diff --git a/source/core/gameinput.cpp b/source/core/gameinput.cpp index 8434ea8e7..b6e4708c7 100644 --- a/source/core/gameinput.cpp +++ b/source/core/gameinput.cpp @@ -180,7 +180,7 @@ void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double cons if (horz) { *actions &= ~SB_CENTERVIEW; - horiz += DAngle::fromDeg(horz); + __horiz += DAngle::fromDeg(horz); } // Process keyboard input. @@ -189,7 +189,7 @@ void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double cons if (*actions & (up | down)) { if (lock) *actions &= ~SB_CENTERVIEW; else *actions |= SB_CENTERVIEW; - horiz += getTicrateScale(rate) * scaleAdjust * (!!(*actions & up) - !!(*actions & down)); + __horiz += getTicrateScale(rate) * scaleAdjust * (!!(*actions & up) - !!(*actions & down)); } }; doKbdInput(SB_AIM_UP, SB_AIM_DOWN, PITCH_AIMSPEED, true); @@ -198,12 +198,12 @@ void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double cons // Do return to centre. if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN))) { - scaletozero(horiz, PITCH_CENTERSPEED * (PITCH_CNTRSINEOFFSET - abs(horiz)).Sin(), scaleAdjust); - if (!horiz.Sgn()) *actions &= ~SB_CENTERVIEW; + scaletozero(__horiz, PITCH_CENTERSPEED * (PITCH_CNTRSINEOFFSET - abs(__horiz)).Sin(), scaleAdjust); + if (!__horiz.Sgn()) *actions &= ~SB_CENTERVIEW; } // clamp before we finish, even if it's clamped in the drawer. - horiz = ClampViewPitch(horiz); + __horiz = ClampViewPitch(__horiz); } else { @@ -361,14 +361,14 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, { if (arc.BeginObject(keyname)) { - arc("horiz", w.horiz) + arc("horiz", w.__horiz) ("horizoff", w.horizoff) ("inputdisabled", w.inputdisabled) .EndObject(); if (arc.isReading()) { - w.ohoriz = w.horiz; + w.ohoriz = w.__horiz; w.ohorizoff = w.horizoff; w.inputdisabled = w.inputdisabled; w.resetadjustment(); diff --git a/source/core/gameinput.h b/source/core/gameinput.h index 53eea0414..161651c35 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -8,7 +8,7 @@ struct PlayerHorizon { - DAngle horiz, ohoriz, horizoff, ohorizoff; + DAngle __horiz, ohoriz, horizoff, ohorizoff; friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def); @@ -19,18 +19,18 @@ struct PlayerHorizon // Interpolation helpers. void backup() { - ohoriz = horiz; + ohoriz = __horiz; ohorizoff = horizoff; } void restore() { - horiz = ohoriz; + __horiz = ohoriz; horizoff = ohorizoff; } // Commonly used getters. DAngle osum() { return ohoriz + ohorizoff; } - DAngle sum() { return horiz + horizoff; } + DAngle sum() { return __horiz + horizoff; } DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); } // Ticrate playsim adjustment helpers. @@ -51,7 +51,7 @@ struct PlayerHorizon } else { - horiz += value; + __horiz += value; } } @@ -66,8 +66,8 @@ struct PlayerHorizon } else { - horiz = value; - if (backup) ohoriz = horiz; + __horiz = value; + if (backup) ohoriz = __horiz; } } @@ -75,21 +75,21 @@ struct PlayerHorizon { if (targetset()) { - auto delta = deltaangle(horiz, target); + auto delta = deltaangle(__horiz, target); if (abs(delta).Degrees() > 0.45) { - horiz += delta * scaleAdjust; + __horiz += delta * scaleAdjust; } else { - horiz = target; + __horiz = target; target = nullAngle; } } else if (adjustment.Sgn()) { - horiz += adjustment * scaleAdjust; + __horiz += adjustment * scaleAdjust; } } diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index a347b805f..c9172cc76 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -819,7 +819,7 @@ void playerStart(int nPlayer, int bNewLevel) pPlayer->actor->xspr.health = pDudeInfo->startHealth << 4; pPlayer->actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; pPlayer->bloodlust = 0; - pPlayer->horizon.horiz = pPlayer->horizon.horizoff = nullAngle; + pPlayer->horizon.__horiz = pPlayer->horizon.horizoff = nullAngle; pPlayer->slope = 0; pPlayer->fragger = nullptr; pPlayer->underwaterTime = 1200; @@ -1556,7 +1556,7 @@ void ProcessInput(PLAYER* pPlayer) } pPlayer->deathTime += 4; if (!bSeqStat) - pPlayer->horizon.addadjustment(deltaangle(pPlayer->horizon.horiz, gi->playerPitchMax() * (1. - BobVal(ClipHigh(pPlayer->deathTime << 3, 1024) + 512)))); + pPlayer->horizon.addadjustment(deltaangle(pPlayer->horizon.__horiz, gi->playerPitchMax() * (1. - BobVal(ClipHigh(pPlayer->deathTime << 3, 1024) + 512)))); if (pPlayer->curWeapon) pInput->setNewWeapon(pPlayer->curWeapon); if (pInput->actions & SB_OPEN) @@ -1731,7 +1731,7 @@ void ProcessInput(PLAYER* pPlayer) pPlayer->angle.unlockinput(); pPlayer->horizon.unlockinput(); - pPlayer->slope = -pPlayer->horizon.horiz.Tan(); + pPlayer->slope = -pPlayer->horizon.__horiz.Tan(); if (pInput->actions & SB_INVPREV) { pInput->actions &= ~SB_INVPREV; diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index aa0bebc45..680d94382 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -2170,7 +2170,7 @@ static void greenslime(DDukeActor *actor) return; } - actor->spr.pos.Z = ps[p].pos.Z + 8 + ps[p].pyoff - (actor->temp_data[2] - (ps[p].horizon.horiz.Tan() * 2048.)) * zinttoworld; + actor->spr.pos.Z = ps[p].pos.Z + 8 + ps[p].pyoff - (actor->temp_data[2] - (ps[p].horizon.__horiz.Tan() * 2048.)) * zinttoworld; if (actor->temp_data[2] > 512) actor->temp_data[2] -= 128; diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 07d6e8ca7..a4483979e 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -346,7 +346,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, } ps[iPlayer].horizon.settarget(maphoriz(lValue)); } - else SetGameVarID(lVar2, int(ps[iPlayer].horizon.horiz.Tan() * 128.), sActor, sPlayer); + else SetGameVarID(lVar2, int(ps[iPlayer].horizon.__horiz.Tan() * 128.), sActor, sPlayer); break; case PLAYER_OHORIZ: @@ -925,7 +925,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, case PLAYER_RETURN_TO_CENTER: if (bSet) ps[iPlayer].sync.actions |= SB_CENTERVIEW; - else SetGameVarID(lVar2, ps[iPlayer].sync.actions & SB_CENTERVIEW ? int(abs((ps[iPlayer].horizon.horiz * (DAngle::fromDeg(9.) / GetMaxPitch())).Degrees())) : 0, sActor, sPlayer); + else SetGameVarID(lVar2, ps[iPlayer].sync.actions & SB_CENTERVIEW ? int(abs((ps[iPlayer].horizon.__horiz * (DAngle::fromDeg(9.) / GetMaxPitch())).Degrees())) : 0, sActor, sPlayer); break; default: @@ -2243,7 +2243,7 @@ int ParseState::parse(void) ps[g_p].last_extra = g_ac->spr.extra = gs.max_player_health; ps[g_p].wantweaponfire = -1; - ps[g_p].horizon.ohoriz = ps[g_p].horizon.horiz = nullAngle; + ps[g_p].horizon.ohoriz = ps[g_p].horizon.__horiz = nullAngle; ps[g_p].on_crane = nullptr; ps[g_p].frag_ps = g_p; ps[g_p].horizon.ohorizoff = ps[g_p].horizon.horizoff = nullAngle; diff --git a/source/games/duke/src/input.cpp b/source/games/duke/src/input.cpp index 79dbcc6fc..2f23037fa 100644 --- a/source/games/duke/src/input.cpp +++ b/source/games/duke/src/input.cpp @@ -792,7 +792,7 @@ static void FinalizeInput(player_struct *p, InputPacket& input) loc.avel = input.avel = 0; } - if (p->newOwner != nullptr || (p->sync.actions & SB_CENTERVIEW && abs(p->horizon.horiz.Degrees()) > 2.2370)) + if (p->newOwner != nullptr || (p->sync.actions & SB_CENTERVIEW && abs(p->horizon.__horiz.Degrees()) > 2.2370)) { loc.horz = input.horz = 0; } diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index c0939185e..86157a6be 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -619,7 +619,7 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz) backupplayer(p); - p->horizon.horizoff = p->horizon.horiz = nullAngle; + p->horizon.horizoff = p->horizon.__horiz = nullAngle; updatesector(p->pos, &p->cursector); diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 67732c751..888e93b8d 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -1515,7 +1515,7 @@ void checkweapons_r(player_struct* p) } p->OnMotorcycle = 0; p->gotweapon[MOTORCYCLE_WEAPON] = false; - p->horizon.horiz = nullAngle; + p->horizon.__horiz = nullAngle; p->moto_do_bump = 0; p->MotoSpeed = 0; p->TiltStatus = 0; @@ -1534,7 +1534,7 @@ void checkweapons_r(player_struct* p) } p->OnBoat = 0; p->gotweapon[BOAT_WEAPON] = false; - p->horizon.horiz = nullAngle; + p->horizon.__horiz = nullAngle; p->moto_do_bump = 0; p->MotoSpeed = 0; p->TiltStatus = 0; @@ -1761,7 +1761,7 @@ static void onMotorcycle(int snum, ESyncBits &actions) } if (horiz != FRACUNIT) { - p->horizon.addadjustment(deltaangle(p->horizon.horiz, maphoriz(horiz))); + p->horizon.addadjustment(deltaangle(p->horizon.__horiz, maphoriz(horiz))); } const DAngle adjust = mapangle(-510); @@ -2029,7 +2029,7 @@ static void onBoat(int snum, ESyncBits &actions) } if (horiz != FRACUNIT) { - p->horizon.addadjustment(deltaangle(p->horizon.horiz, maphoriz(horiz))); + p->horizon.addadjustment(deltaangle(p->horizon.__horiz, maphoriz(horiz))); } if (p->MotoSpeed > 0 && p->on_ground == 1 && (p->vehTurnLeft || p->vehTurnRight)) diff --git a/source/games/duke/src/prediction.cpp b/source/games/duke/src/prediction.cpp index c3fe7496f..9108036da 100644 --- a/source/games/duke/src/prediction.cpp +++ b/source/games/duke/src/prediction.cpp @@ -54,7 +54,7 @@ void resetmys() mypos = omypos = ps[myconnectindex].pos; myxvel = myyvel = myzvel = 0; myang = ps[myconnectindex].angle.ang; - myhoriz = omyhoriz = ps[myconnectindex].horizon.horiz; + myhoriz = omyhoriz = ps[myconnectindex].horizon.__horiz; myhorizoff = omyhorizoff = ps[myconnectindex].horizon.horizoff; mycursectnum = sectnum(ps[myconnectindex].cursector); myjumpingcounter = ps[myconnectindex].jumping_counter; diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index d88740177..54ea5a991 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -151,7 +151,7 @@ void resetplayerstats(int snum) p->footprintpal = 0; p->footprintshade = 0; p->jumping_toggle = 0; - p->horizon.ohoriz = p->horizon.horiz = DAngle::fromDeg(17.354); + p->horizon.ohoriz = p->horizon.__horiz = DAngle::fromDeg(17.354); p->horizon.ohorizoff = p->horizon.horizoff = nullAngle; p->bobcounter = 0; p->on_ground = 0; diff --git a/source/games/exhumed/src/gun.cpp b/source/games/exhumed/src/gun.cpp index 82aa9097d..e269082d8 100644 --- a/source/games/exhumed/src/gun.cpp +++ b/source/games/exhumed/src/gun.cpp @@ -747,7 +747,7 @@ loc_flag: // loc_27266: case kWeaponSword: { - nHeight -= PlayerList[nLocalPlayer].horizon.horiz.Tan() * 32.; + nHeight -= PlayerList[nLocalPlayer].horizon.__horiz.Tan() * 32.; thePos.Z += nHeight; @@ -852,7 +852,7 @@ loc_flag: } case kWeaponPistol: { - double h = PlayerList[nLocalPlayer].horizon.horiz.Tan() * 2.; + double h = PlayerList[nLocalPlayer].horizon.__horiz.Tan() * 2.; nHeight -= h; DExhumedActor* target = nullptr; @@ -876,7 +876,7 @@ loc_flag: case kWeaponGrenade: { - ThrowGrenade(nPlayer, nHeight - 10, PlayerList[nLocalPlayer].horizon.horiz.Tan()); + ThrowGrenade(nPlayer, nHeight - 10, PlayerList[nLocalPlayer].horizon.__horiz.Tan()); break; } case kWeaponStaff: diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 52041f8d0..ebcba06f1 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -410,7 +410,7 @@ void RestartPlayer(int nPlayer) plr->nThrust.Zero(); - plr->nDestVertPan = plr->horizon.ohoriz = plr->horizon.horiz = nullAngle; + plr->nDestVertPan = plr->horizon.ohoriz = plr->horizon.__horiz = nullAngle; plr->nBreathTimer = 90; plr->nTauntTimer = RandomSize(3) + 3; @@ -506,7 +506,7 @@ void StartDeathSeq(int nPlayer, int nVal) StopFiringWeapon(nPlayer); - PlayerList[nPlayer].horizon.ohoriz = PlayerList[nPlayer].horizon.horiz = nullAngle; + PlayerList[nPlayer].horizon.ohoriz = PlayerList[nPlayer].horizon.__horiz = nullAngle; PlayerList[nPlayer].oeyelevel = PlayerList[nPlayer].eyelevel = -55; PlayerList[nPlayer].nInvisible = 0; dVertPan[nPlayer] = 15; @@ -1118,7 +1118,7 @@ void AIPlayer::Tick(RunListEvent* ev) zVelB = -zVelB; } - if (zVelB > 2 && !PlayerList[nPlayer].horizon.horiz.Sgn() && cl_slopetilting) { + if (zVelB > 2 && !PlayerList[nPlayer].horizon.__horiz.Sgn() && cl_slopetilting) { PlayerList[nPlayer].nDestVertPan = nullAngle; } } @@ -2484,12 +2484,12 @@ sectdone: if (actions & (SB_AIM_UP | SB_AIM_DOWN) || sPlayerInput[nPlayer].pan) { - pPlayer->nDestVertPan = pPlayer->horizon.horiz; + pPlayer->nDestVertPan = pPlayer->horizon.__horiz; pPlayer->bPlayerPan = pPlayer->bLockPan = true; } else if (actions & (SB_LOOK_UP | SB_LOOK_DOWN | SB_CENTERVIEW)) { - pPlayer->nDestVertPan = pPlayer->horizon.horiz; + pPlayer->nDestVertPan = pPlayer->horizon.__horiz; pPlayer->bPlayerPan = pPlayer->bLockPan = false; } @@ -2500,7 +2500,7 @@ sectdone: if (cl_slopetilting && !pPlayer->bPlayerPan && !pPlayer->bLockPan) { - if (double nVertPan = deltaangle(pPlayer->horizon.horiz, pPlayer->nDestVertPan).Tan() * 32.) + if (double nVertPan = deltaangle(pPlayer->horizon.__horiz, pPlayer->nDestVertPan).Tan() * 32.) { pPlayer->horizon.addadjustment(maphoriz(abs(nVertPan) >= 4 ? clamp(nVertPan, -4., 4.) : nVertPan * 2.)); } @@ -2620,7 +2620,7 @@ sectdone: } else { - if (PlayerList[nPlayer].horizon.horiz.Sgn() < 0) + if (PlayerList[nPlayer].horizon.__horiz.Sgn() < 0) { PlayerList[nPlayer].horizon.settarget(nullAngle); PlayerList[nPlayer].eyelevel -= dVertPan[nPlayer]; @@ -2629,11 +2629,11 @@ sectdone: { PlayerList[nPlayer].horizon.addadjustment(maphoriz(dVertPan[nPlayer])); - if (PlayerList[nPlayer].horizon.horiz.Degrees() >= 38) + if (PlayerList[nPlayer].horizon.__horiz.Degrees() >= 38) { PlayerList[nPlayer].horizon.settarget(DAngle::fromDeg(37.72)); } - else if (PlayerList[nPlayer].horizon.horiz.Sgn() <= 0) + else if (PlayerList[nPlayer].horizon.__horiz.Sgn() <= 0) { if (!(pPlayerActor->sector()->Flag & kSectUnderwater)) { diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index 82dd8f70b..857d41b4c 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -612,7 +612,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio) if (TEST_BOOL11(camactor) && numplayers > 1) { - drawroomstotile(cp->pos, cp->angle.ang, cp->horizon.horiz, cp->cursector, mirror[cnt].campic, smoothratio); + drawroomstotile(cp->pos, cp->angle.ang, cp->horizon.__horiz, cp->cursector, mirror[cnt].campic, smoothratio); } else { diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 70c242206..362da4b3e 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -1289,7 +1289,7 @@ int PlayerInitChemBomb(PLAYER* pp) if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); - actorNew->vel.Z -= pp->horizon.horiz.Tan() * HORIZ_MULTF; + actorNew->vel.Z -= pp->horizon.__horiz.Tan() * HORIZ_MULTF; oclipdist = plActor->native_clipdist(); plActor->set_const_clipdist(0); @@ -1664,7 +1664,7 @@ int PlayerInitCaltrops(PLAYER* pp) if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); - actorNew->vel.Z -= pp->horizon.horiz.Tan() * HORIZ_MULTF; + actorNew->vel.Z -= pp->horizon.__horiz.Tan() * HORIZ_MULTF; oclipdist = plActor->native_clipdist(); plActor->set_const_clipdist(0); @@ -2209,7 +2209,7 @@ int SpawnShell(DSWActor* actor, int ShellNum) if (actor->user.PlayerP) { - actorNew->vel.Z = -actor->user.PlayerP->horizon.horiz.Tan() * (HORIZ_MULTF / 3.); + actorNew->vel.Z = -actor->user.PlayerP->horizon.__horiz.Tan() * (HORIZ_MULTF / 3.); } switch (actorNew->user.ID) diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 30208f1fe..a981197c7 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -6004,12 +6004,12 @@ void DoPlayerBeginDie(PLAYER* pp) static void DoPlayerDeathHoriz(PLAYER* pp, double target, double speed) { - if ((pp->horizon.horiz.Degrees() - target) > 0.4476) + if ((pp->horizon.__horiz.Degrees() - target) > 0.4476) { pp->horizon.addadjustment(DAngle::fromDeg(-speed)); } - if ((target - pp->horizon.horiz.Degrees()) > 0.4476) + if ((target - pp->horizon.__horiz.Degrees()) > 0.4476) { pp->horizon.addadjustment(DAngle::fromDeg(speed)); } @@ -6159,7 +6159,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp) plActor->spr.xrepeat = PLAYER_NINJA_XREPEAT; plActor->spr.yrepeat = PLAYER_NINJA_YREPEAT; - pp->horizon.horiz = nullAngle; + pp->horizon.__horiz = nullAngle; DoPlayerResetMovement(pp); plActor->user.ID = NINJA_RUN_R0; PlayerDeathReset(pp); @@ -7176,14 +7176,14 @@ void InitAllPlayers(void) extern bool NewGame; //int fz,cz; - pfirst->horizon.horiz = nullAngle; + pfirst->horizon.__horiz = nullAngle; // Initialize all [MAX_SW_PLAYERS] arrays here! for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++) { pp->pos = pp->opos = pfirst->pos; pp->angle.ang = pp->angle.oang = pfirst->angle.ang; - pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz; + pp->horizon.__horiz = pp->horizon.ohoriz = pfirst->horizon.__horiz; pp->cursector = pfirst->cursector; // set like this so that player can trigger something on start of the level pp->lastcursector = pfirst->cursector+1; diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 7017cf6ac..817385a93 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -11610,7 +11610,7 @@ int DoRing(DSWActor* actor) // put it out there actor->spr.pos += actor->spr.angle.ToVector() * actor->user.Dist; - if (pp) actor->spr.pos.Z += actor->user.Dist * -pp->horizon.horiz.Tan() * 2.; // horizon math sucks... + if (pp) actor->spr.pos.Z += actor->user.Dist * -pp->horizon.__horiz.Tan() * 2.; // horizon math sucks... SetActor(actor, actor->spr.pos); @@ -11689,7 +11689,7 @@ void InitSpellRing(PLAYER* pp) // put it out there actorNew->spr.pos += actorNew->spr.angle.ToVector() * actorNew->user.Dist; - actorNew->spr.pos.Z += pp->pos.Z + 20 + (actorNew->user.Dist * -pp->horizon.horiz.Tan() * 2.); // horizon math sucks... + actorNew->spr.pos.Z += pp->pos.Z + 20 + (actorNew->user.Dist * -pp->horizon.__horiz.Tan() * 2.); // horizon math sucks... actorNew->spr.angle += DAngle90; @@ -12063,7 +12063,7 @@ void InitSpellNapalm(PLAYER* pp) actor->spr.xrepeat = 32; actor->spr.yrepeat = 32; actor->set_const_clipdist(0); - actor->vel.Z = -pp->horizon.horiz.Tan() * HORIZ_MULTF; + actor->vel.Z = -pp->horizon.__horiz.Tan() * HORIZ_MULTF; actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actor->user.Flags2 |= (SPR2_BLUR_TAPER_FAST); @@ -12195,7 +12195,7 @@ int InitSpellMirv(PLAYER* pp) actorNew->spr.xrepeat = 72; actorNew->spr.yrepeat = 72; actorNew->set_const_clipdist(32 >> 2); - actorNew->vel.Z = -pp->horizon.horiz.Tan() * HORIZ_MULTF; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * HORIZ_MULTF; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); @@ -12329,7 +12329,7 @@ int InitSwordAttack(PLAYER* pp) { HitInfo hit{}; - double daz = -pp->horizon.horiz.Tan() * 1000. + (RandomRangeF(24000 / 256.) - 12000 / 256.); + double daz = -pp->horizon.__horiz.Tan() * 1000. + (RandomRangeF(24000 / 256.) - 12000 / 256.); DAngle daang = pp->angle.ang; FAFhitscan(pp->pos, pp->cursector, DVector3(pp->angle.ang.ToVector() * 1024, daz), hit, CLIPMASK_MISSILE); @@ -12506,7 +12506,7 @@ int InitFistAttack(PLAYER* pp) // all this is to break glass { HitInfo hit{}; - double daz = -pp->horizon.horiz.Tan() * 1000. + (RandomRangeF(24000 / 256.) - 12000 / 256.); + double daz = -pp->horizon.__horiz.Tan() * 1000. + (RandomRangeF(24000 / 256.) - 12000 / 256.); auto daang = pp->angle.ang; FAFhitscan(pp->pos, pp->cursector, DVector3(pp->angle.ang.ToVector() * 1024, daz), hit, CLIPMASK_MISSILE); @@ -13069,7 +13069,7 @@ int InitStar(PLAYER* pp) actorNew->spr.shade = -25; actorNew->set_const_clipdist(32 >> 2); // zvel was overflowing with this calculation - had to move to a local long var - double zvel = -pp->horizon.horiz.Tan() * ((HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5); + double zvel = -pp->horizon.__horiz.Tan() * ((HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5); actorNew->user.ceiling_dist = (1); actorNew->user.floor_dist = (1); @@ -13120,7 +13120,7 @@ int InitStar(PLAYER* pp) if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew2)) actorNew2->user.Flags |= SPR_UNDERWATER; - zvel = -pp->horizon.horiz.Tan() * ((HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5); + zvel = -pp->horizon.__horiz.Tan() * ((HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5); actorNew2->vel.Z = zvel * 0.5; if (MissileSetPos(actorNew2, DoStar, 1000)) @@ -13170,7 +13170,7 @@ void InitHeartAttack(PLAYER* pp) actorNew->spr.xrepeat = 52; actorNew->spr.yrepeat = 52; actorNew->set_const_clipdist(0); - actorNew->vel.Z = -pp->horizon.horiz.Tan() * HORIZ_MULTF; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * HORIZ_MULTF; actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER); actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); @@ -13314,7 +13314,7 @@ int InitShotgun(PLAYER* pp) } else { - daz = -pp->horizon.horiz.Tan() * 1000.; + daz = -pp->horizon.__horiz.Tan() * 1000.; daang = pp->angle.ang; } @@ -13477,7 +13477,7 @@ int InitLaser(PLAYER* pp) actorNew->set_const_clipdist(64 >> 2);; // the slower the missile travels the less of a zvel it needs - actorNew->vel.Z = -pp->horizon.horiz.Tan() * 16.; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * 16.; actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 200; @@ -13573,7 +13573,7 @@ int InitRail(PLAYER* pp) actorNew->spr.yrepeat = 52; actorNew->spr.xrepeat = 52; actorNew->spr.shade = -15; - zvel = -pp->horizon.horiz.Tan() * ((HORIZ_MULT + 17) * 0.5); + zvel = -pp->horizon.__horiz.Tan() * ((HORIZ_MULT + 17) * 0.5); actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_Rail[0]); @@ -13739,7 +13739,7 @@ int InitRocket(PLAYER* pp) actorNew->spr.yrepeat = 90; actorNew->spr.xrepeat = 90; actorNew->spr.shade = -15; - zvel = -pp->horizon.horiz.Tan() * ((HORIZ_MULT + 35) * 0.5); + zvel = -pp->horizon.__horiz.Tan() * ((HORIZ_MULT + 35) * 0.5); actorNew->set_const_clipdist(64 >> 2); @@ -13847,7 +13847,7 @@ int InitBunnyRocket(PLAYER* pp) actorNew->spr.yrepeat = 64; actorNew->spr.xrepeat = 64; actorNew->spr.shade = -15; - zvel = -pp->horizon.horiz.Tan() * ((HORIZ_MULT + 35) * 0.5); + zvel = -pp->horizon.__horiz.Tan() * ((HORIZ_MULT + 35) * 0.5); actorNew->set_const_clipdist(64 >> 2); @@ -13950,7 +13950,7 @@ int InitNuke(PLAYER* pp) actorNew->spr.yrepeat = 128; actorNew->spr.xrepeat = 128; actorNew->spr.shade = -15; - zvel = -pp->horizon.horiz.Tan() * ((HORIZ_MULT + 36) * 0.5); + zvel = -pp->horizon.__horiz.Tan() * ((HORIZ_MULT + 36) * 0.5); actorNew->set_const_clipdist(64 >> 2); // Set to red palette @@ -14133,7 +14133,7 @@ int InitMicro(PLAYER* pp) actorNew->spr.yrepeat = 24; actorNew->spr.xrepeat = 24; actorNew->spr.shade = -15; - actorNew->vel.Z = -pp->horizon.horiz.Tan() * HORIZ_MULTF; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * HORIZ_MULTF; actorNew->set_const_clipdist(64 >> 2); // randomize zvelocity @@ -15321,7 +15321,7 @@ int InitTracerUzi(PLAYER* pp) static const short lat_dist[] = {800,-800}; - double nz = 8 - (pp->horizon.horiz.Tan() * 36.); + double nz = 8 - (pp->horizon.__horiz.Tan() * 36.); // Spawn a shot // Inserting and setting up variables @@ -15361,7 +15361,7 @@ int InitTracerUzi(PLAYER* pp) return 0; } - actorNew->vel.Z = -pp->horizon.horiz.Tan() * actorNew->vel.X; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * actorNew->vel.X; plActor->set_native_clipdist(oclipdist); @@ -15629,7 +15629,7 @@ int InitUzi(PLAYER* pp) else { daang = pp->angle.ang + mapangle(RandomRange(24) - 12); - daz = -pp->horizon.horiz.Tan() * 1000. + (RandomRangeF(24000/256.) - 12000/256.); + daz = -pp->horizon.__horiz.Tan() * 1000. + (RandomRangeF(24000/256.) - 12000/256.); } DVector3 vect(daang.ToVector() * 1024, daz); @@ -15804,7 +15804,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp) actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); - actorNew->vel.Z = -pp->horizon.horiz.Tan() * actorNew->vel.X; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * actorNew->vel.X; WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false); // a bit of randomness @@ -15873,7 +15873,7 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp) actorNew->spr.yrepeat = 24; actorNew->spr.xrepeat = 24; actorNew->spr.shade = -15; - actorNew->vel.Z = -pp->horizon.horiz.Tan() * HORIZ_MULTF + RandomRangeF(8) - 5; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * HORIZ_MULTF + RandomRangeF(8) - 5; actorNew->set_const_clipdist(64 >> 2); @@ -15943,7 +15943,7 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp) actorNew->user.Flags2 |= (SPR2_SO_MISSILE); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->vel.Z = -pp->horizon.horiz.Tan() * actorNew->vel.X; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * actorNew->vel.X; WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false); // a bit of randomness @@ -15983,7 +15983,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp) actorNew->user.Flags2 |= (SPR2_SO_MISSILE); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); - actorNew->vel.Z = -pp->horizon.horiz.Tan() * actorNew->vel.X; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * actorNew->vel.X; WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false); // a bit of randomness @@ -16021,7 +16021,7 @@ int InitTurretRail(DSWActor* actor, PLAYER* pp) actorNew->spr.yrepeat = 52; actorNew->spr.xrepeat = 52; actorNew->spr.shade = -15; - actorNew->vel.Z = -pp->horizon.horiz.Tan() * HORIZ_MULTF; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * HORIZ_MULTF; actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_Rail[0]); @@ -16069,7 +16069,7 @@ int InitTurretLaser(DSWActor* actor, PLAYER* pp) actorNew->spr.shade = -15; // the slower the missile travels the less of a zvel it needs - actorNew->vel.Z = -pp->horizon.horiz.Tan() * 16.; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * 16.; actorNew->user.Radius = 200; actorNew->user.ceiling_dist = (1); @@ -16107,7 +16107,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp) double daz = npos.Z; if (RANDOM_P2(1024) < 200) - InitTracerTurret(actor, pp->actor, pp->horizon.horiz); + InitTracerTurret(actor, pp->actor, pp->horizon.__horiz); DAngle daang = DAngle22_5 / 2; if (WeaponAutoAimHitscan(actor, &daz, &daang, false) != nullptr) @@ -16116,7 +16116,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp) } else { - daz = -1000 * max(pp->horizon.horiz.Tan(), -0.1953125) + RandomRangeF(80) - 40; + daz = -1000 * max(pp->horizon.__horiz.Tan(), -0.1953125) + RandomRangeF(80) - 40; daang = actor->spr.angle; } @@ -16814,7 +16814,7 @@ int InitGrenade(PLAYER* pp) if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); - actorNew->vel.Z = -pp->horizon.horiz.Tan() * HORIZ_MULTF; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * HORIZ_MULTF; SAVE_CLIP; actor->set_const_clipdist(0); @@ -16932,7 +16932,7 @@ int InitMine(PLAYER* pp) actorNew->spr.xrepeat = 32; actorNew->spr.shade = -15; actorNew->set_const_clipdist(128 >> 2); - actorNew->vel.Z = -pp->horizon.horiz.Tan() * HORIZ_MULTF; + actorNew->vel.Z = -pp->horizon.__horiz.Tan() * HORIZ_MULTF; actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.Radius = 200; actorNew->user.ceiling_dist = (5); @@ -17067,7 +17067,7 @@ int InitFireball(PLAYER* pp) actorNew->user.ceiling_dist = (6); actorNew->user.floor_dist = (6); - double zvel = -pp->horizon.horiz.Tan() * 120.; + double zvel = -pp->horizon.__horiz.Tan() * 120.; // at certain angles the clipping box was big enough to block the // initial positioning of the fireball.