Switch to vcobjptr for MultiLevelInv_CountPlayerInventory player
The index is not needed and the player should not be modified by the scan.
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@ -4999,10 +4999,10 @@ static void MultiLevelInv_CountPlayerInventory()
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{
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if (Players[i].connected != CONNECT_PLAYING)
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continue;
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const auto &&objp = vobjptridx(Players[i].objnum);
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if (objp->type == OBJ_GHOST) // Player is dead. Their items are dropped now.
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auto &obj = *vcobjptr(Players[i].objnum);
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if (obj.type == OBJ_GHOST) // Player is dead. Their items are dropped now.
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continue;
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auto &player_info = objp->ctype.player_info;
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auto &player_info = obj.ctype.player_info;
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// NOTE: We do not need to consider Granted Spawn Items here. These are replaced with shields and even if not, the repopulation function will take care of it.
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#if defined(DXX_BUILD_DESCENT_II)
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if (player_info.laser_level > MAX_LASER_LEVEL)
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