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- Duke: Wrap calls to player_struct::PlayerNowPosition.X
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parent
5d3878eb55
commit
3a07c05af7
8 changed files with 18 additions and 14 deletions
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@ -374,7 +374,7 @@ void movedummyplayers(void)
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}
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}
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act->spr.pos.X += (ps[p].PlayerNowPosition.X - ps[p].PlayerOldPosition.X);
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act->spr.pos.X += (ps[p].posX() - ps[p].PlayerOldPosition.X);
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act->spr.pos.Y += (ps[p].PlayerNowPosition.Y - ps[p].PlayerOldPosition.Y);
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SetActor(act, act->spr.pos);
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}
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@ -1868,7 +1868,7 @@ void handle_se00(DDukeActor* actor)
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ps[p].bobpos += (result - ps[p].posXY());
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ps[p].PlayerNowPosition.X = result.X;
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ps[p].posX() = result.X;
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ps[p].PlayerNowPosition.Y = result.Y;
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auto psp = ps[p].GetActor();
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@ -1367,7 +1367,7 @@ void movetransports_d(void)
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if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) ||
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(ps[p].jetpack_on && PlayerInput(p, SB_CROUCH)))
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{
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ps[p].PlayerNowPosition.X += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].PlayerNowPosition.Y += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].backupxy();
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@ -1425,7 +1425,7 @@ void movetransports_d(void)
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if (k == 1)
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{
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ps[p].PlayerNowPosition.X += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].PlayerNowPosition.Y += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].backupxy();
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@ -1252,7 +1252,7 @@ void movetransports_r(void)
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if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && PlayerInput(p, SB_JUMP)) ||
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(ps[p].jetpack_on && PlayerInput(p, SB_CROUCH)))
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{
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ps[p].PlayerNowPosition.X += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].PlayerNowPosition.Y += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].backupxy();
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@ -1319,7 +1319,7 @@ void movetransports_r(void)
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if (k == 1)
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{
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ps[p].PlayerNowPosition.X += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].PlayerNowPosition.Y += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].backupxy();
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@ -1334,7 +1334,7 @@ void movetransports_r(void)
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}
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else if (isRRRA() && k == 2)
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{
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ps[p].PlayerOldPosition.X = ps[p].PlayerNowPosition.X += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].PlayerOldPosition.X = ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].PlayerOldPosition.Y = ps[p].PlayerNowPosition.Y += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].backupxy();
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@ -326,7 +326,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_POSX: // oh, my... :( Writing to these has been disabled until I know how to do it without the engine shitting all over itself.
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if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].PlayerNowPosition.X * (1/maptoworld)), sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].posX() * (1/maptoworld)), sActor, sPlayer);
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break;
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case PLAYER_POSY:
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@ -507,7 +507,7 @@ void footprints(int snum)
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while (auto act = it.Next())
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{
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if (act->spr.picnum == TILE_FOOTPRINTS || act->spr.picnum == TILE_FOOTPRINTS2 || act->spr.picnum == TILE_FOOTPRINTS3 || act->spr.picnum == TILE_FOOTPRINTS4)
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if (abs(act->spr.pos.X - p->PlayerNowPosition.X) < 24)
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if (abs(act->spr.pos.X - p->posX()) < 24)
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if (abs(act->spr.pos.Y - p->PlayerNowPosition.Y) < 24)
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{
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j = 1;
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@ -765,12 +765,12 @@ void player_struct::backuppos(bool noclipping)
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{
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if (!noclipping)
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{
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PlayerOldPosition.X = PlayerNowPosition.X;
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PlayerOldPosition.X = posX();
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PlayerOldPosition.Y = PlayerNowPosition.Y;
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}
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else
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{
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PlayerNowPosition.X = PlayerOldPosition.X;
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posX() = PlayerOldPosition.X;
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PlayerNowPosition.Y = PlayerOldPosition.Y;
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}
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@ -3990,7 +3990,7 @@ void OnMotorcycle(player_struct *p, DDukeActor* motosprite)
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{
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if (motosprite)
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{
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p->PlayerNowPosition.X = motosprite->spr.pos.X;
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p->posX() = motosprite->spr.pos.X;
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p->PlayerNowPosition.Y = motosprite->spr.pos.Y;
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p->angle.ang = motosprite->spr.angle;
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p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo;
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@ -4065,7 +4065,7 @@ void OnBoat(player_struct *p, DDukeActor* boat)
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{
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if (boat)
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{
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p->PlayerNowPosition.X = boat->spr.pos.X;
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p->posX() = boat->spr.pos.X;
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p->PlayerNowPosition.Y = boat->spr.pos.Y;
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p->angle.ang = boat->spr.angle;
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p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo;
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@ -76,7 +76,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
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{
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if (arc.BeginObject(keyname))
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{
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arc("posx", w.PlayerNowPosition.X)
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arc("posx", w.posX())
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("posy", w.PlayerNowPosition.Y)
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("posz", w.PlayerNowPosition.Z)
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("angle", w.angle)
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@ -358,6 +358,10 @@ struct player_struct
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}
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double& posX()
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{
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return PlayerNowPosition.X;
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}
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DVector2& posXY()
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{
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return PlayerNowPosition.XY();
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