- Exhumed: Just use pPlayer->nAction in player code, don't store on the stack.

This commit is contained in:
Mitchell Richters 2023-03-24 15:14:07 +11:00
parent 0842ea3c14
commit a6cec3d4f1

View file

@ -942,11 +942,10 @@ void AIPlayer::Tick(RunListEvent* ev)
DExhumedActor* pDopple = pPlayer->pDoppleSprite;
int nAction = pPlayer->nAction;
int nActionB = pPlayer->nAction;
pPlayerActor->vel.XY() = pPlayer->vel;
pPlayerActor->spr.picnum = seq_GetSeqPicnum(pPlayer->nSeq, PlayerSeq[nHeightTemplate[nAction]].a, pPlayer->nSeqSize);
pPlayerActor->spr.picnum = seq_GetSeqPicnum(pPlayer->nSeq, PlayerSeq[nHeightTemplate[pPlayer->nAction]].a, pPlayer->nSeqSize);
pDopple->spr.picnum = pPlayerActor->spr.picnum;
if (pPlayer->nCurrentItem > -1)
@ -1402,7 +1401,7 @@ sectdone:
}
else if (bTouchFloor)
{
if (nAction < 6 || nAction > 8)
if (pPlayer->nAction < 6 || pPlayer->nAction > 8)
{
pPlayerActor->vel.Z = -14;
nActionB = 3;
@ -1435,7 +1434,7 @@ sectdone:
{
if (pPlayer->nHealth > 0)
{
pPlayerActor->viewzoffset += (nActionEyeLevel[nAction] - pPlayerActor->viewzoffset) * 0.5;
pPlayerActor->viewzoffset += (nActionEyeLevel[pPlayer->nAction] - pPlayerActor->viewzoffset) * 0.5;
if (bUnderwater)
{
@ -1502,7 +1501,7 @@ sectdone:
FireWeapon(nPlayer);
}
if (nAction != 15)
if (pPlayer->nAction != 15)
{
if (pPlayer->totalvel <= 1)
{
@ -1516,9 +1515,8 @@ sectdone:
}
// loc_1BF09
if (nActionB != nAction && nAction != 4)
if (nActionB != pPlayer->nAction && pPlayer->nAction != 4)
{
nAction = nActionB;
pPlayer->nAction = nActionB;
pPlayer->nSeqSize = 0;
}
@ -1563,7 +1561,7 @@ sectdone:
{
pPlayer->input.actions &= ~SB_OPEN;
if (nAction >= 16)
if (pPlayer->nAction >= 16)
{
if (nPlayer == nLocalPlayer)
{
@ -1576,7 +1574,7 @@ sectdone:
if (pPlayer->nLives && nNetTime)
{
if (nAction != 20)
if (pPlayer->nAction != 20)
{
pPlayerActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 120, 0);
pPlayerActor->spr.cstat = 0;
@ -1603,7 +1601,7 @@ sectdone:
CheckAmbience(pLocalEyeSect);
}
int var_AC = SeqOffsets[pPlayer->nSeq] + PlayerSeq[nAction].a;
int var_AC = SeqOffsets[pPlayer->nSeq] + PlayerSeq[pPlayer->nAction].a;
seq_MoveSequence(pPlayerActor, var_AC, pPlayer->nSeqSize);
pPlayer->nSeqSize++;