- SW: Replace PLAYERstruct posy with pos.Y calls.

This commit is contained in:
Mitchell Richters 2021-12-11 17:24:41 +11:00 committed by Christoph Oelckers
parent 3a0ee322ae
commit ae3369d2a3
22 changed files with 161 additions and 161 deletions

View file

@ -347,7 +347,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
// continue;
}
DISTANCE(sp->pos.X, sp->pos.Y, pp->pos.X, pp->posy, dist, a, b, c);
DISTANCE(sp->pos.X, sp->pos.Y, pp->pos.X, pp->pos.Y, dist, a, b, c);
if (dist < near_dist)
{
@ -377,7 +377,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
// continue;
}
DISTANCE(sp->pos.X, sp->pos.Y, pp->pos.X, pp->posy, dist, a, b, c);
DISTANCE(sp->pos.X, sp->pos.Y, pp->pos.X, pp->pos.Y, dist, a, b, c);
auto psp = &pp->Actor()->s();
if (dist < near_dist && FAFcansee(sp->pos.X, sp->pos.Y, look_height, sp->sector(), psp->pos.X, psp->pos.Y, SPRITEp_UPPER(psp), psp->sector()))

View file

@ -1032,7 +1032,7 @@ int DoBunnyQuickJump(DSWActor* actor)
if (pp == Player+myconnectindex)
{
choose_snd = STD_RANDOM_RANGE(2<<8)>>8;
if (FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_TOS(sp),sp->sector(),pp->pos.X, pp->posy, pp->posz, pp->cursector) && Facing(actor, u->targetActor))
if (FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_TOS(sp),sp->sector(),pp->pos.X, pp->pos.Y, pp->posz, pp->cursector) && Facing(actor, u->targetActor))
PlayerSound(fagsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
}
}
@ -1047,7 +1047,7 @@ int DoBunnyQuickJump(DSWActor* actor)
if (pp == Player+myconnectindex)
{
choose_snd = STD_RANDOM_RANGE(3<<8)>>8;
if (FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_TOS(sp),sp->sector(),pp->pos.X, pp->posy, pp->posz, pp->cursector) && Facing(actor, u->targetActor))
if (FAFcansee(sp->pos.X,sp->pos.Y,SPRITEp_TOS(sp),sp->sector(),pp->pos.X, pp->pos.Y, pp->posz, pp->cursector) && Facing(actor, u->targetActor))
PlayerSound(straightsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
}
}

View file

@ -825,7 +825,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie
PLAYERp pp = tu->PlayerP;
int sr = 65536 - int(smoothratio);
tsp->pos.X -= MulScale(pp->pos.X - pp->oposx, sr, 16);
tsp->pos.Y -= MulScale(pp->posy - pp->oposy, sr, 16);
tsp->pos.Y -= MulScale(pp->pos.Y - pp->oposy, sr, 16);
tsp->pos.Z -= MulScale(pp->posz - pp->oposz, sr, 16);
tsp->ang -= MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), sr, 16);
}
@ -1071,7 +1071,7 @@ FString GameInterface::GetCoordString()
PLAYERp pp = Player + myconnectindex;
FString out;
out.AppendFormat("POSX:%d ", pp->pos.X);
out.AppendFormat("POSY:%d ", pp->posy);
out.AppendFormat("POSY:%d ", pp->pos.Y);
out.AppendFormat("POSZ:%d ", pp->posz);
out.AppendFormat("ANG:%d\n", pp->angle.ang.asbuild());
@ -1459,7 +1459,7 @@ void drawscreen(PLAYERp pp, double smoothratio)
camerapp = pp;
tx = interpolatedvalue(camerapp->oposx, camerapp->pos.X, sr);
ty = interpolatedvalue(camerapp->oposy, camerapp->posy, sr);
ty = interpolatedvalue(camerapp->oposy, camerapp->pos.Y, sr);
tz = interpolatedvalue(camerapp->oposz, camerapp->posz, sr);
// Interpolate the player's angle while on a sector object, just like VoidSW.
@ -1486,7 +1486,7 @@ void drawscreen(PLAYERp pp, double smoothratio)
(!cl_sointerpolation || (CommEnabled && !pp->sop_remote)))
{
tx = pp->pos.X;
ty = pp->posy;
ty = pp->pos.Y;
tz = pp->posz;
tang = pp->angle.ang;
}

View file

@ -303,12 +303,12 @@ inline int SPRITEp_SIZE_BOS(const tspritetype* sp)
#define SQ(val) ((val) * (val))
#define KENFACING_PLAYER(pp,sp) (bcos(sp->ang)*(pp->posy-sp->pos.Y) >= bsin(sp-ang)*(pp->pos.X-sp->pos.X))
#define FACING_PLAYER(pp,sp) (abs(getincangle(getangle((pp)->pos.X - (sp)->pos.X, (pp)->posy - (sp)->pos.Y), (sp)->ang)) < 512)
#define PLAYER_FACING(pp,sp) (abs(getincangle(getangle((sp)->pos.X - (pp)->pos.X, (sp)->pos.Y - (pp)->posy), (pp)->angle.ang.asbuild())) < 320)
#define KENFACING_PLAYER(pp,sp) (bcos(sp->ang)*(pp->pos.Y-sp->pos.Y) >= bsin(sp-ang)*(pp->pos.X-sp->pos.X))
#define FACING_PLAYER(pp,sp) (abs(getincangle(getangle((pp)->pos.X - (sp)->pos.X, (pp)->pos.Y - (sp)->pos.Y), (sp)->ang)) < 512)
#define PLAYER_FACING(pp,sp) (abs(getincangle(getangle((sp)->pos.X - (pp)->pos.X, (sp)->pos.Y - (pp)->pos.Y), (pp)->angle.ang.asbuild())) < 320)
#define FACING_PLAYER_RANGE(pp,sp,range) (abs(getincangle(getangle((pp)->pos.X - (sp)->pos.X, (pp)->posy - (sp)->pos.Y), (sp)->ang)) < (range))
#define PLAYER_FACING_RANGE(pp,sp,range) (abs(getincangle(getangle((sp)->pos.X - (pp)->pos.X, (sp)->pos.Y - (pp)->posy), (pp)->angle.ang.asbuild())) < (range))
#define FACING_PLAYER_RANGE(pp,sp,range) (abs(getincangle(getangle((pp)->pos.X - (sp)->pos.X, (pp)->pos.Y - (sp)->pos.Y), (sp)->ang)) < (range))
#define PLAYER_FACING_RANGE(pp,sp,range) (abs(getincangle(getangle((sp)->pos.X - (pp)->pos.X, (sp)->pos.Y - (pp)->pos.Y), (pp)->angle.ang.asbuild())) < (range))
#define FACING_RANGE(sp1,sp2,range) (abs(getincangle(getangle((sp1)->pos.X - (sp2)->pos.X, (sp1)->pos.Y - (sp2)->pos.Y), (sp2)->ang)) < (range))
// two vectors
@ -663,7 +663,7 @@ struct PLAYERstruct
// variable that fit in the sprite or user structure
union
{
struct { int32_t BLAHBLAHX, posy, posz; };
struct { int32_t BLAHBLAHX, BLAHBLAHY, posz; };
vec3_t pos;
};

View file

@ -564,7 +564,7 @@ int DoCheckSwarm(DSWActor* actor)
if (u->targetActor->u()->PlayerP)
{
pp = u->targetActor->u()->PlayerP;
DISTANCE(sp->pos.X, sp->pos.Y, pp->pos.X, pp->posy, pdist, a, b, c);
DISTANCE(sp->pos.X, sp->pos.Y, pp->pos.X, pp->pos.Y, pdist, a, b, c);
}
else
return 0;

View file

@ -455,7 +455,7 @@ JS_ProcessEchoSpot()
tp = &actor->s();
j = abs(tp->pos.X - pp->pos.X);
j += abs(tp->pos.Y - pp->posy);
j += abs(tp->pos.Y - pp->pos.Y);
if (j < dist)
dist = j;
@ -641,7 +641,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
// If player is dead still then update at MoveSkip4
// rate.
if (pp->pos.X == pp->oposx && pp->posy == pp->oposy && pp->posz == pp->oposz)
if (pp->pos.X == pp->oposx && pp->pos.Y == pp->oposy && pp->posz == pp->oposz)
DoCam = true;
@ -655,7 +655,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio)
if (TEST_BOOL11(sp) && numplayers > 1)
{
drawroomstotile(cp->pos.X, cp->posy, cp->posz, cp->angle.ang, cp->horizon.horiz, cp->cursector, mirror[cnt].campic, smoothratio);
drawroomstotile(cp->pos.X, cp->pos.Y, cp->posz, cp->angle.ang, cp->horizon.horiz, cp->cursector, mirror[cnt].campic, smoothratio);
}
else
{

View file

@ -1310,7 +1310,7 @@ int PlayerInitChemBomb(PLAYERp pp)
return 0;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
nz = pp->posz + pp->bob_z + Z(8);
// Spawn a shot
@ -1734,7 +1734,7 @@ int PlayerInitCaltrops(PLAYERp pp)
return 0;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
nz = pp->posz + pp->bob_z + Z(8);
auto spawnedActor = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector,

View file

@ -59,7 +59,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
// allowing you to move through wall
ang = NORM_ANGLE(pp->angle.ang.asbuild() + sop->clipbox_ang[i]);
vec3_t spos = { pp->pos.X, pp->posy, z };
vec3_t spos = { pp->pos.X, pp->pos.Y, z };
xvect = sop->clipbox_vdist[i] * bcos(ang);
yvect = sop->clipbox_vdist[i] * bsin(ang);
@ -73,7 +73,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
min_ndx = i;
// ox is where it should be
opos[i].X = pos[i].X = pp->pos.X + MulScale(sop->clipbox_vdist[i], bcos(ang), 14);
opos[i].Y = pos[i].Y = pp->posy + MulScale(sop->clipbox_vdist[i], bsin(ang), 14);
opos[i].Y = pos[i].Y = pp->pos.Y + MulScale(sop->clipbox_vdist[i], bsin(ang), 14);
// spos.x is where it hit
pos[i].X = spos.X;
@ -113,7 +113,7 @@ Collision MultiClipMove(PLAYERp pp, int z, int floor_dist)
// put posx and y off from offset
pp->pos.X += pos[min_ndx].X - opos[min_ndx].X;
pp->posy += pos[min_ndx].Y - opos[min_ndx].Y;
pp->pos.Y += pos[min_ndx].Y - opos[min_ndx].Y;
return min_ret;
}
@ -132,7 +132,7 @@ short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist)
{
ang = NORM_ANGLE(new_ang + sop->clipbox_ang[i]);
vec3_t pos = { pp->pos.X, pp->posy, z };
vec3_t pos = { pp->pos.X, pp->pos.Y, z };
xvect = sop->clipbox_vdist[i] * bcos(ang);
yvect = sop->clipbox_vdist[i] * bsin(ang);
@ -203,7 +203,7 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
if (testquadinsect(&point_num, xy, pp->cursector))
{
pp->pos.X += (pp->xvect>>14);
pp->posy += (pp->yvect>>14);
pp->pos.Y += (pp->yvect>>14);
return true;
}
@ -220,7 +220,7 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
if (testquadinsect(&point_num, xy, pp->cursector))
{
pp->pos.X -= (pp->yvect>>15);
pp->posy += (pp->xvect>>15);
pp->pos.Y += (pp->xvect>>15);
}
return false;
@ -236,7 +236,7 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
if (testquadinsect(&point_num, xy, pp->cursector))
{
pp->pos.X += (pp->yvect>>15);
pp->posy -= (pp->xvect>>15);
pp->pos.Y -= (pp->xvect>>15);
}
return false;

View file

@ -2360,7 +2360,7 @@ void InitPlayerSprite(PLAYERp pp)
COVER_SetReverb(0); // Turn off any echoing that may have been going before
pp->Reverb = 0;
auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursector, pp->pos.X,
pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
pp->pos.Y, pp->posz, pp->angle.ang.asbuild(), 0);
pp->actor = actor;
sp = &actor->s();
@ -2433,7 +2433,7 @@ void SpawnPlayerUnderSprite(PLAYERp pp)
int pnum = int(pp - Player);
pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum,
NINJA_RUN_R0, nullptr, pp->cursector, pp->pos.X, pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
NINJA_RUN_R0, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->posz, pp->angle.ang.asbuild(), 0);
sp = &pp->PlayerUnderActor->s();
u = pp->PlayerUnderActor->u();

View file

@ -52,7 +52,7 @@ BEGIN_SW_NS
void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
{
Player->oposx = Player->pos.X = x;
Player->oposy = Player->posy = y;
Player->oposy = Player->pos.Y = y;
Player->oposz = Player->posz = z;
if (ang != INT_MIN)

View file

@ -1281,23 +1281,23 @@ void DoPlayerTeleportToSprite(PLAYERp pp, vec3_t* sp, int ang)
{
pp->angle.ang = pp->angle.oang = buildang(ang);
pp->pos.X = pp->oposx = pp->oldposx = sp->X;
pp->posy = pp->oposy = pp->oldposy = sp->Y;
pp->pos.Y = pp->oposy = pp->oldposy = sp->Y;
//getzsofslopeptr(sp->sector(), pp->posx, pp->posy, &cz, &fz);
//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
pp->posz = pp->oposz = sp->Z - PLAYER_HEIGHT;
updatesector(pp->pos.X, pp->posy, &pp->cursector);
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
SET(pp->Flags2, PF2_TELEPORTED);
}
void DoPlayerTeleportToOffset(PLAYERp pp)
{
pp->oposx = pp->oldposx = pp->pos.X;
pp->oposy = pp->oldposy = pp->posy;
pp->oposy = pp->oldposy = pp->pos.Y;
updatesector(pp->pos.X, pp->posy, &pp->cursector);
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
SET(pp->Flags2, PF2_TELEPORTED);
}
@ -1370,7 +1370,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
TAG 5 to 8 = random match locations
#endif
if ((act_warp = Warp(&pp->pos.X, &pp->posy, &pp->posz, &pp->cursector)) == nullptr)
if ((act_warp = Warp(&pp->pos.X, &pp->pos.Y, &pp->posz, &pp->cursector)) == nullptr)
{
return;
}
@ -1622,7 +1622,7 @@ void DoPlayerBob(PLAYERp pp)
dist = 0;
dist = Distance(pp->pos.X, pp->posy, pp->oldposx, pp->oldposy);
dist = Distance(pp->pos.X, pp->pos.Y, pp->oldposx, pp->oldposy);
if (dist > 512)
dist = 0;
@ -1772,7 +1772,7 @@ void UpdatePlayerSprite(PLAYERp pp)
// Update sprite representation of player
sp->pos.X = pp->pos.X;
sp->pos.Y = pp->posy;
sp->pos.Y = pp->pos.Y;
// there are multiple death functions
if (TEST(pp->Flags, PF_DEAD))
@ -1967,7 +1967,7 @@ void PlayerCheckValidMove(PLAYERp pp)
static int count = 0;
pp->pos.X = pp->oldposx;
pp->posy = pp->oldposy;
pp->pos.Y = pp->oldposy;
pp->posz = pp->oldposz;
pp->cursector = pp->lastcursector;
@ -1995,7 +1995,7 @@ void PlayerSectorBound(PLAYERp pp, int amt)
// called from DoPlayerMove() but can be called
// from anywhere it is needed
getzsofslopeptr(pp->cursector, pp->pos.X, pp->posy, &cz, &fz);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
if (pp->posz > fz - amt)
pp->posz = fz - amt;
@ -2032,7 +2032,7 @@ void DoPlayerMove(PLAYERp pp)
}
pp->oldposx = pp->pos.X;
pp->oldposy = pp->posy;
pp->oldposy = pp->pos.Y;
pp->oldposz = pp->posz;
pp->lastcursector = pp->cursector;
@ -2082,11 +2082,11 @@ void DoPlayerMove(PLAYERp pp)
if (interpolate_ride)
{
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
}
pp->pos.X += pp->xvect >> 14;
pp->posy += pp->yvect >> 14;
updatesector(pp->pos.X, pp->posy, &sect);
pp->pos.Y += pp->yvect >> 14;
updatesector(pp->pos.X, pp->pos.Y, &sect);
if (sect != nullptr)
pp->cursector = sect;
}
@ -2109,13 +2109,13 @@ void DoPlayerMove(PLAYERp pp)
if (interpolate_ride)
{
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
}
auto save_cstat = sp->cstat;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
Collision coll;
updatesector(pp->pos.X, pp->posy, &pp->cursector);
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
clipmove(pp->pos, &pp->cursector, pp->xvect, pp->yvect, ((int)sp->clipdist<<2), pp->ceiling_dist, pp->floor_dist, CLIPMASK_PLAYER, coll);
sp->cstat = save_cstat;
@ -2143,7 +2143,7 @@ void DoPlayerMove(PLAYERp pp)
}
// check for warp - probably can remove from CeilingHit
if (WarpPlane(&pp->pos.X, &pp->posy, &pp->posz, &pp->cursector))
if (WarpPlane(&pp->pos.X, &pp->pos.Y, &pp->posz, &pp->cursector))
{
PlayerWarpUpdatePos(pp);
}
@ -2193,21 +2193,21 @@ void DoPlayerSectorUpdatePreMove(PLAYERp pp)
if (TEST(pp->cursector->extra, SECTFX_DYNAMIC_AREA))
{
updatesectorz(pp->pos.X, pp->posy, pp->posz, &sect);
updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, &sect);
if (sect == nullptr)
{
sect = pp->cursector;
updatesector(pp->pos.X, pp->posy, &sect);
updatesector(pp->pos.X, pp->pos.Y, &sect);
}
ASSERT(sect);
}
else if (FAF_ConnectArea(sect))
{
updatesectorz(pp->pos.X, pp->posy, pp->posz, &sect);
updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, &sect);
if (sect == nullptr)
{
sect = pp->cursector;
updatesector(pp->pos.X, pp->posy, &sect);
updatesector(pp->pos.X, pp->pos.Y, &sect);
}
ASSERT(sect);
}
@ -2223,7 +2223,7 @@ void DoPlayerSectorUpdatePostMove(PLAYERp pp)
// need to do updatesectorz if in connect area
if (sect != nullptr && FAF_ConnectArea(sect))
{
updatesectorz(pp->pos.X, pp->posy, pp->posz, &pp->cursector);
updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, &pp->cursector);
// can mess up if below
if (!pp->insector())
@ -2231,7 +2231,7 @@ void DoPlayerSectorUpdatePostMove(PLAYERp pp)
pp->setcursector(sect);
// adjust the posz to be in a sector
getzsofslopeptr(pp->cursector, pp->pos.X, pp->posy, &cz, &fz);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
if (pp->posz > fz)
pp->posz = fz;
@ -2239,7 +2239,7 @@ void DoPlayerSectorUpdatePostMove(PLAYERp pp)
pp->posz = cz;
// try again
updatesectorz(pp->pos.X, pp->posy, pp->posz, &pp->cursector);
updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, &pp->cursector);
}
}
else
@ -2380,16 +2380,16 @@ void SetupDriveCrush(PLAYERp pp, int *x, int *y)
int radius = pp->sop_control->clipdist;
x[0] = pp->pos.X - radius;
y[0] = pp->posy - radius;
y[0] = pp->pos.Y - radius;
x[1] = pp->pos.X + radius;
y[1] = pp->posy - radius;
y[1] = pp->pos.Y - radius;
x[2] = pp->pos.X + radius;
y[2] = pp->posy + radius;
y[2] = pp->pos.Y + radius;
x[3] = pp->pos.X - radius;
y[3] = pp->posy + radius;
y[3] = pp->pos.Y + radius;
}
void DriveCrush(PLAYERp pp, int *x, int *y)
@ -2716,7 +2716,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
RESET(psp->cstat, CSTAT_SPRITE_BLOCK);
if (pp->sop->clipdist)
{
vec3_t clippos = { pp->pos.X, pp->posy, z };
vec3_t clippos = { pp->pos.X, pp->pos.Y, z };
Collision coll;
clipmove(clippos, &pp->cursector, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, u->coll);
@ -2750,7 +2750,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
}
}
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->pos.X, pp->posy);
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->pos.X, pp->pos.Y);
pp->cursector = save_sect; // for speed
if (!SyncInput())
@ -3001,7 +3001,7 @@ void StackedWaterSplash(PLAYERp pp)
auto sect = pp->cursector;
auto psp = &pp->Actor()->s();
updatesectorz(pp->pos.X, pp->posy, SPRITEp_BOS(psp), &sect);
updatesectorz(pp->pos.X, pp->pos.Y, SPRITEp_BOS(psp), &sect);
if (SectorIsUnderwaterArea(sect))
{
@ -3240,15 +3240,15 @@ void DoPlayerClimb(PLAYERp pp)
pp->pos.X = pp->lx;
}
if (pp->posy != pp->ly)
if (pp->pos.Y != pp->ly)
{
if (pp->posy < pp->ly)
pp->posy += ADJ_AMT;
else if (pp->posy > pp->ly)
pp->posy -= ADJ_AMT;
if (pp->pos.Y < pp->ly)
pp->pos.Y += ADJ_AMT;
else if (pp->pos.Y > pp->ly)
pp->pos.Y -= ADJ_AMT;
if (labs(pp->posy - pp->ly) <= ADJ_AMT)
pp->posy = pp->ly;
if (labs(pp->pos.Y - pp->ly) <= ADJ_AMT)
pp->pos.Y = pp->ly;
}
// sprite
@ -3369,11 +3369,11 @@ void DoPlayerClimb(PLAYERp pp)
if (FAF_ConnectArea(pp->cursector))
{
updatesectorz(pp->pos.X, pp->posy, pp->posz, &pp->cursector);
updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, &pp->cursector);
LadderUpdate = true;
}
if (WarpPlane(&pp->pos.X, &pp->posy, &pp->posz, &pp->cursector))
if (WarpPlane(&pp->pos.X, &pp->pos.Y, &pp->posz, &pp->cursector))
{
PlayerWarpUpdatePos(pp);
LadderUpdate = true;
@ -3426,7 +3426,7 @@ int DoPlayerWadeSuperJump(PLAYERp pp)
for (i = 0; i < SIZ(angs); i++)
{
FAFhitscan(pp->pos.X, pp->posy, zh, pp->cursector, // Start position
FAFhitscan(pp->pos.X, pp->pos.Y, zh, pp->cursector, // Start position
bcos(pp->angle.ang.asbuild() + angs[i]), // X vector of 3D ang
bsin(pp->angle.ang.asbuild() + angs[i]), // Y vector of 3D ang
0, hit, CLIPMASK_MISSILE); // Z vector of 3D ang
@ -3437,7 +3437,7 @@ int DoPlayerWadeSuperJump(PLAYERp pp)
if (hit.hitSector != nullptr && labs(hit.hitSector->floorz - pp->posz) < Z(50))
{
if (Distance(pp->pos.X, pp->posy, hit.hitpos.X, hit.hitpos.Y) < ((((int)pp->Actor()->spr.clipdist)<<2) + 256))
if (Distance(pp->pos.X, pp->pos.Y, hit.hitpos.X, hit.hitpos.Y) < ((((int)pp->Actor()->spr.clipdist)<<2) + 256))
return true;
}
}
@ -3604,7 +3604,7 @@ void PlayerWarpUpdatePos(PLAYERp pp)
return;
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
pp->oposz = pp->posz;
DoPlayerZrange(pp);
UpdatePlayerSprite(pp);
@ -3748,13 +3748,13 @@ bool PlayerOnLadder(PLAYERp pp)
if (near.hitWall == nullptr || near.hitpos.X < 100 || near.hitWall->lotag != TAG_WALL_CLIMB)
return false;
FAFhitscan(pp->pos.X, pp->posy, pp->posz, pp->cursector,
FAFhitscan(pp->pos.X, pp->pos.Y, pp->posz, pp->cursector,
bcos(pp->angle.ang.asbuild() + angles[i]),
bsin(pp->angle.ang.asbuild() + angles[i]),
0,
hit, CLIPMASK_MISSILE);
dist = DIST(pp->pos.X, pp->posy, hit.hitpos.X, hit.hitpos.Y);
dist = DIST(pp->pos.X, pp->pos.Y, hit.hitpos.X, hit.hitpos.Y);
if (hit.actor() != nullptr)
{
@ -3870,7 +3870,7 @@ int PlayerCanDiveNoWarp(PLAYERp pp)
{
auto sect = pp->cursector;
updatesectorz(pp->pos.X, pp->posy, SPRITEp_BOS(&pp->Actor()->s()), &sect);
updatesectorz(pp->pos.X, pp->pos.Y, SPRITEp_BOS(&pp->Actor()->s()), &sect);
if (SectorIsUnderwaterArea(sect))
{
@ -4101,16 +4101,16 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
// get the offset from the sprite
u->sx = over_sp->pos.X - pp->pos.X;
u->sy = over_sp->pos.Y - pp->posy;
u->sy = over_sp->pos.Y - pp->pos.Y;
// update to the new x y position
pp->pos.X = under_sp->pos.X - u->sx;
pp->posy = under_sp->pos.Y - u->sy;
pp->pos.Y = under_sp->pos.Y - u->sy;
auto over = over_sp->sector();
auto under = under_sp->sector();
if (GetOverlapSector(pp->pos.X, pp->posy, &over, &under) == 2)
if (GetOverlapSector(pp->pos.X, pp->pos.Y, &over, &under) == 2)
{
pp->setcursector(under);
}
@ -4120,7 +4120,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
pp->posz = under_sp->sector()->ceilingz + Z(6);
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
pp->oposz = pp->posz;
DoPlayerZrange(pp);
@ -4175,16 +4175,16 @@ void DoPlayerWarpToSurface(PLAYERp pp)
// get the offset from the under sprite
u->sx = under_sp->pos.X - pp->pos.X;
u->sy = under_sp->pos.Y - pp->posy;
u->sy = under_sp->pos.Y - pp->pos.Y;
// update to the new x y position
pp->pos.X = over_sp->pos.X - u->sx;
pp->posy = over_sp->pos.Y - u->sy;
pp->pos.Y = over_sp->pos.Y - u->sy;
auto over = over_sp->sector();
auto under = under_sp->sector();
if (GetOverlapSector(pp->pos.X, pp->posy, &over, &under))
if (GetOverlapSector(pp->pos.X, pp->pos.Y, &over, &under))
{
pp->setcursector(over);
}
@ -4198,7 +4198,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
pp->posz -= Z(pp->WadeDepth);
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
pp->oposz = pp->posz;
return;
@ -4492,7 +4492,7 @@ void DoPlayerDive(PLAYERp pp)
auto sect = pp->cursector;
// check for sector above to see if it is an underwater sector also
updatesectorz(pp->pos.X, pp->posy, pp->cursector->ceilingz - Z(8), &sect);
updatesectorz(pp->pos.X, pp->pos.Y, pp->cursector->ceilingz - Z(8), &sect);
if (!SectorIsUnderwaterArea(sect))
{
@ -4991,9 +4991,9 @@ void DoPlayerBeginOperate(PLAYERp pp)
pp->angle.oang = pp->angle.ang = buildang(sop->ang);
pp->pos.X = sop->xmid;
pp->posy = sop->ymid;
updatesector(pp->pos.X, pp->posy, &pp->cursector);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->posy, &cz, &fz);
pp->pos.Y = sop->ymid;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
pp->posz = fz - PLAYER_HEIGHT;
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
@ -5076,9 +5076,9 @@ void DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
pp->angle.oang = pp->angle.ang = buildang(sop->ang);
pp->pos.X = sop->xmid;
pp->posy = sop->ymid;
updatesector(pp->pos.X, pp->posy, &pp->cursector);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->posy, &cz, &fz);
pp->pos.Y = sop->ymid;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
pp->posz = fz - PLAYER_HEIGHT;
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL);
@ -5132,7 +5132,7 @@ void PlayerToRemote(PLAYERp pp)
pp->remote.lastcursectp = pp->lastcursector;
pp->remote.posx = pp->pos.X;
pp->remote.posy = pp->posy;
pp->remote.posy = pp->pos.Y;
pp->remote.posz = pp->posz;
pp->remote.xvect = pp->xvect;
@ -5149,7 +5149,7 @@ void RemoteToPlayer(PLAYERp pp)
pp->lastcursector = pp->remote.lastcursectp;
pp->pos.X = pp->remote.posx;
pp->posy = pp->remote.posy;
pp->pos.Y = pp->remote.posy;
pp->posz = pp->remote.posz;
pp->xvect = pp->remote.xvect;
@ -5167,7 +5167,7 @@ void PlayerRemoteReset(PLAYERp pp, sectortype* sect)
auto rsp = &pp->remoteActor->s();
pp->pos.X = rsp->pos.X;
pp->posy = rsp->pos.Y;
pp->pos.Y = rsp->pos.Y;
pp->posz = sect->floorz - PLAYER_HEIGHT;
pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0;
@ -5199,7 +5199,7 @@ void DoPlayerStopOperate(PLAYERp pp)
if (TEST_BOOL1(rsp))
pp->angle.ang = pp->angle.oang = buildang(rsp->ang);
else
pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->xmid - pp->pos.X, pp->sop_remote->ymid - pp->posy);
pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->xmid - pp->pos.X, pp->sop_remote->ymid - pp->pos.Y);
}
if (pp->sop_control)
@ -5797,9 +5797,9 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
{
SPRITEp kp = &pp->KillerActor->s();
if (FAFcansee(kp->pos.X, kp->pos.Y, SPRITEp_TOS(kp), kp->sector(), pp->pos.X, pp->posy, pp->posz, pp->cursector))
if (FAFcansee(kp->pos.X, kp->pos.Y, SPRITEp_TOS(kp), kp->sector(), pp->pos.X, pp->pos.Y, pp->posz, pp->cursector))
{
pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(kp->pos.X - pp->pos.X, kp->pos.Y - pp->posy)) >> 4);
pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(kp->pos.X - pp->pos.X, kp->pos.Y - pp->pos.Y)) >> 4);
}
}
}
@ -5835,7 +5835,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
sp->xrepeat = sp->yrepeat = PLAYER_NINJA_XREPEAT;
RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
sp->pos.X = pp->pos.X;
sp->pos.Y = pp->posy;
sp->pos.Y = pp->pos.Y;
sp->pos.Z = pp->posz+PLAYER_HEIGHT;
sp->ang = pp->angle.ang.asbuild();
@ -6011,24 +6011,24 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
}
pp->pos.X = sp->pos.X;
pp->posy = sp->pos.Y;
pp->pos.Y = sp->pos.Y;
pp->setcursector(sp->sector());
// try to stay in valid area - death sometimes throws you out of the map
auto sect = pp->cursector;
updatesector(pp->pos.X, pp->posy, &sect);
updatesector(pp->pos.X, pp->pos.Y, &sect);
if (sect == nullptr)
{
pp->cursector = pp->lv_sector;
ChangeActorSect(pp->Actor(), pp->lv_sector);
pp->pos.X = sp->pos.X = pp->lv_x;
pp->posy = sp->pos.Y = pp->lv_y;
pp->pos.Y = sp->pos.Y = pp->lv_y;
}
else
{
pp->lv_sector = sect;
pp->lv_x = pp->pos.X;
pp->lv_y = pp->posy;
pp->lv_y = pp->pos.Y;
}
}
@ -6486,7 +6486,7 @@ void MoveSkipSavePos(void)
pp = Player + pnum;
pp->oposx = pp->pos.X;
pp->oposy = pp->posy;
pp->oposy = pp->pos.Y;
pp->oposz = pp->posz;
pp->obob_z = pp->bob_z;
pp->angle.backup();
@ -6755,7 +6755,7 @@ void domovethings(void)
if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
{
int deltax = Player[myconnectindex].pos.X - Player[screenpeek].pos.X;
int deltay = Player[myconnectindex].posy - Player[screenpeek].posy;
int deltay = Player[myconnectindex].pos.Y - Player[screenpeek].pos.Y;
Player[screenpeek].angle.settarget(bvectangbam(deltax, deltay));
}
@ -6826,7 +6826,7 @@ void InitAllPlayers(void)
for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
{
pp->pos.X = pp->oposx = pfirst->pos.X;
pp->posy = pp->oposy = pfirst->posy;
pp->pos.Y = pp->oposy = pfirst->pos.Y;
pp->posz = pp->oposz = pfirst->posz;
pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
@ -6900,7 +6900,7 @@ int SearchSpawnPosition(PLAYERp pp)
if (opp != pp) // don't test for yourself
{
if (FindDistance3D(sp->pos.X - opp->pos.X, sp->pos.Y - opp->posy, sp->pos.Z - opp->posz) < 1000)
if (FindDistance3D(sp->pos.X - opp->pos.X, sp->pos.Y - opp->pos.Y, sp->pos.Z - opp->posz) < 1000)
{
blocked = true;
break;
@ -6983,12 +6983,12 @@ void PlayerSpawnPosition(PLAYERp pp)
pp->pos.X = pp->oposx = sp->pos.X;
pp->posy = pp->oposy = sp->pos.Y;
pp->pos.Y = pp->oposy = sp->pos.Y;
pp->posz = pp->oposz = sp->pos.Z;
pp->angle.ang = pp->angle.oang = buildang(sp->ang);
pp->setcursector(sp->sector());
getzsofslopeptr(pp->cursector, pp->pos.X, pp->posy, &cz, &fz);
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
// if too close to the floor - stand up
if (pp->posz > fz - PLAYER_HEIGHT)
{
@ -7045,7 +7045,7 @@ void InitMultiPlayerInfo(void)
continue;
}
auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->pos.X, pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->posz, pp->angle.ang.asbuild(), 0);
start0->clearUser();
start0->spr.picnum = ST1;
}

View file

@ -185,7 +185,7 @@ void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *a
{
auto sp = &actor->s();
dist = FindDistance3D(pp->pos.X - sp->pos.X, pp->posy - sp->pos.Y, pp->posz - sp->pos.Z);
dist = FindDistance3D(pp->pos.X - sp->pos.X, pp->pos.Y - sp->pos.Y, pp->posz - sp->pos.Z);
// shake whole level
if (QUAKE_TestDontTaper(sp))
@ -258,7 +258,7 @@ void SpawnQuake(sectortype* sect, int x, int y, int z,
bool SetQuake(PLAYERp pp, short tics, short amt)
{
SpawnQuake(pp->cursector, pp->pos.X, pp->posy, pp->posz, tics, amt, 30000);
SpawnQuake(pp->cursector, pp->pos.X, pp->pos.Y, pp->posz, tics, amt, 30000);
return false;
}
@ -281,7 +281,7 @@ int SetGunQuake(DSWActor* actor)
int SetPlayerQuake(PLAYERp pp)
{
SpawnQuake(pp->cursector, pp->pos.X, pp->posy, pp->posz, 40, 8, 40000);
SpawnQuake(pp->cursector, pp->pos.X, pp->pos.Y, pp->posz, 40, 8, 40000);
return 0;
}

View file

@ -435,7 +435,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, P
if (arc.BeginObject(keyname))
{
arc("x", w.pos.X)
("y", w.posy)
("y", w.pos.Y)
("z", w.posz)
("lv_sectnum", w.lv_sector)
("lv_x", w.lv_x)

View file

@ -1451,7 +1451,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
{
pp = GlobPlayerP;
if (!FAFcansee(pp->pos.X, pp->posy, pp->posz, pp->cursector, sp->pos.X, sp->pos.Y, sp->pos.Z - DIV2(SPRITEp_SIZE_Z(sp)), sp->sector()))
if (!FAFcansee(pp->pos.X, pp->pos.Y, pp->posz, pp->cursector, sp->pos.X, sp->pos.Y, sp->pos.Z - DIV2(SPRITEp_SIZE_Z(sp)), sp->sector()))
return false;
}
@ -1923,7 +1923,7 @@ void OperateTripTrigger(PLAYERp pp)
if (TEST(u->Flags, SPR_WAIT_FOR_TRIGGER))
{
if (Distance(sp->pos.X, sp->pos.Y, pp->pos.X, pp->posy) < dist)
if (Distance(sp->pos.X, sp->pos.Y, pp->pos.X, pp->pos.Y) < dist)
{
u->targetActor = pp->Actor();
RESET(u->Flags, SPR_WAIT_FOR_TRIGGER);
@ -2054,7 +2054,7 @@ bool NearThings(PLAYERp pp)
HitInfo hit{};
short dang = pp->angle.ang.asbuild();
FAFhitscan(pp->pos.X, pp->posy, pp->posz - Z(30), pp->cursector, // Start position
FAFhitscan(pp->pos.X, pp->pos.Y, pp->posz - Z(30), pp->cursector, // Start position
bcos(dang), // X vector of 3D ang
bsin(dang), // Y vector of 3D ang
0, // Z vector of 3D ang
@ -2063,7 +2063,7 @@ bool NearThings(PLAYERp pp)
if (hit.hitSector == nullptr)
return false;
if (Distance(hit.hitpos.X, hit.hitpos.Y, pp->pos.X, pp->posy) > 1500)
if (Distance(hit.hitpos.X, hit.hitpos.Y, pp->pos.X, pp->pos.Y) > 1500)
return false;
// hit a sprite?
@ -2104,7 +2104,7 @@ void NearTagList(NEAR_TAG_INFOp ntip, PLAYERp pp, int z, int dist, int type, int
HitInfo near;
neartag({ pp->pos.X, pp->posy, z }, pp->cursector, pp->angle.ang.asbuild(), near, dist, type);
neartag({ pp->pos.X, pp->pos.Y, z }, pp->cursector, pp->angle.ang.asbuild(), near, dist, type);
if (near.hitSector != nullptr)
{
@ -2221,7 +2221,7 @@ int DoPlayerGrabStar(PLAYERp pp)
{
sp = &StarQueue[i]->s();
if (FindDistance3D(sp->pos.X - pp->pos.X, sp->pos.Y - pp->posy, sp->pos.Z - pp->posz + Z(12)) < 500)
if (FindDistance3D(sp->pos.X - pp->pos.X, sp->pos.Y - pp->pos.Y, sp->pos.Z - pp->posz + Z(12)) < 500)
{
break;
}
@ -2764,7 +2764,7 @@ void DoSector(void)
}
else
{
DISTANCE(pp->pos.X, pp->posy, sop->xmid, sop->ymid, dist, a, b, c);
DISTANCE(pp->pos.X, pp->pos.Y, sop->xmid, sop->ymid, dist, a, b, c);
if (dist < min_dist)
min_dist = dist;
}

View file

@ -124,7 +124,7 @@ short SoundDist(int x, int y, int z, int basedist)
extern short screenpeek;
tx = fabs(Player[screenpeek].pos.X - x);
ty = fabs(Player[screenpeek].posy - y);
ty = fabs(Player[screenpeek].pos.Y - y);
tz = fabs((Player[screenpeek].posz - z) >> 4);
// Use the Pythagreon Theorem to compute the magnitude of a 3D vector
@ -382,7 +382,7 @@ static void UpdateAmbients()
if (sdist < 255 && amb->vocIndex == DIGI_WHIPME)
{
PLAYERp pp = Player + screenpeek;
if (!FAFcansee(sp->pos.X, sp->pos.Y, sp->pos.Z, sp->sector(), pp->pos.X, pp->posy, pp->posz, pp->cursector))
if (!FAFcansee(sp->pos.X, sp->pos.Y, sp->pos.Z, sp->sector(), pp->pos.X, pp->pos.Y, pp->posz, pp->cursector))
{
sdist = 255;
}
@ -560,7 +560,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
// Can the ambient sound see the player? If not, tone it down some.
if ((chanflags & CHANF_LOOP))
{
if (!FAFcansee(vpos->X, vpos->Y, vpos->Z, sp->sector(), pp->pos.X, pp->posy, pp->posz, pp->cursector))
if (!FAFcansee(vpos->X, vpos->Y, vpos->Z, sp->sector(), pp->pos.X, pp->pos.Y, pp->posz, pp->cursector))
{
auto distvec = npos - campos;
npos = campos + distvec * 1.75f; // Play more quietly
@ -603,7 +603,7 @@ void GameInterface::UpdateSounds(void)
if (TEST_BOOL1(rsp))
tang = buildang(rsp->ang);
else
tang = bvectangbam(pp->sop_remote->xmid - pp->pos.X, pp->sop_remote->ymid - pp->posy);
tang = bvectangbam(pp->sop_remote->xmid - pp->pos.X, pp->sop_remote->ymid - pp->pos.Y);
}
else tang = pp->angle.ang;

View file

@ -1530,9 +1530,9 @@ void PreMapCombineFloors(void)
if (itsect == dasect)
{
pp->pos.X += dx;
pp->posy += dy;
pp->pos.Y += dy;
pp->oposx = pp->oldposx = pp->pos.X;
pp->oposy = pp->oldposy = pp->posy;
pp->oposy = pp->oldposy = pp->pos.Y;
break;
}
}
@ -5214,7 +5214,7 @@ int DoGet(DSWActor* actor)
if (TEST(pp->Flags, PF_DEAD))
continue;
DISTANCE(pp->pos.X, pp->posy, sp->pos.X, sp->pos.Y, dist, a,b,c);
DISTANCE(pp->pos.X, pp->pos.Y, sp->pos.X, sp->pos.Y, dist, a,b,c);
if ((unsigned)dist > (pu->Radius + u->Radius))
{
continue;
@ -5228,7 +5228,7 @@ int DoGet(DSWActor* actor)
auto cstat_bak = sp->cstat;
SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
can_see = FAFcansee(sp->pos.X, sp->pos.Y, sp->pos.Z, sp->sector(),
pp->pos.X, pp->posy, pp->posz, pp->cursector);
pp->pos.X, pp->pos.Y, pp->posz, pp->cursector);
sp->cstat = cstat_bak;
if (!can_see)
@ -6261,7 +6261,7 @@ void SpriteControl(void)
pp = &Player[pnum];
// Only update the ones closest
DISTANCE(pp->pos.X, pp->posy, sp->pos.X, sp->pos.Y, dist, tx, ty, tmin);
DISTANCE(pp->pos.X, pp->pos.Y, sp->pos.X, sp->pos.Y, dist, tx, ty, tmin);
AdjustActiveRange(pp, actor, dist);

View file

@ -838,7 +838,7 @@ void BossHealthMeter(void)
sp = &BossSpriteNum[i]->s();
u = BossSpriteNum[i]->u();
if (cansee(sp->pos.X, sp->pos.Y, SPRITEp_TOS(sp), sp->sector(), pp->pos.X, pp->posy, pp->posz - Z(40), pp->cursector))
if (cansee(sp->pos.X, sp->pos.Y, SPRITEp_TOS(sp), sp->sector(), pp->pos.X, pp->pos.Y, pp->posz - Z(40), pp->cursector))
{
if (i == 0 && !bosswasseen[0])
{

View file

@ -1588,14 +1588,14 @@ void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
pp->RevolveAng = pp->angle.ang;
pp->RevolveX = pp->pos.X;
pp->RevolveY = pp->posy;
pp->RevolveY = pp->pos.Y;
// set the delta angle to 0 when moving
pp->RevolveDeltaAng = 0;
}
pp->pos.X += nx;
pp->posy += ny;
pp->pos.Y += ny;
if (TEST(sop->flags, SOBJ_DONT_ROTATE))
{
@ -1612,7 +1612,7 @@ void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
// know where he was last
pp->RevolveAng = pp->angle.ang;
pp->RevolveX = pp->pos.X;
pp->RevolveY = pp->posy;
pp->RevolveY = pp->pos.Y;
// set the delta angle to 0 when moving
pp->RevolveDeltaAng = 0;
@ -1851,7 +1851,7 @@ PlayerPart:
// prevents you from falling into map HOLEs created by moving
// Sectors and sprites around.
//if (sop->xmid < MAXSO)
updatesector(pp->pos.X, pp->posy, &pp->cursector);
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
// in case you are in a whirlpool
// move perfectly with the ride in the z direction
@ -3542,7 +3542,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics)
{
pp = &Player[pnum];
if (Distance(sp->pos.X, sp->pos.Y, pp->pos.X, pp->posy) < u->Dist)
if (Distance(sp->pos.X, sp->pos.Y, pp->pos.X, pp->pos.Y) < u->Dist)
{
u->targetActor = pp->Actor();
RESET(u->Flags, SPR_WAIT_FOR_PLAYER);

View file

@ -117,7 +117,7 @@ void VisViewChange(PLAYERp pp, int *vis)
}
// save off the brightest vis that you can see
if (FAFcansee(pp->pos.X, pp->posy, pp->posz, pp->cursector, x, y, z, sectp))
if (FAFcansee(pp->pos.X, pp->pos.Y, pp->posz, pp->cursector, x, y, z, sectp))
{
if (VIS_VisCur(sp) < BrightestVis)
BrightestVis = VIS_VisCur(sp);

View file

@ -11832,7 +11832,7 @@ void InitSpellRing(PLAYERp pp)
for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
{
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->pos.X, pp->posy, pp->posz, ang, 0);
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->pos.X, pp->pos.Y, pp->posz, ang, 0);
sp = &actorNew->s();
@ -12214,7 +12214,7 @@ void InitSpellNapalm(PLAYERp pp)
for (i = 0; i < SIZ(mp); i++)
{
auto actor = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, pp->cursector,
pp->pos.X, pp->posy, pp->posz + Z(12), pp->angle.ang.asbuild(), NAPALM_VELOCITY*2);
pp->pos.X, pp->pos.Y, pp->posz + Z(12), pp->angle.ang.asbuild(), NAPALM_VELOCITY*2);
sp = &actor->s();
u = actor->u();
@ -12366,7 +12366,7 @@ int InitSpellMirv(PLAYERp pp)
return 0;
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector,
pp->pos.X, pp->posy, pp->posz + Z(12), pp->angle.ang.asbuild(), MIRV_VELOCITY);
pp->pos.X, pp->pos.Y, pp->posz + Z(12), pp->angle.ang.asbuild(), MIRV_VELOCITY);
sp = &actorNew->s();
u = actorNew->u();
@ -12506,7 +12506,7 @@ int InitSwordAttack(PLAYERp pp)
if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
dist = Distance(pp->pos.X, pp->posy, sp->pos.X, sp->pos.Y);
dist = Distance(pp->pos.X, pp->pos.Y, sp->pos.X, sp->pos.Y);
reach = 1000; // !JIM! was 800
face = 200;
@ -12531,7 +12531,7 @@ int InitSwordAttack(PLAYERp pp)
daang = pp->angle.ang.asbuild();
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
FAFhitscan(pp->pos.X, pp->posy, pp->posz, pp->cursector, // Start position
FAFhitscan(pp->pos.X, pp->pos.Y, pp->posz, pp->cursector, // Start position
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz, // Z vector of 3D ang
@ -12540,7 +12540,7 @@ int InitSwordAttack(PLAYERp pp)
if (hit.hitSector == nullptr)
return 0;
if (FindDistance3D(pp->pos.X - hit.hitpos.X, pp->posy - hit.hitpos.Y, pp->posz - hit.hitpos.Z) < 700)
if (FindDistance3D(pp->pos.X - hit.hitpos.X, pp->pos.Y - hit.hitpos.Y, pp->posz - hit.hitpos.Z) < 700)
{
if (hit.actor() != nullptr)
@ -12683,7 +12683,7 @@ int InitFistAttack(PLAYERp pp)
if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
dist = Distance(pp->pos.X, pp->posy, sp->pos.X, sp->pos.Y);
dist = Distance(pp->pos.X, pp->pos.Y, sp->pos.X, sp->pos.Y);
if (pp->InventoryActive[2]) // Shadow Bombs give you demon fist
{
@ -12721,7 +12721,7 @@ int InitFistAttack(PLAYERp pp)
daang = pp->angle.ang.asbuild();
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
FAFhitscan(pp->pos.X, pp->posy, pp->posz, pp->cursector, // Start position
FAFhitscan(pp->pos.X, pp->pos.Y, pp->posz, pp->cursector, // Start position
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz, // Z vector of 3D ang
@ -12730,7 +12730,7 @@ int InitFistAttack(PLAYERp pp)
if (hit.hitSector == nullptr)
return 0;
if (FindDistance3D(pp->pos.X - hit.hitpos.X, pp->posy - hit.hitpos.Y, pp->posz - hit.hitpos.Z) < 700)
if (FindDistance3D(pp->pos.X - hit.hitpos.X, pp->pos.Y - hit.hitpos.Y, pp->posz - hit.hitpos.Z) < 700)
{
if (hit.actor() != nullptr)
@ -13334,7 +13334,7 @@ int InitStar(PLAYERp pp)
return 0;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
nz = pp->posz + pp->bob_z + Z(8);
@ -13451,7 +13451,7 @@ void InitHeartAttack(PLAYERp pp)
return;
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursector,
pp->pos.X, pp->posy, pp->posz + Z(12), pp->angle.ang.asbuild(), BLOOD_WORM_VELOCITY*2);
pp->pos.X, pp->pos.Y, pp->posz + Z(12), pp->angle.ang.asbuild(), BLOOD_WORM_VELOCITY*2);
sp = &actorNew->s();
u = actorNew->u();
@ -13596,7 +13596,7 @@ int InitShotgun(PLAYERp pp)
}
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
daz = nz = pp->posz + pp->bob_z;
daang = 64;
@ -13755,7 +13755,7 @@ int InitLaser(PLAYERp pp)
return 0;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
nz = pp->posz + pp->bob_z + Z(8);
@ -13864,7 +13864,7 @@ int InitRail(PLAYERp pp)
return 0;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
nz = pp->posz + pp->bob_z + Z(11);
@ -14045,7 +14045,7 @@ int InitRocket(PLAYERp pp)
return 0;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
// Spawn a shot
// Inserting and setting up variables
@ -14158,7 +14158,7 @@ int InitBunnyRocket(PLAYERp pp)
return 0;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
// Spawn a shot
// Inserting and setting up variables
@ -14267,7 +14267,7 @@ int InitNuke(PLAYERp pp)
return 0;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
// Spawn a shot
// Inserting and setting up variables
@ -14435,7 +14435,7 @@ int InitMicro(PLAYERp pp)
TARGET_SORTp ts = TargetSort;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
const int MAX_MICRO = 1;
@ -15810,7 +15810,7 @@ int InitTracerUzi(PLAYERp pp)
short lat_dist[] = {800,-800};
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
nz = pp->posz + Z(8) + -MulScale(pp->horizon.horiz.asq16(), 72, 16);
// Spawn a shot
@ -16185,7 +16185,7 @@ int InitUzi(PLAYERp pp)
xvect = bcos(daang);
yvect = bsin(daang);
zvect = daz;
FAFhitscan(pp->pos.X, pp->posy, nz, pp->cursector, // Start position
FAFhitscan(pp->pos.X, pp->pos.Y, nz, pp->cursector, // Start position
xvect,yvect,zvect,
hit, CLIPMASK_MISSILE);
@ -17408,7 +17408,7 @@ int InitGrenade(PLAYERp pp)
return 0;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
nz = pp->posz + pp->bob_z + Z(8);
// Spawn a shot
@ -17566,7 +17566,7 @@ int InitMine(PLAYERp pp)
return 0;
nx = pp->pos.X;
ny = pp->posy;
ny = pp->pos.Y;
nz = pp->posz + pp->bob_z + Z(8);
// Spawn a shot
@ -17713,7 +17713,7 @@ int InitFireball(PLAYERp pp)
return 0;
nx += pp->pos.X;
ny += pp->posy;
ny += pp->pos.Y;
nz = pp->posz + pp->bob_z + Z(15);
@ -19019,7 +19019,7 @@ int DoFloorBlood(DSWActor* actor)
{
pp = &Player[pnum];
DISTANCE(sp->pos.X, sp->pos.Y, pp->pos.X, pp->posy, dist, a, b, c);
DISTANCE(sp->pos.X, sp->pos.Y, pp->pos.X, pp->pos.Y, dist, a, b, c);
if (dist < near_dist)
{

View file

@ -32,7 +32,7 @@ BEGIN_SW_NS
#define NEW_ELECTRO 1
#define HORIZ_MULT 128L
#define ANG2PLAYER(pp,sp) (getangle((pp)->pos.X - (sp)->pos.X, (pp)->posy - (sp)->pos.Y))
#define ANG2PLAYER(pp,sp) (getangle((pp)->pos.X - (sp)->pos.X, (pp)->pos.Y - (sp)->pos.Y))
#define ANG2SPRITE(sp,op) (getangle((sp)->pos.X - (op)->pos.X, (sp)->pos.Y - (op)->pos.Y))
#define MAX_HOLE_QUEUE 64

View file

@ -781,7 +781,7 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
if (ownerActor == nullptr)
return;
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos.X, pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos.X, pp->pos.Y, pp->posz, pp->angle.ang.asbuild(), 0);
np = &actorNew->s();
nu = actorNew->u();
np->setsector(pp->cursector);