mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-01 05:20:43 +00:00
- Remaining manual changes to replace player's ang
with DAngle
object.
This commit is contained in:
parent
b23e77d9c7
commit
ad908719ec
15 changed files with 59 additions and 59 deletions
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@ -1498,7 +1498,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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{
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// if(actor->spr.pal == 12)
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{
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int j = getincangle(ps[p].angle.ang.Buildang()getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
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int j = getincangle(ps[p].angle.ang.Buildang(), getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
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if (j > -64 && j < 64 && PlayerInput(p, SB_OPEN))
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if (ps[p].toggle_key_flag == 1)
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{
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@ -2223,8 +2223,8 @@ static void greenslime(DDukeActor *actor)
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actor->spr.xrepeat = 20 + bsin(actor->temp_data[1], -13);
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actor->spr.yrepeat = 15 + bsin(actor->temp_data[1], -13);
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actor->spr.pos.X = ps[p].pos.X + ps[p].angle.ang.fcos() * 8;
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actor->spr.pos.Y = ps[p].pos.Y + ps[p].angle.ang.fsin() * 8;
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actor->spr.pos.X = ps[p].pos.X + ps[p].angle.ang.Cos() * 8;
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actor->spr.pos.Y = ps[p].pos.Y + ps[p].angle.ang.Sin() * 8;
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return;
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}
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@ -2451,8 +2451,8 @@ int ParseState::parse(void)
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case concmd_slapplayer:
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insptr++;
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forceplayerangle(g_p);
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ps[g_p].vel.X -= ps[g_p].angle.ang.bcos(7);
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ps[g_p].vel.Y -= ps[g_p].angle.ang.bsin(7);
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ps[g_p].vel.X -= ps[g_p].angle.ang.Cos() * (1 << 21);
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ps[g_p].vel.Y -= ps[g_p].angle.ang.Sin() * (1 << 21);
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return 0;
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case concmd_wackplayer:
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insptr++;
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@ -2460,8 +2460,8 @@ int ParseState::parse(void)
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forceplayerangle(g_p);
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else
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{
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ps[g_p].vel.X -= ps[g_p].angle.ang.bcos(10);
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ps[g_p].vel.Y -= ps[g_p].angle.ang.bsin(10);
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ps[g_p].vel.X -= ps[g_p].angle.ang.Cos() * (1 << 24);
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ps[g_p].vel.Y -= ps[g_p].angle.ang.Sin() * (1 << 24);
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ps[g_p].jumping_counter = 767;
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ps[g_p].jumping_toggle = 1;
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}
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@ -852,8 +852,8 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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if (packet)
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{
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*packet = loc;
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packet->fvel = MulScale(loc.fvel, p->angle.ang.bcos(), 9) + MulScale(loc.svel, p->angle.ang.bsin(), 9) + p->fric.X;
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packet->svel = MulScale(loc.fvel, p->angle.ang.bsin(), 9) - MulScale(loc.svel, p->angle.ang.bcos(), 9) + p->fric.Y;
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packet->fvel = MulScale(loc.fvel, p->angle.ang.Cos() * (1 << 14), 9) + MulScale(loc.svel, p->angle.ang.Sin() * (1 << 14), 9) + p->fric.X;
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packet->svel = MulScale(loc.fvel, p->angle.ang.Sin() * (1 << 14), 9) - MulScale(loc.svel, p->angle.ang.Cos() * (1 << 14), 9) + p->fric.Y;
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loc = {};
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}
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}
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@ -215,7 +215,7 @@ int hitawall(player_struct* p, walltype** hitw)
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{
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HitInfo hit{};
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hitscan(p->player_int_pos(), p->cursector, { p->angle.ang.bcos(), p->angle.ang.bsin(), 0 }, hit, CLIPMASK0);
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hitscan(p->player_int_pos(), p->cursector, { int(p->angle.ang.Cos() * (1 << 14)), int(p->angle.ang.Sin() * (1 << 14)), 0 }, hit, CLIPMASK0);
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if (hitw) *hitw = hit.hitWall;
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return (FindDistance2D(hit.hitpos.vec2 - p->player_int_pos().vec2));
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@ -2010,7 +2010,7 @@ int operateTripbomb(int snum)
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auto p = &ps[snum];
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HitInfo hit{};
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hitscan(p->player_int_pos(), p->cursector, { p->angle.ang.bcos(), p->angle.ang.bsin(), -p->horizon.sum().asq16() >> 11 }, hit, CLIPMASK1);
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hitscan(p->player_int_pos(), p->cursector, { int(p->angle.ang.Cos() * (1 << 14)), int(p->angle.ang.Sin() * (1 << 14)), -p->horizon.sum().asq16() >> 11 }, hit, CLIPMASK1);
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if (hit.hitSector == nullptr || hit.actor())
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return 0;
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@ -2200,8 +2200,8 @@ static void operateweapon(int snum, ESyncBits actions)
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}
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auto spawned = EGS(p->cursector,
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p->player_int_pos().X + p->angle.ang.bcos(-6),
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p->player_int_pos().Y + p->angle.ang.bsin(-6),
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 8),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 8),
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p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9,
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p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)), i, pact, 1);
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@ -1321,8 +1321,8 @@ int doincrements_r(player_struct* p)
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{
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p->noise_radius = 16384;
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madenoise(screenpeek);
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p->vel.X += p->angle.ang.bcos(4);
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p->vel.Y += p->angle.ang.bsin(4);
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p->vel.X += p->angle.ang.Cos() * (1 << 18);
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p->vel.Y += p->angle.ang.Sin() * (1 << 18);
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}
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p->eat -= 4;
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if (p->eat < 0)
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@ -2745,8 +2745,8 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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}
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auto spawned = EGS(p->cursector,
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p->player_int_pos().X + p->angle.ang.bcos(-6),
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p->player_int_pos().Y + p->angle.ang.bsin(-6),
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 8),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 8),
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p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9,
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p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)) * 2, i, pact, 1);
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@ -2800,8 +2800,8 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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p->visibility = 0;
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if (psectlotag != 857)
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{
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p->vel.X -= p->angle.ang.bcos(4);
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p->vel.Y -= p->angle.ang.bsin(4);
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p->vel.X -= p->angle.ang.Cos() * (1 << 18);
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p->vel.Y -= p->angle.ang.Sin() * (1 << 18);
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}
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}
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else if (p->kickback_pic == 2)
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@ -2900,14 +2900,14 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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if (psectlotag != 857)
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{
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p->vel.X -= p->angle.ang.bcos(5);
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p->vel.Y -= p->angle.ang.bsin(5);
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p->vel.X -= p->angle.ang.Cos() * (1 << 19);
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p->vel.Y -= p->angle.ang.Sin() * (1 << 19);
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}
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}
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else if (psectlotag != 857)
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{
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p->vel.X -= p->angle.ang.bcos(4);
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p->vel.Y -= p->angle.ang.bsin(4);
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p->vel.X -= p->angle.ang.Cos() * (1 << 18);
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p->vel.Y -= p->angle.ang.Sin() * (1 << 18);
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}
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}
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@ -2993,8 +2993,8 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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if (psectlotag != 857)
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{
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p->vel.X -= p->angle.ang.bcos(4);
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p->vel.Y -= p->angle.ang.bsin(4);
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p->vel.X -= p->angle.ang.Cos() * (1 << 18);
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p->vel.Y -= p->angle.ang.Sin() * (1 << 18);
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}
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checkavailweapon(p);
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@ -3134,8 +3134,8 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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}
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else if (p->kickback_pic == 12)
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{
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p->vel.X -= p->angle.ang.bcos(4);
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p->vel.Y -= p->angle.ang.bsin(4);
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p->vel.X -= p->angle.ang.Cos() * (1 << 18);
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p->vel.Y -= p->angle.ang.Sin() * (1 << 18);
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p->horizon.addadjustment(buildhoriz(20));
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p->recoil += 20;
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}
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@ -3160,8 +3160,8 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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}
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EGS(p->cursector,
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p->player_int_pos().X + p->angle.ang.bcos(-6),
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p->player_int_pos().Y + p->angle.ang.bsin(-6),
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 8),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 8),
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p->player_int_pos().Z, POWDERKEG, -16, 9, 9,
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p->angle.ang.Buildang(), k * 2, i, pact, 1);
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}
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@ -3184,8 +3184,8 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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}
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if (p->kickback_pic < 30)
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{
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p->vel.X += p->angle.ang.bcos(4);
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p->vel.Y += p->angle.ang.bsin(4);
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p->vel.X -= p->angle.ang.Cos() * (1 << 18);
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p->vel.Y -= p->angle.ang.Sin() * (1 << 18);
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}
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p->kickback_pic++;
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if (p->kickback_pic > 40)
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@ -4099,15 +4099,15 @@ void OffMotorcycle(player_struct *p)
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p->TurbCount = 0;
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p->vel.X = 0;
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p->vel.Y = 0;
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p->vel.X -= p->angle.ang.bcos(7);
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p->vel.Y -= p->angle.ang.bsin(7);
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p->vel.X -= p->angle.ang.Cos() * (1 << 7);
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p->vel.Y -= p->angle.ang.Sin() * (1 << 7);
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p->moto_underwater = 0;
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auto spawned = spawn(p->GetActor(), EMPTYBIKE);
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if (spawned)
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{
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spawned->set_int_ang(p->angle.ang.Buildang());
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spawned->spr.xvel += p->angle.ang.bcos(7);
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spawned->spr.yvel += p->angle.ang.bsin(7);
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spawned->spr.xvel += p->angle.ang.Cos() * (1 << 7);
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spawned->spr.yvel += p->angle.ang.Sin() * (1 << 7);
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spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
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}
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}
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@ -4166,15 +4166,15 @@ void OffBoat(player_struct *p)
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p->TurbCount = 0;
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p->vel.X = 0;
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p->vel.Y = 0;
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p->vel.X -= p->angle.ang.bcos(7);
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p->vel.Y -= p->angle.ang.bsin(7);
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p->vel.X -= p->angle.ang.Cos() * (1 << 7);
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p->vel.Y -= p->angle.ang.Sin() * (1 << 7);
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p->moto_underwater = 0;
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auto spawned = spawn(p->GetActor(), EMPTYBOAT);
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if (spawned)
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{
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spawned->set_int_ang(p->angle.ang.Buildang());
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spawned->spr.xvel += p->angle.ang.bcos(7);
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spawned->spr.yvel += p->angle.ang.bsin(7);
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spawned->spr.xvel += p->angle.ang.Cos() * (1 << 7);
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spawned->spr.yvel += p->angle.ang.Sin() * (1 << 7);
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spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON];
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}
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}
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@ -341,8 +341,8 @@ void operateweapon_ww(int snum, ESyncBits actions)
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}
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auto j = EGS(p->cursector,
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p->player_int_pos().X + p->angle.ang.bcos(-6),
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p->player_int_pos().Y + p->angle.ang.bsin(-6),
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 8),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 8),
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p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9,
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p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)), i, p->GetActor(), 1);
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@ -1306,8 +1306,8 @@ void moveclouds(double smoothratio)
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cloudclock = myclock + 6;
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// cloudx/y were an array, but all entries were always having the same value so a single pair is enough.
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cloudx += (float)ps[screenpeek].angle.ang.fcos() * 0.5f;
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cloudy += (float)ps[screenpeek].angle.ang.fsin() * 0.5f;
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cloudx += (float)ps[screenpeek].angle.ang.Cos() * 0.5f;
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cloudy += (float)ps[screenpeek].angle.ang.Sin() * 0.5f;
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for (int i = 0; i < numclouds; i++)
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{
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// no clamping here!
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@ -917,13 +917,13 @@ void checkplayerhurt_d(player_struct* p, const Collision& coll)
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p->hurt_delay = 16;
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SetPlayerPal(p, PalEntry(32, 32, 0, 0));
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p->vel.X = -p->angle.ang.bcos(8);
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p->vel.Y = -p->angle.ang.bsin(8);
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p->vel.X = -p->angle.ang.Cos() * (1 << 22);
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p->vel.Y = -p->angle.ang.Sin() * (1 << 22);
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S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
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fi.checkhitwall(p->GetActor(), wal,
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p->player_int_pos().X + p->angle.ang.bcos(-9),
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p->player_int_pos().Y + p->angle.ang.bsin(-9),
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 5),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 5),
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p->player_int_pos().Z, -1);
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break;
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@ -931,8 +931,8 @@ void checkplayerhurt_d(player_struct* p, const Collision& coll)
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case BIGFORCE:
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p->hurt_delay = 26;
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fi.checkhitwall(p->GetActor(), wal,
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p->player_int_pos().X + p->angle.ang.bcos(-9),
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p->player_int_pos().Y + p->angle.ang.bsin(-9),
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 5),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 5),
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p->player_int_pos().Z, -1);
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break;
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@ -1592,7 +1592,7 @@ void checksectors_d(int snum)
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neartag({ p->player_int_opos().X, p->player_int_opos().Y, p->player_int_opos().Z }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280L, 1);
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else
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{
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neartag(p->player_int_pos(), p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1);
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neartag(p->player_int_pos(), p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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@ -1409,8 +1409,8 @@ void checkplayerhurt_r(player_struct* p, const Collision &coll)
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case BIGFORCE:
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p->hurt_delay = 26;
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fi.checkhitwall(p->GetActor(), wal,
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p->player_int_pos().X + p->angle.ang.bcos(-9),
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p->player_int_pos().Y + p->angle.ang.bsin(-9),
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p->player_int_pos().X + p->angle.ang.Cos() * (1 << 5),
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p->player_int_pos().Y + p->angle.ang.Sin() * (1 << 5),
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p->player_int_pos().Z, -1);
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break;
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@ -792,7 +792,7 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
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tsp->add_int_x(-MulScale(pp->pos.X - pp->opos.X, sr, 16));
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tsp->add_int_y(-MulScale(pp->pos.Y - pp->opos.Y, sr, 16));
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tsp->add_int_z(-MulScale(pp->pos.Z - pp->opos.Z, sr, 16));
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tsp->ang -= MulScale(pp->angle.ang.Buildang() - pp->angle.oang.Buildang(), sr, 16);
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tsp->add_int_ang(-MulScale(pp->angle.ang.Buildang() - pp->angle.oang.Buildang(), sr, 16));
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}
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}
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@ -201,8 +201,8 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
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if (packet)
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{
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*packet = loc;
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packet->fvel = MulScale(loc.fvel, pp->angle.ang.bcos(), 9) + MulScale(loc.svel, pp->angle.ang.bsin(), 9);
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packet->svel = MulScale(loc.fvel, pp->angle.ang.bsin(), 9) - MulScale(loc.svel, pp->angle.ang.bcos(), 9);
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packet->fvel = MulScale(loc.fvel, pp->angle.ang.Cos() * (1 << 14), 9) + MulScale(loc.svel, pp->angle.ang.Sin() * (1 << 14), 9);
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packet->svel = MulScale(loc.fvel, pp->angle.ang.Sin() * (1 << 14), 9) - MulScale(loc.svel, pp->angle.ang.Cos() * (1 << 14), 9);
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loc = {};
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}
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}
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@ -2254,7 +2254,7 @@ void DoTankTreads(PLAYER* pp)
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return;
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vel = FindDistance2D(pp->vect.X>>8, pp->vect.Y>>8);
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dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.bcos(), pp->angle.ang.bsin());
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dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
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if (dot < 0)
|
||||
reverse = true;
|
||||
|
||||
|
@ -3147,7 +3147,7 @@ void DoPlayerClimb(PLAYER* pp)
|
|||
pp->vect.X = pp->vect.Y = 0;
|
||||
|
||||
climbvel = FindDistance2D(pp->vect.X, pp->vect.Y)>>9;
|
||||
dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.bcos(), pp->angle.ang.bsin());
|
||||
dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
|
||||
if (dot < 0)
|
||||
climbvel = -climbvel;
|
||||
|
||||
|
@ -3670,7 +3670,7 @@ bool PlayerOnLadder(PLAYER* pp)
|
|||
|
||||
neartag(pp->pos, pp->cursector, pp->angle.ang.Buildang(), near, 1024 + 768, NTAG_SEARCH_LO_HI);
|
||||
|
||||
dir = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.bcos(), pp->angle.ang.bsin());
|
||||
dir = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
|
||||
|
||||
if (dir < 0)
|
||||
return false;
|
||||
|
|
|
@ -16508,7 +16508,7 @@ int InitMine(PLAYER* pp)
|
|||
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
|
||||
actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang());
|
||||
|
||||
dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.bcos(), pp->angle.ang.bsin());
|
||||
dot = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.Cos() * (1 << 14), pp->angle.ang.Sin() * (1 << 14));
|
||||
|
||||
// don't adjust for strafing
|
||||
if (labs(dot) > 10000)
|
||||
|
|
Loading…
Reference in a new issue