- a handful more calls cleaned up

This commit is contained in:
Christoph Oelckers 2022-09-05 17:23:10 +02:00
parent bd4d539f27
commit cd4d3ee2d2
2 changed files with 5 additions and 5 deletions

View file

@ -1516,7 +1516,7 @@ void doslopetilting(PLAYER* pPlayer, double const scaleAdjust = 1)
auto plActor = pPlayer->actor;
int const florhit = pPlayer->actor->hit.florhit.type;
bool const va = plActor->xspr.height < 16 && (florhit == kHitSector || florhit == 0) ? 1 : 0;
pPlayer->horizon.calcviewpitch(plActor->int_pos().vec2, plActor->spr.angle, va, plActor->sector()->floorstat & CSTAT_SECTOR_SLOPE, plActor->sector(), scaleAdjust);
pPlayer->horizon.calcviewpitch(plActor->spr.pos.XY(), plActor->spr.angle, va, plActor->sector()->floorstat & CSTAT_SECTOR_SLOPE, plActor->sector(), scaleAdjust);
}
//---------------------------------------------------------------------------

View file

@ -3397,7 +3397,7 @@ void DoPlayerClimb(PLAYER* pp)
if (FAF_ConnectArea(pp->cursector))
{
updatesectorz(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, &pp->cursector);
updatesectorz(pp->pos, &pp->cursector);
LadderUpdate = true;
}
@ -3413,7 +3413,7 @@ void DoPlayerClimb(PLAYER* pp)
HitInfo near;
// constantly look for new ladder sector because of warping at any time
neartag(pp->int_ppos(), pp->cursector, pp->angle.ang.Buildang(), near, 800, NTAG_SEARCH_LO_HI);
neartag(pp->pos, pp->cursector, pp->angle.ang, near, 800, NTAG_SEARCH_LO_HI);
if (near.hitWall)
{
@ -3461,7 +3461,7 @@ int DoPlayerWadeSuperJump(PLAYER* pp)
{
hit.hitSector = hit.hitWall->nextSector();
if (hit.hitSector != nullptr && abs(hit.hitSector->int_floorz() - pp->int_ppos().Z) < Z(50))
if (hit.hitSector != nullptr && abs(hit.hitSector->floorz - pp->pos.Z) < 50)
{
double dist = (pp->pos.XY() - hit.hitpos.XY()).Length();
double comp = ((((int)pp->actor->spr.clipdist)<<2) + 256) * inttoworld;
@ -3733,7 +3733,7 @@ bool PlayerOnLadder(PLAYER* pp)
if (Prediction)
return false;
neartag(pp->int_ppos(), pp->cursector, pp->angle.ang.Buildang(), near, 1024 + 768, NTAG_SEARCH_LO_HI);
neartag(pp->pos, pp->cursector, pp->angle.ang, near, 1024 + 768, NTAG_SEARCH_LO_HI);
double dir = pp->vect.dot(pp->angle.ang.ToVector());