Prefer local variables over ones behind pointers
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5111 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
fd577efb39
commit
4197d2fc99
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@ -346,9 +346,9 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
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Vector3i muzzle;
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SDWORD iRadSq, iPitchLow, iPitchHigh, iTemp;
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UDWORD heightVariance;
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WEAPON_STATS *psWeapStats = &asWeaponStats[psWeap->nStat];
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WEAPON_STATS *psStats = &asWeaponStats[psWeap->nStat];
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ASSERT( psWeapStats != NULL,
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ASSERT( psStats != NULL,
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"proj_SendProjectile: invalid weapon stats" );
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/* get muzzle offset */
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@ -378,7 +378,7 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
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/* Initialise the structure */
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psObj->type = OBJ_PROJECTILE;
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psObj->state = PROJ_INFLIGHT;
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psObj->psWStats = asWeaponStats + psWeap->nStat;
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psObj->psWStats = psStats;
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Vector3uw_Set(&psObj->pos, muzzle.x, muzzle.y, muzzle.z);
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psObj->startX = muzzle.x;
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psObj->startY = muzzle.y;
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@ -486,10 +486,10 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
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/* get target distance */
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iRadSq = dx*dx + dy*dy + dz*dz;
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fR = trigIntSqrt( iRadSq );
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iMinSq = (SDWORD)(psWeapStats->minRange * psWeapStats->minRange);
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iMinSq = psStats->minRange * psStats->minRange;
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if ( proj_Direct(psObj->psWStats) ||
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( !proj_Direct(psWeapStats) && (iRadSq <= iMinSq) ) )
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if ( proj_Direct(psStats) ||
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( !proj_Direct(psStats) && (iRadSq <= iMinSq) ) )
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{
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fR = (double) atan2(dz, fR);
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if ( fR < 0.0 )
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@ -502,7 +502,7 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
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else
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{
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/* indirect */
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iVelSq = psObj->psWStats->flightSpeed * psObj->psWStats->flightSpeed;
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iVelSq = psStats->flightSpeed * psStats->flightSpeed;
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fA = ACC_GRAVITY * (double)iRadSq / (2 * iVelSq);
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fC = 4 * fA * ((double)dz + fA);
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@ -527,7 +527,7 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
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else
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{
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/* set velocity to stats value */
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iVel = psObj->psWStats->flightSpeed;
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iVel = psStats->flightSpeed;
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/* get floating point square root */
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fS = trigIntSqrt(fS);
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@ -601,30 +601,30 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
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// note that the projectile is visible
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psObj->bVisible = true;
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if ( psObj->psWStats->iAudioFireID != NO_SOUND )
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if ( psStats->iAudioFireID != NO_SOUND )
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{
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if ( psObj->psSource )
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{
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/* firing sound emitted from source */
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audio_PlayObjDynamicTrack( (BASE_OBJECT *) psObj->psSource,
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psObj->psWStats->iAudioFireID, NULL );
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psStats->iAudioFireID, NULL );
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/* GJ HACK: move howitzer sound with shell */
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if ( psObj->psWStats->weaponSubClass == WSC_HOWITZERS )
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if ( psStats->weaponSubClass == WSC_HOWITZERS )
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{
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audio_PlayObjDynamicTrack( (BASE_OBJECT *) psObj,
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ID_SOUND_HOWITZ_FLIGHT, NULL );
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}
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}
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//don't play the sound for a LasSat in multiPlayer
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else if (!(bMultiPlayer && psWeapStats->weaponSubClass == WSC_LAS_SAT))
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else if (!(bMultiPlayer && psStats->weaponSubClass == WSC_LAS_SAT))
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{
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audio_PlayObjStaticTrack(psObj, psObj->psWStats->iAudioFireID);
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audio_PlayObjStaticTrack(psObj, psStats->iAudioFireID);
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}
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}
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}
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if ((psAttacker != NULL) && !proj_Direct(psWeapStats))
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if ((psAttacker != NULL) && !proj_Direct(psStats))
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{
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//check for Counter Battery Sensor in range of target
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counterBatteryFire(psAttacker, psTarget);
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