diff --git a/source/core/coreactor.h b/source/core/coreactor.h index 98fa92499..c0886b316 100644 --- a/source/core/coreactor.h +++ b/source/core/coreactor.h @@ -156,6 +156,11 @@ public: viewzoffset = oviewzoffset; } + double getOffsetZ() + { + return spr.pos.Z + viewzoffset; + } + sectortype* sector() const { return spr.sectp; diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 9daecc65d..69872e765 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -972,9 +972,9 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p if (actor->temp_data[0] == 2) { - double l = ps[p].posZget() - actor->spr.pos.Z; + double l = ps[p].GetActor()->getOffsetZ() - actor->spr.pos.Z; if (fabs(l) < 48) actor->temp_data[0] = 3; - else actor->spr.pos.Z += (Sgn(ps[p].posZget() - actor->spr.pos.Z) * shift); // The shift here differs between Duke and RR. + else actor->spr.pos.Z += (Sgn(ps[p].GetActor()->getOffsetZ() - actor->spr.pos.Z) * shift); // The shift here differs between Duke and RR. } else { @@ -3490,7 +3490,7 @@ void handle_se27(DDukeActor* actor) ud.cameraactor = actor; actor->temp_data[0] = 999; actor->spr.angle += deltaangle(actor->spr.angle, (ps[p].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle()) * 0.125; - actor->spr.yint = 100 + int((actor->spr.pos.Z - ps[p].posZget()) * (256. / 257.)); + actor->spr.yint = 100 + int((actor->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) * (256. / 257.)); } else if (actor->temp_data[0] == 999) @@ -3570,7 +3570,7 @@ void handle_se24(DDukeActor *actor, bool scroll, double mult) { if (ps[p].cursector == actor->sector() && ps[p].on_ground) { - if (abs(ps[p].posZget() - ps[p].truefz) < gs.playerheight + 9) + if (abs(ps[p].GetActor()->getOffsetZ() - ps[p].truefz) < gs.playerheight + 9) { ps[p].fric += vec * (1. / 8.); // keeping the original velocity. to match the animation it should be ~1/24. } diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index a09e2c83c..82b9dbf2d 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -1363,7 +1363,7 @@ void movetransports_d(void) } else if (!(sectlotag == 1 && ps[p].on_ground == 1)) break; - if (onfloorz == 0 && abs(act->spr.pos.Z - ps[p].posZget()) < 24) + if (onfloorz == 0 && abs(act->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) < 24) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { @@ -1386,7 +1386,7 @@ void movetransports_d(void) int k = 0; - if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].posZget() > (sectp->floorz - 16) && (PlayerInput(p, SB_CROUCH) || ps[p].vel.Z > 8)) + if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].GetActor()->getOffsetZ() > (sectp->floorz - 16) && (PlayerInput(p, SB_CROUCH) || ps[p].vel.Z > 8)) // if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) ) { k = 1; @@ -1405,7 +1405,7 @@ void movetransports_d(void) } - if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].posZget() < (sectp->ceilingz + 6)) + if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].GetActor()->getOffsetZ() < (sectp->ceilingz + 6)) { k = 1; // if( act2->spr.extra <= 0) break; @@ -1721,7 +1721,7 @@ static void greenslime(DDukeActor *actor) return; } - actor->spr.pos.Z = ps[p].posZget() + 8 + ps[p].pyoff - (actor->temp_data[2] + (ps[p].horizon.horiz.Tan() * 2048.)) * zinttoworld; + actor->spr.pos.Z = ps[p].GetActor()->getOffsetZ() + 8 + ps[p].pyoff - (actor->temp_data[2] + (ps[p].horizon.horiz.Tan() * 2048.)) * zinttoworld; if (actor->temp_data[2] > 512) actor->temp_data[2] -= 128; diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 32679bccb..b481c6e3d 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -1248,7 +1248,7 @@ void movetransports_r(void) } else break; - if (onfloorz == 0 && fabs(act->spr.pos.Z - ps[p].posZget()) < 24) + if (onfloorz == 0 && fabs(act->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) < 24) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && PlayerInput(p, SB_JUMP)) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { @@ -1270,14 +1270,14 @@ void movetransports_r(void) if (isRRRA()) { - if (onfloorz && sectlotag == 160 && ps[p].posZget() > sectp->floorz - 48) + if (onfloorz && sectlotag == 160 && ps[p].GetActor()->getOffsetZ() > sectp->floorz - 48) { k = 2; ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight; ps[p].GetActor()->backupz(); } - if (onfloorz && sectlotag == 161 && ps[p].posZget() < sectp->ceilingz + 6) + if (onfloorz && sectlotag == 161 && ps[p].GetActor()->getOffsetZ() < sectp->ceilingz + 6) { k = 2; if (ps[p].GetActor()->spr.extra <= 0) break; @@ -1286,7 +1286,7 @@ void movetransports_r(void) } } - if ((onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].posZget() > sectp->floorz - 6) || + if ((onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].GetActor()->getOffsetZ() > sectp->floorz - 6) || (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].OnMotorcycle)) { if (ps[p].OnBoat) break; @@ -1302,7 +1302,7 @@ void movetransports_r(void) ps[p].moto_underwater = 1; } - if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].posZget() < sectp->ceilingz + 6) + if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].GetActor()->getOffsetZ() < sectp->ceilingz + 6) { k = 1; if (ps[p].GetActor()->spr.extra <= 0) break; diff --git a/source/games/duke/src/animatesprites_d.cpp b/source/games/duke/src/animatesprites_d.cpp index aa55c3913..e142e1ac5 100644 --- a/source/games/duke/src/animatesprites_d.cpp +++ b/source/games/duke/src/animatesprites_d.cpp @@ -345,7 +345,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi case DEVISTATOR_WEAPON: newtspr->picnum = DEVISTATORSPRITE; break; } - if (h->GetOwner()) newtspr->pos.Z = ps[p].posZget() - 12; + if (h->GetOwner()) newtspr->pos.Z = ps[p].GetActor()->getOffsetZ() - 12; else newtspr->pos.Z = h->spr.pos.Z - 51; if (ps[p].curr_weapon == HANDBOMB_WEAPON) { @@ -541,7 +541,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi floorz = h->floorz; - if (h->spr.pos.Z - floorz < 8 && ps[screenpeek].posZget() < floorz) + if (h->spr.pos.Z - floorz < 8 && ps[screenpeek].GetActor()->getOffsetZ() < floorz) { auto shadowspr = tsprites.newTSprite(); *shadowspr = *t; diff --git a/source/games/duke/src/animatesprites_r.cpp b/source/games/duke/src/animatesprites_r.cpp index 326eeab64..d1b57cc21 100644 --- a/source/games/duke/src/animatesprites_r.cpp +++ b/source/games/duke/src/animatesprites_r.cpp @@ -397,7 +397,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi case TIT_WEAPON: newtspr->picnum = TITSPRITE; break; } - if (h->GetOwner()) newtspr->pos.Z = ps[p].posZget() - 12; + if (h->GetOwner()) newtspr->pos.Z = ps[p].GetActor()->getOffsetZ() - 12; else newtspr->pos.Z = h->spr.pos.Z - 51; if (ps[p].curr_weapon == HANDBOMB_WEAPON) { @@ -705,7 +705,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi else floorz = h->floorz; - if (h->spr.pos.Z - floorz < 8 && ps[screenpeek].posZget() < floorz) + if (h->spr.pos.Z - floorz < 8 && ps[screenpeek].GetActor()->getOffsetZ() < floorz) { auto shadowspr = tsprites.newTSprite(); *shadowspr = *t; diff --git a/source/games/duke/src/game_misc.cpp b/source/games/duke/src/game_misc.cpp index 506fa986f..4ce13d81a 100644 --- a/source/games/duke/src/game_misc.cpp +++ b/source/games/duke/src/game_misc.cpp @@ -431,7 +431,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, auto& pp = ps[p]; auto act = pp.GetActor(); int i = TILE_APLAYERTOP + (act->vel.X > 1 && pp.on_ground ? (PlayClock >> 4) & 3 : 0); - double j = clamp(czoom * act->spr.scale.Y + abs(pp.truefz - pp.posZget()) * REPEAT_SCALE, 0.333, 2.); + double j = clamp(czoom * act->spr.scale.Y + abs(pp.truefz - pp.GetActor()->getOffsetZ()) * REPEAT_SCALE, 0.333, 2.); auto const vec = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim); auto const daang = -((!SyncInput() ? act->spr.angle : act->interpolatedangle(interpfrac)) - cang).Normalized360().Degrees(); diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 112130660..9350efffd 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -334,7 +334,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, break; case PLAYER_POSZ: - if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].posZget() * (1 / zmaptoworld)), sActor, sPlayer); + if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->getOffsetZ() * (1 / zmaptoworld)), sActor, sPlayer); break; case PLAYER_HORIZ: @@ -2408,7 +2408,7 @@ int ParseState::parse(void) j = 1; else if( (l& prunning) && vel >= 0.5 && PlayerInput(g_p, SB_RUN) ) j = 1; - else if( (l& phigher) && ps[g_p].posZget() < g_ac->spr.pos.Z - 48) + else if( (l& phigher) && ps[g_p].GetActor()->getOffsetZ() < g_ac->spr.pos.Z - 48) j = 1; else if( (l& pwalkingback) && vel <= -0.5 && !(PlayerInput(g_p, SB_RUN)) ) j = 1; diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index 9c78ddd4c..4b4ee7b02 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -607,7 +607,7 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz) { if (p->on_warping_sector == 0) { - if (abs(p->posZget() - floorz) > (gs.playerheight * 0.5)) + if (abs(p->GetActor()->getOffsetZ() - floorz) > (gs.playerheight * 0.5)) p->GetActor()->spr.pos.Z += 348/ 256.; } else @@ -617,7 +617,7 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz) } Collision coll; - clipmove(p->GetActor()->spr.pos.XY(), p->posZget(), &p->cursector, DVector2( 0, 0), 10.25, 4., 4., CLIPMASK0, coll); + clipmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, DVector2( 0, 0), 10.25, 4., 4., CLIPMASK0, coll); } backupplayer(p); @@ -626,10 +626,10 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz) updatesector(p->posGet(), &p->cursector); - pushmove(p->GetActor()->spr.pos.XY(), p->posZget(), &p->cursector, 8, 4, 20, CLIPMASK0); + pushmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, 8, 4, 20, CLIPMASK0); if (floorz > ceilingz + 16 && actor->spr.pal != 1) - p->angle.rotscrnang = DAngle::fromBuild(p->dead_flag + ((floorz + p->posZget()) * 2)); + p->angle.rotscrnang = DAngle::fromBuild(p->dead_flag + ((floorz + p->GetActor()->getOffsetZ()) * 2)); p->on_warping_sector = 0; @@ -771,7 +771,7 @@ void player_struct::backuppos(bool noclipping) GetActor()->restorevec2(); } - posoldZset(posZget()); + posoldZset(GetActor()->getOffsetZ()); bobpos = GetActor()->spr.pos.XY(); opyoff = pyoff; } diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 54329e901..becbca750 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -384,7 +384,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int int j = findplayer(actor, &x); pos.Z -= 4; double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); - zvel = ((ps[j].posZget() - pos.Z) * 16) / dist; + zvel = ((ps[j].GetActor()->getOffsetZ() - pos.Z) * 16) / dist; zvel += 0.5 - krandf(1); if (actor->spr.picnum != BOSS1) { @@ -933,7 +933,7 @@ static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang) int j = findplayer(actor, &x); pos.Z -= 4; double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); - zvel = ((ps[j].posZget() - pos.Z) * 16) / dist; + zvel = ((ps[j].GetActor()->getOffsetZ() - pos.Z) * 16) / dist; zvel += 0.5 - krandf(1); ang += DAngle22_5 / 4 - randomAngle(22.5 / 2); } @@ -1022,7 +1022,7 @@ static void shootshrinker(DDukeActor* actor, int p, const DVector3& pos, DAngle double x; int j = findplayer(actor, &x); double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); - zvel = ((ps[j].posZget() - pos.Z) * 32) / dist; + zvel = ((ps[j].GetActor()->getOffsetZ() - pos.Z) * 32) / dist; } else zvel = 0; @@ -1729,9 +1729,9 @@ static void operateJetpack(int snum, ESyncBits actions, int psectlotag, double f if (psectlotag != 2 && p->scuba_on == 1) p->scuba_on = 0; - if (p->posZget() > floorz - k) - p->GetActor()->spr.pos.Z += ((floorz - k) - p->posZget()) * 0.5; - if (p->posZget() < pact->ceilingz + 18) + if (p->GetActor()->getOffsetZ() > floorz - k) + p->GetActor()->spr.pos.Z += ((floorz - k) - p->GetActor()->getOffsetZ()) * 0.5; + if (p->GetActor()->getOffsetZ() < pact->ceilingz + 18) p->GetActor()->spr.pos.Z = pact->ceilingz + 18 + gs.playerheight; } @@ -1786,11 +1786,11 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo footprints(snum); } - if (p->posZget() < floorz - i) //falling + if (p->GetActor()->getOffsetZ() < floorz - i) //falling { // not jumping or crouching - if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->posZget() >= (floorz - i - 16)) + if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->GetActor()->getOffsetZ() >= (floorz - i - 16)) p->GetActor()->spr.pos.Z = floorz - i + gs.playerheight; else { @@ -1804,7 +1804,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo S_PlayActorSound(DUKE_SCREAM, pact); } - if (p->posZget() + p->vel.Z >= floorz - i) // hit the ground + if (p->GetActor()->getOffsetZ() + p->vel.Z >= floorz - i) // hit the ground { S_StopSound(DUKE_SCREAM, pact); if (!p->insector() || p->cursector->lotag != 1) @@ -1848,7 +1848,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo { //Smooth on the ground - double k = (floorz - i - p->posZget()) * 0.5; + double k = (floorz - i - p->GetActor()->getOffsetZ()) * 0.5; if (abs(k) < 1) k = 0; p->GetActor()->spr.pos.Z += k; p->vel.Z -= 3; @@ -1856,8 +1856,8 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo } else if (p->jumping_counter == 0) { - p->GetActor()->spr.pos.Z += ((floorz - i * 0.5) - p->posZget()) * 0.5; //Smooth on the water - if (p->on_warping_sector == 0 && p->posZget() > floorz - 16) + p->GetActor()->spr.pos.Z += ((floorz - i * 0.5) - p->GetActor()->getOffsetZ()) * 0.5; //Smooth on the water + if (p->on_warping_sector == 0 && p->GetActor()->getOffsetZ() > floorz - 16) { p->GetActor()->spr.pos.Z = floorz - 16 + gs.playerheight; p->vel.Z *= 0.5; @@ -1912,7 +1912,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo p->GetActor()->spr.pos.Z += p->vel.Z; - if (p->posZget() < ceilingz + 4) + if (p->GetActor()->getOffsetZ() < ceilingz + 4) { p->jumping_counter = 0; if (p->vel.Z < 0) @@ -1979,10 +1979,10 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin p->GetActor()->spr.pos.Z += p->vel.Z; - if (p->posZget() > floorz - 15) - p->GetActor()->spr.pos.Z += ((floorz - 15) - p->posZget()) * 0.5; + if (p->GetActor()->getOffsetZ() > floorz - 15) + p->GetActor()->spr.pos.Z += ((floorz - 15) - p->GetActor()->getOffsetZ()) * 0.5; - if (p->posZget() < ceilingz + 4) + if (p->GetActor()->getOffsetZ() < ceilingz + 4) { p->GetActor()->spr.pos.Z = ceilingz + 4 + gs.playerheight; p->vel.Z = 0; @@ -1995,7 +1995,7 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin { j->spr.pos += (p->angle.ang.ToVector() + DVector2(4 - (global_random & 8), 4 - (global_random & 8))) * 16; j->spr.scale = DVector2(0.046875, 0.3125); - j->spr.pos.Z = p->posZget() + 8; + j->spr.pos.Z = p->GetActor()->getOffsetZ() + 8; } } } @@ -2755,7 +2755,7 @@ void processinput_d(int snum) p->truefz = getflorzofslopeptr(psectp, p->posGet()); p->truecz = getceilzofslopeptr(psectp, p->posGet()); - truefdist = abs(p->posZget() - p->truefz); + truefdist = abs(p->GetActor()->getOffsetZ() - p->truefz); if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.playerheight + 16) psectlotag = 0; @@ -3038,7 +3038,7 @@ HORIZONLY: ChangeActorSect(pact, p->cursector); } else - clipmove(p->GetActor()->spr.pos.XY(), p->posZget(), &p->cursector, p->vel, 10.25, 4., iif, CLIPMASK0, clip); + clipmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, p->vel, 10.25, 4., iif, CLIPMASK0, clip); if (p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk) p->GetActor()->spr.pos.Z += 32; @@ -3090,7 +3090,7 @@ HORIZONLY: while (ud.clipping == 0) { int blocked; - blocked = (pushmove(p->GetActor()->spr.pos.XY(), p->posZget(), &p->cursector, 10.25, 4, 4, CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < DAngle90); + blocked = (pushmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, 10.25, 4, 4, CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < DAngle90); if (fabs(pact->floorz - pact->ceilingz) < 48 || blocked) { diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index bf74a5bcb..13fb10716 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -245,7 +245,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int int j = findplayer(actor, &x); pos.Z -= 4; double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); - zvel = ((ps[j].posZget() - pos.Z) * 16) / dist; + zvel = ((ps[j].GetActor()->getOffsetZ() - pos.Z) * 16) / dist; if (actor->spr.picnum != BOSS1) { zvel += 0.5 - krandf(1); @@ -2077,15 +2077,15 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo footprints(snum); } - if (p->posZget() < floorz - i) //falling + if (p->GetActor()->getOffsetZ() < floorz - i) //falling { - if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->posZget() >= (floorz - i - 16)) + if ((actions & (SB_JUMP|SB_CROUCH)) == 0 && p->on_ground && (psect->floorstat & CSTAT_SECTOR_SLOPE) && p->GetActor()->getOffsetZ() >= (floorz - i - 16)) p->GetActor()->spr.pos.Z = floorz - i + gs.playerheight; else { p->on_ground = 0; - if ((p->OnMotorcycle || p->OnBoat) && floorz - i * 2 > p->posZget()) + if ((p->OnMotorcycle || p->OnBoat) && floorz - i * 2 > p->GetActor()->getOffsetZ()) { if (p->MotoOnGround) { @@ -2115,7 +2115,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo S_PlayActorSound(DUKE_SCREAM, pact); } - if (p->posZget() + p->vel.Z >= floorz - i) // hit the ground + if (p->GetActor()->getOffsetZ() + p->vel.Z >= floorz - i) // hit the ground { S_StopSound(DUKE_SCREAM, pact); if (!p->insector() || p->cursector->lotag != 1) @@ -2175,7 +2175,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo { //Smooth on the ground - double k = (floorz - i - p->posZget()) * 0.5; + double k = (floorz - i - p->GetActor()->getOffsetZ()) * 0.5; if (abs(k) < 1) k = 0; p->GetActor()->spr.pos.Z += k; p->vel.Z -= 3; @@ -2183,8 +2183,8 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo } else if (p->jumping_counter == 0) { - p->GetActor()->spr.pos.Z += ((floorz - i * 0.5) - p->posZget()) * 0.5; //Smooth on the water - if (p->on_warping_sector == 0 && p->posZget() > floorz - 16) + p->GetActor()->spr.pos.Z += ((floorz - i * 0.5) - p->GetActor()->getOffsetZ()) * 0.5; //Smooth on the water + if (p->on_warping_sector == 0 && p->GetActor()->getOffsetZ() > floorz - 16) { p->GetActor()->spr.pos.Z = floorz - 16 + gs.playerheight; p->vel.Z *= 0.5; @@ -2235,7 +2235,7 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo p->GetActor()->spr.pos.Z += p->vel.Z; - if (p->posZget() < ceilingz + 4) + if (p->GetActor()->getOffsetZ() < ceilingz + 4) { p->jumping_counter = 0; if (p->vel.Z < 0) @@ -2298,10 +2298,10 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin p->GetActor()->spr.pos.Z += p->vel.Z; - if (p->posZget() > floorz - 15) - p->GetActor()->spr.pos.Z += ((floorz - 15) - p->posZget()) * 0.5; + if (p->GetActor()->getOffsetZ() > floorz - 15) + p->GetActor()->spr.pos.Z += ((floorz - 15) - p->GetActor()->getOffsetZ()) * 0.5; - if (p->posZget() < ceilingz + 4) + if (p->GetActor()->getOffsetZ() < ceilingz + 4) { p->GetActor()->spr.pos.Z = ceilingz + 4 + gs.playerheight; p->vel.Z = 0; @@ -2314,7 +2314,7 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin { j->spr.pos += (p->angle.ang.ToVector() + DVector2(12 - (global_random & 8), 12 - (global_random & 8))) * 16; j->spr.scale = DVector2(0.046875, 0.03125); - j->spr.pos.Z = p->posZget() + 8; + j->spr.pos.Z = p->GetActor()->getOffsetZ() + 8; j->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT; } } @@ -3332,7 +3332,7 @@ void processinput_r(int snum) while (auto act2 = it.Next()) { if (act2->spr.picnum == RRTILE380) - if (act2->spr.pos.Z - 8 < p->posZget()) + if (act2->spr.pos.Z - 8 < p->GetActor()->getOffsetZ()) psectlotag = 2; } } @@ -3365,7 +3365,7 @@ void processinput_r(int snum) p->truefz = tempfz; p->truecz = getceilzofslopeptr(psectp, p->posGet()); - double truefdist = abs(p->posZget() - tempfz); + double truefdist = abs(p->GetActor()->getOffsetZ() - tempfz); if (clz.type == kHitSector && psectlotag == 1 && truefdist > gs.playerheight + 16) psectlotag = 0; @@ -3742,7 +3742,7 @@ HORIZONLY: ChangeActorSect(pact, p->cursector); } else - clipmove(p->GetActor()->spr.pos.XY(), p->posZget(), &p->cursector, p->vel, 10.25, 4., iif, CLIPMASK0, clip); + clipmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, p->vel, 10.25, 4., iif, CLIPMASK0, clip); if (p->jetpack_on == 0 && psectlotag != 2 && psectlotag != 1 && shrunk) p->GetActor()->spr.pos.Z += 32; @@ -3771,10 +3771,10 @@ HORIZONLY: if (wal->lotag < 44) { dofurniture(clip.hitWall, p->cursector, snum); - pushmove(p->GetActor()->spr.pos.XY(), p->posZget(), &p->cursector, 10.75, 4, 4, CLIPMASK0); + pushmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, 10.75, 4, 4, CLIPMASK0); } else - pushmove(p->GetActor()->spr.pos.XY(), p->posZget(), &p->cursector, 10.75, 4, 4, CLIPMASK0); + pushmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, 10.75, 4, 4, CLIPMASK0); } } } @@ -3875,9 +3875,9 @@ HORIZONLY: { int blocked; if (pact->clipdist == 16) - blocked = (pushmove(p->GetActor()->spr.pos.XY(), p->posZget(), &p->cursector, 8, 4, 4, CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < DAngle90); + blocked = (pushmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, 8, 4, 4, CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < DAngle90); else - blocked = (pushmove(p->GetActor()->spr.pos.XY(), p->posZget(), &p->cursector, 1, 4, 4, CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < DAngle90); + blocked = (pushmove(p->GetActor()->spr.pos.XY(), p->GetActor()->getOffsetZ(), &p->cursector, 1, 4, 4, CLIPMASK0) < 0 && furthestangle(p->GetActor(), 8) < DAngle90); if (fabs(pact->floorz - pact->ceilingz) < 48 || blocked) { diff --git a/source/games/duke/src/sectors.cpp b/source/games/duke/src/sectors.cpp index 6281ddfd2..8a69ba5ce 100644 --- a/source/games/duke/src/sectors.cpp +++ b/source/games/duke/src/sectors.cpp @@ -380,7 +380,7 @@ void doanimations(void) { for (auto p = connecthead; p >= 0; p = connectpoint2[p]) if (ps[p].cursector == dasectp) - if ((dasectp->floorz - ps[p].posZget()) < 64) + if ((dasectp->floorz - ps[p].GetActor()->getOffsetZ()) < 64) if (ps[p].GetActor()->GetOwner() != nullptr) { ps[p].GetActor()->spr.pos.Z += v; diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index ae0c86be9..0e77a9312 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -452,7 +452,7 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act) return 1; } - DVector3 v(spos, ps[snum].posZget()); + DVector3 v(spos, ps[snum].GetActor()->getOffsetZ()); switch (picnum) { default: diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index 721fde8bb..6a9513696 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -646,7 +646,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act) setnextmap(false); } - DVector3 v(pos, ps[snum].posZget()); + DVector3 v(pos, ps[snum].GetActor()->getOffsetZ()); switch (picnum) { default: diff --git a/source/games/duke/src/spawn.cpp b/source/games/duke/src/spawn.cpp index fc4bf45dd..240f757fe 100644 --- a/source/games/duke/src/spawn.cpp +++ b/source/games/duke/src/spawn.cpp @@ -430,7 +430,7 @@ void initshell(DDukeActor* actj, DDukeActor* act, bool isshell) ang = ps[snum].angle.ang - mapangle((krand() & 63) + 8); //Fine tune act->temp_data[0] = krand() & 1; - act->spr.pos.Z = 3 + ps[snum].posZget() + ps[snum].pyoff + (ps[snum].horizon.sum().Tan() * 8.) + (!isshell ? 3 : 0); + act->spr.pos.Z = 3 + ps[snum].GetActor()->getOffsetZ() + ps[snum].pyoff + (ps[snum].horizon.sum().Tan() * 8.) + (!isshell ? 3 : 0); act->vel.Z = -krandf(1); } else diff --git a/source/games/duke/src/types.h b/source/games/duke/src/types.h index 7c1779077..c1b03490f 100644 --- a/source/games/duke/src/types.h +++ b/source/games/duke/src/types.h @@ -336,11 +336,6 @@ struct player_struct } - double posZget() - { - return GetActor()->spr.pos.Z + GetActor()->viewzoffset; - } - void posSet(const DVector3& val) { GetActor()->spr.pos = val.plusZ(-GetActor()->viewzoffset);