Optimize references to player ship
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@ -74,7 +74,10 @@ typedef struct {
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extern int Num_object_types;
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struct player_ship;
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//right now there's only one player ship, but we can have another by
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//adding an array and setting the pointer to the active ship.
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extern struct player_ship only_player_ship;
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static struct player_ship *const Player_ship=&only_player_ship;
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extern int Num_cockpits;
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extern bitmap_index cockpit_bitmap[N_COCKPIT_BITMAPS];
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extern short tmap_xlate_table[MAX_TEXTURES];
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@ -240,7 +240,6 @@ extern int Player_num; // The player number who is on the console.
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extern player Players[MAX_PLAYERS + DXX_PLAYER_HEADER_ADD_EXTRA_PLAYERS]; // Misc player info
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void player_rw_swap(player_rw *p, int swap);
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#endif
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extern player_ship *Player_ship;
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extern struct object *Guided_missile[MAX_PLAYERS];
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extern int Guided_missile_sig[MAX_PLAYERS];
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@ -83,7 +83,7 @@ int Dead_modelnums[MAX_POLYGON_MODELS];
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//right now there's only one player ship, but we can have another by
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//adding an array and setting the pointer to the active ship.
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player_ship only_player_ship,*Player_ship=&only_player_ship;
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player_ship only_player_ship;
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//----------------- Miscellaneous bitmap pointers ---------------
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int Num_cockpits = 0;
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@ -28,6 +28,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "game.h"
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#include "object.h"
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#include "player.h"
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#include "bm.h"
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#include "controls.h"
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#include "render.h"
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#include "args.h"
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