- eliminate the only use of zvel in tspritetype.

Since this never gets manipulated on the tsprite size, better get it directly from the actor so that the final velocity vector does not need to be in spritetype et.al.
This commit is contained in:
Christoph Oelckers 2022-09-01 01:01:48 +02:00
parent 446b02c11b
commit 9f08abc90e
2 changed files with 2 additions and 2 deletions

View file

@ -466,7 +466,7 @@ struct spritetypebase
int16_t intangle; // needs to be kept for SW's SP_TAG4
int16_t xvel;
int16_t yvel;
union { int16_t zvel, inittype; }; // inittype, type and flags are for Blood.
int16_t inittype; // was zvel. All accesses for that have been wrapped. inittype, type and flags are for Blood.
union { int16_t lotag, type; };
union { int16_t hitag, flags; };
int16_t extra;

View file

@ -368,7 +368,7 @@ void DoMotionBlur(tspriteArray& tsprites, tspritetype const * const tsp)
}
else
{
z_amt_per_pixel = IntToFixed((int)-tsp->zvel)/tsp->xvel;
z_amt_per_pixel = IntToFixed((int)-ownerActor->int_zvel())/tsp->xvel;
}
switch (ownerActor->user.motion_blur_dist)