- Added AActor::SetFriendPlayer() to make setting FriendPlayer cleaner to read when doing it with

a player_t pointer.

SVN r3681 (trunk)
This commit is contained in:
Randy Heit 2012-06-09 04:15:56 +00:00
commit 086d0a797e
8 changed files with 28 additions and 49 deletions

View file

@ -5387,14 +5387,7 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
if (th->flags4 & MF4_SPECTRAL)
{
if (owner->player != NULL)
{
th->FriendPlayer = int(owner->player - players) + 1;
}
else
{
th->FriendPlayer = 0;
}
th->SetFriendPlayer(owner->player);
}
return (!checkspawn || P_CheckMissileSpawn (th)) ? th : NULL;
@ -5424,14 +5417,7 @@ AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const
if (th->flags4 & MF4_SPECTRAL)
{
if (owner->player != NULL)
{
th->FriendPlayer = int(owner->player - players) + 1;
}
else
{
th->FriendPlayer = 0;
}
th->SetFriendPlayer(owner->player);
}
P_CheckMissileSpawn(th);
@ -5520,14 +5506,7 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
if (mo->flags4 & MF4_SPECTRAL)
{
if (owner->player != NULL)
{
mo->FriendPlayer = int(owner->player - players) + 1;
}
else
{
mo->FriendPlayer = 0;
}
mo->SetFriendPlayer(owner->player);
}
return (!checkspawn || P_CheckMissileSpawn(mo)) ? mo : NULL;
@ -5642,14 +5621,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
if (MissileActor->flags4 & MF4_SPECTRAL)
{
if (source->player != NULL)
{
MissileActor->FriendPlayer = int(source->player - players) + 1;
}
else
{
MissileActor->FriendPlayer = 0;
}
MissileActor->SetFriendPlayer(source->player);
}
if (P_CheckMissileSpawn (MissileActor))
{