Use valptr for multi.cpp

This commit is contained in:
Kp 2015-07-12 01:04:21 +00:00
parent 8ff34ce35e
commit 2e85ccebad

View file

@ -1302,7 +1302,7 @@ static void multi_send_message_end()
range_for (auto &t, partial_range(Players, N_players))
if (t.connected)
multi_reset_object_texture (&Objects[t.objnum]);
multi_reset_object_texture(vobjptr(t.objnum));
reset_cockpit();
multi_send_gmode_update();
@ -2103,7 +2103,7 @@ static void multi_do_create_powerup(const playernum_t pnum, const ubyte *buf)
}
Net_create_loc = 0;
auto my_objnum = call_object_create_egg(&Objects[Players[pnum].objnum], 1, OBJ_POWERUP, powerup_type);
const auto &&my_objnum = call_object_create_egg(vobjptr(Players[pnum].objnum), 1, OBJ_POWERUP, powerup_type);
if (my_objnum == object_none) {
return;
@ -2243,7 +2243,7 @@ static void multi_do_hostage_door_status(const ubyte *buf)
}
if (hps < Walls[wallnum].hps)
wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
wall_damage(vsegptridx(Walls[wallnum].segnum), Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
}
void
@ -3644,21 +3644,21 @@ static void multi_do_guided (const playernum_t pnum, const ubyte *buf)
return;
}
const auto &&guided_missile = vobjptridx(Guided_missile[pnum]);
if (words_bigendian)
{
shortpos sp;
memcpy(sp.bytemat, &buf[count], 9);
memcpy(&sp.xo, &buf[count + 9], 14);
extract_shortpos_little(Guided_missile[(int)pnum], &sp);
extract_shortpos_little(guided_missile, &sp);
}
else
{
extract_shortpos_little(Guided_missile[(int)pnum], reinterpret_cast<const shortpos *>(&buf[count]));
extract_shortpos_little(guided_missile, reinterpret_cast<const shortpos *>(&buf[count]));
}
count+=sizeof (shortpos);
update_object_seg(Guided_missile[(int)pnum]);
update_object_seg(guided_missile);
}
void multi_send_stolen_items ()
@ -4886,7 +4886,7 @@ static void multi_do_gmode_update(const ubyte *buf)
Netgame.team_vector = buf[1];
range_for (auto &t, partial_range(Players, N_players))
if (t.connected)
multi_reset_object_texture (&Objects[t.objnum]);
multi_reset_object_texture (vobjptr(t.objnum));
reset_cockpit();
}
}