(nLocalPlayer)->GetActor()->sector();
if (initsectp->ceilingpal != 3 || (getPlayer(nLocalPlayer)->nTorch != 0)) {
const auto pPlayer = getPlayer(nLocalPlayer);
const auto initsectp = pPlayer->GetActor()->sector();
if (initsectp->ceilingpal != 3 || (pPlayer->nTorch != 0)) {
MarkSectorSeen(initsectp);
}
}

View file

@ -231,9 +231,10 @@ Collision movespritez(DExhumedActor* pActor, double z, double height, double cli
*overridesect = pSector;
const auto pSect2 = pSector;
const auto pPlayer = (pActor->spr.statnum == 100) ? getPlayer(GetPlayerFromActor(pActor)) : nullptr;
if (pActor->spr.statnum == 100)
getPlayer(GetPlayerFromActor(pActor))->bTouchFloor = false;
if (pPlayer)
pPlayer->bTouchFloor = false;
// backup cstat
const auto cstat = pActor->spr.cstat;
@ -305,8 +306,8 @@ Collision movespritez(DExhumedActor* pActor, double z, double height, double cli
{
if (z > 0)
{
if (pActor->spr.statnum == 100)
getPlayer(GetPlayerFromActor(pActor))->bTouchFloor = true;
if (pPlayer)
pPlayer->bTouchFloor = true;
if (loHit.type == kHitSprite)
{
@ -436,16 +437,16 @@ Collision movesprite(DExhumedActor* pActor, DVector2 vect, double dz, double flo
if (pActor->spr.statnum == 100)
{
int nPlayer = GetPlayerFromActor(pActor);
const auto pPlayer = getPlayer(GetPlayerFromActor(pActor));
DVector2 thrust(0, 0);
CheckSectorFloor(overridesect, pActor->spr.pos.Z, thrust);
if (!thrust.isZero())
{
getPlayer(nPlayer)->nThrust = thrust;
pPlayer->nThrust = thrust;
}
vect += getPlayer(nPlayer)->nThrust;
vect += pPlayer->nThrust;
}
else
{
@ -930,16 +931,17 @@ void SetQuake(DExhumedActor* pActor, int nVal)
{
for (int i = 0; i < nTotalPlayers; i++)
{
auto nSqrt = ((getPlayer(i)->GetActor()->spr.pos.XY() - pActor->spr.pos.XY()) * (1. / 16.)).Length();
const auto pPlayer = getPlayer(i);
auto nSqrt = ((pPlayer->GetActor()->spr.pos.XY() - pActor->spr.pos.XY()) * (1. / 16.)).Length();
if (nSqrt)
{
nVal = clamp(int(nVal / nSqrt), 0, 15);
}
if (nVal > getPlayer(i)->nQuake)
if (nVal > pPlayer->nQuake)
{
getPlayer(i)->nQuake = nVal;
pPlayer->nQuake = nVal;
}
}
}