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- deleted redundant sprite inlines.
All calls have been transitioned to actors.
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parent
8a1c602dc8
commit
1e938e2b44
2 changed files with 15 additions and 27 deletions
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@ -2038,17 +2038,13 @@ struct GameInterface : public ::GameInterface
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};
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END_SW_NS
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#include "swactor.h"
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BEGIN_SW_NS
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// OVER and UNDER water macros
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inline bool SpriteInDiveArea(SPRITEp sp)
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{
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return (TEST(sp->sector()->extra, SECTFX_DIVE_AREA) ? true : false);
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}
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inline bool SpriteInUnderwaterArea(SPRITEp sp)
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{
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return (TEST(sp->sector()->extra, SECTFX_UNDERWATER | SECTFX_UNDERWATER2) ? true : false);
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}
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inline bool SectorIsDiveArea(sectortype* sect)
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{
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return (TEST(sect->extra, SECTFX_DIVE_AREA) ? true : false);
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@ -2060,12 +2056,6 @@ inline bool SectorIsUnderwaterArea(sectortype* sect)
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return (TEST(sect->extra, SECTFX_UNDERWATER | SECTFX_UNDERWATER2) ? true : false);
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}
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END_SW_NS
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#include "swactor.h"
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BEGIN_SW_NS
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inline int PlayerFacingRange(PLAYERp pp, DSWActor* a, int range)
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{
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return (abs(getincangle(getangle(a->spr.pos.X - (pp)->pos.X, a->spr.pos.Y - (pp)->pos.Y), (pp)->angle.ang.asbuild())) < (range));
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@ -1696,8 +1696,9 @@ void DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob
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void UpdatePlayerUnderSprite(PLAYERp pp)
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{
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SPRITEp over_sp = &pp->Actor()->s();
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USERp over_u = pp->Actor()->u();
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auto actor = pp->actor;
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SPRITEp over_sp = &actor->s();
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USERp over_u = actor->u();
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SPRITEp sp;
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USERp u;
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@ -1708,15 +1709,14 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
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if (Prediction)
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return;
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ASSERT(over_sp);
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ASSERT(over_u);
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// dont bother spawning if you ain't really in the water
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water_level_z = over_sp->sector()->floorz; // - Z(pp->WadeDepth);
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water_level_z = actor->spr.sector()->floorz; // - Z(pp->WadeDepth);
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// if not below water
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above_water = (GetSpriteZOfBottom(over_sp) <= water_level_z);
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in_dive_area = SpriteInDiveArea(over_sp);
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above_water = (ActorZOfBottom(actor) <= water_level_z);
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in_dive_area = SpriteInDiveArea(actor);
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// if not in dive area OR (in dive area AND above the water) - Kill it
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if (!in_dive_area || (in_dive_area && above_water))
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@ -1742,10 +1742,8 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
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sp = &pp->PlayerUnderActor->s();
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u = pp->PlayerUnderActor->u();
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sp->pos.X = over_sp->pos.X;
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sp->pos.Y = over_sp->pos.Y;
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sp->pos.Z = over_sp->pos.Z;
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ChangeActorSect(pp->PlayerUnderActor, over_sp->sector());
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sp->pos = actor->spr.pos;
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ChangeActorSect(pp->PlayerUnderActor, actor->spr.sector());
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SpriteWarpToUnderwater(pp->PlayerUnderActor);
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@ -1760,7 +1758,7 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
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u->Rot = over_u->Rot;
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u->StateStart = over_u->StateStart;
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sp->picnum = over_sp->picnum;
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sp->picnum = actor->spr.picnum;
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}
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