From 8e966fc5751590ec4526710b6668ac0abd3ad31e Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 20 Aug 2022 12:11:15 +0200 Subject: [PATCH] - int_ppos replacements --- source/core/intvec.h | 1 + source/games/sw/src/ai.cpp | 4 +- source/games/sw/src/bunny.cpp | 4 +- source/games/sw/src/draw.cpp | 14 +-- source/games/sw/src/game.h | 10 +- source/games/sw/src/hornet.cpp | 2 +- source/games/sw/src/input.cpp | 2 +- source/games/sw/src/jsector.cpp | 2 +- source/games/sw/src/jweapon.cpp | 12 +-- source/games/sw/src/mclip.cpp | 8 +- source/games/sw/src/ninja.cpp | 6 +- source/games/sw/src/osdcmds.cpp | 7 +- source/games/sw/src/player.cpp | 178 +++++++++++++++----------------- source/games/sw/src/quake.cpp | 4 +- source/games/sw/src/save.cpp | 4 +- source/games/sw/src/sector.cpp | 16 +-- source/games/sw/src/sounds.cpp | 6 +- source/games/sw/src/sprite.cpp | 6 +- source/games/sw/src/sumo.cpp | 2 +- source/games/sw/src/track.cpp | 12 +-- source/games/sw/src/vis.cpp | 2 +- source/games/sw/src/weapon.cpp | 100 +++++++++--------- source/games/sw/src/zombie.cpp | 2 +- 23 files changed, 197 insertions(+), 207 deletions(-) diff --git a/source/core/intvec.h b/source/core/intvec.h index daf9f7478..c3decab2d 100644 --- a/source/core/intvec.h +++ b/source/core/intvec.h @@ -42,6 +42,7 @@ struct vec3_t vec3_t& operator+=(const vec3_t& other) { X += other.X; Y += other.Y; Z += other.Z; return *this; }; vec3_t& operator-=(const vec3_t& other) { X -= other.X; Y -= other.Y; Z += other.Z; return *this; }; vec3_t withZOffset(int ofs) { return { X, Y, Z + ofs }; } + vec2_t& XY() { return vec2; } }; diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index db31bfaf9..5ac623462 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -324,7 +324,7 @@ int DoActorPickClosePlayer(DSWActor* actor) // continue; } - DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->__int_ppos.X, pp->__int_ppos.Y, dist, a, b, c); + DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->int_ppos().X, pp->int_ppos().Y, dist, a, b, c); if (dist < near_dist) { @@ -350,7 +350,7 @@ int DoActorPickClosePlayer(DSWActor* actor) continue; } - DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->__int_ppos.X, pp->__int_ppos.Y, dist, a, b, c); + DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->int_ppos().X, pp->int_ppos().Y, dist, a, b, c); DSWActor* plActor = pp->actor; if (dist < near_dist && FAFcansee(actor->int_pos().X, actor->int_pos().Y, look_height, actor->sector(), plActor->int_pos().X, plActor->int_pos().Y, ActorUpperZ(plActor), plActor->sector())) diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index 4b46815dd..1f99e0411 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -1003,7 +1003,7 @@ int DoBunnyQuickJump(DSWActor* actor) if (pp == Player+myconnectindex) { choose_snd = StdRandomRange(2<<8)>>8; - if (FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfTop(actor),actor->sector(),pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector) && Facing(actor, actor->user.targetActor)) + if (FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfTop(actor),actor->sector(),pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector) && Facing(actor, actor->user.targetActor)) PlayerSound(fagsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp); } } @@ -1018,7 +1018,7 @@ int DoBunnyQuickJump(DSWActor* actor) if (pp == Player+myconnectindex) { choose_snd = StdRandomRange(3<<8)>>8; - if (FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfTop(actor),actor->sector(),pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector) && Facing(actor, actor->user.targetActor)) + if (FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfTop(actor),actor->sector(),pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector) && Facing(actor, actor->user.targetActor)) PlayerSound(straightsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp); } } diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 053889e19..8236f7db6 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -780,9 +780,9 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int { pp = tActor->user.PlayerP; int sr = 65536 - int(smoothratio); - tsp->add_int_x(-MulScale(pp->__int_ppos.X - pp->__int_popos.X, sr, 16)); - tsp->add_int_y(-MulScale(pp->__int_ppos.Y - pp->__int_popos.Y, sr, 16)); - tsp->add_int_z(-MulScale(pp->__int_ppos.Z - pp->__int_popos.Z, sr, 16)); + tsp->add_int_x(-MulScale(pp->int_ppos().X - pp->__int_popos.X, sr, 16)); + tsp->add_int_y(-MulScale(pp->int_ppos().Y - pp->__int_popos.Y, sr, 16)); + tsp->add_int_z(-MulScale(pp->int_ppos().Z - pp->__int_popos.Z, sr, 16)); tsp->add_int_ang(-MulScale(pp->angle.ang.Buildang() - pp->angle.oang.Buildang(), sr, 16)); } } @@ -1410,9 +1410,9 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly) if (pp->sop_control && (!cl_sointerpolation || (CommEnabled && !pp->sop_remote))) { - tx = pp->__int_ppos.X; - ty = pp->__int_ppos.Y; - tz = pp->__int_ppos.Z; + tx = pp->int_ppos().X; + ty = pp->int_ppos().Y; + tz = pp->int_ppos().Z; tang = pp->angle.ang; } tsect = pp->cursector; @@ -1421,7 +1421,7 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly) pp->si.X = tx; pp->si.Y = ty; - pp->si.Z = tz - pp->__int_ppos.Z; + pp->si.Z = tz - pp->int_ppos().Z; pp->siang = tang.Buildang(); QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang); diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 421196c72..a834801b6 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -582,18 +582,22 @@ struct PLAYER union { vec3_t __int_ppos; - vec3_t pos; + //vec3_t pos; }; union { vec3_t __int_popos; - vec3_t opos; + //vec3_t opos; }; union { vec3_t __int_poldpos; - vec3_t oldpos; + //vec3_t oldpos; }; + const vec3_t int_ppos() const + { + return __int_ppos; + } DSWActor* actor; // this may not be a TObjPtr! TObjPtr lowActor, highActor; diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index 51d038cc1..969eb9987 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -541,7 +541,7 @@ int DoCheckSwarm(DSWActor* actor) if (actor->user.targetActor->user.PlayerP) { pp = actor->user.targetActor->user.PlayerP; - DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->__int_ppos.X, pp->__int_ppos.Y, pdist, a, b, c); + DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->int_ppos().X, pp->int_ppos().Y, pdist, a, b, c); } else return 0; diff --git a/source/games/sw/src/input.cpp b/source/games/sw/src/input.cpp index f99ceeec8..a386d9cec 100644 --- a/source/games/sw/src/input.cpp +++ b/source/games/sw/src/input.cpp @@ -186,7 +186,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju if ((pp->Flags2 & PF2_INPUT_CAN_TURN_VEHICLE)) { - DoPlayerTurnVehicle(pp, input.avel, pp->__int_ppos.Z + Z(10), labs(pp->__int_ppos.Z + Z(10) - pp->sop->floor_loz)); + DoPlayerTurnVehicle(pp, input.avel, pp->int_ppos().Z + Z(10), labs(pp->int_ppos().Z + Z(10) - pp->sop->floor_loz)); } if ((pp->Flags2 & PF2_INPUT_CAN_TURN_TURRET)) diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index 7769bb16c..4c145a5b1 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -612,7 +612,7 @@ void JS_DrawCameras(PLAYER* pp, int tx, int ty, int tz, double smoothratio) // If player is dead still then update at MoveSkip4 // rate. - if (pp->__int_ppos.X == pp->__int_popos.X && pp->__int_ppos.Y == pp->__int_popos.Y && pp->__int_ppos.Z == pp->__int_popos.Z) + if (pp->int_ppos().X == pp->__int_popos.X && pp->int_ppos().Y == pp->__int_popos.Y && pp->int_ppos().Z == pp->__int_popos.Z) DoCam = true; diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 2a1b52bc7..ad1320767 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -1242,9 +1242,9 @@ int PlayerInitChemBomb(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; - nz = pp->__int_ppos.Z + pp->bob_z + Z(8); + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; + nz = pp->int_ppos().Z + pp->bob_z + Z(8); // Spawn a shot // Inserting and setting up variables @@ -1615,9 +1615,9 @@ int PlayerInitCaltrops(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; - nz = pp->__int_ppos.Z + pp->bob_z + Z(8); + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; + nz = pp->int_ppos().Z + pp->bob_z + Z(8); auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, nx, ny, nz, pp->angle.ang.Buildang(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2); diff --git a/source/games/sw/src/mclip.cpp b/source/games/sw/src/mclip.cpp index bf6efdc7c..a874ac5c7 100644 --- a/source/games/sw/src/mclip.cpp +++ b/source/games/sw/src/mclip.cpp @@ -58,7 +58,7 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist) // allowing you to move through wall ang = NORM_ANGLE(pp->angle.ang.Buildang() + sop->clipbox_ang[i]); - vec3_t spos = { pp->__int_ppos.X, pp->__int_ppos.Y, z }; + vec3_t spos = { pp->int_ppos().X, pp->int_ppos().Y, z }; xvect = sop->clipbox_vdist[i] * bcos(ang); yvect = sop->clipbox_vdist[i] * bsin(ang); @@ -71,8 +71,8 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist) min_dist = 0; min_ndx = i; // ox is where it should be - opos[i].X = pos[i].X = pp->__int_ppos.X + MulScale(sop->clipbox_vdist[i], bcos(ang), 14); - opos[i].Y = pos[i].Y = pp->__int_ppos.Y + MulScale(sop->clipbox_vdist[i], bsin(ang), 14); + opos[i].X = pos[i].X = pp->int_ppos().X + MulScale(sop->clipbox_vdist[i], bcos(ang), 14); + opos[i].Y = pos[i].Y = pp->int_ppos().Y + MulScale(sop->clipbox_vdist[i], bsin(ang), 14); // spos.x is where it hit pos[i].X = spos.X; @@ -131,7 +131,7 @@ short MultiClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist) { ang = NORM_ANGLE(new_ang + sop->clipbox_ang[i]); - vec3_t pos = { pp->__int_ppos.X, pp->__int_ppos.Y, z }; + vec3_t pos = { pp->int_ppos().X, pp->int_ppos().Y, z }; xvect = sop->clipbox_vdist[i] * bcos(ang); yvect = sop->clipbox_vdist[i] * bsin(ang); diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index fa9f08c67..4d3f95686 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -2324,8 +2324,8 @@ void InitPlayerSprite(PLAYER* pp) COVER_SetReverb(0); // Turn off any echoing that may have been going before pp->Reverb = 0; - auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursector, pp->__int_ppos.X, - pp->__int_ppos.Y, pp->__int_ppos.Z, pp->angle.ang.Buildang(), 0); + auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursector, pp->int_ppos().X, + pp->int_ppos().Y, pp->int_ppos().Z, pp->angle.ang.Buildang(), 0); pp->actor = actor; pp->pnum = pnum; @@ -2393,7 +2393,7 @@ void SpawnPlayerUnderSprite(PLAYER* pp) int pnum = int(pp - Player); pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum, - NINJA_RUN_R0, nullptr, pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->angle.ang.Buildang(), 0); + NINJA_RUN_R0, nullptr, pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->angle.ang.Buildang(), 0); DSWActor* actor = pp->PlayerUnderActor; diff --git a/source/games/sw/src/osdcmds.cpp b/source/games/sw/src/osdcmds.cpp index 9d7fb6872..45a7f775a 100644 --- a/source/games/sw/src/osdcmds.cpp +++ b/source/games/sw/src/osdcmds.cpp @@ -50,9 +50,10 @@ BEGIN_SW_NS void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz) { - Player->__int_popos.X = Player->__int_ppos.X = x; - Player->__int_popos.Y = Player->__int_ppos.Y = y; - Player->__int_popos.Z = Player->__int_ppos.Z = z; + Player->__int_ppos.X = x; + Player->__int_ppos.Y = y; + Player->__int_ppos.Z = z; + Player->__int_popos = Player->__int_ppos; if (ang != INT_MIN) { diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index aaa6cf9ae..e68369159 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1417,7 +1417,7 @@ void DoPlayerSetWadeDepth(PLAYER* pp) if ((sectp->extra & SECTFX_SINK)) { // make sure your even in the water - if (pp->__int_ppos.Z + PLAYER_HEIGHT > pp->lo_sectp->int_floorz() - Z(FixedToInt(pp->lo_sectp->depth_fixed))) + if (pp->int_ppos().Z + PLAYER_HEIGHT > pp->lo_sectp->int_floorz() - Z(FixedToInt(pp->lo_sectp->depth_fixed))) pp->WadeDepth = FixedToInt(pp->lo_sectp->depth_fixed); } } @@ -1427,16 +1427,16 @@ void DoPlayerHeight(PLAYER* pp) { int diff; - diff = pp->__int_ppos.Z - (pp->loz - PLAYER_HEIGHT); + diff = pp->int_ppos().Z - (pp->loz - PLAYER_HEIGHT); - pp->__int_ppos.Z = pp->__int_ppos.Z - ((diff >> 2) + (diff >> 3)); + pp->__int_ppos.Z = pp->int_ppos().Z - ((diff >> 2) + (diff >> 3)); } void DoPlayerJumpHeight(PLAYER* pp) { if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_DYNAMIC_AREA)) { - if (pp->__int_ppos.Z + PLAYER_HEIGHT > pp->loz) + if (pp->int_ppos().Z + PLAYER_HEIGHT > pp->loz) { pp->__int_ppos.Z = pp->loz - PLAYER_HEIGHT; DoPlayerBeginRun(pp); @@ -1448,8 +1448,8 @@ void DoPlayerCrawlHeight(PLAYER* pp) { int diff; - diff = pp->__int_ppos.Z - (pp->loz - PLAYER_CRAWL_HEIGHT); - pp->__int_ppos.Z = pp->__int_ppos.Z - ((diff >> 2) + (diff >> 3)); + diff = pp->int_ppos().Z - (pp->loz - PLAYER_CRAWL_HEIGHT); + pp->__int_ppos.Z = pp->int_ppos().Z - ((diff >> 2) + (diff >> 3)); } void UpdatePlayerSpriteAngle(PLAYER* pp) @@ -1603,7 +1603,7 @@ void DoPlayerBob(PLAYER* pp) dist = 0; - dist = Distance(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_poldpos.X, pp->__int_poldpos.Y); + dist = Distance(pp->int_ppos().X, pp->int_ppos().Y, pp->__int_poldpos.X, pp->__int_poldpos.Y); if (dist > 512) dist = 0; @@ -1671,7 +1671,7 @@ void DoPlayerSpriteBob(PLAYER* pp, short player_height, short bob_amt, short bob pp->bob_amt = MulScale(bob_amt, bsin(pp->bob_ndx), 14); - pp->actor->set_int_z((pp->__int_ppos.Z + player_height) + pp->bob_amt); + pp->actor->set_int_z((pp->int_ppos().Z + player_height) + pp->bob_amt); } void UpdatePlayerUnderSprite(PLAYER* pp) @@ -1742,7 +1742,7 @@ void UpdatePlayerSprite(PLAYER* pp) // Update sprite representation of player - actor->set_int_xy(pp->__int_ppos.X, pp->__int_ppos.Y); + actor->set_int_xy(pp->int_ppos().X, pp->__int_ppos.Y); // there are multiple death functions if (pp->Flags & (PF_DEAD)) @@ -1760,7 +1760,7 @@ void UpdatePlayerSprite(PLAYER* pp) } else if (pp->DoPlayerAction == DoPlayerCrawl) { - actor->set_int_z(pp->__int_ppos.Z + PLAYER_CRAWL_HEIGHT); + actor->set_int_z(pp->int_ppos().Z + PLAYER_CRAWL_HEIGHT); ChangeActorSect(pp->actor, pp->cursector); } #if 0 @@ -1772,7 +1772,7 @@ void UpdatePlayerSprite(PLAYER* pp) #endif else if (pp->DoPlayerAction == DoPlayerWade) { - actor->set_int_z(pp->__int_ppos.Z + PLAYER_HEIGHT); + actor->set_int_z(pp->int_ppos().Z + PLAYER_HEIGHT); ChangeActorSect(pp->actor, pp->cursector); if (pp->WadeDepth > Z(29)) @@ -1783,12 +1783,12 @@ void UpdatePlayerSprite(PLAYER* pp) else if (pp->DoPlayerAction == DoPlayerDive) { // bobbing and sprite position taken care of in DoPlayerDive - actor->set_int_z(pp->__int_ppos.Z + Z(10)); + actor->set_int_z(pp->int_ppos().Z + Z(10)); ChangeActorSect(pp->actor, pp->cursector); } else if (pp->DoPlayerAction == DoPlayerClimb) { - actor->set_int_z(pp->__int_ppos.Z + Z(17)); + actor->set_int_z(pp->int_ppos().Z + Z(17)); ChangeActorSect(pp->actor, pp->cursector); } @@ -1803,12 +1803,12 @@ void UpdatePlayerSprite(PLAYER* pp) } else if (pp->DoPlayerAction == DoPlayerJump || pp->DoPlayerAction == DoPlayerFall || pp->DoPlayerAction == DoPlayerForceJump) { - actor->set_int_z(pp->__int_ppos.Z + PLAYER_HEIGHT); + actor->set_int_z(pp->int_ppos().Z + PLAYER_HEIGHT); ChangeActorSect(pp->actor, pp->cursector); } else if (pp->DoPlayerAction == DoPlayerTeleportPause) { - actor->set_int_z(pp->__int_ppos.Z + PLAYER_HEIGHT); + actor->set_int_z(pp->int_ppos().Z + PLAYER_HEIGHT); ChangeActorSect(pp->actor, pp->cursector); } else @@ -1931,9 +1931,7 @@ void PlayerCheckValidMove(PLAYER* pp) { if (!pp->insector()) { - pp->__int_ppos.X = pp->__int_poldpos.X; - pp->__int_ppos.Y = pp->__int_poldpos.Y; - pp->__int_ppos.Z = pp->__int_poldpos.Z; + pp->__int_ppos = pp->__int_poldpos; pp->cursector = pp->lastcursector; } } @@ -1954,7 +1952,7 @@ void PlayerSectorBound(PLAYER* pp, int amt) // called from DoPlayerMove() but can be called // from anywhere it is needed - getzsofslopeptr(pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, &cz, &fz); + getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); if (pp->__int_ppos.Z > fz - amt) pp->__int_ppos.Z = fz - amt; @@ -1989,9 +1987,7 @@ void DoPlayerMove(PLAYER* pp) DoPlayerTurn(pp, pp->input.avel, 1); } - pp->__int_poldpos.X = pp->__int_ppos.X; - pp->__int_poldpos.Y = pp->__int_ppos.Y; - pp->__int_poldpos.Z = pp->__int_ppos.Z; + pp->__int_poldpos = pp->__int_ppos; pp->lastcursector = pp->cursector; if (PLAYER_MOVING(pp) == 0) @@ -2044,7 +2040,7 @@ void DoPlayerMove(PLAYER* pp) } pp->__int_ppos.X += pp->vect.X >> 14; pp->__int_ppos.Y += pp->vect.Y >> 14; - updatesector(pp->__int_ppos.X, pp->__int_ppos.Y, §); + updatesector(pp->int_ppos().X, pp->int_ppos().Y, §); if (sect != nullptr) pp->cursector = sect; } @@ -2073,7 +2069,7 @@ void DoPlayerMove(PLAYER* pp) auto save_cstat = actor->spr.cstat; actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); Collision coll; - updatesector(pp->__int_ppos.X, pp->__int_ppos.Y, &pp->cursector); + updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector); clipmove(pp->__int_ppos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll); actor->spr.cstat = save_cstat; @@ -2151,21 +2147,21 @@ void DoPlayerSectorUpdatePreMove(PLAYER* pp) if ((pp->cursector->extra & SECTFX_DYNAMIC_AREA)) { - updatesectorz(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, §); + updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, §); if (sect == nullptr) { sect = pp->cursector; - updatesector(pp->__int_ppos.X, pp->__int_ppos.Y, §); + updatesector(pp->int_ppos().X, pp->int_ppos().Y, §); } ASSERT(sect); } else if (FAF_ConnectArea(sect)) { - updatesectorz(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, §); + updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, §); if (sect == nullptr) { sect = pp->cursector; - updatesector(pp->__int_ppos.X, pp->__int_ppos.Y, §); + updatesector(pp->int_ppos().X, pp->int_ppos().Y, §); } ASSERT(sect); } @@ -2181,7 +2177,7 @@ void DoPlayerSectorUpdatePostMove(PLAYER* pp) // need to do updatesectorz if in connect area if (sect != nullptr && FAF_ConnectArea(sect)) { - updatesectorz(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, &pp->cursector); + updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, &pp->cursector); // can mess up if below if (!pp->insector()) @@ -2189,7 +2185,7 @@ void DoPlayerSectorUpdatePostMove(PLAYER* pp) pp->setcursector(sect); // adjust the posz to be in a sector - getzsofslopeptr(pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, &cz, &fz); + getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); if (pp->__int_ppos.Z > fz) pp->__int_ppos.Z = fz; @@ -2197,7 +2193,7 @@ void DoPlayerSectorUpdatePostMove(PLAYER* pp) pp->__int_ppos.Z = cz; // try again - updatesectorz(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, &pp->cursector); + updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, &pp->cursector); } } else @@ -2332,17 +2328,17 @@ void SetupDriveCrush(PLAYER* pp, int *x, int *y) { int radius = pp->sop_control->clipdist; - x[0] = pp->__int_ppos.X - radius; - y[0] = pp->__int_ppos.Y - radius; + x[0] = pp->int_ppos().X - radius; + y[0] = pp->int_ppos().Y - radius; - x[1] = pp->__int_ppos.X + radius; - y[1] = pp->__int_ppos.Y - radius; + x[1] = pp->int_ppos().X + radius; + y[1] = pp->int_ppos().Y - radius; - x[2] = pp->__int_ppos.X + radius; - y[2] = pp->__int_ppos.Y + radius; + x[2] = pp->int_ppos().X + radius; + y[2] = pp->int_ppos().Y + radius; - x[3] = pp->__int_ppos.X - radius; - y[3] = pp->__int_ppos.Y + radius; + x[3] = pp->int_ppos().X - radius; + y[3] = pp->int_ppos().Y + radius; } void DriveCrush(PLAYER* pp, int *x, int *y) @@ -2554,7 +2550,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) pp->vect.X = pp->vect.Y = 0; pp->lastcursector = pp->cursector; - z = pp->__int_ppos.Z + Z(10); + z = pp->int_ppos().Z + Z(10); if (RectClip) { @@ -2652,7 +2648,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); if (pp->sop->clipdist) { - vec3_t clippos = { pp->__int_ppos.X, pp->__int_ppos.Y, z }; + vec3_t clippos = { pp->int_ppos().X, pp->int_ppos().Y, z }; Collision coll; clipmove(clippos, &pp->cursector, pp->vect.X, pp->vect.Y, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll); @@ -2686,7 +2682,7 @@ void DoPlayerMoveVehicle(PLAYER* pp) } } - OperateSectorObject(pp->sop, pp->angle.ang.Buildang(), { pp->__int_ppos.X * inttoworld, pp->__int_ppos.Y * inttoworld }); + OperateSectorObject(pp->sop, pp->angle.ang.Buildang(), { pp->int_ppos().X * inttoworld, pp->int_ppos().Y * inttoworld }); pp->cursector = save_sect; // for speed if (!SyncInput()) @@ -2936,7 +2932,7 @@ void StackedWaterSplash(PLAYER* pp) { auto sect = pp->cursector; - updatesectorz(pp->__int_ppos.X, pp->__int_ppos.Y, ActorZOfBottom(pp->actor), §); + updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, ActorZOfBottom(pp->actor), §); if (SectorIsUnderwaterArea(sect)) { @@ -3169,7 +3165,7 @@ void DoPlayerClimb(PLAYER* pp) else if (pp->__int_ppos.X > pp->LadderPosition.X) pp->__int_ppos.X -= ADJ_AMT; - if (labs(pp->__int_ppos.X - pp->LadderPosition.X) <= ADJ_AMT) + if (labs(pp->int_ppos().X - pp->LadderPosition.X) <= ADJ_AMT) pp->__int_ppos.X = pp->LadderPosition.X; } @@ -3180,7 +3176,7 @@ void DoPlayerClimb(PLAYER* pp) else if (pp->__int_ppos.Y > pp->LadderPosition.Y) pp->__int_ppos.Y -= ADJ_AMT; - if (labs(pp->__int_ppos.Y - pp->LadderPosition.Y) <= ADJ_AMT) + if (labs(pp->int_ppos().Y - pp->LadderPosition.Y) <= ADJ_AMT) pp->__int_ppos.Y = pp->LadderPosition.Y; } @@ -3290,7 +3286,7 @@ void DoPlayerClimb(PLAYER* pp) } // setsprite to players location - plActor->set_int_z(pp->__int_ppos.Z + PLAYER_HEIGHT); + plActor->set_int_z(pp->int_ppos().Z + PLAYER_HEIGHT); ChangeActorSect(pp->actor, pp->cursector); if (!SyncInput()) @@ -3304,7 +3300,7 @@ void DoPlayerClimb(PLAYER* pp) if (FAF_ConnectArea(pp->cursector)) { - updatesectorz(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, &pp->cursector); + updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, &pp->cursector); LadderUpdate = true; } @@ -3359,7 +3355,7 @@ int DoPlayerWadeSuperJump(PLAYER* pp) for (i = 0; i < SIZ(angs); i++) { - FAFhitscan(pp->__int_ppos.X, pp->__int_ppos.Y, zh, pp->cursector, // Start position + FAFhitscan(pp->int_ppos().X, pp->int_ppos().Y, zh, pp->cursector, // Start position bcos(pp->angle.ang.Buildang() + angs[i]), // X vector of 3D ang bsin(pp->angle.ang.Buildang() + angs[i]), // Y vector of 3D ang 0, hit, CLIPMASK_MISSILE); // Z vector of 3D ang @@ -3370,7 +3366,7 @@ int DoPlayerWadeSuperJump(PLAYER* pp) if (hit.hitSector != nullptr && labs(hit.hitSector->int_floorz() - pp->__int_ppos.Z) < Z(50)) { - if (Distance(pp->__int_ppos.X, pp->__int_ppos.Y, hit.int_hitpos().X, hit.int_hitpos().Y) < ((((int)pp->actor->spr.clipdist)<<2) + 256)) + if (Distance(pp->int_ppos().X, pp->int_ppos().Y, hit.int_hitpos().X, hit.int_hitpos().Y) < ((((int)pp->actor->spr.clipdist)<<2) + 256)) return true; } } @@ -3412,7 +3408,7 @@ void DoPlayerBeginCrawl(PLAYER* pp) bool PlayerFallTest(PLAYER* pp, int player_height) { // If the floor is far below you, fall hard instead of adjusting height - if (labs(pp->__int_ppos.Z - pp->loz) > player_height + PLAYER_FALL_HEIGHT) + if (labs(pp->int_ppos().Z - pp->loz) > player_height + PLAYER_FALL_HEIGHT) { // if on a STEEP slope sector and you have not moved off of the sector if (pp->lo_sectp && @@ -3536,9 +3532,7 @@ void PlayerWarpUpdatePos(PLAYER* pp) if (Prediction) return; - pp->__int_popos.X = pp->__int_ppos.X; - pp->__int_popos.Y = pp->__int_ppos.Y; - pp->__int_popos.Z = pp->__int_ppos.Z; + pp->__int_popos = pp->__int_ppos; DoPlayerZrange(pp); UpdatePlayerSprite(pp); } @@ -3677,13 +3671,13 @@ bool PlayerOnLadder(PLAYER* pp) if (near.hitWall == nullptr || near.int_hitpos().X < 100 || near.hitWall->lotag != TAG_WALL_CLIMB) return false; - FAFhitscan(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector, + FAFhitscan(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, bcos(pp->angle.ang.Buildang() + angles[i]), bsin(pp->angle.ang.Buildang() + angles[i]), 0, hit, CLIPMASK_MISSILE); - dist = DIST(pp->__int_ppos.X, pp->__int_ppos.Y, hit.int_hitpos().X, hit.int_hitpos().Y); + dist = DIST(pp->int_ppos().X, pp->int_ppos().Y, hit.int_hitpos().X, hit.int_hitpos().Y); if (hit.actor() != nullptr) { @@ -3798,7 +3792,7 @@ int PlayerCanDiveNoWarp(PLAYER* pp) { auto sect = pp->cursector; - updatesectorz(pp->__int_ppos.X, pp->__int_ppos.Y, ActorZOfBottom(pp->actor), §); + updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, ActorZOfBottom(pp->actor), §); if (SectorIsUnderwaterArea(sect)) { @@ -4025,8 +4019,8 @@ void DoPlayerWarpToUnderwater(PLAYER* pp) PRODUCTION_ASSERT(Found == true); // get the offset from the sprite - plActor->user.pos.X = over_act->int_pos().X - pp->__int_ppos.X; - plActor->user.pos.Y = over_act->int_pos().Y - pp->__int_ppos.Y; + plActor->user.pos.X = over_act->int_pos().X - pp->int_ppos().X; + plActor->user.pos.Y = over_act->int_pos().Y - pp->int_ppos().Y; // update to the new x y position pp->__int_ppos.X = under_act->int_pos().X - plActor->user.pos.X; @@ -4035,7 +4029,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp) auto over = over_act->sector(); auto under = under_act->sector(); - if (GetOverlapSector(pp->__int_ppos.X, pp->__int_ppos.Y, &over, &under) == 2) + if (GetOverlapSector(pp->int_ppos().X, pp->int_ppos().Y, &over, &under) == 2) { pp->setcursector(under); } @@ -4044,9 +4038,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp) pp->__int_ppos.Z = under_act->sector()->int_ceilingz() + Z(6); - pp->__int_popos.X = pp->__int_ppos.X; - pp->__int_popos.Y = pp->__int_ppos.Y; - pp->__int_popos.Z = pp->__int_ppos.Z; + pp->__int_popos = pp->__int_ppos; DoPlayerZrange(pp); return; @@ -4095,8 +4087,8 @@ void DoPlayerWarpToSurface(PLAYER* pp) PRODUCTION_ASSERT(Found == true); // get the offset from the under sprite - plActor->user.pos.X = under_act->int_pos().X - pp->__int_ppos.X; - plActor->user.pos.Y = under_act->int_pos().Y - pp->__int_ppos.Y; + plActor->user.pos.X = under_act->int_pos().X - pp->int_ppos().X; + plActor->user.pos.Y = under_act->int_pos().Y - pp->int_ppos().Y; // update to the new x y position pp->__int_ppos.X = over_act->int_pos().X - plActor->user.pos.X; @@ -4105,7 +4097,7 @@ void DoPlayerWarpToSurface(PLAYER* pp) auto over = over_act->sector(); auto under = under_act->sector(); - if (GetOverlapSector(pp->__int_ppos.X, pp->__int_ppos.Y, &over, &under)) + if (GetOverlapSector(pp->int_ppos().X, pp->int_ppos().Y, &over, &under)) { pp->setcursector(over); } @@ -4118,9 +4110,7 @@ void DoPlayerWarpToSurface(PLAYER* pp) pp->__int_ppos.Z -= Z(pp->WadeDepth); - pp->__int_popos.X = pp->__int_ppos.X; - pp->__int_popos.Y = pp->__int_ppos.Y; - pp->__int_popos.Z = pp->__int_ppos.Z; + pp->__int_popos = pp->__int_ppos; return; } @@ -4411,7 +4401,7 @@ void DoPlayerDive(PLAYER* pp) auto sect = pp->cursector; // check for sector above to see if it is an underwater sector also - updatesectorz(pp->__int_ppos.X, pp->__int_ppos.Y, pp->cursector->int_ceilingz() - Z(8), §); + updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->cursector->int_ceilingz() - Z(8), §); if (!SectorIsUnderwaterArea(sect)) { @@ -4478,13 +4468,13 @@ void DoPlayerDive(PLAYER* pp) } // Reverse bobbing when getting close to the floor - if (pp->__int_ppos.Z + pp->bob_amt >= pp->loz - PLAYER_DIVE_HEIGHT) + if (pp->int_ppos().Z + pp->bob_amt >= pp->loz - PLAYER_DIVE_HEIGHT) { pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((1024 + 512) - pp->bob_ndx) * 2); DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); } // Reverse bobbing when getting close to the ceiling - if (pp->__int_ppos.Z + pp->bob_amt < pp->hiz + pp->ceiling_dist) + if (pp->int_ppos().Z + pp->bob_amt < pp->hiz + pp->ceiling_dist) { pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2); DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3); @@ -4736,7 +4726,7 @@ void DoPlayerWade(PLAYER* pp) } // If the floor is far below you, fall hard instead of adjusting height - if (labs(pp->__int_ppos.Z - pp->loz) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT) + if (labs(pp->int_ppos().Z - pp->loz) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT) { pp->jump_speed = Z(1); DoPlayerBeginFall(pp); @@ -4753,7 +4743,7 @@ void DoPlayerWade(PLAYER* pp) } // If the floor is far below you, fall hard instead of adjusting height - if (labs(pp->__int_ppos.Z - pp->loz) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT) + if (labs(pp->int_ppos().Z - pp->loz) > PLAYER_HEIGHT + PLAYER_FALL_HEIGHT) { pp->jump_speed = Z(1); DoPlayerBeginFall(pp); @@ -4903,8 +4893,8 @@ void DoPlayerBeginOperate(PLAYER* pp) pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang); pp->__int_ppos.X = sop->int_pmid().X; pp->__int_ppos.Y = sop->int_pmid().Y; - updatesector(pp->__int_ppos.X, pp->__int_ppos.Y, &pp->cursector); - getzsofslopeptr(pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, &cz, &fz); + updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector); + getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); pp->__int_ppos.Z = fz - PLAYER_HEIGHT; pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL); @@ -4988,8 +4978,8 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang); pp->__int_ppos.X = sop->int_pmid().X; pp->__int_ppos.Y = sop->int_pmid().Y; - updatesector(pp->__int_ppos.X, pp->__int_ppos.Y, &pp->cursector); - getzsofslopeptr(pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, &cz, &fz); + updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector); + getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); pp->__int_ppos.Z = fz - PLAYER_HEIGHT; pp->Flags &= ~(PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL); @@ -5042,9 +5032,9 @@ void PlayerToRemote(PLAYER* pp) pp->remote.cursectp = pp->cursector; pp->remote.lastcursectp = pp->lastcursector; - pp->remote.pos.X = pp->__int_ppos.X; - pp->remote.pos.Y = pp->__int_ppos.Y; - pp->remote.pos.Z = pp->__int_ppos.Z; + pp->remote.pos.X = pp->int_ppos().X; + pp->remote.pos.Y = pp->int_ppos().Y; + pp->remote.pos.Z = pp->int_ppos().Z; pp->remote.vect.X = pp->vect.X; pp->remote.vect.Y = pp->vect.Y; @@ -5110,7 +5100,7 @@ void DoPlayerStopOperate(PLAYER* pp) if (TEST_BOOL1(rsp)) pp->angle.ang = pp->angle.oang = rsp->spr.angle; else - pp->angle.ang = pp->angle.oang = VecToAngle(pp->sop_remote->int_pmid().X - pp->__int_ppos.X, pp->sop_remote->int_pmid().Y - pp->__int_ppos.Y); + pp->angle.ang = pp->angle.oang = VecToAngle(pp->sop_remote->int_pmid().X - pp->int_ppos().X, pp->sop_remote->int_pmid().Y - pp->__int_ppos.Y); } if (pp->sop_control) @@ -5705,9 +5695,9 @@ void DoPlayerDeathFollowKiller(PLAYER* pp) DSWActor* killer = pp->KillerActor; if (killer) { - if (FAFcansee(killer->int_pos().X, killer->int_pos().Y, ActorZOfTop(killer), killer->sector(), pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector)) + if (FAFcansee(killer->int_pos().X, killer->int_pos().Y, ActorZOfTop(killer), killer->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector)) { - pp->angle.addadjustment(deltaangle(pp->angle.ang, VecToAngle(killer->int_pos().X - pp->__int_ppos.X, killer->int_pos().Y - pp->__int_ppos.Y)) * (1. / 16.)); + pp->angle.addadjustment(deltaangle(pp->angle.ang, VecToAngle(killer->int_pos().X - pp->int_ppos().X, killer->int_pos().Y - pp->int_ppos().Y)) * (1. / 16.)); } } } @@ -5740,7 +5730,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp) plActor->spr.picnum = plActor->user.State->Pic; plActor->spr.xrepeat = plActor->spr.yrepeat = PLAYER_NINJA_XREPEAT; plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); - plActor->set_int_pos({ pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z + PLAYER_HEIGHT }); + plActor->set_int_pos({ pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z + PLAYER_HEIGHT }); plActor->set_int_ang(pp->angle.ang.Buildang()); DoSpawnTeleporterEffect(plActor); @@ -5907,20 +5897,20 @@ void DoPlayerDeathMoveHead(PLAYER* pp) // try to stay in valid area - death sometimes throws you out of the map auto sect = pp->cursector; - updatesector(pp->__int_ppos.X, pp->__int_ppos.Y, §); + updatesector(pp->int_ppos().X, pp->int_ppos().Y, §); if (sect == nullptr) { pp->cursector = pp->lv_sector; ChangeActorSect(pp->actor, pp->lv_sector); pp->__int_ppos.X = pp->lv.X; pp->__int_ppos.Y = pp->lv.Y; - plActor->set_int_xy(pp->__int_ppos.X, pp->__int_ppos.Y); + plActor->set_int_xy(pp->int_ppos().X, pp->__int_ppos.Y); } else { pp->lv_sector = sect; - pp->lv.X = pp->__int_ppos.X; - pp->lv.Y = pp->__int_ppos.Y; + pp->lv.X = pp->int_ppos().X; + pp->lv.Y = pp->int_ppos().Y; } } @@ -6369,9 +6359,7 @@ void MoveSkipSavePos(void) { pp = Player + pnum; - pp->__int_popos.X = pp->__int_ppos.X; - pp->__int_popos.Y = pp->__int_ppos.Y; - pp->__int_popos.Z = pp->__int_ppos.Z; + pp->__int_popos = pp->__int_ppos; pp->obob_z = pp->bob_z; pp->angle.backup(); pp->horizon.backup(); @@ -6701,9 +6689,7 @@ void InitAllPlayers(void) // Initialize all [MAX_SW_PLAYERS] arrays here! for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++) { - pp->__int_ppos.X = pp->__int_popos.X = pfirst->__int_ppos.X; - pp->__int_ppos.Y = pp->__int_popos.Y = pfirst->__int_ppos.Y; - pp->__int_ppos.Z = pp->__int_popos.Z = pfirst->__int_ppos.Z; + pp->__int_ppos = pp->__int_popos = pfirst->__int_ppos; pp->angle.ang = pp->angle.oang = pfirst->angle.ang; pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz; pp->cursector = pfirst->cursector; @@ -6855,7 +6841,7 @@ void PlayerSpawnPosition(PLAYER* pp) pp->angle.ang = pp->angle.oang = spawn_sprite->spr.angle; pp->setcursector(spawn_sprite->sector()); - getzsofslopeptr(pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, &cz, &fz); + getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz); // if too close to the floor - stand up if (pp->__int_ppos.Z > fz - PLAYER_HEIGHT) { @@ -6909,7 +6895,7 @@ void InitMultiPlayerInfo(void) continue; } - auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->angle.ang.Buildang(), 0); + auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->angle.ang.Buildang(), 0); start0->clearUser(); start0->spr.picnum = ST1; } diff --git a/source/games/sw/src/quake.cpp b/source/games/sw/src/quake.cpp index 066da0307..4ec22e26b 100644 --- a/source/games/sw/src/quake.cpp +++ b/source/games/sw/src/quake.cpp @@ -242,7 +242,7 @@ void SpawnQuake(sectortype* sect, int x, int y, int z, bool SetQuake(PLAYER* pp, short tics, short amt) { - SpawnQuake(pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, tics, amt, 30000); + SpawnQuake(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, tics, amt, 30000); return false; } @@ -260,7 +260,7 @@ int SetGunQuake(DSWActor* actor) int SetPlayerQuake(PLAYER* pp) { - SpawnQuake(pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, 40, 8, 40000); + SpawnQuake(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, 40, 8, 40000); return 0; } diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index 20377732d..0ff9ae39a 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -580,9 +580,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER* } if (arc.isReading()) { - w.__int_popos.X = w.__int_ppos.X; - w.__int_popos.Y = w.__int_ppos.X; - w.__int_popos.Z = w.__int_ppos.X; + w.__int_popos = w.__int_ppos; w.oz_speed = w.z_speed; w.ovect.X = w.vect.X; w.ovect.Y = w.vect.Y; diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 88848cc82..9912521e8 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -1385,7 +1385,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating) { pp = GlobPlayerP; - if (!FAFcansee(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (ActorSizeZ(actor) >> 1), actor->sector())) + if (!FAFcansee(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (ActorSizeZ(actor) >> 1), actor->sector())) return false; } @@ -1842,7 +1842,7 @@ void OperateTripTrigger(PLAYER* pp) { if (actor->user.Flags & (SPR_WAIT_FOR_TRIGGER)) { - if (Distance(actor->int_pos().X, actor->int_pos().Y, pp->__int_ppos.X, pp->__int_ppos.Y) < dist) + if (Distance(actor->int_pos().X, actor->int_pos().Y, pp->int_ppos().X, pp->__int_ppos.Y) < dist) { actor->user.targetActor = pp->actor; actor->user.Flags &= ~(SPR_WAIT_FOR_TRIGGER); @@ -1973,7 +1973,7 @@ bool NearThings(PLAYER* pp) HitInfo hit{}; short dang = pp->angle.ang.Buildang(); - FAFhitscan(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z - Z(30), pp->cursector, // Start position + FAFhitscan(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z - Z(30), pp->cursector, // Start position bcos(dang), // X vector of 3D ang bsin(dang), // Y vector of 3D ang 0, // Z vector of 3D ang @@ -1982,7 +1982,7 @@ bool NearThings(PLAYER* pp) if (hit.hitSector == nullptr) return false; - if (Distance(hit.int_hitpos().X, hit.int_hitpos().Y, pp->__int_ppos.X, pp->__int_ppos.Y) > 1500) + if (Distance(hit.int_hitpos().X, hit.int_hitpos().Y, pp->int_ppos().X, pp->__int_ppos.Y) > 1500) return false; // hit a sprite? @@ -2019,7 +2019,7 @@ void NearTagList(NEAR_TAG_INFO* ntip, PLAYER* pp, int z, int dist, int type, int HitInfo near; - neartag({ pp->__int_ppos.X, pp->__int_ppos.Y, z }, pp->cursector, pp->angle.ang.Buildang(), near, dist, type); + neartag({ pp->int_ppos().X, pp->int_ppos().Y, z }, pp->cursector, pp->angle.ang.Buildang(), near, dist, type); if (near.hitSector != nullptr) { @@ -2133,7 +2133,7 @@ int DoPlayerGrabStar(PLAYER* pp) auto actor = StarQueue[i]; if (actor != nullptr) { - if (FindDistance3D(actor->int_pos().X - pp->__int_ppos.X, actor->int_pos().Y - pp->__int_ppos.Y, actor->int_pos().Z - pp->__int_ppos.Z + Z(12)) < 500) + if (FindDistance3D(actor->int_pos().X - pp->int_ppos().X, actor->int_pos().Y - pp->int_ppos().Y, actor->int_pos().Z - pp->int_ppos().Z + Z(12)) < 500) { break; } @@ -2187,7 +2187,7 @@ void PlayerOperateEnv(PLAYER* pp) NearThings(pp); // Check for player sound specified in a level sprite } - BuildNearTagList(nti, sizeof(nti), pp, pp->__int_ppos.Z, 2048L, NTAG_SEARCH_LO_HI, 8); + BuildNearTagList(nti, sizeof(nti), pp, pp->int_ppos().Z, 2048L, NTAG_SEARCH_LO_HI, 8); found = false; @@ -2670,7 +2670,7 @@ void DoSector(void) } else { - DISTANCE(pp->__int_ppos.X, pp->__int_ppos.Y, sop->int_pmid().X, sop->int_pmid().Y, dist, a, b, c); + DISTANCE(pp->int_ppos().X, pp->int_ppos().Y, sop->int_pmid().X, sop->int_pmid().Y, dist, a, b, c); if (dist < min_dist) min_dist = dist; } diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index 752f9aa1b..f47993a9a 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -380,7 +380,7 @@ static void UpdateAmbients() if (sdist < 255 && amb->vocIndex == DIGI_WHIPME) { PLAYER* pp = Player + screenpeek; - if (!FAFcansee(spot->int_pos().X, spot->int_pos().Y, spot->int_pos().Z, spot->sector(), pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector)) + if (!FAFcansee(spot->int_pos().X, spot->int_pos().Y, spot->int_pos().Z, spot->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector)) { sdist = 255; } @@ -562,7 +562,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], // Can the ambient sound see the player? If not, tone it down some. if ((chanflags & CHANF_LOOP)) { - if (!FAFcansee(vpos.X, vpos.Y, vpos.Z, spot->sector(), pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector)) + if (!FAFcansee(vpos.X, vpos.Y, vpos.Z, spot->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector)) { auto distvec = npos - campos; npos = campos + distvec * 1.75f; // Play more quietly @@ -605,7 +605,7 @@ void GameInterface::UpdateSounds(void) if (TEST_BOOL1(rsp)) tang = rsp->spr.angle; else - tang = VecToAngle(pp->sop_remote->int_pmid().X - pp->__int_ppos.X, pp->sop_remote->int_pmid().Y - pp->__int_ppos.Y); + tang = VecToAngle(pp->sop_remote->int_pmid().X - pp->int_ppos().X, pp->sop_remote->int_pmid().Y - pp->__int_ppos.Y); } else tang = pp->angle.ang; diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 97f4e5b0f..6eb2b3beb 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -5024,7 +5024,7 @@ int DoGet(DSWActor* actor) if (pp->Flags & (PF_DEAD)) continue; - DISTANCE(pp->__int_ppos.X, pp->__int_ppos.Y, actor->int_pos().X, actor->int_pos().Y, dist, a,b,c); + DISTANCE(pp->int_ppos().X, pp->int_ppos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a,b,c); if ((unsigned)dist > (plActor->user.Radius + actor->user.Radius)) { continue; @@ -5038,7 +5038,7 @@ int DoGet(DSWActor* actor) auto cstat_bak = actor->spr.cstat; actor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); can_see = FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), - pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector); + pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector); actor->spr.cstat = cstat_bak; if (!can_see) @@ -6059,7 +6059,7 @@ void SpriteControl(void) pp = &Player[pnum]; // Only update the ones closest - DISTANCE(pp->__int_ppos.X, pp->__int_ppos.Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin); + DISTANCE(pp->int_ppos().X, pp->int_ppos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin); AdjustActiveRange(pp, actor, dist); diff --git a/source/games/sw/src/sumo.cpp b/source/games/sw/src/sumo.cpp index a31d62b3a..c4e16a001 100644 --- a/source/games/sw/src/sumo.cpp +++ b/source/games/sw/src/sumo.cpp @@ -765,7 +765,7 @@ void BossHealthMeter(void) DSWActor* actor = BossSpriteNum[i]; if (actor != nullptr && !bosswasseen[i]) { - if (cansee(actor->int_pos().X, actor->int_pos().Y, ActorZOfTop(actor), actor->sector(), pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z - Z(40), pp->cursector)) + if (cansee(actor->int_pos().X, actor->int_pos().Y, ActorZOfTop(actor), actor->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z - Z(40), pp->cursector)) { if (i == 0 && !bosswasseen[0]) { diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index e70697121..9c4a61d3d 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -1513,8 +1513,8 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, int nx, int ny) pp->Flags |= (PF_PLAYER_RIDING); pp->RevolveAng = pp->angle.ang; - pp->Revolve.X = pp->__int_ppos.X; - pp->Revolve.Y = pp->__int_ppos.Y; + pp->Revolve.X = pp->int_ppos().X; + pp->Revolve.Y = pp->int_ppos().Y; // set the delta angle to 0 when moving pp->RevolveDeltaAng = nullAngle; @@ -1537,8 +1537,8 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, int nx, int ny) // moving then you // know where he was last pp->RevolveAng = pp->angle.ang; - pp->Revolve.X = pp->__int_ppos.X; - pp->Revolve.Y = pp->__int_ppos.Y; + pp->Revolve.X = pp->int_ppos().X; + pp->Revolve.Y = pp->int_ppos().Y; // set the delta angle to 0 when moving pp->RevolveDeltaAng = nullAngle; @@ -1774,7 +1774,7 @@ PlayerPart: // prevents you from falling into map HOLEs created by moving // Sectors and sprites around. //if (!SO_EMPTY(sop)) - updatesector(pp->__int_ppos.X, pp->__int_ppos.Y, &pp->cursector); + updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector); // in case you are in a whirlpool // move perfectly with the ride in the z direction @@ -3404,7 +3404,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) { pp = &Player[pnum]; - if (Distance(actor->int_pos().X, actor->int_pos().Y, pp->__int_ppos.X, pp->__int_ppos.Y) < actor->user.Dist) + if (Distance(actor->int_pos().X, actor->int_pos().Y, pp->int_ppos().X, pp->__int_ppos.Y) < actor->user.Dist) { actor->user.targetActor = pp->actor; actor->user.Flags &= ~(SPR_WAIT_FOR_PLAYER); diff --git a/source/games/sw/src/vis.cpp b/source/games/sw/src/vis.cpp index f0cc18f1a..a02dec93a 100644 --- a/source/games/sw/src/vis.cpp +++ b/source/games/sw/src/vis.cpp @@ -110,7 +110,7 @@ void VisViewChange(PLAYER* pp, int *vis) } // save off the brightest vis that you can see - if (FAFcansee(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector, x, y, z, sectp)) + if (FAFcansee(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, x, y, z, sectp)) { if (VIS_VisCur(actor) < BrightestVis) BrightestVis = VIS_VisCur(actor); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 9bd42aed7..1a446a8c2 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -11150,7 +11150,7 @@ int DoRing(DSWActor* actor) int z; // move the center with the player if (pp) - z = pp->__int_ppos.Z + Z(20); + z = pp->int_ppos().Z + Z(20); else z = int_ActorZOfMiddle(own) + Z(30); @@ -11236,7 +11236,7 @@ void InitSpellRing(PLAYER* pp) for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++) { - auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, ang, 0); + auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, ang, 0); actorNew->spr.hitag = LUMINOUS; //Always full brightness actorNew->spr.xvel = 500; @@ -11255,7 +11255,7 @@ void InitSpellRing(PLAYER* pp) // put it out there actorNew->add_int_pos({ MulScale(actorNew->user.Dist, bcos(actorNew->int_ang()), 14), MulScale(actorNew->user.Dist, bsin(actorNew->int_ang()), 14), - pp->__int_ppos.Z + Z(20) + ((actorNew->user.Dist * (-pp->horizon.horiz.asq16() >> 9)) >> 9) }); + pp->int_ppos().Z + Z(20) + ((actorNew->user.Dist * (-pp->horizon.horiz.asq16() >> 9)) >> 9) }); actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); @@ -11583,7 +11583,7 @@ void InitSpellNapalm(PLAYER* pp) for (i = 0; i < SIZ(mp); i++) { auto actor = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, pp->cursector, - pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z + Z(12), pp->angle.ang.Buildang(), NAPALM_VELOCITY*2); + pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z + Z(12), pp->angle.ang.Buildang(), NAPALM_VELOCITY*2); actor->spr.hitag = LUMINOUS; //Always full brightness @@ -11717,7 +11717,7 @@ int InitSpellMirv(PLAYER* pp) return 0; auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector, - pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z + Z(12), pp->angle.ang.Buildang(), MIRV_VELOCITY); + pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z + Z(12), pp->angle.ang.Buildang(), MIRV_VELOCITY); PlaySound(DIGI_MIRVWIZ, actorNew, v3df_follow); @@ -11841,7 +11841,7 @@ int InitSwordAttack(PLAYER* pp) if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; - dist = Distance(pp->__int_ppos.X, pp->__int_ppos.Y, itActor->int_pos().X, itActor->int_pos().Y); + dist = Distance(pp->int_ppos().X, pp->int_ppos().Y, itActor->int_pos().X, itActor->int_pos().Y); reach = 1000; // !JIM! was 800 face = 200; @@ -11866,7 +11866,7 @@ int InitSwordAttack(PLAYER* pp) daang = pp->angle.ang.Buildang(); daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000); - FAFhitscan(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector, // Start position + FAFhitscan(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, // Start position bcos(daang), // X vector of 3D ang bsin(daang), // Y vector of 3D ang daz, // Z vector of 3D ang @@ -12009,7 +12009,7 @@ int InitFistAttack(PLAYER* pp) if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY)) continue; - dist = Distance(pp->__int_ppos.X, pp->__int_ppos.Y, itActor->int_pos().X, itActor->int_pos().Y); + dist = Distance(pp->int_ppos().X, pp->int_ppos().Y, itActor->int_pos().X, itActor->int_pos().Y); if (pp->InventoryActive[2]) // Shadow Bombs give you demon fist { @@ -12047,7 +12047,7 @@ int InitFistAttack(PLAYER* pp) daang = pp->angle.ang.Buildang(); daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000); - FAFhitscan(pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->cursector, // Start position + FAFhitscan(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, // Start position bcos(daang), // X vector of 3D ang bsin(daang), // Y vector of 3D ang daz, // Z vector of 3D ang @@ -12597,10 +12597,10 @@ int InitStar(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; - nz = pp->__int_ppos.Z + pp->bob_z + Z(8); + nz = pp->int_ppos().Z + pp->bob_z + Z(8); // Spawn a shot // Inserting and setting up variables @@ -12703,7 +12703,7 @@ void InitHeartAttack(PLAYER* pp) return; auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursector, - pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z + Z(12), pp->angle.ang.Buildang(), BLOOD_WORM_VELOCITY*2); + pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z + Z(12), pp->angle.ang.Buildang(), BLOOD_WORM_VELOCITY*2); actorNew->spr.hitag = LUMINOUS; //Always full brightness @@ -12843,9 +12843,9 @@ int InitShotgun(PLAYER* pp) } } - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; - daz = nz = pp->__int_ppos.Z + pp->bob_z; + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; + daz = nz = pp->int_ppos().Z + pp->bob_z; daang = 64; if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) != nullptr) @@ -12997,10 +12997,10 @@ int InitLaser(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; - nz = pp->__int_ppos.Z + pp->bob_z + Z(8); + nz = pp->int_ppos().Z + pp->bob_z + Z(8); // Spawn a shot // Inserting and setting up variables @@ -13100,10 +13100,10 @@ int InitRail(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; - nz = pp->__int_ppos.Z + pp->bob_z + Z(11); + nz = pp->int_ppos().Z + pp->bob_z + Z(11); // Spawn a shot // Inserting and setting up variables @@ -13269,13 +13269,13 @@ int InitRocket(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; // Spawn a shot // Inserting and setting up variables - nz = pp->__int_ppos.Z + pp->bob_z + Z(8); + nz = pp->int_ppos().Z + pp->bob_z + Z(8); auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, nx, ny, nz, pp->angle.ang.Buildang(), ROCKET_VELOCITY); @@ -13376,14 +13376,14 @@ int InitBunnyRocket(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; // Spawn a shot // Inserting and setting up variables //nz = pp->posz + pp->bob_z + Z(12); - nz = pp->__int_ppos.Z + pp->bob_z + Z(8); + nz = pp->int_ppos().Z + pp->bob_z + Z(8); auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector, nx, ny, nz, pp->angle.ang.Buildang(), ROCKET_VELOCITY); @@ -13479,13 +13479,13 @@ int InitNuke(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; // Spawn a shot // Inserting and setting up variables - nz = pp->__int_ppos.Z + pp->bob_z + Z(8); + nz = pp->int_ppos().Z + pp->bob_z + Z(8); auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, nx, ny, nz, pp->angle.ang.Buildang(), 700); @@ -13634,8 +13634,8 @@ int InitMicro(PLAYER* pp) TARGET_SORT* ts = TargetSort; DSWActor* picked = nullptr; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; const int MAX_MICRO = 1; @@ -13663,7 +13663,7 @@ int InitMicro(PLAYER* pp) ang = pp->angle.ang.Buildang(); } - nz = pp->__int_ppos.Z + pp->bob_z + Z(14); + nz = pp->int_ppos().Z + pp->bob_z + Z(14); nz += Z(RandomRange(20)) - Z(10); // Spawn a shot @@ -14828,9 +14828,9 @@ int InitTracerUzi(PLAYER* pp) short lat_dist[] = {800,-800}; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; - nz = pp->__int_ppos.Z + Z(8) + -MulScale(pp->horizon.horiz.asq16(), 72, 16); + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; + nz = pp->int_ppos().Z + Z(8) + -MulScale(pp->horizon.horiz.asq16(), 72, 16); // Spawn a shot // Inserting and setting up variables @@ -15127,8 +15127,8 @@ int InitUzi(PLAYER* pp) if (RANDOM_P2(1024) < 400) InitTracerUzi(pp); - nz = pp->__int_ppos.Z + pp->bob_z; - daz = pp->__int_ppos.Z + pp->bob_z; + nz = pp->int_ppos().Z + pp->bob_z; + daz = pp->int_ppos().Z + pp->bob_z; daang = 32; if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) != nullptr) { @@ -15147,7 +15147,7 @@ int InitUzi(PLAYER* pp) xvect = bcos(daang); yvect = bsin(daang); zvect = daz; - FAFhitscan(pp->__int_ppos.X, pp->__int_ppos.Y, nz, pp->cursector, // Start position + FAFhitscan(pp->int_ppos().X, pp->int_ppos().Y, nz, pp->cursector, // Start position xvect,yvect,zvect, hit, CLIPMASK_MISSILE); @@ -16280,9 +16280,9 @@ int InitGrenade(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; - nz = pp->__int_ppos.Z + pp->bob_z + Z(8); + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; + nz = pp->int_ppos().Z + pp->bob_z + Z(8); // Spawn a shot // Inserting and setting up variables @@ -16425,9 +16425,9 @@ int InitMine(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->__int_ppos.X; - ny = pp->__int_ppos.Y; - nz = pp->__int_ppos.Z + pp->bob_z + Z(8); + nx = pp->int_ppos().X; + ny = pp->int_ppos().Y; + nz = pp->int_ppos().Z + pp->bob_z + Z(8); // Spawn a shot // Inserting and setting up variables @@ -16556,10 +16556,10 @@ int InitFireball(PLAYER* pp) if (!pp->insector()) return 0; - nx += pp->__int_ppos.X; - ny += pp->__int_ppos.Y; + nx += pp->int_ppos().X; + ny += pp->int_ppos().Y; - nz = pp->__int_ppos.Z + pp->bob_z + Z(15); + nz = pp->int_ppos().Z + pp->bob_z + Z(15); auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, nx, ny, nz, pp->angle.ang.Buildang(), FIREBALL_VELOCITY); @@ -17755,7 +17755,7 @@ int DoFloorBlood(DSWActor* actor) { pp = &Player[pnum]; - DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->__int_ppos.X, pp->__int_ppos.Y, dist, a, b, c); + DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->int_ppos().X, pp->int_ppos().Y, dist, a, b, c); if (dist < near_dist) { diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index a2ea0d9fc..35ef3297a 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -776,7 +776,7 @@ void SpawnZombie(PLAYER* pp, DSWActor* weaponActor) if (ownerActor == nullptr) return; - auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->__int_ppos.X, pp->__int_ppos.Y, pp->__int_ppos.Z, pp->angle.ang.Buildang(), 0); + auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->angle.ang.Buildang(), 0); SetOwner(actorNew, ownerActor); actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal; actorNew->set_int_ang(RANDOM_P2(2048));