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- Duke: Clean up player/actor accesses in animatesprites_d.cpp
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1 changed files with 17 additions and 17 deletions
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@ -46,7 +46,6 @@ BEGIN_DUKE_NS
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void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac)
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{
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int p;
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tspritetype* t;
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DDukeActor* h;
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@ -90,8 +89,11 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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}
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if (t->statnum == STAT_TEMP) continue;
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auto pp = getPlayer(h->PlayerIndex());
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if ((h->spr.statnum != STAT_ACTOR && h->isPlayer() && pp->newOwner == nullptr && h->GetOwner()) || !(h->flags1 & SFLAG_NOINTERPOLATE))
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const auto p = getPlayer(h->PlayerIndex());
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const auto spp = getPlayer(screenpeek);
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if ((h->spr.statnum != STAT_ACTOR && h->isPlayer() && p->newOwner == nullptr && h->GetOwner()) || !(h->flags1 & SFLAG_NOINTERPOLATE))
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{
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t->pos = h->interpolatedpos(interpfrac);
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t->Angles.Yaw = h->interpolatedyaw(interpfrac);
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@ -117,11 +119,9 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (h->isPlayer())
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{
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p = h->PlayerIndex();
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if (t->pal == 1) t->pos.Z -= 18;
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if (getPlayer(p)->over_shoulder_on > 0 && getPlayer(p)->newOwner == nullptr)
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if (p->over_shoulder_on > 0 && p->newOwner == nullptr)
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{
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t->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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#if 0 // multiplayer only
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@ -134,7 +134,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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#endif
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}
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if ((display_mirror == 1 || screenpeek != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && getPlayer(p)->GetActor()->spr.extra > 0 && getPlayer(p)->curr_weapon > 0)
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if ((display_mirror == 1 || spp != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && h->spr.extra > 0 && p->curr_weapon > 0)
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{
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auto newtspr = tsprites.newTSprite();
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*newtspr = *t;
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@ -147,7 +147,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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newtspr->cstat = 0;
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const char* texname = nullptr;
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switch (getPlayer(p)->curr_weapon)
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switch (p->curr_weapon)
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{
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case PISTOL_WEAPON: texname = "FIRSTGUNSPRITE"; break;
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case SHOTGUN_WEAPON: texname = "SHOTGUNSPRITE"; break;
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@ -164,9 +164,9 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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}
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t->setspritetexture(TexMan.CheckForTexture(texname, ETextureType::Any));
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if (h->GetOwner()) newtspr->pos.Z = getPlayer(p)->GetActor()->getOffsetZ() - 12;
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if (h->GetOwner()) newtspr->pos.Z = h->getOffsetZ() - 12;
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else newtspr->pos.Z = h->spr.pos.Z - 51;
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if (getPlayer(p)->curr_weapon == HANDBOMB_WEAPON)
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if (p->curr_weapon == HANDBOMB_WEAPON)
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{
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newtspr->scale = DVector2(0.15625, 0.15625);
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}
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@ -187,20 +187,20 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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applyRotation1(h, t, viewang, base);
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t->pal = getPlayer(p)->palookup;
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t->pal = p->palookup;
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continue;
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}
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if (getPlayer(p)->on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1)
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if (p->on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1)
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{
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double v = h->spr.pos.Z - getPlayer(p)->GetActor()->floorz + 3;
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double v = h->spr.pos.Z - h->floorz + 3;
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if (v > 4 && h->spr.scale.Y > 0.5 && h->spr.extra > 0)
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h->spr.yoffset = (int8_t)(v / h->spr.scale.Y);
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else h->spr.yoffset = 0;
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}
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if (ud.cameraactor == nullptr && getPlayer(p)->newOwner == nullptr)
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if (h->GetOwner() && display_mirror == 0 && getPlayer(p)->over_shoulder_on == 0)
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if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
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if (ud.cameraactor == nullptr && p->newOwner == nullptr)
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if (h->GetOwner() && display_mirror == 0 && p->over_shoulder_on == 0)
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if (ud.multimode < 2 || (ud.multimode > 1 && p == spp))
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{
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t->ownerActor = nullptr;
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t->scale = DVector2(0, 0);
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@ -221,7 +221,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->isPlayer() && h->GetOwner()))
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{
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drawshadows(tsprites, t, h);
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if (getPlayer(screenpeek)->heat_amount > 0 && getPlayer(screenpeek)->heat_on)
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if (spp->heat_amount > 0 && spp->heat_on)
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{
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t->pal = 6;
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t->shade = 0;
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