diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index aff969786..7a7d11122 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -376,7 +376,7 @@ void drawroomstotile(const DVector3& pos, DAngle ang, DAngle horiz, sectortype* void JS_ProcessEchoSpot() { - SWPlayer* pp = Player+screenpeek; + SWPlayer* pp = &Player[screenpeek]; int16_t reverb; bool reverb_set = false; diff --git a/source/games/sw/src/miscactr.cpp b/source/games/sw/src/miscactr.cpp index 8221fc03b..5f63f5376 100644 --- a/source/games/sw/src/miscactr.cpp +++ b/source/games/sw/src/miscactr.cpp @@ -874,7 +874,7 @@ int PachinkoCheckWin(DSWActor* actor) // Do a possible combo switch if (ComboSwitchTest(TAG_COMBO_SWITCH_EVERYTHING, actor->spr.hitag)) { - DoMatchEverything(Player+myconnectindex, actor->spr.hitag, 1); + DoMatchEverything(&Player[myconnectindex], actor->spr.hitag, 1); } ActorCoughItem(actor); // I WON! I WON! diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index d367c5bf0..59e761494 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -2292,7 +2292,7 @@ void PlayerGameReset(SWPlayer* pp) PlayerUpdateArmor(pp, 0); pp->KillerActor = nullptr;; - if (pp == Player+screenpeek) + if (pp == &Player[screenpeek]) { videoFadePalette(0,0,0,0); } @@ -2387,7 +2387,7 @@ void InitPlayerSprite(SWPlayer* pp, const DVector3& spawnpos, const DAngle start memset(pp->InventoryTics,0,sizeof(pp->InventoryTics)); - if (pp == Player+screenpeek) + if (pp == &Player[screenpeek]) { videoFadePalette(0,0,0,0); } diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index fc204a7b7..2b5c38cfe 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -4103,7 +4103,7 @@ void DoPlayerDivePalette(SWPlayer* pp) { if (pp != Player + screenpeek) return; - if ((pp->DeathType == PLAYER_DEATH_DROWN || ((Player+screenpeek)->Flags & PF_DIVING)) && !(pp->Flags & PF_DIVING_IN_LAVA)) + if ((pp->DeathType == PLAYER_DEATH_DROWN || (Player[screenpeek].Flags & PF_DIVING)) && !(pp->Flags & PF_DIVING_IN_LAVA)) { SetFadeAmt(pp,-1005,210); // Dive color , org color 208 }