From 56f1729742f2764116f863a3e7af7b871f7f5754 Mon Sep 17 00:00:00 2001 From: Kp Date: Sat, 23 Apr 2016 17:59:47 +0000 Subject: [PATCH] Pass object_base &to multi_reset_object_texture --- similar/main/multi.cpp | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/similar/main/multi.cpp b/similar/main/multi.cpp index 469c58685..d2057c318 100644 --- a/similar/main/multi.cpp +++ b/similar/main/multi.cpp @@ -89,7 +89,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. constexpr tt::integral_constant owner_none{}; namespace dsx { -static void multi_reset_object_texture(const vobjptr_t objp); +static void multi_reset_object_texture(object_base &objp); static void multi_new_bounty_target(playernum_t pnum); static void multi_process_data(playernum_t pnum, const ubyte *dat, uint_fast32_t type); } @@ -2407,31 +2407,31 @@ void multi_reset_player_object(const vobjptr_t objp) multi_reset_object_texture (objp); } -void multi_reset_object_texture (const vobjptr_t objp) +static void multi_reset_object_texture(object_base &objp) { - int id,i; - - if (objp->type == OBJ_GHOST) + if (objp.type == OBJ_GHOST) return; - if (Game_mode & GM_TEAM) - id = get_team(get_player_id(objp)); - else - id = get_player_id(objp); + const auto player_id = get_player_id(objp); + const auto id = (Game_mode & GM_TEAM) + ? get_team(player_id) + : player_id; - if (id == 0) - objp->rtype.pobj_info.alt_textures=0; - else { - if (N_PLAYER_SHIP_TEXTURES < Polygon_models[objp->rtype.pobj_info.model_num].n_textures) + auto &pobj_info = objp.rtype.pobj_info; + pobj_info.alt_textures = id; + if (id) + { + auto &model = Polygon_models[pobj_info.model_num]; + const unsigned n_textures = model.n_textures; + if (N_PLAYER_SHIP_TEXTURES < n_textures) Error("Too many player ship textures!\n"); - for (i=0;irtype.pobj_info.model_num].n_textures;i++) - multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]]; + const unsigned first_texture = model.first_texture; + for (unsigned i = 0; i < n_textures; ++i) + multi_player_textures[id - 1][i] = ObjBitmaps[ObjBitmapPtrs[first_texture + i]]; multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]]; multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]]; - - objp->rtype.pobj_info.alt_textures = id; } }