-got rid of some simple int_ppos wrappers.

This commit is contained in:
Christoph Oelckers 2022-08-20 15:34:51 +02:00
parent 76569ffd9f
commit 5455ce42c0
3 changed files with 13 additions and 12 deletions

View file

@ -1763,7 +1763,7 @@ void UpdatePlayerSprite(PLAYER* pp)
}
else if (pp->DoPlayerAction == DoPlayerCrawl)
{
actor->set_int_z(pp->int_ppos().Z + PLAYER_CRAWL_HEIGHT);
actor->spr.pos.Z = pp->pos.Z + PLAYER_CRAWL_HEIGHTF;
ChangeActorSect(pp->actor, pp->cursector);
}
#if 0
@ -1775,7 +1775,7 @@ void UpdatePlayerSprite(PLAYER* pp)
#endif
else if (pp->DoPlayerAction == DoPlayerWade)
{
actor->set_int_z(pp->int_ppos().Z + PLAYER_HEIGHT);
actor->spr.pos.Z = pp->pos.Z + PLAYER_HEIGHTF;
ChangeActorSect(pp->actor, pp->cursector);
if (pp->WadeDepth > Z(29))
@ -1786,12 +1786,12 @@ void UpdatePlayerSprite(PLAYER* pp)
else if (pp->DoPlayerAction == DoPlayerDive)
{
// bobbing and sprite position taken care of in DoPlayerDive
actor->set_int_z(pp->int_ppos().Z + Z(10));
actor->spr.pos.Z = pp->pos.Z + 10;
ChangeActorSect(pp->actor, pp->cursector);
}
else if (pp->DoPlayerAction == DoPlayerClimb)
{
actor->set_int_z(pp->int_ppos().Z + Z(17));
actor->spr.pos.Z = pp->pos.Z + 17;
ChangeActorSect(pp->actor, pp->cursector);
}
@ -1806,12 +1806,12 @@ void UpdatePlayerSprite(PLAYER* pp)
}
else if (pp->DoPlayerAction == DoPlayerJump || pp->DoPlayerAction == DoPlayerFall || pp->DoPlayerAction == DoPlayerForceJump)
{
actor->set_int_z(pp->int_ppos().Z + PLAYER_HEIGHT);
actor->spr.pos.Z = pp->pos.Z + PLAYER_HEIGHTF;
ChangeActorSect(pp->actor, pp->cursector);
}
else if (pp->DoPlayerAction == DoPlayerTeleportPause)
{
actor->set_int_z(pp->int_ppos().Z + PLAYER_HEIGHT);
actor->spr.pos.Z = pp->pos.Z + PLAYER_HEIGHTF;
ChangeActorSect(pp->actor, pp->cursector);
}
else
@ -3289,7 +3289,7 @@ void DoPlayerClimb(PLAYER* pp)
}
// setsprite to players location
plActor->set_int_z(pp->int_ppos().Z + PLAYER_HEIGHT);
plActor->spr.pos.Z = pp->pos.Z + PLAYER_HEIGHTF;
ChangeActorSect(pp->actor, pp->cursector);
if (!SyncInput())
@ -6055,7 +6055,7 @@ void DoPlayerDeathCrumble(PLAYER* pp)
}
DoPlayerDeathCheckKeys(pp);
plActor->set_int_z(pp->int_ppos().Z + PLAYER_DEAD_HEAD_FLOORZ_OFFSET);
plActor->spr.pos.Z = pp->pos.Z + PLAYER_DEAD_HEAD_FLOORZ_OFFSET;
DoPlayerHeadDebris(pp);
}
@ -6108,7 +6108,7 @@ void DoPlayerDeathExplode(PLAYER* pp)
}
DoPlayerDeathCheckKeys(pp);
plActor->set_int_z(pp->int_ppos().Z + PLAYER_DEAD_HEAD_FLOORZ_OFFSET);
plActor->spr.pos.Z = pp->pos.Z + PLAYER_DEAD_HEAD_FLOORZ_OFFSET;
DoPlayerHeadDebris(pp);
}

View file

@ -34,6 +34,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define PLAYER_HEIGHT Z(58)
constexpr double PLAYER_HEIGHTF = 58;
#define PLAYER_CRAWL_HEIGHT Z(36)
constexpr double PLAYER_CRAWL_HEIGHTF = 36;
#define PLAYER_SWIM_HEIGHT Z(26)
#define PLAYER_DIVE_HEIGHT Z(26)
#define PLAYER_DIE_DOWN_HEIGHT Z(4)
@ -109,7 +110,7 @@ constexpr double PLAYER_HEIGHTF = 58;
// dead head height - used in DeathFall
#define PLAYER_DEATH_HEIGHT (Z(16))
#define PLAYER_DEAD_HEAD_FLOORZ_OFFSET (Z(7))
constexpr double PLAYER_DEAD_HEAD_FLOORZ_OFFSET = 7;
//#define PLAYER_NINJA_XREPEAT (56)
//#define PLAYER_NINJA_YREPEAT (56)

View file

@ -34,12 +34,12 @@ BEGIN_SW_NS
inline int AngToSprite(DSWActor* actor, DSWActor* other)
{
return (getangle(actor->int_pos().X - other->int_pos().X, actor->int_pos().Y - other->int_pos().Y));
return getangle(actor->spr.pos - other->spr.pos);
}
inline int AngToPlayer(PLAYER* player, DSWActor* other)
{
return (getangle(player->int_ppos().X - other->int_pos().X, player->int_ppos().Y - other->int_pos().Y));
return getangle(player->pos - other->spr.pos);
}