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- Duke: Rename player's opos to something identifiable.
This commit is contained in:
parent
4aa63b5446
commit
4b7d2fcfcc
16 changed files with 60 additions and 60 deletions
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@ -374,8 +374,8 @@ 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].opos.X);
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act->spr.pos.Y += (ps[p].PlayerNowPosition.Y - ps[p].opos.Y);
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act->spr.pos.X += (ps[p].PlayerNowPosition.X - 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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}
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@ -400,7 +400,7 @@ void moveplayers(void)
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{
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if (p->newOwner != nullptr) //Looking thru the camera
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{
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act->spr.pos = p->opos.plusZ(gs.playerheight);
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act->spr.pos = p->PlayerOldPosition.plusZ(gs.playerheight);
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act->backupz();
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act->spr.angle = p->angle.oang;
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SetActor(act, act->spr.pos);
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@ -3046,10 +3046,10 @@ void handle_se17(DDukeActor* actor)
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{
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int p = act3->PlayerIndex();
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ps[p].opos -= ps[p].PlayerNowPosition;
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ps[p].PlayerOldPosition -= ps[p].PlayerNowPosition;
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ps[p].PlayerNowPosition.XY() += act2->spr.pos.XY() - actor->spr.pos.XY();
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ps[p].PlayerNowPosition.Z += act2->sector()->floorz - sc->floorz;
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ps[p].opos += ps[p].PlayerNowPosition;
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ps[p].PlayerOldPosition += ps[p].PlayerNowPosition;
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if (q > 0) ps[p].backupz();
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@ -4419,8 +4419,8 @@ void movefta(void)
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if (badguy(act))
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{
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auto xyrand = []() -> double { return (64 - (krand() & 127)) * maptoworld; };
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double px = ps[p].opos.X - xyrand();
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double py = ps[p].opos.Y - xyrand();
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double px = ps[p].PlayerOldPosition.X - xyrand();
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double py = ps[p].PlayerOldPosition.Y - xyrand();
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updatesector(DVector3(px, py, 0), &psect);
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if (psect == nullptr)
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{
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@ -4437,14 +4437,14 @@ void movefta(void)
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{
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double r1 = zrand(32);
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double r2 = zrand(52);
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canseeme = cansee({ sx, sy, act->spr.pos.Z - r2 }, act->sector(), { px, py, ps[p].opos.Z - r1 }, ps[p].cursector);
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canseeme = cansee({ sx, sy, act->spr.pos.Z - r2 }, act->sector(), { px, py, ps[p].PlayerOldPosition.Z - r1 }, ps[p].cursector);
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}
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}
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else
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{
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int r1 = krand();
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int r2 = krand();
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canseeme = cansee(act->spr.pos.plusZ(-(r2 & 31)), act->sector(), ps[p].opos.plusZ(-(r1 & 31)), ps[p].cursector);
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canseeme = cansee(act->spr.pos.plusZ(-(r2 & 31)), act->sector(), ps[p].PlayerOldPosition.plusZ(-(r1 & 31)), ps[p].cursector);
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}
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@ -3034,7 +3034,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (a & face_player)
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{
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if (ps[playernum].newOwner != nullptr)
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goalang = (ps[playernum].opos.XY() - actor->spr.pos.XY()).Angle();
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goalang = (ps[playernum].PlayerOldPosition.XY() - actor->spr.pos.XY()).Angle();
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else goalang = (ps[playernum].PlayerNowPosition.XY() - actor->spr.pos.XY()).Angle();
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angdif = deltaangle(actor->spr.angle, goalang) * 0.25;
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if (angdif > -DAngle22_5 / 16 && angdif < nullAngle) angdif = nullAngle;
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@ -3047,7 +3047,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (a & face_player_slow)
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{
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if (ps[playernum].newOwner != nullptr)
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goalang = (ps[playernum].opos.XY() - actor->spr.pos.XY()).Angle();
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goalang = (ps[playernum].PlayerOldPosition.XY() - actor->spr.pos.XY()).Angle();
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else goalang = (ps[playernum].PlayerNowPosition.XY() - actor->spr.pos.XY()).Angle();
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angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.angle, goalang).Degrees()); // this looks very wrong...
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actor->spr.angle += angdif;
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@ -1334,8 +1334,8 @@ 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].opos.X = ps[p].PlayerNowPosition.X += Owner->spr.pos.X - act->spr.pos.X;
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ps[p].opos.Y = ps[p].PlayerNowPosition.Y += Owner->spr.pos.Y - act->spr.pos.Y;
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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.Y = ps[p].PlayerNowPosition.Y += Owner->spr.pos.Y - act->spr.pos.Y;
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ps[p].backupxy();
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if (Owner->GetOwner() != Owner)
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@ -3212,7 +3212,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (a & face_player)
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{
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if (ps[pnum].newOwner != nullptr)
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goalang = (ps[pnum].opos.XY() - actor->spr.pos.XY()).Angle();
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goalang = (ps[pnum].PlayerOldPosition.XY() - actor->spr.pos.XY()).Angle();
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else goalang = (ps[pnum].PlayerNowPosition.XY() - actor->spr.pos.XY()).Angle();
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angdif = deltaangle(actor->spr.angle, goalang) * 0.25;
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if (angdif > -DAngle22_5 / 16 && angdif < nullAngle) angdif = nullAngle;
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@ -3225,7 +3225,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (a & face_player_slow)
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{
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if (ps[pnum].newOwner != nullptr)
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goalang = (ps[pnum].opos.XY() - actor->spr.pos.XY()).Angle();
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goalang = (ps[pnum].PlayerOldPosition.XY() - actor->spr.pos.XY()).Angle();
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else goalang = (ps[pnum].PlayerNowPosition.XY() - actor->spr.pos.XY()).Angle();
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angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.angle, goalang).Degrees()); // this looks very wrong...
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actor->spr.angle += angdif;
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@ -3236,7 +3236,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (a & antifaceplayerslow)
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{
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if (ps[pnum].newOwner != nullptr)
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goalang = ((ps[pnum].opos.XY() - actor->spr.pos.XY()).Angle() + DAngle180);
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goalang = ((ps[pnum].PlayerOldPosition.XY() - actor->spr.pos.XY()).Angle() + DAngle180);
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else goalang = ((ps[pnum].PlayerNowPosition.XY() - actor->spr.pos.XY()).Angle() + DAngle180);
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angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.angle, goalang).Degrees()); // this looks very wrong...
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actor->spr.angle += angdif;
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@ -165,7 +165,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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auto pp = &ps[h->PlayerIndex()];
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
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{
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t->pos = interpolatedvalue(pp->opos, pp->PlayerNowPosition, interpfrac).plusZ(gs.playerheight);
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t->pos = interpolatedvalue(pp->PlayerOldPosition, pp->PlayerNowPosition, interpfrac).plusZ(gs.playerheight);
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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{
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@ -144,7 +144,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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auto pp = &ps[h->PlayerIndex()];
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
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{
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t->pos = interpolatedvalue(pp->opos, pp->PlayerNowPosition, interpfrac).plusZ(gs.playerheight);
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t->pos = interpolatedvalue(pp->PlayerOldPosition, pp->PlayerNowPosition, interpfrac).plusZ(gs.playerheight);
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h->spr.scale = DVector2(0.375, 0.265625);
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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@ -271,13 +271,13 @@ void drawoverlays(double interpfrac)
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}
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else
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{
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cposxy = interpolatedvalue(pp->opos, pp->PlayerNowPosition, interpfrac).XY();
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cposxy = interpolatedvalue(pp->PlayerOldPosition, pp->PlayerNowPosition, interpfrac).XY();
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cang = !SyncInput() ? pp->angle.ang : interpolatedvalue(pp->angle.oang, pp->angle.ang, interpfrac);
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}
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}
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else
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{
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cposxy = pp->opos.XY();
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cposxy = pp->PlayerOldPosition.XY();
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cang = pp->angle.oang;
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}
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DrawOverheadMap(cposxy, cang, interpfrac);
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@ -378,18 +378,18 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_OPOSX:
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if (bSet) ps[iPlayer].opos.X = lValue * maptoworld;
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else SetGameVarID(lVar2, int(ps[iPlayer].opos.X * (1/maptoworld)), sActor, sPlayer);
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if (bSet) ps[iPlayer].PlayerOldPosition.X = lValue * maptoworld;
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else SetGameVarID(lVar2, int(ps[iPlayer].PlayerOldPosition.X * (1/maptoworld)), sActor, sPlayer);
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break;
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case PLAYER_OPOSY:
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if (bSet) ps[iPlayer].opos.Y = lValue * maptoworld;
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else SetGameVarID(lVar2, int(ps[iPlayer].opos.Y * (1 / maptoworld)), sActor, sPlayer);
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if (bSet) ps[iPlayer].PlayerOldPosition.Y = lValue * maptoworld;
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else SetGameVarID(lVar2, int(ps[iPlayer].PlayerOldPosition.Y * (1 / maptoworld)), sActor, sPlayer);
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break;
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case PLAYER_OPOSZ:
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if (bSet) ps[iPlayer].opos.Z = lValue * zmaptoworld;
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else SetGameVarID(lVar2, int(ps[iPlayer].opos.Z * (1 / zmaptoworld)), sActor, sPlayer);
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if (bSet) ps[iPlayer].PlayerOldPosition.Z = lValue * zmaptoworld;
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else SetGameVarID(lVar2, int(ps[iPlayer].PlayerOldPosition.Z * (1 / zmaptoworld)), sActor, sPlayer);
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break;
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case PLAYER_PYOFF:
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@ -765,16 +765,16 @@ void player_struct::backuppos(bool noclipping)
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{
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if (!noclipping)
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{
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opos.X = PlayerNowPosition.X;
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opos.Y = PlayerNowPosition.Y;
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PlayerOldPosition.X = PlayerNowPosition.X;
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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 = opos.X;
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PlayerNowPosition.Y = opos.Y;
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PlayerNowPosition.X = PlayerOldPosition.X;
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PlayerNowPosition.Y = PlayerOldPosition.Y;
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}
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opos.Z = PlayerNowPosition.Z;
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PlayerOldPosition.Z = PlayerNowPosition.Z;
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bobpos = PlayerNowPosition.XY();
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opyoff = pyoff;
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}
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@ -109,7 +109,7 @@ static void shootfireball(DDukeActor *actor, int p, DVector3 pos, DAngle ang)
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double scratch;
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int j = findplayer(actor, &scratch);
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].opos.Z - pos.Z + 3) * vel) / dist;
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zvel = ((ps[j].PlayerOldPosition.Z - pos.Z + 3) * vel) / dist;
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}
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else
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{
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@ -153,7 +153,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
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{
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double x;
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int j = findplayer(actor, &x);
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sang = (ps[j].opos.XY() - spos.XY()).Angle();
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sang = (ps[j].PlayerOldPosition.XY() - spos.XY()).Angle();
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if (actor->spr.picnum == BOSS5)
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{
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@ -165,7 +165,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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if (dist != 0)
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zvel = (((ps[j].opos.Z - spos.Z) * vel) / dist);
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zvel = (((ps[j].PlayerOldPosition.Z - spos.Z) * vel) / dist);
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if (badguy(actor) && (actor->spr.hitag & face_player_smart) != 0)
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sang = actor->spr.angle + mapangle((krand() & 31) - 16);
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@ -605,7 +605,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
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ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
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#if 1
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].opos.Z - pos.Z + 3) * vel) / dist;
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zvel = ((ps[j].PlayerOldPosition.Z - pos.Z + 3) * vel) / dist;
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#else
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// this is for pitch corrected velocity
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auto dist = (ps[j].GetActor()->spr.pos - actor->spr.pos).Resized(vel);
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@ -693,7 +693,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
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{
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double x;
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int j = findplayer(actor, &x);
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ang = (ps[j].opos.XY() - pos.XY()).Angle();
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ang = (ps[j].PlayerOldPosition.XY() - pos.XY()).Angle();
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if (actor->spr.picnum == BOSS3)
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{
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double zoffs = 32;
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@ -712,7 +712,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].opos.Z - pos.Z) * vel) / dist;
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zvel = ((ps[j].PlayerOldPosition.Z - pos.Z) * vel) / dist;
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if (badguy(actor) && (actor->spr.hitag & face_player_smart))
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ang = actor->spr.angle + randomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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@ -2043,7 +2043,7 @@ int operateTripbomb(int snum)
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auto delta = hit.hitpos.XY() - p->PlayerNowPosition.XY();
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if (delta.LengthSquared() < (18.125 * 18.125))
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{
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p->PlayerNowPosition.Z = p->opos.Z;
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p->PlayerNowPosition.Z = p->PlayerOldPosition.Z;
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p->vel.Z = 0;
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return 1;
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}
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@ -2585,7 +2585,7 @@ static void operateweapon(int snum, ESyncBits actions)
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case TRIPBOMB_WEAPON: // Claymore in NAM
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if (p->kickback_pic < 4)
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{
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p->PlayerNowPosition.Z = p->opos.Z;
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p->PlayerNowPosition.Z = p->PlayerOldPosition.Z;
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p->vel.Z = 0;
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if (p->kickback_pic == 3)
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fi.shoot(pact, HANDHOLDINGLASER);
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@ -2860,7 +2860,7 @@ void processinput_d(int snum)
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checklook(snum,actions);
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double iif = 2.5;
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auto oldpos = p->opos;
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auto oldpos = p->PlayerOldPosition;
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if (p->on_crane != nullptr)
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goto HORIZONLY;
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@ -3101,7 +3101,7 @@ HORIZONLY:
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{
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if (!retry++)
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{
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p->PlayerNowPosition = p->opos = oldpos;
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p->PlayerNowPosition = p->PlayerOldPosition = oldpos;
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continue;
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}
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quickkill(p);
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@ -526,7 +526,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
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ang += DAngle22_5 / 8. - randomAngle(22.5 / 4);
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].opos.Z - pos.Z + 3) * vel) / dist;
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zvel = ((ps[j].PlayerOldPosition.Z - pos.Z + 3) * vel) / dist;
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}
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double oldzvel = zvel;
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@ -613,7 +613,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
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{
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double x;
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int j = findplayer(actor, &x);
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ang = (ps[j].opos.XY() - pos.XY()).Angle();
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ang = (ps[j].PlayerOldPosition.XY() - pos.XY()).Angle();
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if (actor->spr.picnum == BOSS3)
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pos.Z -= 32;
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else if (actor->spr.picnum == BOSS2)
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@ -623,7 +623,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
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}
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].opos.Z - pos.Z) * vel) / dist;
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zvel = ((ps[j].PlayerOldPosition.Z - pos.Z) * vel) / dist;
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if (badguy(actor) && (actor->spr.hitag & face_player_smart))
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ang = actor->spr.angle + randomAngle(22.5 / 4) - DAngle22_5 / 8;
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@ -758,7 +758,7 @@ static void shootwhip(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int at
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ang += DAngle22_5/8 - randomAngle(22.5 / 4);
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].opos.Z - pos.Z + 3) * vel) / dist;
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zvel = ((ps[j].PlayerOldPosition.Z - pos.Z + 3) * vel) / dist;
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}
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double oldzvel = zvel;
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@ -3525,7 +3525,7 @@ void processinput_r(int snum)
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checklook(snum, actions);
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p->apply_seasick(1);
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auto oldpos = p->opos;
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auto oldpos = p->PlayerOldPosition;
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if (p->on_crane != nullptr)
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goto HORIZONLY;
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@ -3888,7 +3888,7 @@ HORIZONLY:
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{
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if (!retry++)
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{
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p->PlayerNowPosition = p->opos = oldpos;
|
||||
p->PlayerNowPosition = p->PlayerOldPosition = oldpos;
|
||||
continue;
|
||||
}
|
||||
quickkill(p);
|
||||
|
|
|
@ -436,7 +436,7 @@ 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->PlayerNowPosition.Z = p->opos.Z;
|
||||
p->PlayerNowPosition.Z = p->PlayerOldPosition.Z;
|
||||
p->vel.Z = 0;
|
||||
}
|
||||
if (p->kickback_pic == aplWeaponSound2Time(p->curr_weapon, snum))
|
||||
|
|
|
@ -290,7 +290,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
|
|||
}
|
||||
else
|
||||
{
|
||||
cpos = interpolatedvalue(p->opos, p->PlayerNowPosition, interpfrac);
|
||||
cpos = interpolatedvalue(p->PlayerOldPosition, p->PlayerNowPosition, interpfrac);
|
||||
|
||||
if (SyncInput())
|
||||
{
|
||||
|
|
|
@ -226,7 +226,7 @@ int findplayer(const DDukeActor* actor, double* d)
|
|||
|
||||
if (ud.multimode < 2)
|
||||
{
|
||||
if (d) *d = (ps[myconnectindex].opos - s).plusZ(28).Sum();
|
||||
if (d) *d = (ps[myconnectindex].PlayerOldPosition - s).plusZ(28).Sum();
|
||||
return myconnectindex;
|
||||
}
|
||||
|
||||
|
@ -235,7 +235,7 @@ int findplayer(const DDukeActor* actor, double* d)
|
|||
|
||||
for (j = connecthead; j >= 0; j = connectpoint2[j])
|
||||
{
|
||||
double x = (ps[j].opos - s).plusZ(28).Sum();
|
||||
double x = (ps[j].PlayerOldPosition - s).plusZ(28).Sum();
|
||||
if (x < closest && ps[j].GetActor()->spr.extra > 0)
|
||||
{
|
||||
closest_player = j;
|
||||
|
@ -263,7 +263,7 @@ int findotherplayer(int p, double* d)
|
|||
for (j = connecthead; j >= 0; j = connectpoint2[j])
|
||||
if (p != j && ps[j].GetActor()->spr.extra > 0)
|
||||
{
|
||||
double x = (ps[j].opos - ps[p].PlayerNowPosition).Sum();
|
||||
double x = (ps[j].PlayerOldPosition - ps[p].PlayerNowPosition).Sum();
|
||||
|
||||
if (x < closest)
|
||||
{
|
||||
|
|
|
@ -1516,7 +1516,7 @@ void checksectors_d(int snum)
|
|||
return;
|
||||
}
|
||||
if (p->newOwner != nullptr)
|
||||
neartag(p->opos, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
|
||||
neartag(p->PlayerOldPosition, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
|
||||
else
|
||||
{
|
||||
neartag(p->PlayerNowPosition, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
|
||||
|
|
|
@ -2466,7 +2466,7 @@ void checksectors_r(int snum)
|
|||
}
|
||||
|
||||
if (p->newOwner != nullptr)
|
||||
neartag(p->opos, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
|
||||
neartag(p->PlayerOldPosition, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
|
||||
else
|
||||
{
|
||||
neartag(p->PlayerNowPosition, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
|
||||
|
|
|
@ -176,7 +176,7 @@ struct player_orig
|
|||
struct player_struct
|
||||
{
|
||||
DVector3 vel;
|
||||
DVector3 PlayerNowPosition, opos;
|
||||
DVector3 PlayerNowPosition, PlayerOldPosition;
|
||||
DVector2 bobpos;
|
||||
DVector2 fric;
|
||||
DVector2 Exit;
|
||||
|
@ -333,23 +333,23 @@ struct player_struct
|
|||
|
||||
void backupxyz()
|
||||
{
|
||||
opos = PlayerNowPosition;
|
||||
PlayerOldPosition = PlayerNowPosition;
|
||||
}
|
||||
|
||||
void restorexyz()
|
||||
{
|
||||
PlayerNowPosition = opos;
|
||||
PlayerNowPosition = PlayerOldPosition;
|
||||
}
|
||||
|
||||
void backupxy()
|
||||
{
|
||||
opos.X = PlayerNowPosition.X;
|
||||
opos.Y = PlayerNowPosition.Y;
|
||||
PlayerOldPosition.X = PlayerNowPosition.X;
|
||||
PlayerOldPosition.Y = PlayerNowPosition.Y;
|
||||
}
|
||||
|
||||
void backupz()
|
||||
{
|
||||
opos.Z = PlayerNowPosition.Z;
|
||||
PlayerOldPosition.Z = PlayerNowPosition.Z;
|
||||
}
|
||||
|
||||
void setbobpos()
|
||||
|
|
Loading…
Reference in a new issue