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- ppos.Z assignments
This commit is contained in:
parent
5db79fecd7
commit
55aa981f89
5 changed files with 59 additions and 61 deletions
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@ -43,6 +43,7 @@ struct vec3_t
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vec3_t& operator-=(const vec3_t& other) { X -= other.X; Y -= other.Y; Z += other.Z; return *this; };
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vec3_t withZOffset(int ofs) { return { X, Y, Z + ofs }; }
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vec2_t& XY() { return vec2; }
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const vec2_t& XY() const { return vec2; }
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};
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@ -598,6 +598,10 @@ struct PLAYER
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{
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return __int_ppos;
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}
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void set_int_ppos_Z(int z)
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{
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__int_ppos.Z = z;
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}
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DSWActor* actor; // this may not be a TObjPtr!
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TObjPtr<DSWActor*> lowActor, highActor;
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@ -50,9 +50,7 @@ BEGIN_SW_NS
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void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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{
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Player->__int_ppos.X = x;
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Player->__int_ppos.Y = y;
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Player->__int_ppos.Z = z;
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Player->__int_ppos = { x,y,z };
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Player->__int_popos = Player->__int_ppos;
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if (ang != INT_MIN)
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@ -1277,7 +1277,8 @@ void DoPlayerTeleportToSprite(PLAYER* pp, vec3_t* pos, int ang)
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//getzsofslopeptr(actor->sector(), pp->posx, pp->posy, &cz, &fz);
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//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
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pp->__int_ppos.Z = pp->__int_popos.Z = pos->Z - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(pos->Z - PLAYER_HEIGHT);
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pp->__int_popos.Z = pp->int_ppos().Z;
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updatesector(pp->__int_ppos.X, pp->__int_ppos.Y, &pp->cursector);
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pp->Flags2 |= (PF2_TELEPORTED);
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@ -1429,7 +1430,7 @@ void DoPlayerHeight(PLAYER* pp)
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diff = pp->int_ppos().Z - (pp->loz - PLAYER_HEIGHT);
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pp->__int_ppos.Z = pp->int_ppos().Z - ((diff >> 2) + (diff >> 3));
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pp->set_int_ppos_Z(pp->int_ppos().Z - ((diff >> 2) + (diff >> 3)));
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}
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void DoPlayerJumpHeight(PLAYER* pp)
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@ -1438,7 +1439,7 @@ void DoPlayerJumpHeight(PLAYER* pp)
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{
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if (pp->int_ppos().Z + PLAYER_HEIGHT > pp->loz)
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{
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pp->__int_ppos.Z = pp->loz - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(pp->loz - PLAYER_HEIGHT);
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DoPlayerBeginRun(pp);
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}
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}
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@ -1449,7 +1450,7 @@ void DoPlayerCrawlHeight(PLAYER* pp)
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int diff;
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diff = pp->int_ppos().Z - (pp->loz - PLAYER_CRAWL_HEIGHT);
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pp->__int_ppos.Z = pp->int_ppos().Z - ((diff >> 2) + (diff >> 3));
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pp->set_int_ppos_Z(pp->int_ppos().Z - ((diff >> 2) + (diff >> 3)));
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}
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void UpdatePlayerSpriteAngle(PLAYER* pp)
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@ -1955,10 +1956,10 @@ void PlayerSectorBound(PLAYER* pp, int amt)
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getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz);
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if (pp->int_ppos().Z > fz - amt)
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pp->__int_ppos.Z = fz - amt;
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pp->set_int_ppos_Z(fz - amt);
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if (pp->int_ppos().Z < cz + amt)
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pp->__int_ppos.Z = cz + amt;
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pp->set_int_ppos_Z(cz + amt);
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}
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@ -2122,18 +2123,18 @@ void DoPlayerMove(PLAYER* pp)
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if (pp->Flags & (PF_FLYING|PF_JUMPING|PF_FALLING))
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{
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if (pp->int_ppos().Z > pp->loz)
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pp->__int_ppos.Z = pp->loz - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(pp->loz - PLAYER_HEIGHT);
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if (pp->int_ppos().Z < pp->hiz)
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pp->__int_ppos.Z = pp->hiz + PLAYER_HEIGHT;
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pp->set_int_ppos_Z(pp->hiz + PLAYER_HEIGHT);
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}
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else if (pp->Flags & (PF_SWIMMING|PF_DIVING))
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{
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if (pp->int_ppos().Z > pp->loz)
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pp->__int_ppos.Z = pp->loz - PLAYER_SWIM_HEIGHT;
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pp->set_int_ppos_Z(pp->loz - PLAYER_SWIM_HEIGHT);
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if (pp->int_ppos().Z < pp->hiz)
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pp->__int_ppos.Z = pp->hiz + PLAYER_SWIM_HEIGHT;
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pp->set_int_ppos_Z(pp->hiz + PLAYER_SWIM_HEIGHT);
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}
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}
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}
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@ -2187,10 +2188,10 @@ void DoPlayerSectorUpdatePostMove(PLAYER* pp)
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// adjust the posz to be in a sector
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getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz);
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if (pp->int_ppos().Z > fz)
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pp->__int_ppos.Z = fz;
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pp->set_int_ppos_Z(fz);
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if (pp->int_ppos().Z < cz)
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pp->__int_ppos.Z = cz;
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pp->set_int_ppos_Z(cz);
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// try again
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updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, &pp->cursector);
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@ -2652,7 +2653,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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Collision coll;
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clipmove(clippos, &pp->cursector, pp->vect.X, pp->vect.Y, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
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pp->__int_ppos.vec2 = clippos.vec2;
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pp->__int_ppos.XY() = clippos.XY();
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}
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else
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{
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@ -2822,7 +2823,7 @@ void DoPlayerJump(PLAYER* pp)
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if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
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{
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// put player at the ceiling
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pp->__int_ppos.Z = pp->hiz + Z(4);
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pp->set_int_ppos_Z(pp->hiz + Z(4));
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// reverse your speed to falling
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pp->jump_speed = -pp->jump_speed;
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@ -2838,7 +2839,7 @@ void DoPlayerJump(PLAYER* pp)
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// if player gets to close the floor while jumping
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if (PlayerFloorHit(pp, pp->loz - pp->floor_dist))
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{
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pp->__int_ppos.Z = pp->loz - pp->floor_dist;
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pp->set_int_ppos_Z(pp->loz - pp->floor_dist);
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pp->jump_speed = 0;
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PlayerSectorBound(pp, Z(1));
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@ -2891,7 +2892,7 @@ void DoPlayerForceJump(PLAYER* pp)
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if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
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{
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// put player at the ceiling
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pp->__int_ppos.Z = pp->hiz + Z(4);
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pp->set_int_ppos_Z(pp->hiz + Z(4));
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// reverse your speed to falling
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pp->jump_speed = -pp->jump_speed;
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@ -2998,7 +2999,7 @@ void DoPlayerFall(PLAYER* pp)
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if (PlayerCeilingHit(pp, pp->hiz + pp->ceiling_dist))
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{
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// put player at the ceiling
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pp->__int_ppos.Z = pp->hiz + pp->ceiling_dist;
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pp->set_int_ppos_Z(pp->hiz + pp->ceiling_dist);
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// don't return or anything - allow to fall until
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// hit floor
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}
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@ -3025,7 +3026,7 @@ void DoPlayerFall(PLAYER* pp)
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// i any kind of crawl key get rid of recoil
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if (DoPlayerTestCrawl(pp) || (pp->input.actions & SB_CROUCH))
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{
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pp->__int_ppos.Z = pp->loz - PLAYER_CRAWL_HEIGHT;
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pp->set_int_ppos_Z(pp->loz - PLAYER_CRAWL_HEIGHT);
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}
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else
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{
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@ -3228,7 +3229,7 @@ void DoPlayerClimb(PLAYER* pp)
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if (PlayerCeilingHit(pp, pp->hiz))
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{
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// put player at the hiz
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pp->__int_ppos.Z = pp->hiz;
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pp->set_int_ppos_Z(pp->hiz);
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NewStateGroup(pp->actor, sg_PlayerNinjaClimb);
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}
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@ -3236,7 +3237,7 @@ void DoPlayerClimb(PLAYER* pp)
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if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
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{
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// put player at the ceiling
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pp->__int_ppos.Z = pp->LadderSector->int_ceilingz() + Z(4);
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pp->set_int_ppos_Z(pp->LadderSector->int_ceilingz() + Z(4));
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NewStateGroup(pp->actor, sg_PlayerNinjaClimb);
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}
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@ -3268,7 +3269,7 @@ void DoPlayerClimb(PLAYER* pp)
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if (PlayerFloorHit(pp, pp->loz - Z(4) - PLAYER_HEIGHT))
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{
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// stand on floor
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pp->__int_ppos.Z = pp->loz - Z(4) - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(pp->loz - Z(4) - PLAYER_HEIGHT);
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// if moving backwards start running
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if (climbvel < 0)
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@ -3439,7 +3440,7 @@ void DoPlayerCrawl(PLAYER* pp)
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if (FAF_ConnectArea(pp->cursector))
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{
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// adjust the z
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pp->__int_ppos.Z = pp->cursector->int_ceilingz() + Z(12);
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pp->set_int_ppos_Z(pp->cursector->int_ceilingz() + Z(12));
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}
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DoPlayerBeginDiveNoWarp(pp);
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@ -3493,7 +3494,7 @@ void DoPlayerCrawl(PLAYER* pp)
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if (pp->insector() && (pp->cursector->extra & SECTFX_DYNAMIC_AREA))
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{
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pp->__int_ppos.Z = pp->loz - PLAYER_CRAWL_HEIGHT;
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pp->set_int_ppos_Z(pp->loz - PLAYER_CRAWL_HEIGHT);
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}
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DoPlayerBob(pp);
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@ -3591,14 +3592,14 @@ void DoPlayerFly(PLAYER* pp)
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// Only get so close to the ceiling
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if (PlayerCeilingHit(pp, pp->hiz + PLAYER_FLY_BOB_AMT + Z(8)))
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{
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pp->__int_ppos.Z = pp->hiz + PLAYER_FLY_BOB_AMT + Z(8);
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pp->set_int_ppos_Z(pp->hiz + PLAYER_FLY_BOB_AMT + Z(8));
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pp->z_speed = 0;
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}
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// Only get so close to the floor
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if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT))
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{
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pp->__int_ppos.Z = pp->loz - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT;
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pp->set_int_ppos_Z(pp->loz - PLAYER_HEIGHT - PLAYER_FLY_BOB_AMT);
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pp->z_speed = 0;
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}
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@ -3797,9 +3798,8 @@ int PlayerCanDiveNoWarp(PLAYER* pp)
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if (SectorIsUnderwaterArea(sect))
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{
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pp->setcursector(sect);
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pp->__int_ppos.Z = sect->int_ceilingz();
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pp->set_int_ppos_Z(sect->int_ceilingz() + Z(20));
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pp->__int_ppos.Z += Z(20);
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pp->z_speed = Z(20);
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pp->jump_speed = 0;
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@ -4036,7 +4036,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp)
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else
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pp->setcursector(over);
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pp->__int_ppos.Z = under_act->sector()->int_ceilingz() + Z(6);
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pp->set_int_ppos_Z(under_act->sector()->int_ceilingz() + Z(6));
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pp->__int_popos = pp->__int_ppos;
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@ -4102,7 +4102,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
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pp->setcursector(over);
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}
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pp->__int_ppos.Z = over_act->sector()->int_floorz() - Z(2);
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pp->set_int_ppos_Z(over_act->sector()->int_floorz() - Z(2));
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// set z range and wade depth so we know how high to set view
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DoPlayerZrange(pp);
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@ -4407,7 +4407,7 @@ void DoPlayerDive(PLAYER* pp)
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{
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// if not underwater sector we must surface
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// force into above sector
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pp->__int_ppos.Z = pp->cursector->int_ceilingz() - Z(8);
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pp->set_int_ppos_Z(pp->cursector->int_ceilingz() - Z(8));
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pp->setcursector(sect);
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DoPlayerStopDiveNoWarp(pp);
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DoPlayerBeginRun(pp);
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@ -4424,7 +4424,7 @@ void DoPlayerDive(PLAYER* pp)
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// for room over room water the hiz will be the top rooms ceiling
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if (pp->int_ppos().Z < pp->hiz + pp->ceiling_dist)
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{
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pp->__int_ppos.Z = pp->hiz + pp->ceiling_dist;
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pp->set_int_ppos_Z(pp->hiz + pp->ceiling_dist);
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}
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}
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else
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@ -4443,7 +4443,7 @@ void DoPlayerDive(PLAYER* pp)
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// Only get so close to the floor
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if (pp->int_ppos().Z >= pp->loz - PLAYER_DIVE_HEIGHT)
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{
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pp->__int_ppos.Z = pp->loz - PLAYER_DIVE_HEIGHT;
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pp->set_int_ppos_Z(pp->loz - PLAYER_DIVE_HEIGHT);
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}
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// make player bob if sitting still
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@ -4895,7 +4895,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
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pp->__int_ppos.Y = sop->int_pmid().Y;
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
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getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz);
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pp->__int_ppos.Z = fz - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
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pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
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@ -4920,7 +4920,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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pp->__int_ppos.Z = fz - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
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DoPlayerBeginOperateVehicle(pp);
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break;
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case SO_TURRET_MGUN:
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@ -4929,7 +4929,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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pp->__int_ppos.Z = fz - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
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DoPlayerBeginOperateTurret(pp);
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break;
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#if 0
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@ -4980,7 +4980,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
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pp->__int_ppos.Y = sop->int_pmid().Y;
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
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getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz);
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pp->__int_ppos.Z = fz - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
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pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
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@ -5008,7 +5008,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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pp->__int_ppos.Z = fz - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
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DoPlayerBeginOperateVehicle(pp);
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break;
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case SO_TURRET_MGUN:
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@ -5017,7 +5017,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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else
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PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
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pp->__int_ppos.Z = fz - PLAYER_HEIGHT;
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pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
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DoPlayerBeginOperateTurret(pp);
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break;
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default:
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@ -5049,9 +5049,7 @@ void RemoteToPlayer(PLAYER* pp)
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pp->setcursector(pp->remote.cursectp);
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pp->lastcursector = pp->remote.lastcursectp;
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pp->__int_ppos.X = pp->remote.pos.X;
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pp->__int_ppos.Y = pp->remote.pos.Y;
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pp->__int_ppos.Z = pp->remote.pos.Z;
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pp->__int_ppos = pp->remote.pos;
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pp->vect.X = pp->remote.vect.X;
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pp->vect.Y = pp->remote.vect.Y;
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@ -5067,9 +5065,8 @@ void PlayerRemoteReset(PLAYER* pp, sectortype* sect)
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pp->lastcursector = pp->cursector;
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auto rsp = pp->remoteActor;
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pp->__int_ppos.X = rsp->int_pos().X;
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pp->__int_ppos.Y = rsp->int_pos().Y;
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pp->__int_ppos.Z = sect->int_floorz() - PLAYER_HEIGHT;
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pp->__int_ppos.XY() = rsp->int_pos().XY();
|
||||
pp->set_int_ppos_Z(sect->int_floorz() - PLAYER_HEIGHT);
|
||||
|
||||
pp->vect.X = pp->vect.Y = pp->ovect.X = pp->ovect.Y = pp->slide_vect.X = pp->slide_vect.Y = 0;
|
||||
|
||||
|
@ -5215,7 +5212,7 @@ void DoPlayerDeathJump(PLAYER* pp)
|
|||
if (PlayerCeilingHit(pp, pp->hiz + Z(4)))
|
||||
{
|
||||
// put player at the ceiling
|
||||
pp->__int_ppos.Z = pp->hiz + Z(4);
|
||||
pp->set_int_ppos_Z(pp->hiz + Z(4));
|
||||
|
||||
// reverse your speed to falling
|
||||
pp->jump_speed = -pp->jump_speed;
|
||||
|
@ -5260,7 +5257,7 @@ void DoPlayerDeathFall(PLAYER* pp)
|
|||
else
|
||||
PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan);
|
||||
|
||||
pp->__int_ppos.Z = loz - PLAYER_DEATH_HEIGHT;
|
||||
pp->set_int_ppos_Z(loz - PLAYER_DEATH_HEIGHT);
|
||||
pp->Flags &= ~(PF_FALLING);
|
||||
}
|
||||
}
|
||||
|
@ -5891,8 +5888,7 @@ void DoPlayerDeathMoveHead(PLAYER* pp)
|
|||
}
|
||||
}
|
||||
|
||||
pp->__int_ppos.X = plActor->int_pos().X;
|
||||
pp->__int_ppos.Y = plActor->int_pos().Y;
|
||||
pp->__int_ppos.XY() = plActor->int_pos().XY();
|
||||
pp->setcursector(plActor->sector());
|
||||
|
||||
// try to stay in valid area - death sometimes throws you out of the map
|
||||
|
@ -5902,15 +5898,13 @@ void DoPlayerDeathMoveHead(PLAYER* pp)
|
|||
{
|
||||
pp->cursector = pp->lv_sector;
|
||||
ChangeActorSect(pp->actor, pp->lv_sector);
|
||||
pp->__int_ppos.X = pp->lv.X;
|
||||
pp->__int_ppos.Y = pp->lv.Y;
|
||||
pp->__int_ppos.XY() = pp->lv.XY();
|
||||
plActor->set_int_xy(pp->int_ppos().X, pp->int_ppos().Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
pp->lv_sector = sect;
|
||||
pp->lv.X = pp->int_ppos().X;
|
||||
pp->lv.Y = pp->int_ppos().Y;
|
||||
pp->lv.XY() = pp->int_ppos().XY();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5977,7 +5971,7 @@ void DoPlayerDeathDrown(PLAYER* pp)
|
|||
// Stick like glue when you hit the ground
|
||||
if (pp->int_ppos().Z > pp->loz - PLAYER_DEATH_HEIGHT)
|
||||
{
|
||||
pp->__int_ppos.Z = pp->loz - PLAYER_DEATH_HEIGHT;
|
||||
pp->set_int_ppos_Z(pp->loz - PLAYER_DEATH_HEIGHT);
|
||||
pp->Flags &= ~(PF_FALLING);
|
||||
}
|
||||
}
|
||||
|
@ -6192,7 +6186,7 @@ void DoPlayerRun(PLAYER* pp)
|
|||
//DoPlayerHeight(pp);
|
||||
//DoPlayerHeight(pp);
|
||||
//DoPlayerHeight(pp);
|
||||
pp->__int_ppos.Z = pp->loz - PLAYER_HEIGHT;
|
||||
pp->set_int_ppos_Z(pp->loz - PLAYER_HEIGHT);
|
||||
DoPlayerBeginJump(pp);
|
||||
return;
|
||||
}
|
||||
|
@ -6287,7 +6281,7 @@ void DoPlayerRun(PLAYER* pp)
|
|||
|
||||
if ((pp->cursector->extra & SECTFX_DYNAMIC_AREA))
|
||||
{
|
||||
pp->__int_ppos.Z = pp->loz - PLAYER_HEIGHT;
|
||||
pp->set_int_ppos_Z(pp->loz - PLAYER_HEIGHT);
|
||||
}
|
||||
|
||||
// Adjust height moving up and down sectors
|
||||
|
@ -6845,7 +6839,8 @@ void PlayerSpawnPosition(PLAYER* pp)
|
|||
// if too close to the floor - stand up
|
||||
if (pp->int_ppos().Z > fz - PLAYER_HEIGHT)
|
||||
{
|
||||
pp->__int_ppos.Z = pp->__int_popos.Z = fz - PLAYER_HEIGHT;
|
||||
pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
|
||||
pp->__int_popos.Z = pp->int_ppos().Z;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1783,7 +1783,7 @@ PlayerPart:
|
|||
// move up some for really fast moving plats
|
||||
//pp->posz -= PLAYER_HEIGHT + Z(12);
|
||||
DoPlayerZrange(pp);
|
||||
pp->__int_ppos.Z = pp->loz - PLAYER_CRAWL_HEIGHT;
|
||||
pp->set_int_ppos_Z(pp->loz - PLAYER_CRAWL_HEIGHT);
|
||||
pp->actor->set_int_z(pp->loz);
|
||||
}
|
||||
else
|
||||
|
@ -1794,7 +1794,7 @@ PlayerPart:
|
|||
|
||||
if (!(pp->Flags & (PF_JUMPING | PF_FALLING | PF_FLYING)))
|
||||
{
|
||||
pp->__int_ppos.Z = pp->loz - PLAYER_HEIGHT;
|
||||
pp->set_int_ppos_Z(pp->loz - PLAYER_HEIGHT);
|
||||
pp->actor->set_int_z(pp->loz);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue