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- SW: Replace PLAYERstruct
oposy
with opos.Y
calls.
This commit is contained in:
parent
ae50767c70
commit
a2f2cc489a
8 changed files with 18 additions and 18 deletions
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@ -825,7 +825,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie
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PLAYERp pp = tu->PlayerP;
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PLAYERp pp = tu->PlayerP;
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int sr = 65536 - int(smoothratio);
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int sr = 65536 - int(smoothratio);
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tsp->pos.X -= MulScale(pp->pos.X - pp->opos.X, sr, 16);
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tsp->pos.X -= MulScale(pp->pos.X - pp->opos.X, sr, 16);
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tsp->pos.Y -= MulScale(pp->pos.Y - pp->oposy, sr, 16);
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tsp->pos.Y -= MulScale(pp->pos.Y - pp->opos.Y, sr, 16);
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tsp->pos.Z -= MulScale(pp->pos.Z - pp->oposz, sr, 16);
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tsp->pos.Z -= MulScale(pp->pos.Z - pp->oposz, sr, 16);
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tsp->ang -= MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), sr, 16);
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tsp->ang -= MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), sr, 16);
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}
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}
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@ -1459,7 +1459,7 @@ void drawscreen(PLAYERp pp, double smoothratio)
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camerapp = pp;
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camerapp = pp;
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tx = interpolatedvalue(camerapp->opos.X, camerapp->pos.X, sr);
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tx = interpolatedvalue(camerapp->opos.X, camerapp->pos.X, sr);
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ty = interpolatedvalue(camerapp->oposy, camerapp->pos.Y, sr);
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ty = interpolatedvalue(camerapp->opos.Y, camerapp->pos.Y, sr);
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tz = interpolatedvalue(camerapp->oposz, camerapp->pos.Z, sr);
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tz = interpolatedvalue(camerapp->oposz, camerapp->pos.Z, sr);
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// Interpolate the player's angle while on a sector object, just like VoidSW.
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// Interpolate the player's angle while on a sector object, just like VoidSW.
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@ -677,7 +677,7 @@ struct PLAYERstruct
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}
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}
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// interpolation
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// interpolation
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int oposy, oposz;
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int oposz;
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// holds last valid move position
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// holds last valid move position
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int lv_x,lv_y,lv_z;
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int lv_x,lv_y,lv_z;
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@ -641,7 +641,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
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// If player is dead still then update at MoveSkip4
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// If player is dead still then update at MoveSkip4
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// rate.
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// rate.
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if (pp->pos.X == pp->opos.X && pp->pos.Y == pp->oposy && pp->pos.Z == pp->oposz)
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if (pp->pos.X == pp->opos.X && pp->pos.Y == pp->opos.Y && pp->pos.Z == pp->oposz)
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DoCam = true;
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DoCam = true;
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@ -52,7 +52,7 @@ BEGIN_SW_NS
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void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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{
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{
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Player->opos.X = Player->pos.X = x;
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Player->opos.X = Player->pos.X = x;
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Player->oposy = Player->pos.Y = y;
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Player->opos.Y = Player->pos.Y = y;
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Player->oposz = Player->pos.Z = z;
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Player->oposz = Player->pos.Z = z;
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if (ang != INT_MIN)
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if (ang != INT_MIN)
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@ -1281,7 +1281,7 @@ void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
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{
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{
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pp->angle.ang = pp->angle.oang = buildang(ang);
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pp->angle.ang = pp->angle.oang = buildang(ang);
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pp->pos.X = pp->opos.X = pp->oldposx = sp->X;
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pp->pos.X = pp->opos.X = pp->oldposx = sp->X;
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pp->pos.Y = pp->oposy = pp->oldposy = sp->Y;
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pp->pos.Y = pp->opos.Y = pp->oldposy = sp->Y;
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//getzsofslopeptr(sp->sector(), pp->posx, pp->posy, &cz, &fz);
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//getzsofslopeptr(sp->sector(), pp->posx, pp->posy, &cz, &fz);
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//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
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//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
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@ -1295,7 +1295,7 @@ void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
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void DoPlayerTeleportToOffset(PLAYERp pp)
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void DoPlayerTeleportToOffset(PLAYERp pp)
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{
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{
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pp->opos.X = pp->oldposx = pp->pos.X;
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pp->opos.X = pp->oldposx = pp->pos.X;
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pp->oposy = pp->oldposy = pp->pos.Y;
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pp->opos.Y = pp->oldposy = pp->pos.Y;
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updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
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updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
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SET(pp->Flags2, PF2_TELEPORTED);
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SET(pp->Flags2, PF2_TELEPORTED);
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@ -2082,7 +2082,7 @@ void DoPlayerMove(PLAYERp pp)
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if (interpolate_ride)
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if (interpolate_ride)
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{
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{
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pp->opos.X = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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}
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}
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pp->pos.X += pp->xvect >> 14;
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pp->pos.X += pp->xvect >> 14;
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pp->pos.Y += pp->yvect >> 14;
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pp->pos.Y += pp->yvect >> 14;
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@ -2109,7 +2109,7 @@ void DoPlayerMove(PLAYERp pp)
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if (interpolate_ride)
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if (interpolate_ride)
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{
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{
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pp->opos.X = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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}
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}
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auto save_cstat = sp->cstat;
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auto save_cstat = sp->cstat;
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@ -3604,7 +3604,7 @@ void PlayerWarpUpdatePos(PLAYERp pp)
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return;
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return;
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pp->opos.X = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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pp->oposz = pp->pos.Z;
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DoPlayerZrange(pp);
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DoPlayerZrange(pp);
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UpdatePlayerSprite(pp);
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UpdatePlayerSprite(pp);
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@ -4120,7 +4120,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
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pp->pos.Z = under_sp->sector()->ceilingz + Z(6);
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pp->pos.Z = under_sp->sector()->ceilingz + Z(6);
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pp->opos.X = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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pp->oposz = pp->pos.Z;
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DoPlayerZrange(pp);
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DoPlayerZrange(pp);
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@ -4198,7 +4198,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
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pp->pos.Z -= Z(pp->WadeDepth);
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pp->pos.Z -= Z(pp->WadeDepth);
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pp->opos.X = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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pp->oposz = pp->pos.Z;
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return;
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return;
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@ -6486,7 +6486,7 @@ void MoveSkipSavePos(void)
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pp = Player + pnum;
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pp = Player + pnum;
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pp->opos.X = pp->pos.X;
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pp->opos.X = pp->pos.X;
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pp->oposy = pp->pos.Y;
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pp->opos.Y = pp->pos.Y;
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pp->oposz = pp->pos.Z;
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pp->oposz = pp->pos.Z;
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pp->obob_z = pp->bob_z;
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pp->obob_z = pp->bob_z;
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pp->angle.backup();
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pp->angle.backup();
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@ -6826,7 +6826,7 @@ void InitAllPlayers(void)
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for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
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for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
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{
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{
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pp->pos.X = pp->opos.X = pfirst->pos.X;
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pp->pos.X = pp->opos.X = pfirst->pos.X;
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pp->pos.Y = pp->oposy = pfirst->pos.Y;
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pp->pos.Y = pp->opos.Y = pfirst->pos.Y;
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pp->pos.Z = pp->oposz = pfirst->pos.Z;
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pp->pos.Z = pp->oposz = pfirst->pos.Z;
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pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
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pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
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pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
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pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
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@ -6983,7 +6983,7 @@ void PlayerSpawnPosition(PLAYERp pp)
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pp->pos.X = pp->opos.X = sp->pos.X;
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pp->pos.X = pp->opos.X = sp->pos.X;
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pp->pos.Y = pp->oposy = sp->pos.Y;
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pp->pos.Y = pp->opos.Y = sp->pos.Y;
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pp->pos.Z = pp->oposz = sp->pos.Z;
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pp->pos.Z = pp->oposz = sp->pos.Z;
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pp->angle.ang = pp->angle.oang = buildang(sp->ang);
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pp->angle.ang = pp->angle.oang = buildang(sp->ang);
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pp->setcursector(sp->sector());
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pp->setcursector(sp->sector());
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@ -581,7 +581,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, P
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if (arc.isReading())
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if (arc.isReading())
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{
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{
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w.opos.X = w.pos.X;
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w.opos.X = w.pos.X;
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w.oposy = w.pos.X;
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w.opos.Y = w.pos.X;
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w.oposz = w.pos.X;
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w.oposz = w.pos.X;
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w.oz_speed = w.z_speed;
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w.oz_speed = w.z_speed;
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w.oxvect = w.xvect;
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w.oxvect = w.xvect;
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@ -1532,7 +1532,7 @@ void PreMapCombineFloors(void)
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pp->pos.X += dx;
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pp->pos.X += dx;
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pp->pos.Y += dy;
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pp->pos.Y += dy;
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pp->opos.X = pp->oldposx = pp->pos.X;
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pp->opos.X = pp->oldposx = pp->pos.X;
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pp->oposy = pp->oldposy = pp->pos.Y;
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pp->opos.Y = pp->oldposy = pp->pos.Y;
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break;
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break;
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}
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}
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}
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}
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@ -152,7 +152,7 @@ struct SWPlayer native
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*/
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*/
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// interpolation
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// interpolation
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//int oposy, oposz;
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//int oposz;
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// holds last valid move position
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// holds last valid move position
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//int16 lv_sectnum;
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//int16 lv_sectnum;
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