mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-23 04:22:16 +00:00
- Exhumed: Clean up player accesses in player.cpp
.
This commit is contained in:
parent
2ae3a5362e
commit
69347e80e7
3 changed files with 19 additions and 22 deletions
|
@ -170,9 +170,10 @@ uint8_t LoadLevel(MapRecord* map)
|
|||
|
||||
for (int i = 0; i < nTotalPlayers; i++)
|
||||
{
|
||||
SetSavePoint(i, initpos, initsect, DAngle::fromBuild(mapang));
|
||||
RestartPlayer(i);
|
||||
InitPlayerKeys(i);
|
||||
const auto pPlayer = getPlayer(i);
|
||||
SetSavePoint(pPlayer, initpos, initsect, DAngle::fromBuild(mapang));
|
||||
RestartPlayer(pPlayer);
|
||||
InitPlayerKeys(pPlayer);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -93,10 +93,8 @@ size_t MarkPlayers()
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void SetSavePoint(int nPlayer, const DVector3& pos, sectortype* pSector, DAngle nAngle)
|
||||
void SetSavePoint(DExhumedPlayer* const pPlayer, const DVector3& pos, sectortype* pSector, DAngle nAngle)
|
||||
{
|
||||
const auto pPlayer = getPlayer(nPlayer);
|
||||
|
||||
pPlayer->sPlayerSave.pos = pos;
|
||||
pPlayer->sPlayerSave.pSector = pSector;
|
||||
pPlayer->sPlayerSave.nAngle = nAngle;
|
||||
|
@ -121,9 +119,9 @@ void InitPlayer()
|
|||
}
|
||||
}
|
||||
|
||||
void InitPlayerKeys(int nPlayer)
|
||||
void InitPlayerKeys(DExhumedPlayer* const pPlayer)
|
||||
{
|
||||
getPlayer(nPlayer)->keys = 0;
|
||||
pPlayer->keys = 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -177,9 +175,8 @@ int GetPlayerFromActor(DExhumedActor* pActor)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void RestartPlayer(int nPlayer)
|
||||
void RestartPlayer(DExhumedPlayer* const pPlayer)
|
||||
{
|
||||
const auto pPlayer = getPlayer(nPlayer);
|
||||
DExhumedActor* pPlayerActor = pPlayer->GetActor();
|
||||
DExhumedActor* pDopSprite = pPlayer->pDoppleSprite;
|
||||
DExhumedActor* pFloorSprite = pPlayer->pPlayerFloorSprite;
|
||||
|
@ -225,7 +222,7 @@ void RestartPlayer(int nPlayer)
|
|||
pPlayerActor->vel.Y = 0;
|
||||
pPlayerActor->vel.Z = 0;
|
||||
pPlayerActor->spr.Angles.Pitch = nullAngle;
|
||||
pPlayerActor->spr.intowner = runlist_AddRunRec(pPlayerActor->spr.lotag - 1, nPlayer, 0xA0000);
|
||||
pPlayerActor->spr.intowner = runlist_AddRunRec(pPlayerActor->spr.lotag - 1, pPlayer->pnum, 0xA0000);
|
||||
ChangeActorStat(pPlayerActor, 100);
|
||||
|
||||
if (nTotalPlayers > 1)
|
||||
|
@ -244,7 +241,7 @@ void RestartPlayer(int nPlayer)
|
|||
pFloorSprite->spr.pos = pPlayerActor->spr.pos;
|
||||
pFloorSprite->spr.scale = DVector2(1, 1);
|
||||
pFloorSprite->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
|
||||
pFloorSprite->spr.setspritetexture(aTexIds[kTexPlayermarker1 + nPlayer]);
|
||||
pFloorSprite->spr.setspritetexture(aTexIds[kTexPlayermarker1 + pPlayer->pnum]);
|
||||
|
||||
}
|
||||
else
|
||||
|
@ -267,13 +264,12 @@ void RestartPlayer(int nPlayer)
|
|||
pDopSprite->spr.Angles.Yaw = pPlayerActor->spr.Angles.Yaw;
|
||||
pDopSprite->spr.cstat = pPlayerActor->spr.cstat;
|
||||
pDopSprite->spr.lotag = runlist_HeadRun() + 1;
|
||||
pDopSprite->spr.intowner = runlist_AddRunRec(pDopSprite->spr.lotag - 1, nPlayer, 0xA0000);
|
||||
pDopSprite->spr.intowner = runlist_AddRunRec(pDopSprite->spr.lotag - 1, pPlayer->pnum, 0xA0000);
|
||||
|
||||
pPlayer->actor = pPlayerActor;
|
||||
pPlayer->pDoppleSprite = pDopSprite;
|
||||
pPlayer->pPlayerFloorSprite = pFloorSprite;
|
||||
pPlayer->pPlayerViewSect = pPlayer->sPlayerSave.pSector;
|
||||
pPlayer->pnum = nPlayer;
|
||||
pPlayer->nHealth = 800; // TODO - define
|
||||
pPlayer->Angles.initialize(pPlayerActor);
|
||||
pPlayer->bIsMummified = false;
|
||||
|
@ -309,11 +305,11 @@ void RestartPlayer(int nPlayer)
|
|||
if (pPlayer->nCurrentWeapon == 7)
|
||||
pPlayer->nCurrentWeapon = pPlayer->nLastWeapon;
|
||||
|
||||
if (nPlayer == nLocalPlayer)
|
||||
if (pPlayer->pnum == nLocalPlayer)
|
||||
RestoreGreenPal();
|
||||
|
||||
if (pPlayer->nRun < 0)
|
||||
pPlayer->nRun = runlist_AddRunRec(NewRun, nPlayer, 0xA0000);
|
||||
pPlayer->nRun = runlist_AddRunRec(NewRun, pPlayer->pnum, 0xA0000);
|
||||
|
||||
if (!(currentLevel->gameflags & LEVEL_EX_MULTI))
|
||||
{
|
||||
|
@ -325,7 +321,7 @@ void RestartPlayer(int nPlayer)
|
|||
pPlayer->nMagic = 0;
|
||||
}
|
||||
|
||||
BuildRa(nPlayer);
|
||||
BuildRa(pPlayer->pnum);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -1007,7 +1003,7 @@ void doPlayerItemPickups(DExhumedPlayer* const pPlayer)
|
|||
pPickupActor->nFrame = 0;
|
||||
ChangeActorStat(pPickupActor, 899);
|
||||
}
|
||||
SetSavePoint(pPlayer->pnum, pPlayerActor->spr.pos, pPlayerSect, pPlayerActor->spr.Angles.Yaw);
|
||||
SetSavePoint(pPlayer, pPlayerActor->spr.pos, pPlayerSect, pPlayerActor->spr.Angles.Yaw);
|
||||
break;
|
||||
|
||||
case 60: // Golden Sarcophagus (End Level)
|
||||
|
@ -1925,7 +1921,7 @@ static bool doPlayerDeathRestart(DExhumedPlayer* const pPlayer)
|
|||
}
|
||||
|
||||
// will invalidate nPlayerSprite
|
||||
RestartPlayer(pPlayer->pnum);
|
||||
RestartPlayer(pPlayer);
|
||||
inputState.ClearAllInput();
|
||||
gameInput.Clear();
|
||||
}
|
||||
|
|
|
@ -131,12 +131,12 @@ extern TObjPtr<DExhumedActor*> nNetStartSprite[kMaxPlayers];
|
|||
extern int nNetStartSprites;
|
||||
extern int nCurStartSprite;
|
||||
|
||||
void SetSavePoint(int nPlayer, const DVector3& pos, sectortype* pSector, DAngle nAngle);
|
||||
void SetSavePoint(DExhumedPlayer* const pPlayer, const DVector3& pos, sectortype* pSector, DAngle nAngle);
|
||||
void InitPlayer();
|
||||
void InitPlayerKeys(int nPlayer);
|
||||
void InitPlayerKeys(DExhumedPlayer* const pPlayer);
|
||||
int GrabPlayer();
|
||||
void InitPlayerInventory(DExhumedPlayer* const pPlayer);
|
||||
void RestartPlayer(int nPlayer);
|
||||
void RestartPlayer(DExhumedPlayer* const pPlayer);
|
||||
int GetPlayerFromActor(DExhumedActor* actor);
|
||||
void SetPlayerMummified(DExhumedPlayer* const pPlayer, int bIsMummified);
|
||||
int AddAmmo(DExhumedPlayer* const pPlayer, int nWeapon, int nAmmoAmount);
|
||||
|
|
Loading…
Reference in a new issue