Prefer local variables over ones behind pointers

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5111 4a71c877-e1ca-e34f-864e-861f7616d084
master
Dennis Schridde 2008-05-14 17:24:59 +00:00
parent fd577efb39
commit 4197d2fc99
1 changed files with 14 additions and 14 deletions

View File

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