From 7401bf4c6f482f9e95a7a3376869c937f765ad79 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Wed, 4 Oct 2023 10:57:23 +1100 Subject: [PATCH] - Duke: Clean up actor accesses in `player_d.cpp`. --- source/games/duke/src/player_d.cpp | 29 ++++++++++++++++------------- 1 file changed, 16 insertions(+), 13 deletions(-) diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index f1befff76..e00586c9c 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -51,11 +51,12 @@ void operateweapon_ww(DDukePlayer* const p, ESyncBits actions); void incur_damage_d(DDukePlayer* p) { - int damage = 0L, shield_damage = 0L; + const auto pact = p->GetActor(); + int damage = 0L, shield_damage = 0L; - p->GetActor()->spr.extra -= p->extra_extra8 >> 8; + pact->spr.extra -= p->extra_extra8 >> 8; - damage = p->GetActor()->spr.extra - p->last_extra; + damage = pact->spr.extra - p->last_extra; if (damage < 0) { @@ -75,7 +76,7 @@ void incur_damage_d(DDukePlayer* p) } } - p->GetActor()->spr.extra = p->last_extra + damage; + pact->spr.extra = p->last_extra + damage; } } @@ -88,8 +89,9 @@ void incur_damage_d(DDukePlayer* p) void selectweapon_d(DDukePlayer* const p, int weap) // playernum, weaponnum { + const auto pact = p->GetActor(); int i, j, k; - if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && p->GetActor()->spr.scale.X > 0.5 && p->access_incs == 0 && p->knee_incs == 0) + if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && pact->spr.scale.X > 0.5 && p->access_incs == 0 && p->knee_incs == 0) { if ((p->weapon_pos == 0 || (p->holster_weapon && p->weapon_pos == -9))) { @@ -219,7 +221,7 @@ void selectweapon_d(DDukePlayer* const p, int weap) // playernum, weaponnum DukeStatIterator it(STAT_ACTOR); while (auto act = it.Next()) { - if (act->GetClass() == DukePipeBombClass && act->GetOwner() == p->GetActor()) + if (act->GetClass() == DukePipeBombClass && act->GetOwner() == pact) { p->gotweapon[HANDBOMB_WEAPON] = true; j = HANDREMOTE_WEAPON; @@ -427,21 +429,21 @@ int doincrements_d(DDukePlayer* p) } } - if (p->quick_kick > 0 && p->GetActor()->spr.pal != 1) + if (p->quick_kick > 0 && pact->spr.pal != 1) { p->last_quick_kick = p->quick_kick + 1; p->quick_kick--; if (p->quick_kick == 8) - shoot(p->GetActor(), DukeMeleeAttackClass); + shoot(pact, DukeMeleeAttackClass); } else if (p->last_quick_kick > 0) p->last_quick_kick--; - if (p->access_incs && p->GetActor()->spr.pal != 1) + if (p->access_incs && pact->spr.pal != 1) { p->oaccess_incs = p->access_incs; p->access_incs++; - if (p->GetActor()->spr.extra <= 0) + if (pact->spr.extra <= 0) p->access_incs = 12; if (p->access_incs == 12) { @@ -545,7 +547,6 @@ void checkweapons_d(DDukePlayer* p) if (isWW2GI()) { - int snum = p->GetActor()->PlayerIndex(); cw = aplWeaponWorksLike(p->curr_weapon, p); } else @@ -556,13 +557,15 @@ void checkweapons_d(DDukePlayer* p) if (cw) { + const auto pact = p->GetActor(); + if (krand() & 1) - spawn(p->GetActor(), *weapon_sprites[cw]); + spawn(pact, *weapon_sprites[cw]); else switch (cw) { case RPG_WEAPON: case HANDBOMB_WEAPON: - spawn(p->GetActor(), DukeExplosion2Class); + spawn(pact, DukeExplosion2Class); break; } }