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;
SDWORD iRadSq, iPitchLow, iPitchHigh, iTemp;
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" );
/* get muzzle offset */
@ -378,7 +378,7 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
/* Initialise the structure */
psObj->type = OBJ_PROJECTILE;
psObj->state = PROJ_INFLIGHT;
psObj->psWStats = asWeaponStats + psWeap->nStat;
psObj->psWStats = psStats;
Vector3uw_Set(&psObj->pos, muzzle.x, muzzle.y, muzzle.z);
psObj->startX = muzzle.x;
psObj->startY = muzzle.y;
@ -486,10 +486,10 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
/* get target distance */
iRadSq = dx*dx + dy*dy + dz*dz;
fR = trigIntSqrt( iRadSq );
iMinSq = (SDWORD)(psWeapStats->minRange * psWeapStats->minRange);
iMinSq = psStats->minRange * psStats->minRange;
if ( proj_Direct(psObj->psWStats) ||
( !proj_Direct(psWeapStats) && (iRadSq <= iMinSq) ) )
if ( proj_Direct(psStats) ||
( !proj_Direct(psStats) && (iRadSq <= iMinSq) ) )
{
fR = (double) atan2(dz, fR);
if ( fR < 0.0 )
@ -502,7 +502,7 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
else
{
/* indirect */
iVelSq = psObj->psWStats->flightSpeed * psObj->psWStats->flightSpeed;
iVelSq = psStats->flightSpeed * psStats->flightSpeed;
fA = ACC_GRAVITY * (double)iRadSq / (2 * iVelSq);
fC = 4 * fA * ((double)dz + fA);
@ -527,7 +527,7 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
else
{
/* set velocity to stats value */
iVel = psObj->psWStats->flightSpeed;
iVel = psStats->flightSpeed;
/* get floating point square root */
fS = trigIntSqrt(fS);
@ -601,30 +601,30 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
// note that the projectile is visible
psObj->bVisible = true;
if ( psObj->psWStats->iAudioFireID != NO_SOUND )
if ( psStats->iAudioFireID != NO_SOUND )
{
if ( psObj->psSource )
{
/* firing sound emitted from source */
audio_PlayObjDynamicTrack( (BASE_OBJECT *) psObj->psSource,
psObj->psWStats->iAudioFireID, NULL );
psStats->iAudioFireID, NULL );
/* GJ HACK: move howitzer sound with shell */
if ( psObj->psWStats->weaponSubClass == WSC_HOWITZERS )
if ( psStats->weaponSubClass == WSC_HOWITZERS )
{
audio_PlayObjDynamicTrack( (BASE_OBJECT *) psObj,
ID_SOUND_HOWITZ_FLIGHT, NULL );
}
}
//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
counterBatteryFire(psAttacker, psTarget);