From 431749cf6e10a67c908a3170fd3ea9f5a38873d4 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Thu, 30 Dec 2021 21:23:31 +1100 Subject: [PATCH] - Blood: Replace `XSPRITE` `targety` with `TargetPos.Y` calls. --- source/games/blood/src/ai.cpp | 10 +++++----- source/games/blood/src/aibat.cpp | 8 ++++---- source/games/blood/src/aibeast.cpp | 12 ++++++------ source/games/blood/src/aiboneel.cpp | 8 ++++---- source/games/blood/src/aiburn.cpp | 2 +- source/games/blood/src/aicaleb.cpp | 10 +++++----- source/games/blood/src/aicerber.cpp | 2 +- source/games/blood/src/aicult.cpp | 2 +- source/games/blood/src/aigarg.cpp | 10 +++++----- source/games/blood/src/aighost.cpp | 10 +++++----- source/games/blood/src/aigilbst.cpp | 10 +++++----- source/games/blood/src/aihand.cpp | 2 +- source/games/blood/src/aihound.cpp | 2 +- source/games/blood/src/aiinnoc.cpp | 2 +- source/games/blood/src/aipod.cpp | 2 +- source/games/blood/src/airat.cpp | 2 +- source/games/blood/src/aispid.cpp | 4 ++-- source/games/blood/src/aitchern.cpp | 2 +- source/games/blood/src/aiunicult.cpp | 4 ++-- source/games/blood/src/aizomba.cpp | 6 +++--- source/games/blood/src/aizombf.cpp | 4 ++-- source/games/blood/src/db.cpp | 2 +- source/games/blood/src/loadsave.cpp | 2 +- source/games/blood/src/mapstructs.h | 1 - source/games/blood/src/nnexts.cpp | 10 +++++----- 25 files changed, 64 insertions(+), 65 deletions(-) diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index 7c6a3f37d..3c0cdc351 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -364,7 +364,7 @@ void aiActivateDude(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); if (!actor->xspr.state) { - aiChooseDirection(actor, getangle(actor->xspr.TargetPos.X - actor->spr.pos.X, actor->xspr.targetY - actor->spr.pos.Y)); + aiChooseDirection(actor, getangle(actor->xspr.TargetPos.X - actor->spr.pos.X, actor->xspr.TargetPos.Y - actor->spr.pos.Y)); actor->xspr.state = 1; } switch (actor->spr.type) @@ -917,7 +917,7 @@ void aiSetTarget(DBloodActor* actor, int x, int y, int z) { actor->SetTarget(nullptr); actor->xspr.TargetPos.X = x; - actor->xspr.targetY = y; + actor->xspr.TargetPos.Y = y; actor->xspr.targetZ = z; } @@ -935,7 +935,7 @@ void aiSetTarget(DBloodActor* actor, DBloodActor* target) actor->SetTarget(target); DUDEINFO* pDudeInfo = getDudeInfo(target->spr.type); actor->xspr.TargetPos.X = target->spr.pos.X; - actor->xspr.targetY = target->spr.pos.Y; + actor->xspr.TargetPos.Y = target->spr.pos.Y; actor->xspr.targetZ = target->spr.pos.Z - ((pDudeInfo->eyeHeight * target->spr.yrepeat) << 2); } } @@ -1707,7 +1707,7 @@ void aiInitSprite(DBloodActor* actor) stateTimer = actor->xspr.stateTimer; pTargetMarker = actor->GetTarget(); targetX = actor->xspr.TargetPos.X; - targetY = actor->xspr.targetY; + targetY = actor->xspr.TargetPos.Y; targetZ = actor->xspr.targetZ; } } @@ -1927,7 +1927,7 @@ void aiInitSprite(DBloodActor* actor) { actor->SetTarget(pTargetMarker); actor->xspr.TargetPos.X = targetX; - actor->xspr.targetY = targetY; + actor->xspr.TargetPos.Y = targetY; actor->xspr.targetZ = targetZ; } diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index eb147de96..8f75e6b06 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -138,7 +138,7 @@ static void batThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -320,7 +320,7 @@ static void batMoveForward(DBloodActor* actor) if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x200) return; @@ -352,7 +352,7 @@ static void batMoveSwoop(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x200) return; @@ -382,7 +382,7 @@ static void batMoveFly(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x200) return; diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp index 2f04481fa..a750c629a 100644 --- a/source/games/blood/src/aibeast.cpp +++ b/source/games/blood/src/aibeast.cpp @@ -180,7 +180,7 @@ static void beastThinkGoto(DBloodActor* actor) auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -331,7 +331,7 @@ static void beastThinkSwimGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -404,7 +404,7 @@ static void beastMoveForward(DBloodActor* actor) if (abs(nAng) > 341) return; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (nDist <= 0x400 && Random(64) < 32) return; @@ -425,7 +425,7 @@ static void sub_628A0(DBloodActor* actor) if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) return; @@ -461,7 +461,7 @@ static void sub_62AE0(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int dz = z2 - z; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) @@ -496,7 +496,7 @@ static void sub_62D7C(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) diff --git a/source/games/blood/src/aiboneel.cpp b/source/games/blood/src/aiboneel.cpp index c63277439..55694a223 100644 --- a/source/games/blood/src/aiboneel.cpp +++ b/source/games/blood/src/aiboneel.cpp @@ -152,7 +152,7 @@ static void eelThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -330,7 +330,7 @@ static void eelMoveForward(DBloodActor* actor) if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (nDist <= 0x399) return; @@ -359,7 +359,7 @@ static void eelMoveSwoop(DBloodActor* actor) if (abs(nAng) > 341) return; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x8000) && nDist <= 0x399) return; @@ -386,7 +386,7 @@ static void eelMoveAscend(DBloodActor* actor) if (abs(nAng) > 341) return; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x399) return; diff --git a/source/games/blood/src/aiburn.cpp b/source/games/blood/src/aiburn.cpp index fe820573e..967159b4b 100644 --- a/source/games/blood/src/aiburn.cpp +++ b/source/games/blood/src/aiburn.cpp @@ -85,7 +85,7 @@ static void burnThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/aicaleb.cpp b/source/games/blood/src/aicaleb.cpp index bc94da05e..18388d724 100644 --- a/source/games/blood/src/aicaleb.cpp +++ b/source/games/blood/src/aicaleb.cpp @@ -95,7 +95,7 @@ static void calebThinkGoto(DBloodActor* actor) auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -213,7 +213,7 @@ static void calebThinkSwimGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -283,7 +283,7 @@ static void sub_65D04(DBloodActor* actor) if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) return; @@ -320,7 +320,7 @@ static void sub_65F44(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int dz = z2 - z; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) @@ -356,7 +356,7 @@ static void sub_661E0(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index 1c022f4df..776a7b519 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -298,7 +298,7 @@ static void cerberusThinkGoto(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/aicult.cpp b/source/games/blood/src/aicult.cpp index 37eee9deb..5ff2d7181 100644 --- a/source/games/blood/src/aicult.cpp +++ b/source/games/blood/src/aicult.cpp @@ -194,7 +194,7 @@ static void cultThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index 8ab3e9021..74dc9a4c4 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -264,7 +264,7 @@ static void gargThinkGoto(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -533,7 +533,7 @@ static void gargMoveForward(DBloodActor* actor) if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) return; @@ -568,7 +568,7 @@ static void gargMoveSlow(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; @@ -609,7 +609,7 @@ static void gargMoveSwoop(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; @@ -649,7 +649,7 @@ static void gargMoveFly(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) return; diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index 2482a1980..db65472e6 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -243,7 +243,7 @@ static void ghostThinkGoto(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -429,7 +429,7 @@ static void ghostMoveForward(DBloodActor* actor) if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) return; @@ -464,7 +464,7 @@ static void ghostMoveSlow(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; @@ -502,7 +502,7 @@ static void ghostMoveSwoop(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) return; @@ -539,7 +539,7 @@ static void ghostMoveFly(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) return; diff --git a/source/games/blood/src/aigilbst.cpp b/source/games/blood/src/aigilbst.cpp index 45eda6b4a..cf21a8140 100644 --- a/source/games/blood/src/aigilbst.cpp +++ b/source/games/blood/src/aigilbst.cpp @@ -86,7 +86,7 @@ static void gillThinkGoto(DBloodActor* actor) auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -200,7 +200,7 @@ static void gillThinkSwimGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -275,7 +275,7 @@ static void sub_6CB00(DBloodActor* actor) if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if (Random(64) < 32 && nDist <= 0x400) return; @@ -311,7 +311,7 @@ static void sub_6CD74(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int dz = z2 - z; int nDist = approxDist(dx, dy); if (Chance(0x600) && nDist <= 0x400) @@ -346,7 +346,7 @@ static void sub_6D03C(DBloodActor* actor) return; } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int dz = (z2 - z) << 3; int nDist = approxDist(dx, dy); if (Chance(0x4000) && nDist <= 0x400) diff --git a/source/games/blood/src/aihand.cpp b/source/games/blood/src/aihand.cpp index a6b95169b..f18a1f9af 100644 --- a/source/games/blood/src/aihand.cpp +++ b/source/games/blood/src/aihand.cpp @@ -67,7 +67,7 @@ static void handThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/aihound.cpp b/source/games/blood/src/aihound.cpp index f261e2f57..1158f27df 100644 --- a/source/games/blood/src/aihound.cpp +++ b/source/games/blood/src/aihound.cpp @@ -82,7 +82,7 @@ static void houndThinkGoto(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/aiinnoc.cpp b/source/games/blood/src/aiinnoc.cpp index 8bd698443..b12eae9a5 100644 --- a/source/games/blood/src/aiinnoc.cpp +++ b/source/games/blood/src/aiinnoc.cpp @@ -51,7 +51,7 @@ static void innocThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/aipod.cpp b/source/games/blood/src/aipod.cpp index af5c74d93..cb3a04765 100644 --- a/source/games/blood/src/aipod.cpp +++ b/source/games/blood/src/aipod.cpp @@ -140,7 +140,7 @@ static void aiPodMove(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/airat.cpp b/source/games/blood/src/airat.cpp index c61cb7c61..25c8c1d47 100644 --- a/source/games/blood/src/airat.cpp +++ b/source/games/blood/src/airat.cpp @@ -63,7 +63,7 @@ static void ratThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/aispid.cpp b/source/games/blood/src/aispid.cpp index 9a50fc5ad..94ff46e25 100644 --- a/source/games/blood/src/aispid.cpp +++ b/source/games/blood/src/aispid.cpp @@ -137,7 +137,7 @@ void SpidBirthSeqCallback(int, DBloodActor* actor) auto target = actor->GetTarget(); DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); @@ -172,7 +172,7 @@ static void spidThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index 20a84b3e8..33d20969c 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -265,7 +265,7 @@ static void sub_72850(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index b956a2a42..5eda6df7e 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -420,7 +420,7 @@ static void unicultThinkGoto(DBloodActor* actor) } int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); aiChooseDirection(actor, nAngle); @@ -1123,7 +1123,7 @@ void aiGenDudeMoveForward(DBloodActor* actor) if (actor->GetTarget() == nullptr) actor->spr.ang = (actor->spr.ang + 256) & 2047; int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nDist = approxDist(dx, dy); if ((unsigned int)Random(64) < 32 && nDist <= 0x400) return; diff --git a/source/games/blood/src/aizomba.cpp b/source/games/blood/src/aizomba.cpp index 6fe54b4f2..b5efd8520 100644 --- a/source/games/blood/src/aizomba.cpp +++ b/source/games/blood/src/aizomba.cpp @@ -65,7 +65,7 @@ void HackSeqCallback(int, DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type); int tx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int ty = actor->xspr.targetY - actor->spr.pos.Y; + int ty = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(tx, ty); int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2; int height2 = (target->spr.yrepeat * pDudeInfoT->eyeHeight) << 2; @@ -92,7 +92,7 @@ static void zombaThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); @@ -266,7 +266,7 @@ static void entryAIdle(DBloodActor* actor) static void entryEStand(DBloodActor* actor) { sfxPlay3DSound(actor, 1100, -1, 0); - actor->spr.ang = getangle(actor->xspr.TargetPos.X - actor->spr.pos.X, actor->xspr.targetY - actor->spr.pos.Y); + actor->spr.ang = getangle(actor->xspr.TargetPos.X - actor->spr.pos.X, actor->xspr.TargetPos.Y - actor->spr.pos.Y); } END_BLD_NS diff --git a/source/games/blood/src/aizombf.cpp b/source/games/blood/src/aizombf.cpp index 8d7217439..a01d3374a 100644 --- a/source/games/blood/src/aizombf.cpp +++ b/source/games/blood/src/aizombf.cpp @@ -67,7 +67,7 @@ void PukeSeqCallback(int, DBloodActor* actor) int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat); int height2 = (pDudeInfoT->eyeHeight * target->spr.yrepeat); int tx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int ty = actor->xspr.targetY - actor->spr.pos.Y; + int ty = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(tx, ty); int dx = bcos(nAngle); int dy = bsin(nAngle); @@ -91,7 +91,7 @@ static void zombfThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); int dx = actor->xspr.TargetPos.X - actor->spr.pos.X; - int dy = actor->xspr.targetY - actor->spr.pos.Y; + int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y; int nAngle = getangle(dx, dy); int nDist = approxDist(dx, dy); aiChooseDirection(actor, nAngle); diff --git a/source/games/blood/src/db.cpp b/source/games/blood/src/db.cpp index d1a553098..ad9473596 100644 --- a/source/games/blood/src/db.cpp +++ b/source/games/blood/src/db.cpp @@ -574,7 +574,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect pXSprite->dudeFlag4 = bitReader.readUnsigned(1); /*pXSprite->target_i = */ bitReader.readSigned(16); pXSprite->TargetPos.X = bitReader.readSigned(32); - pXSprite->targetY = bitReader.readSigned(32); + pXSprite->TargetPos.Y = bitReader.readSigned(32); pXSprite->targetZ = bitReader.readSigned(32); pXSprite->burnTime = bitReader.readUnsigned(16); /*pXSprite->burnSource =*/ bitReader.readSigned(16); diff --git a/source/games/blood/src/loadsave.cpp b/source/games/blood/src/loadsave.cpp index c3cab15ef..87cd5aa47 100644 --- a/source/games/blood/src/loadsave.cpp +++ b/source/games/blood/src/loadsave.cpp @@ -624,7 +624,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, XSPRITE& w, XSPRIT ("data3", w.data3, def->data3) ("data4", w.data4, def->data4) ("targetX", w.TargetPos.X, def->TargetPos.X) - ("targetY", w.targetY, def->targetY) + ("targetY", w.TargetPos.Y, def->TargetPos.Y) ("targetZ", w.targetZ, def->targetZ) ("target", w.target, def->target) ("sysdata1", w.sysData1, def->sysData1) diff --git a/source/games/blood/src/mapstructs.h b/source/games/blood/src/mapstructs.h index 9623ce701..002b29a2e 100644 --- a/source/games/blood/src/mapstructs.h +++ b/source/games/blood/src/mapstructs.h @@ -101,7 +101,6 @@ struct XSPRITE { TObjPtr target; // target sprite TObjPtr burnSource; - int32_t targetY; // target y int32_t targetZ; // target z vec3_t TargetPos; int32_t sysData1; // used to keep here various system data, so user can't change it in map editor diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index e495ddaa5..0870b8b5d 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -689,7 +689,7 @@ void nnExtInitModernStuff(TArray& actors) actor->xspr.Proximity = actor->xspr.Push = actor->xspr.Vector = actor->xspr.triggerOn = false; actor->xspr.state = actor->xspr.restState = 0; - actor->xspr.TargetPos.X = actor->xspr.targetY = actor->xspr.targetZ = actor->xspr.sysData2 = -1; + actor->xspr.TargetPos.X = actor->xspr.TargetPos.Y = actor->xspr.targetZ = actor->xspr.sysData2 = -1; actor->SetTarget(nullptr); ChangeActorStat(actor, kStatModernCondition); auto oldStat = actor->spr.cstat; @@ -3009,7 +3009,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor) if (actor->spr.statnum == kStatDude && actor->IsDudeActor() && !actor->IsPlayerActor()) { int x = actor->xspr.TargetPos.X; - int y = actor->xspr.targetY; + int y = actor->xspr.TargetPos.Y; int z = actor->xspr.targetZ; auto target = actor->GetTarget(); @@ -3018,7 +3018,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor) if (target != nullptr) { actor->xspr.TargetPos.X = x; - actor->xspr.targetY = y; + actor->xspr.TargetPos.Y = y; actor->xspr.targetZ = z; actor->SetTarget(target); aiActivateDude(actor); @@ -6825,7 +6825,7 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) actor->SetTarget(pMateTargetActor); auto pMate = pMateTargetActor->GetTarget(); actor->xspr.TargetPos.X = pMate->spr.pos.X; - actor->xspr.targetY = pMate->spr.pos.Y; + actor->xspr.TargetPos.Y = pMate->spr.pos.Y; actor->xspr.targetZ = pMate->spr.pos.Z; if (!isActive(actor)) aiActivateDude(actor); @@ -7720,7 +7720,7 @@ void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm) else { aiInitSprite(actor); - aiSetTarget(actor, actor->xspr.TargetPos.X, actor->xspr.targetY, actor->xspr.targetZ); + aiSetTarget(actor, actor->xspr.TargetPos.X, actor->xspr.TargetPos.Y, actor->xspr.targetZ); } actor->xspr.dudeFlag4 = patrol; // this must be kept so enemy can patrol after respawn again