From 38bb103cdd606756665e54ead5e7735e8f0175f8 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 4 Sep 2022 00:15:44 +0200 Subject: [PATCH] - renamed velFloor and velCeil. --- source/core/maptypes.h | 4 ++-- source/core/savegamehelp.cpp | 4 ++-- source/games/blood/src/actor.cpp | 12 ++++++------ source/games/blood/src/callback.cpp | 4 ++-- source/games/blood/src/nnexts.cpp | 6 +++--- source/games/blood/src/triggers.cpp | 6 +++--- wadsrc/static/zscript/maptypes.zs | 8 ++++---- 7 files changed, 22 insertions(+), 22 deletions(-) diff --git a/source/core/maptypes.h b/source/core/maptypes.h index 00e13b137..0d0378b40 100644 --- a/source/core/maptypes.h +++ b/source/core/maptypes.h @@ -310,8 +310,8 @@ struct sectortype TObjPtr lowerLink; double baseFloor; double baseCeil; - int velFloor; - int velCeil; + int _velFloor; + int _velCeil; uint8_t slopewallofs; // This was originally the repurposed filler byte. }; struct // Exhumed diff --git a/source/core/savegamehelp.cpp b/source/core/savegamehelp.cpp index 6e5be9fdc..88f28fc31 100644 --- a/source/core/savegamehelp.cpp +++ b/source/core/savegamehelp.cpp @@ -553,8 +553,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectort ("lowerlink", c.lowerLink, def->lowerLink) ("basefloor", c.baseFloor, def->baseFloor) ("baseCeil", c.baseCeil, def->baseCeil) - ("velfloor", c.velFloor, def->velFloor) - ("velCeil", c.velCeil, def->velCeil) + ("velfloor", c._velFloor, def->_velFloor) + ("velCeil", c._velCeil, def->_velCeil) ("slopwwallofs", c.slopewallofs, def->slopewallofs); if (arc.isWriting()) diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 3c7e44395..bfd290dc3 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -4608,7 +4608,7 @@ static Collision MoveThing(DBloodActor* actor) actor->hit.florhit = floorColl; actor->add_int_z(floorZ - bottom); - int v20 = actor->int_vel().Z - actor->sector()->velFloor; + int v20 = actor->int_vel().Z - actor->sector()->_velFloor; if (v20 > 0) { @@ -4622,7 +4622,7 @@ static Collision MoveThing(DBloodActor* actor) if (nDamage > 0) actDamageSprite(actor, actor, kDamageFall, nDamage); actor->set_int_bvel_z(FloatToFixed(vec4.Z)); - if (actor->sector()->velFloor == 0 && abs(actor->int_vel().Z) < 0x10000) + if (actor->sector()->_velFloor == 0 && abs(actor->int_vel().Z) < 0x10000) { actor->vel.Z = 0; actor->spr.flags &= ~4; @@ -5097,7 +5097,7 @@ void MoveDude(DBloodActor* actor) { actor->hit.florhit = floorColl; actor->add_int_z(floorZ - bottom); - int v30 = actor->int_vel().Z - actor->sector()->velFloor; + int v30 = actor->int_vel().Z - actor->sector()->_velFloor; if (v30 > 0) { auto vec4 = actFloorBounceVector(actor, FixedToFloat(v30), actor->sector(), 0); @@ -5120,7 +5120,7 @@ void MoveDude(DBloodActor* actor) actor->set_int_bvel_z(FloatToFixed(vec4.Z)); if (abs(actor->int_vel().Z) < 0x10000) { - actor->set_int_bvel_z(actor->sector()->velFloor); + actor->set_int_bvel_z(actor->sector()->_velFloor); actor->spr.flags &= ~4; } else @@ -5682,7 +5682,7 @@ static void actCheckThings() actAirDrag(actor, 128); if (((actor->GetIndex() >> 8) & 15) == (gFrameCount & 15) && (actor->spr.flags & 2)) actor->spr.flags |= 4; - if ((actor->spr.flags & 4) || actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0 || actor->sector()->velFloor || actor->sector()->velCeil) + if ((actor->spr.flags & 4) || actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0 || actor->sector()->_velFloor || actor->sector()->_velCeil) { Collision hit = MoveThing(actor); if (hit.type) @@ -6110,7 +6110,7 @@ static void actCheckDudes() if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376); else actAirDrag(actor, 128); - if ((actor->spr.flags & 4) || actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0 || actor->sector()->velFloor || actor->sector()->velCeil) + if ((actor->spr.flags & 4) || actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0 || actor->sector()->_velFloor || actor->sector()->_velCeil) MoveDude(actor); } } diff --git a/source/games/blood/src/callback.cpp b/source/games/blood/src/callback.cpp index 8677e3160..b0fd68a3b 100644 --- a/source/games/blood/src/callback.cpp +++ b/source/games/blood/src/callback.cpp @@ -517,7 +517,7 @@ void fxBouncingSleeve(DBloodActor* actor, sectortype*) // 16 int top, bottom; GetActorExtents(actor, &top, &bottom); actor->add_int_z(floorZ - bottom); - int zv = actor->int_vel().Z - actor->sector()->velFloor; + int zv = actor->int_vel().Z - actor->sector()->_velFloor; if (actor->vel.Z == 0) sleeveStopBouncing(actor); else if (zv > 0) @@ -525,7 +525,7 @@ void fxBouncingSleeve(DBloodActor* actor, sectortype*) // 16 auto vec4 = actFloorBounceVector(actor, FixedToFloat(zv), actor->sector(), FixedToFloat(0x9000)); actor->vel = vec4.XYZ(); - if (actor->sector()->velFloor == 0 && abs(actor->int_vel().Z) < 0x20000) { + if (actor->sector()->_velFloor == 0 && abs(actor->int_vel().Z) < 0x20000) { sleeveStopBouncing(actor); return; } diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 2546935b6..f660acf4a 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -1343,7 +1343,7 @@ void nnExtProcessSuperSprites() } if (debrisactor->xspr.physAttr & kPhysGravity) debrisactor->xspr.physAttr |= kPhysFalling; - if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->vel.X != 0 || debrisactor->vel.Y != 0 || debrisactor->vel.Z != 0 || debrisactor->sector()->velFloor || debrisactor->sector()->velCeil) + if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->vel.X != 0 || debrisactor->vel.Y != 0 || debrisactor->vel.Z != 0 || debrisactor->sector()->_velFloor || debrisactor->sector()->_velCeil) debrisMove(i); if (debrisactor->vel.X != 0 || debrisactor->int_vel().Y) @@ -1780,7 +1780,7 @@ void debrisMove(int listIndex) if (floorZ <= bottom) { actor->hit.florhit = floorColl; - int v30 = actor->int_vel().Z - actor->sector()->velFloor; + int v30 = actor->int_vel().Z - actor->sector()->_velFloor; if (v30 > 0) { @@ -1791,7 +1791,7 @@ void debrisMove(int listIndex) if (abs(actor->int_vel().Z) < 0x10000) { - actor->set_int_bvel_z(actor->sector()->velFloor); + actor->set_int_bvel_z(actor->sector()->_velFloor); actor->xspr.physAttr &= ~kPhysFalling; } diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index d715d452b..238dfccef 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -1020,7 +1020,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4) int oldZ = pSector->int_floorz(); pSector->set_int_floorz((pXSector->offFloorZ + MulScale(dfz, GetWaveValue(a3, a4), 16))); pSector->baseFloor = pSector->floorz; - pSector->velFloor += (pSector->int_floorz() - oldZ) << 8; + pSector->_velFloor += (pSector->int_floorz() - oldZ) << 8; BloodSectIterator it(pSector); while (auto actor = it.Next()) @@ -1068,7 +1068,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4) int oldZ = pSector->int_ceilingz(); pSector->set_int_ceilingz((pXSector->offCeilZ + MulScale(dcz, GetWaveValue(a3, a4), 16))); pSector->baseCeil = pSector->ceilingz; - pSector->velCeil += (pSector->int_ceilingz() - oldZ) << 8; + pSector->_velCeil += (pSector->int_ceilingz() - oldZ) << 8; BloodSectIterator it(pSector); while (auto actor = it.Next()) @@ -2214,7 +2214,7 @@ void trProcessBusy(void) { for (auto& sect : sector) { - sect.velCeil = sect.velFloor = 0; + sect._velCeil = sect._velFloor = 0; } for (int i = gBusy.Size()-1; i >= 0; i--) { diff --git a/wadsrc/static/zscript/maptypes.zs b/wadsrc/static/zscript/maptypes.zs index a97b9b23d..6b5bb129f 100644 --- a/wadsrc/static/zscript/maptypes.zs +++ b/wadsrc/static/zscript/maptypes.zs @@ -154,10 +154,10 @@ struct sectortype native BLD_NS::XSECTOR* _xs; TObjPtr upperLink; TObjPtr lowerLink; - int baseFloor; - int baseCeil; - int velFloor; - int velCeil; + double baseFloor; + double baseCeil; + double velFloor; + double velCeil; uint8_t slopewallofs; // This was originally the repurposed filler byte. } struct // Exhumed