From ae3369d2a351a33a0640326357ee31d708f2393b Mon Sep 17 00:00:00 2001 From: Mitchell Richters <mjr4077au@gmail.com> Date: Sat, 11 Dec 2021 17:24:41 +1100 Subject: [PATCH] - SW: Replace `PLAYERstruct` `posy` with `pos.Y` calls. --- source/games/sw/src/ai.cpp | 4 +- source/games/sw/src/bunny.cpp | 4 +- source/games/sw/src/draw.cpp | 8 +- source/games/sw/src/game.h | 12 +-- source/games/sw/src/hornet.cpp | 2 +- source/games/sw/src/jsector.cpp | 6 +- source/games/sw/src/jweapon.cpp | 4 +- source/games/sw/src/mclip.cpp | 14 +-- source/games/sw/src/ninja.cpp | 4 +- source/games/sw/src/osdcmds.cpp | 2 +- source/games/sw/src/player.cpp | 156 ++++++++++++++++---------------- source/games/sw/src/quake.cpp | 6 +- source/games/sw/src/save.cpp | 2 +- source/games/sw/src/sector.cpp | 14 +-- source/games/sw/src/sounds.cpp | 8 +- source/games/sw/src/sprite.cpp | 10 +- source/games/sw/src/sumo.cpp | 2 +- source/games/sw/src/track.cpp | 10 +- source/games/sw/src/vis.cpp | 2 +- source/games/sw/src/weapon.cpp | 48 +++++----- source/games/sw/src/weapon.h | 2 +- source/games/sw/src/zombie.cpp | 2 +- 22 files changed, 161 insertions(+), 161 deletions(-) diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index 36a8d303b..3989814b5 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -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())) diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index a7bf82f54..9f5c231d9 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -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); } } diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index c9b08c52f..3c4f0d69b 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -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; } diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index e1f7eb753..c000ffdaa 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -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; }; diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index cae1b15a0..a2b10cafe 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -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; diff --git a/source/games/sw/src/jsector.cpp b/source/games/sw/src/jsector.cpp index 3c4c8c969..e24a96f63 100644 --- a/source/games/sw/src/jsector.cpp +++ b/source/games/sw/src/jsector.cpp @@ -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 { diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index a855d2cd4..9fb166a29 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -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, diff --git a/source/games/sw/src/mclip.cpp b/source/games/sw/src/mclip.cpp index ef9206e57..79eb4689f 100644 --- a/source/games/sw/src/mclip.cpp +++ b/source/games/sw/src/mclip.cpp @@ -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; diff --git a/source/games/sw/src/ninja.cpp b/source/games/sw/src/ninja.cpp index ce1f63da4..d0e5d9219 100644 --- a/source/games/sw/src/ninja.cpp +++ b/source/games/sw/src/ninja.cpp @@ -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(); diff --git a/source/games/sw/src/osdcmds.cpp b/source/games/sw/src/osdcmds.cpp index 3778ce528..c22c0c936 100644 --- a/source/games/sw/src/osdcmds.cpp +++ b/source/games/sw/src/osdcmds.cpp @@ -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) diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index f61360c7b..26eab053a 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -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, §); + pp->pos.Y += pp->yvect >> 14; + updatesector(pp->pos.X, pp->pos.Y, §); 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, §); + updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, §); if (sect == nullptr) { sect = pp->cursector; - updatesector(pp->pos.X, pp->posy, §); + updatesector(pp->pos.X, pp->pos.Y, §); } ASSERT(sect); } else if (FAF_ConnectArea(sect)) { - updatesectorz(pp->pos.X, pp->posy, pp->posz, §); + updatesectorz(pp->pos.X, pp->pos.Y, pp->posz, §); if (sect == nullptr) { sect = pp->cursector; - updatesector(pp->pos.X, pp->posy, §); + updatesector(pp->pos.X, pp->pos.Y, §); } 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), §); + updatesectorz(pp->pos.X, pp->pos.Y, SPRITEp_BOS(psp), §); 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()), §); + updatesectorz(pp->pos.X, pp->pos.Y, SPRITEp_BOS(&pp->Actor()->s()), §); 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), §); + updatesectorz(pp->pos.X, pp->pos.Y, pp->cursector->ceilingz - Z(8), §); 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, §); + updatesector(pp->pos.X, pp->pos.Y, §); 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; } diff --git a/source/games/sw/src/quake.cpp b/source/games/sw/src/quake.cpp index 70dc74846..f58cfdb84 100644 --- a/source/games/sw/src/quake.cpp +++ b/source/games/sw/src/quake.cpp @@ -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; } diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp index 9bed6e8db..6f23213c4 100644 --- a/source/games/sw/src/save.cpp +++ b/source/games/sw/src/save.cpp @@ -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) diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index d9db21911..7f987a223 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -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; } diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index e4dfb0e91..7ee5c5438 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -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; diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 9582e9209..21dc89bff 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -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); diff --git a/source/games/sw/src/sumo.cpp b/source/games/sw/src/sumo.cpp index 40a03b999..ac30ba1f7 100644 --- a/source/games/sw/src/sumo.cpp +++ b/source/games/sw/src/sumo.cpp @@ -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]) { diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 4edc847ca..5e1528eb3 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -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); diff --git a/source/games/sw/src/vis.cpp b/source/games/sw/src/vis.cpp index 0c694d419..c048d8ed4 100644 --- a/source/games/sw/src/vis.cpp +++ b/source/games/sw/src/vis.cpp @@ -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); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 0e3e5f27a..f2bb2dfed 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -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) { diff --git a/source/games/sw/src/weapon.h b/source/games/sw/src/weapon.h index 27acfefcf..97c29b570 100644 --- a/source/games/sw/src/weapon.h +++ b/source/games/sw/src/weapon.h @@ -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 diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index 94cb4f26f..a6e37841e 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -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);