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- Duke: Replace player_struct
bobposy
with bobpos.Y
calls.
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parent
034e1fd175
commit
1e90b0bbbe
11 changed files with 20 additions and 20 deletions
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@ -2695,7 +2695,7 @@ void handle_se00(DDukeActor* actor, int LASERLINE)
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rotatepoint(Owner->spr.pos.vec2, ps[p].pos.vec2, (q * l), &res);
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ps[p].bobpos.X += res.X - ps[p].pos.X;
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ps[p].bobposy += res.Y - ps[p].pos.Y;
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ps[p].bobpos.Y += res.Y - ps[p].pos.Y;
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ps[p].pos.vec2 = res;
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@ -2872,7 +2872,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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ps[p].pos.Y += x;
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ps[p].bobpos.X += m;
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ps[p].bobposy += x;
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ps[p].bobpos.Y += x;
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ps[p].angle.addadjustment(q);
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@ -3047,7 +3047,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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}
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ps[p].bobpos.X += l;
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ps[p].bobposy += x;
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ps[p].bobpos.Y += x;
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}
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if (po[p].os == actor->spr.sector())
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@ -3178,7 +3178,7 @@ void handle_se02(DDukeActor* actor)
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ps[p].pos.Y += x;
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ps[p].bobpos.X += m;
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ps[p].bobposy += x;
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ps[p].bobpos.Y += x;
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}
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DukeSectIterator it(actor->sector());
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@ -3899,7 +3899,7 @@ void handle_se17(DDukeActor* actor)
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act3->ceilingz = act2->spr.sector()->ceilingz;
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ps[p].bobpos.X = ps[p].opos.X = ps[p].pos.X;
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ps[p].bobposy = ps[p].opos.Y = ps[p].pos.Y;
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ps[p].bobpos.Y = ps[p].opos.Y = ps[p].pos.Y;
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ps[p].opos.Z = ps[p].pos.Z;
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ps[p].truefz = act3->floorz;
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@ -1930,7 +1930,7 @@ void movetransports_d(void)
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}
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ps[p].bobpos.X = ps[p].opos.X = ps[p].pos.X = Owner->spr.pos.X;
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ps[p].bobposy = ps[p].opos.Y = ps[p].pos.Y = Owner->spr.pos.Y;
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ps[p].bobpos.Y = ps[p].opos.Y = ps[p].pos.Y = Owner->spr.pos.Y;
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ps[p].opos.Z = ps[p].pos.Z = Owner->spr.pos.Z - gs.playerheight;
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ChangeActorSect(act2, Owner->sector());
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@ -1602,7 +1602,7 @@ void movetransports_r(void)
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}
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ps[p].bobpos.X = ps[p].opos.X = ps[p].pos.X = Owner->spr.pos.X;
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ps[p].bobposy = ps[p].opos.Y = ps[p].pos.Y = Owner->spr.pos.Y;
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ps[p].bobpos.Y = ps[p].opos.Y = ps[p].pos.Y = Owner->spr.pos.Y;
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ps[p].opos.Z = ps[p].pos.Z = Owner->spr.pos.Z - (gs.playerheight - (4 << 8));
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ChangeActorSect(act2, Owner->sector());
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@ -2447,7 +2447,7 @@ void rr_specialstats()
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{
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ps[p].angle.ang = buildang(act2->spr.ang);
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ps[p].bobpos.X = ps[p].opos.X = ps[p].pos.X = act2->spr.pos.X;
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ps[p].bobposy = ps[p].opos.Y = ps[p].pos.Y = act2->spr.pos.Y;
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ps[p].bobpos.Y = ps[p].opos.Y = ps[p].pos.Y = act2->spr.pos.Y;
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ps[p].opos.Z = ps[p].pos.Z = act2->spr.pos.Z - (36 << 8);
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auto pact = ps[p].GetActor();
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ChangeActorSect(pact, act2->sector());
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@ -373,8 +373,8 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_BOBPOSY:
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if (bSet) ps[iPlayer].bobposy = lValue;
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else SetGameVarID(lVar2, ps[iPlayer].bobposy, sActor, sPlayer);
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if (bSet) ps[iPlayer].bobpos.Y = lValue;
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else SetGameVarID(lVar2, ps[iPlayer].bobpos.Y, sActor, sPlayer);
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break;
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case PLAYER_OPOSX:
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@ -2246,7 +2246,7 @@ int ParseState::parse(void)
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// I am not convinced this is even remotely smart to be executed from here..
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pickrandomspot(g_p);
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g_ac->spr.pos.X = ps[g_p].bobpos.X = ps[g_p].opos.X = ps[g_p].pos.X;
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g_ac->spr.pos.Y = ps[g_p].bobposy = ps[g_p].opos.Y = ps[g_p].pos.Y;
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g_ac->spr.pos.Y = ps[g_p].bobpos.Y = ps[g_p].opos.Y = ps[g_p].pos.Y;
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g_ac->spr.pos.Z = ps[g_p].opos.Z = ps[g_p].pos.Z;
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g_ac->spr.backuppos();
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updatesector(ps[g_p].pos.X, ps[g_p].pos.Y, &ps[g_p].cursector);
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@ -772,7 +772,7 @@ void player_struct::backuppos(bool noclipping)
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opos.Z = pos.Z;
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bobpos.X = pos.X;
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bobposy = pos.Y;
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bobpos.Y = pos.Y;
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opyoff = pyoff;
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}
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@ -1080,7 +1080,7 @@ DEFINE_FIELD_X(DukePlayer, player_struct, numloogs)
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DEFINE_FIELD_X(DukePlayer, player_struct, loogcnt)
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DEFINE_FIELD_X(DukePlayer, player_struct, invdisptime)
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//DEFINE_FIELD_X(DukePlayer, player_struct, bobposx)
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DEFINE_FIELD_X(DukePlayer, player_struct, bobposy)
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//DEFINE_FIELD_X(DukePlayer, player_struct, bobposy)
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//DEFINE_FIELD_X(DukePlayer, player_struct, oposx)
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//DEFINE_FIELD_X(DukePlayer, player_struct, oposy)
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//DEFINE_FIELD_X(DukePlayer, player_struct, oposz)
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@ -2848,7 +2848,7 @@ void processinput_d(int snum)
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p->playerweaponsway(pact->spr.xvel);
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pact->spr.xvel = clamp(ksqrt((p->pos.X - p->bobpos.X) * (p->pos.X - p->bobpos.X) + (p->pos.Y - p->bobposy) * (p->pos.Y - p->bobposy)), 0, 512);
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pact->spr.xvel = clamp(ksqrt((p->pos.X - p->bobpos.X) * (p->pos.X - p->bobpos.X) + (p->pos.Y - p->bobpos.Y) * (p->pos.Y - p->bobpos.Y)), 0, 512);
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if (p->on_ground) p->bobcounter += p->GetActor()->spr.xvel >> 1;
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p->backuppos(ud.clipping == 0 && (p->cursector->floorpicnum == MIRROR || !p->insector()));
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@ -3563,7 +3563,7 @@ void processinput_r(int snum)
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p->playerweaponsway(pact->spr.xvel);
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pact->spr.xvel = clamp(ksqrt((p->pos.X - p->bobpos.X) * (p->pos.X - p->bobpos.X) + (p->pos.Y - p->bobposy) * (p->pos.Y - p->bobposy)), 0, 512);
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pact->spr.xvel = clamp(ksqrt((p->pos.X - p->bobpos.X) * (p->pos.X - p->bobpos.X) + (p->pos.Y - p->bobpos.Y) * (p->pos.Y - p->bobpos.Y)), 0, 512);
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if (p->on_ground) p->bobcounter += p->GetActor()->spr.xvel >> 1;
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p->backuppos(ud.clipping == 0 && (p->cursector->floorpicnum == MIRROR || !p->insector()));
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@ -61,7 +61,7 @@ void pickrandomspot(int snum)
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else i = snum;
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p->bobpos.X = p->opos.X = p->pos.X = po[i].opos.X;
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p->bobposy = p->opos.Y = p->pos.Y = po[i].opos.Y;
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p->bobpos.Y = p->opos.Y = p->pos.Y = po[i].opos.Y;
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p->opos.Z = p->pos.Z = po[i].opos.Z;
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p->angle.oang = p->angle.ang = buildang(po[i].oa);
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p->setCursector(po[i].os);
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@ -626,7 +626,7 @@ void resetpspritevars(int g)
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act->SetOwner(act);
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ps[j].bobpos.X = ps[j].opos.X = ps[j].pos.X = act->spr.pos.X;
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ps[j].bobposy = ps[j].opos.Y = ps[j].pos.Y = act->spr.pos.Y;
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ps[j].bobpos.Y = ps[j].opos.Y = ps[j].pos.Y = act->spr.pos.Y;
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ps[j].opos.Z = ps[j].pos.Z = act->spr.pos.Z;
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act->spr.backuppos();
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ps[j].angle.oang = ps[j].angle.ang = buildang(act->spr.ang);
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@ -122,7 +122,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
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("loogcnt", w.loogcnt)
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.Array("loogie", w.loogie, w.numloogs)
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("bobposx", w.bobpos.X)
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("bobposy", w.bobposy)
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("bobposy", w.bobpos.Y)
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("pyoff", w.pyoff)
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("posxv", w.vel.X)
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("posyv", w.vel.Y)
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@ -204,7 +204,7 @@ struct player_struct
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// From here on it is unaltered from JFDuke with the exception of a few fields that are no longer needed and were removed.
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int numloogs, loogcnt;
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int invdisptime;
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int bobposy, pyoff, opyoff;
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int pyoff, opyoff;
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int last_pissed_time, truefz, truecz;
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int player_par, visibility;
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int bobcounter;
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@ -152,7 +152,7 @@ struct DukePlayer
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// From here on it is unaltered from JFDuke with the exception of a few fields that are no longer needed and were removed.
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native int numloogs, loogcnt;
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native int invdisptime;
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native int bobposy, pyoff, opyoff;
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native int pyoff, opyoff;
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native int last_pissed_time, truefz, truecz;
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native int player_par, visibility;
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native int bobcounter;
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