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https://github.com/DrBeef/Raze.git
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- SW: Replace USER
sz
with pos.Z
calls.
This commit is contained in:
parent
0d70d26625
commit
9c1e54a148
13 changed files with 110 additions and 111 deletions
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@ -456,7 +456,7 @@ int DoFireFly(DSWActor* actor)
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actor->user.WaitTics = (actor->user.WaitTics + (ACTORMOVETICS << 1)) & 2047;
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actor->spr.pos.Z = actor->user.sz + MulScale(Z(32), bsin(actor->user.WaitTics), 14);
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actor->spr.pos.Z = actor->user.pos.Z + MulScale(Z(32), bsin(actor->user.WaitTics), 14);
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return 0;
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}
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@ -505,7 +505,7 @@ void CoolgCommon(DSWActor* actor)
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actor->user.floor_dist = Z(16);
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actor->user.ceiling_dist = Z(20);
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actor->user.sz = actor->spr.pos.Z;
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actor->user.pos.Z = actor->spr.pos.Z;
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actor->spr.xrepeat = 42;
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actor->spr.yrepeat = 42;
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@ -615,7 +615,7 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
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// actor does a sine wave about sz - this is the z mid point
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zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.sz;
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zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z;
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// check z diff of the player and the sprite
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zdist = Z(20 + RandomRange(100)); // put a random amount
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@ -623,9 +623,9 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
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if (labs(zdiff) > zdist)
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{
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if (zdiff > 0)
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actor->user.sz += 170 * ACTORMOVETICS;
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actor->user.pos.Z += 170 * ACTORMOVETICS;
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else
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actor->user.sz -= 170 * ACTORMOVETICS;
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actor->user.pos.Z -= 170 * ACTORMOVETICS;
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}
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// save off lo and hi z
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@ -642,9 +642,9 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
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else
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bound = loz - actor->user.floor_dist - COOLG_BOB_AMT;
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if (actor->user.sz > bound)
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if (actor->user.pos.Z > bound)
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{
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actor->user.sz = bound;
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actor->user.pos.Z = bound;
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}
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// upper bound
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@ -653,22 +653,22 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
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else
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bound = hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
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if (actor->user.sz < bound)
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if (actor->user.pos.Z < bound)
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{
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actor->user.sz = bound;
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actor->user.pos.Z = bound;
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}
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actor->user.sz = min(actor->user.sz, loz - actor->user.floor_dist);
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actor->user.sz = max(actor->user.sz, hiz + actor->user.ceiling_dist);
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actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist);
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actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.ceiling_dist);
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actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS<<3)) & 2047;
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actor->spr.pos.Z = actor->user.sz + MulScale(COOLG_BOB_AMT, bsin(actor->user.Counter), 14);
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actor->spr.pos.Z = actor->user.pos.Z + MulScale(COOLG_BOB_AMT, bsin(actor->user.Counter), 14);
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bound = actor->user.hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
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if (actor->spr.pos.Z < bound)
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{
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// bumped something
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actor->spr.pos.Z = actor->user.sz = bound + COOLG_BOB_AMT;
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actor->spr.pos.Z = actor->user.pos.Z = bound + COOLG_BOB_AMT;
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}
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return 0;
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@ -693,7 +693,7 @@ int InitCoolgCircle(DSWActor* actor)
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// z velocity
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actor->user.jump_speed = 400 + RANDOM_P2(256);
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if (labs(actor->user.sz - actor->user.hiz) < labs(actor->user.sz - actor->user.loz))
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if (labs(actor->user.pos.Z - actor->user.hiz) < labs(actor->user.pos.Z - actor->user.loz))
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actor->user.jump_speed = -actor->user.jump_speed;
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actor->user.WaitTics = (RandomRange(3)+1) * 120;
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@ -719,13 +719,13 @@ int DoCoolgCircle(DSWActor* actor)
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}
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// move in the z direction
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actor->user.sz -= actor->user.jump_speed * ACTORMOVETICS;
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actor->user.pos.Z -= actor->user.jump_speed * ACTORMOVETICS;
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bound = actor->user.hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
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if (actor->user.sz < bound)
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if (actor->user.pos.Z < bound)
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{
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// bumped something
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actor->user.sz = bound;
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actor->user.pos.Z = bound;
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InitActorReposition(actor);
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return 0;
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}
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@ -364,7 +364,7 @@ void EelCommon(DSWActor* actor)
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actor->user.floor_dist = Z(16);
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actor->user.ceiling_dist = Z(20);
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actor->user.sz = actor->spr.pos.Z;
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actor->user.pos.Z = actor->spr.pos.Z;
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actor->spr.xrepeat = 35;
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actor->spr.yrepeat = 27;
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@ -436,7 +436,7 @@ int DoEelMatchPlayerZ(DSWActor* actor)
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// actor does a sine wave about actor->user.sz - this is the z mid point
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zdiff = (ActorZOfBottom(actor->user.targetActor) - Z(8)) - actor->user.sz;
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zdiff = (ActorZOfBottom(actor->user.targetActor) - Z(8)) - actor->user.pos.Z;
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// check z diff of the player and the sprite
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zdist = Z(20 + RandomRange(64)); // put a random amount
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@ -444,9 +444,9 @@ int DoEelMatchPlayerZ(DSWActor* actor)
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{
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if (zdiff > 0)
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// manipulate the z midpoint
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actor->user.sz += 160 * ACTORMOVETICS;
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actor->user.pos.Z += 160 * ACTORMOVETICS;
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else
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actor->user.sz -= 160 * ACTORMOVETICS;
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actor->user.pos.Z -= 160 * ACTORMOVETICS;
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}
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const int EEL_BOB_AMT = (Z(4));
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@ -464,16 +464,16 @@ int DoEelMatchPlayerZ(DSWActor* actor)
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{
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DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.lowActor->spr.pos.X, actor->user.lowActor->spr.pos.Y, dist, a, b, c);
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if (dist <= 300)
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bound = actor->user.sz;
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bound = actor->user.pos.Z;
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else
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bound = loz - actor->user.floor_dist;
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}
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else
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bound = loz - actor->user.floor_dist - EEL_BOB_AMT;
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if (actor->user.sz > bound)
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if (actor->user.pos.Z > bound)
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{
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actor->user.sz = bound;
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actor->user.pos.Z = bound;
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}
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// upper bound
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@ -481,29 +481,29 @@ int DoEelMatchPlayerZ(DSWActor* actor)
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{
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DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, actor->user.highActor->spr.pos.X, actor->user.highActor->spr.pos.Y, dist, a, b, c);
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if (dist <= 300)
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bound = actor->user.sz;
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bound = actor->user.pos.Z;
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else
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bound = hiz + actor->user.ceiling_dist;
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}
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else
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bound = hiz + actor->user.ceiling_dist + EEL_BOB_AMT;
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if (actor->user.sz < bound)
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if (actor->user.pos.Z < bound)
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{
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actor->user.sz = bound;
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actor->user.pos.Z = bound;
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}
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actor->user.sz = min(actor->user.sz, loz - actor->user.floor_dist);
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actor->user.sz = max(actor->user.sz, hiz + actor->user.ceiling_dist);
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actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist);
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actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.ceiling_dist);
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actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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actor->spr.pos.Z = actor->user.sz + MulScale(EEL_BOB_AMT, bsin(actor->user.Counter), 14);
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actor->spr.pos.Z = actor->user.pos.Z + MulScale(EEL_BOB_AMT, bsin(actor->user.Counter), 14);
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bound = actor->user.hiz + actor->user.ceiling_dist + EEL_BOB_AMT;
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if (actor->spr.pos.Z < bound)
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{
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// bumped something
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actor->spr.pos.Z = actor->user.sz = bound + EEL_BOB_AMT;
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actor->spr.pos.Z = actor->user.pos.Z = bound + EEL_BOB_AMT;
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}
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return 0;
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@ -1057,7 +1057,6 @@ struct USER
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int16_t wait_active_check; // for enemy checking of player
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int16_t inactive_time; // length of time actor has been unaware of his tgt
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vec3_t pos;
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int sz;
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int16_t sang;
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uint8_t spal; // save off default palette number
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@ -2188,7 +2187,7 @@ struct ANIMstruct
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return animactor->spr.pos.Z;
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case ANIM_Userz:
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if (animactor == nullptr) return scratch;
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return animactor->user.sz;
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return animactor->user.pos.Z;
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case ANIM_SUdepth:
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return sector[animindex].depth_fixed;
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default:
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@ -312,7 +312,7 @@ int SetupHornet(DSWActor* actor)
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actor->user.floor_dist = Z(16);
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actor->user.ceiling_dist = Z(16);
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actor->user.sz = actor->spr.pos.Z;
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actor->user.pos.Z = actor->spr.pos.Z;
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actor->spr.xrepeat = 37;
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actor->spr.yrepeat = 32;
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@ -345,7 +345,7 @@ int DoHornetMatchPlayerZ(DSWActor* actor)
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// actor does a sine wave about actor->user.sz - this is the z mid point
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zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.sz;
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zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z;
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// check z diff of the player and the sprite
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zdist = Z(20 + RandomRange(200)); // put a random amount
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@ -354,9 +354,9 @@ int DoHornetMatchPlayerZ(DSWActor* actor)
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if (zdiff > 0)
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// manipulate the z midpoint
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//actor->user.sz += 256 * ACTORMOVETICS;
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actor->user.sz += 1024 * ACTORMOVETICS;
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actor->user.pos.Z += 1024 * ACTORMOVETICS;
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else
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actor->user.sz -= 256 * ACTORMOVETICS;
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actor->user.pos.Z -= 256 * ACTORMOVETICS;
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}
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// save off lo and hi z
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@ -373,9 +373,9 @@ int DoHornetMatchPlayerZ(DSWActor* actor)
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else
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bound = loz - actor->user.floor_dist - HORNET_BOB_AMT;
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if (actor->user.sz > bound)
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if (actor->user.pos.Z > bound)
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{
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actor->user.sz = bound;
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actor->user.pos.Z = bound;
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}
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// upper bound
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@ -384,22 +384,22 @@ int DoHornetMatchPlayerZ(DSWActor* actor)
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else
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bound = hiz + actor->user.ceiling_dist + HORNET_BOB_AMT;
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if (actor->user.sz < bound)
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if (actor->user.pos.Z < bound)
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{
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actor->user.sz = bound;
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actor->user.pos.Z = bound;
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}
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actor->user.sz = min(actor->user.sz, loz - actor->user.floor_dist);
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actor->user.sz = max(actor->user.sz, hiz + actor->user.ceiling_dist);
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actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist);
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actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.ceiling_dist);
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actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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actor->spr.pos.Z = actor->user.sz + MulScale(HORNET_BOB_AMT, bsin(actor->user.Counter), 14);
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actor->spr.pos.Z = actor->user.pos.Z + MulScale(HORNET_BOB_AMT, bsin(actor->user.Counter), 14);
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bound = actor->user.hiz + actor->user.ceiling_dist + HORNET_BOB_AMT;
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if (actor->spr.pos.Z < bound)
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{
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// bumped something
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actor->spr.pos.Z = actor->user.sz = bound + HORNET_BOB_AMT;
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actor->spr.pos.Z = actor->user.pos.Z = bound + HORNET_BOB_AMT;
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}
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return 0;
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@ -424,7 +424,7 @@ int InitHornetCircle(DSWActor* actor)
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// z velocity
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actor->user.jump_speed = 200 + RANDOM_P2(128);
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if (labs(actor->user.sz - actor->user.hiz) < labs(actor->user.sz - actor->user.loz))
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if (labs(actor->user.pos.Z - actor->user.hiz) < labs(actor->user.pos.Z - actor->user.loz))
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actor->user.jump_speed = -actor->user.jump_speed;
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actor->user.WaitTics = (RandomRange(3)+1) * 60;
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@ -461,13 +461,13 @@ int DoHornetCircle(DSWActor* actor)
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}
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// move in the z direction
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actor->user.sz -= actor->user.jump_speed * ACTORMOVETICS;
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actor->user.pos.Z -= actor->user.jump_speed * ACTORMOVETICS;
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bound = actor->user.hiz + actor->user.ceiling_dist + HORNET_BOB_AMT;
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if (actor->user.sz < bound)
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if (actor->user.pos.Z < bound)
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{
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// bumped something
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actor->user.sz = bound;
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actor->user.pos.Z = bound;
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InitActorReposition(actor);
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return 0;
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}
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@ -259,10 +259,10 @@ STATE s_BloodSprayDrip[] =
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int DoWallBloodDrip(DSWActor* actor)
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{
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// sy & sz are the ceiling and floor of the sector you are sliding down
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if (actor->user.sz != actor->user.pos.Y)
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if (actor->user.pos.Z != actor->user.pos.Y)
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{
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// if you are between the ceiling and floor fall fast
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if (actor->spr.pos.Z > actor->user.pos.Y && actor->spr.pos.Z < actor->user.sz)
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if (actor->spr.pos.Z > actor->user.pos.Y && actor->spr.pos.Z < actor->user.pos.Z)
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{
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actor->spr.zvel += 300;
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actor->spr.pos.Z += actor->spr.zvel;
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@ -454,9 +454,9 @@ int DoBloodSpray(DSWActor* actor)
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{
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// sy & sz are the ceiling and floor of the sector you are sliding down
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if (bldActor->tempwall->twoSided())
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getzsofslopeptr(bldActor->tempwall->nextSector(), actor->spr.pos.X, actor->spr.pos.Y, &actor->user.pos.Y, &actor->user.sz);
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getzsofslopeptr(bldActor->tempwall->nextSector(), actor->spr.pos.X, actor->spr.pos.Y, &actor->user.pos.Y, &actor->user.pos.Z);
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else
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actor->user.pos.Y = actor->user.sz; // ceiling and floor are equal - white wall
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actor->user.pos.Y = actor->user.pos.Z; // ceiling and floor are equal - white wall
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}
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actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
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@ -2147,7 +2147,7 @@ int DoFlag(DSWActor* actor)
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// attach weapon to sprite
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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SetAttach(hitActor, actor);
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actor->user.sz = hitActor->spr.pos.Z - (ActorSizeZ(hitActor) >> 1);
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actor->user.pos.Z = hitActor->spr.pos.Z - (ActorSizeZ(hitActor) >> 1);
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}
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}
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@ -840,7 +840,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
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("inactive_time", w.inactive_time, def->inactive_time)
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("sx", w.pos.X, def->pos.X)
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("sy", w.pos.Y, def->pos.Y)
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("sz", w.sz, def->sz)
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("sz", w.pos.Z, def->pos.Z)
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("sang", w.sang, def->sang)
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("spal", w.spal, def->spal)
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//("ret", w.coll, def->coll) // is this needed?
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@ -243,7 +243,7 @@ int SetupSkull(DSWActor* actor)
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else
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{
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actor->user.Counter = RANDOM_P2(2048);
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actor->user.sz = actor->spr.pos.Z;
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actor->user.pos.Z = actor->spr.pos.Z;
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}
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@ -407,7 +407,7 @@ int DoSkullBob(DSWActor* actor)
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const int SKULL_BOB_AMT = (Z(16));
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actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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actor->spr.pos.Z = actor->user.sz + MulScale(SKULL_BOB_AMT, bsin(actor->user.Counter), 14) +
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actor->spr.pos.Z = actor->user.pos.Z + MulScale(SKULL_BOB_AMT, bsin(actor->user.Counter), 14) +
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MulScale((SKULL_BOB_AMT / 2), bsin(actor->user.Counter), 14);
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return 0;
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@ -628,7 +628,7 @@ int SetupBetty(DSWActor* actor)
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else
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{
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actor->user.Counter = RANDOM_P2(2048);
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actor->user.sz = actor->spr.pos.Z;
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actor->user.pos.Z = actor->spr.pos.Z;
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}
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@ -784,7 +784,7 @@ int DoBettyBob(DSWActor* actor)
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const int BETTY_BOB_AMT = (Z(16));
|
||||
|
||||
actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
|
||||
actor->spr.pos.Z = actor->user.sz + MulScale(BETTY_BOB_AMT, bsin(actor->user.Counter), 14) +
|
||||
actor->spr.pos.Z = actor->user.pos.Z + MulScale(BETTY_BOB_AMT, bsin(actor->user.Counter), 14) +
|
||||
MulScale((BETTY_BOB_AMT / 2), bsin(actor->user.Counter), 14);
|
||||
|
||||
return 0;
|
||||
|
|
|
@ -52,16 +52,16 @@ void ReverseSpike(DSWActor* actor)
|
|||
if (actor->user.z_tgt == actor->user.oz)
|
||||
{
|
||||
if (actor->spr.pos.Z == actor->user.oz)
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
else if (actor->user.sz == actor->user.oz)
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
else if (actor->user.pos.Z == actor->user.oz)
|
||||
actor->user.z_tgt = actor->spr.pos.Z;
|
||||
}
|
||||
else if (actor->user.z_tgt == actor->user.sz)
|
||||
else if (actor->user.z_tgt == actor->user.pos.Z)
|
||||
{
|
||||
if (actor->spr.pos.Z == actor->user.oz)
|
||||
actor->user.z_tgt = actor->spr.pos.Z;
|
||||
else if (actor->user.sz == actor->user.oz)
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
else if (actor->user.pos.Z == actor->user.oz)
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
}
|
||||
|
||||
actor->user.vel_rate = -actor->user.vel_rate;
|
||||
|
@ -106,7 +106,7 @@ void SetSpikeActive(DSWActor* actor)
|
|||
VatorSwitch(SP_TAG2(actor), true);
|
||||
else
|
||||
// moving to the OFF position
|
||||
if (actor->user.z_tgt == actor->user.sz)
|
||||
if (actor->user.z_tgt == actor->user.pos.Z)
|
||||
VatorSwitch(SP_TAG2(actor), false);
|
||||
}
|
||||
|
||||
|
@ -285,7 +285,7 @@ int DoSpike(DSWActor* actor)
|
|||
if (actor->user.z_tgt == actor->spr.pos.Z)
|
||||
{
|
||||
// change target
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
actor->user.vel_rate = -actor->user.vel_rate;
|
||||
|
||||
SetSpikeInactive(actor);
|
||||
|
@ -295,7 +295,7 @@ int DoSpike(DSWActor* actor)
|
|||
}
|
||||
else
|
||||
// in the OFF position
|
||||
if (actor->user.z_tgt == actor->user.sz)
|
||||
if (actor->user.z_tgt == actor->user.pos.Z)
|
||||
{
|
||||
short match = SP_TAG2(actor);
|
||||
|
||||
|
@ -390,7 +390,7 @@ int DoSpikeAuto(DSWActor* actor)
|
|||
if (actor->user.z_tgt == actor->spr.pos.Z)
|
||||
{
|
||||
// change target
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
actor->user.vel_rate = -actor->user.vel_rate;
|
||||
actor->user.Tics = actor->user.WaitTics;
|
||||
|
||||
|
@ -399,7 +399,7 @@ int DoSpikeAuto(DSWActor* actor)
|
|||
}
|
||||
else
|
||||
// in the DOWN position
|
||||
if (actor->user.z_tgt == actor->user.sz)
|
||||
if (actor->user.z_tgt == actor->user.pos.Z)
|
||||
{
|
||||
// change target
|
||||
actor->user.jump_speed = actor->user.vel_tgt;
|
||||
|
|
|
@ -2046,7 +2046,7 @@ void SpriteSetup(void)
|
|||
if (floor_vator)
|
||||
{
|
||||
// start off
|
||||
actor->user.sz = sectp->floorz;
|
||||
actor->user.pos.Z = sectp->floorz;
|
||||
actor->user.z_tgt = actor->spr.pos.Z;
|
||||
if (start_on)
|
||||
{
|
||||
|
@ -2055,7 +2055,7 @@ void SpriteSetup(void)
|
|||
|
||||
// start in the on position
|
||||
sectp->addfloorz(amt);
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
|
||||
MoveSpritesWithSector(actor->spr.sector(), amt, false); // floor
|
||||
}
|
||||
|
@ -2066,7 +2066,7 @@ void SpriteSetup(void)
|
|||
else
|
||||
{
|
||||
// start off
|
||||
actor->user.sz = sectp->ceilingz;
|
||||
actor->user.pos.Z = sectp->ceilingz;
|
||||
actor->user.z_tgt = actor->spr.pos.Z;
|
||||
if (start_on)
|
||||
{
|
||||
|
@ -2075,7 +2075,7 @@ void SpriteSetup(void)
|
|||
|
||||
// starting in the on position
|
||||
sectp->addceilingz(amt);
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
|
||||
MoveSpritesWithSector(actor->spr.sector(), amt, true); // ceiling
|
||||
}
|
||||
|
@ -2252,13 +2252,13 @@ void SpriteSetup(void)
|
|||
actor->user.zclip = floorz;
|
||||
|
||||
// start off
|
||||
actor->user.sz = actor->user.zclip;
|
||||
actor->user.pos.Z = actor->user.zclip;
|
||||
actor->user.z_tgt = actor->spr.pos.Z;
|
||||
if (start_on)
|
||||
{
|
||||
// start in the on position
|
||||
actor->user.zclip = actor->spr.pos.Z;
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
SpikeAlign(actor);
|
||||
}
|
||||
|
||||
|
@ -2270,13 +2270,13 @@ void SpriteSetup(void)
|
|||
actor->user.zclip = ceilingz;
|
||||
|
||||
// start off
|
||||
actor->user.sz = actor->user.zclip;
|
||||
actor->user.pos.Z = actor->user.zclip;
|
||||
actor->user.z_tgt = actor->spr.pos.Z;
|
||||
if (start_on)
|
||||
{
|
||||
// starting in the on position
|
||||
actor->user.zclip = actor->spr.pos.Z;
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
SpikeAlign(actor);
|
||||
}
|
||||
|
||||
|
@ -4625,7 +4625,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
|
|||
{
|
||||
// For COOLG & HORNETS
|
||||
// set to actual z before you move
|
||||
actor->spr.pos.Z = actor->user.sz;
|
||||
actor->spr.pos.Z = actor->user.pos.Z;
|
||||
}
|
||||
|
||||
// save off x,y values
|
||||
|
@ -5853,7 +5853,7 @@ KeyMain:
|
|||
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
actorNew->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
|
||||
SetAttach(pp->actor, actorNew);
|
||||
actorNew->user.sz = ActorZOfMiddle(pp->actor); // Set mid way up who it hit
|
||||
actorNew->user.pos.Z = ActorZOfMiddle(pp->actor); // Set mid way up who it hit
|
||||
actorNew->user.spal = actorNew->spr.pal = actor->spr.pal; // Set the palette of the flag
|
||||
|
||||
SetOwner(pp->actor, actorNew); // Player now owns the flag
|
||||
|
|
|
@ -883,7 +883,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
|
||||
itActor->user.pos.X = sop->xmid - itActor->spr.pos.X;
|
||||
itActor->user.pos.Y = sop->ymid - itActor->spr.pos.Y;
|
||||
itActor->user.sz = sop->mid_sector->floorz - itActor->spr.pos.Z;
|
||||
itActor->user.pos.Z = sop->mid_sector->floorz - itActor->spr.pos.Z;
|
||||
|
||||
itActor->user.Flags |= (SPR_SO_ATTACHED);
|
||||
|
||||
|
@ -914,7 +914,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
|
|||
if (sop->sectp[j] == itActor->spr.sector())
|
||||
{
|
||||
itActor->user.Flags |= (SPR_ON_SO_SECTOR);
|
||||
itActor->user.sz = itActor->spr.sector()->floorz - itActor->spr.pos.Z;
|
||||
itActor->user.pos.Z = itActor->spr.sector()->floorz - itActor->spr.pos.Z;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -948,7 +948,7 @@ cont:
|
|||
for (i = 0; sop->so_actors[i] != nullptr; i++)
|
||||
{
|
||||
auto actor = sop->so_actors[i];
|
||||
actor->user.sz = sop->zmid - actor->spr.pos.Z;
|
||||
actor->user.pos.Z = sop->zmid - actor->spr.pos.Z;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1708,7 +1708,7 @@ PlayerPart:
|
|||
if ((sop->flags & SOBJ_SPRITE_OBJ))
|
||||
{
|
||||
// Sprite Objects follow zmid
|
||||
actor->spr.pos.Z = sop->zmid - actor->user.sz;
|
||||
actor->spr.pos.Z = sop->zmid - actor->user.pos.Z;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1716,12 +1716,12 @@ PlayerPart:
|
|||
if (actor->user.Flags & (SPR_ON_SO_SECTOR))
|
||||
{
|
||||
// move with sector its on
|
||||
actor->spr.pos.Z = actor->spr.sector()->floorz - actor->user.sz;
|
||||
actor->spr.pos.Z = actor->spr.sector()->floorz - actor->user.pos.Z;
|
||||
}
|
||||
else
|
||||
{
|
||||
// move with the mid sector
|
||||
actor->spr.pos.Z = sop->mid_sector->floorz - actor->user.sz;
|
||||
actor->spr.pos.Z = sop->mid_sector->floorz - actor->user.pos.Z;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2142,7 +2142,7 @@ void CallbackSOsink(ANIMp ap, void *data)
|
|||
continue;
|
||||
|
||||
// move sprite WAY down in water
|
||||
ndx = AnimSet(ANIM_Userz, 0, actor, -actor->user.sz - ActorSizeZ(actor) - Z(100), ap->vel>>8);
|
||||
ndx = AnimSet(ANIM_Userz, 0, actor, -actor->user.pos.Z - ActorSizeZ(actor) - Z(100), ap->vel>>8);
|
||||
AnimSetVelAdj(ndx, ap->vel_adj);
|
||||
}
|
||||
|
||||
|
@ -3365,9 +3365,9 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
|
|||
|
||||
// destination z for climbing
|
||||
if (wal->twoSided())
|
||||
actor->user.sz = wal->nextSector()->floorz;
|
||||
actor->user.pos.Z = wal->nextSector()->floorz;
|
||||
else
|
||||
actor->user.sz = wal->sectorp()->ceilingz; // don't crash on bad setups.
|
||||
actor->user.pos.Z = wal->sectorp()->ceilingz; // don't crash on bad setups.
|
||||
|
||||
DoActorZrange(actor);
|
||||
|
||||
|
@ -3529,7 +3529,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics)
|
|||
|
||||
if (actor->user.Flags & (SPR_CLIMBING))
|
||||
{
|
||||
if (ActorZOfTop(actor) + (ActorSizeZ(actor) >> 2) < actor->user.sz)
|
||||
if (ActorZOfTop(actor) + (ActorSizeZ(actor) >> 2) < actor->user.pos.Z)
|
||||
{
|
||||
actor->user.Flags &= ~(SPR_CLIMBING);
|
||||
|
||||
|
|
|
@ -57,16 +57,16 @@ void ReverseVator(DSWActor* actor)
|
|||
if (actor->user.z_tgt == actor->user.oz)
|
||||
{
|
||||
if (actor->spr.pos.Z == actor->user.oz)
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
else if (actor->user.sz == actor->user.oz)
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
else if (actor->user.pos.Z == actor->user.oz)
|
||||
actor->user.z_tgt = actor->spr.pos.Z;
|
||||
}
|
||||
else if (actor->user.z_tgt == actor->user.sz)
|
||||
else if (actor->user.z_tgt == actor->user.pos.Z)
|
||||
{
|
||||
if (actor->spr.pos.Z == actor->user.oz)
|
||||
actor->user.z_tgt = actor->spr.pos.Z;
|
||||
else if (actor->user.sz == actor->user.oz)
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
else if (actor->user.pos.Z == actor->user.oz)
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
}
|
||||
|
||||
actor->user.vel_rate = -actor->user.vel_rate;
|
||||
|
@ -111,7 +111,7 @@ void SetVatorActive(DSWActor* actor)
|
|||
VatorSwitch(SP_TAG2(actor), true);
|
||||
else
|
||||
// moving to the OFF position
|
||||
if (actor->user.z_tgt == actor->user.sz)
|
||||
if (actor->user.z_tgt == actor->user.pos.Z)
|
||||
VatorSwitch(SP_TAG2(actor), false);
|
||||
}
|
||||
|
||||
|
@ -388,7 +388,7 @@ int DoVator(DSWActor* actor)
|
|||
if (actor->user.z_tgt == actor->spr.pos.Z)
|
||||
{
|
||||
// change target
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
actor->user.vel_rate = -actor->user.vel_rate;
|
||||
|
||||
SetVatorInactive(actor);
|
||||
|
@ -399,7 +399,7 @@ int DoVator(DSWActor* actor)
|
|||
}
|
||||
else
|
||||
// in the OFF position
|
||||
if (actor->user.z_tgt == actor->user.sz)
|
||||
if (actor->user.z_tgt == actor->user.pos.Z)
|
||||
{
|
||||
short match = SP_TAG2(actor);
|
||||
|
||||
|
@ -539,7 +539,7 @@ int DoVatorAuto(DSWActor* actor)
|
|||
if (actor->user.z_tgt == actor->spr.pos.Z)
|
||||
{
|
||||
// change target
|
||||
actor->user.z_tgt = actor->user.sz;
|
||||
actor->user.z_tgt = actor->user.pos.Z;
|
||||
actor->user.vel_rate = -actor->user.vel_rate;
|
||||
actor->user.Tics = actor->user.WaitTics;
|
||||
|
||||
|
@ -548,7 +548,7 @@ int DoVatorAuto(DSWActor* actor)
|
|||
}
|
||||
else
|
||||
// in the DOWN position
|
||||
if (actor->user.z_tgt == actor->user.sz)
|
||||
if (actor->user.z_tgt == actor->user.pos.Z)
|
||||
{
|
||||
// change target
|
||||
actor->user.jump_speed = actor->user.vel_tgt;
|
||||
|
|
|
@ -8623,7 +8623,7 @@ int DoMineStuck(DSWActor* actor)
|
|||
actor->user.WaitTics = SEC(1)/2;
|
||||
}
|
||||
|
||||
vec3_t pos = { attachActor->spr.pos.X, attachActor->spr.pos.Y, attachActor->spr.pos.Z - actor->user.sz };
|
||||
vec3_t pos = { attachActor->spr.pos.X, attachActor->spr.pos.Y, attachActor->spr.pos.Z - actor->user.pos.Z };
|
||||
SetActorZ(actor, &pos);
|
||||
actor->spr.pos.Z = attachActor->spr.pos.Z - (ActorSizeZ(attachActor) >> 1);
|
||||
}
|
||||
|
@ -8822,7 +8822,7 @@ int DoMine(DSWActor* actor)
|
|||
|
||||
// attach weapon to sprite
|
||||
SetAttach(hitActor, actor);
|
||||
actor->user.sz = hitActor->spr.pos.Z - actor->spr.pos.Z;
|
||||
actor->user.pos.Z = hitActor->spr.pos.Z - actor->spr.pos.Z;
|
||||
|
||||
auto own = GetOwner(actor);
|
||||
if (own && own->hasU())
|
||||
|
@ -9038,7 +9038,7 @@ int DoEMPBurst(DSWActor* actor)
|
|||
DSWActor* attachActor = actor->user.attachActor;
|
||||
if (attachActor != nullptr)
|
||||
{
|
||||
vec3_t pos = { attachActor->spr.pos.X, attachActor->spr.pos.Y, attachActor->spr.pos.Z - actor->user.sz };
|
||||
vec3_t pos = { attachActor->spr.pos.X, attachActor->spr.pos.Y, attachActor->spr.pos.Z - actor->user.pos.Z };
|
||||
SetActorZ(actor, &pos);
|
||||
actor->spr.ang = NORM_ANGLE(attachActor->spr.ang+1024);
|
||||
}
|
||||
|
@ -10210,7 +10210,7 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)
|
|||
|
||||
actor->user.pos.X = sop->xmid - actor->spr.pos.X;
|
||||
actor->user.pos.Y = sop->ymid - actor->spr.pos.Y;
|
||||
actor->user.sz = sop->mid_sector->floorz - actor->spr.pos.Z;
|
||||
actor->user.pos.Z = sop->mid_sector->floorz - actor->spr.pos.Z;
|
||||
|
||||
actor->user.sang = actor->spr.ang;
|
||||
}
|
||||
|
@ -10260,19 +10260,19 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop,
|
|||
if (actor->user.Flags & (SPR_ON_SO_SECTOR))
|
||||
{
|
||||
// move with sector its on
|
||||
expActor->spr.pos.Z = actor->spr.sector()->floorz - actor->user.sz;
|
||||
expActor->spr.pos.Z = actor->spr.sector()->floorz - actor->user.pos.Z;
|
||||
expActor->spr.backupz();
|
||||
}
|
||||
else
|
||||
{
|
||||
// move with the mid sector
|
||||
expActor->spr.pos.Z = sop->mid_sector->floorz - actor->user.sz;
|
||||
expActor->spr.pos.Z = sop->mid_sector->floorz - actor->user.pos.Z;
|
||||
expActor->spr.backupz();
|
||||
}
|
||||
|
||||
expActor->user.pos.X = actor->user.pos.X;
|
||||
expActor->user.pos.Y = actor->user.pos.Y;
|
||||
expActor->user.sz = actor->user.sz;
|
||||
expActor->user.pos.Z = actor->user.pos.Z;
|
||||
}
|
||||
|
||||
void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
|
||||
|
@ -11260,7 +11260,7 @@ void InitSpellRing(PLAYERp pp)
|
|||
actorNew->spr.yrepeat = 32;
|
||||
actorNew->spr.zvel = 0;
|
||||
|
||||
actorNew->user.sz = Z(20);
|
||||
actorNew->user.pos.Z = Z(20);
|
||||
actorNew->user.Dist = RING_INNER_DIST;
|
||||
actorNew->user.Counter = max_missiles;
|
||||
actorNew->user.Counter2 = 0;
|
||||
|
@ -11303,8 +11303,8 @@ int DoSerpRing(DSWActor* actor)
|
|||
actor->spr.pos.Y = own->spr.pos.Y;
|
||||
|
||||
actor->spr.pos.Z += actor->spr.zvel;
|
||||
if (actor->spr.pos.Z > own->spr.pos.Z - actor->user.sz)
|
||||
actor->spr.pos.Z = own->spr.pos.Z - actor->user.sz;
|
||||
if (actor->spr.pos.Z > own->spr.pos.Z - actor->user.pos.Z)
|
||||
actor->spr.pos.Z = own->spr.pos.Z - actor->user.pos.Z;
|
||||
|
||||
// go out until its time to come back in
|
||||
if (actor->user.Counter2 == false)
|
||||
|
@ -11539,7 +11539,7 @@ int InitSerpRing(DSWActor* actor)
|
|||
actorNew->spr.pal = 0;
|
||||
|
||||
actorNew->spr.pos.Z = ActorZOfTop(actor) - Z(20);
|
||||
actorNew->user.sz = Z(50);
|
||||
actorNew->user.pos.Z = Z(50);
|
||||
|
||||
// ang around the serp is now slide_ang
|
||||
actorNew->user.slide_ang = actorNew->spr.ang;
|
||||
|
@ -12297,7 +12297,7 @@ int InitSumoSkull(DSWActor* actor)
|
|||
actorNew->user.Attrib = &SkullAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
actorNew->user.Counter = RANDOM_P2(2048);
|
||||
actorNew->user.sz = actorNew->spr.pos.Z;
|
||||
actorNew->user.pos.Z = actorNew->spr.pos.Z;
|
||||
actorNew->user.Health = 100;
|
||||
|
||||
// defaults do change the statnum
|
||||
|
|
Loading…
Reference in a new issue