- Duke: Wrap calls that get player_struct::PlayerNowPosition.

This commit is contained in:
Mitchell Richters 2022-11-15 18:23:11 +11:00 committed by Christoph Oelckers
parent e9dcffc5ec
commit a3b1ab10fe
20 changed files with 83 additions and 79 deletions

View file

@ -205,7 +205,7 @@ void clearcamera(player_struct* ps)
ps->newOwner = nullptr;
ps->restorexyz();
ps->angle.restore();
updatesector(ps->PlayerNowPosition, &ps->cursector);
updatesector(ps->posGet(), &ps->cursector);
DukeStatIterator it(STAT_ACTOR);
while (auto k = it.Next())
@ -443,7 +443,7 @@ void moveplayers(void)
if (p->actorsqu != nullptr)
{
p->angle.addadjustment(deltaangle(p->angle.ang, (p->actorsqu->spr.pos - p->PlayerNowPosition).Angle()) * 0.25);
p->angle.addadjustment(deltaangle(p->angle.ang, (p->actorsqu->spr.pos - p->posGet()).Angle()) * 0.25);
}
if (act->spr.extra > 0)
@ -463,7 +463,7 @@ void moveplayers(void)
if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS)
{
p->angle.addadjustment(deltaangle(p->angle.ang, (p->wackedbyactor->spr.pos - p->PlayerNowPosition).Angle()) * 0.5);
p->angle.addadjustment(deltaangle(p->angle.ang, (p->wackedbyactor->spr.pos - p->posGet()).Angle()) * 0.5);
}
}
act->spr.angle = p->angle.ang;
@ -958,7 +958,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
fi.shoot(actor, firelaser);
actor->spr.angle = a;
}
if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].PlayerNowPosition, ps[p].cursector))
if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].posGet(), ps[p].cursector))
{
actor->temp_data[0] = 0;
actor->temp_data[2] = 0;
@ -980,7 +980,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
else
{
actor->temp_data[2]++;
if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].PlayerNowPosition, ps[p].cursector))
if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].posGet(), ps[p].cursector))
{
actor->temp_data[0] = 1;
actor->temp_data[2] = 0;
@ -2015,7 +2015,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
if (psp->spr.extra > 0)
{
auto sect = ps[p].cursector;
updatesector(ps[p].PlayerNowPosition, &sect);
updatesector(ps[p].posGet(), &sect);
if ((sect == nullptr && ud.clipping == 0) || (sect == actor->sector() && ps[p].cursector != actor->sector()))
{
ps[p].posXY() = actor->spr.pos.XY();
@ -2090,7 +2090,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
if (ps[p].GetActor()->spr.extra > 0)
{
auto k = ps[p].cursector;
updatesector(ps[p].PlayerNowPosition, &k);
updatesector(ps[p].posGet(), &k);
if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
{
ps[p].posXY() = actor->spr.pos.XY();
@ -2193,7 +2193,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
if (psp->spr.extra > 0)
{
auto k = ps[p].cursector;
updatesector(ps[p].PlayerNowPosition, &k);
updatesector(ps[p].posGet(), &k);
if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
{
ps[p].posXY() = actor->spr.pos.XY();
@ -2249,7 +2249,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
if (ps[p].GetActor()->spr.extra > 0)
{
auto k = ps[p].cursector;
updatesector(ps[p].PlayerNowPosition, &k);
updatesector(ps[p].posGet(), &k);
if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
{
ps[p].posXY() = actor->spr.pos.XY();
@ -2482,7 +2482,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
if (x < 512)
{
auto ang = actor->spr.angle;
actor->spr.angle = (actor->spr.pos.XY() - ps[p].PlayerNowPosition).Angle();
actor->spr.angle = (actor->spr.pos.XY() - ps[p].posGet()).Angle();
fi.shoot(actor, FIRELASER);
actor->spr.angle = ang;
}
@ -3046,10 +3046,10 @@ void handle_se17(DDukeActor* actor)
{
int p = act3->PlayerIndex();
ps[p].PlayerOldPosition -= ps[p].PlayerNowPosition;
ps[p].PlayerOldPosition -= ps[p].posGet();
ps[p].posXY() += act2->spr.pos.XY() - actor->spr.pos.XY();
ps[p].posZadd(act2->sector()->floorz - sc->floorz);
ps[p].PlayerOldPosition += ps[p].PlayerNowPosition;
ps[p].PlayerOldPosition += ps[p].posGet();
if (q > 0) ps[p].backupz();
@ -3349,7 +3349,7 @@ void handle_se20(DDukeActor* actor)
ps[p].posAdd(vec);
ps[p].backupxy();
SetActor(ps[p].GetActor(), ps[p].PlayerNowPosition.plusZ(gs.playerheight));
SetActor(ps[p].GetActor(), ps[p].posGet().plusZ(gs.playerheight));
}
sc->addfloorxpan(-(float)vec.X * 2);
@ -3492,7 +3492,7 @@ void handle_se27(DDukeActor* actor)
}
else if (ud.recstat == 2 && ps[p].newOwner == nullptr)
{
if (cansee(actor->spr.pos, actor->sector(), ps[p].PlayerNowPosition, ps[p].cursector))
if (cansee(actor->spr.pos, actor->sector(), ps[p].posGet(), ps[p].cursector))
{
if (xx < sh * maptoworld)
{

View file

@ -1377,7 +1377,7 @@ void movetransports_d(void)
ps[p].backupz();
auto pa = ps[p].GetActor();
pa->opos = ps[p].PlayerNowPosition;
pa->opos = ps[p].posGet();
ChangeActorSect(act2, Owner->sector());
ps[p].setCursector(Owner->sector());
@ -1434,7 +1434,7 @@ void movetransports_d(void)
ps[p].setCursector(Owner->sector());
ChangeActorSect(act2, Owner->sector());
SetActor(ps[p].GetActor(), ps[p].PlayerNowPosition.plusZ(gs.playerheight));
SetActor(ps[p].GetActor(), ps[p].posGet().plusZ(gs.playerheight));
if ((krand() & 255) < 32)
spawn(act2, WATERSPLASH2);
@ -1737,7 +1737,7 @@ static void greenslime(DDukeActor *actor)
ps[p].restorexyz();
ps[p].angle.restore();
updatesector(ps[p].PlayerNowPosition, &ps[p].cursector);
updatesector(ps[p].posGet(), &ps[p].cursector);
DukeStatIterator it(STAT_ACTOR);
while (auto ac = it.Next())
@ -2260,7 +2260,7 @@ DETONATEB:
}
}
else if (actor->spr.picnum == HEAVYHBOMB && xx < 788 / 16. && actor->temp_data[0] > 7 && actor->vel.X == 0)
if (cansee(actor->spr.pos.plusZ(-8), actor->sector(), ps[p].PlayerNowPosition, ps[p].cursector))
if (cansee(actor->spr.pos.plusZ(-8), actor->sector(), ps[p].posGet(), ps[p].cursector))
if (ps[p].ammo_amount[HANDBOMB_WEAPON] < gs.max_ammo_amount[HANDBOMB_WEAPON])
{
if (ud.coop >= 1 && Owner == actor)
@ -2786,7 +2786,7 @@ static void handle_se28(DDukeActor* actor)
}
else if (actor->temp_data[2] > (actor->temp_data[1] >> 3) && actor->temp_data[2] < (actor->temp_data[1] >> 2))
{
int j = !!cansee(actor->spr.pos, actor->sector(), ps[screenpeek].PlayerNowPosition, ps[screenpeek].cursector);
int j = !!cansee(actor->spr.pos, actor->sector(), ps[screenpeek].posGet(), ps[screenpeek].cursector);
if (rnd(192) && (actor->temp_data[2] & 1))
{

View file

@ -2251,7 +2251,7 @@ DETONATEB:
}
}
else if (actor->spr.picnum == DYNAMITE && xx < 788 / 16. && actor->temp_data[0] > 7 && actor->vel.X == 0)
if (cansee(actor->spr.pos.plusZ(-8), actor->sector(), ps[p].PlayerNowPosition, ps[p].cursector))
if (cansee(actor->spr.pos.plusZ(-8), actor->sector(), ps[p].posGet(), ps[p].cursector))
if (ps[p].ammo_amount[DYNAMITE_WEAPON] < gs.max_ammo_amount[DYNAMITE_WEAPON])
if (actor->spr.pal == 0)
{

View file

@ -165,7 +165,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
auto pp = &ps[h->PlayerIndex()];
if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
{
t->pos = interpolatedvalue(pp->PlayerOldPosition, pp->PlayerNowPosition, interpfrac).plusZ(gs.playerheight);
t->pos = interpolatedvalue(pp->PlayerOldPosition, pp->posGet(), interpfrac).plusZ(gs.playerheight);
}
else if (!actorflag(h, SFLAG_NOINTERPOLATE))
{

View file

@ -144,7 +144,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
auto pp = &ps[h->PlayerIndex()];
if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
{
t->pos = interpolatedvalue(pp->PlayerOldPosition, pp->PlayerNowPosition, interpfrac).plusZ(gs.playerheight);
t->pos = interpolatedvalue(pp->PlayerOldPosition, pp->posGet(), interpfrac).plusZ(gs.playerheight);
h->spr.scale = DVector2(0.375, 0.265625);
}
else if (!actorflag(h, SFLAG_NOINTERPOLATE))

View file

@ -57,7 +57,7 @@ BEGIN_DUKE_NS
std::pair<DVector3, DAngle> GameInterface::GetCoordinates()
{
return std::make_pair(ps[screenpeek].PlayerNowPosition, ps[screenpeek].angle.ang);
return std::make_pair(ps[screenpeek].posGet(), ps[screenpeek].angle.ang);
}
GameStats GameInterface::getStats()
@ -271,7 +271,7 @@ void drawoverlays(double interpfrac)
}
else
{
cposxy = interpolatedvalue(pp->PlayerOldPosition, pp->PlayerNowPosition, interpfrac).XY();
cposxy = interpolatedvalue(pp->PlayerOldPosition, pp->posGet(), interpfrac).XY();
cang = !SyncInput() ? pp->angle.ang : interpolatedvalue(pp->angle.oang, pp->angle.ang, interpfrac);
}
}

View file

@ -1517,12 +1517,12 @@ int ParseState::parse(void)
parseifelse(ifcanshoottarget(g_ac, g_p, g_x));
break;
case concmd_ifcanseetarget:
j = cansee(g_ac->spr.pos.plusZ(krand() & 41), g_ac->sector(), ps[g_p].PlayerNowPosition, ps[g_p].GetActor()->sector());
j = cansee(g_ac->spr.pos.plusZ(krand() & 41), g_ac->sector(), ps[g_p].posGet(), ps[g_p].GetActor()->sector());
parseifelse(j);
if (j) g_ac->timetosleep = SLEEPTIME;
break;
case concmd_ifnocover:
j = cansee(g_ac->spr.pos, g_ac->sector(), ps[g_p].PlayerNowPosition, ps[g_p].GetActor()->sector());
j = cansee(g_ac->spr.pos, g_ac->sector(), ps[g_p].posGet(), ps[g_p].GetActor()->sector());
parseifelse(j);
if (j) g_ac->timetosleep = SLEEPTIME;
break;
@ -2047,7 +2047,7 @@ int ParseState::parse(void)
ps[g_p].newOwner = nullptr;
ps[g_p].restorexyz();
ps[g_p].angle.restore();
updatesector(ps[g_p].PlayerNowPosition, &ps[g_p].cursector);
updatesector(ps[g_p].posGet(), &ps[g_p].cursector);
DukeStatIterator it(STAT_ACTOR);
while (auto actj = it.Next())
@ -2230,12 +2230,12 @@ int ParseState::parse(void)
{
// I am not convinced this is even remotely smart to be executed from here..
pickrandomspot(g_p);
g_ac->spr.pos = ps[g_p].PlayerNowPosition;
g_ac->spr.pos = ps[g_p].posGet();
ps[g_p].backupxyz();
ps[g_p].setbobpos();
g_ac->backuppos();
updatesector(ps[g_p].PlayerNowPosition, &ps[g_p].cursector);
SetActor(ps[g_p].GetActor(), ps[g_p].PlayerNowPosition.plusZ(gs.playerheight ));
updatesector(ps[g_p].posGet(), &ps[g_p].cursector);
SetActor(ps[g_p].GetActor(), ps[g_p].posGet().plusZ(gs.playerheight ));
g_ac->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
g_ac->spr.shade = -12;
@ -2793,7 +2793,7 @@ int ParseState::parse(void)
case concmd_pstomp:
insptr++;
if( ps[g_p].knee_incs == 0 && ps[g_p].GetActor()->spr.scale.X >= (isRR()? 0.140625 : 0.625) )
if (cansee(g_ac->spr.pos.plusZ(-4), g_ac->sector(), ps[g_p].PlayerNowPosition.plusZ(16), ps[g_p].GetActor()->sector()))
if (cansee(g_ac->spr.pos.plusZ(-4), g_ac->sector(), ps[g_p].posGet().plusZ(16), ps[g_p].GetActor()->sector()))
{
ps[g_p].knee_incs = 1;
if(ps[g_p].weapon_pos == 0)

View file

@ -284,7 +284,7 @@ void hud_input(int plnum)
p->inven_icon = 3;
auto pactor =
CreateActor(p->cursector, p->PlayerNowPosition.plusZ(30), TILE_APLAYER, -64, DVector2(0, 0), p->angle.ang, 0., 0., nullptr, 10);
CreateActor(p->cursector, p->posGet().plusZ(30), TILE_APLAYER, -64, DVector2(0, 0), p->angle.ang, 0., 0., nullptr, 10);
pactor->temp_data[3] = pactor->temp_data[4] = 0;
p->holoduke_on = pactor;
pactor->spr.yint = plnum;

View file

@ -211,7 +211,7 @@ double hitawall(player_struct* p, walltype** hitw)
{
HitInfo hit{};
hitscan(p->PlayerNowPosition, p->cursector, DVector3(p->angle.ang.ToVector() * 1024, 0), hit, CLIPMASK0);
hitscan(p->posGet(), p->cursector, DVector3(p->angle.ang.ToVector() * 1024, 0), hit, CLIPMASK0);
if (hitw) *hitw = hit.hitWall;
return (hit.hitpos.XY() - p->posXY()).Length();
@ -248,7 +248,7 @@ DDukeActor* aim(DDukeActor* actor, int abase)
setFreeAimVelocity(vel, zvel, plr->horizon.sum(), 16.);
HitInfo hit{};
hitscan(plr->PlayerNowPosition.plusZ(4), actor->sector(), DVector3(actor->spr.angle.ToVector() * vel, zvel), hit, CLIPMASK1);
hitscan(plr->posGet().plusZ(4), actor->sector(), DVector3(actor->spr.angle.ToVector() * vel, zvel), hit, CLIPMASK1);
if (hit.actor() != nullptr)
{
@ -378,7 +378,7 @@ void dokneeattack(int snum, const std::initializer_list<int> & respawnlist)
{
p->oknee_incs = p->knee_incs;
p->knee_incs++;
p->horizon.addadjustment(deltaangle(p->horizon.horiz, (p->PlayerNowPosition - p->actorsqu->spr.pos).Pitch() * 1.1875));
p->horizon.addadjustment(deltaangle(p->horizon.horiz, (p->posGet() - p->actorsqu->spr.pos).Pitch() * 1.1875));
p->sync.actions |= SB_CENTERVIEW;
if (p->knee_incs > 15)
{
@ -625,7 +625,7 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz)
p->horizon.horizoff = p->horizon.horiz = nullAngle;
updatesector(p->PlayerNowPosition, &p->cursector);
updatesector(p->posGet(), &p->cursector);
pushmove(p->posXY(), p->posZget(), &p->cursector, 8, 4, 20, CLIPMASK0);

View file

@ -392,7 +392,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
}
else
{
ang = (ps[j].PlayerNowPosition - pos).Angle() + DAngle22_5 / 2 - randomAngle(22.5);
ang = (ps[j].posGet() - pos).Angle() + DAngle22_5 / 2 - randomAngle(22.5);
}
}
@ -1070,7 +1070,7 @@ void shoot_d(DDukeActor* actor, int atwith)
if (actor->isPlayer())
{
spos = ps[p].PlayerNowPosition.plusZ(ps[p].pyoff + 4);
spos = ps[p].posGet().plusZ(ps[p].pyoff + 4);
sang = ps[p].angle.ang;
ps[p].crack_time = CRACK_TIME;
@ -2013,7 +2013,7 @@ int operateTripbomb(int snum)
double vel = 1024, zvel = 0;
setFreeAimVelocity(vel, zvel, p->horizon.sum(), 16.);
hitscan(p->PlayerNowPosition, p->cursector, DVector3(p->angle.ang.ToVector() * vel, zvel), hit, CLIPMASK1);
hitscan(p->posGet(), p->cursector, DVector3(p->angle.ang.ToVector() * vel, zvel), hit, CLIPMASK1);
if (hit.hitSector == nullptr || hit.actor())
return 0;
@ -2210,7 +2210,7 @@ static void operateweapon(int snum, ESyncBits actions)
zvel -= 4;
}
auto spawned = CreateActor(p->cursector, p->PlayerNowPosition + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625),
auto spawned = CreateActor(p->cursector, p->posGet() + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625),
p->angle.ang, vel + p->hbomb_hold_delay * 2, zvel, pact, 1);
if (isNam())
@ -2750,10 +2750,10 @@ void processinput_d(int snum)
p->spritebridge = 0;
shrunk = (pact->spr.scale.Y < 0.5);
getzrange(p->PlayerNowPosition, psectp, &ceilingz, chz, &floorz, clz, 10.1875, CLIPMASK0);
getzrange(p->posGet(), psectp, &ceilingz, chz, &floorz, clz, 10.1875, CLIPMASK0);
p->truefz = getflorzofslopeptr(psectp, p->PlayerNowPosition);
p->truecz = getceilzofslopeptr(psectp, p->PlayerNowPosition);
p->truefz = getflorzofslopeptr(psectp, p->posGet());
p->truecz = getceilzofslopeptr(psectp, p->posGet());
truefdist = abs(p->posZget() - p->truefz);
if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.playerheight + 16)
@ -2787,7 +2787,7 @@ void processinput_d(int snum)
}
else if (badguy(clz.actor()) && clz.actor()->spr.scale.X > 0.375 && abs(pact->spr.pos.Z - clz.actor()->spr.pos.Z) < 84)
{
auto ang = (clz.actor()->spr.pos - p->PlayerNowPosition).Angle();
auto ang = (clz.actor()->spr.pos - p->posGet()).Angle();
p->vel.XY() -= ang.ToVector();
}
}
@ -3034,7 +3034,7 @@ HORIZONLY:
if (ud.clipping)
{
p->posXY() += p->vel.XY() ;
updatesector(p->PlayerNowPosition, &p->cursector);
updatesector(p->posGet(), &p->cursector);
ChangeActorSect(pact, p->cursector);
}
else
@ -3063,7 +3063,7 @@ HORIZONLY:
}
// RBG***
SetActor(pact, p->PlayerNowPosition.plusZ(gs.playerheight));
SetActor(pact, p->posGet().plusZ(gs.playerheight));
if (psectlotag < 3)
{

View file

@ -254,7 +254,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
else
{
zvel += 0.5 - krandf(1);
ang = (ps[j].PlayerNowPosition - pos).Angle() + DAngle22_5 / 2 - randomAngle(22.5);
ang = (ps[j].posGet() - pos).Angle() + DAngle22_5 / 2 - randomAngle(22.5);
}
}
@ -821,7 +821,7 @@ void shoot_r(DDukeActor* actor, int atwith)
if (actor->isPlayer())
{
p = actor->PlayerIndex();
spos = ps[p].PlayerNowPosition.plusZ(ps[p].pyoff + 4);
spos = ps[p].posGet().plusZ(ps[p].pyoff + 4);
sang = ps[p].angle.ang;
if (isRRRA()) ps[p].crack_time = CRACK_TIME;
@ -2708,7 +2708,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
zvel -= 4;
}
auto spawned = CreateActor(p->cursector, p->PlayerNowPosition + p->angle.ang.ToVector() * 16, DYNAMITE, -16, DVector2(0.140625, 0.140625),
auto spawned = CreateActor(p->cursector, p->posGet() + p->angle.ang.ToVector() * 16, DYNAMITE, -16, DVector2(0.140625, 0.140625),
p->angle.ang, (vel + p->hbomb_hold_delay * 2) * 2, zvel, pact, 1);
if (spawned)
@ -3116,7 +3116,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
zvel -= 4;
}
CreateActor(p->cursector, p->PlayerNowPosition + p->angle.ang.ToVector() * 16, POWDERKEG, -16, DVector2(0.140625, 0.140625), p->angle.ang, vel * 2, zvel, pact, 1);
CreateActor(p->cursector, p->posGet() + p->angle.ang.ToVector() * 16, POWDERKEG, -16, DVector2(0.140625, 0.140625), p->angle.ang, vel * 2, zvel, pact, 1);
}
p->kickback_pic++;
if (p->kickback_pic > 20)
@ -3353,17 +3353,17 @@ void processinput_r(int snum)
double tempfz;
if (pact->clipdist == 16)
{
getzrange(p->PlayerNowPosition, psectp, &ceilingz, chz, &floorz, clz, 10.1875, CLIPMASK0);
tempfz = getflorzofslopeptr(psectp, p->PlayerNowPosition);
getzrange(p->posGet(), psectp, &ceilingz, chz, &floorz, clz, 10.1875, CLIPMASK0);
tempfz = getflorzofslopeptr(psectp, p->posGet());
}
else
{
getzrange(p->PlayerNowPosition, psectp, &ceilingz, chz, &floorz, clz, 0.25, CLIPMASK0);
tempfz = getflorzofslopeptr(psectp, p->PlayerNowPosition);
getzrange(p->posGet(), psectp, &ceilingz, chz, &floorz, clz, 0.25, CLIPMASK0);
tempfz = getflorzofslopeptr(psectp, p->posGet());
}
p->truefz = tempfz;
p->truecz = getceilzofslopeptr(psectp, p->PlayerNowPosition);
p->truecz = getceilzofslopeptr(psectp, p->posGet());
double truefdist = abs(p->posZget() - tempfz);
if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.playerheight + 16)
@ -3427,7 +3427,7 @@ void processinput_r(int snum)
}
else if (badguy(clz.actor()) && clz.actor()->spr.scale.X > 0.375 && abs(pact->spr.pos.Z - clz.actor()->spr.pos.Z) < 84)
{
auto ang = (clz.actor()->spr.pos - p->PlayerNowPosition).Angle();
auto ang = (clz.actor()->spr.pos - p->posGet()).Angle();
p->vel.XY() -= ang.ToVector();
}
if (clz.actor()->spr.picnum == LADDER)
@ -3738,7 +3738,7 @@ HORIZONLY:
if (ud.clipping)
{
p->posXY() += p->vel.XY() ;
updatesector(p->PlayerNowPosition, &p->cursector);
updatesector(p->posGet(), &p->cursector);
ChangeActorSect(pact, p->cursector);
}
else
@ -3839,7 +3839,7 @@ HORIZONLY:
}
// RBG***
SetActor(pact, p->PlayerNowPosition.plusZ(gs.playerheight));
SetActor(pact, p->posGet().plusZ(gs.playerheight));
if (psectlotag == 800 && (!isRRRA() || !p->lotag800kill))
{

View file

@ -342,7 +342,7 @@ void operateweapon_ww(int snum, ESyncBits actions)
zvel -= 4;
}
auto spawned = CreateActor(p->cursector, p->PlayerNowPosition + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625),
auto spawned = CreateActor(p->cursector, p->posGet() + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625),
p->angle.ang, vel + p->hbomb_hold_delay * 2, zvel, pact, 1);
if (spawned)

View file

@ -51,7 +51,7 @@ short myangbak[MOVEFIFOSIZ];
void resetmys()
{
mypos = omypos = ps[myconnectindex].PlayerNowPosition;
mypos = omypos = ps[myconnectindex].posGet();
myxvel = myyvel = myzvel = 0;
myang = ps[myconnectindex].angle.ang;
myhoriz = omyhoriz = ps[myconnectindex].horizon.horiz;

View file

@ -512,7 +512,7 @@ void resetpspritevars(int g)
int aimmode[MAXPLAYERS];
STATUSBARTYPE tsbar[MAXPLAYERS];
CreateActor(ps[0].cursector, ps[0].PlayerNowPosition,
CreateActor(ps[0].cursector, ps[0].posGet(),
TILE_APLAYER, 0, DVector2(0, 0), ps[0].angle.ang, 0., 0., nullptr, 10);
if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)

View file

@ -290,7 +290,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
}
else
{
cpos = interpolatedvalue(p->PlayerOldPosition, p->PlayerNowPosition, interpfrac);
cpos = interpolatedvalue(p->PlayerOldPosition, p->posGet(), interpfrac);
if (SyncInput())
{

View file

@ -263,7 +263,7 @@ int findotherplayer(int p, double* d)
for (j = connecthead; j >= 0; j = connectpoint2[j])
if (p != j && ps[j].GetActor()->spr.extra > 0)
{
double x = (ps[j].PlayerOldPosition - ps[p].PlayerNowPosition).Sum();
double x = (ps[j].PlayerOldPosition - ps[p].posGet()).Sum();
if (x < closest)
{

View file

@ -878,12 +878,12 @@ void checkplayerhurt_d(player_struct* p, const Collision& coll)
p->vel.XY() = -p->angle.ang.ToVector() * 16;
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
fi.checkhitwall(p->GetActor(), wal, p->PlayerNowPosition + p->angle.ang.ToVector() * 2, -1);
fi.checkhitwall(p->GetActor(), wal, p->posGet() + p->angle.ang.ToVector() * 2, -1);
break;
case BIGFORCE:
p->hurt_delay = 26;
fi.checkhitwall(p->GetActor(), wal, p->PlayerNowPosition + p->angle.ang.ToVector() * 2, -1);
fi.checkhitwall(p->GetActor(), wal, p->posGet() + p->angle.ang.ToVector() * 2, -1);
break;
}
@ -1064,7 +1064,7 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
ps[p].restorexyz();
ps[p].angle.restore();
updatesector(ps[p].PlayerNowPosition, &ps[p].cursector);
updatesector(ps[p].posGet(), &ps[p].cursector);
DukeStatIterator it(STAT_ACTOR);
while (auto itActor = it.Next())
@ -1414,7 +1414,7 @@ void clearcameras(player_struct* p)
p->restorexyz();
p->newOwner = nullptr;
updatesector(p->PlayerNowPosition, &p->cursector);
updatesector(p->posGet(), &p->cursector);
DukeStatIterator it(STAT_ACTOR);
while (auto act = it.Next())
@ -1519,14 +1519,14 @@ void checksectors_d(int snum)
neartag(p->PlayerOldPosition, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
else
{
neartag(p->PlayerNowPosition, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
neartag(p->posGet(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->PlayerNowPosition.plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
neartag(p->posGet().plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->PlayerNowPosition.plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
neartag(p->posGet().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
{
neartag(p->PlayerNowPosition.plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag);
neartag(p->posGet().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag);
if (near.actor() != nullptr)
{
switch (near.actor()->spr.picnum)

View file

@ -1367,7 +1367,7 @@ void checkplayerhurt_r(player_struct* p, const Collision &coll)
{
case BIGFORCE:
p->hurt_delay = 26;
fi.checkhitwall(p->GetActor(), wal, p->PlayerNowPosition + p->angle.ang.ToVector() * 2, -1);
fi.checkhitwall(p->GetActor(), wal, p->posGet() + p->angle.ang.ToVector() * 2, -1);
break;
}
@ -1546,7 +1546,7 @@ void checkhitdefault_r(DDukeActor* targ, DDukeActor* proj)
ps[p].newOwner = nullptr;
ps[p].restorexyz();
updatesector(ps[p].PlayerNowPosition, &ps[p].cursector);
updatesector(ps[p].posGet(), &ps[p].cursector);
DukeStatIterator it(STAT_EFFECTOR);
while (auto act = it.Next())
@ -2462,21 +2462,21 @@ void checksectors_r(int snum)
}
return;
}
neartag(p->PlayerNowPosition, p->GetActor()->sector(), p->angle.oang, near , 80., NT_Lotag | NT_Hitag);
neartag(p->posGet(), p->GetActor()->sector(), p->angle.oang, near , 80., NT_Lotag | NT_Hitag);
}
if (p->newOwner != nullptr)
neartag(p->PlayerOldPosition, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
else
{
neartag(p->PlayerNowPosition, p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
neartag(p->posGet(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->PlayerNowPosition.plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
neartag(p->posGet().plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag(p->PlayerNowPosition.plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
neartag(p->posGet().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
{
neartag(p->PlayerNowPosition.plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag);
neartag(p->posGet().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag);
if (near.actor() != nullptr)
{
switch (near.actor()->spr.picnum)

View file

@ -318,7 +318,7 @@ void S_GetCamera(DVector3* c, DAngle* ca, sectortype** cs)
if (ud.cameraactor == nullptr)
{
auto p = &ps[screenpeek];
if (c) *c = p->PlayerNowPosition;
if (c) *c = p->posGet();
if (cs) *cs = p->cursector;
if (ca) *ca = p->angle.ang;
}

View file

@ -396,6 +396,10 @@ struct player_struct
{
PlayerNowPosition.XY() += val;
}
DVector3 posGet()
{
return PlayerNowPosition;
}
};
struct Cycler