mirror of
https://github.com/DrBeef/Raze.git
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- SW: Replace PANEL_SPRITEstruct
ox
with opos.X
calls.
This commit is contained in:
parent
145028bc16
commit
81b74c2cdf
3 changed files with 38 additions and 38 deletions
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@ -1052,7 +1052,7 @@ void pSwordSlideDown(PANEL_SPRITEp psp)
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DoPlayerChooseYell(psp->PlayerP);
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// continue to next state to swing right
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pStatePlusOne(psp);
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psp->ox = psp->pos.X = SWORDR_XOFF;
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psp->opos.X = psp->pos.X = SWORDR_XOFF;
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psp->oy = psp->pos.Y = SWORD_YOFF;
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psp->backupboby();
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psp->ang = 1024;
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@ -1065,7 +1065,7 @@ void pSwordSlideDown(PANEL_SPRITEp psp)
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// NOT still holding down the fire key - stop swinging
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pSetState(psp, psp->PresentState);
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psp->ox = psp->pos.X = SWORD_XOFF;
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psp->opos.X = psp->pos.X = SWORD_XOFF;
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psp->oy = psp->pos.Y = SWORD_YOFF + tileHeight(psp->picndx);
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psp->backupboby();
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}
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@ -1110,7 +1110,7 @@ void pSwordSlideDownR(PANEL_SPRITEp psp)
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DoPlayerChooseYell(psp->PlayerP);
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// back to action state
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pStatePlusOne(psp);
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psp->ox = psp->pos.X = SWORD_XOFF + 80;
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psp->opos.X = psp->pos.X = SWORD_XOFF + 80;
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psp->oy = psp->pos.Y = SWORD_YOFF;
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psp->backupboby();
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psp->PlayerP->SwordAng = SwordAngTable[RandomRange(SIZ(SwordAngTable))];
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@ -1123,7 +1123,7 @@ void pSwordSlideDownR(PANEL_SPRITEp psp)
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// NOT still holding down the fire key - stop swinging
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pSetState(psp, psp->PresentState);
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psp->ox = psp->pos.X = SWORD_XOFF;
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psp->opos.X = psp->pos.X = SWORD_XOFF;
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psp->oy = psp->pos.Y = SWORD_YOFF + tileHeight(psp->picndx);
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psp->backupboby();
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}
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@ -1151,7 +1151,7 @@ void pSwordHide(PANEL_SPRITEp psp)
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if (psp->pos.Y >= SWORD_YOFF + tileHeight(picnum))
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{
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psp->oy = psp->pos.Y = SWORD_YOFF + tileHeight(picnum);
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psp->ox = psp->pos.X = SWORD_XOFF;
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psp->opos.X = psp->pos.X = SWORD_XOFF;
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pWeaponUnHideKeys(psp, psp->PresentState);
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}
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@ -1786,13 +1786,13 @@ void pUziReload(PANEL_SPRITEp nclip)
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nclip->vel += 14 * synctics;
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nclip->ox = nclip->pos.X;
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nclip->opos.X = nclip->pos.X;
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nclip->oy = nclip->pos.Y;
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nclip->pos.X += pspCosVel(nclip);
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nclip->pos.Y -= pspSinVel(nclip);
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gun->ox = gun->pos.X;
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gun->opos.X = gun->pos.X;
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gun->oy = gun->pos.Y;
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gun->pos.X -= pspCosVel(gun);
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@ -1804,7 +1804,7 @@ void pUziReload(PANEL_SPRITEp nclip)
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{
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PlaySound(DIGI_REPLACECLIP, nclip->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler);
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nclip->ox = nclip->pos.X = gun->pos.X - UZI_CLIP_XOFF;
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nclip->opos.X = nclip->pos.X = gun->pos.X - UZI_CLIP_XOFF;
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nclip->oy = nclip->pos.Y = gun->pos.Y + UZI_CLIP_YOFF;
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nclip->vel = 680;
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nclip->ang = NORM_ANGLE(nclip->ang - 128 - 64);
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@ -1818,7 +1818,7 @@ void pUziReload(PANEL_SPRITEp nclip)
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{
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PlaySound(DIGI_REPLACECLIP, nclip->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler);
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nclip->ox = nclip->pos.X = gun->pos.X + UZI_CLIP_XOFF;
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nclip->opos.X = nclip->pos.X = gun->pos.X + UZI_CLIP_XOFF;
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nclip->oy = nclip->pos.Y = gun->pos.Y + UZI_CLIP_YOFF;
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nclip->vel = 680;
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nclip->ang = NORM_ANGLE(nclip->ang + 128 + 64);
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@ -1901,7 +1901,7 @@ void pUziDoneReload(PANEL_SPRITEp psp)
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void pUziClip(PANEL_SPRITEp oclip)
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{
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oclip->ox = oclip->pos.X;
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oclip->opos.X = oclip->pos.X;
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oclip->oy = oclip->pos.Y;
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oclip->pos.X += pspCosVel(oclip);
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@ -1914,13 +1914,13 @@ void pUziClip(PANEL_SPRITEp oclip)
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// as synctics gets bigger, oclip->x can be way off
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// when clip goes off the screen - recalc oclip->x from scratch
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// so it will end up the same for all synctic values
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for (oclip->pos.X = oclip->ox, oclip->pos.Y = oclip->oy; oclip->pos.Y < UZI_RELOAD_YOFF; )
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for (oclip->pos.X = oclip->opos.X, oclip->pos.Y = oclip->oy; oclip->pos.Y < UZI_RELOAD_YOFF; )
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{
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oclip->pos.X += oclip->vel * bcosf(oclip->ang, -22);
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oclip->pos.Y -= oclip->vel * bsinf(oclip->ang, -22);
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}
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oclip->ox = oclip->pos.X;
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oclip->opos.X = oclip->pos.X;
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oclip->oy = oclip->pos.Y = UZI_RELOAD_YOFF;
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gun->vel = 800;
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@ -2681,7 +2681,7 @@ void pShotgunRecoilUp(PANEL_SPRITEp psp)
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if (psp->pos.Y < SHOTGUN_YOFF)
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{
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psp->oy = psp->pos.Y = SHOTGUN_YOFF;
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psp->ox = psp->pos.X = SHOTGUN_XOFF;
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psp->opos.X = psp->pos.X = SHOTGUN_XOFF;
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pShotgunSetRecoil(psp);
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@ -2710,7 +2710,7 @@ void pShotgunReloadDown(PANEL_SPRITEp psp)
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void pShotgunReloadUp(PANEL_SPRITEp psp)
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{
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psp->ox = psp->pos.X = SHOTGUN_XOFF;
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psp->opos.X = psp->pos.X = SHOTGUN_XOFF;
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psp->backupy();
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psp->pos.Y -= 3 * synctics;
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@ -3151,7 +3151,7 @@ void pRailRecoilUp(PANEL_SPRITEp psp)
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if (psp->pos.Y < RAIL_YOFF)
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{
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psp->oy = psp->pos.Y = RAIL_YOFF;
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psp->ox = psp->pos.X = RAIL_XOFF;
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psp->opos.X = psp->pos.X = RAIL_XOFF;
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pRailSetRecoil(psp);
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@ -3608,7 +3608,7 @@ void pHotheadHide(PANEL_SPRITEp psp)
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if (psp->pos.X >= HOTHEAD_XOFF + tileWidth(picnum) || psp->pos.Y >= HOTHEAD_YOFF + tileHeight(picnum))
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{
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psp->ox = psp->pos.X = HOTHEAD_XOFF;
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psp->opos.X = psp->pos.X = HOTHEAD_XOFF;
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psp->oy = psp->pos.Y = HOTHEAD_YOFF + tileHeight(picnum);
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pWeaponUnHideKeys(psp, psp->PresentState);
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@ -3984,7 +3984,7 @@ void pMicroRecoilUp(PANEL_SPRITEp psp)
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if (psp->pos.Y < MICRO_YOFF)
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{
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psp->oy = psp->pos.Y = MICRO_YOFF;
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psp->ox = psp->pos.X = MICRO_XOFF;
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psp->opos.X = psp->pos.X = MICRO_XOFF;
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pMicroSetRecoil(psp);
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@ -4044,7 +4044,7 @@ void pMicroHide(PANEL_SPRITEp psp)
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if (psp->pos.Y >= MICRO_YOFF + tileHeight(picnum) + 20)
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{
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psp->oy = psp->pos.Y = MICRO_YOFF + tileHeight(picnum) + 20;
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psp->ox = psp->pos.X = MICRO_XOFF;
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psp->opos.X = psp->pos.X = MICRO_XOFF;
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pWeaponUnHideKeys(psp, psp->PresentState);
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}
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@ -4612,7 +4612,7 @@ void SpawnHeartBlood(PANEL_SPRITEp psp)
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// RIGHT side
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blood = pSpawnSprite(pp, hsp->state[RANDOM_P2(2<<8)>>8], PRI_BACK, 0, 0);
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blood->pos.X = psp->pos.X + hsp->xoff;
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blood->ox = blood->pos.X;
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blood->opos.X = blood->pos.X;
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blood->pos.Y = psp->pos.Y + hsp->yoff;
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blood->oy = blood->pos.Y;
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blood->xspeed = hsp->lo_xspeed + (RandomRange((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4);
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@ -4647,7 +4647,7 @@ void SpawnSmallHeartBlood(PANEL_SPRITEp psp)
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// RIGHT side
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blood = pSpawnSprite(pp, hsp->state[RANDOM_P2(2<<8)>>8], PRI_BACK, 0, 0);
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blood->pos.X = psp->pos.X + hsp->xoff;
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blood->ox = blood->pos.X;
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blood->opos.X = blood->pos.X;
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blood->pos.Y = psp->pos.Y + hsp->yoff;
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blood->oy = blood->pos.Y;
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blood->xspeed = hsp->lo_xspeed + (RandomRange((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4);
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@ -4904,7 +4904,7 @@ void pGrenadeRecoilUp(PANEL_SPRITEp psp)
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if (psp->pos.Y < GRENADE_YOFF)
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{
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psp->oy = psp->pos.Y = GRENADE_YOFF;
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psp->ox = psp->pos.X = GRENADE_XOFF;
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psp->opos.X = psp->pos.X = GRENADE_XOFF;
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pGrenadeSetRecoil(psp);
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@ -4931,7 +4931,7 @@ void pGrenadePresent(PANEL_SPRITEp psp)
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if (psp->pos.Y < GRENADE_YOFF)
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{
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pGrenadeSetRecoil(psp);
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psp->ox = psp->pos.X = GRENADE_XOFF;
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psp->opos.X = psp->pos.X = GRENADE_XOFF;
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psp->oy = psp->pos.Y = GRENADE_YOFF;
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psp->rotate_ang = 0;
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psp->backupboby();
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@ -4961,7 +4961,7 @@ void pGrenadeHide(PANEL_SPRITEp psp)
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if (psp->pos.Y >= GRENADE_YOFF + tileHeight(picnum))
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{
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psp->oy = psp->pos.Y = GRENADE_YOFF + tileHeight(picnum);
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psp->ox = psp->pos.X = GRENADE_XOFF;
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psp->opos.X = psp->pos.X = GRENADE_XOFF;
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pGrenadePresentSetup(psp);
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@ -5200,7 +5200,7 @@ void pMineHide(PANEL_SPRITEp psp)
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if (psp->pos.Y >= MINE_YOFF + tileHeight(picnum))
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{
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psp->oy = psp->pos.Y = MINE_YOFF + tileHeight(picnum);
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psp->ox = psp->pos.X = MINE_XOFF;
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psp->opos.X = psp->pos.X = MINE_XOFF;
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pWeaponUnHideKeys(psp, psp->PresentState);
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}
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@ -5453,7 +5453,7 @@ void pChopsWait(PANEL_SPRITEp psp)
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{
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// random x position
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// do a random attack here
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psp->ox = psp->pos.X = CHOPS_XOFF + (RANDOM_P2(128) - 64);
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psp->opos.X = psp->pos.X = CHOPS_XOFF + (RANDOM_P2(128) - 64);
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PlaySound(DIGI_BUZZZ,psp->PlayerP,v3df_none);
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pSetState(psp, psp_ChopsAttack[RandomRange(SIZ(psp_ChopsAttack))]);
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@ -5862,7 +5862,7 @@ void pFistSlideDown(PANEL_SPRITEp psp)
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// }
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pSetState(psp, psp->ActionState);
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psp->ox = psp->pos.X = FIST_XOFF;
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psp->opos.X = psp->pos.X = FIST_XOFF;
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psp->oy = psp->pos.Y = FIST_YOFF;
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psp->backupboby();
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psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
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@ -5878,7 +5878,7 @@ void pFistSlideDown(PANEL_SPRITEp psp)
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psp->PlayerP->WpnKungFuMove = 0;
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}
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psp->ox = psp->pos.X = FISTR_XOFF+100;
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psp->opos.X = psp->pos.X = FISTR_XOFF+100;
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psp->oy = psp->pos.Y = FIST_YOFF;
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psp->backupboby();
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psp->ang = 1024;
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@ -5891,7 +5891,7 @@ void pFistSlideDown(PANEL_SPRITEp psp)
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// NOT still holding down the fire key - stop swinging
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pSetState(psp, psp->PresentState);
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psp->ox = psp->pos.X = FIST_XOFF;
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psp->opos.X = psp->pos.X = FIST_XOFF;
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psp->oy = psp->pos.Y = FIST_YOFF + tileHeight(psp->picndx);
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psp->backupboby();
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}
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@ -5950,7 +5950,7 @@ void pFistSlideDownR(PANEL_SPRITEp psp)
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psp->PlayerP->WpnKungFuMove = 0;
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pSetState(psp, psp->ActionState);
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psp->ox = psp->pos.X = FISTR_XOFF+100;
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psp->opos.X = psp->pos.X = FISTR_XOFF+100;
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psp->oy = psp->pos.Y = FIST_YOFF;
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psp->backupboby();
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psp->ang = 1024;
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@ -5966,7 +5966,7 @@ void pFistSlideDownR(PANEL_SPRITEp psp)
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psp->PlayerP->WpnKungFuMove = 0;
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}
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psp->ox = psp->pos.X = FIST_XOFF;
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psp->opos.X = psp->pos.X = FIST_XOFF;
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psp->oy = psp->pos.Y = FIST_YOFF;
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psp->backupboby();
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psp->PlayerP->FistAng = FistAngTable[RandomRange(SIZ(FistAngTable))];
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@ -5979,7 +5979,7 @@ void pFistSlideDownR(PANEL_SPRITEp psp)
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// NOT still holding down the fire key - stop swinging
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pSetState(psp, psp->PresentState);
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psp->ox = psp->pos.X = FIST_XOFF;
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psp->opos.X = psp->pos.X = FIST_XOFF;
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psp->oy = psp->pos.Y = FIST_YOFF + tileHeight(psp->picndx);
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psp->backupboby();
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}
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@ -6258,7 +6258,7 @@ PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, dou
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psp->PlayerP = pp;
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psp->ox = psp->pos.X = x;
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psp->opos.X = psp->pos.X = x;
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psp->oy = psp->pos.Y = y;
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pSetState(psp, state);
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if (state == nullptr)
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@ -6392,7 +6392,7 @@ void pDisplaySprites(PLAYERp pp, double smoothratio)
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flags = 0;
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if (cl_hudinterpolation)
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{
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x = interpolatedvaluef(psp->ox, psp->pos.X, smoothratio);
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x = interpolatedvaluef(psp->opos.X, psp->pos.X, smoothratio);
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y = interpolatedvaluef(psp->oy, psp->pos.Y, smoothratio);
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}
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@ -106,7 +106,7 @@ struct PANEL_SPRITEstruct
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PANEL_STATEp State, RetractState, PresentState, ActionState, RestState;
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PLAYERp PlayerP;
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// Do not change the order of this line
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DVector2 pos;
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DVector2 pos, opos;
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double xorig;
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double yorig; // Do not change the order of this
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// line
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@ -131,10 +131,10 @@ struct PANEL_SPRITEstruct
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short WeaponType; // remember my own weapon type for weapons with secondary function
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// Weapon interpolation variables.
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double ox, oy;
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double oy;
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// Inline helpers.
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void backupx() { ox = pos.X; };
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void backupx() { opos.X = pos.X; };
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void backupy() { oy = pos.Y; };
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void backupcoords() { backupx(); backupy(); };
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void backupbobx() { xorig = pos.X; };
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@ -328,7 +328,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITEstruct
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("PresentState", w.PresentState)
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("ActionState", w.ActionState)
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("RestState", w.RestState)
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("ox", w.ox)
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("ox", w.opos.X)
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("oy", w.oy)
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("x", w.pos.X)
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("y", w.pos.Y)
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@ -366,7 +366,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITEstruct
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}
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if (arc.isReading())
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{
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w.ox = w.pos.X;
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w.opos.X = w.pos.X;
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w.oy = w.pos.Y;
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}
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return arc;
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