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- Duke: Remove player_struct::backupxyz()
in lieu of actor variant.
This commit is contained in:
parent
0ab175b894
commit
a78d976352
10 changed files with 10 additions and 15 deletions
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@ -1346,7 +1346,7 @@ void movetransports_d(void)
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}
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ps[p].posSet(Owner->spr.pos.plusZ(-gs.playerheight));
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ps[p].backupxyz();
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ps[p].GetActor()->backuppos();
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ps[p].setbobpos();
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ChangeActorSect(act2, Owner->sector());
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@ -1234,7 +1234,7 @@ void movetransports_r(void)
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}
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ps[p].posSet(Owner->spr.pos.plusZ(-gs.playerheight + 4));
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ps[p].backupxyz();
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ps[p].GetActor()->backuppos();
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ps[p].setbobpos();
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ChangeActorSect(act2, Owner->sector());
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@ -2050,7 +2050,7 @@ void rr_specialstats()
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{
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ps[p].angle.ang = act2->spr.angle;
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ps[p].posSet(act2->spr.pos.plusZ(-36));
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ps[p].backupxyz();
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ps[p].GetActor()->backuppos();
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ps[p].setbobpos();
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auto pact = ps[p].GetActor();
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ChangeActorSect(pact, act2->sector());
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@ -116,7 +116,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
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player_struct* p = &ps[myconnectindex];
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p->posSet(DVector3(x, y, z));
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p->backupxyz();
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p->GetActor()->backuppos();
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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@ -2231,7 +2231,7 @@ int ParseState::parse(void)
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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].posGet();
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ps[g_p].backupxyz();
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ps[g_p].GetActor()->backuppos();
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ps[g_p].setbobpos();
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g_ac->backuppos();
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updatesector(ps[g_p].posGet(), &ps[g_p].cursector);
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@ -3102,7 +3102,7 @@ HORIZONLY:
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if (!retry++)
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{
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p->posSet(oldpos);
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p->backupxyz();
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p->GetActor()->backuppos();
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continue;
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}
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quickkill(p);
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@ -3889,7 +3889,7 @@ HORIZONLY:
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if (!retry++)
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{
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p->posSet(oldpos);
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p->backupxyz();
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p->GetActor()->backuppos();
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continue;
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}
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quickkill(p);
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@ -70,7 +70,7 @@ void pickrandomspot(int snum)
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else i = snum;
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p->GetActor()->spr.pos = po[i].opos;
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p->backupxyz();
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p->GetActor()->backuppos();
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p->setbobpos();
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p->angle.oang = p->angle.ang = po[i].oa;
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p->setCursector(po[i].os);
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@ -243,7 +243,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
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.EndObject();
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w.invdisptime = 0;
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w.backupxyz();
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w.GetActor()->backuppos();
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w.opyoff = w.pyoff;
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w.backupweapon();
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w.sync.actions &= SB_CENTERVIEW|SB_CROUCH; // these are the only bits we need to preserve.
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@ -330,11 +330,6 @@ struct player_struct
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return cursector != nullptr;
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}
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void backupxyz()
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{
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GetActor()->opos = GetActor()->spr.pos;
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}
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void restorexyz()
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{
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GetActor()->spr.pos = GetActor()->opos;
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@ -690,7 +690,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, backuppos, dukeplayer_backuppos)
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void dukeplayer_backupxyz(player_struct* self)
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{
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self->backupxyz();
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self->GetActor()->backuppos();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, backupxyz, dukeplayer_backupxyz)
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