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- Duke: Wrap calls that get player_struct::PlayerNowPosition
.
This commit is contained in:
parent
e9dcffc5ec
commit
a3b1ab10fe
20 changed files with 83 additions and 79 deletions
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@ -205,7 +205,7 @@ void clearcamera(player_struct* ps)
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ps->newOwner = nullptr;
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ps->restorexyz();
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ps->angle.restore();
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updatesector(ps->PlayerNowPosition, &ps->cursector);
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updatesector(ps->posGet(), &ps->cursector);
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DukeStatIterator it(STAT_ACTOR);
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while (auto k = it.Next())
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@ -443,7 +443,7 @@ void moveplayers(void)
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if (p->actorsqu != nullptr)
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{
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p->angle.addadjustment(deltaangle(p->angle.ang, (p->actorsqu->spr.pos - p->PlayerNowPosition).Angle()) * 0.25);
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p->angle.addadjustment(deltaangle(p->angle.ang, (p->actorsqu->spr.pos - p->posGet()).Angle()) * 0.25);
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}
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if (act->spr.extra > 0)
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@ -463,7 +463,7 @@ void moveplayers(void)
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if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS)
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{
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p->angle.addadjustment(deltaangle(p->angle.ang, (p->wackedbyactor->spr.pos - p->PlayerNowPosition).Angle()) * 0.5);
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p->angle.addadjustment(deltaangle(p->angle.ang, (p->wackedbyactor->spr.pos - p->posGet()).Angle()) * 0.5);
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}
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}
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act->spr.angle = p->angle.ang;
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@ -958,7 +958,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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fi.shoot(actor, firelaser);
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actor->spr.angle = a;
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}
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if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].PlayerNowPosition, ps[p].cursector))
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if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].posGet(), ps[p].cursector))
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{
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actor->temp_data[0] = 0;
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actor->temp_data[2] = 0;
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@ -980,7 +980,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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else
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{
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actor->temp_data[2]++;
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if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].PlayerNowPosition, ps[p].cursector))
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if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].posGet(), ps[p].cursector))
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{
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actor->temp_data[0] = 1;
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actor->temp_data[2] = 0;
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@ -2015,7 +2015,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (psp->spr.extra > 0)
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{
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auto sect = ps[p].cursector;
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updatesector(ps[p].PlayerNowPosition, §);
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updatesector(ps[p].posGet(), §);
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if ((sect == nullptr && ud.clipping == 0) || (sect == actor->sector() && ps[p].cursector != actor->sector()))
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{
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ps[p].posXY() = actor->spr.pos.XY();
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@ -2090,7 +2090,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (ps[p].GetActor()->spr.extra > 0)
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{
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auto k = ps[p].cursector;
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updatesector(ps[p].PlayerNowPosition, &k);
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updatesector(ps[p].posGet(), &k);
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if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
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{
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ps[p].posXY() = actor->spr.pos.XY();
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@ -2193,7 +2193,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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if (psp->spr.extra > 0)
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{
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auto k = ps[p].cursector;
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updatesector(ps[p].PlayerNowPosition, &k);
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updatesector(ps[p].posGet(), &k);
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if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
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{
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ps[p].posXY() = actor->spr.pos.XY();
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@ -2249,7 +2249,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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if (ps[p].GetActor()->spr.extra > 0)
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{
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auto k = ps[p].cursector;
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updatesector(ps[p].PlayerNowPosition, &k);
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updatesector(ps[p].posGet(), &k);
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if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
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{
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ps[p].posXY() = actor->spr.pos.XY();
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@ -2482,7 +2482,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
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if (x < 512)
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{
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auto ang = actor->spr.angle;
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actor->spr.angle = (actor->spr.pos.XY() - ps[p].PlayerNowPosition).Angle();
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actor->spr.angle = (actor->spr.pos.XY() - ps[p].posGet()).Angle();
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fi.shoot(actor, FIRELASER);
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actor->spr.angle = ang;
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}
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@ -3046,10 +3046,10 @@ void handle_se17(DDukeActor* actor)
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{
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int p = act3->PlayerIndex();
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ps[p].PlayerOldPosition -= ps[p].PlayerNowPosition;
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ps[p].PlayerOldPosition -= ps[p].posGet();
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ps[p].posXY() += act2->spr.pos.XY() - actor->spr.pos.XY();
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ps[p].posZadd(act2->sector()->floorz - sc->floorz);
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ps[p].PlayerOldPosition += ps[p].PlayerNowPosition;
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ps[p].PlayerOldPosition += ps[p].posGet();
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if (q > 0) ps[p].backupz();
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@ -3349,7 +3349,7 @@ void handle_se20(DDukeActor* actor)
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ps[p].posAdd(vec);
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ps[p].backupxy();
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SetActor(ps[p].GetActor(), ps[p].PlayerNowPosition.plusZ(gs.playerheight));
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SetActor(ps[p].GetActor(), ps[p].posGet().plusZ(gs.playerheight));
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}
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sc->addfloorxpan(-(float)vec.X * 2);
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@ -3492,7 +3492,7 @@ void handle_se27(DDukeActor* actor)
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}
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else if (ud.recstat == 2 && ps[p].newOwner == nullptr)
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{
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if (cansee(actor->spr.pos, actor->sector(), ps[p].PlayerNowPosition, ps[p].cursector))
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if (cansee(actor->spr.pos, actor->sector(), ps[p].posGet(), ps[p].cursector))
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{
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if (xx < sh * maptoworld)
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{
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@ -1377,7 +1377,7 @@ void movetransports_d(void)
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ps[p].backupz();
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auto pa = ps[p].GetActor();
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pa->opos = ps[p].PlayerNowPosition;
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pa->opos = ps[p].posGet();
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ChangeActorSect(act2, Owner->sector());
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ps[p].setCursector(Owner->sector());
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@ -1434,7 +1434,7 @@ void movetransports_d(void)
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ps[p].setCursector(Owner->sector());
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ChangeActorSect(act2, Owner->sector());
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SetActor(ps[p].GetActor(), ps[p].PlayerNowPosition.plusZ(gs.playerheight));
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SetActor(ps[p].GetActor(), ps[p].posGet().plusZ(gs.playerheight));
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if ((krand() & 255) < 32)
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spawn(act2, WATERSPLASH2);
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@ -1737,7 +1737,7 @@ static void greenslime(DDukeActor *actor)
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ps[p].restorexyz();
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ps[p].angle.restore();
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updatesector(ps[p].PlayerNowPosition, &ps[p].cursector);
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updatesector(ps[p].posGet(), &ps[p].cursector);
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DukeStatIterator it(STAT_ACTOR);
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while (auto ac = it.Next())
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@ -2260,7 +2260,7 @@ DETONATEB:
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}
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}
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else if (actor->spr.picnum == HEAVYHBOMB && xx < 788 / 16. && actor->temp_data[0] > 7 && actor->vel.X == 0)
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if (cansee(actor->spr.pos.plusZ(-8), actor->sector(), ps[p].PlayerNowPosition, ps[p].cursector))
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if (cansee(actor->spr.pos.plusZ(-8), actor->sector(), ps[p].posGet(), ps[p].cursector))
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if (ps[p].ammo_amount[HANDBOMB_WEAPON] < gs.max_ammo_amount[HANDBOMB_WEAPON])
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{
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if (ud.coop >= 1 && Owner == actor)
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@ -2786,7 +2786,7 @@ static void handle_se28(DDukeActor* actor)
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}
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else if (actor->temp_data[2] > (actor->temp_data[1] >> 3) && actor->temp_data[2] < (actor->temp_data[1] >> 2))
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{
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int j = !!cansee(actor->spr.pos, actor->sector(), ps[screenpeek].PlayerNowPosition, ps[screenpeek].cursector);
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int j = !!cansee(actor->spr.pos, actor->sector(), ps[screenpeek].posGet(), ps[screenpeek].cursector);
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if (rnd(192) && (actor->temp_data[2] & 1))
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{
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@ -2251,7 +2251,7 @@ DETONATEB:
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}
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}
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else if (actor->spr.picnum == DYNAMITE && xx < 788 / 16. && actor->temp_data[0] > 7 && actor->vel.X == 0)
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if (cansee(actor->spr.pos.plusZ(-8), actor->sector(), ps[p].PlayerNowPosition, ps[p].cursector))
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if (cansee(actor->spr.pos.plusZ(-8), actor->sector(), ps[p].posGet(), ps[p].cursector))
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if (ps[p].ammo_amount[DYNAMITE_WEAPON] < gs.max_ammo_amount[DYNAMITE_WEAPON])
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if (actor->spr.pal == 0)
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{
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@ -165,7 +165,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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auto pp = &ps[h->PlayerIndex()];
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
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{
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t->pos = interpolatedvalue(pp->PlayerOldPosition, pp->PlayerNowPosition, interpfrac).plusZ(gs.playerheight);
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t->pos = interpolatedvalue(pp->PlayerOldPosition, pp->posGet(), interpfrac).plusZ(gs.playerheight);
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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{
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@ -144,7 +144,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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auto pp = &ps[h->PlayerIndex()];
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
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{
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t->pos = interpolatedvalue(pp->PlayerOldPosition, pp->PlayerNowPosition, interpfrac).plusZ(gs.playerheight);
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t->pos = interpolatedvalue(pp->PlayerOldPosition, pp->posGet(), interpfrac).plusZ(gs.playerheight);
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h->spr.scale = DVector2(0.375, 0.265625);
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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@ -57,7 +57,7 @@ BEGIN_DUKE_NS
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std::pair<DVector3, DAngle> GameInterface::GetCoordinates()
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{
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return std::make_pair(ps[screenpeek].PlayerNowPosition, ps[screenpeek].angle.ang);
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return std::make_pair(ps[screenpeek].posGet(), ps[screenpeek].angle.ang);
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}
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GameStats GameInterface::getStats()
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@ -271,7 +271,7 @@ void drawoverlays(double interpfrac)
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}
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else
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{
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cposxy = interpolatedvalue(pp->PlayerOldPosition, pp->PlayerNowPosition, interpfrac).XY();
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cposxy = interpolatedvalue(pp->PlayerOldPosition, pp->posGet(), interpfrac).XY();
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cang = !SyncInput() ? pp->angle.ang : interpolatedvalue(pp->angle.oang, pp->angle.ang, interpfrac);
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}
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}
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@ -1517,12 +1517,12 @@ int ParseState::parse(void)
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parseifelse(ifcanshoottarget(g_ac, g_p, g_x));
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break;
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case concmd_ifcanseetarget:
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j = cansee(g_ac->spr.pos.plusZ(krand() & 41), g_ac->sector(), ps[g_p].PlayerNowPosition, ps[g_p].GetActor()->sector());
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j = cansee(g_ac->spr.pos.plusZ(krand() & 41), g_ac->sector(), ps[g_p].posGet(), ps[g_p].GetActor()->sector());
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parseifelse(j);
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if (j) g_ac->timetosleep = SLEEPTIME;
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break;
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case concmd_ifnocover:
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j = cansee(g_ac->spr.pos, g_ac->sector(), ps[g_p].PlayerNowPosition, ps[g_p].GetActor()->sector());
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j = cansee(g_ac->spr.pos, g_ac->sector(), ps[g_p].posGet(), ps[g_p].GetActor()->sector());
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parseifelse(j);
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if (j) g_ac->timetosleep = SLEEPTIME;
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break;
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@ -2047,7 +2047,7 @@ int ParseState::parse(void)
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ps[g_p].newOwner = nullptr;
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ps[g_p].restorexyz();
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ps[g_p].angle.restore();
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updatesector(ps[g_p].PlayerNowPosition, &ps[g_p].cursector);
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updatesector(ps[g_p].posGet(), &ps[g_p].cursector);
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DukeStatIterator it(STAT_ACTOR);
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while (auto actj = it.Next())
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@ -2230,12 +2230,12 @@ int ParseState::parse(void)
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{
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// I am not convinced this is even remotely smart to be executed from here..
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pickrandomspot(g_p);
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g_ac->spr.pos = ps[g_p].PlayerNowPosition;
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g_ac->spr.pos = ps[g_p].posGet();
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ps[g_p].backupxyz();
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ps[g_p].setbobpos();
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g_ac->backuppos();
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updatesector(ps[g_p].PlayerNowPosition, &ps[g_p].cursector);
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SetActor(ps[g_p].GetActor(), ps[g_p].PlayerNowPosition.plusZ(gs.playerheight ));
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updatesector(ps[g_p].posGet(), &ps[g_p].cursector);
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SetActor(ps[g_p].GetActor(), ps[g_p].posGet().plusZ(gs.playerheight ));
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g_ac->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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g_ac->spr.shade = -12;
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@ -2793,7 +2793,7 @@ int ParseState::parse(void)
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case concmd_pstomp:
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insptr++;
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if( ps[g_p].knee_incs == 0 && ps[g_p].GetActor()->spr.scale.X >= (isRR()? 0.140625 : 0.625) )
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if (cansee(g_ac->spr.pos.plusZ(-4), g_ac->sector(), ps[g_p].PlayerNowPosition.plusZ(16), ps[g_p].GetActor()->sector()))
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if (cansee(g_ac->spr.pos.plusZ(-4), g_ac->sector(), ps[g_p].posGet().plusZ(16), ps[g_p].GetActor()->sector()))
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{
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ps[g_p].knee_incs = 1;
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if(ps[g_p].weapon_pos == 0)
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@ -284,7 +284,7 @@ void hud_input(int plnum)
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p->inven_icon = 3;
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auto pactor =
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CreateActor(p->cursector, p->PlayerNowPosition.plusZ(30), TILE_APLAYER, -64, DVector2(0, 0), p->angle.ang, 0., 0., nullptr, 10);
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CreateActor(p->cursector, p->posGet().plusZ(30), TILE_APLAYER, -64, DVector2(0, 0), p->angle.ang, 0., 0., nullptr, 10);
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pactor->temp_data[3] = pactor->temp_data[4] = 0;
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p->holoduke_on = pactor;
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pactor->spr.yint = plnum;
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@ -211,7 +211,7 @@ double hitawall(player_struct* p, walltype** hitw)
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{
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HitInfo hit{};
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hitscan(p->PlayerNowPosition, p->cursector, DVector3(p->angle.ang.ToVector() * 1024, 0), hit, CLIPMASK0);
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hitscan(p->posGet(), p->cursector, DVector3(p->angle.ang.ToVector() * 1024, 0), hit, CLIPMASK0);
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if (hitw) *hitw = hit.hitWall;
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return (hit.hitpos.XY() - p->posXY()).Length();
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@ -248,7 +248,7 @@ DDukeActor* aim(DDukeActor* actor, int abase)
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setFreeAimVelocity(vel, zvel, plr->horizon.sum(), 16.);
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HitInfo hit{};
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hitscan(plr->PlayerNowPosition.plusZ(4), actor->sector(), DVector3(actor->spr.angle.ToVector() * vel, zvel), hit, CLIPMASK1);
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hitscan(plr->posGet().plusZ(4), actor->sector(), DVector3(actor->spr.angle.ToVector() * vel, zvel), hit, CLIPMASK1);
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if (hit.actor() != nullptr)
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{
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@ -378,7 +378,7 @@ void dokneeattack(int snum, const std::initializer_list<int> & respawnlist)
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{
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p->oknee_incs = p->knee_incs;
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p->knee_incs++;
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p->horizon.addadjustment(deltaangle(p->horizon.horiz, (p->PlayerNowPosition - p->actorsqu->spr.pos).Pitch() * 1.1875));
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p->horizon.addadjustment(deltaangle(p->horizon.horiz, (p->posGet() - p->actorsqu->spr.pos).Pitch() * 1.1875));
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p->sync.actions |= SB_CENTERVIEW;
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if (p->knee_incs > 15)
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{
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@ -625,7 +625,7 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz)
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p->horizon.horizoff = p->horizon.horiz = nullAngle;
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updatesector(p->PlayerNowPosition, &p->cursector);
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updatesector(p->posGet(), &p->cursector);
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pushmove(p->posXY(), p->posZget(), &p->cursector, 8, 4, 20, CLIPMASK0);
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@ -392,7 +392,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
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}
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else
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{
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ang = (ps[j].PlayerNowPosition - pos).Angle() + DAngle22_5 / 2 - randomAngle(22.5);
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ang = (ps[j].posGet() - pos).Angle() + DAngle22_5 / 2 - randomAngle(22.5);
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}
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}
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@ -1070,7 +1070,7 @@ void shoot_d(DDukeActor* actor, int atwith)
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if (actor->isPlayer())
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{
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spos = ps[p].PlayerNowPosition.plusZ(ps[p].pyoff + 4);
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spos = ps[p].posGet().plusZ(ps[p].pyoff + 4);
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sang = ps[p].angle.ang;
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ps[p].crack_time = CRACK_TIME;
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@ -2013,7 +2013,7 @@ int operateTripbomb(int snum)
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double vel = 1024, zvel = 0;
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setFreeAimVelocity(vel, zvel, p->horizon.sum(), 16.);
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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)
|
||||
{
|
||||
|
|
|
@ -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))
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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++)
|
||||
|
|
|
@ -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())
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -396,6 +396,10 @@ struct player_struct
|
|||
{
|
||||
PlayerNowPosition.XY() += val;
|
||||
}
|
||||
DVector3 posGet()
|
||||
{
|
||||
return PlayerNowPosition;
|
||||
}
|
||||
};
|
||||
|
||||
struct Cycler
|
||||
|
|
Loading…
Reference in a new issue