- SW: Replace PLAYERstruct si* variables with a vector.

This commit is contained in:
Mitchell Richters 2021-12-30 23:29:01 +11:00
parent 6e130d026e
commit 03da70b3b9
5 changed files with 16 additions and 17 deletions

View file

@ -345,7 +345,7 @@ void DoShadows(tspritetype* tsprite, int& spritesortcnt, tspritetype* tsp, int v
else if (!testnewrenderer)
{
// Alter the shadow's position so that it appears behind the sprite itself.
int look = getangle(tSpr->pos.X - Player[screenpeek].six, tSpr->pos.Y - Player[screenpeek].siy);
int look = getangle(tSpr->pos.X - Player[screenpeek].si.X, tSpr->pos.Y - Player[screenpeek].si.Y);
tSpr->pos.X += bcos(look, -9);
tSpr->pos.Y += bsin(look, -9);
}
@ -776,16 +776,16 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie
{
// move sprite forward some so he looks like he's
// climbing
tsp->pos.X = pp->six + MOVEx(128 + 80, tsp->ang);
tsp->pos.Y = pp->siy + MOVEy(128 + 80, tsp->ang);
tsp->pos.X = pp->si.X + MOVEx(128 + 80, tsp->ang);
tsp->pos.Y = pp->si.Y + MOVEy(128 + 80, tsp->ang);
}
else
{
tsp->pos.X = pp->six;
tsp->pos.Y = pp->siy;
tsp->pos.X = pp->si.X;
tsp->pos.Y = pp->si.Y;
}
tsp->pos.Z = tsp->pos.Z + pp->siz;
tsp->pos.Z = tsp->pos.Z + pp->si.Z;
tsp->ang = pp->siang;
//continue;
}
@ -1445,9 +1445,9 @@ void drawscreen(PLAYERp pp, double smoothratio)
updatesectorz(tx, ty, tz, &tsect);
}
pp->six = tx;
pp->siy = ty;
pp->siz = tz - pp->pos.Z;
pp->si.X = tx;
pp->si.Y = ty;
pp->si.Z = tz - pp->pos.Z;
pp->siang = tang.asbuild();
QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang);

View file

@ -628,7 +628,7 @@ struct PLAYERstruct
SECTORp hi_sectp, lo_sectp;
int circle_camera_dist;
int six,siy,siz; // save player interp position for PlayerSprite
vec3_t si; // save player interp position for PlayerSprite
int16_t siang;
int xvect, yvect;

View file

@ -7082,9 +7082,9 @@ DEFINE_FIELD_X(SWPlayer, PLAYERstruct, loz)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, ceiling_dist)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, floor_dist)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, circle_camera_dist)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, six)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siy)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siz)
//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, six)
//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siy)
//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siz)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siang)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, xvect)
DEFINE_FIELD_X(SWPlayer, PLAYERstruct, yvect)

View file

@ -461,9 +461,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, P
("lo_sp", w.lowActor)
("last_camera_sp", w.last_camera_act)
("circle_camera_dist", w.circle_camera_dist)
("six", w.six)
("siy", w.siy)
("siz", w.siz)
("six", w.si.X)
("siy", w.si.Y)
("siz", w.si.Z)
("siang", w.siang)
("xvect", w.xvect)
("yvect", w.yvect)

View file

@ -194,7 +194,6 @@ struct SWPlayer native
native int hiz,loz;
native int ceiling_dist,floor_dist;
native int circle_camera_dist;
native int six,siy,siz; // save player interp position for PlayerSprite
native int16 siang;
native int xvect, yvect;