- Duke: Clean up player/actor accesses in animatesprites_d.cpp.

This commit is contained in:
Mitchell Richters 2023-10-03 10:15:37 +11:00
parent bc66f2de5c
commit c2196374e8

View file

@ -46,7 +46,6 @@ BEGIN_DUKE_NS
void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac)
{
int p;
tspritetype* t;
DDukeActor* h;
@ -90,8 +89,11 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
}
if (t->statnum == STAT_TEMP) continue;
auto pp = getPlayer(h->PlayerIndex());
if ((h->spr.statnum != STAT_ACTOR && h->isPlayer() && pp->newOwner == nullptr && h->GetOwner()) || !(h->flags1 & SFLAG_NOINTERPOLATE))
const auto p = getPlayer(h->PlayerIndex());
const auto spp = getPlayer(screenpeek);
if ((h->spr.statnum != STAT_ACTOR && h->isPlayer() && p->newOwner == nullptr && h->GetOwner()) || !(h->flags1 & SFLAG_NOINTERPOLATE))
{
t->pos = h->interpolatedpos(interpfrac);
t->Angles.Yaw = h->interpolatedyaw(interpfrac);
@ -117,11 +119,9 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
if (h->isPlayer())
{
p = h->PlayerIndex();
if (t->pal == 1) t->pos.Z -= 18;
if (getPlayer(p)->over_shoulder_on > 0 && getPlayer(p)->newOwner == nullptr)
if (p->over_shoulder_on > 0 && p->newOwner == nullptr)
{
t->cstat |= CSTAT_SPRITE_TRANSLUCENT;
#if 0 // multiplayer only
@ -134,7 +134,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
#endif
}
if ((display_mirror == 1 || screenpeek != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && getPlayer(p)->GetActor()->spr.extra > 0 && getPlayer(p)->curr_weapon > 0)
if ((display_mirror == 1 || spp != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && h->spr.extra > 0 && p->curr_weapon > 0)
{
auto newtspr = tsprites.newTSprite();
*newtspr = *t;
@ -147,7 +147,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
newtspr->cstat = 0;
const char* texname = nullptr;
switch (getPlayer(p)->curr_weapon)
switch (p->curr_weapon)
{
case PISTOL_WEAPON: texname = "FIRSTGUNSPRITE"; break;
case SHOTGUN_WEAPON: texname = "SHOTGUNSPRITE"; break;
@ -164,9 +164,9 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
}
t->setspritetexture(TexMan.CheckForTexture(texname, ETextureType::Any));
if (h->GetOwner()) newtspr->pos.Z = getPlayer(p)->GetActor()->getOffsetZ() - 12;
if (h->GetOwner()) newtspr->pos.Z = h->getOffsetZ() - 12;
else newtspr->pos.Z = h->spr.pos.Z - 51;
if (getPlayer(p)->curr_weapon == HANDBOMB_WEAPON)
if (p->curr_weapon == HANDBOMB_WEAPON)
{
newtspr->scale = DVector2(0.15625, 0.15625);
}
@ -187,20 +187,20 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
applyRotation1(h, t, viewang, base);
t->pal = getPlayer(p)->palookup;
t->pal = p->palookup;
continue;
}
if (getPlayer(p)->on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1)
if (p->on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1)
{
double v = h->spr.pos.Z - getPlayer(p)->GetActor()->floorz + 3;
double v = h->spr.pos.Z - h->floorz + 3;
if (v > 4 && h->spr.scale.Y > 0.5 && h->spr.extra > 0)
h->spr.yoffset = (int8_t)(v / h->spr.scale.Y);
else h->spr.yoffset = 0;
}
if (ud.cameraactor == nullptr && getPlayer(p)->newOwner == nullptr)
if (h->GetOwner() && display_mirror == 0 && getPlayer(p)->over_shoulder_on == 0)
if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
if (ud.cameraactor == nullptr && p->newOwner == nullptr)
if (h->GetOwner() && display_mirror == 0 && p->over_shoulder_on == 0)
if (ud.multimode < 2 || (ud.multimode > 1 && p == spp))
{
t->ownerActor = nullptr;
t->scale = DVector2(0, 0);
@ -221,7 +221,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->isPlayer() && h->GetOwner()))
{
drawshadows(tsprites, t, h);
if (getPlayer(screenpeek)->heat_amount > 0 && getPlayer(screenpeek)->heat_on)
if (spp->heat_amount > 0 && spp->heat_on)
{
t->pal = 6;
t->shade = 0;