Use valptr for state.cpp

This commit is contained in:
Kp 2015-07-12 01:04:21 +00:00
parent 810fb3ea4f
commit 0d9781d5be

View file

@ -1763,8 +1763,6 @@ int state_restore_all_sub(const char *filename, const secret_restore secret)
for (playernum_t i = 0; i < MAX_PLAYERS; i++)
{
object *obj;
// prepare arrays for mapping our players below
coop_player_got[i] = 0;
@ -1772,7 +1770,7 @@ int state_restore_all_sub(const char *filename, const secret_restore secret)
state_read_player(fp, restore_players[i], swap);
// make all (previous) player objects to ghosts but store them first for later remapping
obj = &Objects[restore_players[i].objnum];
const auto &&obj = vobjptr(restore_players[i].objnum);
if (restore_players[i].connected == CONNECT_PLAYING && obj->type == OBJ_PLAYER)
{
restore_objects[i] = *obj;