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- eliminated DCoreActor::copyXY
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parent
bff9856bf3
commit
07826c7791
9 changed files with 8 additions and 14 deletions
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@ -96,12 +96,6 @@ public:
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spr.pos = { add.X* inttoworld, add.Y* inttoworld, add.Z* zinttoworld };
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}
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void copyXY(DCoreActor* other)
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{
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spr.pos.X = other->spr.pos.X;
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spr.pos.Y = other->spr.pos.Y;
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}
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void set_int_xy(int x, int y)
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{
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spr.pos.X = x * inttoworld;
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@ -3182,7 +3182,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
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if (actor->sector() != sourceactor->sector())
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ChangeActorSect(actor, sourceactor->sector());
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actor->copyXY(sourceactor);
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actor->spr.pos.XY() =sourceactor->spr.pos.XY();
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int zTop, zBot;
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GetActorExtents(sourceactor, &zTop, &zBot);
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actor->set_int_z(zBot);
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@ -36,7 +36,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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PLAYER* pPlayer = &gPlayer[myconnectindex];
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VIEW* pView = &gPrevView[myconnectindex];
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pPlayer->actor->copyXY(gView->actor);
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pPlayer->actor->spr.pos.XY() = gView->actor->spr.pos.XY();
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pView->x = gView->actor->int_pos().X;
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pView->y = gView->actor->int_pos().Y;
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pPlayer->zView = pView->viewz = gView->zView = z;
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@ -2648,7 +2648,7 @@ void handle_se00(DDukeActor* actor)
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if (actor->temp_data[3] == 0)
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actor->temp_data[3] = ldist(actor, Owner);
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actor->spr.xvel = actor->temp_data[3];
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actor->copyXY(Owner);
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actor->spr.pos.XY() = Owner->spr.pos.XY();
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actor->add_int_ang((l * q));
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actor->temp_data[2] += (l * q);
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}
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@ -933,7 +933,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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{
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if (actor->int_ang() == 512)
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{
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actor->copyXY(act2);
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actor->spr.pos.XY() = act2->spr.pos.XY();
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}
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found = true;
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actor->SetOwner(act2);
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@ -1353,7 +1353,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal)
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{
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auto pSpark = insertActor(pActor->sector(), 0);
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pSpark->copyXY(pActor);
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pSpark->spr.pos.XY() = pActor->spr.pos.XY();
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pSpark->spr.cstat = 0;
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pSpark->spr.shade = -127;
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pSpark->spr.pal = 1;
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@ -1247,7 +1247,7 @@ sectdone:
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DExhumedActor* pFloorActor = PlayerList[nPlayer].pPlayerFloorSprite;
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if (nTotalPlayers > 1 && pFloorActor)
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{
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pFloorActor->copyXY(pPlayerActor);
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pFloorActor->spr.pos.XY() = pPlayerActor->spr.pos.XY();
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if (pFloorActor->sector() != pPlayerActor->sector())
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{
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@ -1022,7 +1022,7 @@ int DoBunnyQuickJump(DSWActor* actor)
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}
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}
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actor->copyXY(hitActor);
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actor->spr.pos.XY() = hitActor->spr.pos.XY();
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actor->spr.angle = hitActor->spr.angle;
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actor->spr.angle += DAngle180;
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HelpMissileLateral(actor, 2000);
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@ -444,7 +444,7 @@ int DoBloodSpray(DSWActor* actor)
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actor->spr.xvel = actor->spr.yvel = actor->user.change.X = actor->user.change.Y = 0;
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actor->spr.xrepeat = actor->spr.yrepeat = 70 - RandomRange(25);
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actor->copyXY(bldActor);
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actor->spr.pos.XY() = bldActor->spr.pos.XY();
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// !FRANK! bit of a hack
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// yvel is the hit_wall
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