diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 280c2e098..6e441b521 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1507,7 +1507,6 @@ struct SECTOR_OBJECT int int_i_ang_tgt() const { return __i_ang_tgt; } int int_i_ang_orig() const { return __i_ang_orig; } int int_i_last_ang() const { return __i_last_ang; } - int int_i_old_ang() const { return __i_old_ang; } int int_i_spin_ang() const { return __i_spin_ang; } int int_i_spin_speed() const { return __i_spin_speed; } @@ -1518,7 +1517,6 @@ struct SECTOR_OBJECT __i_ang_tgt, // target angle __i_ang_orig, // original angle __i_last_ang, // last angle before started spinning - __i_old_ang, // holding variable for the old angle __i_spin_speed, // spin_speed __i_spin_ang, // spin angle turn_speed, // shift value determines how fast SO turns to match new angle diff --git a/source/games/sw/src/mclip.cpp b/source/games/sw/src/mclip.cpp index 5a12d5f31..ad943932b 100644 --- a/source/games/sw/src/mclip.cpp +++ b/source/games/sw/src/mclip.cpp @@ -250,7 +250,7 @@ short RectClipTurn(PLAYER* pp, DAngle new_angl, DVector2* qpos, DVector2* opos) DAngle rot_angl; int point_num; - rot_angl = new_angl + DAngle::fromBuild(sop->__i_spin_ang - sop->int_i_ang_orig()); + rot_angl = new_angl + DAngle::fromBuild(sop->int_i_spin_ang() - sop->int_i_ang_orig()); for (i = 0; i < 4; i++) { xy[i] = rotatepoint(pp->pos.XY(), opos[i], rot_angl); diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index 1e2dbc11e..dabd31a25 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -665,7 +665,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w, ("ang_tgt", w.__i_ang_tgt, def->__i_ang_tgt) ("ang_orig", w.__i_ang_orig, def->__i_ang_orig) ("last_ang", w.__i_last_ang, def->__i_last_ang) - ("old_ang", w.__i_old_ang, def->__i_old_ang) ("spin_speed", w.__i_spin_speed, def->__i_spin_speed) ("spin_ang", w.__i_spin_ang, def->__i_spin_ang) ("turn_speed", w.turn_speed, def->turn_speed) diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index f33815eda..fdf60957a 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -1663,7 +1663,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating) sop = &SectorObject[so_num]; - sop->__i_ang_tgt = NORM_ANGLE(sop->__i_ang_tgt + 512); + sop->__i_ang_tgt = NORM_ANGLE(sop->int_i_ang_tgt() + 512); PlaySound(DIGI_BIGSWITCH, actor, v3df_none); diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index f92930a1e..140893c88 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -1817,13 +1817,13 @@ void RefreshPoints(SECTOR_OBJECT* sop, const DVector2& move, bool dynamic) { // same as below - ignore the objects angle // last_ang is the last true angle before SO started spinning - delta_ang_from_orig = NORM_ANGLE(sop->__i_last_ang + sop->__i_spin_ang - sop->int_i_ang_orig()); + delta_ang_from_orig = NORM_ANGLE(sop->int_i_last_ang() + sop->int_i_spin_ang() - sop->int_i_ang_orig()); } else { // angle traveling + the new spin angle all offset from the original // angle - delta_ang_from_orig = NORM_ANGLE(sop->int_i_ang() + sop->__i_spin_ang - sop->int_i_ang_orig()); + delta_ang_from_orig = NORM_ANGLE(sop->int_i_ang() + sop->int_i_spin_ang() - sop->int_i_ang_orig()); } // Note that this delta angle is from the original angle @@ -2126,7 +2126,7 @@ void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics) npos = DoTrack(sop, locktics); // get delta to target angle - delta_ang = getincangle(sop->int_i_ang(), sop->__i_ang_tgt); + delta_ang = getincangle(sop->int_i_ang(), sop->int_i_ang_tgt()); sop->__i_ang = NORM_ANGLE(sop->int_i_ang() + (delta_ang >> sop->turn_speed)); delta_ang = delta_ang >> sop->turn_speed; @@ -2135,11 +2135,11 @@ void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics) MoveZ(sop); // calculate the spin speed - speed = sop->__i_spin_speed * locktics; + speed = sop->int_i_spin_speed() * locktics; // spin_ang is incremented by the spin_speed - sop->__i_spin_ang = NORM_ANGLE(sop->__i_spin_ang + speed); + sop->__i_spin_ang = NORM_ANGLE(sop->int_i_spin_ang() + speed); - if (sop->__i_spin_speed) + if (sop->int_i_spin_speed()) { // ignore delta angle if spinning GlobSpeedSO = DAngle::fromBuild(speed); @@ -2160,7 +2160,7 @@ void MoveSectorObjects(SECTOR_OBJECT* sop, short locktics) // Update the points so there will be no warping if ((sop->flags & (SOBJ_UPDATE|SOBJ_UPDATE_ONCE)) || sop->vel || - (sop->int_i_ang() != sop->__i_ang_tgt) || + (sop->int_i_ang() != sop->int_i_ang_tgt()) || GlobSpeedSO.Degrees()) { sop->flags &= ~(SOBJ_UPDATE_ONCE); @@ -2493,8 +2493,8 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics) if (sop->vel && !(sop->flags & SOBJ_MOVE_VERTICAL)) { DVector2 n; - n.X = (((sop->vel) >> 8) * locktics * bcos(sop->__i_ang_moving) >> 14) * inttoworld; - n.Y = (((sop->vel) >> 8) * locktics * bsin(sop->__i_ang_moving) >> 14) * inttoworld; + n.X = (((sop->vel) >> 8) * locktics * bcos(sop->int_i_ang_moving()) >> 14) * inttoworld; + n.Y = (((sop->vel) >> 8) * locktics * bsin(sop->int_i_ang_moving()) >> 14) * inttoworld; sop->target_dist -= n.Length(); return n; @@ -2598,7 +2598,7 @@ void TornadoSpin(SECTOR_OBJECT* sop) short locktics = synctics; // get delta to target angle - delta_ang = getincangle(sop->int_i_ang(), sop->__i_ang_tgt); + delta_ang = getincangle(sop->int_i_ang(), sop->int_i_ang_tgt()); sop->__i_ang = NORM_ANGLE(sop->int_i_ang() + (delta_ang >> sop->turn_speed)); delta_ang = delta_ang >> sop->turn_speed; @@ -2607,11 +2607,11 @@ void TornadoSpin(SECTOR_OBJECT* sop) MoveZ(sop); // calculate the spin speed - speed = sop->__i_spin_speed * locktics; + speed = sop->int_i_spin_speed() * locktics; // spin_ang is incremented by the spin_speed - sop->__i_spin_ang = NORM_ANGLE(sop->__i_spin_ang + speed); + sop->__i_spin_ang = NORM_ANGLE(sop->int_i_spin_ang() + speed); - if (sop->__i_spin_speed) + if (sop->int_i_spin_speed()) { // ignore delta angle if spinning GlobSpeedSO = DAngle::fromBuild(speed); @@ -2720,7 +2720,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop) sop->__i_ang_tgt = getangle(actor->user.targetActor->spr.pos - sop->pmid); // get delta to target angle - delta_ang = getincangle(sop->int_i_ang(), sop->__i_ang_tgt); + delta_ang = getincangle(sop->int_i_ang(), sop->int_i_ang_tgt()); //sop->__i_ang += delta_ang >> 4; sop->__i_ang = NORM_ANGLE(sop->int_i_ang() + (delta_ang >> 3));