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- vector assignment simplification
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parent
c3ac42a546
commit
1300e76428
1 changed files with 13 additions and 24 deletions
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@ -1244,10 +1244,8 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
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void DoPlayerResetMovement(PLAYER* pp)
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{
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pp->vect.X = pp->ovect.X = 0;
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pp->vect.Y = pp->ovect.Y = 0;
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pp->slide_vect.X = 0;
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pp->slide_vect.Y = 0;
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pp->vect = pp->ovect = { 0, 0 };
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pp->slide_vect = { 0, 0 };
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pp->drive_avel = 0;
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pp->Flags &= ~(PF_PLAYER_MOVED);
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}
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@ -4984,12 +4982,9 @@ void PlayerToRemote(PLAYER* pp)
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pp->remote.pos = pp->pos;
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pp->remote.vect.X = pp->vect.X;
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pp->remote.vect.Y = pp->vect.Y;
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pp->remote.ovect.Y = pp->ovect.X;
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pp->remote.ovect.Y = pp->ovect.Y;
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pp->remote.slide_vect.X = pp->slide_vect.X;
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pp->remote.slide_vect.Y = pp->slide_vect.Y;
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pp->remote.vect = pp->vect;
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pp->remote.ovect = pp->ovect;
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pp->remote.slide_vect = pp->slide_vect;
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}
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void RemoteToPlayer(PLAYER* pp)
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@ -4999,12 +4994,9 @@ void RemoteToPlayer(PLAYER* pp)
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pp->pos = pp->remote.pos;
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pp->vect.X = pp->remote.vect.X;
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pp->vect.Y = pp->remote.vect.Y;
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pp->ovect.X = pp->remote.ovect.Y;
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pp->ovect.Y = pp->remote.ovect.Y;
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pp->slide_vect.X = pp->remote.slide_vect.X;
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pp->slide_vect.Y = pp->remote.slide_vect.Y;
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pp->vect = pp->remote.vect;
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pp->ovect = pp->remote.ovect;
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pp->slide_vect = pp->remote.slide_vect;
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}
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void PlayerRemoteReset(PLAYER* pp, sectortype* sect)
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@ -5016,19 +5008,16 @@ void PlayerRemoteReset(PLAYER* pp, sectortype* sect)
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pp->pos.XY() = rsp->spr.pos.XY();
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pp->pos.Z = sect->floorz - PLAYER_HEIGHTF;
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pp->vect.X = pp->vect.Y = pp->ovect.X = pp->ovect.Y = pp->slide_vect.X = pp->slide_vect.Y = 0;
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pp->vect = pp->ovect = pp->slide_vect = { 0,0 };
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UpdatePlayerSprite(pp);
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}
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void PlayerRemoteInit(PLAYER* pp)
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{
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pp->remote.vect.X = 0;
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pp->remote.vect.Y = 0;
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pp->remote.ovect.Y = 0;
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pp->remote.ovect.Y = 0;
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pp->remote.slide_vect.X = 0;
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pp->remote.slide_vect.Y = 0;
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pp->remote.vect = { 0,0 };
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pp->remote.ovect = { 0,0 };
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pp->remote.slide_vect = { 0,0 };
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}
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void DoPlayerStopOperate(PLAYER* pp)
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@ -5437,7 +5426,7 @@ void DoPlayerBeginDie(PLAYER* pp)
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pp->input.actions &= ~SB_CENTERVIEW;
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pp->friction = PLAYER_RUN_FRICTION;
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pp->slide_vect.X = pp->slide_vect.Y = 0;
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pp->slide_vect = { 0,0 };
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pp->p_floor_dist = PLAYER_WADE_FLOOR_DIST;
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pp->p_ceiling_dist = PLAYER_WADE_CEILING_DIST;
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ASSERT(pp->DeathType < SIZ(PlayerDeathFunc));
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