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- handle a few leftovers in Blood.
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parent
204d6018f4
commit
75ab0cf018
3 changed files with 13 additions and 15 deletions
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@ -3142,9 +3142,9 @@ void useVelocityChanger(DBloodActor* actor, sectortype* sect, DBloodActor* initi
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if (toAng)
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{
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if (toAng180)
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RotatePoint(&pSprite->vel.X, &pSprite->vel.Y, kAng180, pSprite->spr.pos.X, pSprite->spr.pos.Y);
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RotatePoint(&pSprite->vel.X, &pSprite->vel.Y, kAng180, pSprite->int_pos().X, pSprite->int_pos().Y);
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else
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RotatePoint(&pSprite->vel.X, &pSprite->vel.Y, (nAng - vAng) & 2047, pSprite->spr.pos.X, pSprite->spr.pos.Y);
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RotatePoint(&pSprite->vel.X, &pSprite->vel.Y, (nAng - vAng) & 2047, pSprite->int_pos().X, pSprite->int_pos().Y);
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vAng = getVelocityAngle(pSprite);
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@ -3299,7 +3299,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
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if (sourceactor->xspr.data3 & kModernTypeFlag2)
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{
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int vAng = getVelocityAngle(actor);
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RotatePoint(&actor->vel.X, &actor->vel.Y, (sourceactor->spr.ang - vAng) & 2047, actor->spr.pos.X, actor->spr.pos.Y);
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RotatePoint(&actor->vel.X, &actor->vel.Y, (sourceactor->spr.ang - vAng) & 2047, actor->int_pos().X, actor->int_pos().Y);
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}
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if (sourceactor->xspr.data3 & kModernTypeFlag4)
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@ -3367,9 +3367,9 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
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if (actor->insector())
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{
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if (sourceactor->xspr.data4 == 3)
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pos = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
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pos = getflorzofslopeptr(actor->sector(), actor->int_pos().X, actor->int_pos().Y);
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else
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pos = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
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pos = getceilzofslopeptr(actor->sector(), actor->int_pos().X, actor->int_pos().Y);
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break;
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}
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@ -197,8 +197,8 @@ TArray<DBloodActor*> getSpritesNearWalls(sectortype* pSrcSect, int nDist)
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if (skip.Find(ac))
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continue;
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sx = ac->spr.pos.X; qx = sx - wx;
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sy = ac->spr.pos.Y; qy = sy - wy;
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sx = ac->int_pos().X; qx = sx - wx;
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sy = ac->int_pos().Y; qy = sy - wy;
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num = DMulScale(qx, lx, qy, ly, 4);
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den = DMulScale(lx, lx, ly, ly, 4);
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@ -989,8 +989,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
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RotatePoint(&x, &y, ang, a4, a5);
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viewBackupSpriteLoc(ac);
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ac->spr.ang = (ac->spr.ang + v14) & 2047;
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ac->spr.pos.X = x + vc - a4;
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ac->spr.pos.Y = y + v8 - a5;
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ac->set_int_xy(x + vc - a4, y + v8 - a5);
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}
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else if (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
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{
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@ -998,8 +997,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
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RotatePoint(&x, &y, -ang, a4, sprDy);
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viewBackupSpriteLoc(ac);
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ac->spr.ang = (ac->spr.ang - v14) & 2047;
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ac->spr.pos.X = x - (vc - a4);
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ac->spr.pos.Y = y - (v8 - a5);
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ac->set_int_xy(x + vc - a4, y + v8 - a5);
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}
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}
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}
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@ -1066,7 +1064,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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if (ac && (ac->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD))
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{
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viewBackupSpriteLoc(ac);
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ac->spr.pos.Z += pSector->floorz - oldZ;
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ac->add_int_z(pSector->floorz - oldZ);
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}
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}
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}
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@ -1104,7 +1102,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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if (ac && (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE))
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{
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viewBackupSpriteLoc(ac);
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ac->spr.pos.Z += pSector->ceilingz - oldZ;
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ac->add_int_z(pSector->ceilingz - oldZ);
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}
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}
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}
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@ -2272,7 +2270,7 @@ static void UpdateBasePoints(sectortype* pSector)
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if (ptr1)
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{
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for (auto& ac : *ptr1)
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ac->basePoint = ac->spr.pos;
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ac->basePoint = ac->int_pos();
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}
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}
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#endif
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@ -2284,7 +2282,7 @@ static void UpdateBasePoints(sectortype* pSector)
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BloodSectIterator it(pSector);
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while (auto actor = it.Next())
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{
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actor->basePoint = actor->spr.pos;
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actor->basePoint = actor->int_pos();
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}
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}
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