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https://github.com/DrBeef/Raze.git
synced 2024-11-16 01:11:28 +00:00
- wrapped player::pos z-assignments.
This commit is contained in:
parent
9cd57f4510
commit
44dc2a692f
10 changed files with 60 additions and 60 deletions
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@ -791,7 +791,7 @@ void movecrane(DDukeActor *actor, int crane)
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ps[p].backupxyz();
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ps[p].__int_pos.X = actor->int_pos().X - bcos(ang, -6);
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ps[p].__int_pos.Y = actor->int_pos().Y - bsin(ang, -6);
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ps[p].__int_pos.Z = actor->int_pos().Z + (2 << 8);
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ps[p].player_set_int_z(actor->int_pos().Z + (2 << 8));
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SetActor(ps[p].GetActor(), ps[p].player_int_pos());
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ps[p].setCursector(ps[p].GetActor()->sector());
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}
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@ -1095,7 +1095,7 @@ void movetouchplate(DDukeActor* actor, int plate)
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{
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sectp->add_int_floorz(sectp->extra);
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p = checkcursectnums(actor->sector());
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if (p >= 0) ps[p].__int_pos.Z += sectp->extra;
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if (p >= 0) ps[p].player_add_int_z(sectp->extra);
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}
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}
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else
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@ -1110,7 +1110,7 @@ void movetouchplate(DDukeActor* actor, int plate)
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sectp->add_int_floorz(-sectp->extra);
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p = checkcursectnums(actor->sector());
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if (p >= 0)
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ps[p].__int_pos.Z -= sectp->extra;
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ps[p].player_add_int_z(-sectp->extra);
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}
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}
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return;
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@ -2680,7 +2680,7 @@ void handle_se00(DDukeActor* actor)
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{
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ps[p].angle.addadjustment(buildang(l * q));
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ps[p].__int_pos.Z += zchange;
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ps[p].player_add_int_z(zchange);
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vec2_t res;
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rotatepoint(Owner->int_pos().vec2, ps[p].player_int_pos().vec2, (q * l), &res);
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@ -3827,7 +3827,7 @@ void handle_se17(DDukeActor* actor)
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{
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int p = act1->spr.yvel;
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if (numplayers < 2) ps[p].backupz();
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ps[p].__int_pos.Z += q * zworldtoint;
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ps[p].player_add_int_z(q * zworldtoint);
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ps[p].truefz += q;
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ps[p].truecz += q;
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if (numplayers > 1) ps[p].backupz();
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@ -3880,7 +3880,7 @@ void handle_se17(DDukeActor* actor)
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ps[p].__int_pos.X += act2->int_pos().X - actor->int_pos().X;
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ps[p].__int_pos.Y +=act2->int_pos().Y - actor->int_pos().Y;
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ps[p].__int_pos.Z = act2->sector()->int_floorz() - (sc->int_floorz() - ps[p].player_int_pos().Z);
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ps[p].player_set_int_z(act2->sector()->int_floorz() - (sc->int_floorz() - ps[p].player_int_pos().Z));
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act3->floorz = act2->sector()->floorz;
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act3->ceilingz = act2->sector()->ceilingz;
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@ -3946,7 +3946,7 @@ void handle_se18(DDukeActor *actor, bool morecheck)
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while (auto a2 = it.Next())
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{
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if (a2->isPlayer() && a2->GetOwner())
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if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].__int_pos.Z += sc->extra;
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if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].player_add_int_z(sc->extra);
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if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && a2->spr.statnum != STAT_PROJECTILE)
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{
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a2->add_int_z(sc->extra);
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@ -3983,7 +3983,7 @@ void handle_se18(DDukeActor *actor, bool morecheck)
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while (auto a2 = it.Next())
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{
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if (a2->isPlayer() && a2->GetOwner())
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if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].__int_pos.Z -= sc->extra;
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if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].player_add_int_z(-sc->extra);
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if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && a2->spr.statnum != STAT_PROJECTILE)
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{
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a2->add_int_z(-sc->extra);
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@ -4287,7 +4287,7 @@ void handle_se26(DDukeActor* actor)
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{
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ps[p].fric.X += l << 5;
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ps[p].fric.Y += x << 5;
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ps[p].__int_pos.Z += actor->spr.zvel;
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ps[p].player_add_int_z(actor->spr.zvel);
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}
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ms(actor);
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@ -4678,7 +4678,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
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{
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if (a2->isPlayer() && a2->GetOwner())
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if (ps[a2->PlayerIndex()].on_ground == 1)
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ps[a2->PlayerIndex()].__int_pos.Z += l;
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ps[a2->PlayerIndex()].player_add_int_z(l);
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if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE))
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{
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a2->add_int_z(l);
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@ -4707,7 +4707,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
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{
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if (a2->isPlayer() && a2->GetOwner())
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if (ps[a2->PlayerIndex()].on_ground == 1)
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ps[a2->PlayerIndex()].__int_pos.Z += l;
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ps[a2->PlayerIndex()].player_add_int_z(l);
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if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE))
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{
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a2->add_int_z(l);
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@ -4738,7 +4738,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
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{
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if (a2->isPlayer() && a2->GetOwner())
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if (ps[a2->PlayerIndex()].on_ground == 1)
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ps[a2->PlayerIndex()].__int_pos.Z += l;
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ps[a2->PlayerIndex()].player_add_int_z(l);
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if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE))
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{
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a2->add_int_z(l);
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@ -4766,7 +4766,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
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{
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if (a2->isPlayer() && a2->GetOwner())
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if (ps[a2->PlayerIndex()].on_ground == 1)
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ps[a2->PlayerIndex()].__int_pos.Z -= l;
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ps[a2->PlayerIndex()].player_add_int_z(-l);
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if (a2->spr.zvel == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE))
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{
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a2->add_int_z(-l);
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@ -1833,8 +1833,8 @@ void movetransports_d(void)
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ps[p].backupxy();
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if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11))
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ps[p].__int_pos.Z = Owner->int_pos().Z - 6144;
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else ps[p].__int_pos.Z = Owner->int_pos().Z + 6144;
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ps[p].player_set_int_z(Owner->int_pos().Z - 6144);
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else ps[p].player_set_int_z(Owner->int_pos().Z + 6144);
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ps[p].backupz();
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auto pa = ps[p].GetActor();
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@ -1858,7 +1858,7 @@ void movetransports_d(void)
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}
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if (ps[p].GetActor()->spr.extra > 0)
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S_PlayActorSound(DUKE_UNDERWATER, act2);
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ps[p].__int_pos.Z = Owner->sector()->int_ceilingz() + (7 << 8);
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ps[p].player_set_int_z(Owner->sector()->int_ceilingz() + (7 << 8));
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ps[p].backupz();
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ps[p].vel.X = 4096 - (krand() & 8192);
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@ -1876,7 +1876,7 @@ void movetransports_d(void)
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}
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S_PlayActorSound(DUKE_GASP, act2);
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ps[p].__int_pos.Z = Owner->sector()->int_floorz() - (7 << 8);
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ps[p].player_set_int_z(Owner->sector()->int_floorz() - (7 << 8));
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ps[p].backupz();
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ps[p].jumping_toggle = 1;
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@ -1480,8 +1480,8 @@ void movetransports_r(void)
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ps[p].backupxy();
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if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11))
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ps[p].__int_pos.Z = Owner->int_pos().Z - 6144;
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else ps[p].__int_pos.Z = Owner->int_pos().Z + 6144;
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ps[p].player_set_int_z(Owner->int_pos().Z - 6144);
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else ps[p].player_set_int_z(Owner->int_pos().Z + 6144);
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ps[p].backupz();
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ChangeActorSect(act2, Owner->sector());
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@ -1497,7 +1497,7 @@ void movetransports_r(void)
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if (onfloorz && sectlotag == 160 && ps[p].player_int_pos().Z > (sectp->int_floorz() - (48 << 8)))
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{
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k = 2;
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ps[p].__int_pos.Z = Owner->sector()->int_ceilingz() + (7 << 8);
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ps[p].player_set_int_z(Owner->sector()->int_ceilingz() + (7 << 8));
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ps[p].backupz();
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}
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@ -1505,7 +1505,7 @@ void movetransports_r(void)
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{
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k = 2;
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if (ps[p].GetActor()->spr.extra <= 0) break;
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ps[p].__int_pos.Z = Owner->sector()->int_floorz() - (49 << 8);
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ps[p].player_set_int_z(Owner->sector()->int_floorz() - (49 << 8));
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ps[p].backupz();
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}
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}
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@ -1520,7 +1520,7 @@ void movetransports_r(void)
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FX_StopAllSounds();
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}
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S_PlayActorSound(DUKE_UNDERWATER, ps[p].GetActor());
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ps[p].__int_pos.Z = Owner->sector()->int_ceilingz() + (7 << 8);
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ps[p].player_set_int_z(Owner->sector()->int_ceilingz() + (7 << 8));
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ps[p].backupz();
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if (ps[p].OnMotorcycle)
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ps[p].moto_underwater = 1;
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@ -1536,7 +1536,7 @@ void movetransports_r(void)
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}
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S_PlayActorSound(DUKE_GASP, ps[p].GetActor());
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ps[p].__int_pos.Z = Owner->sector()->int_floorz() - (7 << 8);
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ps[p].player_set_int_z(Owner->sector()->int_floorz() - (7 << 8));
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ps[p].backupz();
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}
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@ -1981,7 +1981,7 @@ int ParseState::parse(void)
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break;
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case concmd_larrybird:
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insptr++;
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ps[g_p].__int_pos.Z = ps[g_p].GetActor()->sector()->int_ceilingz();
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ps[g_p].player_set_int_z(ps[g_p].GetActor()->sector()->int_ceilingz());
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ps[g_p].GetActor()->set_int_z(ps[g_p].player_int_pos().Z);
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break;
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case concmd_destroyit:
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@ -564,7 +564,7 @@ void playerisdead(int snum, int psectlotag, int fz, int cz)
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if (actor->spr.pal != 1)
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{
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SetPlayerPal(p, PalEntry(63, 63, 0, 0));
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p->__int_pos.Z -= (16 << 8);
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p->player_add_int_z(-(16 << 8));
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actor->add_int_z(-(16 << 8));
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}
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#if 0
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@ -613,7 +613,7 @@ void playerisdead(int snum, int psectlotag, int fz, int cz)
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if (p->on_warping_sector == 0)
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{
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if (abs(p->player_int_pos().Z - fz) > (gs.int_playerheight >> 1))
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p->__int_pos.Z += 348;
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p->player_add_int_z(348);
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}
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else
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{
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@ -710,7 +710,7 @@ void playerCrouch(int snum)
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OnEvent(EVENT_CROUCH, snum, p->GetActor(), -1);
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
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{
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p->__int_pos.Z += (2048 + 768);
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p->player_add_int_z((2048 + 768));
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p->crack_time = CRACK_TIME;
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}
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}
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@ -1687,7 +1687,7 @@ static void operateJetpack(int snum, ESyncBits actions, int psectlotag, int fz,
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if (p->jetpack_on < 11)
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{
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p->jetpack_on++;
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p->__int_pos.Z -= (p->jetpack_on << 7); //Goin up
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p->player_add_int_z(-(p->jetpack_on << 7)); //Goin up
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}
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else if (p->jetpack_on == 11 && !S_CheckActorSoundPlaying(pact, DUKE_JETPACK_IDLE))
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S_PlayActorSound(DUKE_JETPACK_IDLE, pact);
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@ -1702,7 +1702,7 @@ static void operateJetpack(int snum, ESyncBits actions, int psectlotag, int fz,
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OnEvent(EVENT_SOARUP, snum, p->GetActor(), -1);
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
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{
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p->__int_pos.Z -= j;
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p->player_add_int_z(-j);
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p->crack_time = CRACK_TIME;
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}
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}
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@ -1714,7 +1714,7 @@ static void operateJetpack(int snum, ESyncBits actions, int psectlotag, int fz,
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OnEvent(EVENT_SOARDOWN, snum, p->GetActor(), -1);
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum).value() == 0)
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{
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p->__int_pos.Z += j;
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p->player_add_int_z(j);
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p->crack_time = CRACK_TIME;
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}
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}
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@ -1727,9 +1727,9 @@ static void operateJetpack(int snum, ESyncBits actions, int psectlotag, int fz,
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p->scuba_on = 0;
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if (p->player_int_pos().Z > (fz - (k << 8)))
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p->__int_pos.Z += ((fz - (k << 8)) - p->player_int_pos().Z) >> 1;
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p->player_add_int_z(((fz - (k << 8)) - p->player_int_pos().Z) >> 1);
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if (p->player_int_pos().Z < (pact->actor_int_ceilingz() + (18 << 8)))
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p->__int_pos.Z = pact->actor_int_ceilingz() + (18 << 8);
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p->player_set_int_z(pact->actor_int_ceilingz() + (18 << 8));
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}
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@ -1788,7 +1788,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int
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// not jumping or crouching
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if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->player_int_pos().Z >= (fz - (i << 8) - (16 << 8)))
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p->__int_pos.Z = fz - (i << 8);
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p->player_set_int_z(fz - (i << 8));
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else
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{
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p->on_ground = 0;
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@ -1847,16 +1847,16 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int
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int k = ((fz - (i << 8)) - p->player_int_pos().Z) >> 1;
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if (abs(k) < 256) k = 0;
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p->__int_pos.Z += k;
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p->player_add_int_z(k);
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p->vel.Z -= 768;
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if (p->vel.Z < 0) p->vel.Z = 0;
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}
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else if (p->jumping_counter == 0)
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{
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p->__int_pos.Z += ((fz - (i << 7)) - p->player_int_pos().Z) >> 1; //Smooth on the water
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p->player_add_int_z(((fz - (i << 7)) - p->player_int_pos().Z) >> 1); //Smooth on the water
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if (p->on_warping_sector == 0 && p->player_int_pos().Z > fz - (16 << 8))
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{
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p->__int_pos.Z = fz - (16 << 8);
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p->player_set_int_z(fz - (16 << 8));
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p->vel.Z >>= 1;
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}
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}
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@ -1907,7 +1907,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int
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}
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}
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p->__int_pos.Z += p->vel.Z;
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p->player_add_int_z(p->vel.Z);
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if (p->player_int_pos().Z < (cz + (4 << 8)))
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{
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@ -1915,7 +1915,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int
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if (p->vel.Z < 0)
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p->vel.X = p->vel.Y = 0;
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p->vel.Z = 128;
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p->__int_pos.Z = cz + (4 << 8);
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p->player_set_int_z(cz + (4 << 8));
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}
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}
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@ -1974,14 +1974,14 @@ static void underwater(int snum, ESyncBits actions, int fz, int cz)
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if (p->vel.Z > 2048)
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p->vel.Z >>= 1;
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p->__int_pos.Z += p->vel.Z;
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p->player_add_int_z(p->vel.Z);
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if (p->player_int_pos().Z > (fz - (15 << 8)))
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p->__int_pos.Z += ((fz - (15 << 8)) - p->player_int_pos().Z) >> 1;
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p->player_add_int_z(((fz - (15 << 8)) - p->player_int_pos().Z) >> 1);
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if (p->player_int_pos().Z < (cz + (4 << 8)))
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{
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p->__int_pos.Z = cz + (4 << 8);
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p->player_set_int_z(cz + (4 << 8));
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p->vel.Z = 0;
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}
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@ -2034,7 +2034,7 @@ int operateTripbomb(int snum)
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if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag <= 2) || (!hit.hitWall->twoSided() && hit.hitSector->lotag <= 2))
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if (((hit.hitpos.X - p->player_int_pos().X) * (hit.hitpos.X - p->player_int_pos().X) + (hit.hitpos.Y - p->player_int_pos().Y) * (hit.hitpos.Y - p->player_int_pos().Y)) < (290 * 290))
|
||||
{
|
||||
p->__int_pos.Z = p->player_int_opos().Z;
|
||||
p->player_set_int_z(p->player_int_opos().Z);
|
||||
p->vel.Z = 0;
|
||||
return 1;
|
||||
}
|
||||
|
@ -2572,7 +2572,7 @@ static void operateweapon(int snum, ESyncBits actions)
|
|||
case TRIPBOMB_WEAPON: // Claymore in NAM
|
||||
if (p->kickback_pic < 4)
|
||||
{
|
||||
p->__int_pos.Z = p->player_int_opos().Z;
|
||||
p->player_set_int_z(p->player_int_opos().Z);
|
||||
p->vel.Z = 0;
|
||||
if (p->kickback_pic == 3)
|
||||
fi.shoot(pact, HANDHOLDINGLASER);
|
||||
|
@ -3035,7 +3035,7 @@ HORIZONLY:
|
|||
clipmove(p->__int_pos, &p->cursector, p->vel.X, p->vel.Y, 164, (4 << 8), ii, CLIPMASK0, clip);
|
||||
|
||||
if (p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk)
|
||||
p->__int_pos.Z += 32 << 8;
|
||||
p->player_add_int_z(32 << 8);
|
||||
|
||||
if (clip.type != kHitNone)
|
||||
checkplayerhurt_d(p, clip);
|
||||
|
|
|
@ -2118,7 +2118,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int
|
|||
if (p->player_int_pos().Z < (fz - (i << 8))) //falling
|
||||
{
|
||||
if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->player_int_pos().Z >= (fz - (i << 8) - (16 << 8)))
|
||||
p->__int_pos.Z = fz - (i << 8);
|
||||
p->player_set_int_z(fz - (i << 8));
|
||||
else
|
||||
{
|
||||
p->on_ground = 0;
|
||||
|
@ -2215,16 +2215,16 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int
|
|||
|
||||
int k = ((fz - (i << 8)) - p->player_int_pos().Z) >> 1;
|
||||
if (abs(k) < 256) k = 0;
|
||||
p->__int_pos.Z += k;
|
||||
p->player_add_int_z(k);
|
||||
p->vel.Z -= 768;
|
||||
if (p->vel.Z < 0) p->vel.Z = 0;
|
||||
}
|
||||
else if (p->jumping_counter == 0)
|
||||
{
|
||||
p->__int_pos.Z += ((fz - (i << 7)) - p->player_int_pos().Z) >> 1; //Smooth on the water
|
||||
p->player_add_int_z(((fz - (i << 7)) - p->player_int_pos().Z) >> 1); //Smooth on the water
|
||||
if (p->on_warping_sector == 0 && p->player_int_pos().Z > fz - (16 << 8))
|
||||
{
|
||||
p->__int_pos.Z = fz - (16 << 8);
|
||||
p->player_set_int_z(fz - (16 << 8));
|
||||
p->vel.Z >>= 1;
|
||||
}
|
||||
}
|
||||
|
@ -2271,7 +2271,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int
|
|||
}
|
||||
}
|
||||
|
||||
p->__int_pos.Z += p->vel.Z;
|
||||
p->player_add_int_z(p->vel.Z);
|
||||
|
||||
if (p->player_int_pos().Z < (cz + (4 << 8)))
|
||||
{
|
||||
|
@ -2279,7 +2279,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, int fz, int
|
|||
if (p->vel.Z < 0)
|
||||
p->vel.X = p->vel.Y = 0;
|
||||
p->vel.Z = 128;
|
||||
p->__int_pos.Z = cz + (4 << 8);
|
||||
p->player_set_int_z(cz + (4 << 8));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2334,14 +2334,14 @@ static void underwater(int snum, ESyncBits actions, int fz, int cz)
|
|||
if (p->vel.Z > 2048)
|
||||
p->vel.Z >>= 1;
|
||||
|
||||
p->__int_pos.Z += p->vel.Z;
|
||||
p->player_add_int_z(p->vel.Z);
|
||||
|
||||
if (p->player_int_pos().Z > (fz - (15 << 8)))
|
||||
p->__int_pos.Z += ((fz - (15 << 8)) - p->player_int_pos().Z) >> 1;
|
||||
p->player_add_int_z(((fz - (15 << 8)) - p->player_int_pos().Z) >> 1);
|
||||
|
||||
if (p->player_int_pos().Z < (cz + (4 << 8)))
|
||||
{
|
||||
p->__int_pos.Z = cz + (4 << 8);
|
||||
p->player_set_int_z(cz + (4 << 8));
|
||||
p->vel.Z = 0;
|
||||
}
|
||||
|
||||
|
@ -3804,7 +3804,7 @@ HORIZONLY:
|
|||
clipmove(p->__int_pos, &p->cursector, p->vel.X, p->vel.Y, 164, (4 << 8), i, CLIPMASK0, clip);
|
||||
|
||||
if (p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk)
|
||||
p->__int_pos.Z += 32 << 8;
|
||||
p->player_add_int_z(32 << 8);
|
||||
|
||||
if (clip.type != kHitNone)
|
||||
checkplayerhurt_r(p, clip);
|
||||
|
|
|
@ -439,7 +439,7 @@ void operateweapon_ww(int snum, ESyncBits actions)
|
|||
if (aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_STANDSTILL
|
||||
&& p->kickback_pic < (aplWeaponFireDelay(p->curr_weapon, snum) + 1))
|
||||
{
|
||||
p->__int_pos.Z = p->player_int_opos().Z;
|
||||
p->player_set_int_z(p->player_int_opos().Z);
|
||||
p->vel.Z = 0;
|
||||
}
|
||||
if (p->kickback_pic == aplWeaponSound2Time(p->curr_weapon, snum))
|
||||
|
|
|
@ -391,7 +391,7 @@ void doanimations(void)
|
|||
if ((dasectp->int_floorz() - ps[p].player_int_pos().Z) < (64 << 8))
|
||||
if (ps[p].GetActor()->GetOwner() != nullptr)
|
||||
{
|
||||
ps[p].__int_pos.Z += v;
|
||||
ps[p].player_add_int_z(v);
|
||||
ps[p].vel.Z = 0;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue