Use valptr for gameseg highest_valid

This commit is contained in:
Kp 2015-06-13 22:42:17 +00:00
parent 3c748c2418
commit a8e1e504ef

View file

@ -1490,10 +1490,13 @@ void validate_segment(const vsegptridx_t sp)
void validate_segment_all(void)
{
range_for (const auto s, highest_valid(Segments))
{
const auto &&segp = vsegptridx(static_cast<segnum_t>(s));
#ifdef EDITOR
if (Segments[s].segnum != segment_none)
if (segp->segnum != segment_none)
#endif
validate_segment(&Segments[s]);
validate_segment(segp);
}
#ifdef EDITOR
{
@ -1737,8 +1740,10 @@ void apply_all_changed_light(void)
void clear_light_subtracted(void)
{
range_for (const auto i, highest_valid(Segments))
Segments[i].light_subtracted = 0;
{
const auto &&segp = vsegptr(static_cast<segnum_t>(i));
segp->light_subtracted = 0;
}
}
#define AMBIENT_SEGMENT_DEPTH 5
@ -1789,7 +1794,7 @@ void set_ambient_sound_flags()
// Mark all segments which are sources of the sound.
range_for (const auto i, highest_valid(Segments))
{
segment *segp = &Segments[i];
const auto &&segp = vsegptr(static_cast<segnum_t>(i));
range_for (auto &s, sound_textures)
{
for (int j=0; j<MAX_SIDES_PER_SEGMENT; j++) {