diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 219911df6..afc5ff2da 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -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, §); + updatesector(ps[p].posGet(), §); 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) { diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 99a5f94ab..f3660ca88 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -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)) { diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 934728e46..09577a4da 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -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) { diff --git a/source/games/duke/src/animatesprites_d.cpp b/source/games/duke/src/animatesprites_d.cpp index 182d6041a..1dbe73562 100644 --- a/source/games/duke/src/animatesprites_d.cpp +++ b/source/games/duke/src/animatesprites_d.cpp @@ -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)) { diff --git a/source/games/duke/src/animatesprites_r.cpp b/source/games/duke/src/animatesprites_r.cpp index 1616c4234..51ebfbabf 100644 --- a/source/games/duke/src/animatesprites_r.cpp +++ b/source/games/duke/src/animatesprites_r.cpp @@ -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)) diff --git a/source/games/duke/src/game_misc.cpp b/source/games/duke/src/game_misc.cpp index 6198f9799..95ffe7a50 100644 --- a/source/games/duke/src/game_misc.cpp +++ b/source/games/duke/src/game_misc.cpp @@ -57,7 +57,7 @@ BEGIN_DUKE_NS std::pair 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); } } diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 22069a456..7362a4e73 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -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) diff --git a/source/games/duke/src/input.cpp b/source/games/duke/src/input.cpp index c2525611d..19b51ec8e 100644 --- a/source/games/duke/src/input.cpp +++ b/source/games/duke/src/input.cpp @@ -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; diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index 42203bb8f..e247e58c1 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -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 & 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); diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index d5a8f657b..9e10cb960 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -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) { diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 79ab01c7d..bbe80c4bc 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -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)) { diff --git a/source/games/duke/src/player_w.cpp b/source/games/duke/src/player_w.cpp index 3106662ba..a1f73caf3 100644 --- a/source/games/duke/src/player_w.cpp +++ b/source/games/duke/src/player_w.cpp @@ -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) diff --git a/source/games/duke/src/prediction.cpp b/source/games/duke/src/prediction.cpp index c0f56f645..8b7ba9927 100644 --- a/source/games/duke/src/prediction.cpp +++ b/source/games/duke/src/prediction.cpp @@ -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; diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index e7dcab8e8..61dd1a733 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -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++) diff --git a/source/games/duke/src/render.cpp b/source/games/duke/src/render.cpp index 63632a9a0..eef8a9905 100644 --- a/source/games/duke/src/render.cpp +++ b/source/games/duke/src/render.cpp @@ -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()) { diff --git a/source/games/duke/src/sectors.cpp b/source/games/duke/src/sectors.cpp index ba5b794b5..739cbfe70 100644 --- a/source/games/duke/src/sectors.cpp +++ b/source/games/duke/src/sectors.cpp @@ -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) { diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index 8058316fc..3e2757e20 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -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) diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index 99be7214f..f237bab63 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -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) diff --git a/source/games/duke/src/sounds.cpp b/source/games/duke/src/sounds.cpp index 3355330ec..f171f9b06 100644 --- a/source/games/duke/src/sounds.cpp +++ b/source/games/duke/src/sounds.cpp @@ -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; } diff --git a/source/games/duke/src/types.h b/source/games/duke/src/types.h index ad244af05..7ed22aed4 100644 --- a/source/games/duke/src/types.h +++ b/source/games/duke/src/types.h @@ -396,6 +396,10 @@ struct player_struct { PlayerNowPosition.XY() += val; } + DVector3 posGet() + { + return PlayerNowPosition; + } }; struct Cycler