- map to final names.

This commit is contained in:
Christoph Oelckers 2022-08-20 13:05:33 +02:00
parent 6ced076812
commit c5414bd29c
6 changed files with 38 additions and 34 deletions

View file

@ -582,17 +582,17 @@ struct PLAYER
union
{
vec3_t __int_ppos;
//vec3_t pos;
vec3_t pos;
};
union
{
vec3_t __int_popos;
//vec3_t opos;
vec3_t opos;
};
union
{
vec3_t __int_poldpos;
//vec3_t oldpos;
vec3_t oldpos;
};
const vec3_t int_ppos() const
{

View file

@ -612,7 +612,7 @@ void JS_DrawCameras(PLAYER* pp, int tx, int ty, int tz, double smoothratio)
// If player is dead still then update at MoveSkip4
// rate.
if (pp->int_ppos().X == pp->__int_popos.X && pp->int_ppos().Y == pp->__int_popos.Y && pp->int_ppos().Z == pp->__int_popos.Z)
if (pp->pos.X == pp->opos.X && pp->pos.Y == pp->opos.Y && pp->pos.Z == pp->opos.Z)
DoCam = true;

View file

@ -51,7 +51,8 @@ BEGIN_SW_NS
void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
{
Player->set_int_ppos({x,y,z});
Player->__int_popos = Player->int_ppos();
Player->opos = Player->pos;
if (ang != INT_MIN)
{

View file

@ -1271,14 +1271,18 @@ void DoPlayerTeleportPause(PLAYER* pp)
void DoPlayerTeleportToSprite(PLAYER* pp, vec3_t* pos, int ang)
{
pp->angle.ang = pp->angle.oang = DAngle::fromBuild(ang);
pp->__int_ppos.X = pp->__int_popos.X = pp->__int_poldpos.X = pos->X;
pp->__int_ppos.Y = pp->__int_popos.Y = pp->__int_poldpos.Y = pos->Y;
pp->__int_ppos.X = pos->X;
pp->__int_ppos.Y = pos->Y;
//getzsofslopeptr(actor->sector(), pp->posx, pp->posy, &cz, &fz);
pp->oldpos.XY() = pp->opos.XY() = pp->pos.XY();
//getzsofslopeptr(actor->s
// ector(), pp->posx, pp->posy, &cz, &fz);
//pp->posz = pp->oposz = fz - PLAYER_HEIGHT;
pp->set_int_ppos_Z(pos->Z - PLAYER_HEIGHT);
pp->__int_popos.Z = pp->int_ppos().Z;
pp->opos.Z = pp->pos.Z;
updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
pp->Flags2 |= (PF2_TELEPORTED);
@ -1286,8 +1290,7 @@ void DoPlayerTeleportToSprite(PLAYER* pp, vec3_t* pos, int ang)
void DoPlayerTeleportToOffset(PLAYER* pp)
{
pp->__int_popos.X = pp->__int_poldpos.X = pp->int_ppos().X;
pp->__int_popos.Y = pp->__int_poldpos.Y = pp->int_ppos().Y;
pp->oldpos.XY() = pp->opos.XY() = pp->pos.XY();
updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
pp->Flags2 |= (PF2_TELEPORTED);
@ -1932,7 +1935,7 @@ void PlayerCheckValidMove(PLAYER* pp)
{
if (!pp->insector())
{
pp->__int_ppos = pp->__int_poldpos;
pp->pos = pp->oldpos;
pp->cursector = pp->lastcursector;
}
}
@ -1988,7 +1991,7 @@ void DoPlayerMove(PLAYER* pp)
DoPlayerTurn(pp, pp->input.avel, 1);
}
pp->__int_poldpos = pp->int_ppos();
pp->oldpos = pp->pos;
pp->lastcursector = pp->cursector;
if (PLAYER_MOVING(pp) == 0)
@ -2036,7 +2039,7 @@ void DoPlayerMove(PLAYER* pp)
auto sect = pp->cursector;
if (interpolate_ride)
{
pp->__int_popos.XY() = pp->int_ppos().XY();
pp->opos.XY() = pp->pos.XY();
}
pp->add_int_ppos_XY({ pp->vect.X >> 14, pp->vect.Y >> 14 });
updatesector(pp->int_ppos().X, pp->int_ppos().Y, &sect);
@ -2061,7 +2064,7 @@ void DoPlayerMove(PLAYER* pp)
if (interpolate_ride)
{
pp->__int_popos.XY() = pp->int_ppos().XY();
pp->opos.XY() = pp->pos.XY();
}
auto save_cstat = actor->spr.cstat;
@ -2090,7 +2093,7 @@ void DoPlayerMove(PLAYER* pp)
if (interpolate_ride)
{
pp->__int_popos.Z = pp->int_ppos().Z;
pp->opos.Z = pp->pos.Z;
pp->angle.backup();
}
@ -3532,7 +3535,7 @@ void PlayerWarpUpdatePos(PLAYER* pp)
if (Prediction)
return;
pp->__int_popos = pp->int_ppos();
pp->opos = pp->pos;
DoPlayerZrange(pp);
UpdatePlayerSprite(pp);
}
@ -4035,7 +4038,7 @@ void DoPlayerWarpToUnderwater(PLAYER* pp)
pp->set_int_ppos_Z(under_act->sector()->int_ceilingz() + Z(6));
pp->__int_popos = pp->int_ppos();
pp->opos = pp->pos;
DoPlayerZrange(pp);
return;
@ -4105,7 +4108,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
pp->add_int_ppos_Z(-Z(pp->WadeDepth));
pp->__int_popos = pp->int_ppos();
pp->opos = pp->pos;
return;
}
@ -6346,7 +6349,7 @@ void MoveSkipSavePos(void)
{
pp = Player + pnum;
pp->__int_popos = pp->int_ppos();
pp->opos = pp->pos;
pp->obob_z = pp->bob_z;
pp->angle.backup();
pp->horizon.backup();
@ -6676,7 +6679,7 @@ void InitAllPlayers(void)
// Initialize all [MAX_SW_PLAYERS] arrays here!
for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++)
{
pp->__int_ppos = pp->__int_popos = pfirst->int_ppos();
pp->pos = pp->opos = pfirst->pos;
pp->angle.ang = pp->angle.oang = pfirst->angle.ang;
pp->horizon.horiz = pp->horizon.ohoriz = pfirst->horizon.horiz;
pp->cursector = pfirst->cursector;
@ -6685,8 +6688,8 @@ void InitAllPlayers(void)
//pp->MaxHealth = 100;
pp->__int_poldpos.X = 0;
pp->__int_poldpos.Y = 0;
pp->oldpos.X = 0;
pp->oldpos.Y = 0;
pp->climb_ndx = 10;
pp->KillerActor = nullptr;
pp->Kills = 0;
@ -6824,7 +6827,8 @@ void PlayerSpawnPosition(PLAYER* pp)
ASSERT(spawn_sprite != nullptr);
pp->__int_ppos = pp->__int_popos = spawn_sprite->int_pos();
pp->__int_ppos = spawn_sprite->int_pos();
pp->opos = pp->pos;
pp->angle.ang = pp->angle.oang = spawn_sprite->spr.angle;
pp->setcursector(spawn_sprite->sector());
@ -6833,7 +6837,7 @@ void PlayerSpawnPosition(PLAYER* pp)
if (pp->int_ppos().Z > fz - PLAYER_HEIGHT)
{
pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
pp->__int_popos.Z = pp->int_ppos().Z;
pp->opos.Z = pp->pos.Z;
}
}

View file

@ -436,9 +436,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
{
if (arc.BeginObject(keyname))
{
arc("x", w.__int_ppos.X)
("y", w.__int_ppos.Y)
("z", w.__int_ppos.Z)
arc("x", w.pos.X)
("y", w.pos.Y)
("z", w.pos.Z)
("lv_sectnum", w.lv_sector)
("lv_x", w.lv.X)
("lv_y", w.lv.Y)
@ -489,9 +489,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
("recoil_ndx", w.recoil_ndx)
("recoil_horizoff", w.recoil_horizoff)
("recoil_ohorizoff", w.recoil_ohorizoff)
("oldposx", w.__int_poldpos.X)
("oldposy", w.__int_poldpos.Y)
("oldposz", w.__int_poldpos.Z)
("oldposx", w.oldpos.X)
("oldposy", w.oldpos.Y)
("oldposz", w.oldpos.Z)
("revolvex", w.Revolve.X)
("revolvey", w.Revolve.Y)
("RevolveDeltaAng", w.RevolveDeltaAng)
@ -580,7 +580,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
}
if (arc.isReading())
{
w.__int_popos = w.__int_ppos;
w.opos = w.pos;
w.oz_speed = w.z_speed;
w.ovect.X = w.vect.X;
w.ovect.Y = w.vect.Y;

View file

@ -1470,8 +1470,7 @@ void PreMapCombineFloors(void)
if (itsect == dasect)
{
pp->add_int_ppos_XY({ dx, dy });
pp->__int_popos.X = pp->__int_poldpos.X = pp->__int_ppos.X;
pp->__int_popos.Y = pp->__int_poldpos.Y = pp->__int_ppos.Y;
pp->opos.XY() = pp->oldpos.XY() = pp->pos.XY();
break;
}
}