From 353c2a20fd038837d0992daf397b428340f465b0 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Sun, 27 Nov 2022 13:58:53 +1100 Subject: [PATCH] - Rename remaining `PlayerAngle` methods. --- source/core/gameinput.cpp | 4 ++-- source/core/gameinput.h | 22 +++++++++++----------- source/games/blood/src/controls.cpp | 2 +- source/games/blood/src/nnexts.cpp | 8 ++++---- source/games/blood/src/player.cpp | 6 +++--- source/games/blood/src/triggers.cpp | 12 ++++++------ source/games/blood/src/view.cpp | 2 +- source/games/duke/src/actors.cpp | 10 +++++----- source/games/duke/src/actors_d.cpp | 2 +- source/games/duke/src/gameexec.cpp | 4 ++-- source/games/duke/src/input.cpp | 2 +- source/games/duke/src/player.cpp | 4 ++-- source/games/duke/src/player_d.cpp | 2 +- source/games/duke/src/player_r.cpp | 18 +++++++++--------- source/games/duke/src/sectors_d.cpp | 2 +- source/games/duke/src/vmexports.cpp | 2 +- source/games/exhumed/src/input.cpp | 2 +- source/games/exhumed/src/player.cpp | 8 ++++---- source/games/sw/src/input.cpp | 2 +- source/games/sw/src/player.cpp | 14 +++++++------- source/games/sw/src/track.cpp | 2 +- 21 files changed, 65 insertions(+), 65 deletions(-) diff --git a/source/core/gameinput.cpp b/source/core/gameinput.cpp index e51455709..e4e5ad7db 100644 --- a/source/core/gameinput.cpp +++ b/source/core/gameinput.cpp @@ -235,7 +235,7 @@ void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const ZzROTSCRNANG -= getTicrateScale(YAW_ROTATESPEED) * getCorrectedScale(scaleAdjust) * looking; } - if (!movementlocked()) + if (!lockedYaw()) { // add player's input ZzANGLE += DAngle::fromDeg(avel); @@ -347,7 +347,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl w.ZzOLDLOOKANG = w.ZzLOOKANG; w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG; w.inputdisabled = w.inputdisabled; - w.resetadjustment(); + w.resetAdjustmentYaw(); } } return arc; diff --git a/source/core/gameinput.h b/source/core/gameinput.h index 4e4a1b31d..aeeafef45 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -108,13 +108,13 @@ struct PlayerAngle void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1); // Interpolation helpers. - void backup() + void backupYaw() { ZzOLDANGLE = ZzANGLE; ZzOLDLOOKANG = ZzLOOKANG; ZzOLDROTSCRNANG = ZzROTSCRNANG; } - void restore() + void restoreYaw() { ZzANGLE = ZzOLDANGLE; ZzLOOKANG = ZzOLDLOOKANG; @@ -132,13 +132,13 @@ struct PlayerAngle DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : angLERPROTSCRN(interpfrac); } // Ticrate playsim adjustment helpers. - void resetadjustment() { adjustment = nullAngle; } - bool targetset() { return target.Sgn(); } + void resetAdjustmentYaw() { adjustment = nullAngle; } + bool targetedYaw() { return target.Sgn(); } // Input locking helpers. - void lockinput() { inputdisabled = true; } - void unlockinput() { inputdisabled = false; } - bool movementlocked() { return targetset() || inputdisabled; } + void lockYaw() { inputdisabled = true; } + void unlockYaw() { inputdisabled = false; } + bool lockedYaw() { return targetedYaw() || inputdisabled; } // Draw code helpers. The logic where these are used rely heavily on Build's angle period. double angLOOKANGHALF(double const interpfrac) { return angRENDERLOOKANG(interpfrac).Normalized180().Degrees() * (128. / 45.); } @@ -158,7 +158,7 @@ struct PlayerAngle } // Ticrate playsim adjustment setters and processor. - void addadjustment(const DAngle value) + void addYaw(const DAngle value) { if (!SyncInput()) { @@ -170,7 +170,7 @@ struct PlayerAngle } } - void settarget(const DAngle value, bool const backup = false) + void setYaw(const DAngle value, bool const backup = false) { if (!SyncInput() && !backup) { @@ -183,9 +183,9 @@ struct PlayerAngle } } - void processhelpers(double const scaleAdjust) + void processLegacyHelperYaw(double const scaleAdjust) { - if (targetset()) + if (targetedYaw()) { auto delta = deltaangle(ZzANGLE, target); diff --git a/source/games/blood/src/controls.cpp b/source/games/blood/src/controls.cpp index 7b6d7a4b9..9fc323cdc 100644 --- a/source/games/blood/src/controls.cpp +++ b/source/games/blood/src/controls.cpp @@ -67,7 +67,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju doslopetilting(pPlayer, scaleAdjust); } - pPlayer->angle.processhelpers(scaleAdjust); + pPlayer->angle.processLegacyHelperYaw(scaleAdjust); pPlayer->horizon.processLegacyHelperPitch(scaleAdjust); UpdatePlayerSpriteAngle(pPlayer); } diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index a507e66b8..4ec3f6097 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -6050,13 +6050,13 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event) if (actor->xspr.data4 != 0) break; else if (actor->spr.flags & kModernTypeFlag1) { - pPlayer->angle.settarget(actor->spr.Angles.Yaw); - pPlayer->angle.lockinput(); + pPlayer->angle.setYaw(actor->spr.Angles.Yaw); + pPlayer->angle.lockYaw(); } else if (valueIsBetween(actor->xspr.data2, -kAng360, kAng360)) { - pPlayer->angle.settarget(mapangle(actor->xspr.data2)); - pPlayer->angle.lockinput(); + pPlayer->angle.setYaw(mapangle(actor->xspr.data2)); + pPlayer->angle.lockYaw(); } break; case 10: // 74 (de)activate powerup diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index a4d2544dd..cdb767958 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1533,7 +1533,7 @@ void ProcessInput(PLAYER* pPlayer) }; pPlayer->horizon.resetAdjustmentPitch(); - pPlayer->angle.resetadjustment(); + pPlayer->angle.resetAdjustmentYaw(); DBloodActor* actor = pPlayer->actor; POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; @@ -1554,7 +1554,7 @@ void ProcessInput(PLAYER* pPlayer) DBloodActor* fragger = pPlayer->fragger; if (fragger) { - pPlayer->angle.addadjustment(deltaangle(pPlayer->angle.ZzANGLE, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle())); + pPlayer->angle.addYaw(deltaangle(pPlayer->angle.ZzANGLE, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle())); } pPlayer->deathTime += 4; if (!bSeqStat) @@ -1730,7 +1730,7 @@ void ProcessInput(PLAYER* pPlayer) doslopetilting(pPlayer); } - pPlayer->angle.unlockinput(); + pPlayer->angle.unlockYaw(); pPlayer->horizon.unlockPitch(); pPlayer->slope = pPlayer->horizon.ZzHORIZON.Tan(); diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 401f86d83..d6b72f1c3 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -910,7 +910,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec viewBackupSpriteLoc(actor); actor->spr.pos.XY() = spot + pt_w2 - pivot; actor->spr.Angles.Yaw += angleofs; - if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addadjustment(angleofs); + if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addYaw(angleofs); } else if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) @@ -922,7 +922,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec viewBackupSpriteLoc(actor); actor->spr.pos.XY() = spot - pt_w2 + pivot; actor->spr.Angles.Yaw += angleofs; - if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addadjustment(angleofs); + if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addYaw(angleofs); } else if (pXSector->Drag) { @@ -938,7 +938,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec } actor->spr.Angles.Yaw += angleofs; actor->spr.pos += position; - if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addadjustment(angleofs); + if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addYaw(angleofs); } } } @@ -963,7 +963,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec viewBackupSpriteLoc(ac); ac->spr.pos.XY() = spot + pt_w2 - pivot; ac->spr.Angles.Yaw += angleofs; - if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addadjustment(angleofs); + if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addYaw(angleofs); } else if (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) { @@ -971,7 +971,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec viewBackupSpriteLoc(ac); ac->spr.pos.XY() = spot - pt_w2 + pivot; ac->spr.Angles.Yaw += angleofs; - if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addadjustment(angleofs); + if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addYaw(angleofs); } } } @@ -1627,7 +1627,7 @@ void OperateTeleport(sectortype* pSector) { playerResetInertia(pPlayer); pPlayer->zViewVel = pPlayer->zWeaponVel = 0; - pPlayer->angle.settarget(actor->spr.Angles.Yaw, true); + pPlayer->angle.setYaw(actor->spr.Angles.Yaw, true); } } } diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp index b01c96bfd..c58b63d38 100644 --- a/source/games/blood/src/view.cpp +++ b/source/games/blood/src/view.cpp @@ -65,7 +65,7 @@ void viewBackupView(int nPlayer) pPlayer->obobWidth = pPlayer->bobWidth; pPlayer->oswayHeight = pPlayer->swayHeight; pPlayer->oswayWidth = pPlayer->swayWidth; - pPlayer->angle.backup(); + pPlayer->angle.backupYaw(); pPlayer->horizon.backupPitch(); } diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 1fdbb2e3b..1cc8fdc1c 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -204,7 +204,7 @@ void clearcamera(player_struct* ps) { ps->newOwner = nullptr; ps->GetActor()->restorepos(); - ps->angle.restore(); + ps->angle.restoreYaw(); updatesector(ps->GetActor()->getPosWithOffsetZ(), &ps->cursector); DukeStatIterator it(STAT_ACTOR); @@ -442,7 +442,7 @@ void moveplayers(void) if (p->actorsqu != nullptr) { - p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25); + p->angle.addYaw(deltaangle(p->angle.ZzANGLE, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25); } if (act->spr.extra > 0) @@ -462,7 +462,7 @@ void moveplayers(void) if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS) { - p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5); + p->angle.addYaw(deltaangle(p->angle.ZzANGLE, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5); } } act->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later. @@ -1867,7 +1867,7 @@ void handle_se00(DDukeActor* actor) { if (ps[p].cursector == actor->sector() && ps[p].on_ground == 1) { - ps[p].angle.addadjustment(ang_amount * direction); + ps[p].angle.addYaw(ang_amount * direction); ps[p].GetActor()->spr.pos.Z += zchange; @@ -2047,7 +2047,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) ps[p].bobpos += vec; - ps[p].angle.addadjustment(diffangle); + ps[p].angle.addYaw(diffangle); if (numplayers > 1) { diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 26edf5a08..a9358560a 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -1731,7 +1731,7 @@ static void greenslime(DDukeActor *actor) { ps[p].newOwner = nullptr; ps[p].GetActor()->restorepos(); - ps[p].angle.restore(); + ps[p].angle.restoreYaw(); updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector); diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 9d8efd4ea..df4e6d67f 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -472,7 +472,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, break; case PLAYER_ANG: - if (bSet) ps[iPlayer].angle.settarget(mapangle(lValue)); + if (bSet) ps[iPlayer].angle.setYaw(mapangle(lValue)); else SetGameVarID(lVar2, ps[iPlayer].angle.ZzANGLE.Buildang(), sActor, sPlayer); break; @@ -2046,7 +2046,7 @@ int ParseState::parse(void) { ps[g_p].newOwner = nullptr; ps[g_p].GetActor()->restorepos(); - ps[g_p].angle.restore(); + ps[g_p].angle.restoreYaw(); updatesector(ps[g_p].GetActor()->getPosWithOffsetZ(), &ps[g_p].cursector); DukeStatIterator it(STAT_ACTOR); diff --git a/source/games/duke/src/input.cpp b/source/games/duke/src/input.cpp index 9b8d5b816..09316769f 100644 --- a/source/games/duke/src/input.cpp +++ b/source/games/duke/src/input.cpp @@ -841,7 +841,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju p->horizon.applyPitch(input.horz, &p->sync.actions, scaleAdjust); } - p->angle.processhelpers(scaleAdjust); + p->angle.processLegacyHelperYaw(scaleAdjust); p->horizon.processLegacyHelperPitch(scaleAdjust); p->GetActor()->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later. } diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index c620c369c..40310edac 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -546,7 +546,7 @@ void footprints(int snum) inline void backupplayer(player_struct* p) { p->backuppos(); - p->angle.backup(); + p->angle.backupYaw(); p->horizon.backupPitch(); } @@ -865,7 +865,7 @@ void checklook(int snum, ESyncBits actions) actions &= ~SB_LOOK_RIGHT; } } - p->angle.backup(); + p->angle.backupYaw(); } //--------------------------------------------------------------------------- diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index ca3d5220c..1b4e13de9 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -2726,7 +2726,7 @@ void processinput_d(int snum) auto pact = p->GetActor(); p->horizon.resetAdjustmentPitch(); - p->angle.resetadjustment(); + p->angle.resetAdjustmentYaw(); ESyncBits& actions = p->sync.actions; diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index ffefc2f56..39908fc38 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -1765,7 +1765,7 @@ static void onMotorcycle(int snum, ESyncBits &actions) } p->vel.XY() += (p->angle.ZzANGLE + velAdjustment).ToVector() * currSpeed; - p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment))); + p->angle.addYaw(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment))); } else if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->moto_on_mud || p->moto_on_oil)) { @@ -2009,7 +2009,7 @@ static void onBoat(int snum, ESyncBits &actions) } p->vel.XY() += (p->angle.ZzANGLE + velAdjustment).ToVector() * currSpeed; - p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment))); + p->angle.addYaw(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment))); } if (p->NotOnWater && p->MotoSpeed > 50) p->MotoSpeed -= (p->MotoSpeed / 2.); @@ -2333,7 +2333,7 @@ void onMotorcycleMove(int snum, walltype* wal) double damageAmount = p->MotoSpeed * p->MotoSpeed; const double scale = (180. / 2048.); - p->angle.addadjustment(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale))); + p->angle.addYaw(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale))); // That's some very weird angles here... if (angleDelta >= 77.51 && angleDelta <= 102.13) @@ -2388,7 +2388,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal) double angleDelta = absangle(p->angle.ZzANGLE, wal->delta().Angle()).Degrees(); const double scale = (90. / 2048.); - p->angle.addadjustment(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale))); + p->angle.addYaw(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale))); if (angleDelta >= 77.51 && angleDelta <= 102.13) { @@ -2985,11 +2985,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) } if (p->kickback_pic == 2) { - p->angle.addadjustment(mapangle(16)); + p->angle.addYaw(mapangle(16)); } else if (p->kickback_pic == 4) { - p->angle.addadjustment(mapangle(-16)); + p->angle.addYaw(mapangle(-16)); } if (p->kickback_pic > 4) p->kickback_pic = 1; @@ -3015,11 +3015,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp) } if (p->kickback_pic == 2) { - p->angle.addadjustment(mapangle(4)); + p->angle.addYaw(mapangle(4)); } else if (p->kickback_pic == 4) { - p->angle.addadjustment(mapangle(-4)); + p->angle.addYaw(mapangle(-4)); } if (p->kickback_pic > 4) p->kickback_pic = 1; @@ -3273,7 +3273,7 @@ void processinput_r(int snum) auto pact = p->GetActor(); p->horizon.resetAdjustmentPitch(); - p->angle.resetadjustment(); + p->angle.resetAdjustmentYaw(); ESyncBits& actions = p->sync.actions; diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index 694dbe6fd..08e2d68a0 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -1062,7 +1062,7 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj) { ps[p].newOwner = nullptr; ps[p].GetActor()->restorepos(); - ps[p].angle.restore(); + ps[p].angle.restoreYaw(); updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector); diff --git a/source/games/duke/src/vmexports.cpp b/source/games/duke/src/vmexports.cpp index 6b86d7831..8527ca7e5 100644 --- a/source/games/duke/src/vmexports.cpp +++ b/source/games/duke/src/vmexports.cpp @@ -849,7 +849,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addpos, dukeplayer_addpos) void dukeplayer_settargetangle(player_struct* self, double a, int backup) { - self->angle.settarget(DAngle::fromDeg(a), backup); + self->angle.setYaw(DAngle::fromDeg(a), backup); } DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, settargetangle, dukeplayer_settargetangle) diff --git a/source/games/exhumed/src/input.cpp b/source/games/exhumed/src/input.cpp index 4f7152fd9..8e608d602 100644 --- a/source/games/exhumed/src/input.cpp +++ b/source/games/exhumed/src/input.cpp @@ -95,7 +95,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju } } - pPlayer->angle.processhelpers(scaleAdjust); + pPlayer->angle.processLegacyHelperYaw(scaleAdjust); pPlayer->horizon.processLegacyHelperPitch(scaleAdjust); UpdatePlayerSpriteAngle(pPlayer); } diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 04edc6763..132c4489c 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -313,7 +313,7 @@ void RestartPlayer(int nPlayer) floorsprt = nullptr; } - plr->angle.backup(); + plr->angle.backupYaw(); plr->horizon.backupPitch(); plr->pPlayerFloorSprite = floorsprt; @@ -904,9 +904,9 @@ void AIPlayer::Tick(RunListEvent* ev) int nAction = PlayerList[nPlayer].nAction; int nActionB = PlayerList[nPlayer].nAction; - PlayerList[nPlayer].angle.backup(); + PlayerList[nPlayer].angle.backupYaw(); PlayerList[nPlayer].horizon.backupPitch(); - PlayerList[nPlayer].angle.resetadjustment(); + PlayerList[nPlayer].angle.resetAdjustmentYaw(); PlayerList[nPlayer].horizon.resetAdjustmentPitch(); pPlayerActor->vel.XY() = sPlayerInput[nPlayer].vel; @@ -1072,7 +1072,7 @@ void AIPlayer::Tick(RunListEvent* ev) if (nTotalPlayers <= 1) { auto ang = GetAngleToSprite(pPlayerActor, pSpiritSprite); - PlayerList[nPlayer].angle.settarget(ang, true); + PlayerList[nPlayer].angle.setYaw(ang, true); pPlayerActor->spr.Angles.Yaw = ang; PlayerList[nPlayer].horizon.setPitch(nullAngle, true); diff --git a/source/games/sw/src/input.cpp b/source/games/sw/src/input.cpp index 334d8dfdd..7ac5e5628 100644 --- a/source/games/sw/src/input.cpp +++ b/source/games/sw/src/input.cpp @@ -200,7 +200,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju DoPlayerTurnTurret(pp, input.avel); } - pp->angle.processhelpers(scaleAdjust); + pp->angle.processLegacyHelperYaw(scaleAdjust); pp->horizon.processLegacyHelperPitch(scaleAdjust); } diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index fcef277a5..443d54639 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -2186,7 +2186,7 @@ void DoPlayerMove(PLAYER* pp) if (interpolate_ride) { pp->actor->backupz(); - pp->angle.backup(); + pp->angle.backupYaw(); } // check for warp - probably can remove from CeilingHit @@ -3425,7 +3425,7 @@ void DoPlayerClimb(PLAYER* pp) pp->LadderPosition = lActor->spr.pos.XY() + nvec; - pp->angle.settarget(lActor->spr.Angles.Yaw + DAngle180); + pp->angle.setYaw(lActor->spr.Angles.Yaw + DAngle180); } } } @@ -3813,7 +3813,7 @@ bool PlayerOnLadder(PLAYER* pp) // the sprite pp->LadderPosition = lActor->spr.pos + npos; - pp->angle.settarget(lActor->spr.Angles.Yaw + DAngle180); + pp->angle.setYaw(lActor->spr.Angles.Yaw + DAngle180); return true; } @@ -5968,7 +5968,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp) { if (FAFcansee(ActorVectOfTop(killer), killer->sector(), pp->actor->getPosWithOffsetZ(), pp->cursector)) { - pp->angle.addadjustment(deltaangle(pp->angle.ZzANGLE, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.)); + pp->angle.addYaw(deltaangle(pp->angle.ZzANGLE, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.)); } } } @@ -6693,7 +6693,7 @@ void MoveSkipSavePos(void) pp->actor->backuppos(); pp->obob_z = pp->bob_z; - pp->angle.backup(); + pp->angle.backupYaw(); pp->horizon.backupPitch(); pp->opbob_amt = pp->pbob_amt; } @@ -6972,7 +6972,7 @@ void domovethings(void) // auto tracking mode for single player multi-game if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex) { - Player[screenpeek].angle.settarget((Player[myconnectindex].actor->spr.pos.XY() - Player[screenpeek].actor->spr.pos.XY()).Angle()); + Player[screenpeek].angle.setYaw((Player[myconnectindex].actor->spr.pos.XY() - Player[screenpeek].actor->spr.pos.XY()).Angle()); } if (!(pp->Flags & PF_DEAD)) @@ -6988,7 +6988,7 @@ void domovethings(void) // Reset flags used while tying input to framerate pp->Flags2 &= ~(PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET); pp->horizon.resetAdjustmentPitch(); - pp->angle.resetadjustment(); + pp->angle.resetAdjustmentYaw(); // disable synchronised input if set by game. resetForcedSyncInput(); diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 888f06faf..d3a98bd59 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -1529,7 +1529,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move) // New angle is formed by taking last known angle and // adjusting by the delta angle - pp->angle.addadjustment(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->angle.ZzANGLE)); + pp->angle.addYaw(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->angle.ZzANGLE)); UpdatePlayerSprite(pp); }