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- Remove PlayerAngles::setYaw()
method usage and remaining associated code.
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parent
f58e3c58aa
commit
470b4efac8
8 changed files with 12 additions and 34 deletions
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@ -88,33 +88,10 @@ struct PlayerAngles
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return offsets;
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}
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// Yaw methods.
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void setYaw(const DAngle value, const bool backup = false) { updateAngle(YAW, value, backup); }
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// Roll methods.
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void addRoll(const DAngle value) { updateAngle(ROLL, pActor->spr.Angles.Roll + value); }
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void setRoll(const DAngle value, const bool backup = false) { updateAngle(ROLL, value, backup); }
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private:
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// DRotator indices.
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enum : unsigned
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{
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PITCH,
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YAW,
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ROLL,
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MAXANGLES,
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};
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// Private data which should never be accessed publically.
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DRotator PrevLerpAngles;
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DCoreActor* pActor;
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// Internal angle updater to reduce boilerplate from the public setters.
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void updateAngle(const unsigned angIndex, const DAngle value, const bool backup = false)
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{
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pActor->spr.Angles[angIndex] = value;
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if (backup) pActor->PrevAngles[angIndex] = pActor->spr.Angles[angIndex];
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}
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};
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class FSerializer;
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@ -6051,12 +6051,12 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event)
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else if (actor->spr.flags & kModernTypeFlag1)
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{
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setForcedSyncInput();
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pPlayer->Angles.setYaw(actor->spr.Angles.Yaw);
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pPlayer->actor->spr.Angles.Yaw = actor->spr.Angles.Yaw;
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}
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else if (valueIsBetween(actor->xspr.data2, -kAng360, kAng360))
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{
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setForcedSyncInput();
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pPlayer->Angles.setYaw(mapangle(actor->xspr.data2));
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pPlayer->actor->spr.Angles.Yaw = mapangle(actor->xspr.data2);
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}
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break;
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case 10: // 74 (de)activate powerup
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@ -1627,7 +1627,7 @@ void OperateTeleport(sectortype* pSector)
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{
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playerResetInertia(pPlayer);
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pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
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pPlayer->Angles.setYaw(actor->spr.Angles.Yaw, true);
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pPlayer->actor->PrevAngles.Yaw = pPlayer->actor->spr.Angles.Yaw = actor->spr.Angles.Yaw;
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}
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}
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}
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@ -746,7 +746,7 @@ void movetransports_d(void)
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ps[k].GetActor()->spr.extra = 0;
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}
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ps[p].Angles.setYaw(Owner->spr.Angles.Yaw, true);
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ps[p].GetActor()->PrevAngles.Yaw = ps[p].GetActor()->spr.Angles.Yaw = Owner->spr.Angles.Yaw;
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if (Owner->GetOwner() != Owner)
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{
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@ -608,7 +608,7 @@ void movetransports_r(void)
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ps[k].GetActor()->spr.extra = 0;
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}
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ps[p].Angles.setYaw(Owner->spr.Angles.Yaw, true);
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ps[p].GetActor()->PrevAngles.Yaw = ps[p].GetActor()->spr.Angles.Yaw = Owner->spr.Angles.Yaw;
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if (Owner->GetOwner() != Owner)
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{
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@ -472,7 +472,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_ANG:
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if (bSet) ps[iPlayer].Angles.setYaw(mapangle(lValue));
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if (bSet) ps[iPlayer].GetActor()->spr.Angles.Yaw = mapangle(lValue);
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else SetGameVarID(lVar2, ps[iPlayer].GetActor()->spr.Angles.Yaw.Buildang(), sActor, sPlayer);
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break;
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@ -1016,7 +1016,8 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, playerinput, DukePlayer_PlayerInput)
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void dukeplayer_settargetangle(player_struct* self, double a, int backup)
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{
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self->Angles.setYaw(DAngle::fromDeg(a), backup);
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self->GetActor()->spr.Angles.Yaw = DAngle::fromDeg(a);
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if (backup) self->GetActor()->PrevAngles.Yaw = self->GetActor()->spr.Angles.Yaw;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, settargetangle, dukeplayer_settargetangle)
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@ -3435,7 +3435,7 @@ void DoPlayerClimb(PLAYER* pp)
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pp->LadderPosition = lActor->spr.pos.XY() + nvec;
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pp->Angles.setYaw(lActor->spr.Angles.Yaw + DAngle180);
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pp->actor->spr.Angles.Yaw = lActor->spr.Angles.Yaw + DAngle180;
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}
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}
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}
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@ -3823,7 +3823,7 @@ bool PlayerOnLadder(PLAYER* pp)
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// the sprite
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pp->LadderPosition = lActor->spr.pos + npos;
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pp->Angles.setYaw(lActor->spr.Angles.Yaw + DAngle180);
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pp->actor->spr.Angles.Yaw = lActor->spr.Angles.Yaw + DAngle180;
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return true;
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}
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@ -5343,7 +5343,7 @@ void DoPlayerStopOperate(PLAYER* pp)
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if (pp->sop_remote)
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{
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DSWActor* rsp = pp->remoteActor;
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pp->Angles.setYaw(rsp && TEST_BOOL1(rsp) ? rsp->spr.Angles.Yaw : (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle(), true);
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pp->actor->PrevAngles.Yaw = pp->actor->spr.Angles.Yaw = rsp && TEST_BOOL1(rsp) ? rsp->spr.Angles.Yaw : (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle();
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}
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if (pp->sop_control)
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@ -6985,7 +6985,7 @@ void domovethings(void)
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// auto tracking mode for single player multi-game
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if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
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{
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Player[screenpeek].Angles.setYaw((Player[myconnectindex].actor->spr.pos.XY() - Player[screenpeek].actor->spr.pos.XY()).Angle());
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Player[screenpeek].actor->spr.Angles.Yaw = (Player[myconnectindex].actor->spr.pos.XY() - Player[screenpeek].actor->spr.pos.XY()).Angle();
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}
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if (!(pp->Flags & PF_DEAD))
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