- Blood: Rename all remaining disassembly names for VIEW struct.

This commit is contained in:
Mitchell Richters 2022-09-08 21:57:17 +10:00 committed by Christoph Oelckers
parent c7dab8a059
commit 5c23e29c15
3 changed files with 82 additions and 82 deletions

View file

@ -52,37 +52,37 @@ void viewInitializePrediction(void)
predict.angle = gMe->angle.ang;
predict.horiz = gMe->horizon.horiz;
predict.horizoff = gMe->horizon.horizoff;
predict.at2c = gMe->slope;
predict.at6f = gMe->cantJump;
predict.at70 = gMe->isRunning;
predict.at72 = gMe->isUnderwater;
predict.at71 = !!(gMe->input.actions & SB_JUMP);
predict.slope = gMe->slope;
predict.cantJump = gMe->cantJump;
predict.isRunning = gMe->isRunning;
predict.isUnderwater = gMe->isUnderwater;
predict.jump = !!(gMe->input.actions & SB_JUMP);
predict.x = gMe->actor->spr.x;
predict.y = gMe->actor->spr.y;
predict.z = gMe->actor->spr.z;
predict.sector = gMe->actor->spr.sector;
predict.at73 = gMe->actor->spr.flags;
predict.sprflags = gMe->actor->spr.flags;
predict.xvel = gMe->actor->xvel;
predict.yvel = gMe->actor->yvel;
predict.zvel = gMe->actor->zvel;
predict.floordist = gMe->actor->xspr.height;
predict.at48 = gMe->posture;
predict.posture = gMe->posture;
predict.spin = gMe->angle.spin;
predict.at6e = !!(gMe->input.actions & SB_CENTERVIEW);
predict.at75 = gMe->actor->hit;
predict.lookCenter = !!(gMe->input.actions & SB_CENTERVIEW);
predict.hit = gMe->actor->hit;
predict.bobPhase = gMe->bobPhase;
predict.Kills = gMe->bobAmp;
predict.bobHeight = gMe->bobHeight;
predict.bobWidth = gMe->bobWidth;
predict.at10 = gMe->swayPhase;
predict.at14 = gMe->swayAmp;
predict.swayPhase = gMe->swayPhase;
predict.swayAmp = gMe->swayAmp;
predict.shakeBobY = gMe->swayHeight;
predict.shakeBobX = gMe->swayWidth;
predict.weaponZ = gMe->zWeapon - gMe->zView - (12 << 8);
predict.viewz = gMe->zView;
predict.at3c = gMe->zViewVel;
predict.at40 = gMe->zWeapon;
predict.at44 = gMe->zWeaponVel;
predict.zViewVel = gMe->zViewVel;
predict.zWeapon = gMe->zWeapon;
predict.zWeaponVel = gMe->zWeaponVel;
predictOld = predict;
#endif
}
@ -101,18 +101,18 @@ void viewUpdatePrediction(InputPacket* pInput)
static void sub_158B4(PLAYER* pPlayer)
{
predict.viewz = predict.z - pPlayer->pPosture[pPlayer->lifeMode][predict.at48].eyeAboveZ;
predict.at40 = predict.z - pPlayer->pPosture[pPlayer->lifeMode][predict.at48].weaponAboveZ;
predict.viewz = predict.z - pPlayer->pPosture[pPlayer->lifeMode][predict.posture].eyeAboveZ;
predict.zWeapon = predict.z - pPlayer->pPosture[pPlayer->lifeMode][predict.posture].weaponAboveZ;
}
static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
{
#if 0
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.at48];
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.posture];
predict.at70 = !!(gMe->input.actions & SB_RUN);
predict.at71 = !!(gMe->input.actions & SB_JUMP);
if (predict.at48 == 1)
predict.isRunning = !!(gMe->input.actions & SB_RUN);
predict.jump = !!(gMe->input.actions & SB_JUMP);
if (predict.posture == 1)
{
int x = Cos(predict.angle.asbuild());
int y = Sin(predict.angle.asbuild());
@ -171,7 +171,7 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
if (predict.spin < 0)
{
int speed;
if (predict.at48 == 1)
if (predict.posture == 1)
speed = 64;
else
speed = 128;
@ -180,41 +180,41 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
predict.angle += DAngle::fromBuild(speed);
}
if (!predict.at71)
predict.at6f = 0;
if (!predict.jump)
predict.cantJump = 0;
switch (predict.at48)
switch (predict.posture)
{
case 1:
if (predict.at71)
if (predict.jump)
predict.zvel -= pPosture->normalJumpZ;//0x5b05;
if (pInput->actions & SB_CROUCH)
predict.zvel += pPosture->normalJumpZ;//0x5b05;
break;
case 2:
if (!(pInput->actions & SB_CROUCH))
predict.at48 = 0;
predict.posture = 0;
break;
default:
if (!predict.at6f && predict.at71 && predict.floordist == 0) {
if (!predict.cantJump && predict.jump && predict.floordist == 0) {
if (packItemActive(pPlayer, 4)) predict.zvel = pPosture->pwupJumpZ;//-0x175555;
else predict.zvel = pPosture->normalJumpZ;//-0xbaaaa;
predict.at6f = 1;
predict.cantJump = 1;
}
if (pInput->actions & SB_CROUCH)
predict.at48 = 2;
predict.posture = 2;
break;
}
#if 0
if (predict.at6e && !(pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN)))
if (predict.lookCenter && !(pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN)))
{
if (predict.at20 < 0)
predict.at20 = min(predict.at20 + IntToFixed(4), 0);
if (predict.at20 > 0)
predict.at20 = max(predict.at20 - IntToFixed(4), 0);
if (predict.at20 == 0)
predict.at6e = 0;
predict.lookCenter = 0;
}
else
{
@ -234,7 +234,7 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
#endif
int nSector = predict.sector;
int florhit = predict.at75.florhit.type;
int florhit = predict.hit.florhit.type;
bool va = (predict.floordist < 16 && (florhit == kHitSector || florhit == 0));
if (va && (sector[nSector].floorstat & 2) != 0)
@ -256,7 +256,7 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
if (abs(predict.horizoff.asq16()) < 4)
predict.horizoff = q16horiz(0);
}
predict.at2c = -predict.horiz.asq16() >> 9;
predict.slope = -predict.horiz.asq16() >> 9;
#endif
}
@ -264,7 +264,7 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
{
#if 0
auto pSprite = pPlayer->actor;
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.at48];
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.posture];
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
@ -287,28 +287,28 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
int nSpeed = approxDist(predict.xvel, predict.yvel);
predict.at3c = interpolatedvalue(predict.at3c, predict.zvel, 0x7000 * (1. / MaxSmoothRatio));
predict.zViewVel = interpolatedvalue(predict.zViewVel, predict.zvel, 0x7000 * (1. / MaxSmoothRatio));
int dz = predict.z - pPosture->eyeAboveZ - predict.viewz;
if (dz > 0)
predict.at3c += MulScale(dz << 8, 0xa000, 16);
predict.zViewVel += MulScale(dz << 8, 0xa000, 16);
else
predict.at3c += MulScale(dz << 8, 0x1800, 16);
predict.viewz += predict.at3c >> 8;
predict.zViewVel += MulScale(dz << 8, 0x1800, 16);
predict.viewz += predict.zViewVel >> 8;
predict.at44 = interpolatedvalue(predict.at44, predict.zvel, 0x5000 * (1. / MaxSmoothRatio));
dz = predict.z - pPosture->weaponAboveZ - predict.at40;
predict.zWeaponVel = interpolatedvalue(predict.zWeaponVel, predict.zvel, 0x5000 * (1. / MaxSmoothRatio));
dz = predict.z - pPosture->weaponAboveZ - predict.zWeapon;
if (dz > 0)
predict.at44 += MulScale(dz << 8, 0x8000, 16);
predict.azWeaponVelt44 += MulScale(dz << 8, 0x8000, 16);
else
predict.at44 += MulScale(dz << 8, 0xc00, 16);
predict.at40 += predict.at44 >> 8;
predict.zWeaponVel += MulScale(dz << 8, 0xc00, 16);
predict.zWeapon += predict.zWeaponVel >> 8;
predict.weaponZ = predict.at40 - predict.viewz - (12 << 8);
predict.weaponZ = predict.zWeapon - predict.viewz - (12 << 8);
predict.bobPhase = ClipLow(predict.bobPhase - 4, 0);
nSpeed >>= FRACBITS;
if (predict.at48 == 1)
if (predict.posture == 1)
{
predict.Kills = (predict.Kills + 17) & 2047;
predict.at14 = (predict.at14 + 17) & 2047;
@ -321,9 +321,9 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
{
if (pXSprite->height < 256)
{
predict.Kills = (predict.Kills + (pPosture->pace[predict.at70] * 4)) & 2047;
predict.at14 = (predict.at14 + (pPosture->pace[predict.at70] * 4) / 2) & 2047;
if (predict.at70)
predict.Kills = (predict.Kills + (pPosture->pace[predict.isRunning] * 4)) & 2047;
predict.at14 = (predict.at14 + (pPosture->pace[predict.isRunning] * 4) / 2) & 2047;
if (predict.isRunning)
{
if (predict.bobPhase < 60)
predict.bobPhase = ClipHigh(predict.bobPhase + nSpeed, 60);
@ -341,16 +341,16 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
}
if (!pXSprite->health)
return;
predict.at72 = 0;
if (predict.at48 == 1)
predict.isUnderwater = 0;
if (predict.posture == 1)
{
predict.at72 = 1;
predict.isUnderwater = 1;
int nSector = predict.sector;
auto nLink = getLowerLink(nSector);
if (nLink && (nLink->spr.type == kMarkerLowGoo || nLink->spr.type == kMarkerLowWater))
{
if (getceilzofslope(nSector, predict.x, predict.y) > predict.viewz)
predict.at72 = 0;
predict.isUnderwater = 0;
}
}
#endif
@ -385,7 +385,7 @@ static void fakeMoveDude(DBloodActor* actor)
{
auto bakCstat = pSprite->cstat;
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
ClipMove(&predict.pos, &nSector, predict.xvel >> 12, predict.yvel >> 12, wd, tz, bz, CLIPMASK0, predict.at75.hit);
ClipMove(&predict.pos, &nSector, predict.xvel >> 12, predict.yvel >> 12, wd, tz, bz, CLIPMASK0, predict.hit.hit);
if (nSector == -1)
nSector = predict.sector;
@ -401,11 +401,11 @@ static void fakeMoveDude(DBloodActor* actor)
pSprite->cstat = bakCstat;
}
switch (predict.at75.hit.type)
switch (predict.hit.hit.type)
{
case kHitSprite:
{
int nHitWall = predict.at75.hit.index;
int nHitWall = predict.hit.hit.index;
walltype* pHitWall = &wall[nHitWall];
if (pHitWall->twoSided())
{
@ -457,7 +457,7 @@ static void fakeMoveDude(DBloodActor* actor)
Collision ceilColl, floorColl;
GetZRange(pTempSprite, &ceilZ, &ceilColl, &floorZ, &floorColl, wd, CLIPMASK0);
GetSpriteExtents(pTempSprite, &top, &bottom);
if (predict.at73 & 2)
if (predict.sprflags & 2)
{
int vc = 58254;
if (bDepth)
@ -504,7 +504,7 @@ static void fakeMoveDude(DBloodActor* actor)
}
if (floorZ <= bottom)
{
predict.at75.florhit = floorColl;
predict.hit.florhit = floorColl;
predict.z += floorZ - bottom;
int var44 = predict.zvel - predict.sector()->velFloor;
if (var44 > 0)
@ -514,29 +514,29 @@ static void fakeMoveDude(DBloodActor* actor)
if (abs(predict.zvel) < 0x10000)
{
predict.zvel = predict.sector()->velFloor;
predict.at73 &= ~4;
predict.sprflags &= ~4;
}
else
predict.at73 |= 4;
predict.sprflags |= 4;
}
else if (predict.zvel == 0)
predict.at73 &= ~4;
predict.sprflags &= ~4;
}
else
{
predict.at75.florhit.setNone();
if (predict.at73 & 2)
predict.at73 |= 4;
predict.hit.florhit.setNone();
if (predict.sprflags & 2)
predict.sprflags |= 4;
}
if (top <= ceilZ)
{
predict.at75.ceilhit = ceilColl;
predict.hit.ceilhit = ceilColl;
predict.z += ClipLow(ceilZ - top, 0);
if (predict.zvel <= 0 && (predict.at73 & 4))
if (predict.zvel <= 0 && (predict.sprflags & 4))
predict.zvel = MulScale(-predict.zvel, 0x2000, 16);
}
else
predict.at75.ceilhit = 0;
predict.hit.ceilhit = 0;
GetSpriteExtents(pTempSprite, &top, &bottom);
memcpy(pSprite, &pSpriteBak, sizeof(pSpriteBak));
@ -629,7 +629,7 @@ void fakeActProcessSprites(void)
else
fakeActAirDrag(pSprite, 128);
if ((predict.at73 & 4) != 0 || predict.xvel != 0 || predict.yvel != 0 || predict.zvel != 0 || predict.sector()->velFloor != 0 || predict.sector()->velCeil != 0)
if ((predict.sprflags & 4) != 0 || predict.xvel != 0 || predict.yvel != 0 || predict.zvel != 0 || predict.sector()->velFloor != 0 || predict.sector()->velCeil != 0)
{
fakeMoveDude(pSprite);
}

View file

@ -68,7 +68,7 @@ void viewBackupView(int nPlayer)
pView->weaponZ = pPlayer->zWeapon - pPlayer->zView - 0xc00;
pView->horiz = pPlayer->horizon.horiz;
pView->horizoff = pPlayer->horizon.horizoff;
pView->at2c = pPlayer->slope;
pView->slope = pPlayer->slope;
pView->bobHeight = pPlayer->bobHeight;
pView->bobWidth = pPlayer->bobWidth;
pView->shakeBobY = pPlayer->swayHeight;

View file

@ -36,20 +36,20 @@ struct VIEW {
int Kills;
int bobHeight; // bob height
int bobWidth; // bob width
int at10;
int at14;
int swayPhase;
int swayAmp;
int shakeBobY; // bob sway y
int shakeBobX; // bob sway x
fixedhoriz horiz; // horiz
fixedhoriz horizoff; // horizoff
int at2c;
int slope;
DAngle angle; // angle
int weaponZ; // weapon z
int viewz; // view z
int at3c;
int at40;
int at44;
int at48; // posture
int zViewVel;
int zWeapon;
int zWeaponVel;
int posture; // posture
double spin; // spin
union {
struct
@ -63,13 +63,13 @@ struct VIEW {
int zvel; //zvel
int sectnum; // sectnum
unsigned int floordist; // floordist
uint8_t at6e; // look center
uint8_t at6f;
uint8_t at70; // run
uint8_t at71; // jump
uint8_t at72; // underwater
int16_t at73; // sprite flags
SPRITEHIT at75;
uint8_t lookCenter; // look center
uint8_t cantJump;
uint8_t isRunning; // run
uint8_t jump; // jump
uint8_t isUnderwater; // underwater
int16_t sprflags; // sprite flags
SPRITEHIT hit;
DAngle look_ang;
DAngle rotscrnang;
};