Use valptr for render.cpp

This commit is contained in:
Kp 2015-07-12 01:04:21 +00:00
parent 14bbc17bd6
commit 810fb3ea4f

View file

@ -1164,9 +1164,9 @@ static void build_object_lists(render_state_t &rstate)
for (sn=0,sf=1;sn<6;sn++,sf<<=1)
if (m.sidemask & sf) {
#if defined(DXX_BUILD_DESCENT_I)
segment *seg = &Segments[obj->segnum];
const auto &&seg = vcsegptr(obj->segnum);
#elif defined(DXX_BUILD_DESCENT_II)
segment *seg = &Segments[new_segnum];
const auto &&seg = vcsegptr(new_segnum);
#endif
if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) { //can explosion migrate through
@ -1676,7 +1676,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, window_rendered_data &wi
// render segment
{
segment *seg = &Segments[segnum];
const auto &&seg = vcsegptridx(segnum);
int sn;
Assert(segnum!=segment_none && segnum<=Highest_segment_index);
g3s_codes cc=rotate_list(seg->verts);
@ -1773,7 +1773,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, window_rendered_data &wi
// render segment
{
segment *seg = &Segments[segnum];
const auto &&seg = vcsegptridx(segnum);
int sn;
Assert(segnum!=segment_none && segnum<=Highest_segment_index);
g3s_codes cc=rotate_list(seg->verts);