From fde3e99f0625ad2ac04fe9503042595c28fe96dc Mon Sep 17 00:00:00 2001 From: helixhorned Date: Tue, 26 Jun 2012 19:49:44 +0000 Subject: [PATCH] premap.c: make P_RandomSpawnPoint more readable by factoring out g_player[snum].ps git-svn-id: https://svn.eduke32.com/eduke32@2781 1a8010ca-5511-0410-912e-c29ae57300e0 --- polymer/eduke32/source/premap.c | 85 +++++++++++++++++---------------- 1 file changed, 43 insertions(+), 42 deletions(-) diff --git a/polymer/eduke32/source/premap.c b/polymer/eduke32/source/premap.c index 3006bafa6..558445fa4 100644 --- a/polymer/eduke32/source/premap.c +++ b/polymer/eduke32/source/premap.c @@ -666,68 +666,69 @@ void P_RandomSpawnPoint(int32_t snum) void P_ResetPlayer(int32_t snum) { vec3_t tmpvect; - spritetype *sp = &sprite[g_player[snum].ps->i]; + DukePlayer_t *const pl = g_player[snum].ps; + spritetype *const sp = &sprite[pl->i]; - tmpvect.x = g_player[snum].ps->pos.x; - tmpvect.y = g_player[snum].ps->pos.y; - tmpvect.z = g_player[snum].ps->pos.z+PHEIGHT; + tmpvect.x = pl->pos.x; + tmpvect.y = pl->pos.y; + tmpvect.z = pl->pos.z+PHEIGHT; P_RandomSpawnPoint(snum); - sp->x = actor[g_player[snum].ps->i].bposx = g_player[snum].ps->bobposx = g_player[snum].ps->opos.x = g_player[snum].ps->pos.x; - sp->y = actor[g_player[snum].ps->i].bposy = g_player[snum].ps->bobposy = g_player[snum].ps->opos.y =g_player[snum].ps->pos.y; - sp->z = actor[g_player[snum].ps->i].bposy = g_player[snum].ps->opos.z =g_player[snum].ps->pos.z; - updatesector(g_player[snum].ps->pos.x,g_player[snum].ps->pos.y,&g_player[snum].ps->cursectnum); - setsprite(g_player[snum].ps->i,&tmpvect); + sp->x = actor[pl->i].bposx = pl->bobposx = pl->opos.x = pl->pos.x; + sp->y = actor[pl->i].bposy = pl->bobposy = pl->opos.y = pl->pos.y; + sp->z = actor[pl->i].bposy = pl->opos.z =pl->pos.z; + updatesector(pl->pos.x,pl->pos.y,&pl->cursectnum); + setsprite(pl->i,&tmpvect); sp->cstat = 257; sp->shade = -12; sp->clipdist = 64; sp->xrepeat = 42; sp->yrepeat = 36; - sp->owner = g_player[snum].ps->i; + sp->owner = pl->i; sp->xoffset = 0; - sp->pal = g_player[snum].ps->palookup; + sp->pal = pl->palookup; - g_player[snum].ps->last_extra = sp->extra = g_player[snum].ps->max_player_health; - g_player[snum].ps->wantweaponfire = -1; - g_player[snum].ps->horiz = 100; - g_player[snum].ps->on_crane = -1; - g_player[snum].ps->frag_ps = snum; - g_player[snum].ps->horizoff = 0; - g_player[snum].ps->opyoff = 0; - g_player[snum].ps->wackedbyactor = -1; - g_player[snum].ps->inv_amount[GET_SHIELD] = g_startArmorAmount; - g_player[snum].ps->dead_flag = 0; - g_player[snum].ps->pals.f = 0; - g_player[snum].ps->footprintcount = 0; - g_player[snum].ps->weapreccnt = 0; - g_player[snum].ps->fta = 0; - g_player[snum].ps->ftq = 0; - g_player[snum].ps->vel.x = g_player[snum].ps->vel.y = 0; - g_player[snum].ps->rotscrnang = 0; - g_player[snum].ps->runspeed = g_playerFriction; - g_player[snum].ps->falling_counter = 0; + pl->last_extra = sp->extra = pl->max_player_health; + pl->wantweaponfire = -1; + pl->horiz = 100; + pl->on_crane = -1; + pl->frag_ps = snum; + pl->horizoff = 0; + pl->opyoff = 0; + pl->wackedbyactor = -1; + pl->inv_amount[GET_SHIELD] = g_startArmorAmount; + pl->dead_flag = 0; + pl->pals.f = 0; + pl->footprintcount = 0; + pl->weapreccnt = 0; + pl->fta = 0; + pl->ftq = 0; + pl->vel.x = pl->vel.y = 0; + pl->rotscrnang = 0; + pl->runspeed = g_playerFriction; + pl->falling_counter = 0; - actor[g_player[snum].ps->i].extra = -1; - actor[g_player[snum].ps->i].owner = g_player[snum].ps->i; + actor[pl->i].extra = -1; + actor[pl->i].owner = pl->i; - actor[g_player[snum].ps->i].cgg = 0; - actor[g_player[snum].ps->i].movflag = 0; - actor[g_player[snum].ps->i].tempang = 0; - actor[g_player[snum].ps->i].actorstayput = -1; - actor[g_player[snum].ps->i].dispicnum = 0; - actor[g_player[snum].ps->i].owner = g_player[snum].ps->i; + actor[pl->i].cgg = 0; + actor[pl->i].movflag = 0; + actor[pl->i].tempang = 0; + actor[pl->i].actorstayput = -1; + actor[pl->i].dispicnum = 0; + actor[pl->i].owner = pl->i; - actor[g_player[snum].ps->i].t_data[4] = 0; + actor[pl->i].t_data[4] = 0; P_ResetInventory(snum); P_ResetWeapons(snum); - g_player[snum].ps->reloading = 0; + pl->reloading = 0; - g_player[snum].ps->movement_lock = 0; + pl->movement_lock = 0; if (apScriptGameEvent[EVENT_RESETPLAYER]) - VM_OnEvent(EVENT_RESETPLAYER, g_player[snum].ps->i, snum, -1, 0); + VM_OnEvent(EVENT_RESETPLAYER, pl->i, snum, -1, 0); } void P_ResetStatus(int32_t snum)