diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index eca23dc11..7c1053d88 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -2268,20 +2268,16 @@ void PlayerDeathReset(PLAYERp pp) void PlayerPanelSetup(void) { short pnum; - PLAYERp pp; - USERp u; // For every player setup the panel weapon stuff //for (pp = Player; pp < &Player[numplayers]; pp++) TRAVERSE_CONNECT(pnum) { - pp = Player + pnum; + auto pp = Player + pnum; - u = pp->Actor()->u(); + ASSERT(pp->actor->hasU()); - ASSERT(u != nullptr); - - PlayerUpdateWeapon(pp, u->WeaponNum); + PlayerUpdateWeapon(pp, pp->actor->user.WeaponNum); } } @@ -2420,7 +2416,7 @@ void InitPlayerSprite(PLAYERp pp) void SpawnPlayerUnderSprite(PLAYERp pp) { DSWActor* plActor = pp->actor; - USERp pu = plActor->u(), u; + USERp u; int pnum = int(pp - Player); @@ -2428,21 +2424,21 @@ void SpawnPlayerUnderSprite(PLAYERp pp) NINJA_RUN_R0, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0); DSWActor* actor = pp->PlayerUnderActor; - u = pp->PlayerUnderActor->u(); + u = actor->u(); SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY); u->Rot = sg_NinjaRun; - u->RotNum = pu->RotNum; - NewStateGroup(pp->PlayerUnderActor, pu->Rot); + u->RotNum = plActor->user.RotNum; + NewStateGroup(pp->PlayerUnderActor, plActor->user.Rot); - u->Radius = pu->Radius; + u->Radius = plActor->user.Radius; u->PlayerP = pp; u->Health = pp->MaxHealth; SET(u->Flags, SPR_XFLIP_TOGGLE); - u->ActorActionSet = pu->ActorActionSet; + u->ActorActionSet = plActor->user.ActorActionSet; actor->spr.picnum = plActor->spr.picnum; actor->spr.clipdist = plActor->spr.clipdist;