Use array<> for multi remote_to_local, local_to_remote

This commit is contained in:
Kp 2014-11-04 01:06:47 +00:00
parent a5a848f6cd
commit b935797f21

View file

@ -121,8 +121,6 @@ fix Show_kill_list_timer = 0;
int PhallicLimit=0;
int PhallicMan=-1;
int SoundHacked=0;
digi_sound ReversedSound;
char Multi_is_guided=0;
#endif
int Bounty_target = 0;
@ -134,8 +132,8 @@ int multi_message_index = 0;
ubyte multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
static short remote_to_local[MAX_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
static short local_to_remote[MAX_OBJECTS];
static array<array<objnum_t, MAX_OBJECTS>, MAX_PLAYERS> remote_to_local; // Remote object number for each local object
static array<short, MAX_OBJECTS> local_to_remote;
sbyte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
objnum_t Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
@ -335,8 +333,9 @@ void map_objnum_local_to_local(objnum_t local_objnum)
void reset_network_objects()
{
memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
memset(remote_to_local, -1, MAX_PLAYERS*MAX_OBJECTS*sizeof(short));
local_to_remote.fill(-1);
range_for (auto &i, remote_to_local)
i.fill(object_none);
memset(object_owner, -1, MAX_OBJECTS);
}