Pass object_base &to start_player_death_sequence
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@ -1444,9 +1444,9 @@ void dead_player_frame(void)
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}
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// ------------------------------------------------------------------------------------------------------------------
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static void start_player_death_sequence(const vobjptr_t player)
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static void start_player_death_sequence(object_base &player)
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{
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Assert(player == ConsoleObject);
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assert(&player == ConsoleObject);
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if (Player_dead_state != player_dead_state::no ||
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Dead_player_camera != NULL ||
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((Game_mode & GM_MULTI) && (get_local_player().connected != CONNECT_PLAYING)))
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@ -1495,10 +1495,10 @@ static void start_player_death_sequence(const vobjptr_t player)
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PaletteRedAdd = 40;
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Player_dead_state = player_dead_state::yes;
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vm_vec_zero(player->mtype.phys_info.rotthrust);
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vm_vec_zero(player->mtype.phys_info.thrust);
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vm_vec_zero(player.mtype.phys_info.rotthrust);
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vm_vec_zero(player.mtype.phys_info.thrust);
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const auto &&objnum = obj_create(OBJ_CAMERA, 0, vsegptridx(player->segnum), player->pos, &player->orient, 0, CT_NONE, MT_NONE, RT_NONE);
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const auto &&objnum = obj_create(OBJ_CAMERA, 0, vsegptridx(player.segnum), player.pos, &player.orient, 0, CT_NONE, MT_NONE, RT_NONE);
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Viewer_save = Viewer;
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if (objnum != object_none)
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Viewer = Dead_player_camera = objnum;
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@ -1511,14 +1511,13 @@ static void start_player_death_sequence(const vobjptr_t player)
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_letterbox();
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Player_flags_save = player->flags;
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Control_type_save = player->control_type;
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Render_type_save = player->render_type;
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Player_flags_save = player.flags;
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Control_type_save = player.control_type;
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Render_type_save = player.render_type;
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player->flags &= ~OF_SHOULD_BE_DEAD;
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player.flags &= ~OF_SHOULD_BE_DEAD;
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// Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
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player->control_type = CT_NONE;
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player->shields = F1_0*1000;
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player.control_type = CT_NONE;
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PALETTE_FLASH_SET(0,0,0);
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}
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