From 9f845622cde98f45af17fb1f1c4449e0e95d7f8e Mon Sep 17 00:00:00 2001 From: Eidolon Date: Mon, 25 Apr 2022 14:45:26 -0500 Subject: [PATCH] Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. --- src/p_enemy.c | 69 ++++++++++++++++++++++++------------------------- src/p_inter.c | 10 ++++---- src/p_local.h | 3 --- src/p_map.c | 24 ----------------- src/p_mobj.c | 70 ++++++++++++++++++++++---------------------------- src/p_saveg.c | 20 +++++++-------- src/p_spec.c | 2 +- src/p_telept.c | 4 +-- src/p_user.c | 2 +- src/r_fps.c | 5 ---- src/r_fps.h | 2 -- 11 files changed, 84 insertions(+), 127 deletions(-) diff --git a/src/p_enemy.c b/src/p_enemy.c index e7ed241e6..6a9971c82 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -1406,7 +1406,7 @@ void A_StatueBurst(mobj_t *actor) if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1))) return; - P_InitAngle(new, actor->angle); + new->angle = actor->angle; P_SetTarget(&new->target, actor->target); if (locvar2) P_SetMobjState(new, (statenum_t)locvar2); @@ -2700,8 +2700,8 @@ void A_LobShot(mobj_t *actor) P_SetTarget(&shot->target, actor); // where it came from - P_InitAngle(shot, actor->angle); - an = actor->angle >> ANGLETOFINESHIFT; + shot->angle = an = actor->angle; + an >>= ANGLETOFINESHIFT; dist = P_AproxDistance(actor->target->x - shot->x, actor->target->y - shot->y); @@ -3067,7 +3067,7 @@ void A_Boss1Laser(mobj_t *actor) S_StartSound(actor, mobjinfo[locvar1].seesound); point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET); - P_InitAngle(point, actor->angle); + point->angle = actor->angle; point->fuse = dur+1; P_SetTarget(&point->target, actor->target); P_SetTarget(&actor->target, point); @@ -3077,7 +3077,7 @@ void A_Boss1Laser(mobj_t *actor) point = P_SpawnMobj(x, y, z, locvar1); P_SetTarget(&point->target, actor); - P_InitAngle(point, actor->angle); + point->angle = actor->angle; speed = point->radius; point->momz = FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT), speed); point->momx = FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(point->angle>>ANGLETOFINESHIFT), speed)); @@ -3086,7 +3086,7 @@ void A_Boss1Laser(mobj_t *actor) for (i = 0; i < 256; i++) { mobj_t *mo = P_SpawnMobj(point->x, point->y, point->z, point->type); - P_InitAngle(mo, point->angle); + mo->angle = point->angle; mo->color = LASERCOLORS[((UINT8)(i + 3*dur) >> 2) % sizeof(LASERCOLORS)]; // codeing P_UnsetThingPosition(mo); mo->flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY; @@ -3118,7 +3118,7 @@ void A_Boss1Laser(mobj_t *actor) if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1 && dur & 1) { point = P_SpawnMobj(x, y, floorz, MT_EGGMOBILE_FIRE); - P_InitAngle(point, actor->angle); + point->angle = actor->angle; point->destscale = actor->scale; P_SetScale(point, point->destscale); P_SetTarget(&point->target, actor); @@ -3970,7 +3970,7 @@ bossjustdie: P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<angle - ANGLE_90, 32<angle); + mo2->angle = mo->angle; P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale); P_SetObjectMomZ(mo2, 4*FRACUNIT, false); P_SetMobjState(mo2, S_BOSSEGLZ1); @@ -3979,7 +3979,7 @@ bossjustdie: P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<angle + ANGLE_90, 32<angle); + mo2->angle = mo->angle; P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale); P_SetObjectMomZ(mo2, 4*FRACUNIT, false); P_SetMobjState(mo2, S_BOSSEGLZ2); @@ -3991,7 +3991,7 @@ bossjustdie: P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<angle - ANGLE_90, 32<angle); + mo2->angle = mo->angle; P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale); P_SetObjectMomZ(mo2, 4*FRACUNIT, false); P_SetMobjState(mo2, S_BOSSTANK1); @@ -4000,7 +4000,7 @@ bossjustdie: P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<angle + ANGLE_90, 32<angle); + mo2->angle = mo->angle; P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale); P_SetObjectMomZ(mo2, 4*FRACUNIT, false); P_SetMobjState(mo2, S_BOSSTANK2); @@ -4008,7 +4008,7 @@ bossjustdie: mo2 = P_SpawnMobjFromMobj(mo, 0, 0, mobjinfo[MT_EGGMOBILE2].height + (32<angle); + mo2->angle = mo->angle; P_SetObjectMomZ(mo2, 4*FRACUNIT, false); mo2->momz += mo->momz; P_SetMobjState(mo2, S_BOSSSPIGOT); @@ -4017,7 +4017,7 @@ bossjustdie: case MT_EGGMOBILE3: { mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK); - P_InitAngle(mo2, mo->angle); + mo2->angle = mo->angle; P_SetMobjState(mo2, S_BOSSSEBH1); } break; @@ -4091,8 +4091,7 @@ bossjustdie: pole->tracer->flags |= MF_NOCLIPTHING; P_SetScale(pole, (pole->destscale = 2*FRACUNIT)); P_SetScale(pole->tracer, (pole->tracer->destscale = 2*FRACUNIT)); - P_InitAngle(pole, mo->tracer->angle); - P_InitAngle(pole->tracer, mo->tracer->angle); + pole->angle = pole->tracer->angle = mo->tracer->angle; pole->tracer->tracer->angle = pole->angle - ANGLE_90; pole->momx = P_ReturnThrustX(pole, pole->angle, speed); pole->momy = P_ReturnThrustY(pole, pole->angle, speed); @@ -6255,7 +6254,7 @@ void A_RockSpawn(mobj_t *actor) mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FALLINGROCK); P_SetMobjState(mo, mobjinfo[type].spawnstate); - P_InitAngle(mo, R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y)); + mo->angle = R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y); P_InstaThrust(mo, mo->angle, dist + randomoomph); mo->momz = dist + randomoomph; @@ -8313,7 +8312,7 @@ void A_Boss3ShockThink(mobj_t *actor) snew->momx = (actor->momx + snext->momx) >> 1; snew->momy = (actor->momy + snext->momy) >> 1; snew->momz = (actor->momz + snext->momz) >> 1; // is this really needed? - P_InitAngle(snew, (actor->angle + snext->angle) >> 1); + snew->angle = (actor->angle + snext->angle) >> 1; P_SetTarget(&snew->target, actor->target); snew->fuse = actor->fuse; @@ -8469,7 +8468,7 @@ void A_SpawnObjectAbsolute(mobj_t *actor) mo = P_SpawnMobj(x<angle); + mo->angle = actor->angle; if (actor->eflags & MFE_VERTICALFLIP) mo->flags2 |= MF2_OBJECTFLIP; @@ -8511,7 +8510,7 @@ void A_SpawnObjectRelative(mobj_t *actor) (actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[type].height) - FixedMul(z<scale)) : (actor->z + FixedMul(z<scale)), type); // Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn - P_InitAngle(mo, actor->angle); + mo->angle = actor->angle; if (actor->eflags & MFE_VERTICALFLIP) mo->flags2 |= MF2_OBJECTFLIP; @@ -9221,7 +9220,7 @@ void A_BossJetFume(mobj_t *actor) P_SetScale(filler, filler->destscale); if (actor->eflags & MFE_VERTICALFLIP) filler->flags2 |= MF2_OBJECTFLIP; - P_InitAngle(filler, actor->angle - ANGLE_180); + filler->angle = actor->angle - ANGLE_180; P_SetTarget(&actor->tracer, filler); }*/ @@ -10983,7 +10982,7 @@ void A_TrapShot(mobj_t *actor) S_StartSound(missile, missile->info->seesound); P_SetTarget(&missile->target, actor); - P_InitAngle(missile, actor->angle); + missile->angle = actor->angle; speed = FixedMul(missile->info->speed, missile->scale); @@ -11562,7 +11561,7 @@ void A_BrakLobShot(mobj_t *actor) S_StartSound(shot, shot->info->seesound); P_SetTarget(&shot->target, actor); // where it came from - P_InitAngle(shot, actor->angle); + shot->angle = actor->angle; // Horizontal axes first. First parameter is initial horizontal impulse, second is to correct its angle. shot->momx = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINECOSINE(shot->angle >> ANGLETOFINESHIFT)); @@ -11629,7 +11628,7 @@ void A_NapalmScatter(mobj_t *actor) mo = P_SpawnMobj(actor->x, actor->y, actor->z, typeOfShot); P_SetTarget(&mo->target, actor->target); // Transfer target so Brak doesn't hit himself like an idiot - P_InitAngle(mo, fa << ANGLETOFINESHIFT); + mo->angle = fa << ANGLETOFINESHIFT; mo->momx = FixedMul(FINECOSINE(fa),vx); mo->momy = FixedMul(FINESINE(fa),vx); mo->momz = vy; @@ -11653,7 +11652,7 @@ void A_SpawnFreshCopy(mobj_t *actor) newObject = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->type); newObject->flags2 = actor->flags2 & MF2_AMBUSH; - P_InitAngle(newObject, actor->angle); + newObject->angle = actor->angle; newObject->color = actor->color; P_SetTarget(&newObject->target, actor->target); P_SetTarget(&newObject->tracer, actor->tracer); @@ -11687,7 +11686,7 @@ mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz } flicky = P_SpawnMobjFromMobj(actor, offsx, offsy, 0, flickytype); - P_InitAngle(flicky, actor->angle); + flicky->angle = actor->angle; if (flickytype == MT_SEED) flicky->z += P_MobjFlip(actor)*(actor->height - flicky->height)/2; @@ -11837,7 +11836,7 @@ void A_FlickyCenter(mobj_t *actor) else if (actor->flags & MF_SLIDEME) // aimless { actor->tracer->fuse = 0; // less than 2*TICRATE means move aimlessly. - P_InitAngle(actor->tracer, P_RandomKey(180)*ANG2); + actor->tracer->angle = P_RandomKey(180)*ANG2; } else //orbit actor->tracer->fuse = FRACUNIT; @@ -12533,7 +12532,7 @@ void A_ConnectToGround(mobj_t *actor) { work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1); if (work) - P_InitAngle(work, ang); + work->angle = ang; ang += ANGLE_90; workz += workh; } @@ -12579,7 +12578,7 @@ void A_SpawnParticleRelative(mobj_t *actor) (actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[MT_PARTICLE].height) - FixedMul(z<scale)) : (actor->z + FixedMul(z<scale)), MT_PARTICLE); // Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn - P_InitAngle(mo, actor->angle); + mo->angle = actor->angle; if (actor->eflags & MFE_VERTICALFLIP) mo->flags2 |= MF2_OBJECTFLIP; @@ -13326,7 +13325,7 @@ void A_Boss5MakeJunk(mobj_t *actor) broked->fuse = TICRATE; else broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3; - P_InitAngle(broked, ang); + broked->angle = ang; P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale); P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))< 0) @@ -13405,7 +13404,7 @@ static void P_DustRing(mobjtype_t mobjtype, UINT32 div, fixed_t x, fixed_t y, fi mobjtype ); - P_InitAngle(dust, ang*i + ANGLE_90); + dust->angle = ang*i + ANGLE_90; P_SetScale(dust, FixedMul(initscale, scale)); dust->destscale = FixedMul(4*FRACUNIT + P_RandomFixed(), scale); dust->scalespeed = scale/24; @@ -13759,7 +13758,7 @@ static mobj_t *P_TrainSeg(mobj_t *src, fixed_t x, fixed_t y, fixed_t z, angle_t s->fuse = 16*TICRATE; s->sprite = spr; s->frame = frame|FF_PAPERSPRITE; - P_InitAngle(s, ang); + s->angle = ang; P_Thrust(s, src->angle, 7*FRACUNIT); return s; } @@ -14131,7 +14130,7 @@ void A_SaloonDoorSpawn(mobj_t *actor) // One door... if (!(door = P_SpawnMobjFromMobj(actor, c, s, 0, locvar1))) return; - P_InitAngle(door, ang + ANGLE_180); + door->angle = ang + ANGLE_180; door->extravalue1 = AngleFixed(door->angle); // Origin angle door->extravalue2 = 0; // Angular speed P_SetTarget(&door->tracer, actor); // Origin door @@ -14139,7 +14138,7 @@ void A_SaloonDoorSpawn(mobj_t *actor) // ...two door! if (!(door = P_SpawnMobjFromMobj(actor, -c, -s, 0, locvar1))) return; - P_InitAngle(door, ang); + door->angle = ang; door->extravalue1 = AngleFixed(door->angle); // Origin angle door->extravalue2 = 0; // Angular speed P_SetTarget(&door->tracer, actor); // Origin door @@ -14335,7 +14334,7 @@ void A_SpawnPterabytes(mobj_t *actor) c = FINECOSINE(fa); s = FINESINE(fa); waypoint = P_SpawnMobjFromMobj(actor, FixedMul(c, rad), FixedMul(s, rad), 0, MT_PTERABYTEWAYPOINT); - P_InitAngle(waypoint, ang + ANGLE_90); + waypoint->angle = ang + ANGLE_90; P_SetTarget(&waypoint->tracer, actor); ptera = P_SpawnMobjFromMobj(waypoint, 0, 0, 0, MT_PTERABYTE); ptera->angle = waypoint->angle; @@ -14515,7 +14514,7 @@ void A_DragonbomberSpawn(mobj_t *actor) segment = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRAGONTAIL); P_SetTarget(&segment->target, mo); P_SetTarget(&mo->tracer, segment); - P_InitAngle(segment, mo->angle); + segment->angle = mo->angle; mo = segment; } for (i = 0; i < 2; i++) // spawn wings diff --git a/src/p_inter.c b/src/p_inter.c index 56ef23578..582cdb0d0 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -2749,7 +2749,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget mo->angle = FixedAngle((P_RandomKey(36)*10)<angle); + mo2->angle = mo->angle; P_SetMobjState(mo2, S_BOSSSEBH2); if (++i == 2) // we've already removed 2 of these, let's stop now @@ -2852,7 +2852,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE);\ P_SetMobjState(chunk, target->info->xdeathstate);\ chunk->health = 0;\ - P_InitAngle(chunk, angtweak);\ + chunk->angle = angtweak;\ P_UnsetThingPosition(chunk);\ chunk->flags = MF_NOCLIP;\ chunk->x += xmov;\ @@ -2874,7 +2874,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE); P_SetMobjState(chunk, target->info->deathstate); chunk->health = 0; - P_InitAngle(chunk, ang + ANGLE_180); + chunk->angle = ang + ANGLE_180; P_UnsetThingPosition(chunk); chunk->flags = MF_NOCLIP; chunk->x -= xoffs; @@ -2920,7 +2920,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_WALLSPIKE);\ P_SetMobjState(chunk, target->info->xdeathstate);\ chunk->health = 0;\ - P_InitAngle(chunk, target->angle);\ + chunk->angle = target->angle;\ P_UnsetThingPosition(chunk);\ chunk->flags = MF_NOCLIP;\ chunk->x += xmov - forwardxoffs;\ @@ -2946,7 +2946,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget P_SetMobjState(chunk, target->info->deathstate); chunk->health = 0; - P_InitAngle(chunk, target->angle); + chunk->angle = target->angle; P_UnsetThingPosition(chunk); chunk->flags = MF_NOCLIP; chunk->x += forwardxoffs - xoffs; diff --git a/src/p_local.h b/src/p_local.h index 4dc0ce615..7638a04f5 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -416,9 +416,6 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff); boolean P_Move(mobj_t *actor, fixed_t speed); boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z); boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z); -void P_InitAngle(mobj_t *thing, angle_t newValue); -void P_InitPitch(mobj_t *thing, angle_t newValue); -void P_InitRoll(mobj_t *thing, angle_t newValue); void P_SlideMove(mobj_t *mo); void P_BounceMove(mobj_t *mo); boolean P_CheckSight(mobj_t *t1, mobj_t *t2); diff --git a/src/p_map.c b/src/p_map.c index de10e2de3..c69b564e3 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -131,30 +131,6 @@ boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z) return P_TeleportMove(thing, x, y, z); } -// -// P_InitAngle - Change an object's angle, including interp values. -// -void P_InitAngle(mobj_t *thing, angle_t newValue) -{ - thing->angle = thing->old_angle = newValue; -} - -// -// P_InitPitch - Change an object's pitch, including interp values. -// -void P_InitPitch(mobj_t *thing, angle_t newValue) -{ - thing->pitch = thing->old_pitch = newValue; -} - -// -// P_InitRoll - Change an object's roll, including interp values. -// -void P_InitRoll(mobj_t *thing, angle_t newValue) -{ - thing->roll = thing->old_roll = newValue; -} - // ========================================================================= // MOVEMENT ITERATOR FUNCTIONS // ========================================================================= diff --git a/src/p_mobj.c b/src/p_mobj.c index 60823f92d..35dab0084 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -6342,7 +6342,7 @@ void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 numb mobj->z -= mobj->height>>1; // change angle - P_InitAngle(mobj, R_PointToAngle2(mobj->x, mobj->y, x, y)); + mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y); // change slope dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z); @@ -7226,7 +7226,7 @@ static void P_FlameJetSceneryThink(mobj_t *mobj) flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME); P_SetMobjState(flame, S_FLAMEJETFLAME4); - P_InitAngle(flame, mobj->angle); + flame->angle = mobj->angle; if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side flame->momz = mobj->fuse << (FRACBITS - 2); @@ -10698,7 +10698,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) case MT_CRUSHSTACEAN: { mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_CRUSHCLAW); - P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270)); + bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);; P_SetTarget(&mobj->tracer, bigmeatyclaw); P_SetTarget(&bigmeatyclaw->tracer, mobj); mobj->reactiontime >>= 1; @@ -10707,7 +10707,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) case MT_BANPYURA: { mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_BANPSPRING); - P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270)); + bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);; P_SetTarget(&mobj->tracer, bigmeatyclaw); P_SetTarget(&bigmeatyclaw->tracer, mobj); mobj->reactiontime >>= 1; @@ -10829,7 +10829,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) break; case MT_MINECARTEND: P_SetTarget(&mobj->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_MINECARTENDSOLID)); - P_InitAngle(mobj->tracer, mobj->angle + ANGLE_90); + mobj->tracer->angle = mobj->angle + ANGLE_90; break; case MT_TORCHFLOWER: { @@ -11462,7 +11462,7 @@ void P_SpawnPlayer(INT32 playernum) mobj = P_SpawnMobj(0, 0, 0, MT_PLAYER); (mobj->player = p)->mo = mobj; - P_InitAngle(mobj, 0); + mobj->angle = 0; // set color translations for player sprites mobj->color = p->skincolor; @@ -11530,12 +11530,6 @@ void P_AfterPlayerSpawn(INT32 playernum) player_t *p = &players[playernum]; mobj_t *mobj = p->mo; - // Update interpolation - mobj->old_x = mobj->x; - mobj->old_y = mobj->y; - mobj->old_z = mobj->z; - mobj->old_angle = mobj->angle; - P_SetPlayerAngle(p, mobj->angle); p->viewheight = 41*p->height/48; @@ -12321,7 +12315,7 @@ static boolean P_SetupMace(mapthing_t *mthing, mobj_t *mobj, boolean *doangle) spawnee->friction = mroll;\ spawnee->movefactor = mwidthset;\ spawnee->movecount = dist;\ - P_InitAngle(spawnee, myaw);\ + spawnee->angle = myaw;\ spawnee->flags |= (MF_NOGRAVITY|mflagsapply);\ spawnee->flags2 |= (mflags2apply|moreflags2);\ spawnee->eflags |= meflagsapply;\ @@ -12639,29 +12633,29 @@ static boolean P_SetupBooster(mapthing_t* mthing, mobj_t* mobj, boolean strong) statenum_t rollerstate = strong ? S_REDBOOSTERROLLER : S_YELLOWBOOSTERROLLER; mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG); - P_InitAngle(seg, angle - ANGLE_90); + seg->angle = angle - ANGLE_90; P_SetMobjState(seg, facestate); seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG); - P_InitAngle(seg, angle + ANGLE_90); + seg->angle = angle + ANGLE_90; P_SetMobjState(seg, facestate); seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, leftstate); seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, rightstate); seg = P_SpawnMobjFromMobj(mobj, 13*(x1 + x2), 13*(y1 + y2), 0, MT_BOOSTERROLLER); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, rollerstate); seg = P_SpawnMobjFromMobj(mobj, 13*(x1 - x2), 13*(y1 - y2), 0, MT_BOOSTERROLLER); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, rollerstate); seg = P_SpawnMobjFromMobj(mobj, -13*(x1 + x2), -13*(y1 + y2), 0, MT_BOOSTERROLLER); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, rollerstate); seg = P_SpawnMobjFromMobj(mobj, -13*(x1 - x2), -13*(y1 - y2), 0, MT_BOOSTERROLLER); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, rollerstate); return true; @@ -12877,9 +12871,9 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean case MT_THZTREE: { // Spawn the branches angle_t mobjangle = FixedAngle((mthing->angle % 113) << FRACBITS); - P_InitAngle(P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_22h); - P_InitAngle(P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_157h); - P_InitAngle(P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_270); + P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_22h; + P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_157h; + P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_270; } break; case MT_TUTORIALPLANT: @@ -12905,10 +12899,10 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean case MT_CEZPOLE2: { // Spawn the banner angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS); - P_InitAngle(P_SpawnMobjFromMobj(mobj, + P_SpawnMobjFromMobj(mobj, P_ReturnThrustX(mobj, mobjangle, 4 << FRACBITS), P_ReturnThrustY(mobj, mobjangle, 4 << FRACBITS), - 0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2)), mobjangle + ANGLE_90); + 0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2))->angle = mobjangle + ANGLE_90; } break; case MT_HHZTREE_TOP: @@ -12917,7 +12911,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean mobj_t* leaf; #define doleaf(x, y) \ leaf = P_SpawnMobjFromMobj(mobj, x, y, 0, MT_HHZTREE_PART);\ - P_InitAngle(leaf, mobjangle);\ + leaf->angle = mobjangle;\ P_SetMobjState(leaf, leaf->info->seestate);\ mobjangle += ANGLE_90 doleaf(FRACUNIT, 0); @@ -12958,7 +12952,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean fixed_t xoffs = FINECOSINE(fa); fixed_t yoffs = FINESINE(fa); mobj_t* leaf = P_SpawnMobjFromMobj(mobj, xoffs, yoffs, 0, MT_BIGFERNLEAF); - P_InitAngle(leaf, angle); + leaf->angle = angle; angle += ANGLE_45; } break; @@ -13084,7 +13078,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius), mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius), mobj->z, MT_WALLSPIKEBASE); - P_InitAngle(base, mobjangle + ANGLE_90); + base->angle = mobjangle + ANGLE_90; base->destscale = mobj->destscale; P_SetScale(base, mobj->scale); P_SetTarget(&base->target, mobj); @@ -13212,12 +13206,10 @@ static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y, return mobj; if (doangle) - { - P_InitAngle(mobj, FixedAngle(mthing->angle << FRACBITS)); - } + mobj->angle = FixedAngle(mthing->angle << FRACBITS); - P_InitPitch(mobj, FixedAngle(mthing->pitch << FRACBITS)); - P_InitRoll(mobj, FixedAngle(mthing->roll << FRACBITS)); + mobj->pitch = FixedAngle(mthing->pitch << FRACBITS); + mobj->roll = FixedAngle(mthing->roll << FRACBITS); mthing->mobj = mobj; @@ -13653,7 +13645,7 @@ mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type, P_SetTarget(&th->target, source); // where it came from an = R_PointToAngle2(x, y, dest->x, dest->y); - P_InitAngle(th, an); + th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); @@ -13715,7 +13707,7 @@ mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t P_SetTarget(&th->target, source->target); // where it came from an = R_PointToAngle2(0, 0, source->momx, source->momy) + (ANG1*shiftingAngle); - P_InitAngle(th, an); + th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); @@ -13780,7 +13772,7 @@ mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za, P_SetTarget(&th->target, source); // where it came from an = R_PointToAngle2(x, y, xa, ya); - P_InitAngle(th, an); + th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); @@ -13859,7 +13851,7 @@ mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type) else an = R_PointToAngle2(source->x, source->y, dest->x, dest->y); - P_InitAngle(th, an); + th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); @@ -13949,7 +13941,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai if (source->player && source->player->charability == CA_FLY) speed = FixedMul(speed, 3*FRACUNIT/2); - P_InitAngle(th, an); + th->angle = an; th->momx = FixedMul(speed, FINECOSINE(an>>ANGLETOFINESHIFT)); th->momy = FixedMul(speed, FINESINE(an>>ANGLETOFINESHIFT)); diff --git a/src/p_saveg.c b/src/p_saveg.c index d493ae013..f1c77b1f8 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -2759,19 +2759,19 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker) mobj->info = &mobjinfo[mobj->type]; if (diff & MD_POS) { - mobj->x = mobj->old_x = READFIXED(save_p); - mobj->y = mobj->old_y = READFIXED(save_p); - mobj->angle = mobj->old_angle = READANGLE(save_p); - mobj->pitch = mobj->old_pitch = READANGLE(save_p); - mobj->roll = mobj->old_roll = READANGLE(save_p); + mobj->x = READFIXED(save_p); + mobj->y = READFIXED(save_p); + mobj->angle = READANGLE(save_p); + mobj->pitch = READANGLE(save_p); + mobj->roll = READANGLE(save_p); } else { - mobj->x = mobj->old_x = mobj->spawnpoint->x << FRACBITS; - mobj->y = mobj->old_y = mobj->spawnpoint->y << FRACBITS; - mobj->angle = mobj->old_angle = FixedAngle(mobj->spawnpoint->angle*FRACUNIT); - mobj->pitch = mobj->old_pitch = FixedAngle(mobj->spawnpoint->pitch*FRACUNIT); - mobj->roll = mobj->old_roll = FixedAngle(mobj->spawnpoint->roll*FRACUNIT); + mobj->x = mobj->spawnpoint->x << FRACBITS; + mobj->y = mobj->spawnpoint->y << FRACBITS; + mobj->angle = FixedAngle(mobj->spawnpoint->angle*FRACUNIT); + mobj->pitch = FixedAngle(mobj->spawnpoint->pitch*FRACUNIT); + mobj->roll = FixedAngle(mobj->spawnpoint->roll*FRACUNIT); } if (diff & MD_MOM) { diff --git a/src/p_spec.c b/src/p_spec.c index ad70f6c88..e37fc6a0f 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -3755,7 +3755,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) if (mobj) { if (line->flags & ML_EFFECT1) - P_InitAngle(mobj, R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y)); + mobj->angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); CONS_Debug(DBG_GAMELOGIC, "Linedef Type %d - Spawn Object: %d spawned at (%d, %d, %d)\n", line->special, mobj->type, mobj->x>>FRACBITS, mobj->y>>FRACBITS, mobj->z>>FRACBITS); //TODO: Convert mobj->type to a string somehow. } else diff --git a/src/p_telept.c b/src/p_telept.c index 745d52745..4d10f1df3 100644 --- a/src/p_telept.c +++ b/src/p_telept.c @@ -101,7 +101,7 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, P_FlashPal(thing->player, PAL_MIXUP, 10); } - P_InitAngle(thing, angle); + thing->angle = angle; thing->momx = thing->momy = thing->momz = 0; @@ -174,7 +174,7 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle P_FlashPal(thing->player, PAL_MIXUP, 10); } - P_InitAngle(thing, angle); + thing->angle = angle; return true; } diff --git a/src/p_user.c b/src/p_user.c index a661308ed..a3e98f516 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -393,7 +393,7 @@ void P_GiveFinishFlags(player_t *player) fixed_t xoffs = FINECOSINE(fa); fixed_t yoffs = FINESINE(fa); mobj_t* flag = P_SpawnMobjFromMobj(player->mo, xoffs, yoffs, 0, MT_FINISHFLAG); - P_InitAngle(flag, angle); + flag->angle = angle; angle += FixedAngle(120*FRACUNIT); P_SetTarget(&flag->target, player->mo); diff --git a/src/r_fps.c b/src/r_fps.c index 738df2020..cc518cc35 100644 --- a/src/r_fps.c +++ b/src/r_fps.c @@ -264,9 +264,6 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out) { out->angle = R_LerpAngle(mobj->old_angle, mobj->angle, frac); } - - out->pitch = R_LerpAngle(mobj->old_pitch, mobj->pitch, frac); - out->roll = R_LerpAngle(mobj->old_roll, mobj->roll, frac); } void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjstate_t *out) @@ -275,8 +272,6 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst out->y = R_LerpFixed(mobj->old_y, mobj->y, frac); out->z = R_LerpFixed(mobj->old_z, mobj->z, frac); out->angle = R_LerpAngle(mobj->old_angle, mobj->angle, frac); - out->pitch = 0; - out->roll = 0; } static void AddInterpolator(levelinterpolator_t* interpolator) diff --git a/src/r_fps.h b/src/r_fps.h index 8ce2f3c26..59d3df747 100644 --- a/src/r_fps.h +++ b/src/r_fps.h @@ -54,8 +54,6 @@ typedef struct { fixed_t y; fixed_t z; angle_t angle; - angle_t pitch; - angle_t roll; } interpmobjstate_t; // Level interpolators