From b4028cb25087cd8d2760bd95007993b5767cc2a1 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Sat, 25 Mar 2023 19:48:29 +1100 Subject: [PATCH] - Exhumed: Clean up stack pointer names in `RestartPlayer()`. --- source/games/exhumed/src/player.cpp | 190 ++++++++++++++-------------- 1 file changed, 95 insertions(+), 95 deletions(-) diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 7921f6f77..c028f377a 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -188,25 +188,25 @@ int GetPlayerFromActor(DExhumedActor* pActor) void RestartPlayer(int nPlayer) { - auto plr = &PlayerList[nPlayer]; - auto pActor = plr->pActor; - DExhumedActor* pDopSprite = plr->pDoppleSprite; + const auto pPlayer = &PlayerList[nPlayer]; + DExhumedActor* pPlayerActor = pPlayer->pActor; + DExhumedActor* pDopSprite = pPlayer->pDoppleSprite; - DExhumedActor* floorsprt; + DExhumedActor* pFloorSprite; - plr->nPlayer = nPlayer; + pPlayer->nPlayer = nPlayer; - if (pActor) + if (pPlayerActor) { - runlist_DoSubRunRec(pActor->spr.intowner); - runlist_FreeRun(pActor->spr.lotag - 1); + runlist_DoSubRunRec(pPlayerActor->spr.intowner); + runlist_FreeRun(pPlayerActor->spr.lotag - 1); - ChangeActorStat(pActor, 0); + ChangeActorStat(pPlayerActor, 0); - plr->pActor = nullptr; - plr->Angles = {}; + pPlayer->pActor = nullptr; + pPlayer->Angles = {}; - DExhumedActor* pFloorSprite = plr->pPlayerFloorSprite; + DExhumedActor* pFloorSprite = pPlayer->pPlayerFloorSprite; if (pFloorSprite != nullptr) { DeleteActor(pFloorSprite); } @@ -219,13 +219,13 @@ void RestartPlayer(int nPlayer) } } - pActor = GrabBody(); + pPlayerActor = GrabBody(); - ChangeActorSect(pActor, plr->sPlayerSave.pSector); - ChangeActorStat(pActor, 100); + ChangeActorSect(pPlayerActor, pPlayer->sPlayerSave.pSector); + ChangeActorStat(pPlayerActor, 100); - auto pDActor = insertActor(pActor->sector(), 100); - plr->pDoppleSprite = pDActor; + pDopSprite = insertActor(pPlayerActor->sector(), 100); + pPlayer->pDoppleSprite = pDopSprite; if (nTotalPlayers > 1) { @@ -236,102 +236,102 @@ void RestartPlayer(int nPlayer) nCurStartSprite = 0; } - pActor->spr.pos = nNStartSprite->spr.pos; - ChangeActorSect(pActor, nNStartSprite->sector()); - pActor->spr.Angles.Yaw = nNStartSprite->spr.Angles.Yaw; + pPlayerActor->spr.pos = nNStartSprite->spr.pos; + ChangeActorSect(pPlayerActor, nNStartSprite->sector()); + pPlayerActor->spr.Angles.Yaw = nNStartSprite->spr.Angles.Yaw; - floorsprt = insertActor(pActor->sector(), 0); + pFloorSprite = insertActor(pPlayerActor->sector(), 0); - floorsprt->spr.pos = pActor->spr.pos; - floorsprt->spr.scale = DVector2(1, 1); - floorsprt->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR; - floorsprt->spr.picnum = nPlayer + kTile3571; + pFloorSprite->spr.pos = pPlayerActor->spr.pos; + pFloorSprite->spr.scale = DVector2(1, 1); + pFloorSprite->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR; + pFloorSprite->spr.picnum = nPlayer + kTile3571; } else { - pActor->spr.pos.XY() = plr->sPlayerSave.pos.XY(); - pActor->spr.pos.Z = plr->sPlayerSave.pSector->floorz; - pActor->spr.Angles.Yaw = plr->sPlayerSave.nAngle; + pPlayerActor->spr.pos.XY() = pPlayer->sPlayerSave.pos.XY(); + pPlayerActor->spr.pos.Z = pPlayer->sPlayerSave.pSector->floorz; + pPlayerActor->spr.Angles.Yaw = pPlayer->sPlayerSave.nAngle; - floorsprt = nullptr; + pFloorSprite = nullptr; } - pActor->backuploc(); + pPlayerActor->backuploc(); - plr->pPlayerFloorSprite = floorsprt; + pPlayer->pPlayerFloorSprite = pFloorSprite; - pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; - pActor->spr.shade = -12; - pActor->clipdist = 14.5; - pActor->spr.pal = 0; - pActor->spr.scale = DVector2(0.625, 0.625); - pActor->spr.xoffset = 0; - pActor->spr.yoffset = 0; - pActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0); + pPlayerActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; + pPlayerActor->spr.shade = -12; + pPlayerActor->clipdist = 14.5; + pPlayerActor->spr.pal = 0; + pPlayerActor->spr.scale = DVector2(0.625, 0.625); + pPlayerActor->spr.xoffset = 0; + pPlayerActor->spr.yoffset = 0; + pPlayerActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0); - pActor->vel.X = 0; - pActor->vel.Y = 0; - pActor->vel.Z = 0; + pPlayerActor->vel.X = 0; + pPlayerActor->vel.Y = 0; + pPlayerActor->vel.Z = 0; - nStandHeight = GetActorHeight(pActor); + nStandHeight = GetActorHeight(pPlayerActor); - pActor->spr.hitag = 0; - pActor->spr.extra = -1; - pActor->spr.lotag = runlist_HeadRun() + 1; + pPlayerActor->spr.hitag = 0; + pPlayerActor->spr.extra = -1; + pPlayerActor->spr.lotag = runlist_HeadRun() + 1; - pDActor->spr.pos = pActor->spr.pos; - pDActor->spr.scale = pActor->spr.scale; - pDActor->spr.xoffset = 0; - pDActor->spr.yoffset = 0; - pDActor->spr.shade = pActor->spr.shade; - pDActor->spr.Angles.Yaw = pActor->spr.Angles.Yaw; - pDActor->spr.cstat = pActor->spr.cstat; + pDopSprite->spr.pos = pPlayerActor->spr.pos; + pDopSprite->spr.scale = pPlayerActor->spr.scale; + pDopSprite->spr.xoffset = 0; + pDopSprite->spr.yoffset = 0; + pDopSprite->spr.shade = pPlayerActor->spr.shade; + pDopSprite->spr.Angles.Yaw = pPlayerActor->spr.Angles.Yaw; + pDopSprite->spr.cstat = pPlayerActor->spr.cstat; - pDActor->spr.lotag = runlist_HeadRun() + 1; + pDopSprite->spr.lotag = runlist_HeadRun() + 1; - plr->nAction = 0; - plr->nHealth = 800; // TODO - define + pPlayer->nAction = 0; + pPlayer->nHealth = 800; // TODO - define if (nNetPlayerCount) { - plr->nHealth = 1600; // TODO - define + pPlayer->nHealth = 1600; // TODO - define } - plr->nSeqSize = 0; - plr->pActor = pActor; - plr->Angles = {}; - plr->Angles.initialize(plr->pActor); - plr->bIsMummified = false; + pPlayer->nSeqSize = 0; + pPlayer->pActor = pPlayerActor; + pPlayer->Angles = {}; + pPlayer->Angles.initialize(pPlayer->pActor); + pPlayer->bIsMummified = false; - if (plr->invincibility >= 0) { - plr->invincibility = 0; + if (pPlayer->invincibility >= 0) { + pPlayer->invincibility = 0; } - plr->nTorch = 0; - plr->nMaskAmount = 0; + pPlayer->nTorch = 0; + pPlayer->nMaskAmount = 0; SetTorch(nPlayer, 0); - plr->nInvisible = 0; + pPlayer->nInvisible = 0; - plr->bIsFiring = 0; - plr->nSeqSize2 = 0; - plr->pPlayerViewSect = plr->sPlayerSave.pSector; - plr->nState = 0; + pPlayer->bIsFiring = 0; + pPlayer->nSeqSize2 = 0; + pPlayer->pPlayerViewSect = pPlayer->sPlayerSave.pSector; + pPlayer->nState = 0; - plr->nDouble = 0; + pPlayer->nDouble = 0; - plr->nSeq = kSeqJoe; + pPlayer->nSeq = kSeqJoe; - plr->nPlayerPushSound = -1; + pPlayer->nPlayerPushSound = -1; - plr->nNextWeapon = -1; + pPlayer->nNextWeapon = -1; - if (plr->nCurrentWeapon == 7) { - plr->nCurrentWeapon = plr->nLastWeapon; + if (pPlayer->nCurrentWeapon == 7) { + pPlayer->nCurrentWeapon = pPlayer->nLastWeapon; } - plr->nLastWeapon = 0; - plr->nAir = 100; + pPlayer->nLastWeapon = 0; + pPlayer->nAir = 100; if (!(currentLevel->gameflags & LEVEL_EX_MULTI)) { @@ -340,27 +340,27 @@ void RestartPlayer(int nPlayer) else { ResetPlayerWeapons(nPlayer); - plr->nMagic = 0; + pPlayer->nMagic = 0; } - plr->pPlayerGrenade = nullptr; - pActor->oviewzoffset = pActor->viewzoffset = -55.; - plr->dVertPan = 0; + pPlayer->pPlayerGrenade = nullptr; + pPlayerActor->oviewzoffset = pPlayerActor->viewzoffset = -55.; + pPlayer->dVertPan = 0; nTemperature[nPlayer] = 0; - plr->nThrust.Zero(); + pPlayer->nThrust.Zero(); - plr->nDestVertPan = plr->pActor->PrevAngles.Pitch = plr->pActor->spr.Angles.Pitch = nullAngle; - plr->nBreathTimer = 90; + pPlayer->nDestVertPan = pPlayerActor->PrevAngles.Pitch = pPlayerActor->spr.Angles.Pitch = nullAngle; + pPlayer->nBreathTimer = 90; - plr->nTauntTimer = RandomSize(3) + 3; + pPlayer->nTauntTimer = RandomSize(3) + 3; - pDActor->spr.intowner = runlist_AddRunRec(pDActor->spr.lotag - 1, nPlayer, 0xA0000); - pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, nPlayer, 0xA0000); + pDopSprite->spr.intowner = runlist_AddRunRec(pDopSprite->spr.lotag - 1, nPlayer, 0xA0000); + pPlayerActor->spr.intowner = runlist_AddRunRec(pPlayerActor->spr.lotag - 1, nPlayer, 0xA0000); - if (plr->nRun < 0) { - plr->nRun = runlist_AddRunRec(NewRun, nPlayer, 0xA0000); + if (pPlayer->nRun < 0) { + pPlayer->nRun = runlist_AddRunRec(NewRun, nPlayer, 0xA0000); } BuildRa(nPlayer); @@ -370,12 +370,12 @@ void RestartPlayer(int nPlayer) RestoreGreenPal(); } - plr->ototalvel = plr->totalvel = 0; + pPlayer->ototalvel = pPlayer->totalvel = 0; - PlayerList[nPlayer].nCurrentItem = -1; + pPlayer->nCurrentItem = -1; - plr->nDeathType = 0; - plr->nQuake = 0; + pPlayer->nDeathType = 0; + pPlayer->nQuake = 0; } //---------------------------------------------------------------------------