diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index d1cff02bf..84fdae439 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -4150,7 +4150,7 @@ static void checkCeilHit(DBloodActor* actor) auto actor2 = coll.actor(); if (actor2 && actor2->hasX()) { - if ((actor2->spr.statnum == kStatThing || actor2->spr.statnum == kStatDude) && (actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z != 0)) + if ((actor2->spr.statnum == kStatThing || actor2->spr.statnum == kStatDude) && (actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0)) { auto adelta = actor2->spr.pos - actor->spr.pos; if (actor2->spr.statnum == kStatThing) @@ -4258,7 +4258,7 @@ static void checkHit(DBloodActor* actor) // add size shroom abilities if ((actor2->IsPlayerActor() && isShrinked(actor2)) || (actor->IsPlayerActor() && isGrown(actor))) { - if (actor->int_vel().X != 0 && actor2->IsDudeActor()) + if (actor->vel.X != 0 && actor2->IsDudeActor()) { int mass1 = getDudeInfo(actor->spr.type)->mass; int mass2 = getDudeInfo(actor2->spr.type)->mass; @@ -4526,7 +4526,7 @@ static Collision MoveThing(DBloodActor* actor) lhit.setNone(); GetActorExtents(actor, &top, &bottom); const int bakCompat = enginecompatibility_mode; - if (actor->int_vel().X != 0 || actor->int_vel().Y) + if (actor->vel.X != 0 || actor->int_vel().Y) { auto bakCstat = actor->spr.cstat; actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; @@ -4631,7 +4631,7 @@ static Collision MoveThing(DBloodActor* actor) switch (actor->spr.type) { case kThingNapalmBall: - if (actor->int_vel().Z == 0 || Chance(0xA000)) actNapalmMove(actor); + if (actor->vel.Z == 0 || Chance(0xA000)) actNapalmMove(actor); break; case kThingZombieHead: @@ -4650,7 +4650,7 @@ static Collision MoveThing(DBloodActor* actor) lhit.setSector(pSector); } - else if (actor->int_vel().Z == 0) + else if (actor->vel.Z == 0) actor->spr.flags &= ~4; } @@ -4666,7 +4666,7 @@ static Collision MoveThing(DBloodActor* actor) { actor->hit.ceilhit = ceilColl; actor->add_int_z(ClipLow(ceilZ - top, 0)); - if (actor->int_vel().Z < 0) + if (actor->vel.Z < 0) { actor->set_int_bvel_x(MulScale(actor->int_vel().X, 0xc000, 16)); actor->set_int_bvel_y(MulScale(actor->int_vel().Y, 0xc000, 16)); @@ -4714,7 +4714,7 @@ static Collision MoveThing(DBloodActor* actor) actor->add_int_bvel_y(-MulScale(t, actor->int_vel().Y, 16)); } } - if (actor->int_vel().X != 0 || actor->int_vel().Y) + if (actor->vel.X != 0 || actor->int_vel().Y) actor->spr.angle = VecToAngle(actor->int_vel().X, actor->int_vel().Y); return lhit; } @@ -4746,7 +4746,7 @@ void MoveDude(DBloodActor* actor) assert(pSector); - if (actor->int_vel().X != 0 || actor->int_vel().Y) + if (actor->vel.X != 0 || actor->int_vel().Y) { if (pPlayer && gNoClip) { @@ -4913,7 +4913,7 @@ void MoveDude(DBloodActor* actor) actor->add_int_bvel_z(vc); } } - if (pPlayer && actor->int_vel().Z > 0x155555 && !pPlayer->fallScream && actor->xspr.height > 0) + if (pPlayer && actor->vel.Z > 0x155555 && !pPlayer->fallScream && actor->xspr.height > 0) { const bool playerAlive = (actor->xspr.health > 0) || VanillaMode(); // only trigger falling scream if player is alive or vanilla mode if (playerAlive) @@ -5156,7 +5156,7 @@ void MoveDude(DBloodActor* actor) } } } - else if (actor->int_vel().Z == 0) + else if (actor->vel.Z == 0) actor->spr.flags &= ~4; } @@ -5181,7 +5181,7 @@ void MoveDude(DBloodActor* actor) GetActorExtents(actor, &top, &bottom); actor->xspr.height = ClipLow(floorZ - bottom, 0) >> 8; - if (actor->int_vel().X != 0 || actor->int_vel().Y) + if (actor->vel.X != 0 || actor->int_vel().Y) { if (floorColl.type == kHitSprite) { @@ -5230,7 +5230,7 @@ int MoveMissile(DBloodActor* actor) gHitInfo.clearObj(); if (actor->spr.type == kMissileFlameSpray) actAirDrag(actor, 0x1000); - if (actor->GetTarget() != nullptr && (actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z)) + if (actor->GetTarget() != nullptr && (actor->vel.X != 0 || actor->vel.Y != 0 || actor->int_vel().Z)) { auto target = actor->GetTarget(); @@ -5686,7 +5686,7 @@ 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->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_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) @@ -6062,7 +6062,7 @@ static void actCheckDudes() else pPlayer->chokeEffect = 0; - if (actor->int_vel().X != 0 || actor->int_vel().Y) + if (actor->vel.X != 0 || actor->int_vel().Y) sfxPlay3DSound(actor, 709, 100, 2); pPlayer->bubbleTime = ClipLow(pPlayer->bubbleTime - 4, 0); @@ -6114,7 +6114,7 @@ static void actCheckDudes() if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376); else actAirDrag(actor, 128); - if ((actor->spr.flags & 4) || actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_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 a088b2c8d..cb77333ec 100644 --- a/source/games/blood/src/callback.cpp +++ b/source/games/blood/src/callback.cpp @@ -199,9 +199,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6 if (pFX) { pFX->set_int_ang(0); - pFX->set_int_bvel_x(actor->int_vel().X >> 8); - pFX->set_int_bvel_y(actor->int_vel().Y >> 8); - pFX->set_int_bvel_z(actor->int_vel().Z >> 8); + pFX->vel = actor->vel * (1./256); } evPostActor(actor, 6, kCallbackFXBloodSpurt); } @@ -521,7 +519,7 @@ void fxBouncingSleeve(DBloodActor* actor, sectortype*) // 16 int zv = actor->int_vel().Z - actor->sector()->velFloor; - if (actor->int_vel().Z == 0) sleeveStopBouncing(actor); + if (actor->vel.Z == 0) sleeveStopBouncing(actor); else if (zv > 0) { auto vec4 = actFloorBounceVector(actor, FixedToFloat(zv), actor->sector(), FixedToFloat(0x9000)); @@ -626,9 +624,7 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18 if (pFX) { pFX->set_int_ang(0); - pFX->set_int_bvel_x(actor->int_vel().X >> 8); - pFX->set_int_bvel_y(actor->int_vel().Y >> 8); - pFX->set_int_bvel_z(actor->int_vel().Z >> 8); + pFX->vel = actor->vel * (1./256); } evPostActor(actor, 6, kCallbackFXPodBloodSpray); } diff --git a/source/games/blood/src/fx.cpp b/source/games/blood/src/fx.cpp index 8338caab6..3d730aef7 100644 --- a/source/games/blood/src/fx.cpp +++ b/source/games/blood/src/fx.cpp @@ -216,7 +216,7 @@ void CFX::fxProcess(void) actAirDrag(actor, pFXData->drag); actor->add_int_pos({ actor->int_vel().X >> 12, actor->int_vel().Y >> 12, actor->int_vel().Z >> 8 }); // Weird... - if (actor->int_vel().X != 0 || (actor->int_vel().Y != 0 && actor->spr.pos.Z >= actor->sector()->floorz)) + if (actor->vel.X != 0 || (actor->vel.Y != 0 && actor->spr.pos.Z >= actor->sector()->floorz)) { updatesector(actor->spr.pos, &pSector); if (pSector == nullptr) @@ -240,7 +240,7 @@ void CFX::fxProcess(void) ChangeActorSect(actor, pSector); } } - if (actor->int_vel().X != 0 || actor->int_vel().Y != 0 || actor->int_vel().Z) + if (actor->vel.X != 0 || actor->vel.Y != 0 || actor->int_vel().Z) { int32_t floorZ, ceilZ; getzsofslopeptr(pSector, actor->spr.pos, &ceilZ, &floorZ); diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index cac106fc8..2546935b6 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -1054,7 +1054,7 @@ static void windGenDoVerticalWind(int factor, sectortype* pSector) if (maxZfound && actor->int_pos().Z <= maxZ) { zdiff = actor->int_pos().Z - maxZ; - if (actor->int_vel().Z < 0) actor->add_int_bvel_z(MulScale(actor->int_vel().Z >> 4, zdiff, 16)); + if (actor->vel.Z < 0) actor->add_int_bvel_z(MulScale(actor->int_vel().Z >> 4, zdiff, 16)); continue; } @@ -1343,17 +1343,17 @@ void nnExtProcessSuperSprites() } if (debrisactor->xspr.physAttr & kPhysGravity) debrisactor->xspr.physAttr |= kPhysFalling; - if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->int_vel().X != 0 || debrisactor->int_vel().Y != 0 || debrisactor->int_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->int_vel().X != 0 || debrisactor->int_vel().Y) + if (debrisactor->vel.X != 0 || debrisactor->int_vel().Y) debrisactor->xspr.goalAng = getangle(debrisactor->int_vel().X, debrisactor->int_vel().Y) & 2047; int ang = debrisactor->int_ang() & 2047; if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKillActor(debrisactor, kCallbackEnemeyBubble); else if (Chance(0x1000 - mass)) { - if (debrisactor->int_vel().Z > 0x100) debrisBubble(debrisactor); + if (debrisactor->vel.Z > 0x100) debrisBubble(debrisactor); if (ang == debrisactor->xspr.goalAng) { debrisactor->xspr.goalAng = (debrisactor->int_ang() + Random3(kAng60)) & 2047; @@ -1662,7 +1662,7 @@ void debrisMove(int listIndex) uwater = true; } - if (actor->int_vel().X != 0 || actor->int_vel().Y) + if (actor->vel.X != 0 || actor->int_vel().Y) { auto oldcstat = actor->spr.cstat; @@ -1816,7 +1816,7 @@ void debrisMove(int listIndex) } } - else if (actor->int_vel().Z == 0) + else if (actor->vel.Z == 0) { actor->xspr.physAttr &= ~kPhysFalling; } @@ -1849,7 +1849,7 @@ void debrisMove(int listIndex) trTriggerSprite(actor, kCmdToggle, actor); } - if (actor->int_vel().X == 0 && actor->int_vel().Y == 0) return; + if (actor->vel.X == 0 && actor->vel.Y == 0) return; else if (floorColl.type == kHitSprite) { @@ -2783,7 +2783,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe if (targetactor->spr.statnum == kStatThing) ChangeActorStat(targetactor, 0); // set random goal ang for swimming so they start turning - if ((flags & kPhysDebrisSwim) && targetactor->int_vel().X ==0 && targetactor->int_vel().Y == 0 && targetactor->int_vel().Z == 0) + if ((flags & kPhysDebrisSwim) && targetactor->int_vel().X ==0 && targetactor->vel.Y == 0 && targetactor->vel.Z == 0) targetactor->xspr.goalAng = (targetactor->int_ang() + Random3(kAng45)) & 2047; if (targetactor->xspr.physAttr & kPhysDebrisVector) @@ -4623,7 +4623,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH) else if (arg1 == 2) return condCmp(objActor->int_vel().Y, arg1, arg2, cmpOp); else if (arg1 == 3) return condCmp(objActor->int_vel().Z, arg1, arg2, cmpOp); } - else if (arg1 == 0) return (objActor->int_vel().X != 0 || objActor->int_vel().Y != 0 || objActor->int_vel().Z); + else if (arg1 == 0) return (objActor->vel.X != 0 || objActor->vel.Y != 0 || objActor->int_vel().Z); else if (arg1 == 1) return (objActor->int_vel().X); else if (arg1 == 2) return (objActor->int_vel().Y); else if (arg1 == 3) return (objActor->int_vel().Z); @@ -8210,7 +8210,7 @@ void aiPatrolMove(DBloodActor* actor) if (hitactor->hasX() && hitactor->xspr.health) { hitactor->xspr.dodgeDir = (actor->xspr.dodgeDir > 0) ? -1 : 1; - if (hitactor->int_vel().X != 0 || hitactor->int_vel().Y) + if (hitactor->vel.X != 0 || hitactor->int_vel().Y) aiMoveDodge(hitactor); } } @@ -8580,7 +8580,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor) { DBloodActor* act = pPlayer->actor; itCanHear = (!deaf && (nDist < hearDist || hearChance > 0)); - if (act && itCanHear && nDist < feelDist && (act->int_vel().X != 0 || act->int_vel().Y != 0 || act->int_vel().Z)) + if (act && itCanHear && nDist < feelDist && (act->vel.X != 0 || act->vel.Y != 0 || act->int_vel().Z)) hearChance += ClipLow(mulscale8(1, ClipLow(((feelDist - nDist) + (abs(act->int_vel().X) + abs(act->int_vel().Y) + abs(act->int_vel().Z))) >> 6, 0)), 0); } diff --git a/source/games/blood/src/seq.cpp b/source/games/blood/src/seq.cpp index 790352dfa..ea07c459c 100644 --- a/source/games/blood/src/seq.cpp +++ b/source/games/blood/src/seq.cpp @@ -348,7 +348,7 @@ void SEQINST::Update() // by NoOne: add surfaceSound trigger feature - if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && actor->int_vel().Z == 0 && actor->int_vel().X != 0) { + if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && actor->vel.Z == 0 && actor->vel.X != 0) { if (actor->sector()->upperLink) break; // don't play surface sound for stacked sectors int surf = tileGetSurfType(actor->sector()->floorpicnum);