diff --git a/source/games/sw/src/d_menu.cpp b/source/games/sw/src/d_menu.cpp index a064982f5..e3b904b2b 100644 --- a/source/games/sw/src/d_menu.cpp +++ b/source/games/sw/src/d_menu.cpp @@ -97,7 +97,7 @@ bool GameInterface::CanSave() bool GameInterface::StartGame(FNewGameStartup& gs) { - SWPlayer* pp = Player + screenpeek; + SWPlayer* pp = &Player[screenpeek]; int handle = 0; int zero = 0; diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index e5567f932..954b02513 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -608,7 +608,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub { int tSpriteNum; static int ang = 0; - SWPlayer* pp = Player + screenpeek; + SWPlayer* pp = &Player[screenpeek]; int newshade=0; const int DART_PIC = 2526; @@ -777,7 +777,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub // sw if its your playersprite if (Player[screenpeek].GetActor() == tActor) { - pp = Player + screenpeek; + pp = &Player[screenpeek]; if (display_mirror || (pp->Flags & (PF_VIEW_FROM_OUTSIDE|PF_VIEW_FROM_CAMERA))) { if (pp->Flags & (PF_VIEW_FROM_OUTSIDE)) diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index 7a7d11122..22809f3ed 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -557,7 +557,7 @@ void JS_DrawCameras(SWPlayer* pp, const DVector3& campos, double smoothratio) { if (dist < MAXCAMDIST) { - SWPlayer* cp = Player + camplayerview; + SWPlayer* cp = &Player[camplayerview]; if (TEST_BOOL11(camactor) && numplayers > 1) { diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index c7d0ac8b0..3537a85a9 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -1473,7 +1473,7 @@ int InitFlashBomb(DSWActor* actor) int i; unsigned int stat; short damage; - SWPlayer* pp = Player + screenpeek; + SWPlayer* pp = &Player[screenpeek]; PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler); diff --git a/source/games/sw/src/network.cpp b/source/games/sw/src/network.cpp index 66dbacd23..9649da7ae 100644 --- a/source/games/sw/src/network.cpp +++ b/source/games/sw/src/network.cpp @@ -60,7 +60,7 @@ uint8_t CommPlayers = 0; void InitNetPlayerOptions(void) { // short pnum; - SWPlayer* pp = Player + myconnectindex; + SWPlayer* pp = &Player[myconnectindex]; strncpy(pp->PlayerName, playername, 31); diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index 59e761494..054f6fee3 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -2241,7 +2241,7 @@ void PlayerPanelSetup(void) //for (pp = Player; pp < &Player[numplayers]; pp++) TRAVERSE_CONNECT(pnum) { - auto pp = Player + pnum; + auto pp = &Player[pnum]; ASSERT(pp->GetActor()->hasU()); diff --git a/source/games/sw/src/osdcmds.cpp b/source/games/sw/src/osdcmds.cpp index 14e289698..220ca79a4 100644 --- a/source/games/sw/src/osdcmds.cpp +++ b/source/games/sw/src/osdcmds.cpp @@ -131,7 +131,7 @@ void GameInterface::SwitchCoopView() } else { - SWPlayer* tp = Player + screenpeek; + SWPlayer* tp = &Player[screenpeek]; DoPlayerDivePalette(tp); DoPlayerNightVisionPalette(tp); } diff --git a/source/games/sw/src/panel.cpp b/source/games/sw/src/panel.cpp index fa6c110a8..700a4d0bb 100644 --- a/source/games/sw/src/panel.cpp +++ b/source/games/sw/src/panel.cpp @@ -444,7 +444,7 @@ void PlayerUpdateKills(SWPlayer* pp, short value) TRAVERSE_CONNECT(pnum) { - opp = Player + pnum; + opp = &Player[pnum]; // for everyone on the same team if (opp != pp && opp->GetActor()->user.spal == pp->GetActor()->user.spal) diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 2b5c38cfe..3c1440c80 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -6512,7 +6512,7 @@ void MoveSkipSavePos(void) // Save off player TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + pp = &Player[pnum]; pp->Angles.resetCameraAngles(); pp->GetActor()->backuploc(); @@ -6775,7 +6775,7 @@ void domovethings(const ticcmd_t* playercmds) extern bool PlayerTrackingMode; extern SWPlayer* GlobPlayerP; - pp = Player + pnum; + pp = &Player[pnum]; GlobPlayerP = pp; pp->lastinput = pp->input; @@ -7110,7 +7110,7 @@ void InitMultiPlayerInfo(const DVector3& spawnpos, const DAngle startang) //for (pp = Player; pp < Player + numplayers; pp++) TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + pp = &Player[pnum]; switch (gNet.MultiGameType) { case MULTI_GAME_NONE: diff --git a/source/games/sw/src/slidor.cpp b/source/games/sw/src/slidor.cpp index 7d736a919..270189a6a 100644 --- a/source/games/sw/src/slidor.cpp +++ b/source/games/sw/src/slidor.cpp @@ -581,7 +581,7 @@ int DoSlidor(DSWActor* actor) // go ahead and look for players clip box bounds TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + pp = &Player[pnum]; if (pp->lo_sectp == actor->sector() || pp->hi_sectp == actor->sector()) diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index cb6679f8f..92d5163ac 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -324,7 +324,7 @@ static void UpdateAmbients() if (sdist < 255 && sfx->ResourceId == DIGI_WHIPME) { - SWPlayer* pp = Player + screenpeek; + SWPlayer* pp = &Player[screenpeek]; if (!FAFcansee(spot->spr.pos, spot->sector(), pp->GetActor()->getPosWithOffsetZ(), pp->cursector)) { sdist = 255; @@ -425,7 +425,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], { if (pos != nullptr) { - SWPlayer* pp = Player + screenpeek; + SWPlayer* pp = &Player[screenpeek]; FVector3 campos = GetSoundPos(pp->GetActor() ? pp->GetActor()->getPosWithOffsetZ() : DVector3()); DVector3 vPos = {}; bool pancheck = false; @@ -513,7 +513,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], void GameInterface::UpdateSounds(void) { - SWPlayer* pp = Player + screenpeek; + SWPlayer* pp = &Player[screenpeek]; SoundListener listener; DAngle tang; diff --git a/source/games/sw/src/spike.cpp b/source/games/sw/src/spike.cpp index 56e33e1d8..351ccc8ff 100644 --- a/source/games/sw/src/spike.cpp +++ b/source/games/sw/src/spike.cpp @@ -417,7 +417,7 @@ int DoSpike(DSWActor* actor) // go ahead and look for players clip box bounds TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + pp = &Player[pnum]; if (pp->lo_sectp == actor->sector() || pp->hi_sectp == actor->sector()) diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index d49c91954..afc233c15 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -597,7 +597,7 @@ void KillActor(DSWActor* actor) // reset it. TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + pp = &Player[pnum]; if (pp->KillerActor != nullptr) { diff --git a/source/games/sw/src/sumo.cpp b/source/games/sw/src/sumo.cpp index 719d7a17a..d6aca3f85 100644 --- a/source/games/sw/src/sumo.cpp +++ b/source/games/sw/src/sumo.cpp @@ -694,7 +694,7 @@ int DoSumoDeathMelt(DSWActor* actor) void BossHealthMeter(void) { - SWPlayer* pp = Player + myconnectindex; + SWPlayer* pp = &Player[myconnectindex]; short color=0,metertics,meterunit; int y; extern bool NoMeters; diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index efecf04bd..60017138e 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -1597,7 +1597,7 @@ PlayerPart: TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + pp = &Player[pnum]; // if controlling a sector object if (pp->sop) @@ -1632,7 +1632,7 @@ PlayerPart: // move the player TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + pp = &Player[pnum]; if (pp->lowActor && pp->lowActor == actor) { @@ -1715,7 +1715,7 @@ PlayerPart: TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + pp = &Player[pnum]; // if player was on a sector object if (pp->sop_riding) diff --git a/source/games/sw/src/vator.cpp b/source/games/sw/src/vator.cpp index 76c4668ae..7a1c9e40e 100644 --- a/source/games/sw/src/vator.cpp +++ b/source/games/sw/src/vator.cpp @@ -483,7 +483,7 @@ int DoVator(DSWActor* actor) // go ahead and look for players clip box bounds TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + pp = &Player[pnum]; if (pp->lo_sectp == actor->sector() || pp->hi_sectp == actor->sector()) diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 474333ccc..550b44010 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -2547,7 +2547,7 @@ int DoLavaErupt(DSWActor* actor) { TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + pp = &Player[pnum]; if (pp->insector() && (pp->cursector->extra & SECTFX_TRIGGER)) { SWSectIterator it(pp->cursector); @@ -5449,7 +5449,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) } else { - SWPlayer* pp = Player + screenpeek; + SWPlayer* pp = &Player[screenpeek]; ActorHealth(actor, damage); if (actor->user.Health <= 0)