- vector assignment simplification

This commit is contained in:
Christoph Oelckers 2022-09-01 18:42:51 +02:00
parent c3ac42a546
commit 1300e76428

View file

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