Move object_create_explosion_sub pointer into loop
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b17bafa29f
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@ -15,6 +15,7 @@ public:
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pointer_type operator->() const { return p; }
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operator pointer_type() const { return p; }
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operator const index_type&() const { return i; }
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bool operator==(const valptridx_t &rhs) const { return p == rhs.p; }
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protected:
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valptridx_t(pointer_type t, index_type s) :
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p(t), i(s)
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@ -89,11 +89,11 @@ static objptridx_t object_create_explosion_sub(objptridx_t objp, short segnum, v
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vms_vector pos_hit, vforce;
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fix damage;
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int i;
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object * obj0p = &Objects[0];
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// -- now legal for badass explosions on a wall. Assert(objp != NULL);
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for (i=0; i<=Highest_object_index; i++ ) {
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objptridx_t obj0p = &Objects[i];
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sbyte parent_check = 0;
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// Weapons used to be affected by badass explosions, but this introduces serious problems.
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@ -109,7 +109,7 @@ static objptridx_t object_create_explosion_sub(objptridx_t objp, short segnum, v
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(obj0p->type==OBJ_PLAYER) ||
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((obj0p->type==OBJ_ROBOT) && parent_check))
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#elif defined(DXX_BUILD_DESCENT_II)
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if ( (obj0p!=objp) &&
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if ( !(obj0p==objp) &&
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!(obj0p->flags&OF_SHOULD_BE_DEAD) &&
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((obj0p->type==OBJ_WEAPON && (obj0p->id==PROXIMITY_ID || obj0p->id==SUPERPROX_ID || obj0p->id==PMINE_ID)) ||
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(obj0p->type == OBJ_CNTRLCEN) ||
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@ -257,7 +257,6 @@ static objptridx_t object_create_explosion_sub(objptridx_t objp, short segnum, v
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} // end if (object_to_object_visibility...
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} // end if (dist < maxdistance)
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}
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obj0p++;
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} // end for
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} // end if (maxdamage...
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