]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Sprite.cpp
Removed numplayers (using Person::players.size() instead)
[lugaru.git] / Source / Sprite.cpp
index 174caa6a9d5fb73c74c016409733b7b66893ae87..14a0e9eb6829df8164790145502f1f35aed63812 100644 (file)
@@ -209,7 +209,7 @@ void Sprite::Draw()
         }
         lasttype = sprites[i]->type;
         lastspecial = sprites[i]->special;
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
+        glMatrixMode(GL_MODELVIEW);
         glPushMatrix();
         glTranslatef(sprites[i]->position.x, sprites[i]->position.y, sprites[i]->position.z);
         if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite)) {
@@ -330,25 +330,25 @@ void Sprite::Draw()
                 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);
                         }
                     }