From 5c23e29c15439656b6b55b6952b6e93cefdd6a9f Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Thu, 8 Sep 2022 21:57:17 +1000 Subject: [PATCH] - Blood: Rename all remaining disassembly names for `VIEW` struct. --- source/games/blood/src/prediction.cpp | 134 +++++++++++++------------- source/games/blood/src/view.cpp | 2 +- source/games/blood/src/view.h | 28 +++--- 3 files changed, 82 insertions(+), 82 deletions(-) diff --git a/source/games/blood/src/prediction.cpp b/source/games/blood/src/prediction.cpp index 1d1fadbbe..e63f1f868 100644 --- a/source/games/blood/src/prediction.cpp +++ b/source/games/blood/src/prediction.cpp @@ -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); } diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp index 87e860917..988639f23 100644 --- a/source/games/blood/src/view.cpp +++ b/source/games/blood/src/view.cpp @@ -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; diff --git a/source/games/blood/src/view.h b/source/games/blood/src/view.h index 6e8aacdc9..fa75320e2 100644 --- a/source/games/blood/src/view.h +++ b/source/games/blood/src/view.h @@ -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; };