float rotationpoint;
int whichtri;
- for (j = 0; j < numplayers; j++) {
- if (!spritehit && player[j].dead && sprites[i]->alivetime > .1) {
+ for (j = 0; j < Person::players.size(); j++) {
+ if (!spritehit && Person::players[j]->dead && sprites[i]->alivetime > .1) {
where = sprites[i]->oldposition;
- where -= player[j].coords;
- if (!player[j].skeleton.free)
- where = DoRotation(where, 0, -player[j].yaw, 0);
+ where -= Person::players[j]->coords;
+ if (!Person::players[j]->skeleton.free)
+ where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
startpoint = where;
where = sprites[i]->position;
- where -= player[j].coords;
- if (!player[j].skeleton.free)
- where = DoRotation(where, 0, -player[j].yaw, 0);
+ where -= Person::players[j]->coords;
+ if (!Person::players[j]->skeleton.free)
+ where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
endpoint = where;
movepoint = 0;
rotationpoint = 0;
- whichtri = player[j].skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint);
+ whichtri = Person::players[j]->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint);
if (whichtri != -1) {
spritehit = 1;
- player[j].DoBloodBigWhere(0, 160, sprites[i]->oldposition);
+ Person::players[j]->DoBloodBigWhere(0, 160, sprites[i]->oldposition);
DeleteSprite(i);
}
}