mirror of
https://github.com/DrBeef/Raze.git
synced 2025-03-22 01:01:04 +00:00
- SW: Rename Player::oldpos
to Player::PlayerOldPosition
to make it easier to search upon.
This commit is contained in:
parent
bf10d9816f
commit
f0074a913e
4 changed files with 12 additions and 12 deletions
|
@ -538,7 +538,7 @@ struct PLAYER
|
|||
{
|
||||
// variable that fit in the sprite or user structure
|
||||
|
||||
DVector3 PlayerNowPosition, PlayerPrevPosition, oldpos;
|
||||
DVector3 PlayerNowPosition, PlayerPrevPosition, PlayerOldPosition;
|
||||
|
||||
DSWActor* actor; // this may not be a TObjPtr!
|
||||
TObjPtr<DSWActor*> lowActor, highActor;
|
||||
|
|
|
@ -1313,7 +1313,7 @@ void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
|
|||
{
|
||||
pp->angle.ang = pp->angle.oang = ang;
|
||||
pp->PlayerPrevPosition = pp->PlayerNowPosition= pos.plusZ(-PLAYER_HEIGHTF);
|
||||
pp->oldpos.XY() = pp->PlayerNowPosition.XY();
|
||||
pp->PlayerOldPosition.XY() = pp->PlayerNowPosition.XY();
|
||||
|
||||
updatesector(pp->PlayerNowPosition, &pp->cursector);
|
||||
pp->Flags2 |= (PF2_TELEPORTED);
|
||||
|
@ -1327,7 +1327,7 @@ void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
|
|||
|
||||
void DoPlayerTeleportToOffset(PLAYER* pp)
|
||||
{
|
||||
pp->oldpos.XY() = pp->PlayerPrevPosition.XY() = pp->PlayerNowPosition.XY();
|
||||
pp->PlayerOldPosition.XY() = pp->PlayerPrevPosition.XY() = pp->PlayerNowPosition.XY();
|
||||
|
||||
updatesector(pp->PlayerNowPosition, &pp->cursector);
|
||||
pp->Flags2 |= (PF2_TELEPORTED);
|
||||
|
@ -1698,7 +1698,7 @@ void DoPlayerBob(PLAYER* pp)
|
|||
{
|
||||
double amt;
|
||||
|
||||
double dist = (pp->PlayerNowPosition.XY() - pp->oldpos.XY()).Length();
|
||||
double dist = (pp->PlayerNowPosition.XY() - pp->PlayerOldPosition.XY()).Length();
|
||||
|
||||
if (dist > 32)
|
||||
dist = 0;
|
||||
|
@ -2051,7 +2051,7 @@ void PlayerCheckValidMove(PLAYER* pp)
|
|||
{
|
||||
if (!pp->insector())
|
||||
{
|
||||
pp->PlayerNowPosition = pp->oldpos;
|
||||
pp->PlayerNowPosition = pp->PlayerOldPosition;
|
||||
pp->cursector = pp->lastcursector;
|
||||
}
|
||||
}
|
||||
|
@ -2119,7 +2119,7 @@ void DoPlayerMove(PLAYER* pp)
|
|||
DoPlayerTurn(pp, pp->input.avel, 1);
|
||||
}
|
||||
|
||||
pp->oldpos = pp->PlayerNowPosition;
|
||||
pp->PlayerOldPosition = pp->PlayerNowPosition;
|
||||
pp->lastcursector = pp->cursector;
|
||||
|
||||
if (PLAYER_MOVING(pp) == 0)
|
||||
|
@ -7183,8 +7183,8 @@ void InitAllPlayers(void)
|
|||
|
||||
//pp->MaxHealth = 100;
|
||||
|
||||
pp->oldpos.X = 0;
|
||||
pp->oldpos.Y = 0;
|
||||
pp->PlayerOldPosition.X = 0;
|
||||
pp->PlayerOldPosition.Y = 0;
|
||||
pp->climb_ndx = 10;
|
||||
pp->KillerActor = nullptr;
|
||||
pp->Kills = 0;
|
||||
|
|
|
@ -483,9 +483,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
|
|||
("recoil_ndx", w.recoil_ndx)
|
||||
("recoil_horizoff", w.recoil_horizoff)
|
||||
("recoil_ohorizoff", w.recoil_ohorizoff)
|
||||
("oldposx", w.oldpos.X)
|
||||
("oldposy", w.oldpos.Y)
|
||||
("oldposz", w.oldpos.Z)
|
||||
("oldposx", w.PlayerOldPosition.X)
|
||||
("oldposy", w.PlayerOldPosition.Y)
|
||||
("oldposz", w.PlayerOldPosition.Z)
|
||||
("revolvex", w.Revolve.X)
|
||||
("revolvey", w.Revolve.Y)
|
||||
("RevolveDeltaAng", w.RevolveDeltaAng)
|
||||
|
|
|
@ -1544,7 +1544,7 @@ void PreMapCombineFloors(void)
|
|||
if (itsect == dasect)
|
||||
{
|
||||
pp->PlayerNowPosition += dv;
|
||||
pp->PlayerPrevPosition.XY() = pp->oldpos.XY() = pp->PlayerNowPosition.XY();
|
||||
pp->PlayerPrevPosition.XY() = pp->PlayerOldPosition.XY() = pp->PlayerNowPosition.XY();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue