Optimize clearing player animation angles

This commit is contained in:
Kp 2015-05-14 02:23:13 +00:00
parent 577321d74b
commit 7f403bc1af

View file

@ -106,11 +106,6 @@ static void multi_send_gmode_update();
static void multi_send_quit();
static void multi_process_data(playernum_t pnum, const ubyte *dat, uint_fast32_t type);
static inline void vm_angvec_zero(vms_angvec *v)
{
(v)->p=(v)->b=(v)->h=0;
}
//
// Global variables
//
@ -2282,12 +2277,7 @@ void multi_reset_player_object(const vobjptridx_t objp)
objp->render_type = RT_POLYOBJ;
objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
range_for (auto &i, objp->rtype.pobj_info.anim_angles)
vm_angvec_zero(&i);
//reset textures for this, if not player 0
multi_reset_object_texture (objp);
objp->rtype.pobj_info.anim_angles = {};
// Clear misc
@ -2295,7 +2285,8 @@ void multi_reset_player_object(const vobjptridx_t objp)
if (objp->type == OBJ_GHOST)
objp->render_type = RT_NONE;
//reset textures for this, if not player 0
multi_reset_object_texture (objp);
}
void multi_reset_object_texture (const vobjptr_t objp)