Use valptr for gameseg.cpp

This commit is contained in:
Kp 2015-07-12 01:04:20 +00:00
parent adfc3bb5f9
commit 4c53f79a89

View file

@ -855,8 +855,7 @@ vm_distance find_connected_distance(const vms_vector &p0, const vcsegptridx_t se
cur_depth = 0;
while (cur_seg != seg1) {
segment *segp = &Segments[cur_seg];
const auto &&segp = vsegptr(cur_seg);
for (int sidenum = 0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
int snum = sidenum;
@ -912,7 +911,7 @@ fcd_done1: ;
this_seg = seg_queue[qtail].end;
parent_seg = seg_queue[qtail].start;
point_segs[num_points].segnum = this_seg;
compute_segment_center(point_segs[num_points].point,&Segments[this_seg]);
compute_segment_center(point_segs[num_points].point, vcsegptr(this_seg));
num_points++;
if (parent_seg == seg0)
@ -1599,7 +1598,7 @@ static void apply_light_to_segment(visited_segment_bitarray_t &visited, const vs
if (recursion_depth < 2)
for (int sidenum=0; sidenum<6; sidenum++) {
if (WALL_IS_DOORWAY(segp,sidenum) & WID_RENDPAST_FLAG)
apply_light_to_segment(visited, &Segments[segp->children[sidenum]],segment_center,light_intensity,recursion_depth+1);
apply_light_to_segment(visited, vsegptridx(segp->children[sidenum]), segment_center, light_intensity, recursion_depth+1);
}
}