- more wraps

This commit is contained in:
Christoph Oelckers 2022-09-01 17:08:49 +02:00
parent 643dda6085
commit ce20bd9c56
6 changed files with 20 additions and 20 deletions

View file

@ -1005,7 +1005,7 @@ void movetrash(DDukeActor *actor)
{
makeitfall(actor);
if (krand() & 1) actor->add_int_zvel(- 256);
if (abs(actor->spr.xvel) < 48)
if (abs(actor->int_xvel()) < 48)
actor->add_int_xvel( (krand() & 3));
}
else deletesprite(actor);
@ -4984,7 +4984,7 @@ void alterang(int ang, DDukeActor* actor, int playernum)
aang = actor->int_ang();
actor->add_int_xvel( (*moveptr - actor->spr.xvel) / 5);
actor->add_int_xvel( (*moveptr - actor->int_xvel()) / 5);
if (actor->float_zvel() < (648/256.)) actor->add_int_zvel( ((*(moveptr + 1) << 4) - actor->int_zvel()) / 5);
if (isRRRA() && (ang & windang))

View file

@ -3551,7 +3551,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
auto moveptr = &ScriptCode[actor->temp_data[1]];
if (a & geth) actor->add_int_xvel( (*moveptr - actor->spr.xvel) >> 1);
if (a & geth) actor->add_int_xvel( (*moveptr - actor->int_xvel()) >> 1);
if (a & getv) actor->add_int_zvel( ((*(moveptr + 1) << 4) - actor->int_zvel()) >> 1);
if (a & dodgebullet)

View file

@ -2595,21 +2595,21 @@ static int henstand(DDukeActor *actor)
actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
if (actor->spr.picnum == BOWLINGPIN)
{
actor->spr.cstat |= CSTAT_SPRITE_XFLIP & ESpriteFlags::FromInt(actor->spr.xvel);
actor->spr.cstat |= CSTAT_SPRITE_YFLIP & ESpriteFlags::FromInt(actor->spr.xvel);
actor->spr.cstat |= CSTAT_SPRITE_XFLIP & ESpriteFlags::FromInt(int(actor->float_xvel() * 16));
actor->spr.cstat |= CSTAT_SPRITE_YFLIP & ESpriteFlags::FromInt(int(actor->float_xvel() * 16));
if (krand() & 1)
actor->spr.picnum = BOWLINGPIN + 1;
}
else if (actor->spr.picnum == HENSTAND)
{
actor->spr.cstat |= CSTAT_SPRITE_XFLIP & ESpriteFlags::FromInt(actor->spr.xvel);
actor->spr.cstat |= CSTAT_SPRITE_YFLIP & ESpriteFlags::FromInt(actor->spr.xvel);
actor->spr.cstat |= CSTAT_SPRITE_XFLIP & ESpriteFlags::FromInt(int(actor->float_xvel() * 16));
actor->spr.cstat |= CSTAT_SPRITE_YFLIP & ESpriteFlags::FromInt(int(actor->float_xvel() * 16));
if (krand() & 1)
actor->spr.picnum = HENSTAND + 1;
if (!actor->spr.xvel)
if (!actor->int_xvel())
return 2;//deletesprite(actor); still needs to run a script but should not do on a deleted object
}
if (actor->spr.picnum == BOWLINGPIN || (actor->spr.picnum == BOWLINGPIN + 1 && !actor->spr.xvel))
if (actor->spr.picnum == BOWLINGPIN || (actor->spr.picnum == BOWLINGPIN + 1 && !actor->int_xvel()))
{
return 2;//deletesprite(actor); still needs to run a script but should not do on a deleted object
}
@ -2766,7 +2766,7 @@ void moveactors_r(void)
}
break;
case BOWLINGBALL:
if (act->spr.xvel)
if (act->int_xvel())
{
if(!S_CheckSoundPlaying(356))
S_PlayActorSound(356,act);
@ -2847,7 +2847,7 @@ void moveactors_r(void)
case POWDERKEG:
if (!isRRRA() || (sectp->lotag != 1 && sectp->lotag != 160))
if (act->spr.xvel)
if (act->int_xvel())
{
movesprite_ex(act,
MulScale(act->int_xvel(), bcos(act->int_ang()), 14),
@ -3620,7 +3620,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
auto moveptr = &ScriptCode[actor->temp_data[1]];
if (a & geth) actor->add_int_xvel( (*moveptr - actor->spr.xvel) >> 1);
if (a & geth) actor->add_int_xvel( (*moveptr - actor->int_xvel()) >> 1);
if (a & getv) actor->add_int_zvel( ((*(moveptr + 1) << 4) - actor->int_zvel()) >> 1);
if (a & dodgebullet)

View file

@ -186,7 +186,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
// WTF???
DAngle myang = (DAngle90 - (DAngle180 - fabs(fabs(VecToAngle(spos.XY() - ps[p].pos.XY()) - sang) - DAngle180)));
if (ps[p].GetActor()->spr.xvel != 0)
vel = (int)((myang.Buildang() * 0.001953125f * ps[p].GetActor()->spr.xvel) + 400);
vel = (int)((myang.Buildang() * 0.001953125f * ps[p].GetActor()->int_xvel()) + 400);
if (actor->sector()->lotag == 2 && (krand() % 5) == 0)
spawned = spawn(actor, WATERBUBBLE);
}
@ -647,7 +647,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
spawned->spr.shade = 0;
if (actor->spr.picnum == BOSS2)
{
l = spawned->spr.xvel;
l = spawned->int_xvel();
spawned->set_int_xvel(1024);
ssp(spawned, CLIPMASK0);
spawned->set_int_xvel(l);
@ -2827,7 +2827,7 @@ void processinput_d(int snum)
if (p->GetActor()->spr.xrepeat < 40 && p->jetpack_on == 0)
{
p->ofistsign = p->fistsign;
p->fistsign += p->GetActor()->spr.xvel;
p->fistsign += p->GetActor()->int_xvel();
}
if (p->transporter_hold > 0)
@ -2860,7 +2860,7 @@ void processinput_d(int snum)
if (p->on_crane != nullptr)
goto HORIZONLY;
p->playerweaponsway(pact->spr.xvel);
p->playerweaponsway(pact->int_xvel());
pact->set_int_xvel(int(clamp((p->pos.XY() - p->bobpos).Length(), 0., 32.) * worldtoint));
if (p->on_ground) p->bobcounter += p->GetActor()->int_xvel() >> 1;
@ -3054,7 +3054,7 @@ HORIZONLY:
{
p->pycount += 52;
p->pycount &= 2047;
p->pyoff = DAngle::fromBuild(p->pycount).Sin() * pact->spr.xvel;
p->pyoff = DAngle::fromBuild(p->pycount).Sin() * pact->int_xvel();
const double factor = 64. / 1596; // What is 1596?
p->pyoff = abs(pact->spr.xvel * DAngle::fromBuild(p->pycount).Sin()) * factor;

View file

@ -3579,7 +3579,7 @@ void processinput_r(int snum)
if (p->on_crane != nullptr)
goto HORIZONLY;
p->playerweaponsway(pact->spr.xvel);
p->playerweaponsway(pact->int_xvel());
pact->set_int_xvel(int(clamp((p->pos.XY() - p->bobpos).Length(), 0., 32.) * worldtoint));
if (p->on_ground) p->bobcounter += p->GetActor()->int_xvel() >> 1;

View file

@ -9274,7 +9274,7 @@ int DoMicroMini(DSWActor* actor)
int SpawnExtraMicroMini(DSWActor* actor)
{
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], actor->sector(),
actor->spr.pos, actor->spr.angle, actor->spr.xvel);
actor->spr.pos, actor->spr.angle, actor->int_xvel());
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.yrepeat = actorNew->spr.xrepeat = actor->spr.xrepeat;
@ -12415,7 +12415,7 @@ int InitStar(PLAYER* pp)
for (size_t i = 0; i < countof(dang); i++)
{
auto actorNew2 = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, nx, ny, nz, NORM_ANGLE(actorNew->int_ang() + dang[i]), actorNew->spr.xvel);
auto actorNew2 = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, nx, ny, nz, NORM_ANGLE(actorNew->int_ang() + dang[i]), actorNew->int_xvel());
SetOwner(GetOwner(actorNew), actorNew2);
actorNew2->spr.yrepeat = actorNew2->spr.xrepeat = STAR_REPEAT;