Simplify some uses of Highest_object_index
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@ -668,7 +668,7 @@ void write_game_text_file(const char *filename)
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say_totals(vcobjptridx, my_file, filename);
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PHYSFSX_printf(my_file, "\nNumber of segments: %4i\n", Highest_segment_index+1);
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PHYSFSX_printf(my_file, "Number of objects: %4i\n", Highest_object_index+1);
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PHYSFSX_printf(my_file, "Number of objects: %4i\n", Objects.get_count());
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auto &Walls = LevelUniqueWallSubsystemState.Walls;
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auto &vcwallptridx = Walls.vcptridx;
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PHYSFSX_printf(my_file, "Number of walls: %4i\n", Walls.get_count());
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@ -621,17 +621,12 @@ void explode_badass_player(const vmobjptridx_t objp)
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static void object_create_debris(fvmsegptridx &vmsegptridx, const object_base &parent, int subobj_num)
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{
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auto &Objects = LevelUniqueObjectState.Objects;
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Assert(parent.type == OBJ_ROBOT || parent.type == OBJ_PLAYER);
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auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
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const auto &&obj = obj_create(OBJ_DEBRIS, 0, vmsegptridx(parent.segnum), parent.pos, &parent.orient, Polygon_models[parent.rtype.pobj_info.model_num].submodel_rads[subobj_num],
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object::control_type::debris, object::movement_type::physics, RT_POLYOBJ);
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if ((obj == object_none ) && (Highest_object_index >= MAX_OBJECTS-1)) {
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// Int3(); // this happens often and is normal :-)
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return;
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}
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if ( obj == object_none )
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return; // Not enough debris slots!
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@ -1713,7 +1713,7 @@ static int save_game_data(
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#define WRITE_HEADER_ENTRY(t, n) do { PHYSFS_writeSLE32(SaveFile, -1); PHYSFS_writeSLE32(SaveFile, n); PHYSFS_writeSLE32(SaveFile, sizeof(t)); } while(0)
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WRITE_HEADER_ENTRY(object, Highest_object_index + 1);
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WRITE_HEADER_ENTRY(object, Objects.get_count());
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auto &Walls = LevelUniqueWallSubsystemState.Walls;
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WRITE_HEADER_ENTRY(wall, Walls.get_count());
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auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors;
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@ -341,7 +341,7 @@ netplayer_info::player_rank GetMyNetRanking()
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// Functions that replace what used to be macros
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//
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objnum_t objnum_remote_to_local(uint16_t remote_objnum, int8_t owner)
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objnum_t objnum_remote_to_local(const uint16_t remote_objnum, const int8_t owner)
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{
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if (owner == owner_none)
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return(remote_objnum);
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@ -2221,7 +2221,6 @@ static void multi_do_play_sound(object_array &Objects, const playernum_t pnum, c
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const uint8_t once = buf[3];
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const fix volume = GET_INTEL_INT(&buf[4]);
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assert(plr.objnum <= Highest_object_index);
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const auto objnum = plr.objnum;
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digi_link_sound_to_object(sound_num, vcobjptridx(objnum), 0, volume, static_cast<sound_stack>(once));
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}
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