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- SW: Wrap calls that set PLAYER::PlayerPrevPosition
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parent
2d351b2c28
commit
ad7a626b92
4 changed files with 14 additions and 9 deletions
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@ -755,6 +755,11 @@ struct PLAYER
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{
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{
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PlayerPrevPosition.Z = val;
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PlayerPrevPosition.Z = val;
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}
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}
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void posprevSet(const DVector3& val)
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{
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PlayerPrevPosition = val;
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}
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};
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};
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extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
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extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
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@ -58,7 +58,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
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{
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{
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Player->posSet(DVector3(x,y,z));
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Player->posSet(DVector3(x,y,z));
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Player->PlayerPrevPosition = Player->posGet();
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Player->posprevSet(Player->posGet());
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if (ang != DAngle::fromDeg(INT_MIN))
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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{
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@ -1313,7 +1313,7 @@ void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
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{
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{
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pp->angle.ang = pp->angle.oang = ang;
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pp->angle.ang = pp->angle.oang = ang;
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pp->posSet(pos.plusZ(-PLAYER_HEIGHTF));
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pp->posSet(pos.plusZ(-PLAYER_HEIGHTF));
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pp->PlayerPrevPosition = pos.plusZ(-PLAYER_HEIGHTF);
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pp->posprevSet(pos.plusZ(-PLAYER_HEIGHTF));
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pp->PlayerOldPosition.XY() = pp->posXY();
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pp->PlayerOldPosition.XY() = pp->posXY();
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updatesector(pp->posGet(), &pp->cursector);
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updatesector(pp->posGet(), &pp->cursector);
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@ -3765,7 +3765,7 @@ void PlayerWarpUpdatePos(PLAYER* pp)
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if (Prediction)
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if (Prediction)
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return;
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return;
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pp->PlayerPrevPosition = pp->posGet();
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pp->posprevSet(pp->posGet());
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DoPlayerZrange(pp);
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DoPlayerZrange(pp);
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UpdatePlayerSprite(pp);
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UpdatePlayerSprite(pp);
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}
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}
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@ -4295,7 +4295,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp)
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pp->posZset(under_act->sector()->ceilingz + 6);
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pp->posZset(under_act->sector()->ceilingz + 6);
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pp->PlayerPrevPosition = pp->posGet();
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pp->posprevSet(pp->posGet());
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DoPlayerZrange(pp);
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DoPlayerZrange(pp);
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return;
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return;
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@ -4371,7 +4371,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
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pp->posZadd(-pp->WadeDepth);
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pp->posZadd(-pp->WadeDepth);
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pp->PlayerPrevPosition = pp->posGet();
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pp->posprevSet(pp->posGet());
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return;
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return;
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}
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}
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@ -6830,7 +6830,7 @@ void MoveSkipSavePos(void)
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{
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{
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pp = Player + pnum;
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pp = Player + pnum;
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pp->PlayerPrevPosition = pp->posGet();
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pp->posprevSet(pp->posGet());
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pp->obob_z = pp->bob_z;
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pp->obob_z = pp->bob_z;
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pp->angle.backup();
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pp->angle.backup();
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pp->horizon.backup();
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pp->horizon.backup();
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@ -7187,7 +7187,7 @@ void InitAllPlayers(void)
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for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
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for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
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{
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{
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pp->posSet(pfirst->posGet());
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pp->posSet(pfirst->posGet());
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pp->PlayerPrevPosition = pfirst->posGet();
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pp->posprevSet(pfirst->posGet());
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pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
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pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
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pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
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pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
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pp->cursector = pfirst->cursector;
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pp->cursector = pfirst->cursector;
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@ -7348,7 +7348,7 @@ void PlayerSpawnPosition(PLAYER* pp)
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ASSERT(spawn_sprite != nullptr);
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ASSERT(spawn_sprite != nullptr);
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pp->posSet(spawn_sprite->spr.pos);
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pp->posSet(spawn_sprite->spr.pos);
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pp->PlayerPrevPosition = pp->posGet();
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pp->posprevSet(pp->posGet());
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pp->angle.ang = pp->angle.oang = spawn_sprite->spr.angle;
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pp->angle.ang = pp->angle.oang = spawn_sprite->spr.angle;
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pp->setcursector(spawn_sprite->sector());
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pp->setcursector(spawn_sprite->sector());
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@ -574,7 +574,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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}
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}
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if (arc.isReading())
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if (arc.isReading())
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{
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{
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w.PlayerPrevPosition = w.posGet();
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w.posprevSet(w.posGet());
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w.ovect = w.vect;
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w.ovect = w.vect;
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w.obob_z = w.bob_z;
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w.obob_z = w.bob_z;
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w.input = {};
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w.input = {};
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