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
|
@ -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);
|
||||||
|
|
Loading…
Reference in New Issue