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- removed all quickly doable ppos wrapper calls.
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280cd8970e
commit
c6af5ff9e1
2 changed files with 11 additions and 10 deletions
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@ -3441,7 +3441,7 @@ void DoPlayerCrawl(PLAYER* pp)
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if (FAF_ConnectArea(pp->cursector))
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{
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// adjust the z
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pp->set_int_ppos_Z(pp->cursector->int_ceilingz() + Z(12));
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pp->pos.Z = pp->cursector->ceilingz + 12;
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}
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DoPlayerBeginDiveNoWarp(pp);
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@ -3766,7 +3766,7 @@ int PlayerCanDive(PLAYER* pp)
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{
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if (PlayerInDiveArea(pp))
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{
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pp->add_int_ppos_Z(Z(20));
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pp->pos.Z += 20;
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pp->z_speed = Z(20);
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pp->jump_speed = 0;
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@ -4888,8 +4888,8 @@ void DoPlayerBeginOperate(PLAYER* pp)
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sop->controller = pp->actor;
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pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang);
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pp->set_int_ppos_XY(sop->int_pmid().XY());
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
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pp->pos.XY() = sop->pmid.XY();
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updatesector(pp->pos, &pp->cursector);
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getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz);
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pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
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@ -4972,8 +4972,8 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
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auto save_sect = pp->cursector;
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pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang);
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pp->set_int_ppos_XY(sop->int_pmid().XY());
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
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pp->pos.XY() = sop->pmid.XY();
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updatesector(pp->pos, &pp->cursector);
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getzsofslopeptr(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, &cz, &fz);
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pp->set_int_ppos_Z(fz - PLAYER_HEIGHT);
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@ -5060,8 +5060,8 @@ void PlayerRemoteReset(PLAYER* pp, sectortype* sect)
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pp->lastcursector = pp->cursector;
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auto rsp = pp->remoteActor;
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pp->set_int_ppos_XY(rsp->int_pos().XY());
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pp->set_int_ppos_Z(sect->int_floorz() - PLAYER_HEIGHT);
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pp->pos.XY() = rsp->spr.pos.XY();
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pp->pos.Z = sect->floorz - PLAYER_HEIGHTF;
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pp->vect.X = pp->vect.Y = pp->ovect.X = pp->ovect.Y = pp->slide_vect.X = pp->slide_vect.Y = 0;
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@ -5883,7 +5883,7 @@ void DoPlayerDeathMoveHead(PLAYER* pp)
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}
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}
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pp->set_int_ppos_XY(plActor->int_pos().XY());
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pp->pos.XY() = plActor->spr.pos.XY();
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pp->setcursector(plActor->sector());
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// try to stay in valid area - death sometimes throws you out of the map
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@ -5959,7 +5959,7 @@ void DoPlayerDeathDrown(PLAYER* pp)
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if ((pp->Flags & PF_FALLING))
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{
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pp->add_int_ppos_Z(Z(2));
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pp->pos.Z += 2;
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if (MoveSkip2 == 0)
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actor->add_int_z(Z(4));
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@ -32,6 +32,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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// Player view height
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#define PLAYER_HEIGHT Z(58)
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constexpr double PLAYER_HEIGHTF = 58;
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#define PLAYER_CRAWL_HEIGHT Z(36)
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#define PLAYER_SWIM_HEIGHT Z(26)
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#define PLAYER_DIVE_HEIGHT Z(26)
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