- use UpdateChangeXY in a few more places

This commit is contained in:
Christoph Oelckers 2022-08-31 00:40:31 +02:00
parent 61fc57131f
commit ab3e7df1b9
3 changed files with 11 additions and 22 deletions

View file

@ -1281,8 +1281,7 @@ int PlayerInitChemBomb(PLAYER* pp)
plActor->spr.clipdist = uint8_t(oclipdist);
actorNew->spr.clipdist = 80L >> 2;
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang());
UpdateChangeXY(actorNew);
actorNew->user.change.Z = actorNew->spr.zvel >> 1;
// adjust xvel according to player velocity
@ -1322,8 +1321,7 @@ int InitSpriteChemBomb(DSWActor* actor)
actorNew->spr.clipdist = 80L >> 2;
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang());
UpdateChangeXY(actorNew);
actorNew->user.change.Z = actorNew->spr.zvel >> 1;
// Smoke will come out for this many seconds
@ -1639,8 +1637,7 @@ int PlayerInitCaltrops(PLAYER* pp)
plActor->spr.clipdist = uint8_t(oclipdist);
actorNew->spr.clipdist = 80L >> 2;
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang());
UpdateChangeXY(actorNew);
actorNew->user.change.Z = actorNew->spr.zvel >> 1;
// adjust xvel according to player velocity
@ -1717,8 +1714,7 @@ int InitPhosphorus(DSWActor* actor)
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang());
UpdateChangeXY(actorNew);
actorNew->user.change.Z = (actorNew->spr.zvel >> 1);
return 0;
@ -2198,8 +2194,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags &= ~(SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang());
UpdateChangeXY(actorNew);
actorNew->user.change.Z = actorNew->spr.zvel;
actorNew->user.jump_speed = 200;

View file

@ -3497,8 +3497,7 @@ void SetupItemForJump(DSWActor* spawner, DSWActor* actor)
actor->spr.xvel = (int)SP_TAG7(spawner)<<2;
actor->spr.zvel = -(((int)SP_TAG8(spawner))<<5);
actor->user.change.X = MOVEx(actor->spr.xvel, actor->int_ang());
actor->user.change.Y = MOVEy(actor->spr.xvel, actor->int_ang());
UpdateChangeXY(actor);
actor->user.change.Z = actor->spr.zvel;
}
}

View file

@ -11027,8 +11027,7 @@ bool MissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist)
actor->spr.zvel = short((actor->spr.zvel*6) / MISSILEMOVETICS);
// some Weapon Animators use this
actor->user.change.X = MOVEx(actor->spr.xvel, actor->int_ang());
actor->user.change.Y = MOVEy(actor->spr.xvel, actor->int_ang());
UpdateChangeXY(actor);
actor->user.change.Z = actor->spr.zvel;
actor->user.Flags |= (SPR_SET_POS_DONT_KILL);
@ -11068,8 +11067,7 @@ bool TestMissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist, int zvel)
zvel = short((zvel*6) / MISSILEMOVETICS);
// some Weapon Animators use this
actor->user.change.X = MOVEx(actor->spr.xvel, actor->int_ang());
actor->user.change.Y = MOVEy(actor->spr.xvel, actor->int_ang());
UpdateChangeXY(actor);
actor->user.change.Z = zvel;
actor->user.Flags |= (SPR_SET_POS_DONT_KILL);
@ -11580,8 +11578,7 @@ void InitSpellNapalm(PLAYER* pp)
actor->set_int_ang(NORM_ANGLE(actor->int_ang() - mp[i].ang));
}
actor->user.change.X = MOVEx(actor->spr.xvel, actor->int_ang());
actor->user.change.Y = MOVEy(actor->spr.xvel, actor->int_ang());
UpdateChangeXY(actor);
actor->user.change.Z = actor->spr.zvel;
if (MissileSetPos(actor, DoNapalm, mp[i].dist_out))
@ -12635,8 +12632,7 @@ int InitStar(PLAYER* pp)
// move the same as middle star
zvel = actorNew->user.change.Z;
actorNew2->user.change.X = MOVEx(actorNew2->spr.xvel, actorNew2->int_ang());
actorNew2->user.change.Y = MOVEy(actorNew2->spr.xvel, actorNew2->int_ang());
UpdateChangeXY(actorNew2);
actorNew2->user.change.Z = zvel;
actorNew2->backuppos();
@ -16960,8 +16956,7 @@ int SpawnVehicleSmoke(DSWActor* actor)
actorNew->spr.angle = RANDOM_ANGLE();
actorNew->spr.xvel = RANDOM_P2(32);
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang());
UpdateChangeXY(actorNew);
actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
return false;