- wrapped half of the remaining access to user.change

Strictly search and replace.
This commit is contained in:
Christoph Oelckers 2022-08-31 00:42:34 +02:00
parent 420636f7ee
commit 6334b7d3b8
3 changed files with 73 additions and 73 deletions

View file

@ -946,7 +946,7 @@ struct USER
void clearChange() { change.X = change.Y = change.Z = 0; }
void clearChangeXY() { change.X = change.Y = 0; }
void addCounterToChange() { change.Z += Counter; }
void invertChangeZ() { change.Z = -change.Z; }
void invertChangeZ() { change.Z = -int_change().Z; }
//

View file

@ -366,7 +366,7 @@ int DoBloodSpray(DSWActor* actor)
}
else
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
}
@ -553,7 +553,7 @@ int DoPhosphorus(DSWActor* actor)
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS*2);
MissileHitDiveArea(actor);
@ -754,7 +754,7 @@ int DoChemBomb(DSWActor* actor)
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -980,7 +980,7 @@ int DoCaltrops(DSWActor* actor)
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -1201,7 +1201,7 @@ int SpawnRadiationCloud(DSWActor* actor)
int DoRadiationCloud(DSWActor* actor)
{
actor->add_int_pos({ actor->user.change.X, actor->user.change.Y, -actor->spr.zvel });
actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, -actor->spr.zvel });
if (actor->user.ID)
{

View file

@ -3795,7 +3795,7 @@ AutoShrap:
void DoShrapMove(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, 0, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS*2);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, 0, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS*2);
}
int DoVomit(DSWActor* actor)
@ -3862,7 +3862,7 @@ int DoFastShrapJumpFall(DSWActor* actor)
int DoTracerShrap(DSWActor* actor)
{
actor->add_int_pos({ actor->user.change.X, actor->user.change.Y, actor->user.change.Z });
actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, actor->user.change.Z });
actor->user.WaitTics -= MISSILEMOVETICS;
if (actor->user.WaitTics <= 0)
@ -7393,7 +7393,7 @@ int DoStar(DSWActor* actor)
actor->user.motion_blur_num = 0;
ScaleSpriteVector(actor, 54000);
vel = ksqrt(SQ(actor->user.change.X) + SQ(actor->user.change.Y));
vel = ksqrt(SQ(actor->user.int_change().X) + SQ(actor->user.int_change().Y));
if (vel > 100)
{
@ -7414,7 +7414,7 @@ int DoStar(DSWActor* actor)
}
else
{
vel = ksqrt(SQ(actor->user.change.X) + SQ(actor->user.change.Y));
vel = ksqrt(SQ(actor->user.int_change().X) + SQ(actor->user.int_change().Y));
if (vel < 800)
@ -7424,7 +7424,7 @@ int DoStar(DSWActor* actor)
}
}
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -7510,7 +7510,7 @@ int DoStar(DSWActor* actor)
ScaleSpriteVector(actor, 58000);
vel = ksqrt(SQ(actor->user.change.X) + SQ(actor->user.change.Y));
vel = ksqrt(SQ(actor->user.int_change().X) + SQ(actor->user.int_change().Y));
if (vel < 500)
break; // will be killed below - actor != 0
@ -7596,7 +7596,7 @@ int DoCrossBolt(DSWActor* actor)
{
DoBlurExtend(actor, 0, 2);
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -7770,7 +7770,7 @@ int ComboMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*,
dist = ksqrt(SQ(actor->int_pos().X - goal->int_pos().X) + SQ(actor->int_pos().Y - goal->int_pos().Y) + (SQ(actor->int_pos().Z - zh)>>8));
oz = actor->user.change.Z;
oz = actor->user.int_change().Z;
actor->user.change.Z = Scale(actor->spr.xvel, zh - actor->int_pos().Z, dist);
actor->user.change.Z = (actor->user.change.Z + oz*15)/16;
@ -7780,7 +7780,7 @@ int ComboMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*,
void SetAngleFromChange(DSWActor* actor)
{
actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
actor->spr.angle = VecToAngle(actor->user.int_change().X, actor->user.int_change().Y);
}
// completely vector manipulation
@ -7840,9 +7840,9 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i
dist = ksqrt(SQ(actor->int_pos().X - goal->int_pos().X) + SQ(actor->int_pos().Y - goal->int_pos().Y) + (SQ(actor->int_pos().Z - zh)>>8));
ox = actor->user.change.X;
oy = actor->user.change.Y;
oz = actor->user.change.Z;
ox = actor->user.int_change().X;
oy = actor->user.int_change().Y;
oz = actor->user.int_change().Z;
actor->user.change.X = Scale(actor->spr.xvel, goal->int_pos().X - actor->int_pos().X, dist);
actor->user.change.Y = Scale(actor->spr.xvel, goal->int_pos().Y - actor->int_pos().Y, dist);
@ -7898,9 +7898,9 @@ int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, in
dist = ksqrt(SQ(actor->int_pos().X - goal->int_pos().X) + SQ(actor->int_pos().Y - goal->int_pos().Y) + (SQ(actor->int_pos().Z - zh)>>8));
ox = actor->user.change.X;
oy = actor->user.change.Y;
oz = actor->user.change.Z;
ox = actor->user.int_change().X;
oy = actor->user.int_change().Y;
oz = actor->user.int_change().Z;
actor->user.change.X = Scale(actor->spr.xvel, goal->int_pos().X - actor->int_pos().X, dist);
actor->user.change.Y = Scale(actor->spr.xvel, goal->int_pos().Y - actor->int_pos().Y, dist);
@ -8061,7 +8061,7 @@ int DoPlasma(DSWActor* actor)
int DoCoolgFire(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
@ -8094,9 +8094,9 @@ int DoEelFire(DSWActor* actor)
void ScaleSpriteVector(DSWActor* actor, int scalex, int scaley, int scalez)
{
actor->user.change.X = MulScale(actor->user.change.X, scalex, 16);
actor->user.change.Y = MulScale(actor->user.change.Y, scaley, 16);
actor->user.change.Z = MulScale(actor->user.change.Z, scalez, 16);
actor->user.change.X = MulScale(actor->user.int_change().X, scalex, 16);
actor->user.change.Y = MulScale(actor->user.int_change().Y, scaley, 16);
actor->user.change.Z = MulScale(actor->user.int_change().Z, scalez, 16);
}
void ScaleSpriteVector(DSWActor* actor, int scale)
@ -8115,8 +8115,8 @@ void WallBounce(DSWActor* actor, short ang)
k = MulScale(bcos(ang), bsin(ang), 13);
l = bcos(ang << 1);
dax = -actor->user.change.X;
day = -actor->user.change.Y;
dax = -actor->user.int_change().X;
day = -actor->user.int_change().Y;
actor->user.change.X = DMulScale(day, k, dax, l, 14);
actor->user.change.Y = DMulScale(dax, k, -day, l, 14);
@ -8128,8 +8128,8 @@ void WallBounce(DSWActor* actor, short ang)
//
if (old_ang == actor->int_ang())
{
actor->user.change.X = -actor->user.change.X;
actor->user.change.Y = -actor->user.change.Y;
actor->user.change.X = -actor->user.int_change().X;
actor->user.change.Y = -actor->user.int_change().Y;
SetAngleFromChange(actor);
}
}
@ -8184,7 +8184,7 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall)
daz = 4096; // 4096 = 45 degrees
// reflection code
k = ((actor->user.change.X*dax) + (actor->user.change.Y*day)) + MulScale(actor->user.change.Z, daz, 4);
k = ((actor->user.change.X*dax) + (actor->user.change.Y*day)) + MulScale(actor->user.int_change().Z, daz, 4);
l = (dax*dax) + (day*day) + (daz*daz);
// make sure divscale doesn't overflow
@ -8220,7 +8220,7 @@ int DoGrenade(DSWActor* actor)
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -8434,10 +8434,10 @@ int DoVulcanBoulder(DSWActor* actor)
actor->user.Counter += 40;
actor->user.addCounterToChange();
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
int32_t const vel = ksqrt(SQ(actor->user.change.X) + SQ(actor->user.change.Y));
int32_t const vel = ksqrt(SQ(actor->user.int_change().X) + SQ(actor->user.int_change().Y));
if (vel < 30)
{
@ -8797,7 +8797,7 @@ int DoMine(DSWActor* actor)
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -8937,7 +8937,7 @@ int DoMine(DSWActor* actor)
int DoPuff(DSWActor* actor)
{
actor->add_int_pos({ actor->user.change.X, actor->user.change.Y, actor->user.change.Z });
actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, actor->user.change.Z });
return 0;
}
@ -8987,7 +8987,7 @@ int DoTracer(DSWActor* actor)
{
for (int i = 0; i < 4; i++)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9010,7 +9010,7 @@ int DoEMP(DSWActor* actor)
{
for (int i = 0; i < 4; i++)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9091,7 +9091,7 @@ int DoTankShell(DSWActor* actor)
for (i = 0; i < 4; i++)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9111,7 +9111,7 @@ int DoTankShell(DSWActor* actor)
int DoTracerStart(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9136,7 +9136,7 @@ int DoLaser(DSWActor* actor)
while (true)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9172,7 +9172,7 @@ int DoLaserStart(DSWActor* actor)
{
if (SW_SHAREWARE) return false; // JBF: verify
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9197,7 +9197,7 @@ int DoRail(DSWActor* actor)
while (true)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9269,7 +9269,7 @@ int DoRailStart(DSWActor* actor)
{
if (SW_SHAREWARE) return false; // JBF: verify
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9305,7 +9305,7 @@ int DoRocket(DSWActor* actor)
VectorMissileSeek(actor, 30, 16, 128, 768);
}
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9362,7 +9362,7 @@ int DoMicroMini(DSWActor* actor)
for (i = 0; i < 3; i++)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9410,7 +9410,7 @@ int DoMicro(DSWActor* actor)
{
if (SW_SHAREWARE) return false; // JBF: verify
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9618,7 +9618,7 @@ int DoElectro(DSWActor* actor)
int DoLavaBoulder(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -9643,7 +9643,7 @@ int DoLavaBoulder(DSWActor* actor)
int DoSpear(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -10017,7 +10017,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
expActor->user.change.X = MOVEx(vel, ang);
expActor->user.change.Y = MOVEy(vel, ang);
expActor->user.Radius = 200; // was NUKE_RADIUS
expActor->user.coll = move_missile(expActor, expActor->user.change.X, expActor->user.change.Y, 0,
expActor->user.coll = move_missile(expActor, expActor->user.int_change().X, expActor->user.int_change().Y, 0,
expActor->user.int_ceiling_dist(),expActor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
if (FindDistance3D(expActor->int_pos() - actor->int_pos()) < 1024)
@ -10278,7 +10278,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
expActor->user.change.X = MOVEx(vel, ang);
expActor->user.change.Y = MOVEy(vel, ang);
expActor->user.coll = move_missile(expActor, expActor->user.change.X, expActor->user.change.Y, 0,
expActor->user.coll = move_missile(expActor, expActor->user.int_change().X, expActor->user.int_change().Y, 0,
expActor->user.int_ceiling_dist(),expActor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
if (FindDistance3D(expActor->int_pos() - actor->int_pos()) < 1024)
@ -10440,7 +10440,7 @@ int DoMineExp(DSWActor* actor)
int DoSectorExp(DSWActor* actor)
{
actor->add_int_pos({ actor->user.change.X, actor->user.change.Y, 0 });
actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, 0 });
return 0;
}
@ -10564,7 +10564,7 @@ int DoFireball(DSWActor* actor)
}
}
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -10728,7 +10728,7 @@ int DoNapalm(DSWActor* actor)
auto oldv = actor->spr.pos;
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -10749,7 +10749,7 @@ int DoNapalm(DSWActor* actor)
actor->spr.pos = oldv;
hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
hitActor->spr.cstat = hcstat;
}
}
@ -10807,12 +10807,12 @@ int DoBloodWorm(DSWActor* actor)
int xvect,yvect;
int amt;
actor->user.coll = move_ground_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_ground_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
if (actor->user.coll.type != kHitNone)
{
actor->user.change.X = -actor->user.change.X;
actor->user.change.Y = -actor->user.change.Y;
actor->user.change.X = -actor->user.int_change().X;
actor->user.change.Y = -actor->user.int_change().Y;
actor->user.coll.setNone();
actor->spr.angle += DAngle180;
return true;
@ -10888,7 +10888,7 @@ int DoSerpMeteor(DSWActor* actor)
if (actor->spr.xrepeat > 80)
actor->spr.xrepeat = 80;
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
if (actor->user.coll.type != kHitNone)
{
@ -10905,7 +10905,7 @@ int DoSerpMeteor(DSWActor* actor)
actor->spr.pos = oldv;
hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
hitActor->spr.cstat = hcstat;
}
}
@ -10927,7 +10927,7 @@ int DoMirvMissile(DSWActor* actor)
if (actor->spr.xrepeat > 80)
actor->spr.xrepeat = 80;
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
@ -10946,7 +10946,7 @@ int DoMirvMissile(DSWActor* actor)
int DoMirv(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z, actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
@ -11013,9 +11013,9 @@ bool MissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist)
bool retval = false;
// backup values
oldxc = actor->user.change.X;
oldyc = actor->user.change.Y;
oldzc = actor->user.change.Z;
oldxc = actor->user.int_change().X;
oldyc = actor->user.int_change().Y;
oldzc = actor->user.int_change().Z;
oldvel = actor->spr.xvel;
oldzvel = actor->spr.zvel;
@ -11052,9 +11052,9 @@ bool TestMissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist, int zvel)
bool retval = false;
// backup values
oldxc = actor->user.change.X;
oldyc = actor->user.change.Y;
oldzc = actor->user.change.Z;
oldxc = actor->user.int_change().X;
oldyc = actor->user.int_change().Y;
oldzc = actor->user.int_change().Z;
oldvel = actor->spr.xvel;
oldzvel = actor->spr.zvel;
@ -12621,7 +12621,7 @@ int InitStar(PLAYER* pp)
}
// move the same as middle star
zvel = actorNew->user.change.Z;
zvel = actorNew->user.int_change().Z;
UpdateChangeXY(actorNew2);
actorNew2->user.change.Z = zvel;
@ -16889,7 +16889,7 @@ DSWActor* SpawnBubble(DSWActor* actor)
int DoVehicleSmoke(DSWActor* actor)
{
actor->add_int_pos({ actor->user.change.X, actor->user.change.Y, -actor->spr.zvel });
actor->add_int_pos({ actor->user.int_change().X, actor->user.int_change().Y, -actor->spr.zvel });
return false;
}
@ -17686,7 +17686,7 @@ int DoShrapVelocity(DSWActor* actor)
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS*2);
MissileHitDiveArea(actor);
@ -17998,7 +17998,7 @@ int DoItemFly(DSWActor* actor)
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change.X, actor->user.change.Y, actor->user.change.Z,
actor->user.coll = move_missile(actor, actor->user.int_change().X, actor->user.int_change().Y, actor->user.int_change().Z,
actor->user.int_ceiling_dist(), actor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS*2);
MissileHitDiveArea(actor);
@ -18019,8 +18019,8 @@ int DoItemFly(DSWActor* actor)
}
else
{
actor->user.change.X = -actor->user.change.X;
actor->user.change.Y = -actor->user.change.Y;
actor->user.change.X = -actor->user.int_change().X;
actor->user.change.Y = -actor->user.int_change().Y;
}
break;