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- Duke: Ensure player_struct::GetActor()
is exclusively used to get the player's actor.
This commit is contained in:
parent
2755b17fd5
commit
6d6872fea7
9 changed files with 11 additions and 11 deletions
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@ -474,7 +474,7 @@ void thunder(void)
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if (seen)
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{
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if (ps[screenpeek].actor->sector()->ceilingstat & CSTAT_SECTOR_SKY)
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if (ps[screenpeek].GetActor()->sector()->ceilingstat & CSTAT_SECTOR_SKY)
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{
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g_relvisibility = 0;
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if (krand() > 65000)
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@ -16,7 +16,7 @@ inline DDukeActor* player_struct::GetActor()
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inline int player_struct::GetPlayerNum()
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{
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return actor->PlayerIndex();
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return GetActor()->PlayerIndex();
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}
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DDukeActor* spawn(DDukeActor* spawner, PClassActor* pname);
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@ -905,7 +905,7 @@ CCMD(changewalltexture)
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FTextureID tile = TexMan.CheckForTexture(argv[1], ETextureType::Any);
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if (!tile.isValid()) tile = tileGetTextureID((int)strtol(argv[1], nullptr, 10));
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HitInfoBase hit;
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hitscan(ps[0].actor->spr.pos, ps[0].cursector, DVector3(ps[0].actor->spr.Angles.Yaw.ToVector(), 0) * 1024, hit, CLIPMASK1);
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hitscan(ps[0].GetActor()->spr.pos, ps[0].cursector, DVector3(ps[0].GetActor()->spr.Angles.Yaw.ToVector(), 0) * 1024, hit, CLIPMASK1);
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if (hit.hitWall)
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{
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hit.hitWall->setwalltexture(tile);
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@ -377,7 +377,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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DukeSectIterator it(ii);
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while (auto act = it.Next())
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{
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if (act == ps[screenpeek].actor || (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) || act->spr.cstat == CSTAT_SPRITE_BLOCK_ALL || act->spr.scale.X == 0) continue;
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if (act == ps[screenpeek].GetActor() || (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) || act->spr.cstat == CSTAT_SPRITE_BLOCK_ALL || act->spr.scale.X == 0) continue;
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if ((act->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) != 0)
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{
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@ -612,7 +612,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_I: // Read only, because this is very dangerous.
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if (!bSet) SetGameVarID(lVar2, ps[iPlayer].actor, sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, ps[iPlayer].GetActor(), sActor, sPlayer);
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break;
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case PLAYER_ONE_PARALLAX_SECTNUM:
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@ -504,7 +504,7 @@ void footprints(int snum)
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DDukeActor* fprint = spawn(actor, DukeFootprintsClass);
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if (fprint)
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{
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fprint->spr.Angles.Yaw = p->actor->spr.Angles.Yaw;
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fprint->spr.Angles.Yaw = p->GetActor()->spr.Angles.Yaw;
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fprint->spr.pal = p->footprintpal;
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fprint->spr.shade = (int8_t)p->footprintshade;
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}
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@ -1028,7 +1028,7 @@ int haslock(sectortype* sectp, int snum)
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void purplelavacheck(player_struct* p)
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{
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auto pact = p->actor;
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auto pact = p->GetActor();
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if (p->spritebridge == 0 && pact->insector())
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{
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auto sect = pact->sector();
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@ -599,7 +599,7 @@ void resetpspritevars(int g, const DVector3& startpos, const DAngle startang)
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act->spr.pal = ps[j].palookup = ud.user_pals[j];
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ps[j].actor = act;
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ps[j].Angles.initialize(ps[j].actor, (currentLevel->levelNumber & 1)? DAngle90 : -DAngle90);
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ps[j].Angles.initialize(ps[j].GetActor(), (currentLevel->levelNumber & 1)? DAngle90 : -DAngle90);
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ps[j].frag_ps = j;
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act->SetOwner(act);
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@ -426,7 +426,7 @@ int S_PlaySound3D(FSoundID soundid, DDukeActor* actor, const DVector3& pos, int
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if (!soundEngine->isValidSoundId(soundid) || !SoundEnabled() || actor == nullptr || !playrunning() ||
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(pl->timebeforeexit > 0 && pl->timebeforeexit <= REALGAMETICSPERSEC * 3)) return -1;
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if (flags & CHANF_LOCAL && actor != ps[screenpeek].actor && !ud.coop) return -1; // makes no sense...
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if (flags & CHANF_LOCAL && actor != ps[screenpeek].GetActor() && !ud.coop) return -1; // makes no sense...
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soundid = GetReplacementSound(soundid);
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int userflags = S_GetUserFlags(soundid);
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@ -271,7 +271,7 @@ struct player_struct
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sectortype* cursector;
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sectortype* one_parallax_sectnum; // wall + sector references.
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walltype* access_wall;
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DDukeActor* actor;
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DDukeActor* GetActor();
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TObjPtr<DDukeActor*> actorsqu, wackedbyactor, on_crane, holoduke_on, somethingonplayer, access_spritenum, dummyplayersprite, newOwner;
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short last_extra, subweapon;
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@ -351,7 +351,7 @@ struct player_struct
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// input stuff.
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InputPacket input;
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DDukeActor* GetActor();
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DDukeActor* actor;
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int GetPlayerNum();
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void apply_seasick();
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