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Clean up for player->mo resyncing
Make most of the order match the struct, make sure proper type conversions are used when needed
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f9d559b03c
commit
f1ea725319
1 changed files with 36 additions and 33 deletions
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@ -658,26 +658,26 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
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rsp->health = LONG(players[i].mo->health);
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rsp->angle = (angle_t)LONG(players[i].mo->angle);
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rsp->x = LONG(players[i].mo->x);
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rsp->y = LONG(players[i].mo->y);
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rsp->z = LONG(players[i].mo->z);
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rsp->momx = LONG(players[i].mo->momx);
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rsp->momy = LONG(players[i].mo->momy);
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rsp->momz = LONG(players[i].mo->momz);
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rsp->friction = LONG(players[i].mo->friction);
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rsp->movefactor = LONG(players[i].mo->movefactor);
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rsp->x = (fixed_t)LONG(players[i].mo->x);
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rsp->y = (fixed_t)LONG(players[i].mo->y);
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rsp->z = (fixed_t)LONG(players[i].mo->z);
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rsp->momx = (fixed_t)LONG(players[i].mo->momx);
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rsp->momy = (fixed_t)LONG(players[i].mo->momy);
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rsp->momz = (fixed_t)LONG(players[i].mo->momz);
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rsp->friction = (fixed_t)LONG(players[i].mo->friction);
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rsp->movefactor = (fixed_t)LONG(players[i].mo->movefactor);
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rsp->tics = LONG(players[i].mo->tics);
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rsp->statenum = (statenum_t)LONG(players[i].mo->state-states); // :(
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rsp->flags = (UINT32)LONG(players[i].mo->flags);
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rsp->flags2 = (UINT32)LONG(players[i].mo->flags2);
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rsp->eflags = (UINT16)SHORT(players[i].mo->eflags);
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rsp->flags = LONG(players[i].mo->flags);
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rsp->flags2 = LONG(players[i].mo->flags2);
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rsp->radius = LONG(players[i].mo->radius);
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rsp->height = LONG(players[i].mo->height);
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rsp->scale = LONG(players[i].mo->scale);
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rsp->destscale = LONG(players[i].mo->destscale);
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rsp->scalespeed = LONG(players[i].mo->scalespeed);
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rsp->radius = (fixed_t)LONG(players[i].mo->radius);
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rsp->height = (fixed_t)LONG(players[i].mo->height);
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rsp->scale = (fixed_t)LONG(players[i].mo->scale);
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rsp->destscale = (fixed_t)LONG(players[i].mo->destscale);
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rsp->scalespeed = (fixed_t)LONG(players[i].mo->scalespeed);
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}
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static void resynch_read_player(resynch_pak *rsp)
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@ -802,27 +802,30 @@ static void resynch_read_player(resynch_pak *rsp)
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//At this point, the player should have a body, whether they were respawned or not.
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P_UnsetThingPosition(players[i].mo);
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players[i].mo->angle = (angle_t)LONG(rsp->angle);
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players[i].mo->eflags = (UINT16)SHORT(rsp->eflags);
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players[i].mo->flags = LONG(rsp->flags);
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players[i].mo->flags2 = LONG(rsp->flags2);
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players[i].mo->friction = LONG(rsp->friction);
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players[i].mo->health = LONG(rsp->health);
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players[i].mo->momx = LONG(rsp->momx);
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players[i].mo->momy = LONG(rsp->momy);
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players[i].mo->momz = LONG(rsp->momz);
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players[i].mo->movefactor = LONG(rsp->movefactor);
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players[i].mo->angle = (angle_t)LONG(rsp->angle);
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players[i].mo->x = (fixed_t)LONG(rsp->x);
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players[i].mo->y = (fixed_t)LONG(rsp->y);
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players[i].mo->z = (fixed_t)LONG(rsp->z);
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players[i].mo->momx = (fixed_t)LONG(rsp->momx);
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players[i].mo->momy = (fixed_t)LONG(rsp->momy);
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players[i].mo->momz = (fixed_t)LONG(rsp->momz);
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players[i].mo->friction = (fixed_t)LONG(rsp->friction);
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players[i].mo->movefactor = (fixed_t)LONG(rsp->movefactor);
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players[i].mo->tics = LONG(rsp->tics);
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P_SetMobjStateNF(players[i].mo, LONG(rsp->statenum));
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players[i].mo->x = LONG(rsp->x);
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players[i].mo->y = LONG(rsp->y);
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players[i].mo->z = LONG(rsp->z);
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players[i].mo->radius = LONG(rsp->radius);
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players[i].mo->height = LONG(rsp->height);
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P_SetMobjStateNF(players[i].mo, (statenum_t)LONG(rsp->statenum));
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players[i].mo->flags = (UINT32)LONG(rsp->flags);
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players[i].mo->flags2 = (UINT32)LONG(rsp->flags2);
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players[i].mo->eflags = (UINT16)SHORT(rsp->eflags);
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players[i].mo->radius = (fixed_t)LONG(rsp->radius);
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players[i].mo->height = (fixed_t)LONG(rsp->height);
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// P_SetScale is redundant for this, as all related variables are already restored properly.
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players[i].mo->scale = LONG(rsp->scale);
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players[i].mo->destscale = LONG(rsp->destscale);
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players[i].mo->scalespeed = LONG(rsp->scalespeed);
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players[i].mo->scale = (fixed_t)LONG(rsp->scale);
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players[i].mo->destscale = (fixed_t)LONG(rsp->destscale);
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players[i].mo->scalespeed = (fixed_t)LONG(rsp->scalespeed);
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// And finally, SET THE MOBJ SKIN damn it.
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players[i].mo->skin = &skins[players[i].skin];
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