- int_pos is all gone from Exhumed.

This commit is contained in:
Christoph Oelckers 2022-09-10 17:05:16 +02:00
parent 1a7671a2b7
commit 51733df1d7

View file

@ -896,8 +896,7 @@ void AIPlayer::Tick(RunListEvent* ev)
auto pSector = pPlayerActor->sector();
int nSectFlag = PlayerList[nPlayer].pPlayerViewSect->Flag;
int playerX = pPlayerActor->int_pos().X;
int playerY = pPlayerActor->int_pos().Y;
auto playerPos = pPlayerActor->spr.pos.XY();
int x = (sPlayerInput[nPlayer].xVel * 4) >> 2;
int y = (sPlayerInput[nPlayer].yVel * 4) >> 2;
@ -942,7 +941,7 @@ void AIPlayer::Tick(RunListEvent* ev)
}
// loc_1A6E4
if (inside(pPlayerActor->int_pos().X, pPlayerActor->int_pos().Y, pPlayerActor->sector()) != 1)
if (inside(pPlayerActor->spr.pos.X, pPlayerActor->spr.pos.Y, pPlayerActor->sector()) != 1)
{
ChangeActorSect(pPlayerActor, spr_sect);
@ -1057,22 +1056,14 @@ void AIPlayer::Tick(RunListEvent* ev)
sectdone:
if (!PlayerList[nPlayer].bPlayerPan && !PlayerList[nPlayer].bLockPan)
{
PlayerList[nPlayer].nDestVertPan = q16horiz(clamp((int(spr_pos.Z * zworldtoint) - pPlayerActor->int_pos().Z) << 9, gi->playerHorizMin(), gi->playerHorizMax()));
PlayerList[nPlayer].nDestVertPan = q16horiz(clamp((int((spr_pos.Z - pPlayerActor->spr.pos.Z) * zworldtoint)) << 9, gi->playerHorizMin(), gi->playerHorizMax()));
}
playerX -= pPlayerActor->int_pos().X;
playerY -= pPlayerActor->int_pos().Y;
playerPos -= pPlayerActor->spr.pos.XY();
uint32_t sqrtNum = playerX * playerX + playerY * playerY;
if (sqrtNum > INT_MAX)
{
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
sqrtNum = INT_MAX;
}
PlayerList[nPlayer].ototalvel = PlayerList[nPlayer].totalvel;
PlayerList[nPlayer].totalvel = ksqrt(sqrtNum);
PlayerList[nPlayer].totalvel = playerPos.Length() * worldtoint;
auto pViewSect = pPlayerActor->sector();
@ -1268,7 +1259,7 @@ sectdone:
HitInfo near;
// neartag finds the nearest sector, wall, and sprite which has its hitag and/or lotag set to a value.
neartag(pPlayerActor->int_pos(), pPlayerActor->sector(), pPlayerActor->int_ang(), near, 1024, 2);
neartag(pPlayerActor->spr.pos, pPlayerActor->sector(), pPlayerActor->spr.angle, near, 128., 2);
DExhumedActor* pActorB;
feebtag(pPlayerActor->spr.pos, pPlayerActor->sector(), &pActorB, var_30, 48);