mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-19 07:31:03 +00:00
- second batch of xvel wraps.
This commit is contained in:
parent
ba044ac2f4
commit
0aad018796
11 changed files with 52 additions and 52 deletions
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@ -628,7 +628,7 @@ void movecrane(DDukeActor *actor, int crane)
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//actor->temp_data[0] = state
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//actor->temp_data[1] = checking sector number
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if (actor->spr.xvel) getglobalz(actor);
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if(actor->float_xvel() != 0) getglobalz(actor);
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if (actor->temp_data[0] == 0) //Waiting to check the sector
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{
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@ -651,7 +651,7 @@ void movecrane(DDukeActor *actor, int crane)
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else if (actor->temp_data[0] == 1)
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{
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if (actor->spr.xvel < 184)
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if (actor->int_xvel() < 184)
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{
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actor->spr.picnum = crane + 1;
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actor->spr.xvel += 8;
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@ -748,7 +748,7 @@ void movecrane(DDukeActor *actor, int crane)
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}
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else if (actor->temp_data[0] == 6)
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{
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if (actor->spr.xvel < 192)
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if (actor->int_xvel() < 192)
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actor->spr.xvel += 8;
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actor->spr.angle = VecToAngle(cpt.pos.XY() - actor->spr.pos.XY());
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ssp(actor, CLIPMASK0);
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@ -1029,7 +1029,7 @@ void movewaterdrip(DDukeActor *actor, int drip)
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{
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makeitfall(actor);
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ssp(actor, CLIPMASK0);
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if (actor->spr.xvel > 0) actor->spr.xvel -= 2;
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if(actor->float_xvel() > 0) actor->spr.xvel -= 2;
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if (actor->float_zvel() == 0)
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{
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@ -1434,7 +1434,7 @@ bool rat(DDukeActor* actor, bool makesound)
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}
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else actor->set_int_ang((krand() & 2047));
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}
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if (actor->spr.xvel < 128)
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if (actor->int_xvel() < 128)
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actor->spr.xvel += 2;
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actor->add_int_ang((krand() & 3) - 6);
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return true;
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@ -1448,7 +1448,7 @@ bool rat(DDukeActor* actor, bool makesound)
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bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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{
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if (actor->spr.xvel)
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if(actor->float_xvel() != 0)
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{
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DukeStatIterator it(STAT_DEFAULT);
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while (auto aa = it.Next())
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@ -1481,7 +1481,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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}
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actor->spr.xvel--;
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if (actor->spr.xvel < 0) actor->clear_xvel();
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if(actor->float_xvel() < 0) actor->clear_xvel();
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if (actor->spr.picnum == stripeball)
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{
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actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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@ -1686,7 +1686,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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else if (actor->temp_data[0] == 2 || actor->temp_data[0] == 3)
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{
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actor->temp_data[3] = 0;
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if (actor->spr.xvel > 0) actor->spr.xvel -= 16;
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if(actor->float_xvel() > 0) actor->spr.xvel -= 16;
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else actor->clear_xvel();
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if (actor->temp_data[0] == 2)
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@ -1730,10 +1730,10 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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else
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{
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// Control speed here
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if (l > 1524) { if (actor->spr.xvel < 256) actor->spr.xvel += 32; }
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if (l > 1524) { if (actor->int_xvel() < 256) actor->spr.xvel += 32; }
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else
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{
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if (actor->spr.xvel > 0) actor->spr.xvel -= 16;
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if(actor->float_xvel() > 0) actor->spr.xvel -= 16;
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else actor->clear_xvel();
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}
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}
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@ -2152,7 +2152,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
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{
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auto sectp = actor->sector();
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if (actor->spr.xvel > 0) actor->spr.xvel--;
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if(actor->float_xvel() > 0) actor->spr.xvel--;
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else actor->clear_xvel();
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if (timeout)
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@ -2383,7 +2383,7 @@ void shell(DDukeActor* actor, bool morecheck)
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}
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if (actor->float_zvel() < 0.5) actor->add_int_zvel( (gs.gravity / 13)); // 8
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else actor->add_int_zvel(- 64);
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if (actor->spr.xvel > 0)
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if(actor->float_xvel() > 0)
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actor->spr.xvel -= 4;
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else actor->clear_xvel();
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}
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@ -2397,7 +2397,7 @@ void shell(DDukeActor* actor, bool morecheck)
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actor->temp_data[0] &= 3;
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}
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if (actor->float_zvel() < 2) actor->add_int_zvel( (gs.gravity / 3)); // 52;
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if (actor->spr.xvel > 0)
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if(actor->float_xvel() > 0)
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actor->spr.xvel--;
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else
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{
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@ -2442,7 +2442,7 @@ void glasspieces(DDukeActor* actor)
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return;
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}
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if (actor->spr.xvel > 0)
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if(actor->float_xvel() > 0)
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{
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actor->spr.xvel -= 2;
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static const ESpriteFlags flips[] = { 0, CSTAT_SPRITE_XFLIP, CSTAT_SPRITE_YFLIP, CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP };
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@ -2463,7 +2463,7 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
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{
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auto sectp = actor->sector();
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if (actor->spr.xvel > 0)
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if(actor->float_xvel() > 0)
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actor->spr.xvel--;
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else actor->clear_xvel();
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@ -2769,7 +2769,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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}
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Owner = actor->GetOwner();
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if (actor->spr.xvel)
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if(actor->float_xvel() != 0)
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{
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int x = getangle(Owner->spr.pos.XY() - actor->spr.pos.XY());
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int q = getincangle(actor->int_ang(), x) >> 3;
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@ -2799,12 +2799,12 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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}
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}
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if (actor->spr.xvel <= 64 && statstate)
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if (actor->int_xvel() <= 64 && statstate)
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S_StopSound(actor->tempsound, actor);
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if ((sc->floorz - sc->ceilingz) < 108)
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{
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if (ud.clipping == 0 && actor->spr.xvel >= 192)
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if (ud.clipping == 0 && actor->int_xvel() >= 192)
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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auto psp = ps[p].GetActor();
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@ -2887,7 +2887,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if ((sc->floorz - sc->ceilingz) < 108)
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{
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if (ud.clipping == 0 && actor->spr.xvel >= 192)
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if (ud.clipping == 0 && actor->int_xvel() >= 192)
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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if (ps[p].GetActor()->spr.extra > 0)
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@ -2956,7 +2956,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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{
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if (actor->spr.xvel == 0)
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operateactivators(actor->spr.hitag + (!actor->temp_data[3]), -1);
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if (actor->spr.xvel < 256)
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if (actor->int_xvel() < 256)
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actor->spr.xvel += 16;
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}
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}
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@ -2967,7 +2967,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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if (l <= 128)
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actor->clear_xvel();
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if (actor->spr.xvel > 0)
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if(actor->float_xvel() > 0)
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actor->spr.xvel -= 16;
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else
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{
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@ -2981,7 +2981,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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}
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}
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if (actor->spr.xvel)
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if(actor->float_xvel() != 0)
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{
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int l = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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int x = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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@ -4116,7 +4116,7 @@ void handle_se20(DDukeActor* actor)
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if (actor->temp_data[0] == 1) actor->spr.xvel = 8;
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else actor->spr.xvel = -8;
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if (actor->spr.xvel) //Moving
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if(actor->float_xvel() != 0) //Moving
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{
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int x = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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int l = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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@ -394,7 +394,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (act2->spr.picnum != TANK && act2->spr.picnum != ROTATEGUN && act2->spr.picnum != RECON && !bossguy(act2))
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{
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if (act2->spr.xvel < 0) act2->clear_xvel();
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if (act2->int_xvel() < 0) act2->clear_xvel();
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act2->spr.xvel += (actor->spr.extra << 2);
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}
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@ -755,7 +755,7 @@ void movefallers_d(void)
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}
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else
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{
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if (act->spr.xvel > 0)
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if (act->int_xvel() > 0)
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{
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act->spr.xvel -= 8;
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ssp(act, CLIPMASK0);
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@ -2226,7 +2226,7 @@ static void greenslime(DDukeActor *actor)
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return;
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}
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else if (actor->spr.xvel < 64 && x < 768)
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else if (actor->int_xvel() < 64 && x < 768)
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{
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if (ps[p].somethingonplayer == nullptr)
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{
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@ -2367,14 +2367,14 @@ static void greenslime(DDukeActor *actor)
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if (everyothertime & 1) ssp(actor, CLIPMASK0);
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if (actor->spr.xvel > 96)
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if (actor->int_xvel() > 96)
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{
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actor->spr.xvel -= 2;
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return;
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}
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else
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{
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if (actor->spr.xvel < 32) actor->spr.xvel += 4;
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if (actor->int_xvel() < 32) actor->spr.xvel += 4;
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actor->spr.xvel = 64 - bcos(actor->temp_data[1], -9);
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actor->add_int_ang(getincangle(actor->int_ang(),
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@ -2626,13 +2626,13 @@ static void heavyhbomb(DDukeActor *actor)
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l = Owner->PlayerIndex();
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else l = -1;
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if (actor->spr.xvel > 0)
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if(actor->float_xvel() > 0)
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{
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actor->spr.xvel -= 5;
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if (sectp->lotag == 2)
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actor->spr.xvel -= 10;
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if (actor->spr.xvel < 0)
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if(actor->float_xvel() < 0)
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actor->clear_xvel();
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if (actor->spr.xvel & 8) actor->spr.cstat ^= CSTAT_SPRITE_XFLIP;
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}
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@ -3560,7 +3560,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (actor->spr.picnum != APLAYER)
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alterang(a, actor, playernum);
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if (actor->spr.xvel > -6 && actor->spr.xvel < 6) actor->clear_xvel();
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if (actor->int_xvel() > -6 && actor->int_xvel() < 6) actor->clear_xvel();
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a = badguy(actor);
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@ -330,7 +330,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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(pic != HULK && pic != MAMA && pic != BILLYPLAY && pic != COOTPLAY && pic != MAMACLOUD) :
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(pic != HULK && pic != SBMOVE))
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{
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if (act2->spr.xvel < 0) act2->clear_xvel();
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if (act2->int_xvel() < 0) act2->clear_xvel();
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act2->spr.xvel += (act2->spr.extra << 2);
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}
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@ -672,7 +672,7 @@ void movefallers_r(void)
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}
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else
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{
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if (act->spr.xvel > 0)
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if (act->int_xvel() > 0)
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{
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act->spr.xvel -= 2;
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ssp(act, CLIPMASK0);
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@ -2414,13 +2414,13 @@ static void heavyhbomb(DDukeActor *actor)
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l = Owner->PlayerIndex();
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else l = -1;
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if (actor->spr.xvel > 0)
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if(actor->float_xvel() > 0)
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{
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actor->spr.xvel -= 5;
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if (sectp->lotag == 2)
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actor->spr.xvel -= 10;
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if (actor->spr.xvel < 0)
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if(actor->float_xvel() < 0)
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actor->clear_xvel();
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if (actor->spr.xvel & 8) actor->spr.cstat ^= CSTAT_SPRITE_XFLIP;
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}
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@ -2558,7 +2558,7 @@ static int henstand(DDukeActor *actor)
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}
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if (actor->sector()->lotag == 900)
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actor->clear_xvel();
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if (actor->spr.xvel)
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if(actor->float_xvel() != 0)
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{
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makeitfall(actor);
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Collision coll;
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@ -2591,7 +2591,7 @@ static int henstand(DDukeActor *actor)
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}
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}
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actor->spr.xvel--;
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if (actor->spr.xvel < 0) actor->clear_xvel();
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if(actor->float_xvel() < 0) actor->clear_xvel();
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actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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if (actor->spr.picnum == BOWLINGPIN)
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{
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@ -3629,7 +3629,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (actor->spr.picnum != APLAYER)
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alterang(a, actor, pnum);
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if (actor->spr.xvel > -6 && actor->spr.xvel < 6) actor->clear_xvel();
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if (actor->int_xvel() > -6 && actor->int_xvel() < 6) actor->clear_xvel();
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a = badguy(actor);
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@ -489,7 +489,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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{
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auto& pp = ps[p];
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auto act = pp.GetActor();
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int i = TILE_APLAYERTOP + (act->spr.xvel > 16 && pp.on_ground ? (PlayClock >> 4) & 3 : 0);
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int i = TILE_APLAYERTOP + (act->int_xvel() > 16 && pp.on_ground ? (PlayClock >> 4) & 3 : 0);
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double j = clamp(czoom * act->spr.yrepeat + abs(pp.truefz - pp.pos.Z), 21.5, 128.) * REPEAT_SCALE;
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auto const vec = OutAutomapVector(mxy - cpos, cangsin, cangcos, czoom, xydim);
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@ -3048,7 +3048,7 @@ HORIZONLY:
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if (p->jetpack_on == 0)
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{
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if (pact->spr.xvel > 16)
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if (pact->int_xvel() > 16)
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{
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if (psectlotag != 1 && psectlotag != 2 && p->on_ground)
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{
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@ -3883,7 +3883,7 @@ HORIZONLY:
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if (p->jetpack_on == 0)
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{
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if (pact->spr.xvel > 16)
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if (pact->int_xvel() > 16)
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{
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if (psectlotag != ST_1_ABOVE_WATER && psectlotag != ST_2_UNDERWATER && p->on_ground && (!isRRRA() || !p->sea_sick_stat))
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{
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@ -224,17 +224,17 @@ void AIMummy::Tick(RunListEvent* ev)
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if (pActor->spr.xvel || pActor->spr.yvel)
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{
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if (pActor->spr.xvel > 0)
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if (pActor->int_xvel() > 0)
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{
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pActor->spr.xvel -= 1024;
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if (pActor->spr.xvel < 0) {
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if (pActor->int_xvel() < 0) {
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pActor->clear_xvel();
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}
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}
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else if (pActor->spr.xvel < 0)
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else if (pActor->int_xvel() < 0)
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{
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pActor->spr.xvel += 1024;
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if (pActor->spr.xvel > 0) {
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if (pActor->int_xvel() > 0) {
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pActor->clear_xvel();
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}
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}
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@ -1592,7 +1592,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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{
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if (Player[p].actor == actor)
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{
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if (actor->spr.xvel > 16)
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if (actor->int_xvel() > 16)
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pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
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sprisplayer = true;
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@ -349,7 +349,7 @@ int DoBloodSpray(DSWActor* actor)
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actor->user.addCounterToChange();
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}
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if (actor->spr.xvel <= 2)
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if (actor->int_xvel() <= 2)
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{
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// special stuff for blood worm
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actor->spr.pos.Z += actor->user.change.Z * 0.5;
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@ -341,7 +341,7 @@ int DoSkullBeginDeath(DSWActor* actor)
|
|||
|
||||
int DoSkullJump(DSWActor* actor)
|
||||
{
|
||||
if (actor->spr.xvel)
|
||||
if(actor->float_xvel() != 0)
|
||||
DoSkullMove(actor);
|
||||
else
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS)));
|
||||
|
@ -355,7 +355,7 @@ int DoSkullJump(DSWActor* actor)
|
|||
DoFall(actor);
|
||||
|
||||
// jump/fall type
|
||||
if (actor->spr.xvel)
|
||||
if(actor->float_xvel() != 0)
|
||||
{
|
||||
|
||||
int dist,a,b,c;
|
||||
|
@ -710,7 +710,7 @@ int DoBettyBeginDeath(DSWActor* actor)
|
|||
|
||||
int DoBettyJump(DSWActor* actor)
|
||||
{
|
||||
if (actor->spr.xvel)
|
||||
if(actor->float_xvel() != 0)
|
||||
DoBettyMove(actor);
|
||||
else
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS)));
|
||||
|
@ -724,7 +724,7 @@ int DoBettyJump(DSWActor* actor)
|
|||
DoFall(actor);
|
||||
|
||||
// jump/fall type
|
||||
if (actor->spr.xvel)
|
||||
if(actor->float_xvel() != 0)
|
||||
{
|
||||
int dist,a,b,c;
|
||||
|
||||
|
|
|
@ -4982,7 +4982,7 @@ int DoGet(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
if (actor->spr.xvel)
|
||||
if(actor->float_xvel() != 0)
|
||||
{
|
||||
if (!DoItemFly(actor))
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue