- unwrap all places where the vect vectors were just used in their native form.

This commit is contained in:
Christoph Oelckers 2022-10-13 00:32:13 +02:00
parent 4f47472ef4
commit 608c964f02
4 changed files with 11 additions and 15 deletions

View file

@ -1303,8 +1303,7 @@ int PlayerInitChemBomb(PLAYER* pp)
UpdateChange(actorNew, 0.5);
// adjust xvel according to player velocity
actorNew->user.change.X += FixedToFloat<18>(pp->int_vect().X);
actorNew->user.change.Y += FixedToFloat<18>(pp->int_vect().Y);
actorNew->user.change += pp->vect;
// Smoke will come out for this many seconds
actorNew->user.WaitTics = CHEMTICS;
@ -1659,8 +1658,7 @@ int PlayerInitCaltrops(PLAYER* pp)
UpdateChange(actorNew, 0.5);
// adjust xvel according to player velocity
actorNew->user.change.X += FixedToFloat<18>(pp->int_vect().X);
actorNew->user.change.Y += FixedToFloat<18>(pp->int_vect().Y);
actorNew->user.change += pp->vect;
SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
return 0;

View file

@ -98,7 +98,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist)
pos[i].Z = zz;
// move the box
clipmove(pos[i], &pp->cursector, pp->int_vect().X, pp->int_vect().Y, (int)sop->clipbox_dist[i], Z(4), int(floordist * zworldtoint), CLIPMASK_PLAYER, coll);
clipmove(pos[i], &pp->cursector, FloatToFixed<18>(pp->vect.X), FloatToFixed<18>(pp->vect.Y), (int)sop->clipbox_dist[i], Z(4), int(floordist * zworldtoint), CLIPMASK_PLAYER, coll);
// save the dist moved
dist = (pos[i].XY() - opos[i].XY()).Length();
@ -205,7 +205,7 @@ int RectClipMove(PLAYER* pp, DVector2* qpos)
int i;
DVector2 xy[4];
int point_num;
DVector2 pvect((pp->int_vect().X >> 14) * inttoworld, (pp->int_vect().Y >> 14) * inttoworld);
DVector2 pvect = pp->vect;
for (i = 0; i < 4; i++)
{

View file

@ -1872,7 +1872,7 @@ void DoPlayerSlide(PLAYER* pp)
return;
}
Collision coll;
clipmove(pp->pos, &pp->cursector, pp->int_slide_vect().X, pp->int_slide_vect().Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
clipmove(pp->pos, &pp->cursector, FloatToFixed<18>(pp->slide_vect.X), FloatToFixed<18>(pp->slide_vect.Y), ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
PlayerCheckValidMove(pp);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
@ -1999,7 +1999,7 @@ void DoPlayerMove(PLAYER* pp)
{
pp->opos.XY() = pp->pos.XY();
}
pp->add_int_ppos_XY({ pp->int_vect().X >> 14, pp->int_vect().Y >> 14 });
pp->pos += pp->vect;
updatesector(pp->pos, &sect);
if (sect != nullptr)
pp->cursector = sect;
@ -2029,7 +2029,7 @@ void DoPlayerMove(PLAYER* pp)
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
Collision coll;
updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
clipmove(pp->pos, &pp->cursector, pp->int_vect().X, pp->int_vect().Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
clipmove(pp->pos, &pp->cursector, FloatToFixed<18>(pp->vect.X), FloatToFixed<18>(pp->vect.Y), ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
actor->spr.cstat = save_cstat;
PlayerCheckValidMove(pp);
@ -2310,7 +2310,7 @@ void DriveCrush(PLAYER* pp, DVector2* quad)
return;
// not moving - don't crush
if ((pp->int_vect().X|pp->int_vect().Y) == 0 && pp->input.avel == 0)
if ((pp->vect.isZero()) == 0 && pp->input.avel == 0)
return;
// main sector
@ -2603,7 +2603,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
if (pp->sop->clipdist)
{
Collision coll;
clipmove(pp->pos, &pp->cursector, pp->int_vect().X, pp->int_vect().Y, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
clipmove(pp->pos, &pp->cursector, FloatToFixed<18>(pp->vect.X), FloatToFixed<18>(pp->vect.Y), (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
}
else
{

View file

@ -15877,8 +15877,7 @@ int InitGrenade(PLAYER* pp)
if (!auto_aim)
{
// adjust xvel according to player velocity
actorNew->user.change.X += FixedToFloat<18>(pp->int_vect().X);
actorNew->user.change.Y += FixedToFloat<18>(pp->int_vect().Y);
actorNew->user.change += pp->vect;
}
actorNew->user.Counter2 = true; // Phosphorus Grenade
@ -15980,8 +15979,7 @@ int InitMine(PLAYER* pp)
if (abs(dot) > 10000)
{
// adjust xvel according to player velocity
actorNew->user.change.X += FixedToFloat<18>(2 * pp->int_vect().X);
actorNew->user.change.Y += FixedToFloat<18>(2 * pp->int_vect().Y);
actorNew->user.change += 2 * pp->vect;
}
return 0;