- Annotate all player angles that are being set as the sprite angles to review later.

* Once the angles between player and sprite have been unified, these will be much harder to identify.
This commit is contained in:
Mitchell Richters 2022-11-25 14:42:42 +11:00 committed by Christoph Oelckers
parent 110cc5149d
commit f027d07ae5
7 changed files with 10 additions and 10 deletions

View file

@ -1334,7 +1334,7 @@ void movetransports_d(void)
ps[k].GetActor()->spr.extra = 0;
}
ps[p].angle.ang = Owner->spr.Angles.Yaw;
ps[p].angle.ang = Owner->spr.Angles.Yaw; // check me out later.
if (Owner->GetOwner() != Owner)
{

View file

@ -1222,7 +1222,7 @@ void movetransports_r(void)
ps[k].GetActor()->spr.extra = 0;
}
ps[p].angle.ang = Owner->spr.Angles.Yaw;
ps[p].angle.ang = Owner->spr.Angles.Yaw; // check me out later.
if (Owner->GetOwner() != Owner)
{
@ -1945,7 +1945,7 @@ void rr_specialstats()
{
if (act2->spr.picnum == RRTELEPORTDEST)
{
ps[p].angle.ang = act2->spr.Angles.Yaw;
ps[p].angle.ang = act2->spr.Angles.Yaw; // check me out later.
ps[p].GetActor()->spr.pos = act2->spr.pos.plusZ(-36 + gs.playerheight);
ps[p].GetActor()->backuppos();
ps[p].setbobpos();

View file

@ -2833,7 +2833,7 @@ int ParseState::parse(void)
case concmd_ifangdiffl:
{
insptr++;
auto ang = absangle(ps[g_p].angle.ang, g_ac->spr.Angles.Yaw);
auto ang = absangle(ps[g_p].angle.ang, g_ac->spr.Angles.Yaw); // check me out later.
parseifelse( ang <= mapangle(*insptr));
break;
}

View file

@ -3949,7 +3949,7 @@ void OnMotorcycle(player_struct *p, DDukeActor* motosprite)
if (motosprite)
{
p->GetActor()->spr.pos.XY() = motosprite->spr.pos.XY();
p->angle.ang = motosprite->spr.Angles.Yaw;
p->angle.ang = motosprite->spr.Angles.Yaw; // check me out later.
p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo;
motosprite->Destroy();
}
@ -4023,7 +4023,7 @@ void OnBoat(player_struct *p, DDukeActor* boat)
if (boat)
{
p->GetActor()->spr.pos.XY() = boat->spr.pos.XY();
p->angle.ang = boat->spr.Angles.Yaw;
p->angle.ang = boat->spr.Angles.Yaw; // check me out later.
p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo;
boat->Destroy();
}

View file

@ -626,7 +626,7 @@ void resetpspritevars(int g, const DVector3& startpos)
act->SetOwner(act);
ps[j].setbobpos();
ps[j].angle.oang = ps[j].angle.ang = act->spr.Angles.Yaw;
ps[j].angle.oang = ps[j].angle.ang = act->spr.Angles.Yaw; // check me out later.
updatesector(act->spr.pos, &ps[j].cursector);

View file

@ -293,7 +293,7 @@ void RestartPlayer(int nPlayer)
pActor->spr.pos = nNStartSprite->spr.pos;
ChangeActorSect(pActor, nNStartSprite->sector());
plr->angle.ang = nNStartSprite->spr.Angles.Yaw;
plr->angle.ang = nNStartSprite->spr.Angles.Yaw; // check me out later.
pActor->spr.Angles.Yaw = plr->angle.ang; // check me out later.
floorsprt = insertActor(pActor->sector(), 0);

View file

@ -5334,7 +5334,7 @@ void DoPlayerStopOperate(PLAYER* pp)
{
DSWActor* rsp = pp->remoteActor;
if (TEST_BOOL1(rsp))
pp->angle.ang = pp->angle.oang = rsp->spr.Angles.Yaw;
pp->angle.ang = pp->angle.oang = rsp->spr.Angles.Yaw; // check me out later.
else
pp->angle.ang = pp->angle.oang = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle();
}
@ -7203,7 +7203,7 @@ void PlayerSpawnPosition(PLAYER* pp)
ASSERT(spawn_sprite != nullptr);
pp->angle.ang = pp->angle.oang = spawn_sprite->spr.Angles.Yaw;
pp->angle.ang = pp->angle.oang = spawn_sprite->spr.Angles.Yaw; // check me out later.
pp->setcursector(spawn_sprite->sector());
if (pp->actor)