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- Blood: wrapped most write accesses to spr.pos
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parent
32dd061ab1
commit
efc832ca5c
3 changed files with 24 additions and 22 deletions
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@ -807,7 +807,7 @@ void playerStart(int nPlayer, int bNewLevel)
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actor->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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actor->spr.pos.Z -= bottom - actor->spr.pos.Z;
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actor->add_int_z(-(bottom - actor->spr.pos.Z));
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actor->spr.pal = 11 + (pPlayer->teamId & 3);
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actor->spr.ang = pStartZone->ang;
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pPlayer->angle.ang = buildang(actor->spr.ang);
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@ -960,8 +960,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
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if (v14)
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RotatePoint((int*)&actor->spr.pos.X, (int*)&actor->spr.pos.Y, v14, v20, v24);
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actor->spr.ang = (actor->spr.ang + v14) & 2047;
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actor->spr.pos.X += v28;
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actor->spr.pos.Y += v2c;
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actor->add_int_pos({ v28, v2c, 0 });
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}
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}
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}
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@ -1043,14 +1042,14 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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if (actor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD)
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{
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viewBackupSpriteLoc(actor);
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actor->spr.pos.Z += pSector->floorz - oldZ;
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actor->add_int_z(pSector->floorz - oldZ);
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}
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else if (actor->spr.flags & 2)
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actor->spr.flags |= 4;
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else if (oldZ <= bottom && !(actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK))
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{
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viewBackupSpriteLoc(actor);
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actor->spr.pos.Z += pSector->floorz - oldZ;
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actor->add_int_z(pSector->floorz - oldZ);
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}
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}
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@ -1088,7 +1087,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
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{
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viewBackupSpriteLoc(actor);
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actor->spr.pos.Z += pSector->ceilingz - oldZ;
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actor->add_int_z(pSector->ceilingz - oldZ);
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}
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}
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@ -1241,7 +1240,7 @@ int VSpriteBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator)
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if (actor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD)
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{
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viewBackupSpriteLoc(actor);
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actor->spr.pos.Z = actor->basePoint.Z + MulScale(dz1, GetWaveValue(a2, nWave), 16);
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actor->set_int_z(actor->basePoint.Z + MulScale(dz1, GetWaveValue(a2, nWave), 16));
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}
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}
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}
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@ -1254,7 +1253,7 @@ int VSpriteBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator)
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if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
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{
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viewBackupSpriteLoc(actor);
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actor->spr.pos.Z = actor->basePoint.Z + MulScale(dz2, GetWaveValue(a2, nWave), 16);
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actor->set_int_z(actor->basePoint.Z + MulScale(dz2, GetWaveValue(a2, nWave), 16));
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}
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}
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}
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@ -1633,9 +1632,8 @@ void OperateTeleport(sectortype* pSector)
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{
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TeleFrag(pXSector->actordata, destactor->sector());
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}
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actor->spr.pos.X = destactor->spr.pos.X;
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actor->spr.pos.Y = destactor->spr.pos.Y;
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actor->spr.pos.Z += destactor->sector()->floorz - pSector->floorz;
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actor->set_int_xy(destactor->spr.pos.X, destactor->spr.pos.Y);
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actor->add_int_z(destactor->sector()->floorz - pSector->floorz);
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actor->spr.ang = destactor->spr.ang;
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ChangeActorSect(actor, destactor->sector());
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sfxPlay3DSound(destactor, 201, -1, 0);
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@ -2127,7 +2125,7 @@ void ProcessMotion(void)
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if (actor->spr.cstat & CSTAT_SPRITE_MOVE_MASK)
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{
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viewBackupSpriteLoc(actor);
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actor->spr.pos.Z += vdi;
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actor->add_int_z(vdi);
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}
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}
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if (pXSector->bobFloor)
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@ -2148,7 +2146,7 @@ void ProcessMotion(void)
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if (bottom >= floorZ && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
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{
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viewBackupSpriteLoc(actor);
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actor->spr.pos.Z += vdi;
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actor->add_int_z(vdi);
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}
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}
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}
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@ -2167,7 +2165,7 @@ void ProcessMotion(void)
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if (top <= ceilZ && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
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{
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viewBackupSpriteLoc(actor);
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actor->spr.pos.Z += vdi;
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actor->add_int_z(vdi);
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}
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}
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}
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@ -147,7 +147,7 @@ void warpInit(TArray<DBloodActor*>& actors)
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actor->sector()->upperLink = actor;
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actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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actor->spr.pos.Z = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
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actor->set_int_z(getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y));
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break;
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case kMarkerLowWater:
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case kMarkerLowStack:
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@ -155,7 +155,7 @@ void warpInit(TArray<DBloodActor*>& actors)
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actor->sector()->lowerLink = actor;
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actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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actor->spr.pos.Z = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
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actor->set_int_z(getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y));
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break;
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}
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}
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@ -219,14 +219,16 @@ int CheckLink(DBloodActor* actor)
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assert(aLower);
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assert(aLower->insector());
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ChangeActorSect(actor, aLower->sector());
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actor->spr.pos.X += aLower->spr.pos.X - aUpper->spr.pos.X;
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actor->spr.pos.Y += aLower->spr.pos.Y - aUpper->spr.pos.Y;
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vec3_t add;
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add.X = aLower->spr.pos.X - aUpper->spr.pos.X;
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add.Y = aLower->spr.pos.Y - aUpper->spr.pos.Y;
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int z2;
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if (aLower->spr.type == kMarkerLowLink)
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z2 = aLower->spr.pos.Z;
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else
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z2 = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
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actor->spr.pos.Z += z2 - z;
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add.Z = z2 - z;
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actor->add_int_pos(add);
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actor->interpolated = false;
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return aUpper->spr.type;
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}
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@ -244,14 +246,16 @@ int CheckLink(DBloodActor* actor)
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assert(aUpper);
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assert(aUpper->insector());
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ChangeActorSect(actor, aUpper->sector());
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actor->spr.pos.X += aUpper->spr.pos.X - aLower->spr.pos.X;
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actor->spr.pos.Y += aUpper->spr.pos.Y - aLower->spr.pos.Y;
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vec3_t add;
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add.X = aUpper->spr.pos.X - aLower->spr.pos.X;
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add.Y = aUpper->spr.pos.Y - aLower->spr.pos.Y;
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int z2;
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if (aUpper->spr.type == kMarkerUpLink)
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z2 = aUpper->spr.pos.Z;
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else
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z2 = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
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actor->spr.pos.Z += z2 - z;
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add.Z = z2 - z;
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actor->add_int_pos(add);
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actor->interpolated = false;
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return aLower->spr.type;
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}
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