diff --git a/source/build/src/clip.cpp b/source/build/src/clip.cpp index d96faac28..c2b44adde 100644 --- a/source/build/src/clip.cpp +++ b/source/build/src/clip.cpp @@ -253,8 +253,8 @@ static int cliptestsector(int const dasect, int const nextsect, int32_t const fl } } - int32_t daz2 = sec2->floorz; - int32_t dacz2 = sec2->ceilingz; + int32_t daz2 = sec2->__int_floorz; + int32_t dacz2 = sec2->__int_ceilingz; if ((sec2->floorstat|sec2->ceilingstat) & CSTAT_SECTOR_SLOPE) getcorrectzsofslope(nextsect, pos.X, pos.Y, &dacz2, &daz2); @@ -264,8 +264,8 @@ static int cliptestsector(int const dasect, int const nextsect, int32_t const fl auto const sec = §or[dasect]; - int32_t daz = sec->floorz; - int32_t dacz = sec->ceilingz; + int32_t daz = sec->__int_floorz; + int32_t dacz = sec->__int_ceilingz; if ((sec->floorstat|sec->ceilingstat) & CSTAT_SECTOR_SLOPE) getcorrectzsofslope(dasect, pos.X, pos.Y, &dacz, &daz); @@ -879,7 +879,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, if (enginecompatibility_mode != ENGINECOMPATIBILITY_19950829 && (sect->ceilingstat & CSTAT_SECTOR_SLOPE)) tempint2 = getceilzofslopeptr(sect, pos->X, pos->Y) - pos->Z; else - tempint2 = sect->ceilingz - pos->Z; + tempint2 = sect->__int_ceilingz - pos->Z; if (tempint2 > 0) { @@ -894,7 +894,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, if (enginecompatibility_mode != ENGINECOMPATIBILITY_19950829 && (sect->ceilingstat & CSTAT_SECTOR_SLOPE)) tempint2 = pos->Z - getflorzofslopeptr(sect, pos->X, pos->Y); else - tempint2 = pos->Z - sect->floorz; + tempint2 = pos->Z - sect->__int_floorz; if (tempint2 <= 0) { @@ -1098,8 +1098,8 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas if (wal.cstat & EWallFlags::FromInt(dawalclipmask)) continue; // XXX? - if (((nextsect->ceilingstat & CSTAT_SECTOR_SKY) == 0) && (pos.Z <= nextsect->ceilingz+(3<<8))) continue; - if (((nextsect->floorstat & CSTAT_SECTOR_SKY) == 0) && (pos.Z >= nextsect->floorz-(3<<8))) continue; + if (((nextsect->ceilingstat & CSTAT_SECTOR_SKY) == 0) && (pos.Z <= nextsect->__int_ceilingz+(3<<8))) continue; + if (((nextsect->floorstat & CSTAT_SECTOR_SKY) == 0) && (pos.Z >= nextsect->__int_floorz-(3<<8))) continue; int nextsectno = ::sectnum(nextsect); if (!clipsectormap[nextsectno]) @@ -1366,9 +1366,9 @@ int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& dire while (auto sec = search.GetNext()) { i = 1; - if (hitscan_trysector(sv, sec, &hitinfo, vx,vy,vz, sec->ceilingstat, sec->ceilingheinum, sec->ceilingz, -i)) + if (hitscan_trysector(sv, sec, &hitinfo, vx,vy,vz, sec->ceilingstat, sec->ceilingheinum, sec->__int_ceilingz, -i)) continue; - if (hitscan_trysector(sv, sec, &hitinfo, vx,vy,vz, sec->floorstat, sec->floorheinum, sec->floorz, i)) + if (hitscan_trysector(sv, sec, &hitinfo, vx,vy,vz, sec->floorstat, sec->floorheinum, sec->__int_floorz, i)) continue; ////////// Walls ////////// diff --git a/source/core/automap.cpp b/source/core/automap.cpp index 38ddc33da..7457acf90 100644 --- a/source/core/automap.cpp +++ b/source/core/automap.cpp @@ -306,7 +306,7 @@ void MarkSectorSeen(sectortype* sec) if (wal.nextWall()->cstat & bits) continue; auto osec = wal.nextSector(); if (osec->lotag == 32767) continue; - if (osec->ceilingz >= osec->floorz) continue; + if (osec->__int_ceilingz >= osec->__int_floorz) continue; show2dsector.Set(sectnum(osec)); } } @@ -389,10 +389,10 @@ bool ShowRedLine(int j, int i) } if (automapMode == am_full) { - if (sector[i].floorz != sector[i].ceilingz) - if (wal->nextSector()->floorz != wal->nextSector()->ceilingz) + if (sector[i].__int_floorz != sector[i].__int_ceilingz) + if (wal->nextSector()->__int_floorz != wal->nextSector()->__int_ceilingz) if (((wal->cstat | wal->nextWall()->cstat) & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY)) == 0) - if (sector[i].floorz == wal->nextSector()->floorz) + if (sector[i].__int_floorz == wal->nextSector()->__int_floorz) return false; if (sector[i].floorpicnum != wal->nextSector()->floorpicnum) return false; @@ -420,8 +420,8 @@ void drawredlines(int cposx, int cposy, int czoom, int cang) { if (!gFullMap && !show2dsector[i]) continue; - int z1 = sector[i].ceilingz; - int z2 = sector[i].floorz; + int z1 = sector[i].__int_ceilingz; + int z2 = sector[i].__int_floorz; for (auto& wal : wallsofsector(i)) { @@ -429,7 +429,7 @@ void drawredlines(int cposx, int cposy, int czoom, int cang) auto osec = wal.nextSector(); - if (osec->ceilingz == z1 && osec->floorz == z2) + if (osec->__int_ceilingz == z1 && osec->__int_floorz == z2) if (((wal.cstat | wal.nextWall()->cstat) & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY)) == 0) continue; if (ShowRedLine(wallnum(&wal), i)) diff --git a/source/core/gamefuncs.cpp b/source/core/gamefuncs.cpp index 85028288b..31e87a4bd 100644 --- a/source/core/gamefuncs.cpp +++ b/source/core/gamefuncs.cpp @@ -158,12 +158,12 @@ void calcSlope(const sectortype* sec, float xpos, float ypos, float* pceilz, flo if (pceilz) { bits |= sec->ceilingstat; - *pceilz = float(sec->ceilingz); + *pceilz = float(sec->__int_ceilingz); } if (pflorz) { bits |= sec->floorstat; - *pflorz = float(sec->floorz); + *pflorz = float(sec->__int_floorz); } if ((bits & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE) @@ -527,7 +527,7 @@ sectortype* nextsectorneighborzptr(sectortype* sectp, int startz, int flags) int factor = (flags & Find_Up)? -1 : 1; int bestz = INT_MAX; sectortype* bestsec = (flags & Find_Safe)? sectp : nullptr; - const auto planez = (flags & Find_Ceiling)? §ortype::ceilingz : §ortype::floorz; + const auto planez = (flags & Find_Ceiling)? §ortype::__int_ceilingz : §ortype::__int_floorz; startz *= factor; for(auto& wal : wallsofsector(sectp)) diff --git a/source/core/gamefuncs.h b/source/core/gamefuncs.h index c4a44e2fd..658f4d98d 100644 --- a/source/core/gamefuncs.h +++ b/source/core/gamefuncs.h @@ -438,12 +438,12 @@ inline double SquareDistToLine(double px, double py, double lx1, double ly1, dou inline void alignceilslope(sectortype* sect, int x, int y, int z) { - sect->setceilingslope(getslopeval(sect, x, y, z, sect->ceilingz)); + sect->setceilingslope(getslopeval(sect, x, y, z, sect->__int_ceilingz)); } inline void alignflorslope(sectortype* sect, int x, int y, int z) { - sect->setfloorslope(getslopeval(sect, x, y, z, sect->floorz)); + sect->setfloorslope(getslopeval(sect, x, y, z, sect->__int_floorz)); } #include "updatesector.h" diff --git a/source/core/interpolate.cpp b/source/core/interpolate.cpp index 50113b8cb..857de4afc 100644 --- a/source/core/interpolate.cpp +++ b/source/core/interpolate.cpp @@ -41,8 +41,8 @@ double Get(int index, DCoreActor* actor, int type) { switch(type) { - case Interp_Sect_Floorz: return sector[index].floorz; - case Interp_Sect_Ceilingz: return sector[index].ceilingz; + case Interp_Sect_Floorz: return sector[index].__int_floorz; + case Interp_Sect_Ceilingz: return sector[index].__int_ceilingz; case Interp_Sect_Floorheinum: return sector[index].floorheinum; case Interp_Sect_Ceilingheinum: return sector[index].ceilingheinum; case Interp_Sect_FloorPanX: return sector[index].floorxpan_; @@ -65,8 +65,8 @@ void Set(int index, DCoreActor* actor, int type, double val) int old; switch(type) { - case Interp_Sect_Floorz: sector[index].setfloorz(xs_CRoundToInt(val)); break; - case Interp_Sect_Ceilingz: sector[index].setceilingz(xs_CRoundToInt(val)); break; + case Interp_Sect_Floorz: sector[index].set_int_floorz(xs_CRoundToInt(val)); break; + case Interp_Sect_Ceilingz: sector[index].set_int_ceilingz(xs_CRoundToInt(val)); break; case Interp_Sect_Floorheinum: sector[index].floorheinum = (short)xs_CRoundToInt(val); break; case Interp_Sect_Ceilingheinum: sector[index].ceilingheinum = (short)xs_CRoundToInt(val); break; case Interp_Sect_FloorPanX: sector[index].floorxpan_ = float(val); break; diff --git a/source/core/maploader.cpp b/source/core/maploader.cpp index 5c7e59ec4..681df80cb 100644 --- a/source/core/maploader.cpp +++ b/source/core/maploader.cpp @@ -98,8 +98,8 @@ static void ReadSectorV7(FileReader& fr, sectortype& sect) { sect.wallptr = fr.ReadInt16(); sect.wallnum = fr.ReadInt16(); - sect.setceilingz(fr.ReadInt32(), true); - sect.setfloorz(fr.ReadInt32(), true); + sect.set_int_ceilingz(fr.ReadInt32(), true); + sect.set_int_floorz(fr.ReadInt32(), true); sect.ceilingstat = ESectorFlags::FromInt(fr.ReadUInt16()); sect.floorstat = ESectorFlags::FromInt(fr.ReadUInt16()); sect.ceilingpicnum = fr.ReadUInt16(); @@ -129,8 +129,8 @@ static void ReadSectorV6(FileReader& fr, sectortype& sect) sect.floorpicnum = fr.ReadUInt16(); sect.ceilingheinum = clamp(fr.ReadInt16() << 5, -32768, 32767); sect.floorheinum = clamp(fr.ReadInt16() << 5, -32768, 32767); - sect.setceilingz(fr.ReadInt32(), true); - sect.setfloorz(fr.ReadInt32(), true); + sect.set_int_ceilingz(fr.ReadInt32(), true); + sect.set_int_floorz(fr.ReadInt32(), true); sect.ceilingshade = fr.ReadInt8(); sect.floorshade = fr.ReadInt8(); sect.ceilingxpan_ = fr.ReadUInt8(); @@ -156,8 +156,8 @@ static void ReadSectorV5(FileReader& fr, sectortype& sect) sect.floorpicnum = fr.ReadUInt16(); sect.ceilingheinum = clamp(fr.ReadInt16() << 5, -32768, 32767); sect.floorheinum = clamp(fr.ReadInt16() << 5, -32768, 32767); - sect.setceilingz(fr.ReadInt32(), true); - sect.setfloorz(fr.ReadInt32(), true); + sect.set_int_ceilingz(fr.ReadInt32(), true); + sect.set_int_floorz(fr.ReadInt32(), true); sect.ceilingshade = fr.ReadInt8(); sect.floorshade = fr.ReadInt8(); sect.ceilingxpan_ = fr.ReadUInt8(); diff --git a/source/core/maptypes.h b/source/core/maptypes.h index 966e2ff77..344108f5e 100644 --- a/source/core/maptypes.h +++ b/source/core/maptypes.h @@ -240,13 +240,20 @@ struct sectortype #else // Do not change directly! - int32_t ceilingz; - int32_t floorz; + int32_t __int_ceilingz; + int32_t __int_floorz; - void setceilingz(int cc, bool temp = false); - void setfloorz(int cc, bool temp = false); - void addceilingz(int cc, bool temp = false); - void addfloorz(int cc, bool temp = false); + /* + void setceilingz(double cc, bool temp = false); + void setfloorz(double cc, bool temp = false); + void addceilingz(double cc, bool temp = false); + void addfloorz(double cc, bool temp = false); + */ + + void set_int_ceilingz(int cc, bool temp = false); + void set_int_floorz(int cc, bool temp = false); + void add_int_ceilingz(int cc, bool temp = false); + void add_int_floorz(int cc, bool temp = false); int32_t* ceilingzptr(bool temp = false); int32_t* floorzptr(bool temp = false); @@ -664,35 +671,35 @@ inline int walltype::Length() #ifndef SECTOR_HACKJOB -inline void sectortype::setceilingz(int cc, bool temp) +inline void sectortype::set_int_ceilingz(int cc, bool temp) { - ceilingz = cc; + __int_ceilingz = cc; if (!temp) MarkVerticesForSector(sector.IndexOf(this)); } -inline void sectortype::setfloorz(int cc, bool temp) +inline void sectortype::set_int_floorz(int cc, bool temp) { - floorz = cc; + __int_floorz = cc; if (!temp) MarkVerticesForSector(sector.IndexOf(this)); } -inline void sectortype::addceilingz(int cc, bool temp) +inline void sectortype::add_int_ceilingz(int cc, bool temp) { - ceilingz += cc; + __int_ceilingz += cc; if (!temp) MarkVerticesForSector(sector.IndexOf(this)); } -inline void sectortype::addfloorz(int cc, bool temp) +inline void sectortype::add_int_floorz(int cc, bool temp) { - floorz += cc; + __int_floorz += cc; if (!temp) MarkVerticesForSector(sector.IndexOf(this)); } inline int32_t* sectortype::ceilingzptr(bool temp) { if (!temp) MarkVerticesForSector(sector.IndexOf(this)); - return &ceilingz; + return &__int_ceilingz; } inline int32_t* sectortype::floorzptr(bool temp) { if (!temp) MarkVerticesForSector(sector.IndexOf(this)); - return &floorz; + return &__int_floorz; } #endif diff --git a/source/core/rendering/scene/hw_flats.cpp b/source/core/rendering/scene/hw_flats.cpp index 7e7c13428..6aae6ef05 100644 --- a/source/core/rendering/scene/hw_flats.cpp +++ b/source/core/rendering/scene/hw_flats.cpp @@ -104,7 +104,7 @@ void HWFlat::MakeVertices(HWDrawInfo* di) auto ret = screen->mVertexData->AllocVertices(pIndices->Size()); auto vp = ret.first; - float base = (plane == 0 ? sec->floorz : sec->ceilingz) * (1 / -256.f); + float base = (plane == 0 ? sec->__int_floorz : sec->__int_ceilingz) * (1 / -256.f); for (unsigned i = 0; i < pIndices->Size(); i++) { auto ii = (*pIndices)[i]; @@ -421,10 +421,10 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, tspritetype* sprite, sectortype* int tilenum = sprite->picnum; texture = tileGetTexture(tilenum); bool belowfloor = false; - if (sprite->int_pos().Z > sprite->sectp->floorz) + if (sprite->int_pos().Z > sprite->sectp->__int_floorz) { belowfloor = true; - sprite->set_int_z(sprite->sectp->floorz); + sprite->set_int_z(sprite->sectp->__int_floorz); } z = sprite->int_pos().Z * (1 / -256.f); if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge. diff --git a/source/core/rendering/scene/hw_sky.cpp b/source/core/rendering/scene/hw_sky.cpp index b66619a41..e2f103c04 100644 --- a/source/core/rendering/scene/hw_sky.cpp +++ b/source/core/rendering/scene/hw_sky.cpp @@ -114,7 +114,7 @@ void HWWall::SkyPlane(HWDrawInfo *di, sectortype *sector, int plane, bool allowr ptype = PORTALTYPE_PLANEMIRROR; if (plane == plane_ceiling && (sector->ceilingstat & CSTAT_SECTOR_SLOPE)) return; if (plane == plane_floor && (sector->floorstat & CSTAT_SECTOR_SLOPE)) return; - planemirror = plane == plane_floor ? §or->floorz : §or->ceilingz; + planemirror = plane == plane_floor ? §or->__int_floorz : §or->__int_ceilingz; PutPortal(di, PORTALTYPE_PLANEMIRROR, plane); } else diff --git a/source/core/rendering/scene/hw_walls.cpp b/source/core/rendering/scene/hw_walls.cpp index d7d2d9081..8081d84e7 100644 --- a/source/core/rendering/scene/hw_walls.cpp +++ b/source/core/rendering/scene/hw_walls.cpp @@ -790,13 +790,13 @@ void HWWall::DoOneSidedTexture(HWDrawInfo* di, walltype* wal, sectortype* fronts { if ((!(wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && (wal->cstat & CSTAT_WALL_1WAY)) || ((wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && (wal->nextWall()->cstat & CSTAT_WALL_ALIGN_BOTTOM))) - refheight = frontsector->ceilingz; + refheight = frontsector->__int_ceilingz; else - refheight = backsector->floorz; + refheight = backsector->__int_floorz; } else { - refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->floorz : frontsector->ceilingz; + refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->__int_floorz : frontsector->__int_ceilingz; } type = RENDERWALL_M1S; @@ -813,7 +813,7 @@ void HWWall::DoUpperTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsect float topleft, float topright, float bottomleft, float bottomright) { // get the alignment reference position. - int refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->ceilingz; + int refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->__int_ceilingz : backsector->__int_ceilingz; type = RENDERWALL_TOP; DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright); @@ -831,7 +831,7 @@ void HWWall::DoLowerTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsect // get the alignment reference position. int refheight; auto refwall = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? wal->nextWall() : wal; - refheight = (refwall->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->floorz; + refheight = (refwall->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->__int_ceilingz : backsector->__int_floorz; shade = refwall->shade; palette = refwall->pal; @@ -858,15 +858,15 @@ void HWWall::DoMidTexture(HWDrawInfo* di, walltype* wal, if (wal->cstat & CSTAT_WALL_1WAY) { // 1-sided wall - refheight = swapit ? front->ceilingz : back->ceilingz; + refheight = swapit ? front->__int_ceilingz : back->__int_ceilingz; } else { // masked wall if (swapit) - refheight = min(front->floorz, back->floorz); + refheight = min(front->__int_floorz, back->__int_floorz); else - refheight = max(front->ceilingz, back->ceilingz); + refheight = max(front->__int_ceilingz, back->__int_ceilingz); } if ((bch1 - fch1) * (bch2 - fch2) >= 0) { @@ -1220,7 +1220,7 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, tspritetype* spr, sectortype* sec if (!(sector->ceilingstat & CSTAT_SECTOR_SKY)) { float polyh = (ztop[0] - zbottom[0]); - float ceilingz = sector->ceilingz * (1 / -256.f); + float ceilingz = sector->__int_ceilingz * (1 / -256.f); if (ceilingz < ztop[0] && ceilingz >= zbottom[0]) { float newv = (ceilingz - zbottom[0]) / polyh; @@ -1231,7 +1231,7 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, tspritetype* spr, sectortype* sec if (!(sector->floorstat & CSTAT_SECTOR_SKY)) { float polyh = (ztop[0] - zbottom[0]); - float floorz = sector->floorz * (1 / -256.f); + float floorz = sector->__int_floorz * (1 / -256.f); if (floorz <= ztop[0] && floorz > zbottom[0]) { float newv = (floorz - zbottom[0]) / polyh; diff --git a/source/core/savegamehelp.cpp b/source/core/savegamehelp.cpp index 1d4c5d0b7..07c671462 100644 --- a/source/core/savegamehelp.cpp +++ b/source/core/savegamehelp.cpp @@ -512,8 +512,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectort ("wallptr", c.wallptr, def->wallptr) ("wallnum", c.wallnum, def->wallnum) #ifndef SECTOR_HACKJOB // can't save these in test mode... - ("ceilingz", c.ceilingz, def->ceilingz) - ("floorz", c.floorz, def->floorz) + ("ceilingz", c.__int_ceilingz, def->__int_ceilingz) + ("floorz", c.__int_floorz, def->__int_floorz) #endif ("ceilingstat", c.ceilingstat, def->ceilingstat) ("floorstat", c.floorstat, def->floorstat) diff --git a/source/core/sectorgeometry.cpp b/source/core/sectorgeometry.cpp index 0c4ae0da9..30f917274 100644 --- a/source/core/sectorgeometry.cpp +++ b/source/core/sectorgeometry.cpp @@ -437,9 +437,9 @@ void SectionGeometry::CreatePlaneMesh(Section* section, int plane, const FVector auto texture = tileGetTexture(plane ? sectorp->ceilingpicnum : sectorp->floorpicnum); auto& sdata = data[section->index]; auto& entry = sdata.planes[plane]; - int fz = sectorp->floorz, cz = sectorp->ceilingz; - sectorp->setfloorz(0, true); - sectorp->setceilingz(0, true); + int fz = sectorp->__int_floorz, cz = sectorp->__int_ceilingz; + sectorp->set_int_floorz(0, true); + sectorp->set_int_ceilingz(0, true); UVCalculator uvcalc(sectorp, plane, texture, offset); @@ -456,8 +456,8 @@ void SectionGeometry::CreatePlaneMesh(Section* section, int plane, const FVector PlanesAtPoint(sectorp, pt.X, -pt.Y, plane ? &pt.Z : nullptr, !plane ? &pt.Z : nullptr); tc = uvcalc.GetUV(pt.X, -pt.Y, pt.Z); } - sectorp->setfloorz(fz, true); - sectorp->setceilingz(cz, true); + sectorp->set_int_floorz(fz, true); + sectorp->set_int_ceilingz(cz, true); entry.normal = CalcNormal(sectorp, plane); } diff --git a/source/core/vmexports.cpp b/source/core/vmexports.cpp index 562988837..bb5c19910 100644 --- a/source/core/vmexports.cpp +++ b/source/core/vmexports.cpp @@ -107,80 +107,80 @@ DEFINE_GLOBAL(sector) double sector_floorz(sectortype* sect) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); - return sect->floorz * zinttoworld; + return sect->__int_floorz * zinttoworld; } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, floorz, sector_floorz) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); - ACTION_RETURN_FLOAT(self->floorz * zinttoworld); + ACTION_RETURN_FLOAT(self->__int_floorz * zinttoworld); } double sector_ceilingz(sectortype* sect) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); - return sect->ceilingz * zinttoworld; + return sect->__int_ceilingz * zinttoworld; } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, ceilingz, sector_ceilingz) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); - ACTION_RETURN_FLOAT(self->ceilingz * zinttoworld); + ACTION_RETURN_FLOAT(self->__int_ceilingz * zinttoworld); } void sector_setfloorz(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); - sect->setfloorz(int(val * zworldtoint)); + sect->set_int_floorz(int(val * zworldtoint)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, setfloorz, sector_floorz) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(z); - self->setfloorz(z); + self->set_int_floorz(z); return 0; } void sector_setceilingz(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); - sect->setceilingz(int(val * zworldtoint)); + sect->set_int_ceilingz(int(val * zworldtoint)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, setceilingz, sector_ceilingz) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(z); - self->setceilingz(z); + self->set_int_ceilingz(z); return 0; } void sector_addfloorz(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); - sect->addfloorz(int(val * zworldtoint)); + sect->add_int_floorz(int(val * zworldtoint)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, addfloorz, sector_floorz) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(z); - self->addfloorz(z); + self->add_int_floorz(z); return 0; } void sector_addceilingz(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); - sect->addceilingz(int(val * zworldtoint)); + sect->add_int_ceilingz(int(val * zworldtoint)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, addceilingz, sector_ceilingz) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(z); - self->addceilingz(z); + self->add_int_ceilingz(z); return 0; } diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 4f3bddd8c..d0588d726 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -4829,7 +4829,7 @@ void MoveDude(DBloodActor* actor) if (pDudeInfo->lockOut && pHitXSector && pHitXSector->Wallpush && !pHitXSector->Key && !pHitXSector->dudeLockout && !pHitXSector->state && !pHitXSector->busy && !pPlayer) trTriggerSector(pHitSector, kCmdSectorPush, actor); - if (top < pHitSector->ceilingz || bottom > pHitSector->floorz) + if (top < pHitSector->__int_ceilingz || bottom > pHitSector->__int_floorz) { // ??? } diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index 164fb64ee..57a836a39 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -411,7 +411,7 @@ void batMoveToCeil(DBloodActor* actor) aiNewState(actor, &batIdle); } else - aiSetTarget(actor, x, y, actor->sector()->ceilingz); + aiSetTarget(actor, x, y, actor->sector()->__int_ceilingz); } END_BLD_NS diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp index fd9f27b60..9ae1a5819 100644 --- a/source/games/blood/src/aibeast.cpp +++ b/source/games/blood/src/aibeast.cpp @@ -111,7 +111,7 @@ void StompSeqCallback(int, DBloodActor* actor) { int top, bottom; GetActorExtents(actor, &top, &bottom); - if (abs(bottom - pSector->floorz) == 0) + if (abs(bottom - pSector->__int_floorz) == 0) { int dx = abs(actor->int_pos().X - actor2->int_pos().X); int dy = abs(actor->int_pos().Y - actor2->int_pos().Y); diff --git a/source/games/blood/src/aiboneel.cpp b/source/games/blood/src/aiboneel.cpp index 9e3620c5a..0814b294e 100644 --- a/source/games/blood/src/aiboneel.cpp +++ b/source/games/blood/src/aiboneel.cpp @@ -415,7 +415,7 @@ void eelMoveToCeil(DBloodActor* actor) aiNewState(actor, &eelIdle); } else - aiSetTarget(actor, x, y, actor->sector()->ceilingz); + aiSetTarget(actor, x, y, actor->sector()->__int_ceilingz); } END_BLD_NS diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index 2c425cdc3..c36a38fa8 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -2486,9 +2486,9 @@ bool genDudePrepare(DBloodActor* actor, int propId) // make sure dudes aren't in the floor or ceiling int zTop, zBot; GetActorExtents(actor, &zTop, &zBot); if (!(actor->sector()->ceilingstat & CSTAT_SECTOR_SKY)) - actor->add_int_z(ClipLow(actor->sector()->ceilingz - zTop, 0)); + actor->add_int_z(ClipLow(actor->sector()->__int_ceilingz - zTop, 0)); if (!(actor->sector()->floorstat & CSTAT_SECTOR_SKY)) - actor->add_int_z(ClipHigh(actor->sector()->floorz - zBot, 0)); + actor->add_int_z(ClipHigh(actor->sector()->__int_floorz - zBot, 0)); actor->spr.clipdist = ClipRange((actor->spr.xrepeat + actor->spr.yrepeat) >> 1, 4, 120); if (propId) break; diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index 8b63db7f1..abf694a4d 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -444,10 +444,10 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF break; sectortype* pSector = pTSprite->sectp; - pNSprite->set_int_pos({ pTSprite->int_pos().X, pTSprite->int_pos().Y, pSector->ceilingz }); + pNSprite->set_int_pos({ pTSprite->int_pos().X, pTSprite->int_pos().Y, pSector->__int_ceilingz }); pNSprite->picnum = 624; - pNSprite->shade = ((pTSprite->int_pos().Z - pSector->ceilingz) >> 8) - 64; + pNSprite->shade = ((pTSprite->int_pos().Z - pSector->__int_ceilingz) >> 8) - 64; pNSprite->pal = 2; pNSprite->xrepeat = pNSprite->yrepeat = 64; pNSprite->cstat |= CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YFLIP | CSTAT_SPRITE_TRANSLUCENT; @@ -462,9 +462,9 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF break; sectortype* pSector = pTSprite->sectp; - pNSprite->set_int_pos({ pTSprite->int_pos().X, pTSprite->int_pos().Y, pSector->floorz }); + pNSprite->set_int_pos({ pTSprite->int_pos().X, pTSprite->int_pos().Y, pSector->__int_floorz }); pNSprite->picnum = 624; - uint8_t nShade = (pSector->floorz - pTSprite->int_pos().Z) >> 8; + uint8_t nShade = (pSector->__int_floorz - pTSprite->int_pos().Z) >> 8; pNSprite->shade = nShade - 32; pNSprite->pal = 2; pNSprite->xrepeat = pNSprite->yrepeat = nShade; @@ -848,12 +848,12 @@ void viewProcessSprites(tspriteArray& tsprites, int32_t cX, int32_t cY, int32_t if (pTSprite->type != kMissileFlareRegular) break; sectortype* pSector1 = pTSprite->sectp; - int zDiff = (pTSprite->int_pos().Z - pSector1->ceilingz) >> 8; + int zDiff = (pTSprite->int_pos().Z - pSector1->__int_ceilingz) >> 8; if ((pSector1->ceilingstat & CSTAT_SECTOR_SKY) == 0 && zDiff < 64) { viewAddEffect(tsprites, nTSprite, kViewEffectCeilGlow); } - zDiff = (pSector1->floorz - pTSprite->int_pos().Z) >> 8; + zDiff = (pSector1->__int_floorz - pTSprite->int_pos().Z) >> 8; if ((pSector1->floorstat & CSTAT_SECTOR_SKY) == 0 && zDiff < 64) { viewAddEffect(tsprites, nTSprite, kViewEffectFloorGlow); } diff --git a/source/games/blood/src/callback.cpp b/source/games/blood/src/callback.cpp index 7918fc71f..89deb087c 100644 --- a/source/games/blood/src/callback.cpp +++ b/source/games/blood/src/callback.cpp @@ -708,7 +708,7 @@ void sub_76A08(DBloodActor* actor, DBloodActor* actor2, PLAYER* pPlayer) // ??? { int top, bottom; GetActorExtents(actor, &top, &bottom); - actor->set_int_pos({ actor2->int_pos().X, actor2->int_pos().Y, actor2->sector()->floorz - (bottom - actor->int_pos().Z) }); + actor->set_int_pos({ actor2->int_pos().X, actor2->int_pos().Y, actor2->sector()->__int_floorz - (bottom - actor->int_pos().Z) }); actor->spr.ang = actor2->spr.ang; ChangeActorSect(actor, actor2->sector()); sfxPlay3DSound(actor2, 201, -1, 0); diff --git a/source/games/blood/src/db.cpp b/source/games/blood/src/db.cpp index 40f706138..1d70a1d47 100644 --- a/source/games/blood/src/db.cpp +++ b/source/games/blood/src/db.cpp @@ -257,8 +257,8 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int* } pSector->wallptr = LittleShort(load.wallptr); pSector->wallnum = LittleShort(load.wallnum); - pSector->setceilingz(LittleLong(load.ceilingz), true); - pSector->setfloorz(LittleLong(load.floorz), true); + pSector->set_int_ceilingz(LittleLong(load.ceilingz), true); + pSector->set_int_floorz(LittleLong(load.floorz), true); pSector->ceilingstat = ESectorFlags::FromInt(LittleShort(load.ceilingstat)); pSector->floorstat = ESectorFlags::FromInt(LittleShort(load.floorstat)); pSector->ceilingpicnum = LittleShort(load.ceilingpicnum); diff --git a/source/games/blood/src/fx.cpp b/source/games/blood/src/fx.cpp index 1b9622160..bf5290682 100644 --- a/source/games/blood/src/fx.cpp +++ b/source/games/blood/src/fx.cpp @@ -210,7 +210,7 @@ void CFX::fxProcess(void) actAirDrag(actor, pFXData->drag); actor->add_int_pos({ actor->vel.X >> 12, actor->vel.Y >> 12, actor->vel.Z >> 8 }); // Weird... - if (actor->vel.X || (actor->vel.Y && actor->int_pos().Z >= actor->sector()->floorz)) + if (actor->vel.X || (actor->vel.Y && actor->int_pos().Z >= actor->sector()->__int_floorz)) { updatesector(actor->int_pos().X, actor->int_pos().Y, &pSector); if (pSector == nullptr) diff --git a/source/games/blood/src/gameutil.cpp b/source/games/blood/src/gameutil.cpp index f0e99f9d6..421e86648 100644 --- a/source/games/blood/src/gameutil.cpp +++ b/source/games/blood/src/gameutil.cpp @@ -524,9 +524,9 @@ int VectorScan(DBloodActor* actor, int nOffset, int nZOffset, int dx, int dy, in return 0; int nOfs; if (pWall->cstat & CSTAT_WALL_ALIGN_BOTTOM) - nOfs = ClipHigh(pSector->floorz, pSectorNext->floorz); + nOfs = ClipHigh(pSector->__int_floorz, pSectorNext->__int_floorz); else - nOfs = ClipLow(pSector->ceilingz, pSectorNext->ceilingz); + nOfs = ClipLow(pSector->__int_ceilingz, pSectorNext->__int_ceilingz); nOfs = (gHitInfo.hitpos.Z - nOfs) >> 8; if (pWall->cstat & CSTAT_WALL_YFLIP) nOfs = -nOfs; diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index b687d6d4e..8dc039fe4 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -746,8 +746,8 @@ void nnExtInitModernStuff(TArray& actors) // very quick fix for floor sprites with Touch trigger flag if their Z is equals sector floorz / ceilgz if (actor->insector() && actor->xspr.Touch && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) { - if (actor->int_pos().Z == actor->sector()->floorz) actor->add_int_z(-1); - else if (actor->int_pos().Z == actor->sector()->ceilingz) actor->add_int_z(1); + if (actor->int_pos().Z == actor->sector()->__int_floorz) actor->add_int_z(-1); + else if (actor->int_pos().Z == actor->sector()->__int_ceilingz) actor->add_int_z(1); } // make Proximity flag work not just for dudes and things... @@ -1893,7 +1893,7 @@ bool ceilIsTooLow(DBloodActor* actor) if (actor != nullptr) { sectortype* pSector = actor->sector(); - int a = pSector->ceilingz - pSector->floorz; + int a = pSector->__int_ceilingz - pSector->__int_floorz; int top, bottom; GetActorExtents(actor, &top, &bottom); int b = top - bottom; @@ -3539,8 +3539,8 @@ void useSpriteDamager(DBloodActor* sourceactor, int objType, sectortype* targSec case OBJ_SECTOR: { GetActorExtents(sourceactor, &top, &bottom); - floor = (bottom >= pSector->floorz); - ceil = (top <= pSector->ceilingz); + floor = (bottom >= pSector->__int_floorz); + ceil = (top <= pSector->__int_ceilingz); wall = (sourceactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL); enter = (!floor && !ceil && !wall); BloodSectIterator it(targSect); @@ -4255,12 +4255,12 @@ bool condCheckSector(DBloodActor* aCond, int cmpOp, bool PUSH) if (cond == 55)// 60) { h = ClipLow(abs(pXSect->onFloorZ - pXSect->offFloorZ), 1); - curH = abs(pSect->floorz - pXSect->offFloorZ); + curH = abs(pSect->__int_floorz - pXSect->offFloorZ); } else { h = ClipLow(abs(pXSect->onCeilZ - pXSect->offCeilZ), 1); - curH = abs(pSect->ceilingz - pXSect->offCeilZ); + curH = abs(pSect->__int_ceilingz - pXSect->offCeilZ); } return condCmp((kPercFull * curH) / h, arg1, arg2, cmpOp); default: diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index dddb89e27..18aacd815 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -1028,9 +1028,9 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4) if (dfz != 0) { - int oldZ = pSector->floorz; - pSector->setfloorz((pSector->baseFloor = pXSector->offFloorZ + MulScale(dfz, GetWaveValue(a3, a4), 16))); - pSector->velFloor += (pSector->floorz - oldZ) << 8; + int oldZ = pSector->__int_floorz; + pSector->set_int_floorz((pSector->baseFloor = pXSector->offFloorZ + MulScale(dfz, GetWaveValue(a3, a4), 16))); + pSector->velFloor += (pSector->__int_floorz - oldZ) << 8; BloodSectIterator it(pSector); while (auto actor = it.Next()) @@ -1042,14 +1042,14 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4) if (actor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) { viewBackupSpriteLoc(actor); - actor->add_int_z(pSector->floorz - oldZ); + actor->add_int_z(pSector->__int_floorz - oldZ); } else if (actor->spr.flags & 2) actor->spr.flags |= 4; else if (oldZ <= bottom && !(actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)) { viewBackupSpriteLoc(actor); - actor->add_int_z(pSector->floorz - oldZ); + actor->add_int_z(pSector->__int_floorz - oldZ); } } @@ -1064,7 +1064,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4) if (ac && (ac->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD)) { viewBackupSpriteLoc(ac); - ac->add_int_z(pSector->floorz - oldZ); + ac->add_int_z(pSector->__int_floorz - oldZ); } } } @@ -1075,9 +1075,9 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4) if (dcz != 0) { - int oldZ = pSector->ceilingz; - pSector->setceilingz((pSector->baseCeil = pXSector->offCeilZ + MulScale(dcz, GetWaveValue(a3, a4), 16))); - pSector->velCeil += (pSector->ceilingz - oldZ) << 8; + int oldZ = pSector->__int_ceilingz; + pSector->set_int_ceilingz((pSector->baseCeil = pXSector->offCeilZ + MulScale(dcz, GetWaveValue(a3, a4), 16))); + pSector->velCeil += (pSector->__int_ceilingz - oldZ) << 8; BloodSectIterator it(pSector); while (auto actor = it.Next()) @@ -1087,7 +1087,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4) if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) { viewBackupSpriteLoc(actor); - actor->add_int_z(pSector->ceilingz - oldZ); + actor->add_int_z(pSector->__int_ceilingz - oldZ); } } @@ -1102,7 +1102,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4) if (ac && (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)) { viewBackupSpriteLoc(ac); - ac->add_int_z(pSector->ceilingz - oldZ); + ac->add_int_z(pSector->__int_ceilingz - oldZ); } } } @@ -1121,7 +1121,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4) DBloodActor* GetHighestSprite(sectortype* pSector, int nStatus, int* z) { - *z = pSector->floorz; + *z = pSector->__int_floorz; DBloodActor* found = nullptr; BloodSectIterator it(pSector); @@ -1152,7 +1152,7 @@ DBloodActor* GetCrushedSpriteExtents(sectortype* pSector, int* pzTop, int* pzBot assert(pzTop != NULL && pzBot != NULL); assert(pSector); DBloodActor* found = nullptr; - int foundz = pSector->ceilingz; + int foundz = pSector->__int_ceilingz; BloodSectIterator it(pSector); while (auto actor = it.Next()) @@ -1201,9 +1201,9 @@ int VCrushBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator) return 1; viewInterpolateSector(pSector); if (dz1 != 0) - pSector->setceilingz(vc); + pSector->set_int_ceilingz(vc); if (dz2 != 0) - pSector->setfloorz(v10); + pSector->set_int_floorz(v10); pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(pSector, pXSector->txID, kCmdLink, initiator); @@ -1633,7 +1633,7 @@ void OperateTeleport(sectortype* pSector) TeleFrag(pXSector->actordata, destactor->sector()); } actor->set_int_xy(destactor->int_pos().X, destactor->int_pos().Y); - actor->add_int_z(destactor->sector()->floorz - pSector->floorz); + actor->add_int_z(destactor->sector()->__int_floorz - pSector->__int_floorz); actor->spr.ang = destactor->spr.ang; ChangeActorSect(actor, destactor->sector()); sfxPlay3DSound(destactor, 201, -1, 0); @@ -2130,9 +2130,9 @@ void ProcessMotion(void) } if (pXSector->bobFloor) { - int floorZ = pSector->floorz; + int floorZ = pSector->__int_floorz; viewInterpolateSector(pSector); - pSector->setfloorz(pSector->baseFloor + vdi); + pSector->set_int_floorz(pSector->baseFloor + vdi); BloodSectIterator itr(pSector); while (auto actor = itr.Next()) @@ -2153,9 +2153,9 @@ void ProcessMotion(void) } if (pXSector->bobCeiling) { - int ceilZ = pSector->ceilingz; + int ceilZ = pSector->__int_ceilingz; viewInterpolateSector(pSector); - pSector->setceilingz(pSector->baseCeil + vdi); + pSector->set_int_ceilingz(pSector->baseCeil + vdi); BloodSectIterator itr(pSector); while (auto actor = itr.Next()) @@ -2323,8 +2323,8 @@ void trInit(TArray& actors) for (auto& sect : sector) { sectortype* pSector = § - pSector->baseFloor = pSector->floorz; - pSector->baseCeil = pSector->ceilingz; + pSector->baseFloor = pSector->__int_floorz; + pSector->baseCeil = pSector->__int_ceilingz; if (pSector->hasX()) { XSECTOR* pXSector = &pSector->xs(); diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index a8a5766f9..614ffa9c0 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -361,7 +361,7 @@ void movedummyplayers(void) if (ps[p].on_ground && ps[p].on_warping_sector == 1 && ps[p].cursector->lotag == 1) { act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; - act->set_int_z(act->sector()->ceilingz + (27 << 8)); + act->set_int_z(act->sector()->__int_ceilingz + (27 << 8)); act->spr.ang = ps[p].angle.ang.asbuild(); if (act->temp_data[0] == 8) act->temp_data[0] = 0; @@ -369,7 +369,7 @@ void movedummyplayers(void) } else { - if (act->sector()->lotag != 2) act->set_int_z(act->sector()->floorz); + if (act->sector()->lotag != 2) act->set_int_z(act->sector()->__int_floorz); act->spr.cstat = CSTAT_SPRITE_INVISIBLE; } } @@ -580,7 +580,7 @@ void movefx(void) act->temp_data[0] = 0; } } - else if (act->spr.lotag < 999 && (unsigned)act->sector()->lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && act->sector()->floorz != act->sector()->ceilingz) + else if (act->spr.lotag < 999 && (unsigned)act->sector()->lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && act->sector()->__int_floorz != act->sector()->__int_ceilingz) { int flags = S_GetUserFlags(act->spr.lotag); if (flags & SF_MSFX) @@ -670,15 +670,15 @@ void movecrane(DDukeActor *actor, int crane) if (actor->temp_data[0] == 2) { - if ((sectp->floorz - actor->int_pos().Z) < (64 << 8)) + if ((sectp->__int_floorz - actor->int_pos().Z) < (64 << 8)) if (actor->spr.picnum > crane) actor->spr.picnum--; - if ((sectp->floorz - actor->int_pos().Z) < (4096 + 1024)) + if ((sectp->__int_floorz - actor->int_pos().Z) < (4096 + 1024)) actor->temp_data[0]++; } if (actor->temp_data[0] == 7) { - if ((sectp->floorz - actor->int_pos().Z) < (64 << 8)) + if ((sectp->__int_floorz - actor->int_pos().Z) < (64 << 8)) { if (actor->spr.picnum > crane) actor->spr.picnum--; else @@ -738,7 +738,7 @@ void movecrane(DDukeActor *actor, int crane) else if (actor->temp_data[0] == 5 || actor->temp_data[0] == 8) { if (actor->temp_data[0] == 8 && actor->spr.picnum < (crane + 2)) - if ((sectp->floorz - actor->int_pos().Z) > 8192) + if ((sectp->__int_floorz - actor->int_pos().Z) > 8192) actor->spr.picnum++; if (actor->int_pos().Z < cpt.pos.Z) @@ -891,7 +891,7 @@ void moveflammable(DDukeActor* actor, int pool) if (actorflag(actor, SFLAG_FALLINGFLAMMABLE)) { makeitfall(actor); - actor->ceilingz = actor->sector()->ceilingz; + actor->ceilingz = actor->sector()->__int_ceilingz; } } @@ -1068,10 +1068,10 @@ void movewaterdrip(DDukeActor *actor, int drip) void movedoorshock(DDukeActor* actor) { auto sectp = actor->sector(); - int j = abs(sectp->ceilingz - sectp->floorz) >> 9; + int j = abs(sectp->__int_ceilingz - sectp->__int_floorz) >> 9; actor->spr.yrepeat = j + 4; actor->spr.xrepeat = 16; - actor->set_int_z(sectp->floorz); + actor->set_int_z(sectp->__int_floorz); } //--------------------------------------------------------------------------- @@ -1088,18 +1088,18 @@ void movetouchplate(DDukeActor* actor, int plate) if (actor->temp_data[1] == 1 && actor->spr.hitag >= 0) //Move the sector floor { - x = sectp->floorz; + x = sectp->__int_floorz; if (actor->temp_data[3] == 1) { if (x >= actor->temp_data[2]) { - sectp->setfloorz(x); + sectp->set_int_floorz(x); actor->temp_data[1] = 0; } else { - sectp->addfloorz(sectp->extra); + sectp->add_int_floorz(sectp->extra); p = checkcursectnums(actor->sector()); if (p >= 0) ps[p].pos.Z += sectp->extra; } @@ -1108,12 +1108,12 @@ void movetouchplate(DDukeActor* actor, int plate) { if (x <= actor->int_pos().Z) { - sectp->setfloorz(actor->int_pos().Z); + sectp->set_int_floorz(actor->int_pos().Z); actor->temp_data[1] = 0; } else { - sectp->addfloorz(-sectp->extra); + sectp->add_int_floorz(-sectp->extra); p = checkcursectnums(actor->sector()); if (p >= 0) ps[p].pos.Z -= sectp->extra; @@ -1577,8 +1577,8 @@ void forcesphere(DDukeActor* actor, int forcesphere) if (actor->spr.zvel < 6144) actor->spr.zvel += 192; actor->add_int_z(actor->spr.zvel); - if (actor->int_pos().Z > sectp->floorz) - actor->set_int_z(sectp->floorz); + if (actor->int_pos().Z > sectp->__int_floorz) + actor->set_int_z(sectp->__int_floorz); actor->temp_data[3]--; if (actor->temp_data[3] == 0) { @@ -1615,8 +1615,8 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p actor->spr.shade += (sectp->ceilingshade - actor->spr.shade) >> 1; else actor->spr.shade += (sectp->floorshade - actor->spr.shade) >> 1; - if (actor->int_pos().Z < sectp->ceilingz + (32 << 8)) - actor->set_int_z(sectp->ceilingz + (32 << 8)); + if (actor->int_pos().Z < sectp->__int_ceilingz + (32 << 8)) + actor->set_int_z(sectp->__int_ceilingz + (32 << 8)); if (ud.multimode < 2) { @@ -1887,7 +1887,7 @@ void reactor(DDukeActor* const actor, int REACTOR, int REACTOR2, int REACTORBURN actor->temp_data[1]++; actor->temp_data[4] = actor->int_pos().Z; - actor->set_int_z(sectp->floorz - (krand() % (sectp->floorz - sectp->ceilingz))); + actor->set_int_z(sectp->__int_floorz - (krand() % (sectp->__int_floorz - sectp->__int_ceilingz))); switch (actor->temp_data[1]) { @@ -2248,7 +2248,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f actor->add_int_pos({ MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14), MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14), 0 }); actor->add_int_z(actor->spr.zvel); - if (floorcheck && actor->int_pos().Z >= actor->sector()->floorz) + if (floorcheck && actor->int_pos().Z >= actor->sector()->__int_floorz) { deletesprite(actor); return false; @@ -2499,7 +2499,7 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6) sectp = actor->sector(); } - if (actor->int_pos().Z < sectp->floorz - (2 << 8)) + if (actor->int_pos().Z < sectp->__int_floorz - (2 << 8)) { if (actor->temp_data[1] < 1) actor->temp_data[1]++; else @@ -2609,20 +2609,20 @@ void handle_se00(DDukeActor* actor) } else actor->tempang = 256; - if (sect->floorz > actor->int_pos().Z) //z's are touching + if (sect->__int_floorz > actor->int_pos().Z) //z's are touching { - sect->addfloorz(-512); + sect->add_int_floorz(-512); zchange = -512; - if (sect->floorz < actor->int_pos().Z) - sect->setfloorz(actor->int_pos().Z); + if (sect->__int_floorz < actor->int_pos().Z) + sect->set_int_floorz(actor->int_pos().Z); } - else if (sect->floorz < actor->int_pos().Z) //z's are touching + else if (sect->__int_floorz < actor->int_pos().Z) //z's are touching { - sect->addfloorz(512); + sect->add_int_floorz(512); zchange = 512; - if (sect->floorz > actor->int_pos().Z) - sect->setfloorz(actor->int_pos().Z); + if (sect->__int_floorz > actor->int_pos().Z) + sect->set_int_floorz(actor->int_pos().Z); } } else if (actor->spr.extra == 3) @@ -2637,20 +2637,20 @@ void handle_se00(DDukeActor* actor) } else actor->tempang = 0; - if (sect->floorz > actor->temp_data[3]) //z's are touching + if (sect->__int_floorz > actor->temp_data[3]) //z's are touching { - sect->addfloorz(-512); + sect->add_int_floorz(-512); zchange = -512; - if (sect->floorz < actor->temp_data[3]) - sect->setfloorz(actor->temp_data[3]); + if (sect->__int_floorz < actor->temp_data[3]) + sect->set_int_floorz(actor->temp_data[3]); } - else if (sect->floorz < actor->temp_data[3]) //z's are touching + else if (sect->__int_floorz < actor->temp_data[3]) //z's are touching { - sect->addfloorz(512); + sect->add_int_floorz(512); zchange = 512; - if (sect->floorz > actor->temp_data[3]) - sect->setfloorz(actor->temp_data[3]); + if (sect->__int_floorz > actor->temp_data[3]) + sect->set_int_floorz(actor->temp_data[3]); } } @@ -2825,7 +2825,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) if (actor->spr.xvel <= 64 && statstate) S_StopSound(actor->ovel.X, actor); - if ((sc->floorz - sc->ceilingz) < (108 << 8)) + if ((sc->__int_floorz - sc->__int_ceilingz) < (108 << 8)) { if (ud.clipping == 0 && actor->spr.xvel >= 192) for (int p = connecthead; p >= 0; p = connectpoint2[p]) @@ -2913,7 +2913,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) // I have no idea why this is here, but the SE's sector must never, *EVER* change, or the map will corrupt. //SetActor(actor, actor->int_pos()); - if ((sc->floorz - sc->ceilingz) < (108 << 8)) + if ((sc->__int_floorz - sc->__int_ceilingz) < (108 << 8)) { if (ud.clipping == 0 && actor->spr.xvel >= 192) for (int p = connecthead; p >= 0; p = connectpoint2[p]) @@ -3014,7 +3014,7 @@ void handle_se30(DDukeActor *actor, int JIBS6) int l = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14); int x = MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14); - if ((sc->floorz - sc->ceilingz) < (108 << 8)) + if ((sc->__int_floorz - sc->__int_ceilingz) < (108 << 8)) if (ud.clipping == 0) for (int p = connecthead; p >= 0; p = connectpoint2[p]) { @@ -3076,7 +3076,7 @@ void handle_se30(DDukeActor *actor, int JIBS6) ms(actor); //SetActor(actor, actor->int_pos()); - if ((sc->floorz - sc->ceilingz) < (108 << 8)) + if ((sc->__int_floorz - sc->__int_ceilingz) < (108 << 8)) { if (ud.clipping == 0) for (int p = connecthead; p >= 0; p = connectpoint2[p]) @@ -3396,8 +3396,8 @@ void handle_se05(DDukeActor* actor, int FIRELASER) } actor->add_int_z(actor->spr.zvel); - sc->addceilingz(actor->spr.zvel); - sector[actor->temp_data[0]].addceilingz(actor->spr.zvel); + sc->add_int_ceilingz(actor->spr.zvel); + sector[actor->temp_data[0]].add_int_ceilingz(actor->spr.zvel); ms(actor); //SetActor(actor, actor->int_pos()); } @@ -3495,7 +3495,7 @@ void handle_se10(DDukeActor* actor, const int* specialtags) auto sc = actor->sector(); int sh = actor->spr.hitag; - if ((sc->lotag & 0xff) == 27 || (sc->floorz > sc->ceilingz && (sc->lotag & 0xff) != 23) || sc->lotag == 32791 - 65536) + if ((sc->lotag & 0xff) == 27 || (sc->__int_floorz > sc->__int_ceilingz && (sc->lotag & 0xff) != 23) || sc->lotag == 32791 - 65536) { int j = 1; @@ -3681,25 +3681,25 @@ void handle_se13(DDukeActor* actor) { if (actor->spriteextra) { - if (abs(actor->temp_data[0] - sc->ceilingz) >= j) - sc->addceilingz(Sgn(actor->temp_data[0] - sc->ceilingz) * j); - else sc->setceilingz(actor->temp_data[0]); + if (abs(actor->temp_data[0] - sc->__int_ceilingz) >= j) + sc->add_int_ceilingz(Sgn(actor->temp_data[0] - sc->__int_ceilingz) * j); + else sc->set_int_ceilingz(actor->temp_data[0]); } else { - if (abs(actor->temp_data[1] - sc->floorz) >= j) - sc->addfloorz(Sgn(actor->temp_data[1] - sc->floorz) * j); - else sc->setfloorz(actor->temp_data[1]); + if (abs(actor->temp_data[1] - sc->__int_floorz) >= j) + sc->add_int_floorz(Sgn(actor->temp_data[1] - sc->__int_floorz) * j); + else sc->set_int_floorz(actor->temp_data[1]); } } else { - if (abs(actor->temp_data[1] - sc->floorz) >= j) - sc->addfloorz(Sgn(actor->temp_data[1] - sc->floorz) * j); - else sc->setfloorz(actor->temp_data[1]); - if (abs(actor->temp_data[0] - sc->ceilingz) >= j) - sc->addceilingz(Sgn(actor->temp_data[0] - sc->ceilingz) * j); - sc->setceilingz(actor->temp_data[0]); + if (abs(actor->temp_data[1] - sc->__int_floorz) >= j) + sc->add_int_floorz(Sgn(actor->temp_data[1] - sc->__int_floorz) * j); + else sc->set_int_floorz(actor->temp_data[1]); + if (abs(actor->temp_data[0] - sc->__int_ceilingz) >= j) + sc->add_int_ceilingz(Sgn(actor->temp_data[0] - sc->__int_ceilingz) * j); + sc->set_int_ceilingz(actor->temp_data[0]); } if (actor->temp_data[3] == 1) @@ -3785,9 +3785,9 @@ void handle_se16(DDukeActor* actor, int REACTOR, int REACTOR2) auto sc = actor->sector(); actor->temp_data[2] += 32; - if (sc->floorz < sc->ceilingz) actor->spr.shade = 0; + if (sc->__int_floorz < sc->__int_ceilingz) actor->spr.shade = 0; - else if (sc->ceilingz < actor->temp_data[3]) + else if (sc->__int_ceilingz < actor->temp_data[3]) { //The following code check to see if @@ -3810,8 +3810,8 @@ void handle_se16(DDukeActor* actor, int REACTOR, int REACTOR2) else actor->spr.shade = 1; } - if (actor->spr.shade) sc->addceilingz(1024); - else sc->addceilingz(-512); + if (actor->spr.shade) sc->add_int_ceilingz(1024); + else sc->add_int_ceilingz(-512); ms(actor); //SetActor(actor, actor->int_pos()); @@ -3830,8 +3830,8 @@ void handle_se17(DDukeActor* actor) int q = actor->temp_data[0] * (actor->spr.yvel << 2); - sc->addceilingz(q); - sc->addfloorz(q); + sc->add_int_ceilingz(q); + sc->add_int_floorz(q); DukeSectIterator it(actor->sector()); while (auto act1 = it.Next()) @@ -3851,13 +3851,13 @@ void handle_se17(DDukeActor* actor) act1->add_int_z(q); } - act1->floorz = sc->floorz; - act1->ceilingz = sc->ceilingz; + act1->floorz = sc->__int_floorz; + act1->ceilingz = sc->__int_ceilingz; } if (actor->temp_data[0]) //If in motion { - if (abs(sc->floorz - actor->temp_data[2]) <= actor->spr.yvel) + if (abs(sc->__int_floorz - actor->temp_data[2]) <= actor->spr.yvel) { activatewarpelevators(actor, 0); return; @@ -3865,10 +3865,10 @@ void handle_se17(DDukeActor* actor) if (actor->temp_data[0] == -1) { - if (sc->floorz > actor->temp_data[3]) + if (sc->__int_floorz > actor->temp_data[3]) return; } - else if (sc->ceilingz < actor->temp_data[4]) return; + else if (sc->__int_ceilingz < actor->temp_data[4]) return; if (actor->temp_data[1] == 0) return; actor->temp_data[1] = 0; @@ -3893,10 +3893,10 @@ void handle_se17(DDukeActor* actor) ps[p].pos.X += act2->int_pos().X - actor->int_pos().X; ps[p].pos.Y += act2->int_pos().Y - actor->int_pos().Y; - ps[p].pos.Z = act2->sector()->floorz - (sc->floorz - ps[p].pos.Z); + ps[p].pos.Z = act2->sector()->__int_floorz - (sc->__int_floorz - ps[p].pos.Z); - act3->floorz = act2->sector()->floorz; - act3->ceilingz = act2->sector()->ceilingz; + act3->floorz = act2->sector()->__int_floorz; + act3->ceilingz = act2->sector()->__int_ceilingz; ps[p].bobpos.X = ps[p].opos.X = ps[p].pos.X; ps[p].bobpos.Y = ps[p].opos.Y = ps[p].pos.Y; @@ -3912,15 +3912,15 @@ void handle_se17(DDukeActor* actor) else if (act3->spr.statnum != STAT_EFFECTOR) { act3->add_int_pos({ act2->int_pos().X - actor->int_pos().X ,act2->int_pos().Y - actor->int_pos().Y, 0 }); - act3->set_int_z(act2->sector()->floorz - (sc->floorz - act3->int_pos().Z)); + act3->set_int_z(act2->sector()->__int_floorz - (sc->__int_floorz - act3->int_pos().Z)); act3->backupz(); ChangeActorSect(act3, act2->sector()); SetActor(act3, act3->int_pos()); - act3->floorz = act2->sector()->floorz; - act3->ceilingz = act2->sector()->ceilingz; + act3->floorz = act2->sector()->__int_floorz; + act3->ceilingz = act2->sector()->__int_ceilingz; } } @@ -3943,17 +3943,17 @@ void handle_se18(DDukeActor *actor, bool morecheck) { if (actor->spr.ang == 512) { - sc->addceilingz(-sc->extra); - if (sc->ceilingz <= actor->temp_data[1]) + sc->add_int_ceilingz(-sc->extra); + if (sc->__int_ceilingz <= actor->temp_data[1]) { - sc->setceilingz(actor->temp_data[1]); + sc->set_int_ceilingz(actor->temp_data[1]); deletesprite(actor); return; } } else { - sc->addfloorz(sc->extra); + sc->add_int_floorz(sc->extra); if (morecheck) { DukeSectIterator it(actor->sector()); @@ -3964,13 +3964,13 @@ void handle_se18(DDukeActor *actor, bool morecheck) if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && a2->spr.statnum != STAT_PROJECTILE) { a2->add_int_z(sc->extra); - a2->floorz = sc->floorz; + a2->floorz = sc->__int_floorz; } } } - if (sc->floorz >= actor->temp_data[1]) + if (sc->__int_floorz >= actor->temp_data[1]) { - sc->setfloorz(actor->temp_data[1]); + sc->set_int_floorz(actor->temp_data[1]); deletesprite(actor); return; } @@ -3980,17 +3980,17 @@ void handle_se18(DDukeActor *actor, bool morecheck) { if (actor->spr.ang == 512) { - sc->addceilingz(sc->extra); - if (sc->ceilingz >= actor->int_pos().Z) + sc->add_int_ceilingz(sc->extra); + if (sc->__int_ceilingz >= actor->int_pos().Z) { - sc->setceilingz(actor->int_pos().Z); + sc->set_int_ceilingz(actor->int_pos().Z); deletesprite(actor); return; } } else { - sc->addfloorz(-sc->extra); + sc->add_int_floorz(-sc->extra); if (morecheck) { DukeSectIterator it(actor->sector()); @@ -4001,13 +4001,13 @@ void handle_se18(DDukeActor *actor, bool morecheck) if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && a2->spr.statnum != STAT_PROJECTILE) { a2->add_int_z(-sc->extra); - a2->floorz = sc->floorz; + a2->floorz = sc->__int_floorz; } } } - if (sc->floorz <= actor->int_pos().Z) + if (sc->__int_floorz <= actor->int_pos().Z) { - sc->setfloorz(actor->int_pos().Z); + sc->set_int_floorz(actor->int_pos().Z); deletesprite(actor); return; } @@ -4072,11 +4072,11 @@ void handle_se19(DDukeActor *actor, int BIGFORCE) } } - if (sc->ceilingz < sc->floorz) - sc->addceilingz(actor->spr.yvel); + if (sc->__int_ceilingz < sc->__int_floorz) + sc->add_int_ceilingz(actor->spr.yvel); else { - sc->setceilingz(sc->floorz); + sc->set_int_ceilingz(sc->__int_floorz); DukeStatIterator it(STAT_EFFECTOR); while (auto a2 = it.Next()) @@ -4251,7 +4251,7 @@ void handle_se22(DDukeActor* actor) if (actor->temp_data[1]) { if (getanimationgoal(anim_ceilingz, §or[actor->temp_data[0]]) >= 0) - sc->addceilingz(sc->extra * 9); + sc->add_int_ceilingz(sc->extra * 9); else actor->temp_data[1] = 0; } } @@ -4275,11 +4275,11 @@ void handle_se26(DDukeActor* actor) if (actor->spr.shade > 7) { actor->set_int_xy( actor->temp_data[3], actor->temp_data[4]); - sc->addfloorz(-((actor->spr.zvel * actor->spr.shade) - actor->spr.zvel)); + sc->add_int_floorz(-((actor->spr.zvel * actor->spr.shade) - actor->spr.zvel)); actor->spr.shade = 0; } else - sc->addfloorz(actor->spr.zvel); + sc->add_int_floorz(actor->spr.zvel); DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) @@ -4436,27 +4436,27 @@ void handle_se25(DDukeActor* actor, int t_index, int snd1, int snd2) { auto sec = actor->sector(); - if (sec->floorz <= sec->ceilingz) + if (sec->__int_floorz <= sec->__int_ceilingz) actor->spr.shade = 0; - else if (sec->ceilingz <= actor->temp_data[t_index]) + else if (sec->__int_ceilingz <= actor->temp_data[t_index]) actor->spr.shade = 1; if (actor->spr.shade) { - sec->addceilingz(actor->spr.yvel << 4); - if (sec->ceilingz > sec->floorz) + sec->add_int_ceilingz(actor->spr.yvel << 4); + if (sec->__int_ceilingz > sec->__int_floorz) { - sec->setceilingz(sec->floorz); + sec->set_int_ceilingz(sec->__int_floorz); if (pistonsound && snd1 >= 0) S_PlayActorSound(snd1, actor); } } else { - sec->addceilingz(-actor->spr.yvel << 4); - if (sec->ceilingz < actor->temp_data[t_index]) + sec->add_int_ceilingz(-actor->spr.yvel << 4); + if (sec->__int_ceilingz < actor->temp_data[t_index]) { - sec->setceilingz(actor->temp_data[t_index]); + sec->set_int_ceilingz(actor->temp_data[t_index]); if (pistonsound && snd2 >= 0) S_PlayActorSound(snd2, actor); } @@ -4481,49 +4481,49 @@ void handle_se32(DDukeActor *actor) { if (actor->spr.ang != 1536) { - if (abs(sc->ceilingz - actor->int_pos().Z) < (actor->spr.yvel << 1)) + if (abs(sc->__int_ceilingz - actor->int_pos().Z) < (actor->spr.yvel << 1)) { - sc->setceilingz(actor->int_pos().Z); + sc->set_int_ceilingz(actor->int_pos().Z); callsound(actor->sector(), actor); actor->temp_data[2] = 0; actor->temp_data[0] = 0; } - else sc->addceilingz(Sgn(actor->int_pos().Z - sc->ceilingz) * actor->spr.yvel); + else sc->add_int_ceilingz(Sgn(actor->int_pos().Z - sc->__int_ceilingz) * actor->spr.yvel); } else { - if (abs(sc->ceilingz - actor->temp_data[1]) < (actor->spr.yvel << 1)) + if (abs(sc->__int_ceilingz - actor->temp_data[1]) < (actor->spr.yvel << 1)) { - sc->setceilingz(actor->temp_data[1]); + sc->set_int_ceilingz(actor->temp_data[1]); callsound(actor->sector(), actor); actor->temp_data[2] = 0; actor->temp_data[0] = 0; } - else sc->addceilingz(Sgn(actor->temp_data[1] - sc->ceilingz) * actor->spr.yvel); + else sc->add_int_ceilingz(Sgn(actor->temp_data[1] - sc->__int_ceilingz) * actor->spr.yvel); } return; } if ((actor->spr.ang & 2047) == 1536) { - if (abs(sc->ceilingz - actor->int_pos().Z) < (actor->spr.yvel << 1)) + if (abs(sc->__int_ceilingz - actor->int_pos().Z) < (actor->spr.yvel << 1)) { actor->temp_data[0] = 0; actor->temp_data[2] = !actor->temp_data[2]; callsound(actor->sector(), actor); - sc->setceilingz(actor->int_pos().Z); + sc->set_int_ceilingz(actor->int_pos().Z); } - else sc->addceilingz(Sgn(actor->int_pos().Z - sc->ceilingz) * actor->spr.yvel); + else sc->add_int_ceilingz(Sgn(actor->int_pos().Z - sc->__int_ceilingz) * actor->spr.yvel); } else { - if (abs(sc->ceilingz - actor->temp_data[1]) < (actor->spr.yvel << 1)) + if (abs(sc->__int_ceilingz - actor->temp_data[1]) < (actor->spr.yvel << 1)) { actor->temp_data[0] = 0; actor->temp_data[2] = !actor->temp_data[2]; callsound(actor->sector(), actor); } - else sc->addceilingz(-Sgn(actor->int_pos().Z - actor->temp_data[1]) * actor->spr.yvel); + else sc->add_int_ceilingz(-Sgn(actor->int_pos().Z - actor->temp_data[1]) * actor->spr.yvel); } } @@ -4539,7 +4539,7 @@ void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2) { auto sc = actor->sector(); - if (sc->ceilingz > actor->int_pos().Z) + if (sc->__int_ceilingz > actor->int_pos().Z) for (int j = 0; j < 8; j++) { actor->spr.ang += krand() & 511; @@ -4557,17 +4557,17 @@ void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2) switch (actor->temp_data[0]) { case 0: - sc->addceilingz(actor->spr.yvel); - if (sc->ceilingz > sc->floorz) - sc->setfloorz(sc->ceilingz); - if (sc->ceilingz > actor->int_pos().Z + (32 << 8)) + sc->add_int_ceilingz(actor->spr.yvel); + if (sc->__int_ceilingz > sc->__int_floorz) + sc->set_int_floorz(sc->__int_ceilingz); + if (sc->__int_ceilingz > actor->int_pos().Z + (32 << 8)) actor->temp_data[0]++; break; case 1: - sc->addceilingz(-(actor->spr.yvel << 2)); - if (sc->ceilingz < actor->temp_data[4]) + sc->add_int_ceilingz(-(actor->spr.yvel << 2)); + if (sc->__int_ceilingz < actor->temp_data[4]) { - sc->setceilingz(actor->temp_data[4]); + sc->set_int_ceilingz(actor->temp_data[4]); actor->temp_data[0] = 0; } break; @@ -4629,7 +4629,7 @@ void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2) } else actor->temp_data[0]++; - int x = sc->floorz - sc->ceilingz; + int x = sc->__int_floorz - sc->__int_ceilingz; if (rnd(64)) { @@ -4637,7 +4637,7 @@ void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2) if (k) { k->spr.xrepeat = k->spr.yrepeat = 2 + (krand() & 7); - k->set_int_z(sc->floorz - (krand() % x)); + k->set_int_z(sc->__int_floorz - (krand() % x)); k->spr.ang += 256 - (krand() % 511); k->spr.xvel = krand() & 127; ssp(k, CLIPMASK0); @@ -4669,9 +4669,9 @@ void handle_se31(DDukeActor* actor, bool choosedir) { if (actor->spr.ang != 1536) { - if (abs(sec->floorz - actor->int_pos().Z) < actor->spr.yvel) + if (abs(sec->__int_floorz - actor->int_pos().Z) < actor->spr.yvel) { - sec->setfloorz(actor->int_pos().Z); + sec->set_int_floorz(actor->int_pos().Z); actor->temp_data[2] = 0; actor->temp_data[0] = 0; if (choosedir) actor->temp_data[3] = actor->spr.hitag; @@ -4679,8 +4679,8 @@ void handle_se31(DDukeActor* actor, bool choosedir) } else { - int l = Sgn(actor->int_pos().Z - sec->floorz) * actor->spr.yvel; - sec->addfloorz(l); + int l = Sgn(actor->int_pos().Z - sec->__int_floorz) * actor->spr.yvel; + sec->add_int_floorz(l); DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) @@ -4691,16 +4691,16 @@ void handle_se31(DDukeActor* actor, bool choosedir) if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE)) { a2->add_int_z(l); - a2->floorz = sec->floorz; + a2->floorz = sec->__int_floorz; } } } } else { - if (abs(sec->floorz - actor->temp_data[1]) < actor->spr.yvel) + if (abs(sec->__int_floorz - actor->temp_data[1]) < actor->spr.yvel) { - sec->setfloorz(actor->temp_data[1]); + sec->set_int_floorz(actor->temp_data[1]); callsound(actor->sector(), actor); actor->temp_data[2] = 0; actor->temp_data[0] = 0; @@ -4708,8 +4708,8 @@ void handle_se31(DDukeActor* actor, bool choosedir) } else { - int l = Sgn(actor->temp_data[1] - sec->floorz) * actor->spr.yvel; - sec->addfloorz(l); + int l = Sgn(actor->temp_data[1] - sec->__int_floorz) * actor->spr.yvel; + sec->add_int_floorz(l); DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) @@ -4720,7 +4720,7 @@ void handle_se31(DDukeActor* actor, bool choosedir) if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE)) { a2->add_int_z(l); - a2->floorz = sec->floorz; + a2->floorz = sec->__int_floorz; } } } @@ -4730,7 +4730,7 @@ void handle_se31(DDukeActor* actor, bool choosedir) if ((actor->spr.ang & 2047) == 1536) { - if (abs(actor->int_pos().Z - sec->floorz) < actor->spr.yvel) + if (abs(actor->int_pos().Z - sec->__int_floorz) < actor->spr.yvel) { callsound(actor->sector(), actor); actor->temp_data[0] = 0; @@ -4739,8 +4739,8 @@ void handle_se31(DDukeActor* actor, bool choosedir) } else { - int l = Sgn(actor->int_pos().Z - sec->floorz) * actor->spr.yvel; - sec->addfloorz(l); + int l = Sgn(actor->int_pos().Z - sec->__int_floorz) * actor->spr.yvel; + sec->add_int_floorz(l); DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) @@ -4751,14 +4751,14 @@ void handle_se31(DDukeActor* actor, bool choosedir) if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE)) { a2->add_int_z(l); - a2->floorz = sec->floorz; + a2->floorz = sec->__int_floorz; } } } } else { - if (abs(sec->floorz - actor->temp_data[1]) < actor->spr.yvel) + if (abs(sec->__int_floorz - actor->temp_data[1]) < actor->spr.yvel) { actor->temp_data[0] = 0; callsound(actor->sector(), actor); @@ -4768,7 +4768,7 @@ void handle_se31(DDukeActor* actor, bool choosedir) else { int l = Sgn(actor->int_pos().Z - actor->temp_data[1]) * actor->spr.yvel; - sec->addfloorz(-l); + sec->add_int_floorz(-l); DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) @@ -4779,7 +4779,7 @@ void handle_se31(DDukeActor* actor, bool choosedir) if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE)) { a2->add_int_z(-l); - a2->floorz = sec->floorz; + a2->floorz = sec->__int_floorz; } } } @@ -4829,15 +4829,15 @@ void getglobalz(DDukeActor* actor) } else if(actor->spr.statnum == STAT_PROJECTILE && lz.actor()->isPlayer() && actor->GetOwner() == actor) { - actor->ceilingz = actor->sector()->ceilingz; - actor->floorz = actor->sector()->floorz; + actor->ceilingz = actor->sector()->__int_ceilingz; + actor->floorz = actor->sector()->__int_floorz; } } } else { - actor->ceilingz = actor->sector()->ceilingz; - actor->floorz = actor->sector()->floorz; + actor->ceilingz = actor->sector()->__int_ceilingz; + actor->floorz = actor->sector()->__int_floorz; } } @@ -4872,8 +4872,8 @@ void makeitfall(DDukeActor* actor) } else { - actor->ceilingz = actor->sector()->ceilingz; - actor->floorz = actor->sector()->floorz; + actor->ceilingz = actor->sector()->__int_ceilingz; + actor->floorz = actor->sector()->__int_floorz; } if( actor->int_pos().Z < actor->floorz-(FOURSLEIGHT) ) diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 97b605a11..36a4e7fbf 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -222,7 +222,7 @@ bool ifsquished(DDukeActor* actor, int p) return false; auto sectp = actor->sector(); - int floorceildist = sectp->floorz - sectp->ceilingz; + int floorceildist = sectp->__int_floorz - sectp->__int_ceilingz; if (sectp->lotag != ST_23_SWINGING_DOOR) { @@ -267,7 +267,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h while (auto dasectp = search.GetNext()) { - if (((dasectp->ceilingz - actor->int_pos().Z) >> 8) < r) + if (((dasectp->__int_ceilingz - actor->int_pos().Z) >> 8) < r) { auto wal = dasectp->firstWall(); int d = abs(wal->wall_int_pos().X - actor->int_pos().X) + abs(wal->wall_int_pos().Y - actor->int_pos().Y); @@ -770,14 +770,14 @@ void movefallers_d(void) x = gs.gravity; } - if (act->int_pos().Z < (sectp->floorz - FOURSLEIGHT)) + if (act->int_pos().Z < (sectp->__int_floorz - FOURSLEIGHT)) { act->spr.zvel += x; if (act->spr.zvel > 6144) act->spr.zvel = 6144; act->add_int_z(act->spr.zvel); } - if ((sectp->floorz - act->int_pos().Z) < (16 << 8)) + if ((sectp->__int_floorz - act->int_pos().Z) < (16 << 8)) { j = 1 + (krand() & 7); for (x = 0; x < j; x++) RANDOMSCRAP(act); @@ -1847,7 +1847,7 @@ void movetransports_d(void) int k = 0; - if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].pos.Z > (sectp->floorz - (16 << 8)) && (PlayerInput(p, SB_CROUCH) || ps[p].vel.Z > 2048)) + if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].pos.Z > (sectp->__int_floorz - (16 << 8)) && (PlayerInput(p, SB_CROUCH) || ps[p].vel.Z > 2048)) // if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) ) { k = 1; @@ -1858,14 +1858,14 @@ void movetransports_d(void) if (ps[p].GetActor()->spr.extra > 0) S_PlayActorSound(DUKE_UNDERWATER, act2); ps[p].opos.Z = ps[p].pos.Z = - Owner->sector()->ceilingz + (7 << 8); + Owner->sector()->__int_ceilingz + (7 << 8); ps[p].vel.X = 4096 - (krand() & 8192); ps[p].vel.Y = 4096 - (krand() & 8192); } - if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].pos.Z < (sectp->ceilingz + (6 << 8))) + if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].pos.Z < (sectp->__int_ceilingz + (6 << 8))) { k = 1; // if( act2->spr.extra <= 0) break; @@ -1876,7 +1876,7 @@ void movetransports_d(void) S_PlayActorSound(DUKE_GASP, act2); ps[p].opos.Z = ps[p].pos.Z = - Owner->sector()->floorz - (7 << 8); + Owner->sector()->__int_floorz - (7 << 8); ps[p].jumping_toggle = 1; ps[p].jumping_counter = 0; @@ -1934,10 +1934,10 @@ void movetransports_d(void) { warpspriteto = 0; - if (ll && sectlotag == 2 && act2->int_pos().Z < (sectp->ceilingz + ll)) + if (ll && sectlotag == 2 && act2->int_pos().Z < (sectp->__int_ceilingz + ll)) warpspriteto = 1; - if (ll && sectlotag == 1 && act2->int_pos().Z > (sectp->floorz - ll)) + if (ll && sectlotag == 1 && act2->int_pos().Z > (sectp->__int_floorz - ll)) warpspriteto = 1; if (sectlotag == 0 && (onfloorz || abs(act2->int_pos().Z - act->int_pos().Z) < 4096)) @@ -1989,7 +1989,7 @@ void movetransports_d(void) { if (act2->spr.statnum == STAT_PROJECTILE || (checkcursectnums(act->sector()) == -1 && checkcursectnums(Owner->sector()) == -1)) { - act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X),(Owner->int_pos().Y - act->int_pos().Y), -(act->int_pos().Z - Owner->sector()->floorz) }); + act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X),(Owner->int_pos().Y - act->int_pos().Y), -(act->int_pos().Z - Owner->sector()->__int_floorz) }); act2->spr.ang = Owner->spr.ang; act2->backupang(); @@ -2022,13 +2022,13 @@ void movetransports_d(void) break; case ST_1_ABOVE_WATER: act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X), (Owner->int_pos().Y - act->int_pos().Y), 0 }); - act2->set_int_z(Owner->sector()->ceilingz + ll); + act2->set_int_z(Owner->sector()->__int_ceilingz + ll); act2->backupz(); ChangeActorSect(act2, Owner->sector()); break; case ST_2_UNDERWATER: act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X), (Owner->int_pos().Y - act->int_pos().Y), 0 }); - act2->set_int_z(Owner->sector()->floorz - ll); + act2->set_int_z(Owner->sector()->__int_floorz - ll); act2->backupz(); ChangeActorSect(act2, Owner->sector()); break; @@ -2585,7 +2585,7 @@ static void heavyhbomb(DDukeActor *actor) if (sectp->lotag != 1 && actor->int_pos().Z >= actor->floorz - (FOURSLEIGHT) && actor->spr.yvel < 3) { - if (actor->spr.yvel > 0 || (actor->spr.yvel == 0 && actor->floorz == sectp->floorz)) + if (actor->spr.yvel > 0 || (actor->spr.yvel == 0 && actor->floorz == sectp->__int_floorz)) S_PlayActorSound(PIPEBOMB_BOUNCE, actor); actor->spr.zvel = -((4 - actor->spr.yvel) << 8); if (actor->sector()->lotag == 2) @@ -3139,7 +3139,7 @@ void moveexplosions_d(void) // STATNUM 5 case SHELL: case SHOTGUNSHELL: - shell(act, (sectp->floorz + (24 << 8)) < act->int_pos().Z); + shell(act, (sectp->__int_floorz + (24 << 8)) < act->int_pos().Z); continue; case GLASSPIECES: @@ -3436,7 +3436,7 @@ void moveeffectors_d(void) //STATNUM 3 case SE_29_WAVES: act->spr.hitag += 64; l = MulScale(act->spr.yvel, bsin(act->spr.hitag), 12); - sc->setfloorz(act->int_pos().Z + l); + sc->set_int_floorz(act->int_pos().Z + l); break; case SE_31_FLOOR_RISE_FALL: // True Drop Floor handle_se31(act, true); @@ -3483,7 +3483,7 @@ void moveeffectors_d(void) //STATNUM 3 auto sc = act->sector(); if (sc->wallnum != 4) continue; auto wal = sc->firstWall() + 2; - if (wal->nextSector()) alignflorslope(act->sector(), wal->wall_int_pos().X, wal->wall_int_pos().Y, wal->nextSector()->floorz); + if (wal->nextSector()) alignflorslope(act->sector(), wal->wall_int_pos().X, wal->wall_int_pos().Y, wal->nextSector()->__int_floorz); } } diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 7272b073a..9ca032851 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -225,7 +225,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h while (auto dasectp = search.GetNext()) { - if (((dasectp->ceilingz - actor->int_pos().Z) >> 8) < r) + if (((dasectp->__int_ceilingz - actor->int_pos().Z) >> 8) < r) { auto wal = dasectp->firstWall(); int d = abs(wal->wall_int_pos().X - actor->int_pos().X) + abs(wal->wall_int_pos().Y - actor->int_pos().Y); @@ -689,14 +689,14 @@ void movefallers_r(void) x = gs.gravity; } - if (act->int_pos().Z < (sectp->floorz - FOURSLEIGHT)) + if (act->int_pos().Z < (sectp->__int_floorz - FOURSLEIGHT)) { act->spr.zvel += x; if (act->spr.zvel > 6144) act->spr.zvel = 6144; act->add_int_z(act->spr.zvel); } - if ((sectp->floorz - act->int_pos().Z) < (16 << 8)) + if ((sectp->__int_floorz - act->int_pos().Z) < (16 << 8)) { int j = 1 + (krand() & 7); for (x = 0; x < j; x++) RANDOMSCRAP(act); @@ -1493,23 +1493,23 @@ void movetransports_r(void) if (isRRRA()) { - if (onfloorz && sectlotag == 160 && ps[p].pos.Z > (sectp->floorz - (48 << 8))) + if (onfloorz && sectlotag == 160 && ps[p].pos.Z > (sectp->__int_floorz - (48 << 8))) { k = 2; ps[p].opos.Z = ps[p].pos.Z = - Owner->sector()->ceilingz + (7 << 8); + Owner->sector()->__int_ceilingz + (7 << 8); } - if (onfloorz && sectlotag == 161 && ps[p].pos.Z < (sectp->ceilingz + (6 << 8))) + if (onfloorz && sectlotag == 161 && ps[p].pos.Z < (sectp->__int_ceilingz + (6 << 8))) { k = 2; if (ps[p].GetActor()->spr.extra <= 0) break; ps[p].opos.Z = ps[p].pos.Z = - Owner->sector()->floorz - (49 << 8); + Owner->sector()->__int_floorz - (49 << 8); } } - if ((onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].pos.Z > (sectp->floorz - (6 << 8))) || + if ((onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].pos.Z > (sectp->__int_floorz - (6 << 8))) || (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].OnMotorcycle)) { if (ps[p].OnBoat) break; @@ -1520,12 +1520,12 @@ void movetransports_r(void) } S_PlayActorSound(DUKE_UNDERWATER, ps[p].GetActor()); ps[p].opos.Z = ps[p].pos.Z = - Owner->sector()->ceilingz + (7 << 8); + Owner->sector()->__int_ceilingz + (7 << 8); if (ps[p].OnMotorcycle) ps[p].moto_underwater = 1; } - if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].pos.Z < (sectp->ceilingz + (6 << 8))) + if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].pos.Z < (sectp->__int_ceilingz + (6 << 8))) { k = 1; if (ps[p].GetActor()->spr.extra <= 0) break; @@ -1536,7 +1536,7 @@ void movetransports_r(void) S_PlayActorSound(DUKE_GASP, ps[p].GetActor()); ps[p].opos.Z = ps[p].pos.Z = - Owner->sector()->floorz - (7 << 8); + Owner->sector()->__int_floorz - (7 << 8); } if (k == 1) @@ -1587,31 +1587,31 @@ void movetransports_r(void) { warpspriteto = 0; - if (ll && sectlotag == ST_2_UNDERWATER && act2->int_pos().Z < (sectp->ceilingz + ll)) + if (ll && sectlotag == ST_2_UNDERWATER && act2->int_pos().Z < (sectp->__int_ceilingz + ll)) warpspriteto = 1; - if (ll && sectlotag == ST_1_ABOVE_WATER && act2->int_pos().Z > (sectp->floorz - ll)) + if (ll && sectlotag == ST_1_ABOVE_WATER && act2->int_pos().Z > (sectp->__int_floorz - ll)) if (!isRRRA() || (act2->spr.picnum != CHEERBOAT && act2->spr.picnum != HULKBOAT && act2->spr.picnum != MINIONBOAT)) warpspriteto = 1; if (isRRRA()) { - if (ll && sectlotag == 161 && act2->int_pos().Z < (sectp->ceilingz + ll) && warpdir == 1) + if (ll && sectlotag == 161 && act2->int_pos().Z < (sectp->__int_ceilingz + ll) && warpdir == 1) { warpspriteto = 1; - ll2 = ll - abs(act2->int_pos().Z - sectp->ceilingz); + ll2 = ll - abs(act2->int_pos().Z - sectp->__int_ceilingz); } - else if (sectlotag == 161 && act2->int_pos().Z < (sectp->ceilingz + 1000) && warpdir == 1) + else if (sectlotag == 161 && act2->int_pos().Z < (sectp->__int_ceilingz + 1000) && warpdir == 1) { warpspriteto = 1; ll2 = 1; } - if (ll && sectlotag == 160 && act2->int_pos().Z > (sectp->floorz - ll) && warpdir == 2) + if (ll && sectlotag == 160 && act2->int_pos().Z > (sectp->__int_floorz - ll) && warpdir == 2) { warpspriteto = 1; - ll2 = ll - abs(sectp->floorz - act2->int_pos().Z); + ll2 = ll - abs(sectp->__int_floorz - act2->int_pos().Z); } - else if (sectlotag == 160 && act2->int_pos().Z > (sectp->floorz - 1000) && warpdir == 2) + else if (sectlotag == 160 && act2->int_pos().Z > (sectp->__int_floorz - 1000) && warpdir == 2) { warpspriteto = 1; ll2 = 1; @@ -1667,7 +1667,7 @@ void movetransports_r(void) { if (checkcursectnums(act->sector()) == -1 && checkcursectnums(Owner->sector()) == -1) { - act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X), (Owner->int_pos().Y - act->int_pos().Y), -(act->int_pos().Z - Owner->sector()->floorz) }); + act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X), (Owner->int_pos().Y - act->int_pos().Y), -(act->int_pos().Z - Owner->sector()->__int_floorz) }); act2->spr.ang = Owner->spr.ang; act2->backupang(); @@ -1698,7 +1698,7 @@ void movetransports_r(void) break; case ST_1_ABOVE_WATER: act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X), (Owner->int_pos().Y - act->int_pos().Y), 0 }); - act2->set_int_z(Owner->sector()->ceilingz + ll); + act2->set_int_z(Owner->sector()->__int_ceilingz + ll); act2->backupz(); ChangeActorSect(act2, Owner->sector()); @@ -1706,7 +1706,7 @@ void movetransports_r(void) break; case ST_2_UNDERWATER: act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X), (Owner->int_pos().Y - act->int_pos().Y), 0 }); - act2->set_int_z(Owner->sector()->floorz - ll); + act2->set_int_z(Owner->sector()->__int_floorz - ll); act2->backupz(); ChangeActorSect(act2, Owner->sector()); @@ -1716,7 +1716,7 @@ void movetransports_r(void) case 160: if (!isRRRA()) break; act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X), (Owner->int_pos().Y - act->int_pos().Y), 0 }); - act2->set_int_z(Owner->sector()->ceilingz + ll2); + act2->set_int_z(Owner->sector()->__int_ceilingz + ll2); act2->backupz(); ChangeActorSect(act2, Owner->sector()); @@ -1728,7 +1728,7 @@ void movetransports_r(void) case 161: if (!isRRRA()) break; act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X), (Owner->int_pos().Y - act->int_pos().Y), 0 }); - act2->set_int_z(Owner->sector()->floorz - ll); + act2->set_int_z(Owner->sector()->__int_floorz - ll); act2->backupz(); ChangeActorSect(act2, Owner->sector()); @@ -1900,7 +1900,7 @@ static void rrra_specialstats() act->spr.extra = 1; } movesprite_ex(act, 0, 0, -300, CLIPMASK0, coll); - if (act->sector()->ceilingz + (4 << 8) > act->int_pos().Z) + if (act->sector()->__int_ceilingz + (4 << 8) > act->int_pos().Z) { act->spr.picnum = 0; act->spr.extra = 100; @@ -1908,7 +1908,7 @@ static void rrra_specialstats() } else if (act->spr.extra == 200) { - SetActor(act, { act->int_pos().X, act->int_pos().Y, act->sector()->floorz - 10 }); + SetActor(act, { act->int_pos().X, act->int_pos().Y, act->sector()->__int_floorz - 10 }); act->spr.extra = 1; act->spr.picnum = PIG + 11; spawn(act, TRANSPORTERSTAR); @@ -2132,8 +2132,8 @@ void rr_specialstats() if (act->spr.hitag == 100) { act->add_int_z(4 << 8); - if (act->int_pos().Z >= act->sector()->floorz + 15168) - act->set_int_z(act->sector()->floorz + 15168); + if (act->int_pos().Z >= act->sector()->__int_floorz + 15168) + act->set_int_z(act->sector()->__int_floorz + 15168); } if (act->spr.picnum == LUMBERBLADE) @@ -2142,7 +2142,7 @@ void rr_specialstats() if (act->spr.extra == 192) { act->spr.hitag = 0; - act->set_int_z(act->sector()->floorz - 15168); + act->set_int_z(act->sector()->__int_floorz - 15168); act->spr.extra = 0; act->spr.picnum = RRTILE3410; DukeStatIterator it2(STAT_DEFAULT); @@ -2346,7 +2346,7 @@ static void heavyhbomb(DDukeActor *actor) if (sectp->lotag != 1 && (!isRRRA() || sectp->lotag != 160) && actor->int_pos().Z >= actor->floorz - (FOURSLEIGHT) && actor->spr.yvel < 3) { - if (actor->spr.yvel > 0 || (actor->spr.yvel == 0 && actor->floorz == sectp->floorz)) + if (actor->spr.yvel > 0 || (actor->spr.yvel == 0 && actor->floorz == sectp->__int_floorz)) { if (actor->spr.picnum != CHEERBOMB) S_PlayActorSound(PIPEBOMB_BOUNCE, actor); @@ -2687,7 +2687,7 @@ void moveactors_r(void) act->spr.picnum = RRTILE3192; break; case 903: - if (act->int_pos().Z >= sectp->floorz - (8<<8)) + if (act->int_pos().Z >= sectp->__int_floorz - (8<<8)) { deletesprite(act); continue; @@ -2726,7 +2726,7 @@ void moveactors_r(void) } if (sectp->lotag == 903) { - if (act->int_pos().Z >= sectp->floorz - (4<<8)) + if (act->int_pos().Z >= sectp->__int_floorz - (4<<8)) { deletesprite(act); continue; @@ -2750,12 +2750,12 @@ void moveactors_r(void) MulScale(act->spr.xvel, bcos(act->spr.ang), 14), MulScale(act->spr.xvel, bsin(act->spr.ang), 14), act->spr.zvel,CLIPMASK0, coll); - if (act->int_pos().Z >= sectp->floorz - (8<<8)) + if (act->int_pos().Z >= sectp->__int_floorz - (8<<8)) { if (sectp->lotag == 1) { auto j = spawn(act, WATERSPLASH2); - if (j) j->set_int_z(j->sector()->floorz); + if (j) j->set_int_z(j->sector()->__int_floorz); } deletesprite(act); continue; @@ -2924,7 +2924,7 @@ void moveexplosions_r(void) // STATNUM 5 { case SHOTGUNSPRITE: if (act->sector()->lotag == 800) - if (act->int_pos().Z >= act->sector()->floorz - (8 << 8)) + if (act->int_pos().Z >= act->sector()->__int_floorz - (8 << 8)) { deletesprite(act); continue; @@ -3025,7 +3025,7 @@ void moveexplosions_r(void) // STATNUM 5 if (!money(act, BLOODPOOL)) continue; if (act->sector()->lotag == 800) - if (act->int_pos().Z >= act->sector()->floorz - (8 << 8)) + if (act->int_pos().Z >= act->sector()->__int_floorz - (8 << 8)) { deletesprite(act); continue; @@ -3080,7 +3080,7 @@ void moveexplosions_r(void) // STATNUM 5 isRRRA() && (act->spr.picnum == RRTILE2465 || act->spr.picnum == RRTILE2560))) continue; if (act->sector()->lotag == 800) - if (act->int_pos().Z >= act->sector()->floorz - (8 << 8)) + if (act->int_pos().Z >= act->sector()->__int_floorz - (8 << 8)) { deletesprite(act); continue; @@ -3092,7 +3092,7 @@ void moveexplosions_r(void) // STATNUM 5 if (!bloodpool(act, false)) continue; if (act->sector()->lotag == 800) - if (act->int_pos().Z >= act->sector()->floorz - (8 << 8)) + if (act->int_pos().Z >= act->sector()->__int_floorz - (8 << 8)) { deletesprite(act); } @@ -3163,12 +3163,12 @@ void handle_se06_r(DDukeActor *actor) auto ns = spawn(actor, HULK); if (ns) { - ns->set_int_z(ns->sector()->ceilingz); + ns->set_int_z(ns->sector()->__int_ceilingz); ns->spr.pal = 33; } if (!hulkspawn) { - ns = EGS(actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->sector()->ceilingz + 119428, 3677, -8, 16, 16, 0, 0, 0, actor, 5); + ns = EGS(actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->sector()->__int_ceilingz + 119428, 3677, -8, 16, 16, 0, 0, 0, actor, 5); if (ns) { ns->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT; @@ -3181,7 +3181,7 @@ void handle_se06_r(DDukeActor *actor) { ns->spr.cstat = 0; ns->spr.cstat |= CSTAT_SPRITE_INVISIBLE; - ns->set_int_z(actor->sector()->floorz - 6144); + ns->set_int_z(actor->sector()->__int_floorz - 6144); } deletesprite(actor); return; @@ -3221,7 +3221,7 @@ void handle_se06_r(DDukeActor *actor) } else pn = UFO1_RRRA; auto ns = spawn(actor, pn); - if (ns) ns->set_int_z(ns->sector()->ceilingz); + if (ns) ns->set_int_z(ns->sector()->__int_ceilingz); } } } @@ -3397,7 +3397,7 @@ void moveeffectors_r(void) //STATNUM 3 case SE_29_WAVES: act->spr.hitag += 64; l = MulScale(act->spr.yvel, bsin(act->spr.hitag), 12); - sc->setfloorz(act->int_pos().Z + l); + sc->set_int_floorz(act->int_pos().Z + l); break; case SE_31_FLOOR_RISE_FALL: // True Drop Floor @@ -3445,7 +3445,7 @@ void moveeffectors_r(void) //STATNUM 3 auto sc = act->sector(); if (sc->wallnum != 4) continue; auto wal = sc->firstWall() + 2; - alignflorslope(act->sector(), wal->wall_int_pos().X, wal->wall_int_pos().Y, wal->nextSector()->floorz); + alignflorslope(act->sector(), wal->wall_int_pos().X, wal->wall_int_pos().Y, wal->nextSector()->__int_floorz); } } @@ -3945,8 +3945,8 @@ void destroyit(DDukeActor *actor) destwal->nextWall()->cstat = 0; } } - destsect->setfloorz(srcsect->floorz); - destsect->setceilingz(srcsect->ceilingz); + destsect->set_int_floorz(srcsect->__int_floorz); + destsect->set_int_ceilingz(srcsect->__int_ceilingz); destsect->ceilingstat = srcsect->ceilingstat; destsect->floorstat = srcsect->floorstat; destsect->ceilingpicnum = srcsect->ceilingpicnum; diff --git a/source/games/duke/src/animatesprites_d.cpp b/source/games/duke/src/animatesprites_d.cpp index 4108152bd..4088b4f0d 100644 --- a/source/games/duke/src/animatesprites_d.cpp +++ b/source/games/duke/src/animatesprites_d.cpp @@ -571,7 +571,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat int daz; if ((sectp->lotag & 0xff) > 2 || h->spr.statnum == 4 || h->spr.statnum == 5 || h->spr.picnum == DRONE || h->spr.picnum == COMMANDER) - daz = sectp->floorz; + daz = sectp->__int_floorz; else daz = h->floorz; @@ -654,7 +654,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat case BURNING2: if (!OwnerAc) break; if (!actorflag(OwnerAc, SFLAG_NOFLOORFIRE)) - t->set_int_z(t->sectp->floorz); + t->set_int_z(t->sectp->__int_floorz); t->shade = -127; break; case COOLEXPLOSION1: diff --git a/source/games/duke/src/animatesprites_r.cpp b/source/games/duke/src/animatesprites_r.cpp index 8016e4a34..afd689008 100644 --- a/source/games/duke/src/animatesprites_r.cpp +++ b/source/games/duke/src/animatesprites_r.cpp @@ -729,7 +729,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat if (isRRRA() && sectp->lotag == 160) continue; if ((sectp->lotag & 0xff) > 2 || h->spr.statnum == 4 || h->spr.statnum == 5 || h->spr.picnum == DRONE) - daz = sectp->floorz; + daz = sectp->__int_floorz; else daz = h->floorz; @@ -813,7 +813,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat case FIRE: case BURNING: if (!OwnerAc || !actorflag(OwnerAc, SFLAG_NOFLOORFIRE)) - t->set_int_z(t->sectp->floorz); + t->set_int_z(t->sectp->__int_floorz); t->shade = -127; break; case WALLLIGHT3: diff --git a/source/games/duke/src/bowling.cpp b/source/games/duke/src/bowling.cpp index 13099e780..07bb86a3c 100644 --- a/source/games/duke/src/bowling.cpp +++ b/source/games/duke/src/bowling.cpp @@ -63,7 +63,7 @@ void pinsectorresetdown(sectortype* sec) if (j == -1) { - j = sec->floorz; + j = sec->__int_floorz; setanimation(sec, anim_ceilingz, sec, j, 64); } } @@ -74,7 +74,7 @@ int pinsectorresetup(sectortype* sec) if (j == -1) { - j = nextsectorneighborzptr(sec, sec->ceilingz, Find_CeilingUp | Find_Safe)->ceilingz; + j = nextsectorneighborzptr(sec, sec->__int_ceilingz, Find_CeilingUp | Find_Safe)->__int_ceilingz; setanimation(sec, anim_ceilingz, sec, j, 64); return 1; } diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index fe0f32c0d..cb3ec9343 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -1062,12 +1062,12 @@ void DoSector(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, if (!bSet) SetGameVarID(lVar2, sectp->wallnum, sActor, sPlayer); break; case SECTOR_CEILINGZ: - if (bSet) sectp->setceilingz(lValue); - else SetGameVarID(lVar2, sectp->ceilingz, sActor, sPlayer); + if (bSet) sectp->set_int_ceilingz(lValue); + else SetGameVarID(lVar2, sectp->__int_ceilingz, sActor, sPlayer); break; case SECTOR_FLOORZ: - if (bSet) sectp->setfloorz(lValue); - else SetGameVarID(lVar2, sectp->floorz, sActor, sPlayer); + if (bSet) sectp->set_int_floorz(lValue); + else SetGameVarID(lVar2, sectp->__int_floorz, sActor, sPlayer); break; case SECTOR_CEILINGSTAT: if (bSet) sectp->ceilingstat = ESectorFlags::FromInt(lValue); @@ -1993,7 +1993,7 @@ int ParseState::parse(void) break; case concmd_larrybird: insptr++; - ps[g_p].pos.Z = ps[g_p].GetActor()->sector()->ceilingz; + ps[g_p].pos.Z = ps[g_p].GetActor()->sector()->__int_ceilingz; ps[g_p].GetActor()->set_int_z(ps[g_p].pos.Z); break; case concmd_destroyit: @@ -2290,10 +2290,10 @@ int ParseState::parse(void) parseifelse(ud.coop || numplayers > 2); break; case concmd_ifonmud: - parseifelse(abs(g_ac->int_pos().Z - g_ac->sector()->floorz) < (32 << 8) && g_ac->sector()->floorpicnum == 3073); // eew, hard coded tile numbers.. :? + parseifelse(abs(g_ac->int_pos().Z - g_ac->sector()->__int_floorz) < (32 << 8) && g_ac->sector()->floorpicnum == 3073); // eew, hard coded tile numbers.. :? break; case concmd_ifonwater: - parseifelse( abs(g_ac->int_pos().Z-g_ac->sector()->floorz) < (32<<8) && g_ac->sector()->lotag == ST_1_ABOVE_WATER); + parseifelse( abs(g_ac->int_pos().Z-g_ac->sector()->__int_floorz) < (32<<8) && g_ac->sector()->lotag == ST_1_ABOVE_WATER); break; case concmd_ifmotofast: parseifelse(ps[g_p].MotoSpeed > 60); @@ -2502,7 +2502,7 @@ int ParseState::parse(void) if (sectp) { if (isanearoperator(sectp->lotag)) - if ((sectp->lotag & 0xff) == ST_23_SWINGING_DOOR || sectp->floorz == sectp->ceilingz) + if ((sectp->lotag & 0xff) == ST_23_SWINGING_DOOR || sectp->__int_floorz == sectp->__int_ceilingz) if ((sectp->lotag & 16384) == 0 && (sectp->lotag & 32768) == 0) { DukeSectIterator it(sectp); diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index 8818b3b5c..cc8741d95 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -1029,7 +1029,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i ((hit.hitWall->twoSided() && hit.hitSector != nullptr && hit.hitWall->nextSector()->lotag == 0 && hit.hitSector->lotag == 0 && - (hit.hitSector->floorz - hit.hitWall->nextSector()->floorz) > (16 << 8)) || + (hit.hitSector->__int_floorz - hit.hitWall->nextSector()->__int_floorz) > (16 << 8)) || (!hit.hitWall->twoSided() && hit.hitSector->lotag == 0))) { if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0) diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 34005ef63..533e656a4 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -278,7 +278,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa) { if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP) if (hit.hitWall->twoSided()) - if (hit.hitpos.Z >= (hit.hitWall->nextSector()->floorz)) + if (hit.hitpos.Z >= (hit.hitWall->nextSector()->__int_floorz)) hit.hitWall =hit.hitWall->nextWall(); if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2) @@ -522,7 +522,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP) if (hit.hitWall->twoSided()) - if (hit.hitpos.Z >= (hit.hitWall->nextSector()->floorz)) + if (hit.hitpos.Z >= (hit.hitWall->nextSector()->__int_floorz)) hit.hitWall = hit.hitWall->nextWall(); fi.checkhitwall(spark, hit.hitWall, hit.hitpos.X, hit.hitpos.Y, hit.hitpos.Z, SHOTSPARK1); diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 518e81576..291017ea7 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -119,11 +119,11 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, ny = hit.hitpos.Y + (effector->GetOwner()->int_pos().Y - effector->int_pos().Y); if (hit.hitSector->lotag == 161) { - nz = effector->GetOwner()->sector()->floorz; + nz = effector->GetOwner()->sector()->__int_floorz; } else { - nz = effector->GetOwner()->sector()->ceilingz; + nz = effector->GetOwner()->sector()->__int_ceilingz; } hitscan({ nx, ny, nz }, effector->GetOwner()->sector(), { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1); break; @@ -170,7 +170,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, { if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP) if (hit.hitWall->twoSided()) - if (hit.hitpos.Z >= (hit.hitWall->nextSector()->floorz)) + if (hit.hitpos.Z >= (hit.hitWall->nextSector()->__int_floorz)) hit.hitWall = hit.hitWall->nextWall(); if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2) @@ -274,11 +274,11 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa ny = hit.hitpos.Y + (effector->GetOwner()->int_pos().Y - effector->int_pos().Y); if (hit.hitSector->lotag == 161) { - nz = effector->GetOwner()->sector()->floorz; + nz = effector->GetOwner()->sector()->__int_floorz; } else { - nz = effector->GetOwner()->sector()->ceilingz; + nz = effector->GetOwner()->sector()->__int_ceilingz; } hitscan({ nx, ny, nz }, effector->GetOwner()->sector(), { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1); break; @@ -421,7 +421,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa if (hit.hitWall->cstat & CSTAT_WALL_BOTTOM_SWAP) if (hit.hitWall->twoSided()) - if (hit.hitpos.Z >= (hit.hitWall->nextSector()->floorz)) + if (hit.hitpos.Z >= (hit.hitWall->nextSector()->__int_floorz)) hit.hitWall = hit.hitWall->nextWall(); fi.checkhitwall(spark, hit.hitWall, hit.hitpos.X, hit.hitpos.Y, hit.hitpos.Z, SHOTSPARK1); @@ -3959,7 +3959,7 @@ HORIZONLY: break; } - if (ud.clipping == 0 && (!p->cursector || (p->cursector && p->cursector->ceilingz > (p->cursector->floorz - (12 << 8))))) + if (ud.clipping == 0 && (!p->cursector || (p->cursector && p->cursector->__int_ceilingz > (p->cursector->__int_floorz - (12 << 8))))) { quickkill(p); return; diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index edf494eb8..1f2f10d2e 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -726,7 +726,7 @@ void prelevel_common(int g) { case 20: case 22: - if (sectp->floorz > sectp->ceilingz) + if (sectp->__int_floorz > sectp->__int_ceilingz) sectp->lotag |= 32768; continue; } diff --git a/source/games/duke/src/sectors.cpp b/source/games/duke/src/sectors.cpp index d2fcde8a6..ffb3a766b 100644 --- a/source/games/duke/src/sectors.cpp +++ b/source/games/duke/src/sectors.cpp @@ -282,9 +282,9 @@ double getanimatevalue(int type, int index) switch (type) { case anim_floorz: - return sector[index].floorz; + return sector[index].__int_floorz; case anim_ceilingz: - return sector[index].ceilingz; + return sector[index].__int_ceilingz; case anim_vertexx: return wall[index].wall_int_pos().X; case anim_vertexy: @@ -312,10 +312,10 @@ void setanimatevalue(int type, int index, double value) switch (type) { case anim_floorz: - sector[index].setfloorz((int)value); + sector[index].set_int_floorz((int)value); break; case anim_ceilingz: - sector[index].setceilingz((int)value); + sector[index].set_int_ceilingz((int)value); break; case anim_vertexx: @@ -381,7 +381,7 @@ void doanimations(void) { for (p = connecthead; p >= 0; p = connectpoint2[p]) if (ps[p].cursector == dasectp) - if ((dasectp->floorz - ps[p].pos.Z) < (64 << 8)) + if ((dasectp->__int_floorz - ps[p].pos.Z) < (64 << 8)) if (ps[p].GetActor()->GetOwner() != nullptr) { ps[p].pos.Z += v; @@ -395,7 +395,7 @@ void doanimations(void) { act->backupz(); act->add_int_z(v); - act->floorz = dasectp->floorz + v; + act->floorz = dasectp->__int_floorz + v; } } } @@ -491,7 +491,7 @@ bool activatewarpelevators(DDukeActor* actor, int d) //Parm = sectoreffectornum { if (act2->spr.lotag == SE_17_WARP_ELEVATOR || (isRRRA() && act2->spr.lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL)) if (act2->spr.hitag == actor->spr.hitag) - if ((abs(sect->floorz - actor->temp_data[2]) > act2->spr.yvel) || + if ((abs(sect->__int_floorz - actor->temp_data[2]) > act2->spr.yvel) || (act2->sector()->hitag == (sect->hitag - d))) break; } @@ -640,7 +640,7 @@ static void handle_st15(sectortype* sptr, DDukeActor* actor) } else { - if (sptr->floorz > a2->int_pos().Z) + if (sptr->__int_floorz > a2->int_pos().Z) activatewarpelevators(a2, -1); else activatewarpelevators(a2, 1); @@ -660,16 +660,16 @@ static void handle_st16(sectortype* sptr, DDukeActor* actor) if (i == -1) { - sectp = nextsectorneighborzptr(sptr, sptr->floorz, Find_FloorDown); + sectp = nextsectorneighborzptr(sptr, sptr->__int_floorz, Find_FloorDown); if (sectp == nullptr) { - sectp = nextsectorneighborzptr(sptr, sptr->floorz, Find_FloorUp); + sectp = nextsectorneighborzptr(sptr, sptr->__int_floorz, Find_FloorUp); if (sectp == nullptr) return; - setanimation(sptr, anim_floorz, sptr, sectp->floorz, sptr->extra); + setanimation(sptr, anim_floorz, sptr, sectp->__int_floorz, sptr->extra); } else { - setanimation(sptr, anim_floorz, sptr, sectp->floorz, sptr->extra); + setanimation(sptr, anim_floorz, sptr, sectp->__int_floorz, sptr->extra); } callsound(sptr, actor); } @@ -687,12 +687,12 @@ static void handle_st18(sectortype* sptr, DDukeActor* actor) if (i == -1) { - auto sectp = nextsectorneighborzptr(sptr, sptr->floorz, Find_FloorUp); - if (sectp == nullptr) sectp = nextsectorneighborzptr(sptr, sptr->floorz, Find_FloorDown); + auto sectp = nextsectorneighborzptr(sptr, sptr->__int_floorz, Find_FloorUp); + if (sectp == nullptr) sectp = nextsectorneighborzptr(sptr, sptr->__int_floorz, Find_FloorDown); if (sectp == nullptr) return; - int j = sectp->floorz; + int j = sectp->__int_floorz; int q = sptr->extra; - int l = sptr->ceilingz - sptr->floorz; + int l = sptr->__int_ceilingz - sptr->__int_floorz; setanimation(sptr, anim_floorz, sptr, j, q); setanimation(sptr, anim_ceilingz, sptr, j + l, q); callsound(sptr, actor); @@ -710,9 +710,9 @@ static void handle_st29(sectortype* sptr, DDukeActor* actor) int j; if (sptr->lotag & 0x8000) - j = nextsectorneighborzptr(sptr, sptr->ceilingz, Find_FloorDown | Find_Safe)->floorz; + j = nextsectorneighborzptr(sptr, sptr->__int_ceilingz, Find_FloorDown | Find_Safe)->__int_floorz; else - j = nextsectorneighborzptr(sptr, sptr->ceilingz, Find_CeilingUp | Find_Safe)->ceilingz; + j = nextsectorneighborzptr(sptr, sptr->__int_ceilingz, Find_CeilingUp | Find_Safe)->__int_ceilingz; DukeStatIterator it(STAT_EFFECTOR); while (auto act2 = it.Next()) @@ -758,13 +758,13 @@ REDODOOR: } } if (a2 == nullptr) - j = sptr->floorz; + j = sptr->__int_floorz; } else { - auto sectp = nextsectorneighborzptr(sptr, sptr->ceilingz, Find_CeilingUp); + auto sectp = nextsectorneighborzptr(sptr, sptr->__int_ceilingz, Find_CeilingUp); - if (sectp) j = sectp->ceilingz; + if (sectp) j = sectp->__int_ceilingz; else { sptr->lotag |= 32768; @@ -790,16 +790,16 @@ static void handle_st21(sectortype* sptr, DDukeActor* actor) int j; if (i >= 0) { - if (animategoal[i] == sptr->ceilingz) - animategoal[i] = nextsectorneighborzptr(sptr, sptr->ceilingz, Find_FloorDown | Find_Safe)->floorz; - else animategoal[i] = sptr->ceilingz; + if (animategoal[i] == sptr->__int_ceilingz) + animategoal[i] = nextsectorneighborzptr(sptr, sptr->__int_ceilingz, Find_FloorDown | Find_Safe)->__int_floorz; + else animategoal[i] = sptr->__int_ceilingz; j = animategoal[i]; } else { - if (sptr->ceilingz == sptr->floorz) - j = nextsectorneighborzptr(sptr, sptr->ceilingz, Find_FloorDown | Find_Safe)->floorz; - else j = sptr->ceilingz; + if (sptr->__int_ceilingz == sptr->__int_floorz) + j = nextsectorneighborzptr(sptr, sptr->__int_ceilingz, Find_FloorDown | Find_Safe)->__int_floorz; + else j = sptr->__int_ceilingz; sptr->lotag ^= 0x8000; @@ -819,15 +819,15 @@ static void handle_st22(sectortype* sptr, DDukeActor* actor) int j, q; if ((sptr->lotag & 0x8000)) { - q = (sptr->ceilingz + sptr->floorz) >> 1; + q = (sptr->__int_ceilingz + sptr->__int_floorz) >> 1; j = setanimation(sptr, anim_floorz, sptr, q, sptr->extra); j = setanimation(sptr, anim_ceilingz, sptr, q, sptr->extra); } else { - q = nextsectorneighborzptr(sptr, sptr->floorz, Find_FloorDown | Find_Safe)->floorz; + q = nextsectorneighborzptr(sptr, sptr->__int_floorz, Find_FloorDown | Find_Safe)->__int_floorz; j = setanimation(sptr, anim_floorz, sptr, q, sptr->extra); - q = nextsectorneighborzptr(sptr, sptr->ceilingz, Find_CeilingUp | Find_Safe)->ceilingz; + q = nextsectorneighborzptr(sptr, sptr->__int_ceilingz, Find_CeilingUp | Find_Safe)->__int_ceilingz; j = setanimation(sptr, anim_ceilingz, sptr, q, sptr->extra); } @@ -1154,13 +1154,13 @@ void operateactivators(int low, int plnum) case 0: break; case 1: - if (act->sector()->floorz != act->sector()->ceilingz) + if (act->sector()->__int_floorz != act->sector()->__int_ceilingz) { continue; } break; case 2: - if (act->sector()->floorz == act->sector()->ceilingz) + if (act->sector()->__int_floorz == act->sector()->__int_ceilingz) { continue; } @@ -1276,8 +1276,8 @@ void allignwarpelevators(void) { if ((act2->spr.lotag) == SE_17_WARP_ELEVATOR && act != act2 && act->spr.hitag == act2->spr.hitag) { - act2->sector()->setfloorz(act->sector()->floorz); - act2->sector()->setceilingz(act->sector()->ceilingz); + act2->sector()->set_int_floorz(act->sector()->__int_floorz); + act2->sector()->set_int_ceilingz(act->sector()->__int_ceilingz); } } } diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index 05b871872..84a0514f2 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -655,8 +655,8 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw } if (((wal->cstat & CSTAT_WALL_MASKED) || wal->overpicnum == BIGFORCE) && wal->twoSided()) - if (wal->nextSector()->floorz > z) - if (wal->nextSector()->floorz - wal->nextSector()->ceilingz) + if (wal->nextSector()->__int_floorz > z) + if (wal->nextSector()->__int_floorz - wal->nextSector()->__int_ceilingz) switch (wal->overpicnum) { case W_FORCEFIELD: @@ -1132,7 +1132,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj) if (gs.actorinfo[SHOTSPARK1].scriptaddress && proj->spr.extra != ScriptCode[gs.actorinfo[SHOTSPARK1].scriptaddress]) { for (j = 0; j < 15; j++) - EGS(targ->sector(), targ->int_pos().X, targ->int_pos().Y, targ->sector()->floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64, + EGS(targ->sector(), targ->int_pos().X, targ->int_pos().Y, targ->sector()->__int_floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64, krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, targ, 5); spawn(targ, EXPLOSION2); deletesprite(targ); @@ -1288,7 +1288,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj) } { auto spawned = spawn(targ, STEAM); - if (spawned) spawned->set_int_z(targ->sector()->floorz - (32 << 8)); + if (spawned) spawned->set_int_z(targ->sector()->__int_floorz - (32 << 8)); } break; diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index 7c03225d8..4ceca9974 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -965,7 +965,7 @@ static void lotsofpopcorn(DDukeActor *actor, walltype* wal, int n) updatesector(x1, y1, §); if (sect) { - z = sect->floorz - (krand() & (abs(sect->ceilingz - sect->floorz))); + z = sect->__int_floorz - (krand() & (abs(sect->__int_ceilingz - sect->__int_floorz))); if (z < -(32 << 8) || z >(32 << 8)) z = actor->int_pos().Z - (32 << 8) + (krand() & ((64 << 8) - 1)); a = actor->spr.ang - 1024; @@ -996,8 +996,8 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw } if (((wal->cstat & CSTAT_WALL_MASKED) || wal->overpicnum == BIGFORCE) && wal->twoSided()) - if (wal->nextSector()->floorz > z) - if (wal->nextSector()->floorz - wal->nextSector()->ceilingz) + if (wal->nextSector()->__int_floorz > z) + if (wal->nextSector()->__int_floorz - wal->nextSector()->__int_ceilingz) switch (wal->overpicnum) { case FANSPRITE: @@ -2158,7 +2158,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) if (gs.actorinfo[SHOTSPARK1].scriptaddress && proj->spr.extra != ScriptCode[gs.actorinfo[SHOTSPARK1].scriptaddress]) { for (j = 0; j < 15; j++) - EGS(targ->sector(), targ->int_pos().X, targ->int_pos().Y, targ->sector()->floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64, + EGS(targ->sector(), targ->int_pos().X, targ->int_pos().Y, targ->sector()->__int_floorz - (12 << 8) - (j << 9), SCRAP1 + (krand() & 15), -8, 64, 64, krand() & 2047, (krand() & 127) + 64, -(krand() & 511) - 256, targ, 5); spawn(targ, EXPLOSION2); deletesprite(targ); @@ -2284,7 +2284,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj) } { auto spawned = spawn(targ, STEAM); - if (spawned) spawned->set_int_z(targ->sector()->floorz - (32 << 8)); + if (spawned) spawned->set_int_z(targ->sector()->__int_floorz - (32 << 8)); } break; diff --git a/source/games/duke/src/spawn.cpp b/source/games/duke/src/spawn.cpp index 050c9250a..d8d4c862c 100644 --- a/source/games/duke/src/spawn.cpp +++ b/source/games/duke/src/spawn.cpp @@ -150,8 +150,8 @@ bool initspriteforspawn(DDukeActor* act) act->movflag = 0; act->tempang = 0; act->dispicnum = 0; - act->floorz = act->sector()->floorz; - act->ceilingz = act->sector()->ceilingz; + act->floorz = act->sector()->__int_floorz; + act->ceilingz = act->sector()->__int_ceilingz; act->ovel.X = 0; act->ovel.Y = 0; @@ -303,7 +303,7 @@ void spawntransporter(DDukeActor *actj, DDukeActor* act, bool beam) { act->spr.xrepeat = 31; act->spr.yrepeat = 1; - act->set_int_z(actj->sector()->floorz - (isRR() ? PHEIGHT_RR : PHEIGHT_DUKE)); + act->set_int_z(actj->sector()->__int_floorz - (isRR() ? PHEIGHT_RR : PHEIGHT_DUKE)); } else { @@ -342,16 +342,16 @@ int spawnbloodpoolpart1(DDukeActor* act) auto s1 = act->sector(); updatesector(act->int_pos().X + 108, act->int_pos().Y + 108, &s1); - if (s1 && s1->floorz == act->sector()->floorz) + if (s1 && s1->__int_floorz == act->sector()->__int_floorz) { updatesector(act->int_pos().X - 108, act->int_pos().Y - 108, &s1); - if (s1 && s1->floorz == act->sector()->floorz) + if (s1 && s1->__int_floorz == act->sector()->__int_floorz) { updatesector(act->int_pos().X + 108, act->int_pos().Y - 108, &s1); - if (s1 && s1->floorz == act->sector()->floorz) + if (s1 && s1->__int_floorz == act->sector()->__int_floorz) { updatesector(act->int_pos().X - 108, act->int_pos().Y + 108, &s1); - if (s1 && s1->floorz != act->sector()->floorz) + if (s1 && s1->__int_floorz != act->sector()->__int_floorz) { act->spr.xrepeat = act->spr.yrepeat = 0; ChangeActorStat(act, STAT_MISC); return true; } @@ -384,16 +384,16 @@ void initfootprint(DDukeActor* actj, DDukeActor* act) auto s1 = act->sector(); updatesector(act->int_pos().X + 84, act->int_pos().Y + 84, &s1); - if (s1 && s1->floorz == act->sector()->floorz) + if (s1 && s1->__int_floorz == act->sector()->__int_floorz) { updatesector(act->int_pos().X - 84, act->int_pos().Y - 84, &s1); - if (s1 && s1->floorz == act->sector()->floorz) + if (s1 && s1->__int_floorz == act->sector()->__int_floorz) { updatesector(act->int_pos().X + 84, act->int_pos().Y - 84, &s1); - if (s1 && s1->floorz == act->sector()->floorz) + if (s1 && s1->__int_floorz == act->sector()->__int_floorz) { updatesector(act->int_pos().X - 84, act->int_pos().Y + 84, &s1); - if (s1 && s1->floorz != act->sector()->floorz) + if (s1 && s1->__int_floorz != act->sector()->__int_floorz) { act->spr.xrepeat = act->spr.yrepeat = 0; ChangeActorStat(act, STAT_MISC); return; } @@ -409,7 +409,7 @@ void initfootprint(DDukeActor* actj, DDukeActor* act) act->spr.ang = actj->spr.ang; } - act->set_int_z(sect->floorz); + act->set_int_z(sect->__int_floorz); if (sect->lotag != 1 && sect->lotag != 2) act->spr.xrepeat = act->spr.yrepeat = 32; @@ -478,7 +478,7 @@ void initcrane(DDukeActor* actj, DDukeActor* act, int CRANEPOLE) act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_ONE_SIDE; act->spr.picnum += 2; - act->set_int_z(sect->ceilingz + (48 << 8)); + act->set_int_z(sect->__int_ceilingz + (48 << 8)); act->temp_data[4] = cranes.Reserve(1); auto& apt = cranes[act->temp_data[4]]; @@ -628,7 +628,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) } else actor->SetOwner(actor); - actor->temp_data[4] = sectp->floorz == actor->int_pos().Z; + actor->temp_data[4] = sectp->__int_floorz == actor->int_pos().Z; actor->spr.cstat = 0; ChangeActorStat(actor, STAT_TRANSPORT); return; @@ -640,15 +640,15 @@ void spawneffector(DDukeActor* actor, TArray* actors) if (actor->spr.ang == 512) { - actor->temp_data[1] = sectp->ceilingz; + actor->temp_data[1] = sectp->__int_ceilingz; if (actor->spr.pal) - sectp->setceilingz(actor->int_pos().Z); + sectp->set_int_ceilingz(actor->int_pos().Z); } else { - actor->temp_data[1] = sectp->floorz; + actor->temp_data[1] = sectp->__int_floorz; if (actor->spr.pal) - sectp->setfloorz(actor->int_pos().Z); + sectp->set_int_floorz(actor->int_pos().Z); } actor->spr.hitag <<= 2; @@ -660,17 +660,17 @@ void spawneffector(DDukeActor* actor, TArray* actors) case SE_25_PISTON: // Pistons if (!isRR()) { - actor->temp_data[3] = sectp->ceilingz; + actor->temp_data[3] = sectp->__int_ceilingz; actor->temp_data[4] = 1; } else - actor->temp_data[4] = sectp->ceilingz; + actor->temp_data[4] = sectp->__int_ceilingz; - sectp->setceilingz(actor->int_pos().Z); + sectp->set_int_ceilingz(actor->int_pos().Z); StartInterpolation(sectp, Interp_Sect_Ceilingz); break; case SE_35: - sectp->setceilingz(actor->int_pos().Z); + sectp->set_int_ceilingz(actor->int_pos().Z); break; case SE_27_DEMO_CAM: if (ud.recstat == 1) @@ -691,8 +691,8 @@ void spawneffector(DDukeActor* actor, TArray* actors) case SE_13_EXPLOSIVE: { - actor->temp_data[0] = sectp->ceilingz; - actor->temp_data[1] = sectp->floorz; + actor->temp_data[0] = sectp->__int_ceilingz; + actor->temp_data[1] = sectp->__int_floorz; bool ceiling = (abs(actor->temp_data[0] - actor->int_pos().Z) < abs(actor->temp_data[1] - actor->int_pos().Z)); actor->spriteextra = ceiling; @@ -700,14 +700,14 @@ void spawneffector(DDukeActor* actor, TArray* actors) if (actor->spr.ang == 512) { if (ceiling) - sectp->setceilingz(actor->int_pos().Z); + sectp->set_int_ceilingz(actor->int_pos().Z); else - sectp->setfloorz(actor->int_pos().Z); + sectp->set_int_floorz(actor->int_pos().Z); } else { - sectp->setceilingz(actor->int_pos().Z); - sectp->setfloorz(actor->int_pos().Z); + sectp->set_int_ceilingz(actor->int_pos().Z); + sectp->set_int_floorz(actor->int_pos().Z); } if (sectp->ceilingstat & CSTAT_SECTOR_SKY) @@ -746,9 +746,9 @@ void spawneffector(DDukeActor* actor, TArray* actors) } case SE_17_WARP_ELEVATOR: { - actor->temp_data[2] = sectp->floorz; //Stopping loc - actor->temp_data[3] = nextsectorneighborzptr(sectp, sectp->floorz, Find_CeilingUp | Find_Safe)->ceilingz; - actor->temp_data[4] = nextsectorneighborzptr(sectp, sectp->ceilingz, Find_FloorDown | Find_Safe)->floorz; + actor->temp_data[2] = sectp->__int_floorz; //Stopping loc + actor->temp_data[3] = nextsectorneighborzptr(sectp, sectp->__int_floorz, Find_CeilingUp | Find_Safe)->__int_ceilingz; + actor->temp_data[4] = nextsectorneighborzptr(sectp, sectp->__int_ceilingz, Find_FloorDown | Find_Safe)->__int_floorz; if (numplayers < 2) { @@ -831,9 +831,9 @@ void spawneffector(DDukeActor* actor, TArray* actors) break; case SE_31_FLOOR_RISE_FALL: - actor->temp_data[1] = sectp->floorz; + actor->temp_data[1] = sectp->__int_floorz; // actor->temp_data[2] = actor->spr.hitag; - if (actor->spr.ang != 1536) sectp->setfloorz(actor->int_pos().Z); + if (actor->spr.ang != 1536) sectp->set_int_floorz(actor->int_pos().Z); for (auto& wal : wallsofsector(sectp)) if (wal.hitag == 0) wal.hitag = 9999; @@ -842,9 +842,9 @@ void spawneffector(DDukeActor* actor, TArray* actors) break; case SE_32_CEILING_RISE_FALL: - actor->temp_data[1] = sectp->ceilingz; + actor->temp_data[1] = sectp->__int_ceilingz; actor->temp_data[2] = actor->spr.hitag; - if (actor->spr.ang != 1536) sectp->setceilingz(actor->int_pos().Z); + if (actor->spr.ang != 1536) sectp->set_int_ceilingz(actor->int_pos().Z); for (auto& wal : wallsofsector(sectp)) if (wal.hitag == 0) wal.hitag = 9999; @@ -867,7 +867,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) case SE_9_DOWN_OPEN_DOOR_LIGHTS: if (sectp->lotag && - labs(sectp->ceilingz - actor->int_pos().Z) > 1024) + labs(sectp->__int_ceilingz - actor->int_pos().Z) > 1024) sectp->lotag |= 32768; //If its open [[fallthrough]]; case SE_8_UP_OPEN_DOOR_LIGHTS: @@ -918,7 +918,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) { if (actor->spr.pal) actor->spr.clipdist = 1; else actor->spr.clipdist = 0; - actor->temp_data[3] = sectp->floorz; + actor->temp_data[3] = sectp->__int_floorz; sectp->hitagactor = actor; } @@ -996,7 +996,7 @@ void spawneffector(DDukeActor* actor, TArray* actors) } else if (actor->spr.lotag == SE_16_REACTOR) - actor->temp_data[3] = sectp->ceilingz; + actor->temp_data[3] = sectp->__int_ceilingz; else if (actor->spr.lotag == SE_26) { @@ -1110,7 +1110,7 @@ void lotsofglass(DDukeActor *actor, walltype* wal, int n) updatesector(x1, y1, §); if (sect) { - z = sect->floorz - (krand() & (abs(sect->ceilingz - sect->floorz))); + z = sect->__int_floorz - (krand() & (abs(sect->__int_ceilingz - sect->__int_floorz))); if (z < -(32 << 8) || z >(32 << 8)) z = actor->int_pos().Z - (32 << 8) + (krand() & ((64 << 8) - 1)); a = actor->spr.ang - 1024; @@ -1159,7 +1159,7 @@ void ceilingglass(DDukeActor* actor, sectortype* sectp, int n) x1 += delta.X; y1 += delta.Y; a = krand() & 2047; - z = sectp->ceilingz + ((krand() & 15) << 8); + z = sectp->__int_ceilingz + ((krand() & 15) << 8); EGS(sectp, x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, (krand() & 31), 0, actor, 5); } } @@ -1199,7 +1199,7 @@ void lotsofcolourglass(DDukeActor* actor, walltype* wal, int n) y1 += delta.Y; updatesector(x1, y1, §); - z = sect->floorz - (krand() & (abs(sect->ceilingz - sect->floorz))); + z = sect->__int_floorz - (krand() & (abs(sect->__int_ceilingz - sect->__int_floorz))); if (z < -(32 << 8) || z >(32 << 8)) z = actor->int_pos().Z - (32 << 8) + (krand() & ((64 << 8) - 1)); a = actor->spr.ang - 1024; diff --git a/source/games/duke/src/spawn_d.cpp b/source/games/duke/src/spawn_d.cpp index 6ce422f47..c59f8172b 100644 --- a/source/games/duke/src/spawn_d.cpp +++ b/source/games/duke/src/spawn_d.cpp @@ -718,9 +718,9 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* ChangeActorStat(act, 6); break; case TOUCHPLATE: - act->temp_data[2] = sectp->floorz; + act->temp_data[2] = sectp->__int_floorz; if (sectp->lotag != 1 && sectp->lotag != 2) - sectp->setfloorz(act->int_pos().Z); + sectp->set_int_floorz(act->int_pos().Z); if (!isWorldTour()) { if (act->spr.pal && ud.multimode > 1) diff --git a/source/games/duke/src/spawn_r.cpp b/source/games/duke/src/spawn_r.cpp index c9d4f6d52..7df0c14a4 100644 --- a/source/games/duke/src/spawn_r.cpp +++ b/source/games/duke/src/spawn_r.cpp @@ -715,9 +715,9 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray* ChangeActorStat(act, 6); break; case TOUCHPLATE: - act->temp_data[2] = sectp->floorz; + act->temp_data[2] = sectp->__int_floorz; if (sectp->lotag != 1 && sectp->lotag != 2) - sectp->setfloorz(act->int_pos().Z); + sectp->set_int_floorz(act->int_pos().Z); if (act->spr.pal && ud.multimode > 1) { act->spr.xrepeat = act->spr.yrepeat = 0; diff --git a/source/games/exhumed/src/anims.cpp b/source/games/exhumed/src/anims.cpp index fa81660e5..2bb3e7b68 100644 --- a/source/games/exhumed/src/anims.cpp +++ b/source/games/exhumed/src/anims.cpp @@ -234,7 +234,7 @@ void BuildExplosion(DExhumedActor* pActor) { edx = 75; } - else if (pActor->int_pos().Z == pActor->sector()->floorz) + else if (pActor->int_pos().Z == pActor->sector()->__int_floorz) { edx = 34; } @@ -272,7 +272,7 @@ void BuildSplash(DExhumedActor* pActor, sectortype* pSector) nFlag = 0; } - auto pSpawned = BuildAnim(nullptr, edx, 0, pActor->int_pos().X, pActor->int_pos().Y, pSector->floorz, pSector, nRepeat, nFlag); + auto pSpawned = BuildAnim(nullptr, edx, 0, pActor->int_pos().X, pActor->int_pos().Y, pSector->__int_floorz, pSector, nRepeat, nFlag); if (!bIsLava) { diff --git a/source/games/exhumed/src/anubis.cpp b/source/games/exhumed/src/anubis.cpp index 6e29d8ad4..030094b73 100644 --- a/source/games/exhumed/src/anubis.cpp +++ b/source/games/exhumed/src/anubis.cpp @@ -55,7 +55,7 @@ void BuildAnubis(DExhumedActor* ap, int x, int y, int z, sectortype* pSector, in x = ap->int_pos().X; y = ap->int_pos().Y; - z = ap->sector()->floorz; + z = ap->sector()->__int_floorz; nAngle = ap->spr.ang; } @@ -397,7 +397,7 @@ void AIAnubis::Damage(RunListEvent* ev) { auto pDrumActor = insertActor(ap->sector(), kStatAnubisDrum); - pDrumActor->set_int_pos({ ap->int_pos().X, ap->int_pos().Y, pDrumActor->sector()->floorz }); + pDrumActor->set_int_pos({ ap->int_pos().X, ap->int_pos().Y, pDrumActor->sector()->__int_floorz }); pDrumActor->spr.xrepeat = 40; pDrumActor->spr.yrepeat = 40; pDrumActor->spr.shade = -64; @@ -420,7 +420,7 @@ void AIAnubis::Damage(RunListEvent* ev) ap->spr.xvel = 0; ap->spr.yvel = 0; ap->spr.zvel = 0; - ap->set_int_z(ap->sector()->floorz); + ap->set_int_z(ap->sector()->__int_floorz); ap->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; ap->nHealth = 0; diff --git a/source/games/exhumed/src/bubbles.cpp b/source/games/exhumed/src/bubbles.cpp index 3c336fe91..a8143ea16 100644 --- a/source/games/exhumed/src/bubbles.cpp +++ b/source/games/exhumed/src/bubbles.cpp @@ -91,12 +91,12 @@ void AIBubble::Tick(RunListEvent* ev) auto pSector = pActor->sector(); - if (pActor->int_pos().Z <= pSector->ceilingz) + if (pActor->int_pos().Z <= pSector->__int_ceilingz) { auto pSectAbove = pSector->pAbove; if (pActor->spr.hitag > -1 && pSectAbove != nullptr) { - BuildAnim(nullptr, 70, 0, pActor->int_pos().X, pActor->int_pos().Y, pSectAbove->floorz, pSectAbove, 64, 0); + BuildAnim(nullptr, 70, 0, pActor->int_pos().X, pActor->int_pos().Y, pSectAbove->__int_floorz, pSectAbove, 64, 0); } DestroyBubble(pActor); diff --git a/source/games/exhumed/src/bullet.cpp b/source/games/exhumed/src/bullet.cpp index dd65641c5..df52caa0b 100644 --- a/source/games/exhumed/src/bullet.cpp +++ b/source/games/exhumed/src/bullet.cpp @@ -682,11 +682,11 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n pSector = pBulletActor->sector(); - while (pBulletActor->int_pos().Z < pSector->ceilingz) + while (pBulletActor->int_pos().Z < pSector->__int_ceilingz) { if (pSector->pAbove == nullptr) { - pBulletActor->set_int_z(pSector->ceilingz); + pBulletActor->set_int_z(pSector->__int_ceilingz); break; } diff --git a/source/games/exhumed/src/fish.cpp b/source/games/exhumed/src/fish.cpp index 69160d8b5..2c34d7e83 100644 --- a/source/games/exhumed/src/fish.cpp +++ b/source/games/exhumed/src/fish.cpp @@ -98,7 +98,7 @@ void AIFishLimb::Tick(RunListEvent* ev) } } - int FloorZ = pActor->sector()->floorz; + int FloorZ = pActor->sector()->__int_floorz; if (FloorZ <= pActor->int_pos().Z) { diff --git a/source/games/exhumed/src/grenade.cpp b/source/games/exhumed/src/grenade.cpp index c10e2cc76..67e87e0c2 100644 --- a/source/games/exhumed/src/grenade.cpp +++ b/source/games/exhumed/src/grenade.cpp @@ -152,7 +152,7 @@ void ExplodeGrenade(DExhumedActor* pActor) } else { - if (pActor->int_pos().Z < pGrenadeSect->floorz) + if (pActor->int_pos().Z < pGrenadeSect->__int_floorz) { var_20 = 200; var_28 = 36; diff --git a/source/games/exhumed/src/init.cpp b/source/games/exhumed/src/init.cpp index 61339de0f..c7b9e890e 100644 --- a/source/games/exhumed/src/init.cpp +++ b/source/games/exhumed/src/init.cpp @@ -241,7 +241,7 @@ void SnapSectors(sectortype* pSectorA, sectortype* pSectorB, int b) } if (b) { - pSectorB->setceilingz(pSectorA->floorz); + pSectorB->set_int_ceilingz(pSectorA->__int_floorz); } if (pSectorA->Flag & 0x1000) { diff --git a/source/games/exhumed/src/lavadude.cpp b/source/games/exhumed/src/lavadude.cpp index 743413d60..a75ae8f5e 100644 --- a/source/games/exhumed/src/lavadude.cpp +++ b/source/games/exhumed/src/lavadude.cpp @@ -113,7 +113,7 @@ void BuildLava(DExhumedActor* pActor, int x, int y, int, sectortype* pSector, in ChangeActorStat(pActor, 118); } - pActor->set_int_pos({ x, y, pSector->floorz }); + pActor->set_int_pos({ x, y, pSector->__int_floorz }); pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; pActor->spr.xrepeat = 200; pActor->spr.yrepeat = 200; diff --git a/source/games/exhumed/src/lighting.cpp b/source/games/exhumed/src/lighting.cpp index ae9a154d4..301aceed2 100644 --- a/source/games/exhumed/src/lighting.cpp +++ b/source/games/exhumed/src/lighting.cpp @@ -264,7 +264,7 @@ void AddFlash(sectortype* pSector, int x, int y, int z, int val) if (wal.pal < 5) { - if (!pNextSector || pNextSector->floorz < pSector->floorz) + if (!pNextSector || pNextSector->__int_floorz < pSector->__int_floorz) { int nFlash = GrabFlash(); if (nFlash < 0) { diff --git a/source/games/exhumed/src/lion.cpp b/source/games/exhumed/src/lion.cpp index 4be658f39..0ef2aff51 100644 --- a/source/games/exhumed/src/lion.cpp +++ b/source/games/exhumed/src/lion.cpp @@ -52,7 +52,7 @@ void BuildLion(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, ChangeActorStat(pActor, 104); x = pActor->int_pos().X; y = pActor->int_pos().Y; - z = pActor->sector()->floorz; + z = pActor->sector()->__int_floorz; nAngle = pActor->spr.ang; } diff --git a/source/games/exhumed/src/move.cpp b/source/games/exhumed/src/move.cpp index eec5e7c3f..12b62bd39 100644 --- a/source/games/exhumed/src/move.cpp +++ b/source/games/exhumed/src/move.cpp @@ -250,7 +250,7 @@ int BelowNear(DExhumedActor* pActor, int x, int y, int walldist) } else { - z2 = pSector->floorz + pSector->Depth; + z2 = pSector->__int_floorz + pSector->Depth; BFSSectorSearch search(pSector); @@ -280,7 +280,7 @@ int BelowNear(DExhumedActor* pActor, int x, int y, int walldist) pSect2 = pSect2->pBelow; } - int ecx = pTempSect->floorz + pTempSect->Depth; + int ecx = pTempSect->__int_floorz + pTempSect->Depth; int eax = ecx - z; if (eax < 0 && eax >= -5120) @@ -331,17 +331,17 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis } int spriteZ = pActor->int_pos().Z; - int floorZ = pSector->floorz; + int floorZ = pSector->__int_floorz; int ebp = spriteZ + z; - int eax = pSector->ceilingz + (height >> 1); + int eax = pSector->__int_ceilingz + (height >> 1); if ((nSectFlags & kSectUnderwater) && ebp < eax) { ebp = eax; } // loc_151E7: - while (ebp > pActor->sector()->floorz && pActor->sector()->pBelow != nullptr) + while (ebp > pActor->sector()->__int_floorz && pActor->sector()->pBelow != nullptr) { ChangeActorSect(pActor, pActor->sector()->pBelow); } @@ -363,7 +363,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis } else { - while ((ebp < pActor->sector()->ceilingz) && (pActor->sector()->pAbove != nullptr)) + while ((ebp < pActor->sector()->__int_ceilingz) && (pActor->sector()->pAbove != nullptr)) { ChangeActorSect(pActor, pActor->sector()->pAbove); } @@ -502,7 +502,7 @@ Collision movesprite(DExhumedActor* pActor, int dx, int dy, int dz, int ceildist auto pSector = pActor->sector(); assert(pSector); - int floorZ = pSector->floorz; + int floorZ = pSector->__int_floorz; if ((pSector->Flag & kSectUnderwater) || (floorZ < z)) { @@ -553,7 +553,7 @@ Collision movesprite(DExhumedActor* pActor, int dx, int dy, int dz, int ceildist dz = 0; } - if ((pSector->floorz - z) < (dz + flordist)) + if ((pSector->__int_floorz - z) < (dz + flordist)) { pActor->set_int_xy( x, y); } @@ -633,7 +633,7 @@ Collision MoveCreatureWithCaution(DExhumedActor* pActor) if (pSector != pSectorPre) { - int zDiff = pSectorPre->floorz - pSector->floorz; + int zDiff = pSectorPre->__int_floorz - pSector->__int_floorz; if (zDiff < 0) { zDiff = -zDiff; } @@ -749,7 +749,7 @@ void CheckSectorFloor(sectortype* pSector, int z, int *x, int *y) int nFlag = pSector->Flag; int nAng = nFlag & kAngleMask; - if (z >= pSector->floorz) + if (z >= pSector->__int_floorz) { *x += bcos(nAng, 3) * nSpeed; *y += bsin(nAng, 3) * nSpeed; @@ -819,7 +819,7 @@ void CreatePushBlock(sectortype* pSector) sBlockInfo[nBlock].pActor = pActor; - pActor->set_int_pos({ xAvg, yAvg, pSector->floorz - 256 }); + pActor->set_int_pos({ xAvg, yAvg, pSector->__int_floorz - 256 }); pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; int var_28 = 0; @@ -872,7 +872,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel) int nBlock = pSector->extra; int nSectFlag = pSector->Flag; - int nFloorZ = pSector->floorz; + int nFloorZ = pSector->__int_floorz; walltype *pStartWall = pSector->firstWall(); sectortype* pNextSector = pStartWall->nextSector(); @@ -894,17 +894,17 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel) if (nSectFlag & kSectUnderwater) { - nZVal = pSector->ceilingz; - pos.Z = pNextSector->ceilingz + 256; + nZVal = pSector->__int_ceilingz; + pos.Z = pNextSector->__int_ceilingz + 256; - pSector->setceilingz(pNextSector->ceilingz); + pSector->set_int_ceilingz(pNextSector->__int_ceilingz); } else { - nZVal = pSector->floorz; - pos.Z = pNextSector->floorz - 256; + nZVal = pSector->__int_floorz; + pos.Z = pNextSector->__int_floorz - 256; - pSector->setfloorz(pNextSector->floorz); + pSector->set_int_floorz(pNextSector->__int_floorz); } auto pSectorB = pSector; @@ -1060,10 +1060,10 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel) } if (nSectFlag & kSectUnderwater) { - pSector->setceilingz(nZVal); + pSector->set_int_ceilingz(nZVal); } else { - pSector->setfloorz(nZVal); + pSector->set_int_floorz(nZVal); } *nXVel = xvect; @@ -1403,7 +1403,7 @@ void AICreatureChunk::Tick(RunListEvent* ev) auto nVal = movesprite(pActor, pActor->spr.xvel << 10, pActor->spr.yvel << 10, pActor->spr.zvel, 2560, -2560, CLIPMASK1); - if (pActor->int_pos().Z >= pSector->floorz) + if (pActor->int_pos().Z >= pSector->__int_floorz) { // re-grab this variable as it may have changed in movesprite(). Note the check above is against the value *before* movesprite so don't change it. pSector = pActor->sector(); @@ -1411,7 +1411,7 @@ void AICreatureChunk::Tick(RunListEvent* ev) pActor->spr.xvel = 0; pActor->spr.yvel = 0; pActor->spr.zvel = 0; - pActor->set_int_z(pSector->floorz); + pActor->set_int_z(pSector->__int_floorz); } else { diff --git a/source/games/exhumed/src/mummy.cpp b/source/games/exhumed/src/mummy.cpp index 8602da50e..39463acae 100644 --- a/source/games/exhumed/src/mummy.cpp +++ b/source/games/exhumed/src/mummy.cpp @@ -448,7 +448,7 @@ void AIMummy::Damage(RunListEvent* ev) pActor->spr.xvel = 0; pActor->spr.yvel = 0; pActor->spr.zvel = 0; - pActor->set_int_z(pActor->sector()->floorz); + pActor->set_int_z(pActor->sector()->__int_floorz); } else { diff --git a/source/games/exhumed/src/object.cpp b/source/games/exhumed/src/object.cpp index d5c622d49..22a376588 100644 --- a/source/games/exhumed/src/object.cpp +++ b/source/games/exhumed/src/object.cpp @@ -393,7 +393,7 @@ DExhumedActor* BuildWallSprite(sectortype* pSector) auto pActor = insertActor(pSector, 401); - pActor->set_int_pos({ wal->center().X, wal->center().Y, (pSector->floorz + pSector->ceilingz) / 2 }); + pActor->set_int_pos({ wal->center().X, wal->center().Y, (pSector->__int_floorz + pSector->__int_ceilingz) / 2 }); pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; return pActor; @@ -457,7 +457,7 @@ DExhumedActor* FindWallSprites(sectortype* pSector) { pAct = insertActor(pSector, 401); - pAct->set_int_pos({ (var_24 + esi) / 2, (ecx + edi) / 2, pSector->floorz }); + pAct->set_int_pos({ (var_24 + esi) / 2, (ecx + edi) / 2, pSector->__int_floorz }); pAct->spr.cstat = CSTAT_SPRITE_INVISIBLE; pAct->spr.intowner = -1; pAct->spr.lotag = 0; @@ -588,7 +588,7 @@ int CheckSectorSprites(sectortype* pSector, int nVal) if (nVal) { - int nZDiff = pSector->floorz - pSector->ceilingz; + int nZDiff = pSector->__int_floorz - pSector->__int_ceilingz; ExhumedSectIterator it(pSector); while (auto pActor= it.Next()) @@ -632,7 +632,7 @@ int CheckSectorSprites(sectortype* pSector, int nVal) // done void MoveSectorSprites(sectortype* pSector, int z) { - int newz = pSector->floorz; + int newz = pSector->__int_floorz; int oldz = newz - z; int minz = min(newz, oldz); int maxz = max(newz, oldz); @@ -764,7 +764,7 @@ void AIElev::Tick(RunListEvent* ev) int nZVal = Elevator[nElev].zOffsets[nZOffset]; StartInterpolation(pSector, Interp_Sect_Floorz); - int nVal = LongSeek((int*)&pSector->floorz, nZVal, Elevator[nElev].nParam1, Elevator[nElev].nParam2); + int nVal = LongSeek((int*)&pSector->__int_floorz, nZVal, Elevator[nElev].nParam1, Elevator[nElev].nParam2); ebp = nVal; if (!nVal) @@ -798,7 +798,7 @@ void AIElev::Tick(RunListEvent* ev) else { // loc_20FC3: - int ceilZ = pSector->ceilingz; + int ceilZ = pSector->__int_ceilingz; int nZOffset = Elevator[nElev].nCurZOffset; int zVal = Elevator[nElev].zOffsets[nZOffset]; @@ -854,7 +854,7 @@ void AIElev::Tick(RunListEvent* ev) } StartInterpolation(pSector, Interp_Sect_Ceilingz); - pSector->setceilingz(ceilZ); + pSector->set_int_ceilingz(ceilZ); } // maybe this doesn't go here? @@ -1018,7 +1018,7 @@ int BuildSlide(int nChannel, walltype* pStartWall, walltype* pWall1, walltype* p SlideData[nSlide].pActor = pActor; pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE; - pActor->set_int_pos({ pStartWall->wall_int_pos().X, pStartWall->wall_int_pos().Y, pSector->floorz }); + pActor->set_int_pos({ pStartWall->wall_int_pos().X, pStartWall->wall_int_pos().Y, pSector->__int_floorz }); pActor->backuppos(); SlideData[nSlide].nRunC = 0; @@ -1578,10 +1578,10 @@ DExhumedActor* BuildEnergyBlock(sectortype* pSector) // GrabTimeSlot(3); - pActor->set_int_z(pSector->firstWall()->nextSector()->floorz); + pActor->set_int_z(pSector->firstWall()->nextSector()->__int_floorz); // CHECKME - name of this variable? - int nRepeat = (pActor->int_pos().Z - pSector->floorz) >> 8; + int nRepeat = (pActor->int_pos().Z - pSector->__int_floorz) >> 8; if (nRepeat > 255) { nRepeat = 255; } @@ -1656,9 +1656,9 @@ void ExplodeEnergyBlock(DExhumedActor* pActor) pSector->floorshade = 50; pSector->extra = -1; - pSector->setfloorz(pActor->int_pos().Z); + pSector->set_int_floorz(pActor->int_pos().Z); - pActor->set_int_z((pActor->int_pos().Z + pSector->floorz) / 2); + pActor->set_int_z((pActor->int_pos().Z + pSector->__int_floorz) / 2); BuildSpark(pActor, 3); @@ -1763,15 +1763,15 @@ void AIEnergyBlock::RadialDamage(RunListEvent* ev) return; } - int nFloorZ = pSector->floorz; + int nFloorZ = pSector->__int_floorz; - pSector->setfloorz(pActor->int_pos().Z); + pSector->set_int_floorz(pActor->int_pos().Z); pActor->add_int_z(-256); ev->nDamage = runlist_CheckRadialDamage(pActor); // restore previous values - pSector->setfloorz(nFloorZ); + pSector->set_int_floorz(nFloorZ); pActor->add_int_z(256); if (ev->nDamage <= 0) { @@ -1919,7 +1919,7 @@ void AIObject::Tick(RunListEvent* ev) int var_18; // red branch - if ((nStat == kStatExplodeTarget) || (pActor->int_pos().Z < pActor->sector()->floorz)) + if ((nStat == kStatExplodeTarget) || (pActor->int_pos().Z < pActor->sector()->__int_floorz)) { var_18 = 36; } @@ -1929,7 +1929,7 @@ void AIObject::Tick(RunListEvent* ev) } AddFlash(pActor->sector(), pActor->int_pos().X, pActor->int_pos().Y, pActor->int_pos().Z, 128); - BuildAnim(nullptr, var_18, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->sector()->floorz, pActor->sector(), 240, 4); + BuildAnim(nullptr, var_18, 0, pActor->int_pos().X, pActor->int_pos().Y, pActor->sector()->__int_floorz, pActor->sector(), 240, 4); // int edi = nSprite | 0x4000; @@ -2113,15 +2113,15 @@ void DoDrips() if (sBob[i].field_3) { - pSector->setceilingz(edx + sBob[i].z); + pSector->set_int_ceilingz(edx + sBob[i].z); } else { - int nFloorZ = pSector->floorz; + int nFloorZ = pSector->__int_floorz; - pSector->setfloorz(edx + sBob[i].z); + pSector->set_int_floorz(edx + sBob[i].z); - MoveSectorSprites(pSector, pSector->floorz - nFloorZ); + MoveSectorSprites(pSector, pSector->__int_floorz - nFloorZ); } } } @@ -2174,10 +2174,10 @@ void AddSectorBob(sectortype* pSector, int nHitag, int bx) int z; if (bx == 0) { - z = pSector->floorz; + z = pSector->__int_floorz; } else { - z = pSector->ceilingz; + z = pSector->__int_ceilingz; } sBob[nBobs].z = z; diff --git a/source/games/exhumed/src/osdcmds.cpp b/source/games/exhumed/src/osdcmds.cpp index bb682989f..84d1321d8 100644 --- a/source/games/exhumed/src/osdcmds.cpp +++ b/source/games/exhumed/src/osdcmds.cpp @@ -71,20 +71,20 @@ static int osdcmd_spawn(CCmdFuncPtr parm) if (parm->numparms != 1) return CCMD_SHOWHELP; auto c = parm->parms[0]; auto sectp = initsectp; - if (!stricmp(c, "anubis")) BuildAnubis(nullptr, initx, inity, sectp->floorz, sectp, inita, false); - else if (!stricmp(c, "spider")) BuildSpider(nullptr, initx, inity, sectp->floorz, sectp, inita); - else if (!stricmp(c, "mummy")) BuildMummy(nullptr, initx, inity, sectp->floorz, sectp, inita); + if (!stricmp(c, "anubis")) BuildAnubis(nullptr, initx, inity, sectp->__int_floorz, sectp, inita, false); + else if (!stricmp(c, "spider")) BuildSpider(nullptr, initx, inity, sectp->__int_floorz, sectp, inita); + else if (!stricmp(c, "mummy")) BuildMummy(nullptr, initx, inity, sectp->__int_floorz, sectp, inita); else if (!stricmp(c, "fish")) BuildFish(nullptr, initx, inity, initz + PlayerList[nLocalPlayer].eyelevel, sectp, inita); - else if (!stricmp(c, "lion")) BuildLion(nullptr, initx, inity, sectp->floorz, sectp, inita); - else if (!stricmp(c, "lava")) BuildLava(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount); - else if (!stricmp(c, "rex")) BuildRex(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount); - else if (!stricmp(c, "set")) BuildSet(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount); - else if (!stricmp(c, "queen")) BuildQueen(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount); - else if (!stricmp(c, "roach")) BuildRoach(0, nullptr, initx, inity, sectp->floorz, sectp, inita); - else if (!stricmp(c, "roach2")) BuildRoach(1, nullptr, initx, inity, sectp->floorz, sectp, inita); - else if (!stricmp(c, "wasp")) BuildWasp(nullptr, initx, inity, sectp->floorz - 25600, sectp, inita, false); - else if (!stricmp(c, "scorp")) BuildScorp(nullptr, initx, inity, sectp->floorz, sectp, inita, nNetPlayerCount); - else if (!stricmp(c, "rat")) BuildRat(nullptr, initx, inity, sectp->floorz, sectp, inita); + else if (!stricmp(c, "lion")) BuildLion(nullptr, initx, inity, sectp->__int_floorz, sectp, inita); + else if (!stricmp(c, "lava")) BuildLava(nullptr, initx, inity, sectp->__int_floorz, sectp, inita, nNetPlayerCount); + else if (!stricmp(c, "rex")) BuildRex(nullptr, initx, inity, sectp->__int_floorz, sectp, inita, nNetPlayerCount); + else if (!stricmp(c, "set")) BuildSet(nullptr, initx, inity, sectp->__int_floorz, sectp, inita, nNetPlayerCount); + else if (!stricmp(c, "queen")) BuildQueen(nullptr, initx, inity, sectp->__int_floorz, sectp, inita, nNetPlayerCount); + else if (!stricmp(c, "roach")) BuildRoach(0, nullptr, initx, inity, sectp->__int_floorz, sectp, inita); + else if (!stricmp(c, "roach2")) BuildRoach(1, nullptr, initx, inity, sectp->__int_floorz, sectp, inita); + else if (!stricmp(c, "wasp")) BuildWasp(nullptr, initx, inity, sectp->__int_floorz - 25600, sectp, inita, false); + else if (!stricmp(c, "scorp")) BuildScorp(nullptr, initx, inity, sectp->__int_floorz, sectp, inita, nNetPlayerCount); + else if (!stricmp(c, "rat")) BuildRat(nullptr, initx, inity, sectp->__int_floorz, sectp, inita); else Printf("Unknown creature type %s\n", c); return CCMD_OK; } diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index cff108f26..d5f5f0dbe 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -278,7 +278,7 @@ void RestartPlayer(int nPlayer) } else { - pActor->set_int_pos({ plr->sPlayerSave.x, plr->sPlayerSave.y, plr->sPlayerSave.pSector->floorz }); + pActor->set_int_pos({ plr->sPlayerSave.x, plr->sPlayerSave.y, plr->sPlayerSave.pSector->__int_floorz }); plr->angle.ang = buildang(plr->sPlayerSave.nAngle&kAngleMask); pActor->spr.ang = plr->angle.ang.asbuild(); @@ -454,7 +454,7 @@ void StartDeathSeq(int nPlayer, int nVal) auto pGunActor = GrabBodyGunSprite(); ChangeActorSect(pGunActor, pSector); - pGunActor->set_int_pos({ pActor->int_pos().X, pActor->int_pos().Y, pSector->floorz - 512 }); + pGunActor->set_int_pos({ pActor->int_pos().X, pActor->int_pos().Y, pSector->__int_floorz - 512 }); ChangeActorStat(pGunActor, nGunLotag[nWeapon] + 900); @@ -882,7 +882,7 @@ void AIPlayer::Tick(RunListEvent* ev) vec3_t pos = pPlayerActor->int_pos(); SetActor(pPlayerActor, &pos); - pPlayerActor->set_int_z(pPlayerActor->sector()->floorz); + pPlayerActor->set_int_z(pPlayerActor->sector()->__int_floorz); } else { @@ -1093,7 +1093,7 @@ sectdone: while (1) { - int nCeilZ = pViewSect->ceilingz; + int nCeilZ = pViewSect->__int_ceilingz; if (EyeZ >= nCeilZ) break; @@ -1118,7 +1118,7 @@ sectdone: ChangeActorSect(pPlayerActor, pViewSect); - int var_FC = pViewSect->floorz + (-5120); + int var_FC = pViewSect->__int_floorz + (-5120); pPlayerActor->set_int_pos({ spr_x, spr_y, var_FC }); auto coll = movesprite(pPlayerActor, x, y, 0, 5120, 0, CLIPMASK0); @@ -1223,7 +1223,7 @@ sectdone: { auto pTmpSect = pPlayerActor->sector(); - if (PlayerList[nPlayer].totalvel > 25 && pPlayerActor->int_pos().Z > pTmpSect->floorz) + if (PlayerList[nPlayer].totalvel > 25 && pPlayerActor->int_pos().Z > pTmpSect->__int_floorz) { if (pTmpSect->Depth && !pTmpSect->Speed && !pTmpSect->Damage) { @@ -1265,7 +1265,7 @@ sectdone: ChangeActorSect(pFloorActor, pPlayerActor->sector()); } - pFloorActor->set_int_z(pPlayerActor->sector()->floorz); + pFloorActor->set_int_z(pPlayerActor->sector()->__int_floorz); } int var_30 = 0; @@ -2254,7 +2254,7 @@ sectdone: // loc_1BC57: // CHECKME - are we finished with 'nSector' variable at this point? if so, maybe set it to pPlayerActor->spr.sector so we can make this code a bit neater. Don't assume pPlayerActor->spr.sector == nSector here!! - if (nStandHeight > (pPlayerActor->sector()->floorz - pPlayerActor->sector()->ceilingz)) { + if (nStandHeight > (pPlayerActor->sector()->__int_floorz - pPlayerActor->sector()->__int_ceilingz)) { var_48 = 1; } @@ -2452,7 +2452,7 @@ sectdone: { pPlayerActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 120, 0); pPlayerActor->spr.cstat = 0; - pPlayerActor->set_int_z(pPlayerActor->sector()->floorz); + pPlayerActor->set_int_z(pPlayerActor->sector()->__int_floorz); } // will invalidate nPlayerSprite @@ -2500,7 +2500,7 @@ sectdone: case 16: PlayerList[nPlayer].nSeqSize = SeqSize[var_AC] - 1; - if (pPlayerActor->int_pos().Z < pPlayerActor->sector()->floorz) { + if (pPlayerActor->int_pos().Z < pPlayerActor->sector()->__int_floorz) { pPlayerActor->add_int_z(256); } diff --git a/source/games/exhumed/src/queen.cpp b/source/games/exhumed/src/queen.cpp index 5954ddc2a..97fad1fc0 100644 --- a/source/games/exhumed/src/queen.cpp +++ b/source/games/exhumed/src/queen.cpp @@ -447,7 +447,7 @@ void BuildQueenEgg(int nQueen, int nVal) int x = pActor->int_pos().X; int y = pActor->int_pos().Y; auto pSector =pActor->sector(); - int nFloorZ = pSector->floorz; + int nFloorZ = pSector->__int_floorz; int nAngle = pActor->spr.ang; auto pActor2 = insertActor(pSector, 121); @@ -706,7 +706,7 @@ void BuildQueenHead(int nQueen) int y = pActor->int_pos().Y; int nAngle = pActor->spr.ang; auto pSector = pActor->sector(); - int z = pSector->floorz; + int z = pSector->__int_floorz; auto pActor2 = insertActor(pSector, 121); @@ -1113,7 +1113,7 @@ void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, ChangeActorStat(pActor, 121); x = pActor->int_pos().X; y = pActor->int_pos().Y; - z = pActor->sector()->floorz; + z = pActor->sector()->__int_floorz; nAngle = pActor->spr.ang; } diff --git a/source/games/exhumed/src/rat.cpp b/source/games/exhumed/src/rat.cpp index 01e9f5f13..a2f612e7e 100644 --- a/source/games/exhumed/src/rat.cpp +++ b/source/games/exhumed/src/rat.cpp @@ -131,7 +131,7 @@ DExhumedActor* FindFood(DExhumedActor* pActor) int y = pActor->int_pos().Y; int z = pActor->int_pos().Z; - int z2 = (z + pSector->ceilingz) / 2; + int z2 = (z + pSector->__int_ceilingz) / 2; if (nChunkTotal) { diff --git a/source/games/exhumed/src/rex.cpp b/source/games/exhumed/src/rex.cpp index 4bc0d0000..9d56a7051 100644 --- a/source/games/exhumed/src/rex.cpp +++ b/source/games/exhumed/src/rex.cpp @@ -47,7 +47,7 @@ void BuildRex(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, i { x = pActor->int_pos().X; y = pActor->int_pos().Y; - z = pActor->sector()->floorz; + z = pActor->sector()->__int_floorz; nAngle = pActor->spr.ang; ChangeActorStat(pActor, 119); diff --git a/source/games/exhumed/src/roach.cpp b/source/games/exhumed/src/roach.cpp index 7504c9066..fabb76edc 100644 --- a/source/games/exhumed/src/roach.cpp +++ b/source/games/exhumed/src/roach.cpp @@ -46,7 +46,7 @@ void BuildRoach(int nType, DExhumedActor* pActor, int x, int y, int z, sectortyp ChangeActorStat(pActor, 105); x = pActor->int_pos().X; y = pActor->int_pos().Y; - z = pActor->sector()->floorz; + z = pActor->sector()->__int_floorz; angle = pActor->spr.ang; } diff --git a/source/games/exhumed/src/runlist.cpp b/source/games/exhumed/src/runlist.cpp index 3327474f2..0c4c96050 100644 --- a/source/games/exhumed/src/runlist.cpp +++ b/source/games/exhumed/src/runlist.cpp @@ -615,10 +615,10 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) This function searches z-coordinates of neighboring sectors to find the closest (next) ceiling starting at the given z-coordinate (thez). */ - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingUp | Find_Safe); - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->ceilingz); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -634,10 +634,10 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 2: // Floor Doom door { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->ceilingz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_ceilingz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -683,10 +683,10 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 5: // Permanent floor raise { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz + 1, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz + 1, Find_CeilingUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->ceilingz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -694,11 +694,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 6: // Touchplate floor lower, single { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 400, 400, 2, nextSectorP->floorz, pSector->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 400, 400, 2, nextSectorP->__int_floorz, pSector->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -706,17 +706,17 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) runlist_AddRunRec(sRunChannels[nChannel].a,nSwitch.first, nSwitch.second); - pSector->setfloorz(nextSectorP->floorz); + pSector->set_int_floorz(nextSectorP->__int_floorz); return; } case 7: // Touchplate floor lower, multiple { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -732,11 +732,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 8: // Permanent floor lower { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -744,11 +744,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 9: // Switch activated lift down { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -760,11 +760,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 10: // Touchplate Floor Raise { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -789,12 +789,12 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) */ int zVal = 0; - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorUp | Find_Safe); if (nextSectorP != nullptr) { - zVal = nextSectorP->floorz; + zVal = nextSectorP->__int_floorz; } - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, zVal); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, zVal); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -809,12 +809,12 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) */ int zVal = 0; - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorUp | Find_Safe); if (nextSectorP != nullptr) { - zVal = nextSectorP->floorz; + zVal = nextSectorP->__int_floorz; } - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, zVal); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, zVal); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -833,12 +833,12 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) */ int zVal = 0; - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP != nullptr) { - zVal = nextSectorP->floorz; + zVal = nextSectorP->__int_floorz; } - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, zVal); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, zVal); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -850,11 +850,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 15: // Sector raise/lower { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -862,7 +862,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 16: // Stuttering noise (floor makes noise) { - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->ceilingz, pSector->floorz - 8); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->__int_ceilingz, pSector->__int_floorz - 8); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -878,7 +878,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 17: // Reserved? { - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->ceilingz, pSector->floorz - 8); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->__int_ceilingz, pSector->__int_floorz - 8); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -890,15 +890,15 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 18: // Raises floor AND lowers ceiling { - int ebx = ((pSector->floorz - pSector->ceilingz) / 2) + pSector->ceilingz; + int ebx = ((pSector->__int_floorz - pSector->__int_ceilingz) / 2) + pSector->__int_ceilingz; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->floorz, ebx); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->__int_floorz, ebx); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); - int ebx2 = (((pSector->floorz - pSector->ceilingz) / 2) + pSector->ceilingz) - 8; + int ebx2 = (((pSector->__int_floorz - pSector->__int_ceilingz) / 2) + pSector->__int_ceilingz) - 8; - int nElev2 = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->ceilingz, ebx2); + int nElev2 = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->__int_ceilingz, ebx2); runlist_AddRunRec(sRunChannels[nChannel].a, nElev2, 0); @@ -925,12 +925,12 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) */ int zVal = 0; - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP) { - zVal = nextSectorP->floorz; + zVal = nextSectorP->__int_floorz; } - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 32767, 200, 2, pSector->floorz, zVal); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 32767, 200, 2, pSector->__int_floorz, zVal); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -942,11 +942,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 24: // Ceiling door, channel trigger only { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->ceilingz); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -958,11 +958,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 25: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -974,11 +974,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 26: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -990,11 +990,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 27: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1006,11 +1006,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 28: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1022,11 +1022,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 31: // Touchplate { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 0x7FFF, 0x7FFF, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 0x7FFF, 0x7FFF, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1038,11 +1038,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 32: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 0x7FFF, 0x7FFF, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 0x7FFF, 0x7FFF, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1050,11 +1050,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 33: // Ceiling Crusher { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevC(20, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, nextSectorP->ceilingz, pSector->floorz); + int nElev = BuildElevC(20, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, nextSectorP->__int_ceilingz, pSector->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1062,11 +1062,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 34: // Triggerable Ceiling Crusher(Inactive) { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevC(28, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, nextSectorP->ceilingz, pSector->floorz); + int nElev = BuildElevC(28, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, nextSectorP->__int_ceilingz, pSector->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1088,11 +1088,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 37: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1100,11 +1100,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 39: // Touchplate { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 0x7FFF, 0x7FFF, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 0x7FFF, 0x7FFF, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1163,12 +1163,12 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) */ int zVal = 0; - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingDown | Find_Safe); if (nextSectorP != nullptr) { - zVal = nextSectorP->ceilingz; + zVal = nextSectorP->__int_ceilingz; } - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->ceilingz, zVal); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->__int_ceilingz, zVal); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1176,11 +1176,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 49: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->ceilingz, nextSectorP->ceilingz); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->__int_ceilingz, nextSectorP->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1188,11 +1188,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 50: // Floor lower / raise { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 0x7FFF, 200, 2, nextSectorP->floorz, pSector->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 0x7FFF, 200, 2, nextSectorP->__int_floorz, pSector->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1200,15 +1200,15 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 51: { - int edx = ((pSector->floorz - pSector->ceilingz) / 2) + pSector->ceilingz; + int edx = ((pSector->__int_floorz - pSector->__int_ceilingz) / 2) + pSector->__int_ceilingz; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->floorz, edx); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->__int_floorz, edx); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); - int eax = (((pSector->floorz - pSector->ceilingz) / 2) + pSector->ceilingz) - 8; + int eax = (((pSector->__int_floorz - pSector->__int_ceilingz) / 2) + pSector->__int_ceilingz) - 8; - nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->ceilingz, eax); + nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), 200, nSpeed * 100, 2, pSector->__int_ceilingz, eax); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1220,15 +1220,15 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 52: { - int eax = ((pSector->floorz - pSector->ceilingz) / 2) + pSector->ceilingz; + int eax = ((pSector->__int_floorz - pSector->__int_ceilingz) / 2) + pSector->__int_ceilingz; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, eax, pSector->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, eax, pSector->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); - eax = ((pSector->floorz - pSector->ceilingz) / 2) + pSector->ceilingz; + eax = ((pSector->__int_floorz - pSector->__int_ceilingz) / 2) + pSector->__int_ceilingz; - nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, eax, pSector->ceilingz); + nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, eax, pSector->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1244,15 +1244,15 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 53: { - int eax = ((pSector->floorz - pSector->ceilingz) / 2) + pSector->ceilingz; + int eax = ((pSector->__int_floorz - pSector->__int_ceilingz) / 2) + pSector->__int_ceilingz; - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, eax, pSector->floorz); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, eax, pSector->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); - eax = ((pSector->floorz - pSector->ceilingz) / 2) + pSector->ceilingz; + eax = ((pSector->__int_floorz - pSector->__int_ceilingz) / 2) + pSector->__int_ceilingz; - nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, eax, pSector->ceilingz); + nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, eax, pSector->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1264,11 +1264,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 54: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->ceilingz); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1280,11 +1280,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 55: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->ceilingz); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1296,11 +1296,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 56: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->ceilingz); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1308,11 +1308,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 57: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->ceilingz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_ceilingz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1333,10 +1333,10 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) nEnergyChan = nChannel; } - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingUp | Find_Safe); - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->ceilingz); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1344,11 +1344,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 59: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1364,17 +1364,17 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 61: { - zListB[0] = pSector->floorz; + zListB[0] = pSector->__int_floorz; int var_1C = 1; while (1) { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorUp | Find_Safe); if (nextSectorP == nullptr || var_1C >= 8) { break; } - zListB[var_1C] = nextSectorP->floorz; + zListB[var_1C] = nextSectorP->__int_floorz; var_1C++; } @@ -1388,17 +1388,17 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 62: { - zListA[0] = pSector->floorz; + zListA[0] = pSector->__int_floorz; int var_20 = 1; while (1) { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr || var_20 >= 8) { break; } - zListA[var_20] = nextSectorP->floorz; + zListA[var_20] = nextSectorP->__int_floorz; var_20++; } @@ -1419,11 +1419,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 68: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->floorz, Find_FloorDown | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_floorz, Find_FloorDown | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->floorz, nextSectorP->floorz); + int nElev = BuildElevF(nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, pSector->__int_floorz, nextSectorP->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; @@ -1432,11 +1432,11 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 70: case 71: { - auto nextSectorP = nextsectorneighborzptr(pSector, pSector->ceilingz, Find_CeilingUp | Find_Safe); + auto nextSectorP = nextsectorneighborzptr(pSector, pSector->__int_ceilingz, Find_CeilingUp | Find_Safe); if (nextSectorP == nullptr) break; - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, (int)pSector->floorz, (int)nextSectorP->ceilingz); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, (int)pSector->__int_floorz, (int)nextSectorP->__int_ceilingz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); @@ -1452,7 +1452,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag) case 75: { - int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, (int)pSector->ceilingz, (int)pSector->floorz); + int nElev = BuildElevC(0, nChannel, pSector, FindWallSprites(pSector), nSpeed * 100, nSpeed * 100, 2, (int)pSector->__int_ceilingz, (int)pSector->__int_floorz); runlist_AddRunRec(sRunChannels[nChannel].a, nElev, 0); return; diff --git a/source/games/exhumed/src/scorp.cpp b/source/games/exhumed/src/scorp.cpp index 8b8a9518d..82d00b11b 100644 --- a/source/games/exhumed/src/scorp.cpp +++ b/source/games/exhumed/src/scorp.cpp @@ -50,7 +50,7 @@ void BuildScorp(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, x = pActor->int_pos().X; y = pActor->int_pos().Y; - z = pActor->sector()->floorz; + z = pActor->sector()->__int_floorz; nAngle = pActor->spr.ang; } diff --git a/source/games/exhumed/src/sequence.cpp b/source/games/exhumed/src/sequence.cpp index 9211449a0..8f3142ca1 100644 --- a/source/games/exhumed/src/sequence.cpp +++ b/source/games/exhumed/src/sequence.cpp @@ -617,7 +617,7 @@ int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx) else { auto pSector =pTSprite->sectp; - int nFloorZ = pSector->floorz; + int nFloorZ = pSector->__int_floorz; if (nFloorZ <= PlayerList[nLocalPlayer].eyelevel + initz) { pTSprite->ownerActor = nullptr; diff --git a/source/games/exhumed/src/set.cpp b/source/games/exhumed/src/set.cpp index b56f0a91d..6bf4e86c4 100644 --- a/source/games/exhumed/src/set.cpp +++ b/source/games/exhumed/src/set.cpp @@ -50,7 +50,7 @@ void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, i ChangeActorStat(pActor, 120); x = pActor->int_pos().X; y = pActor->int_pos().Y; - z = pActor->sector()->floorz; + z = pActor->sector()->__int_floorz; nAngle = pActor->spr.ang; } @@ -110,7 +110,7 @@ void BuildSoul(DExhumedActor* pSet) pActor->spr.xvel = 0; pActor->spr.yvel = 0; pActor->spr.zvel = (-256) - RandomSize(10); - pActor->set_int_pos({ pSet->int_pos().X, pSet->int_pos().Y, (RandomSize(8) << 8) + 8192 + pActor->sector()->ceilingz - GetActorHeight(pActor) }); + pActor->set_int_pos({ pSet->int_pos().X, pSet->int_pos().Y, (RandomSize(8) << 8) + 8192 + pActor->sector()->__int_ceilingz - GetActorHeight(pActor) }); //pActor->spr.hitag = nSet; pActor->pTarget = pSet; @@ -406,9 +406,9 @@ void AISet::Tick(RunListEvent* ev) if (pSector) { - if ((pActor->int_pos().Z - pSector->floorz) < 55000) + if ((pActor->int_pos().Z - pSector->__int_floorz) < 55000) { - if (pActor->int_pos().Z > pSector->ceilingz) + if (pActor->int_pos().Z > pSector->__int_ceilingz) { pActor->nIndex = 1; pActor->nAction = 7; diff --git a/source/games/exhumed/src/sound.cpp b/source/games/exhumed/src/sound.cpp index 9209d2fde..6fa78d854 100644 --- a/source/games/exhumed/src/sound.cpp +++ b/source/games/exhumed/src/sound.cpp @@ -675,7 +675,7 @@ void CheckAmbience(sectortype* sect) walltype* pWall = pSector2->firstWall(); if (!soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, &amb, 0)) { - vec3_t v = { pWall->wall_int_pos().X, pWall->wall_int_pos().Y, pSector2->floorz }; + vec3_t v = { pWall->wall_int_pos().X, pWall->wall_int_pos().Y, pSector2->__int_floorz }; amb = GetSoundPos(v); soundEngine->StartSound(SOURCE_Ambient, &amb, nullptr, CHAN_BODY, CHANF_TRANSIENT, sect->Sound + 1, 1.f, ATTN_NORM); return; @@ -690,7 +690,7 @@ void CheckAmbience(sectortype* sect) } else { - vec3_t v = { pWall->wall_int_pos().X, pWall->wall_int_pos().Y, pSector2->floorz }; + vec3_t v = { pWall->wall_int_pos().X, pWall->wall_int_pos().Y, pSector2->__int_floorz }; amb = GetSoundPos(v); } return 1; diff --git a/source/games/exhumed/src/spider.cpp b/source/games/exhumed/src/spider.cpp index d9803c3f4..9d44ae2c1 100644 --- a/source/games/exhumed/src/spider.cpp +++ b/source/games/exhumed/src/spider.cpp @@ -48,7 +48,7 @@ DExhumedActor* BuildSpider(DExhumedActor* spp, int x, int y, int z, sectortype* x = spp->int_pos().X; y = spp->int_pos().Y; - z = spp->sector()->floorz; + z = spp->sector()->__int_floorz; nAngle = spp->spr.ang; } @@ -100,7 +100,7 @@ void AISpider::Tick(RunListEvent* ev) { if (spp->spr.cstat & CSTAT_SPRITE_YFLIP) { - spp->set_int_z(spp->sector()->ceilingz + GetActorHeight(spp)); + spp->set_int_z(spp->sector()->__int_ceilingz + GetActorHeight(spp)); } else { @@ -177,7 +177,7 @@ void AISpider::Tick(RunListEvent* ev) if (spp->spr.cstat & CSTAT_SPRITE_YFLIP) { spp->spr.zvel = 0; - spp->set_int_z(pSector->ceilingz + (tileHeight(spp->spr.picnum) << 5)); + spp->set_int_z(pSector->__int_ceilingz + (tileHeight(spp->spr.picnum) << 5)); if (pSector->ceilingstat & CSTAT_SECTOR_SKY) { @@ -210,7 +210,7 @@ void AISpider::Tick(RunListEvent* ev) { spp->spr.cstat ^= CSTAT_SPRITE_YFLIP; spp->spr.zvel = 1; - spp->set_int_z(pSector->ceilingz + GetActorHeight(spp)); + spp->set_int_z(pSector->__int_ceilingz + GetActorHeight(spp)); } else { @@ -288,7 +288,7 @@ void AISpider::Tick(RunListEvent* ev) && !((spp->sector()->ceilingstat) & CSTAT_SECTOR_SKY)) { spp->spr.cstat |= CSTAT_SPRITE_YFLIP; - spp->set_int_z(GetActorHeight(spp) + spp->sector()->ceilingz); + spp->set_int_z(GetActorHeight(spp) + spp->sector()->__int_ceilingz); spp->spr.zvel = 0; spp->nAction = 1; diff --git a/source/games/exhumed/src/switch.cpp b/source/games/exhumed/src/switch.cpp index 733b534ae..292ac06d6 100644 --- a/source/games/exhumed/src/switch.cpp +++ b/source/games/exhumed/src/switch.cpp @@ -290,7 +290,7 @@ void AISWStepOn::TouchFloor(RunListEvent* ev) if (var_14 != sRunChannels[nChannel].c) { auto pWall = pSector->firstWall(); - PlayFXAtXYZ(StaticSound[nSwitchSound], pWall->wall_int_pos().X, pWall->wall_int_pos().Y, pSector->floorz); + PlayFXAtXYZ(StaticSound[nSwitchSound], pWall->wall_int_pos().X, pWall->wall_int_pos().Y, pSector->__int_floorz); assert(sRunChannels[nChannel].c < 8); diff --git a/source/games/exhumed/src/view.cpp b/source/games/exhumed/src/view.cpp index ffc52b82e..62ad73fa6 100644 --- a/source/games/exhumed/src/view.cpp +++ b/source/games/exhumed/src/view.cpp @@ -274,7 +274,7 @@ void DrawView(double smoothRatio, bool sceneonly) else { viewz = playerZ + nQuake[nLocalPlayer]; - int floorZ = pPlayerActor->sector()->floorz; + int floorZ = pPlayerActor->sector()->__int_floorz; if (viewz > floorZ) viewz = floorZ; @@ -297,10 +297,10 @@ void DrawView(double smoothRatio, bool sceneonly) if (pSector != nullptr) { - int Z = pSector->ceilingz + 256; + int Z = pSector->__int_ceilingz + 256; if (Z <= viewz) { - Z = pSector->floorz - 256; + Z = pSector->__int_floorz - 256; if (Z < viewz) viewz = Z; diff --git a/source/games/exhumed/src/wasp.cpp b/source/games/exhumed/src/wasp.cpp index 6854c9c04..668dbab21 100644 --- a/source/games/exhumed/src/wasp.cpp +++ b/source/games/exhumed/src/wasp.cpp @@ -334,7 +334,7 @@ void AIWasp::Tick(RunListEvent* ev) pActor->add_int_z(pActor->spr.zvel); - if (pActor->int_pos().Z >= pSector->floorz) + if (pActor->int_pos().Z >= pSector->__int_floorz) { if (pSector->pBelow != nullptr) { diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index d54a49933..821e8098c 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -331,7 +331,7 @@ int DoActorSectorDamage(DSWActor* actor) } } } - else if (ActorZOfBottom(actor) >= sectp->floorz) + else if (ActorZOfBottom(actor) >= sectp->__int_floorz) { if ((actor->user.DamageTics -= synctics) < 0) { diff --git a/source/games/sw/src/break.cpp b/source/games/sw/src/break.cpp index a648d0591..b2e50961c 100644 --- a/source/games/sw/src/break.cpp +++ b/source/games/sw/src/break.cpp @@ -741,7 +741,7 @@ int WallBreakPosition(walltype* wp, sectortype** sectp, int *x, int *y, int *z, if (!wp->twoSided()) { // white wall - *z = ((*sectp)->floorz + (*sectp)->ceilingz) >> 1; + *z = ((*sectp)->__int_floorz + (*sectp)->__int_ceilingz) >> 1; } else { @@ -751,16 +751,16 @@ int WallBreakPosition(walltype* wp, sectortype** sectp, int *x, int *y, int *z, ASSERT(wp->twoSided()); // floor and ceiling meet - if (next_sect->floorz == next_sect->ceilingz) - *z = ((*sectp)->floorz + (*sectp)->ceilingz) >> 1; + if (next_sect->__int_floorz == next_sect->__int_ceilingz) + *z = ((*sectp)->__int_floorz + (*sectp)->__int_ceilingz) >> 1; else // floor is above other sector - if (next_sect->floorz < (*sectp)->floorz) - *z = (next_sect->floorz + (*sectp)->floorz) >> 1; + if (next_sect->__int_floorz < (*sectp)->__int_floorz) + *z = (next_sect->__int_floorz + (*sectp)->__int_floorz) >> 1; else // ceiling is below other sector - if (next_sect->ceilingz > (*sectp)->ceilingz) - *z = (next_sect->ceilingz + (*sectp)->ceilingz) >> 1; + if (next_sect->__int_ceilingz > (*sectp)->__int_ceilingz) + *z = (next_sect->__int_ceilingz + (*sectp)->__int_ceilingz) >> 1; } *ang = wall_ang; diff --git a/source/games/sw/src/copysect.cpp b/source/games/sw/src/copysect.cpp index a287807ff..9a8d89f85 100644 --- a/source/games/sw/src/copysect.cpp +++ b/source/games/sw/src/copysect.cpp @@ -211,8 +211,8 @@ void CopySectorMatch(int match) dsectp->hitag = ssectp->hitag; dsectp->lotag = ssectp->lotag; - dsectp->setfloorz(ssectp->floorz); - dsectp->setceilingz(ssectp->ceilingz); + dsectp->set_int_floorz(ssectp->__int_floorz); + dsectp->set_int_ceilingz(ssectp->__int_ceilingz); dsectp->floorshade = ssectp->floorshade; dsectp->ceilingshade = ssectp->ceilingshade; diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index a5e42c617..f1e3d4bb6 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -546,7 +546,7 @@ DSWActor* ConnectCopySprite(spritetypebase const* tsp) newsector = tsp->sectp; testz = GetSpriteZOfTop(tsp) - Z(10); - if (testz < tsp->sectp->ceilingz) + if (testz < tsp->sectp->__int_ceilingz) updatesectorz(tsp->int_pos().X, tsp->int_pos().Y, testz, &newsector); if (newsector != nullptr && newsector != tsp->sectp) @@ -560,7 +560,7 @@ DSWActor* ConnectCopySprite(spritetypebase const* tsp) newsector = tsp->sectp; testz = GetSpriteZOfBottom(tsp) + Z(10); - if (testz > tsp->sectp->floorz) + if (testz > tsp->sectp->__int_floorz) updatesectorz(tsp->int_pos().X, tsp->int_pos().Y, testz, &newsector); if (newsector != nullptr && newsector != tsp->sectp) diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index 70f900c1c..bdc574cca 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -424,13 +424,13 @@ int DoEelMatchPlayerZ(DSWActor* actor) { if (actor->user.hi_sectp) { - actor->user.hiz = actor->sector()->ceilingz + Z(16); + actor->user.hiz = actor->sector()->__int_ceilingz + Z(16); actor->user.hi_sectp = actor->sector(); } else { - if (actor->user.hiz < actor->sector()->ceilingz + Z(16)) - actor->user.hiz = actor->sector()->ceilingz + Z(16); + if (actor->user.hiz < actor->sector()->__int_ceilingz + Z(16)) + actor->user.hiz = actor->sector()->__int_ceilingz + Z(16); } } diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 365ff6220..199a76866 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -2113,7 +2113,7 @@ struct ANIM switch (animtype) { case ANIM_Floorz: - return sector[animindex].floorz; + return sector[animindex].__int_floorz; case ANIM_SopZ: return SectorObject[animindex].pmid.Z; case ANIM_Spritez: @@ -2134,7 +2134,7 @@ struct ANIM switch (animtype) { case ANIM_Floorz: - sector[animindex].setfloorz(value); + sector[animindex].set_int_floorz(value); break; case ANIM_SopZ: SectorObject[animindex].pmid.Z = value; diff --git a/source/games/sw/src/interpso.cpp b/source/games/sw/src/interpso.cpp index 12657f341..873864413 100644 --- a/source/games/sw/src/interpso.cpp +++ b/source/games/sw/src/interpso.cpp @@ -99,9 +99,9 @@ static double getvalue(so_interp::interp_data& element) case soi_wally: return wall[index].pos.Y; case soi_ceil: - return sector[index].ceilingz; + return sector[index].__int_ceilingz; case soi_floor: - return sector[index].floorz; + return sector[index].__int_floorz; case soi_sox: return SectorObject[index].pmid.X; case soi_soy: @@ -141,10 +141,10 @@ static void setvalue(so_interp::interp_data& element, double value) wall[index].moved(); break; case soi_ceil: - sector[index].setceilingz((int)value); + sector[index].set_int_ceilingz((int)value); break; case soi_floor: - sector[index].setfloorz((int)value); + sector[index].set_int_floorz((int)value); break; case soi_sox: SectorObject[index].pmid.X = (int)value; diff --git a/source/games/sw/src/morph.cpp b/source/games/sw/src/morph.cpp index bcf108fde..a6ad9e2f6 100644 --- a/source/games/sw/src/morph.cpp +++ b/source/games/sw/src/morph.cpp @@ -347,8 +347,8 @@ void MorphTornado(SECTOR_OBJECT* sop) dragpoint(sop->morph_wall_point, mx, my); // bound the Z - ceilingz = sop->op_main_sector->ceilingz; - floorz = sop->op_main_sector->floorz; + ceilingz = sop->op_main_sector->__int_ceilingz; + floorz = sop->op_main_sector->__int_floorz; for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++) { @@ -425,7 +425,7 @@ void MorphFloor(SECTOR_OBJECT* sop) dragpoint(sop->morph_wall_point, mx, my); // bound the Z - floorz = sop->op_main_sector->floorz; + floorz = sop->op_main_sector->__int_floorz; #define MORPH_FLOOR_ZRANGE Z(300) @@ -522,7 +522,7 @@ void SpikeFloor(SECTOR_OBJECT* sop) my = y; // bound the Z - floorz = sop->op_main_sector->floorz; + floorz = sop->op_main_sector->__int_floorz; #define MORPH_FLOOR_ZRANGE Z(300) diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index db0ebd75c..17cab2917 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1417,7 +1417,7 @@ void DoPlayerSetWadeDepth(PLAYER* pp) if ((sectp->extra & SECTFX_SINK)) { // make sure your even in the water - if (pp->pos.Z + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(FixedToInt(pp->lo_sectp->depth_fixed))) + if (pp->pos.Z + PLAYER_HEIGHT > pp->lo_sectp->__int_floorz - Z(FixedToInt(pp->lo_sectp->depth_fixed))) pp->WadeDepth = FixedToInt(pp->lo_sectp->depth_fixed); } } @@ -1687,7 +1687,7 @@ void UpdatePlayerUnderSprite(PLAYER* pp) ASSERT(act_over->hasU()); // dont bother spawning if you ain't really in the water - water_level_z = act_over->sector()->floorz; // - Z(pp->WadeDepth); + water_level_z = act_over->sector()->__int_floorz; // - Z(pp->WadeDepth); // if not below water above_water = (ActorZOfBottom(act_over) <= water_level_z); @@ -1726,7 +1726,7 @@ void UpdatePlayerUnderSprite(PLAYER* pp) zdiff = ActorZOfBottom(act_over) - water_level_z; // add diff to ceiling - act_under->set_int_z(act_under->sector()->ceilingz + zdiff); + act_under->set_int_z(act_under->sector()->__int_ceilingz + zdiff); act_under->user.State = act_over->user.State; act_under->user.Rot = act_over->user.Rot; @@ -1755,7 +1755,7 @@ void UpdatePlayerSprite(PLAYER* pp) if (pp->sop_control) { - actor->set_int_z(pp->cursector->floorz); + actor->set_int_z(pp->cursector->__int_floorz); ChangeActorSect(pp->actor, pp->cursector); } else if (pp->DoPlayerAction == DoPlayerCrawl) @@ -2619,7 +2619,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) if (vel > 13000) { - vec3_t hit_pos = { (x[0] + x[1]) >> 1, (y[0] + y[1]) >> 1, pp->cursector->floorz - Z(10) }; + vec3_t hit_pos = { (x[0] + x[1]) >> 1, (y[0] + y[1]) >> 1, pp->cursector->__int_floorz - Z(10) }; hitscan(hit_pos, pp->cursector, { MOVEx(256, pp->angle.ang.asbuild()), MOVEy(256, pp->angle.ang.asbuild()), 0 }, @@ -3252,14 +3252,14 @@ void DoPlayerClimb(PLAYER* pp) if (PlayerCeilingHit(pp, pp->hiz + Z(4))) { // put player at the ceiling - pp->pos.Z = pp->LadderSector->ceilingz + Z(4); + pp->pos.Z = pp->LadderSector->__int_ceilingz + Z(4); NewStateGroup(pp->actor, sg_PlayerNinjaClimb); } // if floor is ABOVE you && your head goes above it, do a jump up to // terrace - if (pp->pos.Z < pp->LadderSector->floorz - Z(6)) + if (pp->pos.Z < pp->LadderSector->__int_floorz - Z(6)) { pp->jump_speed = PLAYER_CLIMB_JUMP_AMT; pp->Flags &= ~(PF_CLIMBING|PF_WEAPON_DOWN); @@ -3365,7 +3365,7 @@ int DoPlayerWadeSuperJump(PLAYER* pp) unsigned i; //short angs[3]; static short angs[3] = {0, 0, 0}; - int zh = pp->cursector->floorz - Z(pp->WadeDepth) - Z(2); + int zh = pp->cursector->__int_floorz - Z(pp->WadeDepth) - Z(2); if (Prediction) return false; // !JIM! 8/5/97 Teleporter FAFhitscan SuperJump bug. @@ -3380,7 +3380,7 @@ int DoPlayerWadeSuperJump(PLAYER* pp) { hit.hitSector = hit.hitWall->nextSector(); - if (hit.hitSector != nullptr && labs(hit.hitSector->floorz - pp->pos.Z) < Z(50)) + if (hit.hitSector != nullptr && labs(hit.hitSector->__int_floorz - pp->pos.Z) < Z(50)) { if (Distance(pp->pos.X, pp->pos.Y, hit.hitpos.X, hit.hitpos.Y) < ((((int)pp->actor->spr.clipdist)<<2) + 256)) return true; @@ -3455,7 +3455,7 @@ void DoPlayerCrawl(PLAYER* pp) if (FAF_ConnectArea(pp->cursector)) { // adjust the z - pp->pos.Z = pp->cursector->ceilingz + Z(12); + pp->pos.Z = pp->cursector->__int_ceilingz + Z(12); } DoPlayerBeginDiveNoWarp(pp); @@ -3815,7 +3815,7 @@ int PlayerCanDiveNoWarp(PLAYER* pp) if (SectorIsUnderwaterArea(sect)) { pp->setcursector(sect); - pp->pos.Z = sect->ceilingz; + pp->pos.Z = sect->__int_ceilingz; pp->pos.Z += Z(20); pp->z_speed = Z(20); @@ -3881,7 +3881,7 @@ int GetOverlapSector(int x, int y, sectortype** over, sectortype** under) // the are overlaping - check the z coord if (found == 2) { - if (sf[0]->floorz > sf[1]->floorz) + if (sf[0]->__int_floorz > sf[1]->__int_floorz) { *under = sf[0]; *over = sf[1]; @@ -3971,7 +3971,7 @@ int GetOverlapSector2(int x, int y, sectortype** over, sectortype** under) // the are overlaping - check the z coord if (found == 2) { - if (sf[0]->floorz > sf[1]->floorz) + if (sf[0]->__int_floorz > sf[1]->__int_floorz) { *under = sf[0]; *over = sf[1]; @@ -4054,7 +4054,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp) else pp->setcursector(over); - pp->pos.Z = under_act->sector()->ceilingz + Z(6); + pp->pos.Z = under_act->sector()->__int_ceilingz + Z(6); pp->opos.X = pp->pos.X; pp->opos.Y = pp->pos.Y; @@ -4122,7 +4122,7 @@ void DoPlayerWarpToSurface(PLAYER* pp) pp->setcursector(over); } - pp->pos.Z = over_act->sector()->floorz - Z(2); + pp->pos.Z = over_act->sector()->__int_floorz - Z(2); // set z range and wade depth so we know how high to set view DoPlayerZrange(pp); @@ -4418,18 +4418,18 @@ void DoPlayerDive(PLAYER* pp) if (pp->z_speed < 0 && FAF_ConnectArea(pp->cursector)) { - if (pp->pos.Z < pp->cursector->ceilingz + Z(10)) + if (pp->pos.Z < pp->cursector->__int_ceilingz + Z(10)) { auto sect = pp->cursector; // check for sector above to see if it is an underwater sector also - updatesectorz(pp->pos.X, pp->pos.Y, pp->cursector->ceilingz - Z(8), §); + updatesectorz(pp->pos.X, pp->pos.Y, pp->cursector->__int_ceilingz - Z(8), §); if (!SectorIsUnderwaterArea(sect)) { // if not underwater sector we must surface // force into above sector - pp->pos.Z = pp->cursector->ceilingz - Z(8); + pp->pos.Z = pp->cursector->__int_ceilingz - Z(8); pp->setcursector(sect); DoPlayerStopDiveNoWarp(pp); DoPlayerBeginRun(pp); @@ -5092,7 +5092,7 @@ void PlayerRemoteReset(PLAYER* pp, sectortype* sect) auto rsp = pp->remoteActor; pp->pos.X = rsp->int_pos().X; pp->pos.Y = rsp->int_pos().Y; - pp->pos.Z = sect->floorz - PLAYER_HEIGHT; + pp->pos.Z = sect->__int_floorz - PLAYER_HEIGHT; pp->vect.X = pp->vect.Y = pp->ovect.X = pp->ovect.Y = pp->slide_vect.X = pp->slide_vect.Y = 0; @@ -5267,7 +5267,7 @@ void DoPlayerDeathFall(PLAYER* pp) if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_SINK)) { - loz = pp->lo_sectp->floorz; + loz = pp->lo_sectp->__int_floorz; } else loz = pp->loz; diff --git a/source/games/sw/src/rooms.cpp b/source/games/sw/src/rooms.cpp index 20640e2dd..43b9593c1 100644 --- a/source/games/sw/src/rooms.cpp +++ b/source/games/sw/src/rooms.cpp @@ -643,7 +643,7 @@ void GetUpperLowerSector(short match, int x, int y, sectortype** upper, sectorty if (sln == 2) { - if (sectorlist[0]->floorz < sectorlist[1]->floorz) + if (sectorlist[0]->__int_floorz < sectorlist[1]->__int_floorz) { // swap // make sectorlist[0] the LOW sector diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 80128a63d..982bdbdc8 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -498,8 +498,8 @@ void SectorSetup(void) swf->sectp = sectp; ASSERT(swf->sectp->hitag != 0); swf->range = range = Z(swf->sectp->hitag); - swf->floor_origz = swf->sectp->floorz - (range >> 2); - swf->ceiling_origz = swf->sectp->ceilingz - (range >> 2); + swf->floor_origz = swf->sectp->__int_floorz - (range >> 2); + swf->ceiling_origz = swf->sectp->__int_ceilingz - (range >> 2); // look for the rest by distance auto near_sectp = sectp, base_sectp = sectp; @@ -519,8 +519,8 @@ void SectorSetup(void) peak_dist = near_sectp->hitag; swf->sectp = near_sectp; - swf->floor_origz = swf->sectp->floorz - (range >> 2); - swf->ceiling_origz = swf->sectp->ceilingz - (range >> 2); + swf->floor_origz = swf->sectp->__int_floorz - (range >> 2); + swf->ceiling_origz = swf->sectp->__int_ceilingz - (range >> 2); range -= range_diff; swf->range = range; @@ -573,8 +573,8 @@ void SectorSetup(void) swf->range = Z(4); // reset origz's based on new range - swf->floor_origz = swf->sectp->floorz - (swf->range >> 2); - swf->ceiling_origz = swf->sectp->ceilingz - (swf->range >> 2); + swf->floor_origz = swf->sectp->__int_floorz - (swf->range >> 2); + swf->ceiling_origz = swf->sectp->__int_ceilingz - (swf->range >> 2); } } @@ -601,7 +601,7 @@ void SectorMidPoint(sectortype* sectp, int *xmid, int *ymid, int *zmid) *xmid = xsum / (sectp->wallnum); *ymid = ysum / (sectp->wallnum); - *zmid = (sectp->floorz + sectp->ceilingz) >> 1; + *zmid = (sectp->__int_floorz + sectp->__int_ceilingz) >> 1; } @@ -630,7 +630,7 @@ void DoSpringBoardDown(void) { int destz; - destz = nextsectorneighborzptr(sbp->sectp, sbp->sectp->floorz, Find_FloorDown | Find_Safe)->floorz; + destz = nextsectorneighborzptr(sbp->sectp, sbp->sectp->__int_floorz, Find_FloorDown | Find_Safe)->__int_floorz; AnimSet(ANIM_Floorz, sbp->sectp, destz, 256); @@ -874,7 +874,7 @@ void DoExplodeSector(short match) sectp = actor->sector(); - sectp->addceilingz(-Z(SP_TAG4(actor))); + sectp->add_int_ceilingz(-Z(SP_TAG4(actor))); if (SP_TAG5(actor)) { @@ -886,7 +886,7 @@ void DoExplodeSector(short match) sectp->setceilingslope(SP_TAG6(actor)); } - for (zh = sectp->ceilingz; zh < sectp->floorz; zh += Z(60)) + for (zh = sectp->__int_ceilingz; zh < sectp->__int_floorz; zh += Z(60)) { SectorExp(actor, actor->sector(), orig_ang, zh + Z(RANDOM_P2(64)) - Z(32)); } @@ -1250,7 +1250,7 @@ void DoChangorMatch(short match) if (TEST_BOOL1(actor)) { sectp->ceilingpicnum = SP_TAG4(actor); - sectp->addceilingz(Z(SP_TAG5(actor))); + sectp->add_int_ceilingz(Z(SP_TAG5(actor))); sectp->ceilingheinum += SP_TAG6(actor); if (sectp->ceilingheinum) @@ -1264,7 +1264,7 @@ void DoChangorMatch(short match) else { sectp->floorpicnum = SP_TAG4(actor); - sectp->addfloorz(Z(SP_TAG5(actor))); + sectp->add_int_floorz(Z(SP_TAG5(actor))); sectp->floorheinum += SP_TAG6(actor); if (sectp->floorheinum) @@ -2293,7 +2293,7 @@ void PlayerOperateEnv(PLAYER* pp) { PlayerTakeSectorDamage(pp); } - else if ((ActorZOfBottom(pp->actor) >= sectp->floorz) && !(pp->Flags & PF_DIVING)) + else if ((ActorZOfBottom(pp->actor) >= sectp->__int_floorz) && !(pp->Flags & PF_DIVING)) { PlayerTakeSectorDamage(pp); } @@ -2348,13 +2348,13 @@ void DoSineWaveFloor(void) if ((flags & SINE_FLOOR)) { newz = swf->floor_origz + MulScale(swf->range, bsin(swf->sintable_ndx), 14); - swf->sectp->setfloorz(newz); + swf->sectp->set_int_floorz(newz); } if ((flags & SINE_CEILING)) { newz = swf->ceiling_origz + MulScale(swf->range, bsin(swf->sintable_ndx), 14); - swf->sectp->setceilingz(newz); + swf->sectp->set_int_ceilingz(newz); } } @@ -2387,7 +2387,7 @@ void DoSineWaveFloor(void) wal = sect->firstWall() + 2; //Pass (Sector, x, y, z) - alignflorslope(sect,wal->wall_int_pos().X,wal->wall_int_pos().Y, wal->nextSector()->floorz); + alignflorslope(sect,wal->wall_int_pos().X,wal->wall_int_pos().Y, wal->nextSector()->__int_floorz); } } } diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 9cb5bebde..b2c352cd6 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -863,8 +863,8 @@ void SpawnUser(DSWActor* actor, short id, STATE* state) // Problem with sprites spawned really close to white sector walls // cant do a getzrange there // Just put in some valid starting values - actor->user.loz = actor->sector()->floorz; - actor->user.hiz = actor->sector()->ceilingz; + actor->user.loz = actor->sector()->__int_floorz; + actor->user.hiz = actor->sector()->__int_ceilingz; actor->user.lowActor = nullptr; actor->user.highActor = nullptr; actor->user.lo_sectp = actor->sector(); @@ -2044,42 +2044,42 @@ void SpriteSetup(void) if (floor_vator) { // start off - actor->user.pos.Z = sectp->floorz; + actor->user.pos.Z = sectp->__int_floorz; actor->user.z_tgt = actor->int_pos().Z; if (start_on) { int amt; - amt = actor->int_pos().Z - sectp->floorz; + amt = actor->int_pos().Z - sectp->__int_floorz; // start in the on position - sectp->addfloorz(amt); + sectp->add_int_floorz(amt); actor->user.z_tgt = actor->user.pos.Z; MoveSpritesWithSector(actor->sector(), amt, false); // floor } // set orig z - actor->user.oz = actor->opos.Z = sectp->floorz; + actor->user.oz = actor->opos.Z = sectp->__int_floorz; } else { // start off - actor->user.pos.Z = sectp->ceilingz; + actor->user.pos.Z = sectp->__int_ceilingz; actor->user.z_tgt = actor->int_pos().Z; if (start_on) { int amt; - amt = actor->int_pos().Z - sectp->ceilingz; + amt = actor->int_pos().Z - sectp->__int_ceilingz; // starting in the on position - sectp->addceilingz(amt); + sectp->add_int_ceilingz(amt); actor->user.z_tgt = actor->user.pos.Z; MoveSpritesWithSector(actor->sector(), amt, true); // ceiling } // set orig z - actor->user.oz = actor->opos.Z = sectp->ceilingz; + actor->user.oz = actor->opos.Z = sectp->__int_ceilingz; } @@ -2449,9 +2449,9 @@ void SpriteSetup(void) sectp->setceilingslope(0); } - SP_TAG4(actor) = abs(sectp->ceilingz - sectp->floorz)>>8; + SP_TAG4(actor) = abs(sectp->__int_ceilingz - sectp->__int_floorz)>>8; - sectp->setceilingz(sectp->floorz); + sectp->set_int_ceilingz(sectp->__int_floorz); change_actor_stat(actor, STAT_EXPLODING_CEIL_FLOOR); break; @@ -4686,7 +4686,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) int DoStayOnFloor(DSWActor* actor) { - actor->set_int_z(actor->sector()->floorz); + actor->set_int_z(actor->sector()->__int_floorz); return 0; } @@ -6516,7 +6516,7 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i if (retval.type != kHitNone && (actor->sector()->ceilingstat & CSTAT_SECTOR_SKY)) { - if (actor->int_pos().Z < actor->sector()->ceilingz) + if (actor->int_pos().Z < actor->sector()->__int_ceilingz) { retval.setVoid(); } @@ -6524,7 +6524,7 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i if (retval.type != kHitNone && (actor->sector()->floorstat & CSTAT_SECTOR_SKY)) { - if (actor->int_pos().Z > actor->sector()->floorz) + if (actor->int_pos().Z > actor->sector()->__int_floorz) { retval.setVoid(); } diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 23196aa1d..d6f5248ef 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -249,7 +249,7 @@ short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* tr updatesector(near_tp->x, near_tp->y, &track_sect); // if can see the point, return the track number - if (track_sect && FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - Z(16), actor->sector(), near_tp->x, near_tp->y, track_sect->floorz - Z(32), track_sect)) + if (track_sect && FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - Z(16), actor->sector(), near_tp->x, near_tp->y, track_sect->__int_floorz - Z(32), track_sect)) { return short(near_track - &Track[0]); } @@ -761,18 +761,18 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) // detection and recognition sect->extra |= SECTFX_SECTOR_OBJECT; - sop->zorig_floor[sop->num_sectors] = sect->floorz; - sop->zorig_ceiling[sop->num_sectors] = sect->ceilingz; + sop->zorig_floor[sop->num_sectors] = sect->__int_floorz; + sop->zorig_ceiling[sop->num_sectors] = sect->__int_ceilingz; if ((sect->extra & SECTFX_SINK)) sop->zorig_floor[sop->num_sectors] += Z(FixedToInt(sect->depth_fixed)); // lowest and highest floorz's - if (sect->floorz > sop->floor_loz) - sop->floor_loz = sect->floorz; + if (sect->__int_floorz > sop->floor_loz) + sop->floor_loz = sect->__int_floorz; - if (sect->floorz < sop->floor_hiz) - sop->floor_hiz = sect->floorz; + if (sect->__int_floorz < sop->floor_hiz) + sop->floor_hiz = sect->__int_floorz; sop->num_sectors++; } @@ -874,7 +874,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) itActor->user.pos.X = sop->pmid.X - itActor->int_pos().X; itActor->user.pos.Y = sop->pmid.Y - itActor->int_pos().Y; - itActor->user.pos.Z = sop->mid_sector->floorz - itActor->int_pos().Z; + itActor->user.pos.Z = sop->mid_sector->__int_floorz - itActor->int_pos().Z; itActor->user.Flags |= (SPR_SO_ATTACHED); @@ -905,7 +905,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop) if (sop->sectp[j] == itActor->sector()) { itActor->user.Flags |= (SPR_ON_SO_SECTOR); - itActor->user.pos.Z = itActor->sector()->floorz - itActor->int_pos().Z; + itActor->user.pos.Z = itActor->sector()->__int_floorz - itActor->int_pos().Z; break; } } @@ -1598,7 +1598,7 @@ void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny) // setting floorz if need be if ((sop->flags & SOBJ_ZMID_FLOOR)) - sop->pmid.Z = sop->mid_sector->floorz; + sop->pmid.Z = sop->mid_sector->__int_floorz; DVector2 pivot = { sop->pmid.X * inttoworld, sop->pmid.Y * inttoworld }; DVector2 move = { nx * inttoworld, ny * inttoworld }; @@ -1707,12 +1707,12 @@ PlayerPart: if (actor->user.Flags & (SPR_ON_SO_SECTOR)) { // move with sector its on - actor->set_int_z(actor->sector()->floorz - actor->user.pos.Z); + actor->set_int_z(actor->sector()->__int_floorz - actor->user.pos.Z); } else { // move with the mid sector - actor->set_int_z(sop->mid_sector->floorz - actor->user.pos.Z); + actor->set_int_z(sop->mid_sector->__int_floorz - actor->user.pos.Z); } } @@ -2037,7 +2037,7 @@ void MoveZ(SECTOR_OBJECT* sop) if (sop->sectp[i]->hasU() && (sop->sectp[i]->flags & SECTFU_SO_DONT_BOB)) continue; - (*sectp)->setfloorz(sop->zorig_floor[i] + sop->bob_diff); + (*sectp)->set_int_floorz(sop->zorig_floor[i] + sop->bob_diff); } } @@ -2386,7 +2386,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) if (sop->sectp[i]->hasU() && (sop->sectp[i]->flags & SECTFU_SO_DONT_SINK)) continue; - ndx = AnimSet(ANIM_Floorz, *sectp, dest_sector->floorz, tpoint->tag_high); + ndx = AnimSet(ANIM_Floorz, *sectp, dest_sector->__int_floorz, tpoint->tag_high); AnimSetCallback(ndx, CallbackSOsink, sop); AnimSetVelAdj(ndx, 6); } @@ -2406,7 +2406,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) { if ((*sectp) && (*sectp)->stag == SECT_SO_FORM_WHIRLPOOL) { - AnimSet(ANIM_Floorz, *sectp, (*sectp)->floorz + Z((*sectp)->height), 128); + AnimSet(ANIM_Floorz, *sectp, (*sectp)->__int_floorz + Z((*sectp)->height), 128); (*sectp)->floorshade += (*sectp)->height / 6; (*sectp)->extra &= ~(SECTFX_NO_RIDE); @@ -2534,7 +2534,7 @@ void DoTrack(SECTOR_OBJECT* sop, short locktics, int *nx, int *ny) // churn through sectors setting their new z values for (i = 0; sop->sectp[i] != nullptr; i++) { - AnimSet(ANIM_Floorz, sop->sectp[i], dz - (sop->mid_sector->floorz - sop->sectp[i]->floorz), sop->z_rate); + AnimSet(ANIM_Floorz, sop->sectp[i], dz - (sop->mid_sector->__int_floorz - sop->sectp[i]->__int_floorz), sop->z_rate); } } } @@ -2597,7 +2597,7 @@ void OperateSectorObjectForTics(SECTOR_OBJECT* sop, short newang, int newx, int if (sop->sectp[i]->hasU() && (sop->sectp[i]->flags & SECTFU_SO_DONT_BOB)) continue; - (*sectp)->setfloorz(sop->zorig_floor[i] + sop->bob_diff); + (*sectp)->set_int_floorz(sop->zorig_floor[i] + sop->bob_diff); } } @@ -2708,7 +2708,7 @@ void DoTornadoObject(SECTOR_OBJECT* sop) yvect = sop->vel * bcos(*ang); auto cursect = sop->op_main_sector; // for sop->vel - floor_dist = (abs(cursect->ceilingz - cursect->floorz)) >> 2; + floor_dist = (abs(cursect->__int_ceilingz - cursect->__int_floorz)) >> 2; pos.X = sop->pmid.X; pos.Y = sop->pmid.Y; pos.Z = floor_dist; @@ -3024,7 +3024,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) if (!hit.hitWall->twoSided()) return false; - zdiff = labs(actor->int_pos().Z - hit.hitWall->nextSector()->floorz) >> 8; + zdiff = labs(actor->int_pos().Z - hit.hitWall->nextSector()->__int_floorz) >> 8; actor->user.jump_speed = PickJumpSpeed(actor, zdiff); } @@ -3284,7 +3284,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) if (actor->user.Flags & (SPR_ZDIFF_MODE)) { actor->user.Flags &= ~(SPR_ZDIFF_MODE); - actor->set_int_z(actor->sector()->floorz); + actor->set_int_z(actor->sector()->__int_floorz); actor->spr.zvel = 0; } else @@ -3342,9 +3342,9 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) // destination z for climbing if (wal->twoSided()) - actor->user.pos.Z = wal->nextSector()->floorz; + actor->user.pos.Z = wal->nextSector()->__int_floorz; else - actor->user.pos.Z = wal->sectorp()->ceilingz; // don't crash on bad setups. + actor->user.pos.Z = wal->sectorp()->__int_ceilingz; // don't crash on bad setups. DoActorZrange(actor); diff --git a/source/games/sw/src/vator.cpp b/source/games/sw/src/vator.cpp index 8b2e0eff1..266f0c189 100644 --- a/source/games/sw/src/vator.cpp +++ b/source/games/sw/src/vator.cpp @@ -455,7 +455,7 @@ int DoVator(DSWActor* actor) { if (itActor->spr.statnum == STAT_ENEMY) { - if (labs(sectp->ceilingz - sectp->floorz) < ActorSizeZ(itActor)) + if (labs(sectp->__int_ceilingz - sectp->__int_floorz) < ActorSizeZ(itActor)) { InitBloodSpray(itActor, true, -1); UpdateSinglePlayKills(itActor); @@ -501,7 +501,7 @@ int DoVator(DSWActor* actor) { if (itActor->spr.statnum == STAT_ENEMY) { - if (labs(sectp->ceilingz - sectp->floorz) < ActorSizeZ(itActor)) + if (labs(sectp->__int_ceilingz - sectp->__int_floorz) < ActorSizeZ(itActor)) { InitBloodSpray(itActor, true, -1); UpdateSinglePlayKills(itActor); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index ed35fb81d..d6ba432c8 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -4299,7 +4299,7 @@ bool WeaponMoveHit(DSWActor* actor) if ((sectp->ceilingstat & CSTAT_SECTOR_SKY) && sectp->ceilingpicnum != FAF_MIRROR_PIC) { - if (labs(actor->int_pos().Z - sectp->ceilingz) < ActorSizeZ(actor)) + if (labs(actor->int_pos().Z - sectp->__int_ceilingz) < ActorSizeZ(actor)) { SetSuicide(actor); return true; @@ -4502,7 +4502,7 @@ int DoFireballFlames(DSWActor* actor) { if (actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed) > 0) { - if (labs(actor->sector()->floorz - actor->int_pos().Z) <= Z(4)) + if (labs(actor->sector()->__int_floorz - actor->int_pos().Z) <= Z(4)) { KillActor(actor); return 0; @@ -4575,7 +4575,7 @@ int DoBreakFlames(DSWActor* actor) { if (actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed) > 0) { - if (labs(actor->sector()->floorz - actor->int_pos().Z) <= Z(4)) + if (labs(actor->sector()->__int_floorz - actor->int_pos().Z) <= Z(4)) { KillActor(actor); return 0; @@ -10205,7 +10205,7 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECT* sop) actor->user.pos.X = sop->pmid.X - actor->int_pos().X; actor->user.pos.Y = sop->pmid.Y - actor->int_pos().Y; - actor->user.pos.Z = sop->mid_sector->floorz - actor->int_pos().Z; + actor->user.pos.Z = sop->mid_sector->__int_floorz - actor->int_pos().Z; actor->user.sang = actor->spr.ang; } @@ -10255,13 +10255,13 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECT* sop, if (actor->user.Flags & (SPR_ON_SO_SECTOR)) { // move with sector its on - expActor->set_int_z(actor->sector()->floorz - actor->user.pos.Z); + expActor->set_int_z(actor->sector()->__int_floorz - actor->user.pos.Z); expActor->backupz(); } else { // move with the mid sector - expActor->set_int_z(sop->mid_sector->floorz - actor->user.pos.Z); + expActor->set_int_z(sop->mid_sector->__int_floorz - actor->user.pos.Z); expActor->backupz(); } @@ -11938,7 +11938,7 @@ int InitSwordAttack(PLAYER* pp) { if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY)) { - if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz) + if (hit.hitpos.Z < hit.hitWall->nextSector()->__int_ceilingz) { return 0; } @@ -12132,7 +12132,7 @@ int InitFistAttack(PLAYER* pp) { if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY)) { - if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz) + if (hit.hitpos.Z < hit.hitWall->nextSector()->__int_ceilingz) { return 0; } @@ -12752,13 +12752,13 @@ int ContinueHitscan(PLAYER* pp, sectortype* sect, int x, int y, int z, short ang if (hit.actor() == nullptr && hit.hitWall == nullptr) { - if (labs(hit.hitpos.Z - hit.hitSector->ceilingz) <= Z(1)) + if (labs(hit.hitpos.Z - hit.hitSector->__int_ceilingz) <= Z(1)) { hit.hitpos.Z += Z(16); if ((hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY)) return 0; } - else if (labs(hit.hitpos.Z - hit.hitSector->floorz) <= Z(1)) + else if (labs(hit.hitpos.Z - hit.hitSector->__int_floorz) <= Z(1)) { } } @@ -12769,7 +12769,7 @@ int ContinueHitscan(PLAYER* pp, sectortype* sect, int x, int y, int z, short ang { if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY)) { - if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz) + if (hit.hitpos.Z < hit.hitWall->nextSector()->__int_ceilingz) { return 0; } @@ -12885,7 +12885,7 @@ int InitShotgun(PLAYER* pp) if (hit.actor() == nullptr && hit.hitWall == nullptr) { - if (labs(hit.hitpos.Z - hit.hitSector->ceilingz) <= Z(1)) + if (labs(hit.hitpos.Z - hit.hitSector->__int_ceilingz) <= Z(1)) { hit.hitpos.Z += Z(16); cstat |= (CSTAT_SPRITE_YFLIP); @@ -12900,7 +12900,7 @@ int InitShotgun(PLAYER* pp) continue; } } - else if (labs(hit.hitpos.Z - hit.hitSector->floorz) <= Z(1)) + else if (labs(hit.hitpos.Z - hit.hitSector->__int_floorz) <= Z(1)) { if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE) { @@ -12923,7 +12923,7 @@ int InitShotgun(PLAYER* pp) { if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY)) { - if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz) + if (hit.hitpos.Z < hit.hitWall->nextSector()->__int_ceilingz) { continue; } @@ -15217,7 +15217,7 @@ int InitUzi(PLAYER* pp) // check to see what you hit if (hit.actor() == nullptr && hit.hitWall == nullptr) { - if (labs(hit.hitpos.Z - hit.hitSector->ceilingz) <= Z(1)) + if (labs(hit.hitpos.Z - hit.hitSector->__int_ceilingz) <= Z(1)) { hit.hitpos.Z += Z(16); cstat |= (CSTAT_SPRITE_YFLIP); @@ -15232,7 +15232,7 @@ int InitUzi(PLAYER* pp) return 0; } } - else if (labs(hit.hitpos.Z - hit.hitSector->floorz) <= Z(1)) + else if (labs(hit.hitpos.Z - hit.hitSector->__int_floorz) <= Z(1)) { if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE) { @@ -15256,7 +15256,7 @@ int InitUzi(PLAYER* pp) { if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY)) { - if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz) + if (hit.hitpos.Z < hit.hitWall->nextSector()->__int_ceilingz) { return 0; } @@ -15706,7 +15706,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp) if (hit.actor() == nullptr && hit.hitWall == nullptr) { - if (labs(hit.hitpos.Z - hit.hitSector->ceilingz) <= Z(1)) + if (labs(hit.hitpos.Z - hit.hitSector->__int_ceilingz) <= Z(1)) { hit.hitpos.Z += Z(16); cstat |= (CSTAT_SPRITE_YFLIP); @@ -15714,7 +15714,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp) if ((hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY)) return 0; } - else if (labs(hit.hitpos.Z - hit.hitSector->floorz) <= Z(1)) + else if (labs(hit.hitpos.Z - hit.hitSector->__int_floorz) <= Z(1)) { if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE) { @@ -16087,7 +16087,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop) if (hit.actor() == nullptr && hit.hitWall == nullptr) { - if (labs(hit.hitpos.Z - hit.hitSector->ceilingz) <= Z(1)) + if (labs(hit.hitpos.Z - hit.hitSector->__int_ceilingz) <= Z(1)) { hit.hitpos.Z += Z(16); cstat |= (CSTAT_SPRITE_YFLIP); @@ -16095,7 +16095,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop) if ((hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY)) continue; } - else if (labs(hit.hitpos.Z - hit.hitSector->floorz) <= Z(1)) + else if (labs(hit.hitpos.Z - hit.hitSector->__int_floorz) <= Z(1)) { if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE) { @@ -16112,7 +16112,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop) { if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY)) { - if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz) + if (hit.hitpos.Z < hit.hitWall->nextSector()->__int_ceilingz) { return 0; } @@ -16245,7 +16245,7 @@ int InitEnemyUzi(DSWActor* actor) { if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY)) { - if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz) + if (hit.hitpos.Z < hit.hitWall->nextSector()->__int_ceilingz) { return 0; } @@ -16810,7 +16810,7 @@ bool WarpToUnderwater(sectortype** psectu, int *x, int *y, int *z) *psectu = under; } - *z = underActor->sector()->ceilingz + Z(1); + *z = underActor->sector()->__int_ceilingz + Z(1); return true; } @@ -16875,7 +16875,7 @@ bool WarpToSurface(sectortype** psectu, int *x, int *y, int *z) *psectu = over; } - *z = overActor->sector()->floorz - Z(2); + *z = overActor->sector()->__int_floorz - Z(2); return true; } @@ -16944,7 +16944,7 @@ bool SpriteWarpToUnderwater(DSWActor* actor) ChangeActorSect(actor, over); } - actor->set_int_z(underActor->sector()->ceilingz + actor->user.ceiling_dist+Z(1)); + actor->set_int_z(underActor->sector()->__int_ceilingz + actor->user.ceiling_dist+Z(1)); actor->backuppos(); @@ -17013,7 +17013,7 @@ bool SpriteWarpToSurface(DSWActor* actor) ChangeActorSect(actor, over); } - actor->set_int_z(overActor->sector()->floorz - Z(2)); + actor->set_int_z(overActor->sector()->__int_floorz - Z(2)); // set z range and wade depth so we know how high to set view DoActorZrange(actor); @@ -17103,7 +17103,7 @@ bool MissileHitDiveArea(DSWActor* actor) return false; // Check added by Jim because of sprite bridge over water - if (actor->int_pos().Z < (hit_sect->floorz-Z(20))) + if (actor->int_pos().Z < (hit_sect->__int_floorz-Z(20))) return false; actor->user.Flags |= (SPR_UNDERWATER); @@ -17245,7 +17245,7 @@ int DoBubble(DSWActor* actor) actor->spr.xrepeat = actor->user.pos.X + (RANDOM_P2(8 << 8) >> 8) - 4; actor->spr.yrepeat = actor->user.pos.Y + (RANDOM_P2(8 << 8) >> 8) - 4; - if (actor->int_pos().Z < actor->sector()->ceilingz) + if (actor->int_pos().Z < actor->sector()->__int_ceilingz) { if (SectorIsUnderwaterArea(actor->user.hi_sectp)) {