Move object_create_explosion_sub pointer into loop

This commit is contained in:
Kp 2014-01-11 23:49:56 +00:00
parent b17bafa29f
commit d246005c7e
2 changed files with 3 additions and 3 deletions

View file

@ -15,6 +15,7 @@ public:
pointer_type operator->() const { return p; }
operator pointer_type() const { return p; }
operator const index_type&() const { return i; }
bool operator==(const valptridx_t &rhs) const { return p == rhs.p; }
protected:
valptridx_t(pointer_type t, index_type s) :
p(t), i(s)

View file

@ -89,11 +89,11 @@ static objptridx_t object_create_explosion_sub(objptridx_t objp, short segnum, v
vms_vector pos_hit, vforce;
fix damage;
int i;
object * obj0p = &Objects[0];
// -- now legal for badass explosions on a wall. Assert(objp != NULL);
for (i=0; i<=Highest_object_index; i++ ) {
objptridx_t obj0p = &Objects[i];
sbyte parent_check = 0;
// Weapons used to be affected by badass explosions, but this introduces serious problems.
@ -109,7 +109,7 @@ static objptridx_t object_create_explosion_sub(objptridx_t objp, short segnum, v
(obj0p->type==OBJ_PLAYER) ||
((obj0p->type==OBJ_ROBOT) && parent_check))
#elif defined(DXX_BUILD_DESCENT_II)
if ( (obj0p!=objp) &&
if ( !(obj0p==objp) &&
!(obj0p->flags&OF_SHOULD_BE_DEAD) &&
((obj0p->type==OBJ_WEAPON && (obj0p->id==PROXIMITY_ID || obj0p->id==SUPERPROX_ID || obj0p->id==PMINE_ID)) ||
(obj0p->type == OBJ_CNTRLCEN) ||
@ -257,7 +257,6 @@ static objptridx_t object_create_explosion_sub(objptridx_t objp, short segnum, v
} // end if (object_to_object_visibility...
} // end if (dist < maxdistance)
}
obj0p++;
} // end for
} // end if (maxdamage...