mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-31 21:20:39 +00:00
- a handful more calls cleaned up
This commit is contained in:
parent
bd4d539f27
commit
cd4d3ee2d2
2 changed files with 5 additions and 5 deletions
|
@ -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);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -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());
|
||||
|
||||
|
|
Loading…
Reference in a new issue