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- Duke: Clean up actor accesses in player_d.cpp
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parent
9c8b2abf07
commit
89708731a3
1 changed files with 16 additions and 13 deletions
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@ -51,11 +51,12 @@ void operateweapon_ww(DDukePlayer* const p, ESyncBits actions);
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void incur_damage_d(DDukePlayer* p)
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{
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int damage = 0L, shield_damage = 0L;
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const auto pact = p->GetActor();
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int damage = 0L, shield_damage = 0L;
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p->GetActor()->spr.extra -= p->extra_extra8 >> 8;
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pact->spr.extra -= p->extra_extra8 >> 8;
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damage = p->GetActor()->spr.extra - p->last_extra;
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damage = pact->spr.extra - p->last_extra;
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if (damage < 0)
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{
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@ -75,7 +76,7 @@ void incur_damage_d(DDukePlayer* p)
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}
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}
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p->GetActor()->spr.extra = p->last_extra + damage;
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pact->spr.extra = p->last_extra + damage;
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}
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}
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@ -88,8 +89,9 @@ void incur_damage_d(DDukePlayer* p)
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void selectweapon_d(DDukePlayer* const p, int weap) // playernum, weaponnum
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{
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const auto pact = p->GetActor();
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int i, j, k;
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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)
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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)
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{
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if ((p->weapon_pos == 0 || (p->holster_weapon && p->weapon_pos == -9)))
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{
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@ -219,7 +221,7 @@ void selectweapon_d(DDukePlayer* const p, int weap) // playernum, weaponnum
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DukeStatIterator it(STAT_ACTOR);
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while (auto act = it.Next())
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{
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if (act->GetClass() == DukePipeBombClass && act->GetOwner() == p->GetActor())
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if (act->GetClass() == DukePipeBombClass && act->GetOwner() == pact)
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{
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p->gotweapon[HANDBOMB_WEAPON] = true;
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j = HANDREMOTE_WEAPON;
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@ -427,21 +429,21 @@ int doincrements_d(DDukePlayer* p)
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}
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}
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if (p->quick_kick > 0 && p->GetActor()->spr.pal != 1)
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if (p->quick_kick > 0 && pact->spr.pal != 1)
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{
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p->last_quick_kick = p->quick_kick + 1;
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p->quick_kick--;
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if (p->quick_kick == 8)
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shoot(p->GetActor(), DukeMeleeAttackClass);
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shoot(pact, DukeMeleeAttackClass);
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}
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else if (p->last_quick_kick > 0)
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p->last_quick_kick--;
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if (p->access_incs && p->GetActor()->spr.pal != 1)
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if (p->access_incs && pact->spr.pal != 1)
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{
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p->oaccess_incs = p->access_incs;
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p->access_incs++;
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if (p->GetActor()->spr.extra <= 0)
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if (pact->spr.extra <= 0)
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p->access_incs = 12;
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if (p->access_incs == 12)
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{
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@ -545,7 +547,6 @@ void checkweapons_d(DDukePlayer* p)
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if (isWW2GI())
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{
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int snum = p->GetActor()->PlayerIndex();
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cw = aplWeaponWorksLike(p->curr_weapon, p);
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}
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else
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@ -556,13 +557,15 @@ void checkweapons_d(DDukePlayer* p)
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if (cw)
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{
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const auto pact = p->GetActor();
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if (krand() & 1)
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spawn(p->GetActor(), *weapon_sprites[cw]);
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spawn(pact, *weapon_sprites[cw]);
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else switch (cw)
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{
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case RPG_WEAPON:
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case HANDBOMB_WEAPON:
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spawn(p->GetActor(), DukeExplosion2Class);
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spawn(pact, DukeExplosion2Class);
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break;
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}
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}
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