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- unwrap all places where the vect vectors were just used in their native form.
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4f47472ef4
commit
608c964f02
4 changed files with 11 additions and 15 deletions
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@ -1303,8 +1303,7 @@ int PlayerInitChemBomb(PLAYER* pp)
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UpdateChange(actorNew, 0.5);
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// adjust xvel according to player velocity
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actorNew->user.change.X += FixedToFloat<18>(pp->int_vect().X);
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actorNew->user.change.Y += FixedToFloat<18>(pp->int_vect().Y);
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actorNew->user.change += pp->vect;
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// Smoke will come out for this many seconds
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actorNew->user.WaitTics = CHEMTICS;
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@ -1659,8 +1658,7 @@ int PlayerInitCaltrops(PLAYER* pp)
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UpdateChange(actorNew, 0.5);
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// adjust xvel according to player velocity
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actorNew->user.change.X += FixedToFloat<18>(pp->int_vect().X);
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actorNew->user.change.Y += FixedToFloat<18>(pp->int_vect().Y);
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actorNew->user.change += pp->vect;
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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return 0;
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@ -98,7 +98,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist)
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pos[i].Z = zz;
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// move the box
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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);
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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);
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// save the dist moved
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dist = (pos[i].XY() - opos[i].XY()).Length();
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@ -205,7 +205,7 @@ int RectClipMove(PLAYER* pp, DVector2* qpos)
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int i;
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DVector2 xy[4];
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int point_num;
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DVector2 pvect((pp->int_vect().X >> 14) * inttoworld, (pp->int_vect().Y >> 14) * inttoworld);
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DVector2 pvect = pp->vect;
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for (i = 0; i < 4; i++)
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{
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@ -1872,7 +1872,7 @@ void DoPlayerSlide(PLAYER* pp)
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return;
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}
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Collision coll;
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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);
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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);
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PlayerCheckValidMove(pp);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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@ -1999,7 +1999,7 @@ void DoPlayerMove(PLAYER* pp)
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{
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pp->opos.XY() = pp->pos.XY();
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}
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pp->add_int_ppos_XY({ pp->int_vect().X >> 14, pp->int_vect().Y >> 14 });
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pp->pos += pp->vect;
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updatesector(pp->pos, §);
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if (sect != nullptr)
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pp->cursector = sect;
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@ -2029,7 +2029,7 @@ void DoPlayerMove(PLAYER* pp)
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
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Collision coll;
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
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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);
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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);
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actor->spr.cstat = save_cstat;
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PlayerCheckValidMove(pp);
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@ -2310,7 +2310,7 @@ void DriveCrush(PLAYER* pp, DVector2* quad)
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return;
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// not moving - don't crush
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if ((pp->int_vect().X|pp->int_vect().Y) == 0 && pp->input.avel == 0)
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if ((pp->vect.isZero()) == 0 && pp->input.avel == 0)
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return;
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// main sector
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@ -2603,7 +2603,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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if (pp->sop->clipdist)
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{
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Collision coll;
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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);
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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);
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}
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else
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{
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@ -15877,8 +15877,7 @@ int InitGrenade(PLAYER* pp)
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if (!auto_aim)
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{
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// adjust xvel according to player velocity
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actorNew->user.change.X += FixedToFloat<18>(pp->int_vect().X);
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actorNew->user.change.Y += FixedToFloat<18>(pp->int_vect().Y);
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actorNew->user.change += pp->vect;
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}
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actorNew->user.Counter2 = true; // Phosphorus Grenade
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@ -15980,8 +15979,7 @@ int InitMine(PLAYER* pp)
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if (abs(dot) > 10000)
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{
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// adjust xvel according to player velocity
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actorNew->user.change.X += FixedToFloat<18>(2 * pp->int_vect().X);
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actorNew->user.change.Y += FixedToFloat<18>(2 * pp->int_vect().Y);
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actorNew->user.change += 2 * pp->vect;
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}
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return 0;
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