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Remove unnecessary temporaries from Obj_Light

This function can use Point member functions to perform the logic that determines when to show lights.
pull/2334/head
ephphatha 5 years ago
parent
commit
a3d155f552
  1. 6
      Source/objects.cpp

6
Source/objects.cpp

@ -1841,7 +1841,7 @@ void AddObject(_object_id ot, int ox, int oy)
ActiveObjectCount++;
}
void Obj_Light(int i, int lr)
void Obj_Light(int i, int lightRadius)
{
if (Objects[i]._oVar1 == -1) {
return;
@ -1850,7 +1850,7 @@ void Obj_Light(int i, int lr)
bool turnon = false;
int ox = Objects[i].position.x;
int oy = Objects[i].position.y;
int tr = lr + 10;
int tr = lightRadius + 10;
if (!DisableLighting) {
for (int p = 0; p < MAX_PLRS && !turnon; p++) {
if (Players[p].plractive) {
@ -1865,7 +1865,7 @@ void Obj_Light(int i, int lr)
}
if (turnon) {
if (Objects[i]._oVar1 == 0)
Objects[i]._olid = AddLight(Objects[i].position, lr);
Objects[i]._olid = AddLight(Objects[i].position, lightRadius);
Objects[i]._oVar1 = 1;
} else {
if (Objects[i]._oVar1 == 1)

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