From 6ce01e24d2806ce3c8627d6668613cc2ae0b5b9b Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 30 Aug 2022 23:04:39 +0200 Subject: [PATCH] - renamed walltype::delta and walltype::center --- source/core/gamefuncs.cpp | 4 ++-- source/core/maploader.cpp | 2 +- source/core/maptypes.h | 4 ++-- source/core/rendering/hw_sections.cpp | 2 +- source/core/rendering/scene/hw_walls.cpp | 2 +- source/games/blood/src/gameutil.cpp | 4 ++-- source/games/duke/src/actors.cpp | 4 ++-- source/games/duke/src/actors_d.cpp | 6 +++--- source/games/duke/src/actors_r.cpp | 10 +++++----- source/games/duke/src/player.cpp | 2 +- source/games/duke/src/player_d.cpp | 2 +- source/games/duke/src/player_r.cpp | 8 ++++---- source/games/duke/src/sectors_d.cpp | 2 +- source/games/duke/src/sectors_r.cpp | 2 +- source/games/duke/src/spawn.cpp | 6 +++--- source/games/exhumed/src/lighting.cpp | 2 +- source/games/exhumed/src/move.cpp | 2 +- source/games/sw/src/break.cpp | 2 +- source/games/sw/src/draw.cpp | 2 +- source/games/sw/src/jweapon.cpp | 8 ++++---- source/games/sw/src/player.cpp | 4 ++-- source/games/sw/src/ripper.cpp | 2 +- source/games/sw/src/ripper2.cpp | 2 +- source/games/sw/src/weapon.cpp | 18 +++++++++--------- 24 files changed, 51 insertions(+), 51 deletions(-) diff --git a/source/core/gamefuncs.cpp b/source/core/gamefuncs.cpp index 76004b6ef..9c289ff83 100644 --- a/source/core/gamefuncs.cpp +++ b/source/core/gamefuncs.cpp @@ -170,7 +170,7 @@ void calcSlope(const sectortype* sec, float xpos, float ypos, float* pceilz, flo int len = wal->Length(); if (len != 0) { - float fac = (wal->deltax() * (float(ypos - wal->wall_int_pos().Y)) - wal->deltay() * (float(xpos - wal->wall_int_pos().X))) * (1.f / 256.f) / len; + float fac = (wal->int_delta().X * (float(ypos - wal->wall_int_pos().Y)) - wal->int_delta().Y * (float(xpos - wal->wall_int_pos().X))) * (1.f / 256.f) / len; if (pceilz && sec->ceilingstat & CSTAT_SECTOR_SLOPE) *pceilz += (sec->ceilingheinum * fac); if (pflorz && sec->floorstat & CSTAT_SECTOR_SLOPE) *pflorz += (sec->floorheinum * fac); } @@ -245,7 +245,7 @@ void getcorrectzsofslope(int sectnum, int dax, int day, int* ceilz, int* florz) int getslopeval(sectortype* sect, int x, int y, int z, int basez) { auto wal = sect->firstWall(); - auto delta = wal->delta(); + auto delta = wal->int_delta(); int i = (y - wal->wall_int_pos().Y) * delta.X - (x - wal->wall_int_pos().X) * delta.Y; return i == 0? 0 : Scale((z - basez) << 8, wal->Length(), i); } diff --git a/source/core/maploader.cpp b/source/core/maploader.cpp index 5d35c162e..ba298a056 100644 --- a/source/core/maploader.cpp +++ b/source/core/maploader.cpp @@ -62,7 +62,7 @@ void walltype::calcLength() { lengthflags &= ~1; point2Wall()->lengthflags &= ~2; - auto d = delta(); + auto d = int_delta(); length = (int)sqrt(d.X * d.X + d.Y * d.Y); } diff --git a/source/core/maptypes.h b/source/core/maptypes.h index 8dfa937d2..e66a7e71b 100644 --- a/source/core/maptypes.h +++ b/source/core/maptypes.h @@ -425,9 +425,9 @@ struct walltype walltype* nextWall() const; walltype* lastWall(bool fast = true) const; walltype* point2Wall() const; - vec2_t delta() const { return point2Wall()->wall_int_pos() - wall_int_pos(); } + vec2_t int_delta() const { return point2Wall()->wall_int_pos() - wall_int_pos(); } DVector2 fdelta() const { return point2Wall()->pos - pos; } - vec2_t center() const { return(point2Wall()->wall_int_pos() + wall_int_pos()) / 2; } + vec2_t int_center() const { return(point2Wall()->wall_int_pos() + wall_int_pos()) / 2; } DVector2 fcenter() const { return(point2Wall()->pos + pos) / 2; } int deltax() const { return point2Wall()->wall_int_pos().X - wall_int_pos().X; } int deltay() const { return point2Wall()->wall_int_pos().Y - wall_int_pos().Y; } diff --git a/source/core/rendering/hw_sections.cpp b/source/core/rendering/hw_sections.cpp index efb9826f0..f23297c1f 100644 --- a/source/core/rendering/hw_sections.cpp +++ b/source/core/rendering/hw_sections.cpp @@ -303,7 +303,7 @@ static int insideLoop(int vertex, TArray& loop) { // to reliably detect walls where vertices lie directly on outer walls, we must test the wall's center as well. // SW: Wanton Destrcution's $bath.map, sector 601 is an example for that. - if (i == 1) pt += wall[vertex].delta() / 2; + if (i == 1) pt += wall[vertex].int_delta() / 2; bool c = false; for (unsigned ii = 0; ii < loop.Size() - 1; ii++) { diff --git a/source/core/rendering/scene/hw_walls.cpp b/source/core/rendering/scene/hw_walls.cpp index 399476a80..3764fa990 100644 --- a/source/core/rendering/scene/hw_walls.cpp +++ b/source/core/rendering/scene/hw_walls.cpp @@ -61,7 +61,7 @@ static walltype* IsOnWall(tspritetype* tspr, int height, DVector2& outpos) for(auto& wal : wallsofsector(sect)) { // Intentionally include two sided walls. Even on them the sprite should be projected onto the wall for better results. - auto d = wal.delta(); + auto d = wal.int_delta(); int walang = getangle(d.X, d.Y); int deltaang = abs((((walang - tspr->int_ang()) & 2047) << 21) >> 21); const int maxangdelta = 1; diff --git a/source/games/blood/src/gameutil.cpp b/source/games/blood/src/gameutil.cpp index e537bec82..9eccdc934 100644 --- a/source/games/blood/src/gameutil.cpp +++ b/source/games/blood/src/gameutil.cpp @@ -236,14 +236,14 @@ bool CheckProximityWall(walltype* pWall, int x, int y, int nDist) int GetWallAngle(walltype* pWall) { - auto delta = pWall->delta(); + auto delta = pWall->int_delta(); return getangle(delta.X, delta.Y); } void GetWallNormal(walltype* pWall, int* pX, int* pY) { - auto delta = pWall->delta(); + auto delta = pWall->int_delta(); int dX = -delta.Y >> 4; int dY = delta.X >> 4; diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index ab88a9a1d..d43432d71 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -1263,7 +1263,7 @@ void bounce(DDukeActor* actor) auto sectp = actor->sector(); - int daang = getangle(sectp->firstWall()->delta()); + int daang = getangle(sectp->firstWall()->int_delta()); int k, l; if (actor->spr.pos.Z < (actor->floorz + actor->ceilingz) * 0.5) @@ -1472,7 +1472,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) if (j == kHitWall) { - int k = getangle(coll.hitWall->delta()); + int k = getangle(coll.hitWall->int_delta()); actor->set_int_ang(((k << 1) - actor->int_ang()) & 2047); } else if (j == kHitSprite) diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 89265a4f1..956196cf3 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -1418,7 +1418,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3 &oldpo (!isWorldTour() || proj->spr.picnum != FIREBALL) && (wal->overpicnum == MIRROR || wal->picnum == MIRROR)) { - int k = getangle(wal->delta()); + int k = getangle(wal->int_delta()); proj->set_int_ang(((k << 1) - proj->int_ang()) & 2047); proj->SetOwner(proj); spawn(proj, TRANSPORTERSTAR); @@ -1437,7 +1437,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3 &oldpo proj->spr.yvel--; } - int k = getangle(wal->delta()); + int k = getangle(wal->int_delta()); proj->set_int_ang(((k << 1) - proj->int_ang()) & 2047); return true; } @@ -2641,7 +2641,7 @@ static void heavyhbomb(DDukeActor *actor) auto wal = coll.hitWall; fi.checkhitwall(actor, wal, actor->spr.pos, actor->spr.picnum); - int k = getangle(wal->delta()); + int k = getangle(wal->int_delta()); actor->set_int_ang(((k << 1) - actor->int_ang()) & 2047); actor->spr.xvel >>= 1; diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 7925445e0..678800012 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -1051,7 +1051,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo if (proj->spr.picnum != RPG && (!isRRRA() || proj->spr.picnum != RPG2) && proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != SPIT && proj->spr.picnum != SHRINKSPARK && (wal->overpicnum == MIRROR || wal->picnum == MIRROR)) { - int k = getangle(wal->delta()); + int k = getangle(wal->int_delta()); proj->set_int_ang(((k << 1) - proj->int_ang()) & 2047); proj->SetOwner(proj); spawn(proj, TRANSPORTERSTAR); @@ -1074,7 +1074,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo proj->spr.yvel--; } - int k = getangle(wal->delta()); + int k = getangle(wal->int_delta()); proj->set_int_ang(((k << 1) - proj->int_ang()) & 2047); return true; } @@ -1109,7 +1109,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo proj->spr.yvel--; } - int k = getangle(wal->delta()); + int k = getangle(wal->int_delta()); proj->set_int_ang(((k << 1) - proj->int_ang()) & 2047); return true; } @@ -2430,7 +2430,7 @@ static void heavyhbomb(DDukeActor *actor) auto wal = coll.hitWall; fi.checkhitwall(actor, wal, actor->spr.pos, actor->spr.picnum); - int k = getangle(wal->delta()); + int k = getangle(wal->int_delta()); if (actor->spr.picnum == CHEERBOMB) { @@ -2570,7 +2570,7 @@ static int henstand(DDukeActor *actor) { if (coll.type == kHitWall) { - int k = getangle(coll.hitWall->delta()); + int k = getangle(coll.hitWall->int_delta()); actor->set_int_ang(((k << 1) - actor->int_ang()) & 2047); } else if (coll.type == kHitSprite) diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index 5b871d8ae..2bd645d69 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -1057,7 +1057,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i if (spawned) { spawned->spr.xvel = -12; - auto delta = hit.hitWall->delta(); + auto delta = hit.hitWall->int_delta(); spawned->set_int_ang(getangle(-delta.X, -delta.Y) + 512); // note the '-' sign here! spawned->spr.pos = hit.hitpos; spawned->spr.cstat |= randomXFlip(); diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 23b0aedbd..b07f846ee 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -513,7 +513,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa if (hole) { hole->spr.xvel = -1; - auto delta = hit.hitWall->delta(); + auto delta = hit.hitWall->int_delta(); hole->set_int_ang(getangle(-delta.X, -delta.Y) + 512); ssp(hole, CLIPMASK0); hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL; diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 5ffaa2cc8..ce580ca1b 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -410,7 +410,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa if (hole) { hole->spr.xvel = -1; - auto delta = hit.hitWall->delta(); + auto delta = hit.hitWall->int_delta(); hole->set_int_ang(getangle(-delta.X, -delta.Y) + 512); ssp(hole, CLIPMASK0); hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL; @@ -2368,7 +2368,7 @@ void onMotorcycleMove(int snum, walltype* wal) { auto p = &ps[snum]; auto pact = p->GetActor(); - int angleDelta = abs(p->angle.ang.Buildang() - getangle(wal->delta())); + int angleDelta = abs(p->angle.ang.Buildang() - getangle(wal->int_delta())); double damageAmount = p->MotoSpeed * p->MotoSpeed; p->angle.addadjustment(DAngle::fromBuildf(p->MotoSpeed / (krand() & 1 ? -2 : 2))); @@ -2422,8 +2422,8 @@ void onBoatMove(int snum, int psectlotag, walltype* wal) { auto p = &ps[snum]; auto pact = p->GetActor(); - auto delta = wal->delta(); - int angleDelta = abs(p->angle.ang.Buildang() - getangle(wal->delta())); + auto delta = wal->int_delta(); + int angleDelta = abs(p->angle.ang.Buildang() - getangle(wal->int_delta())); p->angle.addadjustment(DAngle::fromBuildf(p->MotoSpeed / (krand() & 1 ? -4 : 4))); diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index bca76c825..fabf10c23 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -681,7 +681,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw if (spawned) { spawned->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER; - auto delta = wal->delta(); + auto delta = wal->int_delta(); spawned->set_int_ang(getangle(-delta.X, -delta.Y) - 512); S_PlayActorSound(SOMETHINGHITFORCE, spawned); diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index b367c458d..d0dcecfde 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -949,7 +949,7 @@ static void lotsofpopcorn(DDukeActor *actor, walltype* wal, int n) int x1 = wal->wall_int_pos().X; int y1 = wal->wall_int_pos().Y; - auto delta = wal->delta(); + auto delta = wal->int_delta(); x1 -= Sgn(delta.X); y1 += Sgn(delta.Y); diff --git a/source/games/duke/src/spawn.cpp b/source/games/duke/src/spawn.cpp index 4f37d1d7d..086fb970f 100644 --- a/source/games/duke/src/spawn.cpp +++ b/source/games/duke/src/spawn.cpp @@ -1098,7 +1098,7 @@ void lotsofglass(DDukeActor *actor, walltype* wal, int n) int x1 = wal->wall_int_pos().X; int y1 = wal->wall_int_pos().Y; - auto delta = wal->delta() / (n + 1); + auto delta = wal->int_delta() / (n + 1); x1 -= Sgn(delta.Y); y1 += Sgn(delta.X); @@ -1154,7 +1154,7 @@ void ceilingglass(DDukeActor* actor, sectortype* sectp, int n) int x1 = wal.wall_int_pos().X; int y1 = wal.wall_int_pos().Y; - auto delta = wal.delta() / (n + 1); + auto delta = wal.int_delta() / (n + 1); for (j = n; j > 0; j--) { @@ -1193,7 +1193,7 @@ void lotsofcolourglass(DDukeActor* actor, walltype* wal, int n) int x1 = wal->wall_int_pos().X; int y1 = wal->wall_int_pos().Y; - auto delta = wal->delta() / (n + 1); + auto delta = wal->int_delta() / (n + 1); for (j = n; j > 0; j--) { diff --git a/source/games/exhumed/src/lighting.cpp b/source/games/exhumed/src/lighting.cpp index 8492a27e0..82cf6a7dc 100644 --- a/source/games/exhumed/src/lighting.cpp +++ b/source/games/exhumed/src/lighting.cpp @@ -244,7 +244,7 @@ void AddFlash(sectortype* pSector, const DVector3& pos, int val) for (auto& wal : wallsofsector(pSector)) { - auto average = wal.center(); + auto average = wal.int_center(); sectortype *pNextSector = NULL; if (wal.twoSided()) diff --git a/source/games/exhumed/src/move.cpp b/source/games/exhumed/src/move.cpp index 12fceecc3..852d34fb3 100644 --- a/source/games/exhumed/src/move.cpp +++ b/source/games/exhumed/src/move.cpp @@ -1180,7 +1180,7 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int ebx, int int GetWallNormal(walltype* pWall) { - auto delta = pWall->delta(); + auto delta = pWall->int_delta(); int nAngle = getangle(delta.X, delta.Y); return (nAngle + 512) & kAngleMask; diff --git a/source/games/sw/src/break.cpp b/source/games/sw/src/break.cpp index 9adc37709..77e1f5f8a 100644 --- a/source/games/sw/src/break.cpp +++ b/source/games/sw/src/break.cpp @@ -729,7 +729,7 @@ int WallBreakPosition(walltype* wp, sectortype** sectp, int *x, int *y, int *z, int nx,ny; int wall_ang; - wall_ang = NORM_ANGLE(getangle(wp->delta())+512); + wall_ang = NORM_ANGLE(getangle(wp->int_delta())+512); *sectp = wp->sectorp(); ASSERT(*sectp); diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index c4c3c4af9..e68349820 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -959,7 +959,7 @@ void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, DAngle *nang, f { *vsect = hit.hitSector; - daang = getangle(hit.hitWall->delta()); + daang = getangle(hit.hitWall->int_delta()); i = vx * bsin(daang) + vy * -bcos(daang); if (abs(vx) > abs(vy)) diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 216341d05..a6880c989 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -424,7 +424,7 @@ int DoBloodSpray(DSWActor* actor) break; } - wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512); + wall_ang = NORM_ANGLE(getangle(wph->int_delta()) + 512); SpawnMidSplash(actor); auto bldActor = QueueWallBlood(actor, NORM_ANGLE(wall_ang+1024)); @@ -618,7 +618,7 @@ int DoPhosphorus(DSWActor* actor) break; } - wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512); + wall_ang = NORM_ANGLE(getangle(wph->int_delta()) + 512); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 32000); @@ -823,7 +823,7 @@ int DoChemBomb(DSWActor* actor) if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); - int wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512); + int wall_ang = NORM_ANGLE(getangle(wph->int_delta()) + 512); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 32000); @@ -1037,7 +1037,7 @@ int DoCaltrops(DSWActor* actor) PlaySound(DIGI_CALTROPS, actor, v3df_dontpan); - int wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512); + int wall_ang = NORM_ANGLE(getangle(wph->int_delta()) + 512); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 1000); diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index b9e690bf3..90b465853 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1567,7 +1567,7 @@ void SlipSlope(PLAYER* pp) if (!(sectu->flags & SECTFU_SLIDE_SECTOR) || !(pp->cursector->floorstat & CSTAT_SECTOR_SLOPE)) return; - ang = getangle(pp->cursector->firstWall()->delta()); + ang = getangle(pp->cursector->firstWall()->int_delta()); ang = NORM_ANGLE(ang + 512); @@ -5835,7 +5835,7 @@ void DoPlayerDeathMoveHead(PLAYER* pp) } case kHitWall: { - int wall_ang = NORM_ANGLE(getangle(plActor->user.coll.hitWall->delta())-512); + int wall_ang = NORM_ANGLE(getangle(plActor->user.coll.hitWall->int_delta())-512); int dang = getincangle(wall_ang, plActor->user.slide_ang); plActor->user.slide_ang = NORM_ANGLE(wall_ang + 1024 - dang); diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index b18798fdf..9fb8cf07e 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -1001,7 +1001,7 @@ int DoRipperMoveHang(DSWActor* actor) actor->user.WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120); // hang flush with the wall - actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512)); + actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->int_delta()) - 512)); return 0; } diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index b3e603f74..2082dd2a2 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -1021,7 +1021,7 @@ int DoRipper2MoveHang(DSWActor* actor) actor->user.WaitTics = 0; // Double jump // hang flush with the wall - actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512)); + actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->int_delta()) - 512)); return 0; } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index c32ba9f1a..8e39ddc2f 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -7472,7 +7472,7 @@ int DoStar(DSWActor* actor) if (RANDOM_P2(1024) < STAR_BOUNCE_RNUM) break; - wall_ang = NORM_ANGLE(getangle(wph->delta())+512); + wall_ang = NORM_ANGLE(getangle(wph->int_delta())+512); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 36000); @@ -8168,7 +8168,7 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall) // get angle of the first wall of the sector auto wallp = hit_sector->firstWall(); - daang = getangle(wallp->delta()); + daang = getangle(wallp->int_delta()); // k is now the slope of the ceiling or floor @@ -8285,7 +8285,7 @@ int DoGrenade(DSWActor* actor) PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan); - wall_ang = NORM_ANGLE(getangle(wph->delta())+512); + wall_ang = NORM_ANGLE(getangle(wph->int_delta())+512); //actor->spr.angle = NORM_ANGLE(actor->spr.angle + 1); WallBounce(actor, wall_ang); @@ -8483,7 +8483,7 @@ int DoVulcanBoulder(DSWActor* actor) break; } - wall_ang = NORM_ANGLE(getangle(wph->delta())+512); + wall_ang = NORM_ANGLE(getangle(wph->int_delta())+512); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 40000); @@ -14970,7 +14970,7 @@ bool HitscanSpriteAdjust(DSWActor* actor, walltype* hit_wall) if (hit_wall) { - int16_t const wall_ang = NORM_ANGLE(getangle(hit_wall->delta())); + int16_t const wall_ang = NORM_ANGLE(getangle(hit_wall->int_delta())); actor->set_int_ang(NORM_ANGLE(wall_ang + 512)); } ang = actor->int_ang(); @@ -17259,7 +17259,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos) spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE); spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - wall_ang = NORM_ANGLE(getangle(hit_wall->delta())+512); + wall_ang = NORM_ANGLE(getangle(hit_wall->int_delta())+512); spawnedActor->set_int_ang(wall_ang); // move it back some @@ -17570,7 +17570,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang) spawnedActor->spr.cstat |= (CSTAT_SPRITE_YCENTER); spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - wall_ang = NORM_ANGLE(getangle(hit.hitWall->delta()) + 512); + wall_ang = NORM_ANGLE(getangle(hit.hitWall->int_delta()) + 512); spawnedActor->set_int_ang(wall_ang); // move it back some @@ -17802,7 +17802,7 @@ int DoShrapVelocity(DSWActor* actor) case kHitWall: { - int wall_ang = NORM_ANGLE(getangle(actor->user.coll.hitWall->delta())+512); + int wall_ang = NORM_ANGLE(getangle(actor->user.coll.hitWall->int_delta())+512); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 32000); @@ -18118,7 +18118,7 @@ int DoItemFly(DSWActor* actor) case kHitWall: { - int wall_ang = NORM_ANGLE(getangle(actor->user.coll.hitWall->delta())+512); + int wall_ang = NORM_ANGLE(getangle(actor->user.coll.hitWall->int_delta())+512); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 32000); break;