- SW: Replace PANEL_SPRITEstruct oy with opos.Y calls.

This commit is contained in:
Mitchell Richters 2021-12-31 00:34:03 +11:00
parent 81b74c2cdf
commit 36b549b7f1
3 changed files with 68 additions and 71 deletions

View file

@ -1007,7 +1007,7 @@ void pSwordPresent(PANEL_SPRITEp psp)
if (psp->pos.Y < SWORD_YOFF)
{
psp->oy = psp->pos.Y = SWORD_YOFF;
psp->opos.Y = psp->pos.Y = SWORD_YOFF;
psp->backupboby();
pSetState(psp, psp->RestState);
}
@ -1053,7 +1053,7 @@ void pSwordSlideDown(PANEL_SPRITEp psp)
// continue to next state to swing right
pStatePlusOne(psp);
psp->opos.X = psp->pos.X = SWORDR_XOFF;
psp->oy = psp->pos.Y = SWORD_YOFF;
psp->opos.Y = psp->pos.Y = SWORD_YOFF;
psp->backupboby();
psp->ang = 1024;
psp->PlayerP->SwordAng = SwordAngTable[RandomRange(SIZ(SwordAngTable))];
@ -1066,7 +1066,7 @@ void pSwordSlideDown(PANEL_SPRITEp psp)
// NOT still holding down the fire key - stop swinging
pSetState(psp, psp->PresentState);
psp->opos.X = psp->pos.X = SWORD_XOFF;
psp->oy = psp->pos.Y = SWORD_YOFF + tileHeight(psp->picndx);
psp->opos.Y = psp->pos.Y = SWORD_YOFF + tileHeight(psp->picndx);
psp->backupboby();
}
}
@ -1111,7 +1111,7 @@ void pSwordSlideDownR(PANEL_SPRITEp psp)
// back to action state
pStatePlusOne(psp);
psp->opos.X = psp->pos.X = SWORD_XOFF + 80;
psp->oy = psp->pos.Y = SWORD_YOFF;
psp->opos.Y = psp->pos.Y = SWORD_YOFF;
psp->backupboby();
psp->PlayerP->SwordAng = SwordAngTable[RandomRange(SIZ(SwordAngTable))];
psp->ang = 1024;
@ -1124,7 +1124,7 @@ void pSwordSlideDownR(PANEL_SPRITEp psp)
// NOT still holding down the fire key - stop swinging
pSetState(psp, psp->PresentState);
psp->opos.X = psp->pos.X = SWORD_XOFF;
psp->oy = psp->pos.Y = SWORD_YOFF + tileHeight(psp->picndx);
psp->opos.Y = psp->pos.Y = SWORD_YOFF + tileHeight(psp->picndx);
psp->backupboby();
}
}
@ -1150,7 +1150,7 @@ void pSwordHide(PANEL_SPRITEp psp)
if (psp->pos.Y >= SWORD_YOFF + tileHeight(picnum))
{
psp->oy = psp->pos.Y = SWORD_YOFF + tileHeight(picnum);
psp->opos.Y = psp->pos.Y = SWORD_YOFF + tileHeight(picnum);
psp->opos.X = psp->pos.X = SWORD_XOFF;
pWeaponUnHideKeys(psp, psp->PresentState);
@ -1396,7 +1396,7 @@ void pStarPresent(PANEL_SPRITEp psp)
if (psp->pos.Y < STAR_YOFF)
{
psp->oy = psp->pos.Y = STAR_YOFF;
psp->opos.Y = psp->pos.Y = STAR_YOFF;
}
if (psp->pos.Y <= STAR_YOFF)
@ -1438,7 +1438,7 @@ void pStarHide(PANEL_SPRITEp psp)
if (psp->pos.Y >= STAR_YOFF + tileHeight(picnum))
{
psp->oy = psp->pos.Y = STAR_YOFF + tileHeight(picnum);
psp->opos.Y = psp->pos.Y = STAR_YOFF + tileHeight(picnum);
pWeaponUnHideKeys(psp, psp->PresentState);
}
@ -1709,12 +1709,12 @@ void pUziOverlays(PANEL_SPRITEp psp, short mode)
void pUziEjectDown(PANEL_SPRITEp gun)
{
gun->oy = gun->pos.Y;
gun->opos.Y = gun->pos.Y;
gun->pos.Y += 5 * synctics;
if (gun->pos.Y > 260)
{
gun->oy = gun->pos.Y = 260;
gun->opos.Y = gun->pos.Y = 260;
pStatePlusOne(gun);
}
}
@ -1724,12 +1724,12 @@ void pUziEjectUp(PANEL_SPRITEp gun)
pUziOverlays(gun, CHAMBER_RELOAD);
gun->oy = gun->pos.Y;
gun->opos.Y = gun->pos.Y;
gun->pos.Y -= 5 * synctics;
if (gun->pos.Y < UZI_RELOAD_YOFF)
{
gun->oy = gun->pos.Y = UZI_RELOAD_YOFF;
gun->opos.Y = gun->pos.Y = UZI_RELOAD_YOFF;
pStatePlusOne(gun);
}
}
@ -1787,13 +1787,13 @@ void pUziReload(PANEL_SPRITEp nclip)
nclip->vel += 14 * synctics;
nclip->opos.X = nclip->pos.X;
nclip->oy = nclip->pos.Y;
nclip->opos.Y = nclip->pos.Y;
nclip->pos.X += pspCosVel(nclip);
nclip->pos.Y -= pspSinVel(nclip);
gun->opos.X = gun->pos.X;
gun->oy = gun->pos.Y;
gun->opos.Y = gun->pos.Y;
gun->pos.X -= pspCosVel(gun);
gun->pos.Y += pspSinVel(gun);
@ -1805,7 +1805,7 @@ void pUziReload(PANEL_SPRITEp nclip)
PlaySound(DIGI_REPLACECLIP, nclip->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler);
nclip->opos.X = nclip->pos.X = gun->pos.X - UZI_CLIP_XOFF;
nclip->oy = nclip->pos.Y = gun->pos.Y + UZI_CLIP_YOFF;
nclip->opos.Y = nclip->pos.Y = gun->pos.Y + UZI_CLIP_YOFF;
nclip->vel = 680;
nclip->ang = NORM_ANGLE(nclip->ang - 128 - 64);
// go to retract phase
@ -1819,7 +1819,7 @@ void pUziReload(PANEL_SPRITEp nclip)
PlaySound(DIGI_REPLACECLIP, nclip->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler);
nclip->opos.X = nclip->pos.X = gun->pos.X + UZI_CLIP_XOFF;
nclip->oy = nclip->pos.Y = gun->pos.Y + UZI_CLIP_YOFF;
nclip->opos.Y = nclip->pos.Y = gun->pos.Y + UZI_CLIP_YOFF;
nclip->vel = 680;
nclip->ang = NORM_ANGLE(nclip->ang + 128 + 64);
// go to retract phase
@ -1902,7 +1902,7 @@ void pUziClip(PANEL_SPRITEp oclip)
{
oclip->opos.X = oclip->pos.X;
oclip->oy = oclip->pos.Y;
oclip->opos.Y = oclip->pos.Y;
oclip->pos.X += pspCosVel(oclip);
oclip->pos.Y -= pspSinVel(oclip);
@ -1914,14 +1914,14 @@ void pUziClip(PANEL_SPRITEp oclip)
// as synctics gets bigger, oclip->x can be way off
// when clip goes off the screen - recalc oclip->x from scratch
// so it will end up the same for all synctic values
for (oclip->pos.X = oclip->opos.X, oclip->pos.Y = oclip->oy; oclip->pos.Y < UZI_RELOAD_YOFF; )
for (oclip->pos.X = oclip->opos.X, oclip->pos.Y = oclip->opos.Y; oclip->pos.Y < UZI_RELOAD_YOFF; )
{
oclip->pos.X += oclip->vel * bcosf(oclip->ang, -22);
oclip->pos.Y -= oclip->vel * bsinf(oclip->ang, -22);
}
oclip->opos.X = oclip->pos.X;
oclip->oy = oclip->pos.Y = UZI_RELOAD_YOFF;
oclip->opos.Y = oclip->pos.Y = UZI_RELOAD_YOFF;
gun->vel = 800;
gun->ang = NORM_ANGLE(oclip->ang + 1024);
@ -2032,7 +2032,7 @@ PANEL_SPRITEp InitWeaponUzi2(PANEL_SPRITEp uzi_orig)
New = pSpawnSprite(pp, ps_PresentUzi2, PRI_MID, 160 - UZI_XOFF, UZI_YOFF);
New->pos.Y += tileHeight(New->picndx);
New->oy = New->pos.Y;
New->opos.Y = New->pos.Y;
uzi_orig->sibling = New;
// Set up the New weapon variables
@ -2057,7 +2057,7 @@ PANEL_SPRITEp InitWeaponUziSecondaryReload(PANEL_SPRITEp uzi_orig)
New = pSpawnSprite(pp, ps_PresentUzi, PRI_MID, 160 - UZI_XOFF, UZI_YOFF);
New->pos.Y += tileHeight(New->picndx);
New->oy = New->pos.Y;
New->opos.Y = New->pos.Y;
New->flags |= (PANF_XFLIP);
@ -2093,7 +2093,7 @@ void pUziPresent(PANEL_SPRITEp psp)
{
psp->flags &= ~(PANF_RELOAD);
psp->oy = psp->pos.Y = UZI_YOFF;
psp->opos.Y = psp->pos.Y = UZI_YOFF;
psp->backupx();
psp->backupbobcoords();
pSetState(psp, psp->RestState);
@ -2113,7 +2113,7 @@ void pUziPresentReload(PANEL_SPRITEp psp)
if (psp->pos.Y < UZI_YOFF)
{
psp->oy = psp->pos.Y = UZI_YOFF;
psp->opos.Y = psp->pos.Y = UZI_YOFF;
psp->backupx();
psp->backupbobcoords();
pSetState(psp, psp->RestState);
@ -2163,7 +2163,7 @@ void pUziHide(PANEL_SPRITEp psp)
if (psp->pos.Y >= 200 + tileHeight(picnum))
{
psp->oy = psp->pos.Y = 200 + tileHeight(picnum);
psp->opos.Y = psp->pos.Y = 200 + tileHeight(picnum);
if (psp->flags & (PANF_PRIMARY) && psp->PlayerP->WpnUziType != 1)
{
@ -2421,7 +2421,7 @@ void pUziShell(PANEL_SPRITEp psp)
psp->sin_ndx = (psp->sin_ndx + (synctics << psp->sin_arc_speed) + 1024) & 1023;
// get height
psp->oy = psp->pos.Y = psp->yorig;
psp->opos.Y = psp->pos.Y = psp->yorig;
psp->pos.Y += psp->sin_amt * -bsinf(psp->sin_ndx, -14);
// if off of the screen kill them
@ -2680,7 +2680,7 @@ void pShotgunRecoilUp(PANEL_SPRITEp psp)
if (psp->pos.Y < SHOTGUN_YOFF)
{
psp->oy = psp->pos.Y = SHOTGUN_YOFF;
psp->opos.Y = psp->pos.Y = SHOTGUN_YOFF;
psp->opos.X = psp->pos.X = SHOTGUN_XOFF;
pShotgunSetRecoil(psp);
@ -2702,7 +2702,7 @@ void pShotgunReloadDown(PANEL_SPRITEp psp)
{
PlaySound(DIGI_ROCKET_UP, psp->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler);
psp->oy = psp->pos.Y = SHOTGUN_YOFF + (tileHeight(picnum)/2);
psp->opos.Y = psp->pos.Y = SHOTGUN_YOFF + (tileHeight(picnum)/2);
pStatePlusOne(psp);
}
@ -2720,7 +2720,7 @@ void pShotgunReloadUp(PANEL_SPRITEp psp)
{
PlaySound(DIGI_SHOTGUN_UP, psp->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler);
psp->oy = psp->pos.Y = SHOTGUN_YOFF;
psp->opos.Y = psp->pos.Y = SHOTGUN_YOFF;
pStatePlusOne(psp);
psp->flags &= ~(PANF_BOB);
@ -2743,7 +2743,7 @@ void pShotgunPresent(PANEL_SPRITEp psp)
if (psp->pos.Y < SHOTGUN_YOFF)
{
psp->oy = psp->pos.Y = SHOTGUN_YOFF;
psp->opos.Y = psp->pos.Y = SHOTGUN_YOFF;
psp->backupboby();
pSetState(psp, psp->RestState);
}
@ -2813,7 +2813,7 @@ void pShotgunHide(PANEL_SPRITEp psp)
if (psp->pos.Y >= SHOTGUN_YOFF + tileHeight(picnum))
{
psp->oy = psp->pos.Y = SHOTGUN_YOFF + tileHeight(picnum);
psp->opos.Y = psp->pos.Y = SHOTGUN_YOFF + tileHeight(picnum);
pWeaponUnHideKeys(psp, psp->PresentState);
}
@ -3150,7 +3150,7 @@ void pRailRecoilUp(PANEL_SPRITEp psp)
if (psp->pos.Y < RAIL_YOFF)
{
psp->oy = psp->pos.Y = RAIL_YOFF;
psp->opos.Y = psp->pos.Y = RAIL_YOFF;
psp->opos.X = psp->pos.X = RAIL_XOFF;
pRailSetRecoil(psp);
@ -3175,7 +3175,7 @@ void pRailPresent(PANEL_SPRITEp psp)
if (psp->pos.Y < RAIL_YOFF)
{
psp->oy = psp->pos.Y = RAIL_YOFF;
psp->opos.Y = psp->pos.Y = RAIL_YOFF;
psp->backupboby();
pSetState(psp, psp->RestState);
}
@ -3202,7 +3202,7 @@ void pRailHide(PANEL_SPRITEp psp)
if (psp->pos.Y >= RAIL_YOFF + tileHeight(picnum))
{
psp->oy = psp->pos.Y = RAIL_YOFF + tileHeight(picnum);
psp->opos.Y = psp->pos.Y = RAIL_YOFF + tileHeight(picnum);
pWeaponUnHideKeys(psp, psp->PresentState);
}
@ -3580,7 +3580,7 @@ void pHotheadPresent(PANEL_SPRITEp psp)
if (psp->pos.Y < HOTHEAD_YOFF)
{
psp->oy = psp->pos.Y = HOTHEAD_YOFF;
psp->opos.Y = psp->pos.Y = HOTHEAD_YOFF;
psp->backupboby();
pSetState(psp, psp->RestState);
//pSetState(psp, HotheadTurnStates[psp->PlayerP->WpnFlameType]);
@ -3609,7 +3609,7 @@ void pHotheadHide(PANEL_SPRITEp psp)
if (psp->pos.X >= HOTHEAD_XOFF + tileWidth(picnum) || psp->pos.Y >= HOTHEAD_YOFF + tileHeight(picnum))
{
psp->opos.X = psp->pos.X = HOTHEAD_XOFF;
psp->oy = psp->pos.Y = HOTHEAD_YOFF + tileHeight(picnum);
psp->opos.Y = psp->pos.Y = HOTHEAD_YOFF + tileHeight(picnum);
pWeaponUnHideKeys(psp, psp->PresentState);
}
@ -3780,7 +3780,7 @@ void pOnFire(PANEL_SPRITEp psp)
// bring flames up
psp->pos.Y -= 2;
if (psp->pos.Y < ON_FIRE_Y_TOP)
psp->oy = psp->pos.Y = ON_FIRE_Y_TOP;
psp->opos.Y = psp->pos.Y = ON_FIRE_Y_TOP;
}
}
@ -3983,7 +3983,7 @@ void pMicroRecoilUp(PANEL_SPRITEp psp)
if (psp->pos.Y < MICRO_YOFF)
{
psp->oy = psp->pos.Y = MICRO_YOFF;
psp->opos.Y = psp->pos.Y = MICRO_YOFF;
psp->opos.X = psp->pos.X = MICRO_XOFF;
pMicroSetRecoil(psp);
@ -4010,7 +4010,7 @@ void pMicroPresent(PANEL_SPRITEp psp)
if (psp->pos.Y < MICRO_YOFF)
{
psp->oy = psp->pos.Y = MICRO_YOFF;
psp->opos.Y = psp->pos.Y = MICRO_YOFF;
psp->backupboby();
if (pp->WpnRocketType == 2 && !pp->NukeInitialized)
{
@ -4043,7 +4043,7 @@ void pMicroHide(PANEL_SPRITEp psp)
if (psp->pos.Y >= MICRO_YOFF + tileHeight(picnum) + 20)
{
psp->oy = psp->pos.Y = MICRO_YOFF + tileHeight(picnum) + 20;
psp->opos.Y = psp->pos.Y = MICRO_YOFF + tileHeight(picnum) + 20;
psp->opos.X = psp->pos.X = MICRO_XOFF;
pWeaponUnHideKeys(psp, psp->PresentState);
@ -4420,7 +4420,7 @@ void pHeartPresent(PANEL_SPRITEp psp)
if (psp->pos.Y < HEART_YOFF)
{
psp->oy = psp->pos.Y = HEART_YOFF;
psp->opos.Y = psp->pos.Y = HEART_YOFF;
psp->backupboby();
pSetState(psp, psp->RestState);
}
@ -4447,7 +4447,7 @@ void pHeartHide(PANEL_SPRITEp psp)
if (psp->pos.Y >= HEART_YOFF + tileHeight(picnum))
{
psp->oy = psp->pos.Y = HEART_YOFF + tileHeight(picnum);
psp->opos.Y = psp->pos.Y = HEART_YOFF + tileHeight(picnum);
pWeaponUnHideKeys(psp, psp->PresentState);
}
@ -4614,7 +4614,7 @@ void SpawnHeartBlood(PANEL_SPRITEp psp)
blood->pos.X = psp->pos.X + hsp->xoff;
blood->opos.X = blood->pos.X;
blood->pos.Y = psp->pos.Y + hsp->yoff;
blood->oy = blood->pos.Y;
blood->opos.Y = blood->pos.Y;
blood->xspeed = hsp->lo_xspeed + (RandomRange((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4);
blood->flags |= (PANF_WEAPON_SPRITE);
@ -4649,7 +4649,7 @@ void SpawnSmallHeartBlood(PANEL_SPRITEp psp)
blood->pos.X = psp->pos.X + hsp->xoff;
blood->opos.X = blood->pos.X;
blood->pos.Y = psp->pos.Y + hsp->yoff;
blood->oy = blood->pos.Y;
blood->opos.Y = blood->pos.Y;
blood->xspeed = hsp->lo_xspeed + (RandomRange((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4);
blood->flags |= (PANF_WEAPON_SPRITE);
@ -4903,7 +4903,7 @@ void pGrenadeRecoilUp(PANEL_SPRITEp psp)
if (psp->pos.Y < GRENADE_YOFF)
{
psp->oy = psp->pos.Y = GRENADE_YOFF;
psp->opos.Y = psp->pos.Y = GRENADE_YOFF;
psp->opos.X = psp->pos.X = GRENADE_XOFF;
pGrenadeSetRecoil(psp);
@ -4932,7 +4932,7 @@ void pGrenadePresent(PANEL_SPRITEp psp)
{
pGrenadeSetRecoil(psp);
psp->opos.X = psp->pos.X = GRENADE_XOFF;
psp->oy = psp->pos.Y = GRENADE_YOFF;
psp->opos.Y = psp->pos.Y = GRENADE_YOFF;
psp->rotate_ang = 0;
psp->backupboby();
pSetState(psp, psp->RestState);
@ -4960,7 +4960,7 @@ void pGrenadeHide(PANEL_SPRITEp psp)
if (psp->pos.Y >= GRENADE_YOFF + tileHeight(picnum))
{
psp->oy = psp->pos.Y = GRENADE_YOFF + tileHeight(picnum);
psp->opos.Y = psp->pos.Y = GRENADE_YOFF + tileHeight(picnum);
psp->opos.X = psp->pos.X = GRENADE_XOFF;
pGrenadePresentSetup(psp);
@ -5144,7 +5144,7 @@ void pMineLower(PANEL_SPRITEp psp)
{
if (!WeaponOK(psp->PlayerP))
return;
psp->oy = psp->pos.Y = MINE_YOFF + tileHeight(psp->picndx);
psp->opos.Y = psp->pos.Y = MINE_YOFF + tileHeight(psp->picndx);
pStatePlusOne(psp);
}
}
@ -5156,7 +5156,7 @@ void pMineRaise(PANEL_SPRITEp psp)
if (psp->pos.Y < MINE_YOFF)
{
psp->oy = psp->pos.Y = MINE_YOFF;
psp->opos.Y = psp->pos.Y = MINE_YOFF;
pStatePlusOne(psp);
}
}
@ -5171,7 +5171,7 @@ void pMinePresent(PANEL_SPRITEp psp)
if (psp->pos.Y < MINE_YOFF)
{
psp->oy = psp->pos.Y = MINE_YOFF;
psp->opos.Y = psp->pos.Y = MINE_YOFF;
psp->rotate_ang = 0;
psp->backupboby();
pSetState(psp, psp->RestState);
@ -5199,7 +5199,7 @@ void pMineHide(PANEL_SPRITEp psp)
if (psp->pos.Y >= MINE_YOFF + tileHeight(picnum))
{
psp->oy = psp->pos.Y = MINE_YOFF + tileHeight(picnum);
psp->opos.Y = psp->pos.Y = MINE_YOFF + tileHeight(picnum);
psp->opos.X = psp->pos.X = MINE_XOFF;
pWeaponUnHideKeys(psp, psp->PresentState);
@ -5404,7 +5404,7 @@ void pChopsUp(PANEL_SPRITEp psp)
if (psp->pos.Y < CHOPS_YOFF)
{
psp->oy = psp->pos.Y = CHOPS_YOFF;
psp->opos.Y = psp->pos.Y = CHOPS_YOFF;
pStatePlusOne(psp);
}
}
@ -5416,7 +5416,7 @@ void pChopsDown(PANEL_SPRITEp psp)
if (psp->pos.Y > CHOPS_YOFF+110)
{
psp->oy = psp->pos.Y = CHOPS_YOFF+110;
psp->opos.Y = psp->pos.Y = CHOPS_YOFF+110;
pSetState(psp, ps_ChopsWait);
}
}
@ -5428,7 +5428,7 @@ void pChopsDownSlow(PANEL_SPRITEp psp)
if (psp->pos.Y > CHOPS_YOFF+110)
{
psp->oy = psp->pos.Y = CHOPS_YOFF+110;
psp->opos.Y = psp->pos.Y = CHOPS_YOFF+110;
pSetState(psp, ps_ChopsWait);
}
}
@ -5442,7 +5442,7 @@ void pChopsShake(PANEL_SPRITEp psp)
if (psp->pos.Y < CHOPS_YOFF)
{
psp->oy = psp->pos.Y = CHOPS_YOFF;
psp->opos.Y = psp->pos.Y = CHOPS_YOFF;
}
}
@ -5784,7 +5784,7 @@ void pFistPresent(PANEL_SPRITEp psp)
if (psp->pos.Y < FIST_YOFF)
{
psp->oy = psp->pos.Y = FIST_YOFF;
psp->opos.Y = psp->pos.Y = FIST_YOFF;
psp->backupboby();
rnd = RandomRange(1000);
@ -5863,7 +5863,7 @@ void pFistSlideDown(PANEL_SPRITEp psp)
pSetState(psp, psp->ActionState);
psp->opos.X = psp->pos.X = FIST_XOFF;
psp->oy = psp->pos.Y = FIST_YOFF;
psp->opos.Y = psp->pos.Y = FIST_YOFF;
psp->backupboby();
psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
psp->ang = 1024;
@ -5879,7 +5879,7 @@ void pFistSlideDown(PANEL_SPRITEp psp)
}
psp->opos.X = psp->pos.X = FISTR_XOFF+100;
psp->oy = psp->pos.Y = FIST_YOFF;
psp->opos.Y = psp->pos.Y = FIST_YOFF;
psp->backupboby();
psp->ang = 1024;
psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
@ -5892,7 +5892,7 @@ void pFistSlideDown(PANEL_SPRITEp psp)
// NOT still holding down the fire key - stop swinging
pSetState(psp, psp->PresentState);
psp->opos.X = psp->pos.X = FIST_XOFF;
psp->oy = psp->pos.Y = FIST_YOFF + tileHeight(psp->picndx);
psp->opos.Y = psp->pos.Y = FIST_YOFF + tileHeight(psp->picndx);
psp->backupboby();
}
}
@ -5951,7 +5951,7 @@ void pFistSlideDownR(PANEL_SPRITEp psp)
pSetState(psp, psp->ActionState);
psp->opos.X = psp->pos.X = FISTR_XOFF+100;
psp->oy = psp->pos.Y = FIST_YOFF;
psp->opos.Y = psp->pos.Y = FIST_YOFF;
psp->backupboby();
psp->ang = 1024;
psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
@ -5967,7 +5967,7 @@ void pFistSlideDownR(PANEL_SPRITEp psp)
}
psp->opos.X = psp->pos.X = FIST_XOFF;
psp->oy = psp->pos.Y = FIST_YOFF;
psp->opos.Y = psp->pos.Y = FIST_YOFF;
psp->backupboby();
psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
psp->ang = 1024;
@ -5980,7 +5980,7 @@ void pFistSlideDownR(PANEL_SPRITEp psp)
// NOT still holding down the fire key - stop swinging
pSetState(psp, psp->PresentState);
psp->opos.X = psp->pos.X = FIST_XOFF;
psp->oy = psp->pos.Y = FIST_YOFF + tileHeight(psp->picndx);
psp->opos.Y = psp->pos.Y = FIST_YOFF + tileHeight(psp->picndx);
psp->backupboby();
}
}
@ -6006,7 +6006,7 @@ void pFistHide(PANEL_SPRITEp psp)
if (psp->pos.Y >= FIST_YOFF + tileHeight(picnum))
{
psp->oy = psp->pos.Y = FIST_YOFF + tileHeight(picnum);
psp->opos.Y = psp->pos.Y = FIST_YOFF + tileHeight(picnum);
pWeaponUnHideKeys(psp, psp->PresentState);
}
@ -6259,7 +6259,7 @@ PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, dou
psp->PlayerP = pp;
psp->opos.X = psp->pos.X = x;
psp->oy = psp->pos.Y = y;
psp->opos.Y = psp->pos.Y = y;
pSetState(psp, state);
if (state == nullptr)
psp->picndx = -1;
@ -6393,7 +6393,7 @@ void pDisplaySprites(PLAYERp pp, double smoothratio)
if (cl_hudinterpolation)
{
x = interpolatedvaluef(psp->opos.X, psp->pos.X, smoothratio);
y = interpolatedvaluef(psp->oy, psp->pos.Y, smoothratio);
y = interpolatedvaluef(psp->opos.Y, psp->pos.Y, smoothratio);
}
else

View file

@ -130,13 +130,10 @@ struct PANEL_SPRITEstruct
short kill_tics;
short WeaponType; // remember my own weapon type for weapons with secondary function
// Weapon interpolation variables.
double oy;
// Inline helpers.
void backupx() { opos.X = pos.X; };
void backupy() { oy = pos.Y; };
void backupcoords() { backupx(); backupy(); };
void backupy() { opos.Y = pos.Y; };
void backupcoords() { opos = pos; };
void backupbobx() { xorig = pos.X; };
void backupboby() { yorig = pos.Y; };
void backupbobcoords() { backupbobx(); backupboby(); };

View file

@ -329,7 +329,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITEstruct
("ActionState", w.ActionState)
("RestState", w.RestState)
("ox", w.opos.X)
("oy", w.oy)
("oy", w.opos.Y)
("x", w.pos.X)
("y", w.pos.Y)
.Array("over", w.over, countof(w.over))
@ -367,7 +367,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITEstruct
if (arc.isReading())
{
w.opos.X = w.pos.X;
w.oy = w.pos.Y;
w.opos.Y = w.pos.Y;
}
return arc;
}