- replaced all add_int_z calls with constants.

This commit is contained in:
Christoph Oelckers 2022-08-20 17:59:15 +02:00
parent 4a6f9f316a
commit b32c4444c4
19 changed files with 44 additions and 45 deletions

View file

@ -4584,7 +4584,7 @@ static Collision MoveThing(DBloodActor* actor)
if ((actor->spr.flags & 2) && bottom < floorZ)
{
actor->add_int_z(455);
actor->spr.pos.Z += 1.777;
actor->vel.Z += 58254;
if (actor->spr.type == kThingZombieHead)
{

View file

@ -746,8 +746,8 @@ void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector florz / ceilgz
if (actor->insector() && actor->xspr.Touch && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) {
if (actor->int_pos().Z == actor->sector()->int_floorz()) actor->add_int_z(-1);
else if (actor->int_pos().Z == actor->sector()->int_ceilingz()) actor->add_int_z(1);
if (actor->int_pos().Z == actor->sector()->int_floorz()) actor->spr.pos.Z -= zmaptoworld;
else if (actor->int_pos().Z == actor->sector()->int_ceilingz()) actor->spr.pos.Z += zmaptoworld;
}
// make Proximity flag work not just for dudes and things...
@ -1747,7 +1747,7 @@ void debrisMove(int listIndex)
}
else if ((actor->xspr.physAttr & kPhysGravity) && bottom < floorZ)
{
actor->add_int_z(455);
actor->spr.pos.Z += 1.777;
actor->vel.Z += 58254;
}

View file

@ -491,7 +491,7 @@ void moveplayers(void)
if (act->sector()->lotag != ST_2_UNDERWATER)
makeitfall(act);
if (act->spr.zvel == 0 && act->sector()->lotag == ST_1_ABOVE_WATER)
act->add_int_z((32 << 8));
act->spr.pos.Z += 32;
}
if (act->spr.extra < 8)
@ -663,7 +663,7 @@ void movecrane(DDukeActor *actor, int crane)
}
else if (actor->temp_data[0] == 2 || actor->temp_data[0] == 7)
{
actor->add_int_z((1024 + 512));
actor->spr.pos.Z += 6;
if (actor->temp_data[0] == 2)
{
@ -923,7 +923,7 @@ void detonate(DDukeActor *actor, int explosion)
}
}
actor->add_int_z(-(32 << 8));
actor->spr.pos.Z -= 32;
if ((actor->temp_data[3] == 1 && actor->spr.xrepeat) || actor->spr.lotag == -99)
{
@ -1371,7 +1371,7 @@ void rpgexplode(DDukeActor *actor, int hit, const vec3_t &pos, int EXPLOSION2, i
else
{
explosion->spr.cstat |= CSTAT_SPRITE_YFLIP;
explosion->add_int_z((48 << 8));
explosion->spr.pos.Z += 48;
}
}
if (newextra > 0) actor->spr.extra = newextra;
@ -1634,7 +1634,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
if (actor->temp_data[0] == -1)
{
actor->add_int_z(1024);
actor->spr.pos.Z += 4;
actor->temp_data[2]++;
if ((actor->temp_data[2] & 3) == 0) spawn(actor, explosion);
getglobalz(actor);

View file

@ -740,7 +740,7 @@ void movefallers_d(void)
}
}
act->set_int_ang(act->temp_data[1]);
act->add_int_z(+(16 << 8));
act->spr.pos.Z += 16;
}
else if (act->temp_data[0] == 1)
{
@ -1645,7 +1645,7 @@ static void weaponcommon_d(DDukeActor* proj)
if (proj->spr.zvel < 0)
{
spawned->spr.cstat |= CSTAT_SPRITE_YFLIP;
spawned->add_int_z(72 << 8);
spawned->spr.pos.Z += 72;
}
}
}
@ -2610,7 +2610,7 @@ static void heavyhbomb(DDukeActor *actor)
if (actor->sector()->lotag == 1 && actor->spr.zvel == 0)
{
actor->add_int_z(32 << 8);
actor->spr.pos.Z += 32;
if (actor->temp_data[5] == 0)
{
actor->temp_data[5] = 1;

View file

@ -1309,7 +1309,7 @@ static void weaponcommon_r(DDukeActor *proj)
if (proj->spr.zvel < 0)
{
spawned->spr.cstat |= CSTAT_SPRITE_YFLIP;
spawned->add_int_z(72 << 8);
spawned->spr.pos.Z += 72;
}
}
}

View file

@ -183,7 +183,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
switch (h->spr.picnum)
{
case DUKELYINGDEAD:
t->add_int_z(24 << 8);
t->pos.Z += 24;
break;
case BLOODPOOL:
case FOOTPRINTS:
@ -299,7 +299,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
p = h->spr.yvel;
if (t->pal == 1) t->add_int_z(-(18 << 8));
if (t->pal == 1) t->pos.Z -= 18;
if (ps[p].over_shoulder_on > 0 && ps[p].newOwner == nullptr)
{

View file

@ -181,7 +181,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
h->spr.xrepeat = 24;
h->spr.yrepeat = 17;
if (h->spr.extra > 0)
t->add_int_z(6 << 8);
t->pos.Z += 6;
break;
case BLOODPOOL:
case FOOTPRINTS:
@ -341,7 +341,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
p = h->spr.yvel;
if (t->pal == 1) t->add_int_z(-(18 << 8));
if (t->pal == 1) t->pos.Z -= 18;
if (ps[p].over_shoulder_on > 0 && ps[p].newOwner == nullptr)
{

View file

@ -617,7 +617,7 @@ void playerisdead(int snum, int psectlotag, int fz, int cz)
}
else
{
actor->add_int_z(-512);
actor->spr.pos.Z -= 2;
actor->spr.zvel = -348;
}

View file

@ -894,7 +894,7 @@ void shoot_r(DDukeActor* actor, int atwith)
{
j->spr.xvel = 32;
j->spr.angle = actor->spr.angle;
j->add_int_z(-(5 << 8));
j->spr.pos.Z -= 5;
}
break;
}
@ -905,7 +905,7 @@ void shoot_r(DDukeActor* actor, int atwith)
{
j->spr.xvel = 250;
j->spr.angle = actor->spr.angle;
j->add_int_z(-(15 << 8));
j->spr.pos.Z -= 15;
}
break;
}

View file

@ -127,7 +127,7 @@ void DoSpawn(player_struct *p, int snum)
// like chaingun shells
j->set_int_ang((j->int_ang() + 1024) & 2047);
j->spr.xvel += 32;
j->add_int_z(3<<8);
j->spr.pos.Z += 3;
ssp(j,CLIPMASK0);
}

View file

@ -199,7 +199,7 @@ void operaterespawns_d(int low)
auto star = spawn(act, TRANSPORTERSTAR);
if (star)
{
star->add_int_z(-(32 << 8));
star->spr.pos.Z -= 32;
act->spr.extra = 66 - 12; // Just a way to killit
}

View file

@ -313,7 +313,7 @@ void operaterespawns_r(int low)
if (badguypic(act->spr.hitag) && ud.monsters_off) break;
auto star = spawn(act, TRANSPORTERSTAR);
if (star) star->add_int_z(-(32 << 8));
if (star) star->spr.pos.Z -= 32;
act->spr.extra = 66 - 12; // Just a way to killit
break;

View file

@ -318,7 +318,7 @@ void spawntransporter(DDukeActor *actj, DDukeActor* act, bool beam)
act->spr.xrepeat = 48;
act->spr.yrepeat = 64;
if (actj->spr.statnum == 10 || badguy(actj))
act->add_int_z(-(32 << 8));
act->spr.pos.Z -= 32;
}
}
@ -527,9 +527,9 @@ void initwaterdrip(DDukeActor* actj, DDukeActor* actor)
if (actj->spr.pal != 1)
{
actor->spr.pal = 2;
actor->add_int_z(-(18 << 8));
actor->spr.pos.Z -= 18;
}
else actor->add_int_z(-(13 << 8));
else actor->spr.pos.Z -= 13;
actor->set_int_ang(getangle(ps[connecthead].player_int_pos().X - actor->int_pos().X, ps[connecthead].player_int_pos().Y - actor->int_pos().Y));
actor->spr.xvel = 48 - (krand() & 31);
ssp(actor, CLIPMASK0);

View file

@ -262,7 +262,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
case BLOOD:
act->spr.xrepeat = act->spr.yrepeat = 16;
act->add_int_z(-(26 << 8));
act->spr.pos.Z -= 26;
if (actj && actj->spr.pal == 6)
act->spr.pal = 6;
ChangeActorStat(act, STAT_MISC);
@ -297,7 +297,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
int fz = getflorzofslopeptr(act->sector(), act->int_pos().X, act->int_pos().Y);
if (fz != act->int_pos().Z)
act->set_int_z(fz);
act->add_int_z(-200);
act->spr.pos.Z -= 0.78125;
}
[[fallthrough]];
@ -1000,7 +1000,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
if (actj)
{
act->spr.lotag = 0;
act->add_int_z(-(32 << 8));
act->spr.pos.Z -= 32;
act->spr.zvel = -1024;
ssp(act, CLIPMASK0);
if (krand() & 4) act->spr.cstat |= CSTAT_SPRITE_XFLIP;

View file

@ -324,7 +324,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
case BLOOD:
act->spr.xrepeat = act->spr.yrepeat = 4;
act->add_int_z(-(26 << 8));
act->spr.pos.Z -= 26;
ChangeActorStat(act, STAT_MISC);
break;
case BLOODPOOL:
@ -1155,7 +1155,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
act->spr.lotag = 0;
if (act->spr.picnum != BOWLINGBALLSPRITE)
{
act->add_int_z(-(32 << 8));
act->spr.pos.Z -= 32;
act->spr.zvel = -(4 << 8);
}
else

View file

@ -1838,7 +1838,7 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
int BloodSprayFall(DSWActor* actor)
{
actor->add_int_z(1500);
actor->spr.pos.Z += 5.86;
return 0;
}
@ -2191,7 +2191,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
switch (actorNew->user.ID)
{
case UZI_SHELL:
actorNew->add_int_z(-Z(13));
actorNew->spr.pos.Z -= 13;
if (ShellNum == -3)
{
@ -2217,7 +2217,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 13;
break;
case SHOT_SHELL:
actorNew->add_int_z(-Z(13));
actorNew->spr.pos.Z -= 13;
actorNew->spr.angle = actor->spr.angle;
HelpMissileLateral(actorNew,2500);
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 512));

View file

@ -5962,7 +5962,7 @@ void DoPlayerDeathDrown(PLAYER* pp)
{
pp->pos.Z += 2;
if (MoveSkip2 == 0)
actor->add_int_z(Z(4));
actor->spr.pos.Z += 4;
// Stick like glue when you hit the ground
if (pp->int_ppos().Z > pp->loz - PLAYER_DEATH_HEIGHT)

View file

@ -6556,12 +6556,12 @@ Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int cei
{
if (actor->user.z_tgt > actor->int_pos().Z)
{
actor->add_int_z(Z(30));
actor->spr.pos.Z += 30;
return retval;
}
else
{
actor->add_int_z(-Z(30));
actor->spr.pos.Z -= 30;
return retval;
}
}

View file

@ -3724,7 +3724,7 @@ AutoShrap:
break;
case Vomit1:
shrap_bounce = false;
actor->add_int_z(-Z(4));
actor->spr.pos.Z -= 4;
shrap_xsize = actor->user.pos.X = 12 + (RANDOM_P2(32<<8)>>8);
shrap_ysize = actor->user.pos.Y = 12 + (RANDOM_P2(32<<8)>>8);
actor->user.Counter = (RANDOM_P2(2048<<5)>>5);
@ -3739,7 +3739,7 @@ AutoShrap:
break;
case EMP:
shrap_bounce = false;
actor->add_int_z(-Z(4));
actor->spr.pos.Z -= 4;
shrap_xsize = actor->user.pos.X = 5 + (RANDOM_P2(4<<8)>>8);
shrap_ysize = actor->user.pos.Y = 5 + (RANDOM_P2(4<<8)>>8);
break;
@ -4459,13 +4459,13 @@ bool WeaponMoveHit(DSWActor* actor)
int DoUziSmoke(DSWActor* actor)
{
actor->add_int_z(-200); // !JIM! Make them float up
actor->spr.pos.Z -= 0.78125; // !JIM! Make them float up
return 0;
}
int DoShotgunSmoke(DSWActor* actor)
{
actor->add_int_z(-200); // !JIM! Make them float up
actor->spr.pos.Z -= 0.78125; // !JIM! Make them float up
return 0;
}
@ -7393,7 +7393,7 @@ int DoStar(DSWActor* actor)
SpawnBubble(actor);
}
actor->add_int_z(128 * MISSILEMOVETICS);
actor->spr.pos.Z += 0.5 * MISSILEMOVETICS;
DoActorZrange(actor);
MissileWaterAdjust(actor);
@ -17453,8 +17453,7 @@ int QueueFloorBlood(DSWActor* actor)
spawnedActor->spr.extra = 0;
spawnedActor->spr.clipdist = 0;
spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0;
spawnedActor->spr.pos = actor->spr.pos;
spawnedActor->add_int_z(Z(1));
spawnedActor->spr.pos = actor->spr.pos.plusZ(1);
spawnedActor->set_int_ang(RANDOM_P2(2048)); // Just make it any old angle
spawnedActor->spr.shade -= 5; // Brighten it up just a bit
@ -17785,7 +17784,7 @@ int DoWallBlood(DSWActor* actor)
if (actor->spr.yrepeat < 80)
{
actor->spr.yrepeat++;
actor->add_int_z(128);
actor->spr.pos.Z += 0.5;
}
return 0;