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- Replace spritetypebase
oy
with opos.Y
calls.
This commit is contained in:
parent
e0fb92bb01
commit
a79b4b5ffc
6 changed files with 8 additions and 8 deletions
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@ -383,7 +383,7 @@ struct spritetypebase
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// todo: get rid of the single variables!
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vec3_t pos;
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union {
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struct { int32_t BLAHBLAHX, oy, oz; };
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struct { int32_t BLAHBLAHX, BLAHBLAHY, oz; };
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vec3_t opos;
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};
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@ -428,7 +428,7 @@ struct spritetypebase
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int32_t interpolatedy(double const smoothratio, int const scale = 16)
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{
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return interpolatedvalue(oy, pos.Y, smoothratio, scale);
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return interpolatedvalue(BLAHBLAHY, pos.Y, smoothratio, scale);
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}
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int32_t interpolatedz(double const smoothratio, int const scale = 16)
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@ -52,7 +52,7 @@ void collectTSpritesForPortal(int x, int y, int i, int interpolation)
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pTSprite->ownerActor = actor;
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pTSprite->flags = pSprite->hitag | 0x200;
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pTSprite->pos.X = dx + interpolatedvalue(pSprite->opos.X, pSprite->pos.X, interpolation);
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pTSprite->pos.Y = dy + interpolatedvalue(pSprite->oy, pSprite->pos.Y, interpolation);
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pTSprite->pos.Y = dy + interpolatedvalue(pSprite->opos.Y, pSprite->pos.Y, interpolation);
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pTSprite->pos.Z = dz + interpolatedvalue(pSprite->oz, pSprite->pos.Z, interpolation);
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pTSprite->ang = pSprite->interpolatedang(interpolation);
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@ -3727,7 +3727,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (t[1] == 0 || a == 0)
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{
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if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.opos.X != actor->spr.pos.X) || (actor->spr.oy != actor->spr.pos.Y))
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if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.opos.X != actor->spr.pos.X) || (actor->spr.opos.Y != actor->spr.pos.Y))
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{
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actor->spr.backupvec2();
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SetActor(actor, actor->spr.pos);
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@ -3763,7 +3763,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (t[1] == 0 || a == 0)
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{
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if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.opos.X != actor->spr.pos.X) || (actor->spr.oy != actor->spr.pos.Y))
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if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.opos.X != actor->spr.pos.X) || (actor->spr.opos.Y != actor->spr.pos.Y))
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{
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actor->spr.backupvec2();
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SetActor(actor, actor->spr.pos);
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@ -1333,8 +1333,8 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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else SetGameVarID(lVar2, act->spr.opos.X, sActor, sPlayer);
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break;
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case ACTOR_HTBPOSY:
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if (bSet) act->spr.oy = lValue;
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else SetGameVarID(lVar2, act->spr.oy, sActor, sPlayer);
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if (bSet) act->spr.opos.Y = lValue;
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else SetGameVarID(lVar2, act->spr.opos.Y, sActor, sPlayer);
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break;
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case ACTOR_HTBPOSZ:
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if (bSet) act->spr.oz = lValue;
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@ -39,7 +39,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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spritetype *pSprite = &nPlayer->Actor()->s();
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pSprite->opos.X = pSprite->pos.X = x;
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pSprite->oy = pSprite->pos.Y = y;
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pSprite->opos.Y = pSprite->pos.Y = y;
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pSprite->oz = pSprite->pos.Z = z;
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if (ang != INT_MIN)
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